This deserves it's own thread. Partly because I think people that didn't play much of 3 or 3's Forge mode need to see this. Partly because explaining it all is too big to fit into the general Halo discussion thread's OP. Lastly, because I'd like to have a thread where we feature PA Reach Forge creations (a little more than a month away!)
Halo Reach's Forge "2.0"
First, watch the vidoc:
Now, watch the Comic Con presentation of Forge, complete with crowd reactions: (might have to skip ahead in the first part of the first video if you don't care about Firefight)
What Reach's Forge IS
* A real-time object editor, like Halo 3's Forge
* Supports up to 8 players in one Forge session via splitscreen, LAN, or Xbox Live
* Allows you to edit what an objective destination is
* Allows you to define safe-volumes and kill-volumes
* Allows you to edit all versus multiplayer maps
* Vastly improved over Halo 3's version
What Reach's Forge IS NOT
* A campaign editor
* A Firefight map editor
* A "full geometry editor" like Far Cry 2's map editor.
you might say. "That just looks like the same Forge from 3 then. What's the point of caring about this?"
There are a lot of reasons to care about it. A lot are outlined in the videos above, but here is the text version!
Forge World: A Forge-Centric Map
Remember that remake of Blood Gulch/Coag that Bungie revealed back on Bungie Day? Yeah, that's just about 1/5th of the entirety of Forge World.
The "Gulch" section of Forge World
Everything you see inside the canyon is a Forge object. The bases, vehicles, and even the rocks embedded into the ground are Forge Objects, which I will now refer to as FOs. The geometry of this section of the map is an up-res'd version of Coagulation from Halo 2. The bases are based off Halo 1.
But you don't even have to use this part of Forge World if you want. By the way, the great thing about Forge World? It's a disc map. Meaning unlike Foundry and Sandbox from 3, every single Halo: Reach player will be able to play your custom maps.
The Coliseum - Sandbox Crypt's bigger, badder brother
Prefer to make a more technical map? Like Grifball? This location (remember, we're still on the same multiplayer level!) will suit your needs. Slightly bigger than the Crypt from 3's Sandbox, this is your symmetrical box area to create maps in. This is probably the area you're going to see the most maps in, especially for MLG and other "hardcore" maps and 4v4 maps.
The Island - Minus polar bears and mysterious smoke
The screenshots don't really show you how big some of these areas are. The Island by itself can support 8v8 BTB games. It's kind of set up like a horseshoe-map so you can play Avalanche/Sidewinder esque maps on it. You're probably not going to see many maps here - BTB maps are quite the time investment. However, there will be a map on the Reach disc that uses this area, which I will cover later on.
The Rock - Can you smell what your mind is cooking?
This area is probably one of the more simple ones of Forge World, intended for "in the air" maps without having to spend budget on making the platform to put them on. You can see the Island area in the background of that screenshot. Once again, the sense of scale is not there - a player standing on the rock would show up as a dot. There's actually two disc variants that use this area for remakes.
Not pictured is the flat outside "Small Canyon", great for making outdoor themed maps.
Forge World's base version is actually blank, and will have multiple variants included on the Reach disc. So you can decide on launch day whether you want to start fresh or build off existing maps.
I've Got the Tools
In Halo 3, FOs are a bitch to work with. Unless you know all the glitches and tricks, trying to get pieces to go where you want is a pain in the butt. Trying to nudge something will result in the block jumping ten feet. Having to work from the middle of a Block Huge to adjust something from one of endpoints.
No more. Reach has made this easier with various tools for editing scenery objects:
Instead of an object being pulled towards you whenever you grab it, grabbing an object now makes it the center of your orbit.
- Normal: The object will act like Halo 3 FOs. Falls over/reacts to geometry and other objects.
- Fixed: The object will react to other objects while you hold it. However, when you let go it will freeze in place. No more needing to build pieces in a tower then placing your floating object, or using the "Save and Quit" glitch. Just put it where you need it and let go.
- Phased: The object will clip into world geometry and other objects. Great for making cliff maps, ledges, or if you only want the top half of an object sticking out of the ground. Also great for the rock objects and other scenery. Once you let go of a Phased object, it will freeze in location.
