Forge in Halo: Infinite

From SoyLechuga2117, to 343i. I and many other people such as HaloFollower, HiddenXperia, LuketheNotable, Unsorted Gaming, and others whose names I spent remember off the top of my head, feel that Halo’ trademark forge mode and custom games options are missing a few things. Halo 5 Guardian’s forge mode was a massive upgrade from what we had before, but there are a few things 343 could add or fix to make it even more expansive and awesome.
The first thing that can be improved is the forge maps. It would be awesomenif we had at least a few large scale forge maps that are at least 3 times larger than the standard ones. There could be a large hilly, grassy plains, a mountainous and rocky forge map and things like that. Huge forge maps where the most epic battles anyone has ever seen in game could be created (I will explain how this could be possible with other additions as we get further into this). I think some of the maps’ gimmicks could be expanded upon in the larger version too, like how Alpine in Halo 5 has the beach, and Glacier has the large opening under the map. Another awesome addition to the forge mode would be a terrain editor similar to Far Cry 5’s. Maybe you could combine how Halo 5’s terrain works and how Far Cry’s works where you can place terrain like in Halo 5, but are able to erect smooth hills and mountains from them too. With this terrain editor, you should be able to modify the terrain of the map too, being able to dig tunnels and form hills. If this would be too taxing on the console’s power, maybe you can limit it to certain areas or limit it to only the smaller forge maps.Annother way to limit it is to have another bar at the bottom of the screen that fill up slowly as you create hills or tunnels. Those are a few ways you could innovate on the forge maps in Halo Infinite.

mod edit: moved to Halo Infinite

I wouldn’t mind some type of ForgeTutorial mode/video. I forged a bit in H3, but H5s forge seems pretty daunting with all the new additions. I guess I could always hop in & just mess around, but I suppose I just like going in with some type of idea on whats going on before I start.

> 2533274826044245;2:
> I wouldn’t mind some type of ForgeTutorial mode/video. I forged a bit in H3, but H5s forge seems pretty daunting with all the new additions. I guess I could always hop in & just mess around, but I suppose I just like going in with some type of idea on whats going on before I start.

Halo 5 Forge on PC had a tutorial mode.

> 2535424777392951;3:
> > 2533274826044245;2:
> > I wouldn’t mind some type of ForgeTutorial mode/video. I forged a bit in H3, but H5s forge seems pretty daunting with all the new additions. I guess I could always hop in & just mess around, but I suppose I just like going in with some type of idea on whats going on before I start.
>
> Halo 5 Forge on PC had a tutorial mode.

Does Forge on PC work on a Mac?? So forge on Mac? lol

SoyLechuga2117@gmail.com
3/30/19
My Immersive and In-Depth Future of Forge in Halo
Pt. 1

343i, I have some ideas that I think will help people be able to make much bigger, more expansive, and more detailed maps and campaign missions. I’m not exactly sure how feasible all these would realistically be in game but I think these are at least be some pretty cool possible implications for future Halo games. It would be Infinitely awesome if you guys would manage to implement even just some of the features I name into Infinite’s forge but it would be absolutely PERFECT if everything i go over were to be implemented in the future. I will provide a detailed description of the map I would create that incorporates all of the features at the end.
AI in Forge:

