I have a few of Forge bugs and requests for enhancements I would like to share. I will keep updating this list tonight as I play with Forge more.
1. Power Up Bug
Place a power up such as damage boost in a forge map and go into Spartan Mode. Pick up the power up and wait for the power up’s remaining effect time to be low enough for a warning alarm to sound. Return to Monitor Mode and wait enough time for the power up to have worn off if you were still in Spartan mode. Playback of the warning is now infinite at this point. Death in either Monitor Mode or Spartan Mode does not terminate the audio.
2a. Sound: Nature [thunder] direction
When this sound object is placed, the resulting audio clip is randomly dominant in either the right stereo channel or the left stereo channel. The directionality of the audio does not change when the orientation of the player character does, which is not consistent with the other sound objects.
2b. Enhancement request: Add Sound: Nature [rain] object
It would make sense to me to have a rain sound object to go along with the thunder (even if a rain weather effect is not available).
3a. Alpine’s death thresholds for water are inconsistent
In what I call the “lake” body of water, being thigh deep in water and crouching causes immediate death, even though it’s pretty clear that your head and torso is way above the water. The thresholds are far more lenient in the rivers, to the point where you can actually get your head underwater without dying. Please loosen the death threshold for the lake water.
3b. Problem 3a is true for vehicle destruction as well.
The lake area of Alpine is very intolerant of vehicles compared to the river areas, and that intolerance is pretty inconsistent from vehicle to vehicle as well. I can get a Scorpion to the middle of the lake, but god forbid a Warthog even touches the edge of the lake. This means if I create an artificial river using rock objects to create new land in the lake, then I’d never be able to drive vehicles over that artificial river.
4. Destruction animation of Shade Turret needs work
When a Shade Turret explodes while a Spartan in it, debris from the turret will interact with the Spartan ragdoll in very crazy and unnatural ways. The problem pieces appear to be the “rings” that make up the frame of the “cockpit.”
5a. No fall damage for exploding objects
Objects that exploded when dropped from heights in previous Halo games do not explode in Halo 5. This includes fusion coils and vehicles.
5b. Enhancement Request: Allow Spartan fall damage to be an option in custom multiplayer and forge.
6. Normal physics objects do not properly interact with Man Cannon [UNSC] Object
Any object with Normal physics settings are not launched by the Man Cannon [UNSC] Object. This includes the Soccer Ball and the Fusion Coils. They mostly just phase through the Man Cannon and get stuck. This is not a problem with the Man Cannon [Forerunner] object.
7. Man Cannon [UNSC] Object falls through world when set to Normal physics.
While trying to find a workaround for bug 6, I discovered that the Man Cannon [UNSC] Object, when set to Normal physics in the Object Settings, will fall through all objects below it and also fall through the world and disappear.
8. Normal physics objects do not properly interact with any Gravity Lift objects.
Any object with Normal physics settings are not launched by Gravity Lifts. Often they just get stuck in place as if the gravity effect is in the opposite direction.
9. Soccer ball is unaffected by rockets, bullets, and explosions.
The soccer ball takes a rocket to the face like a champ. Doesn’t even flinch. The Scorpion can’t even beat it and tanks beat everything.
10. Physics for Shade Turret [anti-air] Should be Adjusted
Plasma bolts from the Shade Turret [anti-air] do not push other objects like guns or barrels. I should expect that a non-explosive barrel will topple over when hit by a plasma bolt from a Shade Turret [anti-air]. The only thing that occurs is a very slight wiggle. This is in contrast to objects being hit by something like a rocket or plasma shot from a Wraith.
11. Enhancement Request: Magnet snapping when multiple objects moved needs a tweak
When multiple objects are moved at the same time and the move results in one object being snapped via magnets, that one object will correctly move from the location the player let go at to the location it needs to snap to, but the other selected objects will not move the same amount/direction that the snapped object did. This is troublesome when, for example, lining up one end of a row of floor pieces with the end of a second row of floor pieces. The end piece will snap, but the other pieces will stay where they are dropped. Meaning, I need to move each floor piece separately even though I already went through the trouble of lining them up beforehand. EDIT: As someone mentions below, and as I found out myself today, magnets are available for the “parent” of groups, so you could group together a bunch of floor pieces and the first one you had selected in the group will have magnets available.
12. Redacted
13. Enhancement Request: A quick way to respawn destroyed objects.
If I destroy something like a vehicle while in Spartan Mode, it would be good to have a method to force all destroyed objects to respawn as the monitor. That way I can actually see and modify those objects without needing to wait for the full respawn timer (default 120 seconds in most cases).
