Editing Forge
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===''Halo 3''=== | ===''Halo 3''=== | ||
[[File:H3 ForgeHighGround.jpg|thumb|300px|The Forge Menu in ''Halo 3''.]] | [[File:H3 ForgeHighGround.jpg|thumb|300px|The Forge Menu in ''Halo 3''.]] | ||
{{Main| | {{Main|Forge/Halo 3}} | ||
[[2007]]'s ''Halo 3'' was the first ''Halo'' game to feature Forge mode. The mode was designed for players to be able to do simple alterations to [[multiplayer]] maps; changing how and which [[Weapons (gameplay)|weapons]] and vehicles spawn, objectives, simple scenery and cover, and similar. The mode was first revealed in August 2007 shortly before the game's launch as a facet of the [[Halo 3 Epsilon|''Halo 3'' Epsilon]] build,{{Ref/Site|Id=BWU07|URL=http://halo.bungie.net/News/content.aspx?type=topnews&cid=12718|Site=Bungie.net|Page=Bungie Weekly Update: 8/17/07|D=13|M=10|Y=2014}} and later featured in a dedicated [[ViDoc]]: ''[[Halo 3 ViDoc: Cinema Paradiso|Cinema Paradiso]]''.{{Ref/Reuse|Paradiso}} | [[2007]]'s ''Halo 3'' was the first ''Halo'' game to feature Forge mode. The mode was designed for players to be able to do simple alterations to [[multiplayer]] maps; changing how and which [[Weapons (gameplay)|weapons]] and vehicles spawn, objectives, simple scenery and cover, and similar. The mode was first revealed in August 2007 shortly before the game's launch as a facet of the [[Halo 3 Epsilon|''Halo 3'' Epsilon]] build,{{Ref/Site|Id=BWU07|URL=http://halo.bungie.net/News/content.aspx?type=topnews&cid=12718|Site=Bungie.net|Page=Bungie Weekly Update: 8/17/07|D=13|M=10|Y=2014}} and later featured in a dedicated [[ViDoc]]: ''[[Halo 3 ViDoc: Cinema Paradiso|Cinema Paradiso]]''.{{Ref/Reuse|Paradiso}} | ||
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===''Halo: Reach''=== | ===''Halo: Reach''=== | ||
[[File:HR Forge Menu.jpg|thumb|300px|The Forge Main menu from ''[[Halo: Reach]]''.]] | [[File:HR Forge Menu.jpg|thumb|300px|The Forge Main menu from ''[[Halo: Reach]]''.]] | ||
{{Main|Reach | {{Main|Forge/Halo: Reach}} | ||
''Halo: Reach'' came with the introduction of '''Forge 2.0''', a revamped map editor with greater functionality based on observations of how players used Forge in ''Halo 3''. The mode was first revealed in a dedicated ViDoc, "''[[Halo: Reach ViDoc: Forge World|Forge World]]''". One of the biggest changes for ''Reach'' was the ability for players to change the physics state of an object, now allowing them to be phased into BSP terrain and unaffected by physics interactions. The ability to delete all objects on the map was also added, to make working with the default maps less frustrating. The other key feature of ''Reach''{{'}}s Forge was a new Forge canvas map, [[Forge World]], which was the then-largest map in the entire series. Forge World was a massive map that had a large variety of environments allowing for maps to be built inside it using the vastly expanded toolset and object palette of ''Reach'', with several example map variants included on the disc. | ''Halo: Reach'' came with the introduction of '''Forge 2.0''', a revamped map editor with greater functionality based on observations of how players used Forge in ''Halo 3''. The mode was first revealed in a dedicated ViDoc, "''[[Halo: Reach ViDoc: Forge World|Forge World]]''". One of the biggest changes for ''Reach'' was the ability for players to change the physics state of an object, now allowing them to be phased into BSP terrain and unaffected by physics interactions. The ability to delete all objects on the map was also added, to make working with the default maps less frustrating. The other key feature of ''Reach''{{'}}s Forge was a new Forge canvas map, [[Forge World]], which was the then-largest map in the entire series. Forge World was a massive map that had a large variety of environments allowing for maps to be built inside it using the vastly expanded toolset and object palette of ''Reach'', with several example map variants included on the disc. | ||
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===''Halo 4''=== | ===''Halo 4''=== | ||
[[File:H4 Forge Reveal.png|250px|thumb|Halo 4's Forge, as displayed at RTX 2012.]] | [[File:H4 Forge Reveal.png|250px|thumb|Halo 4's Forge, as displayed at RTX 2012.]] | ||
{{Main| | {{Main|Forge/Halo 4}} | ||