1. TEAMS: The very first fundamental thing you have to have to be able to make a fan-made campaign in forge is AI. We should be able to place at least all the most important enemies and allies we would be fighting with or against in the campaign, such as all of the different species of the Covenant, Prometheans, and UNSC marines. Firstly, They should all have the ability to be on all the different teams colored teams that are in the game. That way, you could have some elites fighting on the UNSC’s with you and be shooting other elites on the opposite team (who could be representing the covenant) on someones firefight or campaign level. With the possibility of team changes on all the spawn-able bots in the game, for example, if someone decides to recreate the level “The Covenant” from HALO: 3, they could place some kind of checkpoint that plays a cutscene and changes the flood to the player’s team for the next section of the level.
2. CUSTOMIZATION: The AI themselves should be able to be customized, at least to an extent. for visual customization, you should be able to choose what weapon the bot would be using (limited to what faction they are) and whether or not they are able to use grenades. Also, with the covenant, you should be able to choose what class the elite is, whether the grunt is the orange or red kind, what color the jackal’s shield is, etc… I think their should be two ways you could set their difficulty in game. The first and more in-depth way you can choose their difficulty would be to change it per individual bot. That way, if someone were to make their own campaign, they can have all the normal bots you would fight like elites and grunts set to normal difficulty but have a boss battle at the end of the level where there is a zealot or something who is set to legendary difficulty. Another thing this could be useful for would be for firefight game modes. In the game mode, you would be able to have enemies that get progressively more difficult. The enemies in the first few waves can be set to easy difficulty, then the next few waves they are set to normal difficulty, and so on. The second, more simple way of setting the bot’s difficulty would be to set their difficulty before you load the map like before you start playing a campaign mission. I think it would be better if both of these modes were implemented together though because if someone wanted to have A boos-like enemy at the end of a level or something as I suggested before, having all the enemies including the boss would be set to the same difficulty which would ruin the boss battle. Another thing that would be useful to customize on an enemy would be its field of vision and the amount of time it takes for the bot to identify the enemy. Having these settings customizeable would be useful for someone (like myself) who would want to build a stealth mission in forge and to add another layer to the combat.
3. BEHAVIORS: I think being able to apply skulls and customize the characteristics of the bots would be cool. It would add MUCH MUCH more depth to the combat. Here are a couple of examples of how this feature can be applied to improve bit combat: With the skulls, you can have a group of enemies who have the catch and boom skull on and you can name them the “Grenadier” squad or something and have another group of enemies who only have on the mythic skull. Having to do with the customization of the characteristics of the bots, they don’t have to be too complex. It can be more along the lines of a bar where you just adjust how aggressive the enemy is or something. Another customization option you could have for the behavior of the bot could be presets like “Roam”, “Guard”, and “Scout”. The “Roam”: setting would have the enemy walking passively around an area either in a set path or within a certain radius waiting for the enemy, attacking upon sight (I will go in depth on how these different modes can be set up in game after I explain what they could be able to do). The “Guard” setting would have the bot standing still in one place watching for the enemy an attacking upon sight. The “Scout” setting could have the enemy roaming on a more limited set path with the main objective of finding the enemy and letting the other forces know of the enemy’s presence before the bot itself fires at the enemy. These would be the passive modes which would be taking place when the bot is not being attacked by an enemy. These three modes would each have their own sort of chain of actions the bot can perform. An added customization option for this feature for this option would be if you could prioritize some actions over others to have the more desired action or actions be more likely for the bot to perform. when they spot or don’t spot the enemy. I will go through the different action trees the of different modes the AI’s would have:
—Roam: When the bot spots the enemy the first decision they would have to make would be to point at the enemy for a second to alert everyone in a customizeable radius of the enemy’s presence, or to just start shooting the enemy and rely on the other allies to see the enemy themselves and start shooting at the enemy too. Deviation from vanilla behavior from this point on would depend on what skulls the bot has activated and the level of aggressiveness of the bot. The next actions the bot would have to choose from would be to not stray far from where hey saw the enemy, to push the enemy, or to retreat into prioritiseable buildings chosen through the UI of customizing the bot’s characteristics. The option of whether the bot retreats or pushes could be influenced by the location of the player or what weapon they’re using. For example, if the enemy is on a perch holding a sniper and shooting at an elite, the elite would be more likely to retreat into one of the chosen buildings or areas. If the enemy is hiding behind cover at a similar or lower elevation relative to the bot, the bot will be more likely to push. Some of this doesn’t have to be customizeable, it could just be part of the bot’s code from the moment you spawn it up. Either way, having the AI’s in the forge and campaign be able to do all these things would add a lot of depth to the bot combat.
TO BE CONTINUED . . .
"I think we’re just getting started . . ."
-Master Chief, 2001

My Immersive and In-Depth Future of Forge in Halo Infinite
Pt. 2
AI in Forge: (Continued)

  1. BEHAVIORS: (CONTINUED)
    —Guard: When a bot is in guard mode it is standing still and will not be able to move around as much as the bots who are set to the roaming mode. When they spot the enemy they are only able to move around in a certain radius of their original position. They will seek cover and peek around corners and over barricades to pick shots at the enemy. They will not push. If the enemy does not kill them after a certain amount of time (5 to 10 seconds), they will be able to call for reinforcements. They will not be able to spot enemies as far as the scouts can but they will be able to see farther than the roamers, as, they are standing still and facing one direction. You would be able to prioritize what cover they are most likely to hide behind and what allies they call attention too.
    —Scout: The scout is to stay in one area either standing still or moving back and forth on a short defined path. their main objective is to find the enemy and let the others know of your presence. You could decide how long it takes for them to call out to their allies or if they just shoot at you and rely on the others top take notice of you on their own. they will be able to tell their allies to push you or to stay back if they have to. They will have the largest alerting radius to have more of them close in on the player’s location. Most likely, people will have these be jackal snipers, lol.

Terrain Placement:

  1. IN-MAP: The terrain placement needs to be reworked in Halo Infinite’s forge. Halo 5’s terrain placement was a large improvement from Halo 2 Anniversary’s and the terrain placement, though there are some big limitations that impair creativity. Their are a few things that could be changed for convenience too. One of the inconveniences I run into when I forge maps in Halo 5 is replacing the terrain texture. Say someone made a forest themed map and the use the Alpine texture for their ground but h=they decide to change the theme to a desert map. If they want to do this, they have to select every terrain piece they placed, delete the pieces, and then replace all of them into roughly the same places the original ones were. The replacement of where the original pieces were is the part of the process that can be solved. The idea that I have sprung from me seeing how Far Cry 5 handled its terrain modification. How I think it should work would be that you spawn a small variety of planes such as a flat plane, and one with a hill in the center. There should be about 4 different sizes for these like there are in Halo 5. I think you should be able to create your own custom hills on the plane with a cursor like in Far Cry 5. With this, people would be able to create much more natural-looking hills and tunnels. It’b be cool to be able to customize the polygon count to a few different levels on the terrain for performance reasons on larger maps.