- Slowmode: Clicking the left stick in will zoom in and reduce the stick sensitivity dramatically. Good for making minor changes.
- Coordinate nudging: Move an object along the X, Y, or Z axis (and X,Y,Z) rotation by world units, down to a tenth of a world unit.
- Snap degrees: Want to make a big ramp but don't want to find out the correct angle each time? You can set it so an object snaps to degrees, whether that is 15 degrees or 90 degrees.
- Global Snap degree: Makes it so all objects snap to the degree you specify. Good for quickly making a map where you want all the objects to be perfectly aligned.
- Reset Position: Resets an object to the original default orientation if you need to start over.
- Color: Most useful for the Structure FOs on Forge World. Will colorize the object (if that object supports it) to the color you specify. For example, you can set the color that the Gulch bases glow with this parameter. However, you can even color vehicles like the Mongooses, Falcons, or Hogs to show that they belong to a certain team. Note that this does not prevent a Red Team player from driving a Blue mongoose, it's just for show.
- Delete All Of This Object: Quickly delete all objects of one type. Most useful for if you want to clear a map's spawn points or vehicles or anything, really.
- Objective: Most objects will also be able to be defined as an objective location. As demonstrated in the Vidoc, you can make a Warthog a moving hill. You can make a bomb arm point a soccer ball. And so on.
- Safe Zone: A giant box thingy that you put over the map to define the playable area you want. When players exit it, they'll get a "You have 10 seconds to return to the battlefield" warning. Want to make the Gulch base or a room on Sword Base the only place you want to be without having to build a wall out of objects? Doable.
- Kill Volume: Safe Zone's evil, bearded twin. When players touch one of these, they will instantly die. Great for making floating Lockout-style maps that kill you when you fall off them. Or if you just want to be an ass and still a kill volume in the middle of Blood Gulch and laugh when players accidentally drive through it.
Forge World Palette
Your paint bucket of doom. Click for big resolution.
- Team spawns (visualized as holographic spartans), setable to any team color
- FFA spawns (visualized as white holographic spartans)
- Starting points
Vehicles (with known limit)
- Scorpion (4)
- Falcon (8)
- Warthog, Chain
- Warthog, Gauss
- Warthog, Rocket
All vehicles can be assigned as an objective point (hill, etc)
- All weapons in Halo Reach are available on all maps (and all weapons are available as starting weapons)
- 1x1 block
- 1x2 block
- 1x3 block
- Tower from Ascension
- Camo tower from Zanzibar/Last Resort
- Dish from Ascension
- You get the idea, there's over 170 objects in Structure alone for Forge World
- Golf Ball
- Golf Club
- Tin Cup
- Soccer Ball
Special FX (like Forge Filters from H3)
- Old Timey (now with film streak/tear effect)
- Next Gen
- Pen & Ink
- Purple (effectively turns Forge World into a night map)
- The teleportation radius is now user-definable
- Teleporters can now teleport vehicles
- Teleporter can be set to only allow infantry teleporting, or only land vehicles, or only flying vehicles, or any combination thereof
- So for example, you can put a teleporter behind a wall that looks like a garage door opening, expand it's radius past the wall, and have vehicles drive into it to magically disappear
- Or teleport people around your race track, but not allow them to do it on foot!
- Juggernaut Go-To Points
- Headhunter Capture Points
- Race Checkpoints
The new tools are so easy that Bungie ate their own food and made some of the shipping variants of Forge World with the in-game tool.
Of course, they did some remakes.
Recognize this map?
It's Ascension from Halo 2, renamed "Pinnacle". Made entirely with Forge.
Here's an original map from the creator of Lockout and Guardian, named "The Cage":
Also made entirely with the in-game tools.
Not pictured is a remake of Sanctuary from Halo 2, remade using the "Outdoor Pocket " area (can be seen in the vidoc)
By the way? You gain in-game Reach credits from Forging.
Just remember to tag your creations "paforum" when you upload them in Reach so that it's easier for me to find them and post them up.