Halo Infinite Forge Feedback & Suggestions

Would be nice to have a “FORGE ONLY FORUM” for Forge. Can’t believe we dont have one these forums.

Does 343 not support Forge? humm :face_with_raised_eyebrow:

Peace! :fist_right: :fist_left:

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I went to the weapon rack that has a BR in it. I selected the weapon rack then went to object properties. Thanks for the heads up I found it!

To Bad you don’t the rocket launcher in the list :slight_smile:

Side note: Would be nice to have some “DOX” for forge :slight_smile:

Peace! :fist_right: :fist_left:

The Fourunner door does not fit the fourunner Door frame single… grrr the animated door being the worst offender of this. please create a new door that fits

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I’ve noticed a few bugs- one is that when scaling objects through the properties menu with directional pad on controller sometimes the value input will snap back by a 10th. Another is that magnets in object groups are all turned on when they should just be on for the parent object. I’m also wondering why there are no invisible gravity lifts or man cannons and why you can’t adjust their trajectory in the object properties menu. Another shortcoming is that invisible blockers are not scalable. Lastly why don’t we have the camera test feature in the tool settings menu like we did in H5 that made it so much easier to take screenshots of maps and prefabs.

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It would be cool if we could multi edit objects to set whether they are dynamic or static. Kind of a pain especially when its a prefab that has several objects.

Also It would be cool if the objects in a prefab could be static to allow for scaling, but the prefab itself be dynamic so you can make it move.

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I’ll probably post this in a new thread but… :clap: GIVE :clap: US :clap: DOCUMENTATION. This is a scripting language without a primer. It is completely unreal that we have to just “figure this out” via trial and error and hit a brick wall when there’s no info available. All we have is 4 cursory official videos (which show prebuilt functionality that is more demo than tutorial), a forum, a discord, and whatever smarter people have figured out and have kindly shared with us on YouTube. This is not the way.

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Give us more options with physics properties. Too many inconsistencies with how heavy/light an object behaves when you give it normal physics. The weight you give it should correspond to how much damage it can do at X velocity.

Also give us options to edit vehicle properties like speed, health, TOGGLE COUNTDOWN DEATH, etc.

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What ticks me off is the damn crashing in forge. I know its a beta but for crying out loud fix the crashing in forge already!

Peace! :fist_right: :fist_left:

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Dear Christ THIS

Nobody else is talking about this, but yeah. Wood structures are impossible bc half the textures aren’t there.
Primitive Blocks are missing half of their materials. Region 2 on all Primitive Blocks doesn’t have the Wood Block/Wood Distressed Materials, making wooden buildings just impossible.

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Could we pleased get the 7 Wood in Forge? I have a map/gamemode that requires it. We have a soccer ball, and golf ball, but Gravity hammers do not really give the Balls serious forward momentum, which completely disables my Zombie Pinball map/gamemode I am working on.

Here are the Forge Fourms:

https://forums.halowaypoint.com/c/games/forge/35

Peace! :fist_right: :fist_left:

Something I ran into that may or may not be more of a bug than a feedback/feature request (and also may have already been reported):

The positional coordinates of an object when in move mode (reegardless of whether movement is set to world or object) in the HUD are never the same as the coordinates in the Properties menu. This makes it a giant pain in the rear to type a specific value into the properties menu when trying to match another piece’s X/Y/Z position.

I’d also love to see a toggleable option for the “duplicate” feature which would allow duplication of phased objects directly on top of one another. off to one side/above/below is fine and good when trying to make walls and such, but when trying to place, say, sidewalls to a ramp or staircase, it’d be really nice to just duplicate the piece at the exact same {x,y,z} and drag it on just the one needed axis. too often the duplicate command either creates it above, below or somewhere half a mile away and it slows down a lot of the workflow.

just a couple somewhat minor things (though i do realize “minor” in the world of programming something as complex as Forge is hardly a realistic descriptor).

I think that there should be a “Playtesting” playlist added to multiplayer. Maps that prove to be popular in the CGB should be added to the public mp options, so that forgers can get more feedback. Optionally, just give forgers the option to publish one map to Playtesting. The playlist could just have a warning to players that the maps may be broken, unstable, not fun, etc - play at your own risk. This would be an awesome way to add some excitement and potentially good controversy to multiplayer. The community is the bread and butter of any game. Halo needs every boost to the community it can get.

Any time a player leaves a map or finishes a round, they could be prompted with a simple, 3-5 question questionnaire with 1-5 star ratings for playability, fun, creativity, etc.

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Ideas for additional assets in Forge:

  • More railing types, especially ones that work on an incline. Hard to make good looking railings for ramps and stairs.
  • More pipe types that are resizable for map detailing (rather than hallow pipes you can navigate)
  • More door and window facades, maybe just lift some textures from streets and bazaar.
  • More wedge geometry, such as pieces that can fit between floor and wall. The inverse (edge cut from cube) would also be nice, basically the “bulkhead” prefab as a simple primitive would allow for more interesting wall detail.
  • Transparent grating models/textures as an alternative to using fences for metal catwalks for example
  • Alternative bracket prefabs for interior walls. Most brackets work better for ceiling than for floors right now.
  • A few more beam or panel variations with emissive lights would go a long way for sci-fi aesthetic. Imagine chopping geometry from UNSC Pillar or bottom of Pallet Hydrogen Bottles.
  • Decomposing existing objects could be a fairly cheap way to expand assets. The two UNSC accent pallets are good examples of objects that have interesting pieces that are tricky to use because they are a bit bulky.
  • Ceiling fans would be awesome, but if you just remove the hanging wire from UNSC satellite portable asset, it’s base would work as a 3 blade fan.
  • Team banners (eagle, cobra, etc) that you find on BTB maps, plus empty variant that is easy to put decals on.
  • Half versions of horizontal opening doors or ability to flip X/Y on textures so dynamic doors look nice.
  • More concrete wall variation. Maybe distressed versions of the halo design set walls would help. Right now the top and bottom textures look too clean when using accent colors for base

We need a dedicated node graph area where we can see nodegraphs people made and a title showing what they do.

From my experience not a single welded normal dynamic prefab works in custom games mode but works in forge mode just fine. Not sure why that is. I’ve made custom vehicles that hold up to 32 spartans and it works fine in forge but not in custom games :frowning: not sure why this is I’ve tried everything. That map Avalanche I think it’s called where the ice balls come falling down at you. I think those are welded normal prefabs and seem to work just fine in custom games so I don’t know what I am doing wrong sadly. I thought since it works in forge it would work in a custom game

like to be able to carry the flag in “ANY” vehicle like in Reach and other halo games

Said it before, saying it again: MAKE THE FRICKER PLAYABLE OFFLINE.

You can find these in Light - Generic Light Object. Probes will show up if you use a Light Probe Marker.

No sure if someone brought it up, but there should be some way to test Map Intro Cameras while in Forge. Right now you have to go into Custom Match, which with you being the only player loads quickly and shows only the first camera sequence. Trying to make multiple camera sequences takes forever to test and adjust and see the result. At least some way to see what the chosen camera sees would be nice. Ideally you should be able to run these intro sequences inside forge.