Forge returned in ''Halo 4'' with several improvements from its previous iteration in ''Halo: Reach'', though not to the same extent as the changes experienced going into ''Reach''. The duplication tool has returned from ''Halo 3'', and selected objects now glow green depending on what type of object is selected for better precision, preventing players from accidentally deleting objects they did not intend. The feature now supports dynamic lighting on Forge objects, enabling each individual pieces to cast shadows. It features additional tools for user for map-making such as the ability to link Forge objects seamlessly through the use of the magnet utility and adding trait zones (such as enhanced movement and gravity). Objects can be locked, preventing being grabbed/moved. More Forge objects have been added to the sandbox to provide variety to the map-making experience.{{Ref/YouTube|Id=RTX Forge|iFr2JMmr_aE|Elijah's Videos|Halo 4 Forge Demo at RTX <nowiki>[HD] [1080p]</nowiki>|D=27|M=12|Y=2025}} | Forge returned in ''Halo 4'' with several improvements from its previous iteration in ''Halo: Reach'', though not to the same extent as the changes experienced going into ''Reach''. The duplication tool has returned from ''Halo 3'', and selected objects now glow green depending on what type of object is selected for better precision, preventing players from accidentally deleting objects they did not intend. The feature now supports dynamic lighting on Forge objects, enabling each individual pieces to cast shadows. It features additional tools for user for map-making such as the ability to link Forge objects seamlessly through the use of the magnet utility and adding trait zones (such as enhanced movement and gravity). Objects can be locked, preventing being grabbed/moved. More Forge objects have been added to the sandbox to provide variety to the map-making experience.{{Ref/YouTube|Id=RTX Forge|iFr2JMmr_aE|Elijah's Videos|Halo 4 Forge Demo at RTX <nowiki>[HD] [1080p]</nowiki>|D=27|M=12|Y=2025}} | ||
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====''Halo 2: Anniversary''==== | ====''Halo 2: Anniversary''==== | ||
[[File:H2A Forge info.png|thumb|250px|An overview of the features in ''Halo 2: Anniversary''{{'}}s Forge mode.]] | [[File:H2A Forge info.png|thumb|250px|An overview of the features in ''Halo 2: Anniversary''{{'}}s Forge mode.]] | ||
{{Main| | {{Main|Forge/Halo 2: Anniversary}} | ||
''[[Halo 2: Anniversary]]'' features a Forge mode, the first available on the [[Xbox One]], though only in the reimagined multiplayer component based on the ''Halo 4'' engine. The new Forge features several bug fixes from ''Halo 4'', including menu polishing and adding magnet location consistency. Precision control and zoom have also been added. New features include "Snap to Ground", "Align to Ground", and "Movement Snap". Tool settings are now stored between Forge sessions. The Forge "Structure" palette is now cleaner and smoother, along with new mirrored versions of objects. Additional natural and terrain structure pieces—including cliffs and large pieces of land—have also been added to the Structure palette.<ref name="gameinformerH2A">[http://www.gameinformer.com/games/halo_master_chief_collection/b/xboxone/archive/2014/08/30/343-details-halo-2-s-many-changes-and-additions.aspx '''GameInformer''': ''343 Details Halo 2’s Many Changes And Additions'']</ref> Three Skybox-only maps—[[Awash]], [[Nebula]], and [[Skyward]]—have been added, allowing players to create maps and structures without interference from previous existing structures.<ref>[https://twitter.com/Halo/status/505789783004958722 '''Twitter''': ''Halo'']</ref><ref name="ign demo">[http://www.ign.com/videos/2014/10/28/halo-2-anniversary-forge-demo-halo-the-master-chief-collection-ign-first '''IGN.com''' - ''See Forge in Halo 2: Anniversary'']</ref> | ''[[Halo 2: Anniversary]]'' features a Forge mode, the first available on the [[Xbox One]], though only in the reimagined multiplayer component based on the ''Halo 4'' engine. The new Forge features several bug fixes from ''Halo 4'', including menu polishing and adding magnet location consistency. Precision control and zoom have also been added. New features include "Snap to Ground", "Align to Ground", and "Movement Snap". Tool settings are now stored between Forge sessions. The Forge "Structure" palette is now cleaner and smoother, along with new mirrored versions of objects. Additional natural and terrain structure pieces—including cliffs and large pieces of land—have also been added to the Structure palette.