Hey guys. These are 10 things 343 should really consider adding into the new forge system in Halo 4!
1. More maps built for forging:
This is for more map diversification and promote huge creativity in the forge community!
Sandstorm - The combination of Sandtrap and Sandbox. Has accessible guardian pillars, a dessert with huge sand dooms, and the secret underground box with sand cave leading to different area.
Forgeworld 2.0 - The next version to Forgeworld. This version has more grassy canyons, an open plain of grass, access to the huge pillar area with large woodland like Ridgeline.
Aerospace - A massive empty area in space with Requiem near by. You have the ablity to create areas that have gravity and air in it.
Earth Canyon - A massive canyon based near the portal to the ark. Has a large river area that contains a dam for “Highgrounds” and “Powerhouse”, and a building for “Foundry” and “Longshore”. There are also huge rocky plains and satellite dishes for “Standoff”. There is also a jungle area for “Ghost town” with a cave area for “Waterworks”.
Requiem ice glacier - A large glacier that contains areas for “Avalanche”, “Breakpoint” and “lockout”. There is also a flood infested area underground.
2. Prop Textures:
This is where you can change a prop texture to a particular theme (this may be limited upon some props). Themes are also pre-set upon spawning them dependent on what map you are on. Texture types include:
- Natural (Grass and rock)
- Arctic (Snow and rock)
- Human
- Covenant
- Forerunner
- Flood
- Water
- Lava (Glows and acts like a kill ball)
3. Mechanisms:
This works as a channelling system. An entity triggers a signal to a numbered channel set by the editor (like teleporters). A mechanism activates when the channel (it’s set to) receives a signal from the trigger.
Trigger - This can be changed to output like a toggle switch (or “flip-flop”), Permanent after activation, or turns off when being activated. Triggers include:
*Buttons
*Pressure plates
*Ranged sensors
*Any objective based entity through Reach’s “Label” system.
Mechanism - This can be changed to output like a toggle switch (or “flip-flop”), Permanent after activation, or turns off when being activated. Mechanisms include:
*Doors (of all sizes and types)
*Explosives
*Pistons
*Spawner
*Any objective based entity through Reach’s “Label” system.
*Text Screens that can be edited
*Screen and camera signal changer
*Teleporter signal changer
4. Lighting bug fixes:
This is where the amount of entities being lit on a screen exceeds a limit. In order to prevent lag, the engine decides to spasticate everything on the screen. This has existed since Halo 3. It was a little better in Halo Reach, but needs to be reduced dramatically. This can be done by under-rendering props (like distant ones in Halo Reach) when it exceeds the entity limit on screen. This can promote large forge budgets.
5. Boundary editing:
Don’t you just hate it when you want to forge somewhere in a map and it won’t let you by saying “Return to Battlefield” or forces you back into the map? Now you can go anywhere and spawn single-way areas on the maps to make your own boundaries. Markers like these can have way-points on them if you enable them through the “B” menu. This makes it easier to locate different entities throughout the map.
6. Editing sectors:
This gives you the ability to copy and paste any set of props to the other side of a map. This can be accomplished by doing the following:
- Spawn the “Selector”
- Move and expand the area the entity covers. This would be a base you made, filled with different stuff and spawn points
- Press “X” on the entity and select between the options:
- Cut
- Copy
- Paste
- Export
- Import
- Delete
- Change Teams
- Change Spawning
- Copy and place another “Selector” to the place to want the new set of props.
- Select “Paste” and chose from a selection of things you put in the “clipboard”.
- It will then paste the props you copied before. It will give you an error if you exceed any prop limit during the pasting procedure.
Along with this would be an UNDO and REDO button in the “B” Menu. (Recommended by posts below)
7. Physics Properties:
As well as “Normal”, “Fixed”, and “Phased”, you also get “Physical” which makes any prop completely mobile.
Along with this, prop ghosting should be optional where you can select what can go through a particular prop. Filters include “teams”, “vehicles”, “props”, “objectives”, “projectiles”, “bullets” etc.
8. Custom Map Thumbnails:
During a forge session, you can press “B” and select “Render Screenshot”. Afterwards, you can set it as the map thumbnail, for when you set the game up.
9. Cameras and TVs
Like the “Mechanisms”, this is set out as a numbered channel system.
-
A camera can be placed in the map and can transmit on a specific signal. Field-of-view, zoom, and colour ratio can also be altered.
-
A Screen of any size can receive a signal from a camera on the same channel. Zoom and colour ratio can also be altered.
10. More vehicles:
This can fit well within the Halo sandbox.
*Seraph
*Sabre
*Scarab
*Elephant
*Phantom
*Spirit
*Pelican
*Carrier Falcon
*Drop pods for Covenant, Humans and Prometheans (Forerunners).
*and FORK LIFT!
So…Those are my ideas. 343 should really add at least 2 of them into Halo 4.
Hope you like them! :3
Discuss!