  2. OUT OF MAP: I think there should be another terrain placement option for placing things outside of the map, where the player is not meant to go. These terrain placements can be in phased mode constantly, have no collisions with other object at all, have lower resolution textures, and have lower polygon counts. They would all presumably have the same customization options as the normal terrain placement assets, such and the texture and customizing hills and caves. These assets would be super useful in pretty much everyone’s forge maps. With these terrain pieces meant for being placed outside of maps, we would be able to create much more immersive atmospheres on our maps, making them feel like they are much larger than in reality. Along with terrain, I think we should be able to change certain objects to their “out-of-map” mode such as trees, rocks, cars, blocks, etc. Maybe we could have that option for all spawnable objects. When set to that mode, the object won’t take up as much resources to render. I know you guys place things like that outside of the campaign missions in Halo games like the 2D trees that are outside of almost every mission. It would be cool if we could place things like that on our forge maps. To me, it doesn’t make sense to place a fully rendered tree with collisions on and everything outside of the map where no one will ever be in a normal game. Having those things takes up much more resources than they need to and limit the amount of things you can place on the map when they shouldn’t be.

Implementing all these things into Halo infinite’s forge map may call for reworking the forge maps themselves. How I think this could work would be to have 2 or more presets of biomes (such as Alpine, Barrens, and so on) that are made up of the spawnable terrain, trees, and rocks. This means that when you spawn in the map, you can delete all the objects to have a blank slate if you want to.

Vehicle Tweaks in Halo Infinite:

  1. WARTHOGS: Some of the vehicles’ physics need to be reworked in Halo Infinite. Let’s start with the ICONIC warthog. Overall, I think Halo 5’s warthog driving physics are okay though I thing the suspension can use some tweaking. It feels kind of fake and floaty in Halo 5. The warthogs also don’t do much damage when they collide with each other. This is a problem for me personally. I made up a game mode back in Halo: CE called Warthog Derby. I highly recommend you guys try playing this ton the MCC to know what I’m talking about. The rules are:
    -When on foot, you cannot shoot
    -You are only able to use grenades or melee other warthogs and people
    -You must enter a warthog as quickly as possible
    -When you are ejected, dodge the other incoming warthogs and get into a warthog as quickly as possible
    I tell you all about that because I tried to recreate the game mode in Halo 5. The mode was completely ruined by the game’s driving and crash physics. When two warthogs would collide, nothing would happen. They wouldn’t even bounce off of each other and basically no damage would be done to either of them. The mode became a game of everyone just pushing each other around and nothing happening. You can search up the map I made in Halo 5 and try it out too. It’s called: Warthog Derby. Also, if possible, I think the damage models for the warthogs could be improved just a little bit. I do love all the little pieces that fly off the car as it gets damaged, but the body itself doesn’t get damaged much farther than having some parts exposed. It’d be cool to have the corners, bumpers, and and other features of the car to be able to be damaged and fall off. I’d like for more parts to act like the warthog’s rear bumper does when it gets damaged. I like the effect it has on a damaged vehicle to have damaged parts hanging from it.
  2. SCORPIONS: The tank in Halo 5 overall is pretty solid, though it has one major flaw. The main cannon is unable to pitch all the way down when the front of the tank is pointing down. for a bit of a visualization, the body of the tank would be pointing down at roughly 45 degrees but the main cannon would still be stuck pointing down at about 15 degrees. I noticed this flaw when I tested a tank battle map I made on Alpine. When I would be driving down a hill, there would be someone right in front of me, shooting at me, but I am incapable of shooting back because I can’t aim down far enough so my bullet goes way over my opponent’s head. Other than that, I really love the tank on tank combat in Halo 5.

TO BE CONTINUED . . .

> 2533274826044245;2:
> I wouldn’t mind some type of ForgeTutorial mode/video. I forged a bit in H3, but H5s forge seems pretty daunting with all the new additions. I guess I could always hop in & just mess around, but I suppose I just like going in with some type of idea on whats going on before I start.

I agree completely, I was a very casual forger so when halo 5 came around i was a little overwhelmed lol. A tutorial mode would be great.

I hope that they give you 2 control modes as the monitor in forge.

  1. A control system similar to halo reach where it is simple and easy to interact with the Spartans (E.g. chase them with a tank to splatter them).

  2. An advanced map editor/creator which has all the really in-depth precision controls and tools (like halo 5) to make brilliant maps.

I miss the days where forge was all about messing around with your friends, but I also understand the huge potential it had at making exciting new maps. So I hope they have both.

I will be back later in the weekend or on Monday of next week. I need to play around with Halo 5’s forge mode to get some more ideas for features they can add and give feedback on bugs I encounter.