<ref name="gameinformerH2A">[http://www.gameinformer.com/games/halo_master_chief_collection/b/xboxone/archive/2014/08/30/343-details-halo-2-s-many-changes-and-additions.aspx '''GameInformer''': ''343 Details Halo 2’s Many Changes And Additions'']</ref> Three Skybox-only maps—[[Awash]], [[Nebula]], and [[Skyward]]—have been added, allowing players to create maps and structures without interference from previous existing structures.<ref>[https://twitter.com/Halo/status/505789783004958722 '''Twitter''': ''Halo'']</ref><ref name="ign demo">[http://www.ign.com/videos/2014/10/28/halo-2-anniversary-forge-demo-halo-the-master-chief-collection-ign-first '''IGN.com''' - ''See Forge in Halo 2: Anniversary'']</ref> | ||
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====Thorage==== | ====Thorage==== | ||
When ''The Master Chief Collection'' launched on PC in [[2019]], ''Reach'' was added to the collection, with its Forge mode released the following summer. With this, the Forge modes of ''Halo 3'', ''Reach'', and ''Halo 4'' were all given quality-of-life improvements, codenamed "Thorage" internally at [[343 Industries]]. A brief summary of the additions is as follows: | When ''The Master Chief Collection'' launched on PC in [[2019]], ''Reach'' was added to the collection, with its Forge mode released the following summer. With this, the Forge modes of ''Halo 3'', ''Reach'', and ''Halo 4'' were all given quality-of-life improvements, codenamed "Thorage" internally at [[343 Industries]]. A brief summary of the additions is as follows: | ||
*'''[[ | *'''[[Forge/Halo 3#Changes for Halo: The Master Chief Collection|''Halo 3'']]:''' Thorage for ''Halo 3'' updated Foundry, Sandbox, and [[Avalanche]] to have several new weapons, vehicles, and scenery objects, alongside backporting the object physics options from ''Reach'' onward into ''Halo 3''. The map budgets were also increased accordingly to allow for more objects to be placed. | ||
*'''[[Reach | *'''[[Forge/Halo: Reach#Changes for Halo: The Master Chief Collection|''Halo: Reach'']]:''' Thorage for ''Reach'' updated Forge World and Tempest to have a number of new items such as previously [[campaign]]-exclusive weapons and vehicles, alongside every single Forge item previously-exclusive to other maps. The map budgets and item costs were also updated to allow for more objects to be placed. | ||
*'''[[ | *'''[[Forge/Halo 4#Changes for Halo: The Master Chief Collection|''Halo 4'']]:''' Thorage for ''Halo 4'' updated the four canvas maps to have all previously map-exclusive objects available (including those from the other canvas maps). | ||
===''Halo 5: Guardians''=== | ===''Halo 5: Guardians''=== | ||
{{Main| | {{Main|Forge/Halo 5: Guardians}} | ||
[[File:H5G-Forge.jpg|thumb|250px|Forge in ''Halo 5: Guardians''.]] | [[File:H5G-Forge.jpg|thumb|250px|Forge in ''Halo 5: Guardians''.]] | ||
Forge for ''Halo 5: Guardians'' was released in the [[Cartographer's Gift]] update after the game's launch, and featured the most radical shakeup of the mode's functionality since Forge 2.0 in ''Reach''.{{Ref/Site|Id=H5Waypoint|URL=https://www.halowaypoint.com/en-us/community/blog-posts/building-the-biggest-forge-yet|Site=Halo Waypoint|Page=Building the Biggest Forge Yet|D=31|M=12|Y=2015}} Among the improved features are the control scheme, selecting and manipulating up to 64 objects at once, a free camera, and smart magnets. Objects are no longer constrained to certain maps, as was the case in previous games. Up to 1700+ objects can be spawned into the map and new types have been added. Terrain objects are designed to seamlessly blend into the prebuilt terrain. Objects can be grouped with a single button press and "welded" to a parent object, allowing the objects to physically move around together. Almost any object can be scripted to move, change colors, spawn, and etc. The budget system has been improved, including a multi-budget system, where a terrain piece will only eat into the memory budget once. Additional pieces only use up the object count because the shared texture is already loaded. Other budgets are considered "soft" and can be exceeded, but doing so causes glitches.