Halo 5 -> Infinite: How Would You Improve Forge

I do not use or have used forge too much. But since 343i is looking for feed back I thought we should let them know what we’d like to see improve the upcoming Forge mode. No clue or guarantee that 343i will take all or any of these suggestions, but it would be neat. I’ll check this post often and update it, with credit, of your ideas.

My idea: A full blown map editor like in Halo 2 Vista.

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Include it. :joy:
At launch. :joy:

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2 late
9 late for that :wink:

…but seriously

  • Undo button (promised - but with 343, who knows)
  • resizeable objects
  • terrain editor

Fix all known issues with H5 for Infinite

  • grouped & ungrouped pieces moving out of position
  • certain scripted items moving out of position
  • linear movement being jerky (technical name) without using workarounds
  • grouped rotating objects breaking up
  • too many timer scripts causing issues
  • too many boundary scripts causing issues
  • weapons floating when using fixed/phased
  • soft and hard limits being way out of estimation of causing problems (can double some budgets with no problems and hit 25% budget with problems)
  • lots more

Edit: and it better be free with no need for game pass /Xbox live - if MP is free but making content is not then grrrrr

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I’d love AI, or custom scripts. We’d be able to make some crazy maps. I wanna make a Halo styled Battlefront game where you can drop in with a Drop Pod or fly a pelican and drop off players and marines. Oh, and add mod support but that’s not exactly tied to Forge.

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Ah yes AI was a big one for me - particularly wanted to be able to have all the different levels of bot spawning in certain areas and staying within those areas. I’ll probably be able to do it with blockers and spawning but if I can have zones to keep them in, that’ll be better.

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This could also make for an interesting return and twist on invasion. Espacially if you can add different level of difficulty marines like the ones @XEQoot mentioned.

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Instead on all the different types of boundaries/shields, have one with better options.

In H5 it was one saying if neutral, let’s everyone through, another if neutral let’s no one through, another everyone one way, team specific another. It took ages to find the right one and customise it in some gametypes.

Just have one with more options and completely resizeable.
Back to front, let through - all/none/team
Front to back, let through - all/none/team
Colour - team/custom/invisible
Etc

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I’d like ease of use for basic features. Part of what I loved about Forge in Halo 3, and moreso Reach, was that it was fairly detailed what so someone could do with almost no practices. This let a fairly large portion of the community design maps, and even play games while in forge. And forge in 5 didn’t feel the same way. I absolutely love what you can do with Forge in Halo 5, but part of what I really think made forge special was the Ease of Use. And I’d like to see Forge in Infinite be easy to use to do at least the sort of modifications you could in Reach, without it taking away from the depth of course.

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That’s a point. With the rumoured features and how complicated it could become, the ease of use needs to be handled carefully.
Or, what about a tutorial on 3 levels. Beginner, intermediate and advanced?

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Love the idea, I just hope if they do it they implement it better than the academy and with much more content within it.

To be honest, if they did it YouTube style and just added a few videos within forge it’d be good to get newcomers hooked.

They really should look up Forges and get them to do the tutorials. And yeah, the academy is ok for basics, but I wanna know what each weapons role and specialty is.

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Moldable and paintable terrain.

Stickers. Like UNSC, Banished, Covenant tags. Or just basic shapes that can be colored and resized and opacity levels set.

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Scripting in Halo 5 was awesome… but 2 things stuck out to me;

  1. It was cumbersome to select players (you essentially had to keep cycling through them randomly using labels). And even then you still didn’t know which player you had selected.

  2. You could pretty much only act on a player’s death. You had no way to work out who the killer was.

So scripting needs a better way of selecting players. Players could be given a permanent label on entering the game. And/or even better - allow the host to assign labels in the lobby.

And then they need to expand on traits. The attributes in Halo 5 were a good start - but we could do so much more if they simply added in teams (or colours) and starting weapons. Oh, and score weightings.

With these changes alone we could very easily set up and expand on game types such as infection or juggernaut.

Fingers crossed.

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Expanding the build materials and stuff for use. Like instead of half a building, an actual building, one piece of a bridge, an actual bridge, etc.

I don’t know if it’s just me (probably is) but the materials to build stuff have always felt limited, and yes I’ve seen the amazing things people can do even with such limited materials, but with limited materials simple/amateurs like myself can only think so big.

Oh and I’d love to see a forge world/island return. And maybe big vehicles like the elephant or mammoth being either scenery pieces or drivable vehicles, there was a hall 3 map with peaceable elephants (at least on the MCC as well as the sand trap map where 2 were there as standard)

Just my ideas

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I don’t really know how to exactly word what I’m going to say but hopefully, I get the point across.

  1. Bendable blocks
  2. Lighting
  3. The copy and paste structures

#1 creating maps sometimes it’s hard to find the right shaps. I sometimes like to use maps from previous games but there are some things that just can’t be done because the blocks are not bendable. I don’t know if they can add that, but it would really help a lot.

#2 Lighting was an issue in Halo 5 that blocks would turn black or the texture/color of a block was off from the rest and even moving a map so the lighting would adjust properly was a pain, that brings up #3

#3. The copy portion of the editor is very useful, it helps so we don’t have to go through the process of making the same structures we create twice. The click on every black to copy the structure can be a pain. It would be nice to have a scroll over that highlights all blocks like when we copy and paste links.

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Personally, my only gripe with Halo 5 forge was (and I hate to say this) that it was too complex. I’m in no way advocating for a removal of anything, but I’d like to see an “express” mode that just makes it a simple Halo 3 style where I can throw together a “basic” map in a couple hours instead of feeling like I’m trying to take a college course on map design.

I’m sure I’m in the minority here, but figured I’d share, because H5’s forge was a big turn off for me. I didn’t have time or the patience to really dig in and learn something I was only going to use on the occasion.

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To put it a little more general:

“Old” Forge was heavily based on individual pieces.
You had to combine multiple invisible area-object to place location names, spawn zones, kill zones etc.
You had to combine Ground-pieces to form decent terrain.
You had to combine many plant-pieces to add vegetation.
And of course, you had to combine multiple structure-pieces to get e.g. a wall as long as you need it to be.

So, personally, I think it would be a huuuge improvement if they could switch to a more “vector based” tool-set.

  • A Brush-Tool to form terrain
  • A Brush-Tool to add grass etc.
  • Variable wall-pieces where you can set height and width
  • A polygon tool which lets you define spawn zones etc. based on multiple pins you place

This would make like so much easier and save a lot of parts/pieces, which always were the limiting factor in the end.

Oh and of course: Scripted rotation hopefully works this time :grimacing:

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Hey I said that about the terrain! We need this absolutely. It is technologically possible since over a decade. I used it in Neverwinter Nights 2. Molding terrain and painting it.

People have already mentioned moldable Terrain and AI, so I’ll add my two cents:

Lights that cast dynamic shadows.

Halo 5 has some large lights than if you bake them then they cast shadows on the terrain but I’d love to see dynamic shadows from lights expanded further. Have lights that you can put down and when players run under/in front of the light their shadow appears on the wall or floor where they block the light. Would add a ton of visual immersion to forge lights/maps, especially those with bright spotlights and lamps.

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