Forge/Halo: Reach

Forge returned as a multiplayer gamemode in Halo: Reach, branded as Forge 2.0. The mode was shown off in the Forge World ViDoc as a vast improvement over the mode featured in Halo 3.

Objects

 * All weapons can now be placed on all maps
 * The object budget has been increased from $640 to $10,000
 * The item hard limit has been increased
 * More objects of any one type can be placed down (ex. two Scorpions per map in Halo 3 now upped to eight Scorpions per map)
 * Item limits now restricted to a category, rather than individual limits. For example, up to 50 Wall objects can be placed, but this can be any combination of 50 objects within that category as opposed to a set amount of individual objects.
 * A vastly improved item palette (see Forge Objects in Halo: Reach for a comprehensive list)

Object manipulation
Object manipulation in Forge 2.0 has been vastly improved.
 * Players have the ability to select the physics of an object: normal, fixed or phased. Normal physics makes an object fall to the ground and interact with the world normally as it does in Halo 3. Fixed physics allows players to place an object and have it stay exactly where it was placed - even floating in the air. Phased physics is similar to fixed, but allows players to intersect objects with other objects or map geometry.
 * Players can label most objects, giving the ability to make any part on a map only spawn during a particular game type and allowing more control over player spawning and objectives.
 * When an object is being held by a player, that player now "orbits" around the object in their grasp rather than having the object "orbit" around themselves (the camera moves around the object rather than the object around the camera).
 * Players can alter the color of some structures and Vehicles to indicate team color.
 * Players have the ability to "nudge" pieces, and the ability to edit an object's coordinates.

Restrictions
Though Forge 2.0 is vastly improved over Classic Forge, there are still a few restrictions on what a player may do to edit a map.
 * The Forge budget returns to Halo: Reach, albeit vastly bigger.
 * The limit of number of a particular items placeable in Forge mode returns, albeit with some changes. The limit now applies to categories of items; for instance number of walls now applies to walls as a category, with 50 wall objects placable rather than 25 single walls and 25 double walls.
 * Forge cannot be used to Forge Firefight or Campaign maps.
 * Most items in Forge cost around 10 credits, while large and complex items cost more.

Forge filters
Some forge filters are limited to Forge 2.0 only. Below is a list of them.
 * Colorblind - Available in Classic and Forge 2.0. It makes the map appear in grayscale.
 * Next Gen - Available in Forge 2.0 and Classic as Gloomy. It makes the environment have slightly darker colors.
 * Juicy - Available in Classic and Forge 2.0. Makes the environment look more vivid, as it increases saturation.
 * Nova - Available in Classic and Forge 2.0. Makes the environment look really bright and blurry.Hence the name.
 * Olde Timey - Available in Classic and Forge 2.0. Olde Timey makes the entire map appear to be an old movie.
 * Pen and Ink - Available in Classic and Forge 2.0. Turns the environment to look as if it was drawn with an ink pen.
 * Purple - Available in Forge 2.0 only. It turns the environment purple, thus giving the effect of night.
 * Green - Available in Forge 2.0 only. It turns the environment green. Useful for Infection game types, as it makes the environment look scarier.
 * Orange - Available in Forge 2.0 only. It turns the environment orange, thus giving the effect of a sunset or a desert-savanna effect.

Forge save glitches
Glitch 1: Occasionally and seemingly randomly, one or more of a player's custom maps will fail to save, even when the in-game message "Save Succeeded" pops up after saving a map. Because of this, when the player selects a new map to forge on, the previous map will be, in essence, deleted.

Glitch 2: Occasionally and seemingly randomly, any number of a player's custom maps will be put under another custom map's name, and the original title(s) of the moved map(s) will house a different map(s) (not necessarily a map title that the original map/maps is/are now under). This "shuffling" of maps may result in one or more maps disappearing.

Avoidance
To avoid being a victim of the Forge Save Glitches, it is advisable for players to:
 * Choose "Save As New Map" rather than "Save" when saving a freshly-changed map.
 * Without selecting a new map in the Forge or Custom Game lobbies, play a custom game; this will ensure that the map is put into a player's Temporary History, and can be accessed from there if the map does get "deleted".
 * Upload maps to their Fileshare; if a map is deleted, it can be downloaded from the Fileshare, thereby salvaging the map.