{{Ref/Reuse|H5Waypoint}} | Forge for ''Halo 5: Guardians'' was released in the [[Cartographer's Gift]] update after the game's launch, and featured the most radical shakeup of the mode's functionality since Forge 2.0 in ''Reach''.{{Ref/Site|Id=H5Waypoint|URL=https://www.halowaypoint.com/en-us/community/blog-posts/building-the-biggest-forge-yet|Site=Halo Waypoint|Page=Building the Biggest Forge Yet|D=31|M=12|Y=2015}} Among the improved features are the control scheme, selecting and manipulating up to 64 objects at once, a free camera, and smart magnets. Objects are no longer constrained to certain maps, as was the case in previous games. Up to 1700+ objects can be spawned into the map and new types have been added. Terrain objects are designed to seamlessly blend into the prebuilt terrain. Objects can be grouped with a single button press and "welded" to a parent object, allowing the objects to physically move around together. Almost any object can be scripted to move, change colors, spawn, and etc. The budget system has been improved, including a multi-budget system, where a terrain piece will only eat into the memory budget once. Additional pieces only use up the object count because the shared texture is already loaded. Other budgets are considered "soft" and can be exceeded, but doing so causes glitches.{{Ref/Reuse|H5Waypoint}} | ||
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===''Halo Infinite''=== | ===''Halo Infinite''=== | ||
{{Main| | {{Main|Forge/Halo Infinite}} | ||
Forge mode was released for ''Halo Infinite'' in the [[Winter Update]]. It improves upon the foundations set by ''Halo 5''{{'}}s version of Forge by introducing object scaling,{{Ref/YouTube|Id=INFForge1|SAwEbD5qNG8|Halo|Halo Infinite Forge Fundamentals - Building|Y=2022|M=09|D=09}} a menu wheel for more complex options, the ability to undo and redo a previous edit,{{Ref/Site|Id=FHOD|URL=https://www.forgehub.com/threads/outpost-discovery-round-up-halo-infinite-forge-first-details-exclusive.159009/|Site=ForgeHub|Page=Outpost Discovery Round-Up + Halo Infinite First Forge Details (Exclusive)|D=21|M=8|Y=2021}} the ability to customize FX, the sun's color and its time of day,{{Ref/YouTube|Id=INFForge3|uyKLrBs6GDM|Halo|Halo Infinite Forge Fundamentals - Lighting & Audio|Y=2022|M=10|D=03}} the ability to create a sequence of events and conditions to trigger it through a node graph,{{Ref/YouTube|Id=INFForge2|sgIxew1x12s|Halo|Halo Infinite Forge Fundamentals - Scripting & Bots|Y=2022|M=09|D=19}} the ability to set objects as static or dynamic, etc. It also makes a huge change to the lighting system that allows the player to set the option to cast static and/or dynamic shadows when selecting a light placed by the player, introduces a heatmap for lights and shadows to assist in map performance, introduces light probes with a limit of 14,000 light probes on a map, and removes the ability to bake light. | Forge mode was released for ''Halo Infinite'' in the [[Winter Update]]. It improves upon the foundations set by ''Halo 5''{{'}}s version of Forge by introducing object scaling,{{Ref/YouTube|Id=INFForge1|SAwEbD5qNG8|Halo|Halo Infinite Forge Fundamentals - Building|Y=2022|M=09|D=09}} a menu wheel for more complex options, the ability to undo and redo a previous edit,{{Ref/Site|Id=FHOD|URL=https://www.forgehub.com/threads/outpost-discovery-round-up-halo-infinite-forge-first-details-exclusive.159009/|Site=ForgeHub|Page=Outpost Discovery Round-Up + Halo Infinite First Forge Details (Exclusive)|D=21|M=8|Y=2021}} the ability to customize FX, the sun's color and its time of day,{{Ref/YouTube|Id=INFForge3|uyKLrBs6GDM|Halo|Halo Infinite Forge Fundamentals - Lighting & Audio|Y=2022|M=10|D=03}} the ability to create a sequence of events and conditions to trigger it through a node graph,{{Ref/YouTube|Id=INFForge2|sgIxew1x12s|Halo|Halo Infinite Forge Fundamentals - Scripting & Bots|Y=2022|M=09|D=19}} the ability to set objects as static or dynamic, etc. It also makes a huge change to the lighting system that allows the player to set the option to cast static and/or dynamic shadows when selecting a light placed by the player, introduces a heatmap for lights and shadows to assist in map performance, introduces light probes with a limit of 14,000 light probes on a map, and removes the ability to bake light. | ||