General Requests:
- Allow us to make any object invisible, not just invisible barriers.
- Fix lighting where you can. It still breaks sometimes, even below the limit. One possibility would be ‘print lighting’, where the blocks are permanently ‘painted’ with shadows once the lighting is generated, so that you don’t have to generate it every time you start a match.
- Allow us to Forge offline.
- Forge should be present at launch. Credit: Knight Mako
- More and faster inclusion of forge maps into matchmaking. Credit: XxDeputyMoonman
UI: - This goes without saying, but keep all the functionality from Halo 5. Don’t remove anything at all. Even the smallest thing is useful.
- Give us a performance/memory bar, scripting bar and physics bar but remove the object limit. It’s redundant. This way, the forger can tell directly if the CPU is struggling, and adjust accordingly. The item limit simply isn’t the best gauge of how mich memory is truly being taken up, as different objects are of different sizes.
- Larger forge menu text. Credit: Kalyx triaD
- An Undo/Redo Button. Credit: Andycu5
- A more intuitive UI, separated into “basic” and “advanced” tools, and a search bar to find objects. Credit: ronnie42
- Integrating custom game options into forge. If you can allow us to easlity switch between ‘custom game’ mode and forge mode, it will make testing easier. Credit: Kalyx triaD
- The option to generate a visible, permeable, 3-D X-Y-Z co-ordinate grid on the map to make map symmetry and macroscopic geometry easier. Credit: MinusSquire2145
- Allowing the forge monitor to clip through objects. The forge monitor is a physical object/sprite, meaning that it can be blocked by things. It would be helpful if, in forge mode, forgers can opt to pass through objects, instead of having to delete their way out of an enclosed space if they are stuck. It could be an option in the forge menu, along with an option for the monitor not to take damage.
Canvasses: - Larger forge maps with interesting locations like the islands and caves in forge world Credit: PurplePowErX6
- For every fully-terrained canvas, add one that has the same skyboxes but with no terrain (so just flat). You could also give us the option to choose between water and land. Credit: Kalyx triaD
- A truly dark, blank canvas, that has no natural lighting - the only lighting would be forge object lighting. Credit: Trusssson
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More forge maps. Credit: Th3Mast3rChief
Scripting: - Fix scripting. It breaks 50% of the time.
- Add new scripting functionality.
- Spawnable A.I:
i. Please allow us to plan the exact patrol routes of the A.I. or make them sleep/stand still, as well as set simple objectives for them (for example, reach the ghost nearby and use it, or use this stationary turret).
ii. We could also select between ‘patrol’ and ‘assault’; the former means that the AI walks slowly along the path, while the latter means that the AI is fully aware of its surroundings and is trying to capture a certain position.
iii. Also, give us restriction zones, which is a barrier that A.Is will not cross (and if they are forced out, they will walk back in).
iv. We should be able to set the AI difficulty level between easy, normal, heroic and legendary.
v. We should be able to customise the AI traits further, at a level to that of Halo Reach firefight, where we could change the AI’s awareness, ‘shootiness’ grenade frequency, damage, health, etc.
vi. Turrets like in halo 4’s dominion. Credit: LimyMage918 - Scriptable spawn zones. This could help construct modes like invasion. Honestly though, just bring invasion back, seriously.
- Damage zones and trait zones.
- No spawn at start. Instead of forcing us to despawn the object at the start of the match, just make this a feature. Credit: Kalyx triaD
- Sripted backgrounds. For example, a covenant cruiser flies by in the background, but just as a visual: it is unreachable and not physically present. Credit: M killshot
Creating our own assets: - Bring back vehicle welding, but increase our options with it. We could make it such that vehicles take damage when shot in their forge parts, adjust their speed, acceleration, and mass, as well as adjust vehicle damage. Also, fix welding with the mantis, it’s weird.
- Instead of invisible vehicles, give us a base ‘vehicle frame’. We can then set its base driving traits to wasp, banshee, wraith, scorpion, etc, and choose its explosion type and size upon destruction. You could also allow us to control where, relative the the vehicle frame, the players will ‘sit’. If possible, give us a human and covenant ‘cockpit’ piece. Credit: Kalyx triaD
- If you could give us ‘cannons’ as a forge piece that are connected to the vehicle by scripting such that the driver can fire them, that would be amazing. Options could include the chaingun turret, fuel rod cannon, plasma cannon, missile pod, gauss cannon, wraith mortar, scorpion shell, and phaeton beam. In addition, you could give us gunner seats. You could also allow us to change the munition type and fire rate, as shown in the next point:
- Bring back the req weapon glitch, but as a forge tool. You could allow us to have full control over a weapon’s ammunition, fire rate, capacity, and firing mode (semi-auto, burst fire).
- Something useful for vehicles: Passenger seats and chairs that you can sit in. Credit: TriedCrowd418
Physics, welding and grouping: - Fix the physics of forge. It’s really crazy how things can just pop into the air. The new slipspace engine should be able to handle better physics.
- A ‘fuse’ option. This is just to make welded objects more stable. Fusing objects would render them as one piece and would be irreversible. Using topography, you could essentially delete all the collision surfaces and textures that are enclosed within the outer surface. This would prevent welded objects from ‘exploding’ or ‘deforming’, and would be a lot easier on the processor.
- A scaling feature that allows us to literally expand forge pieces to our liking. This would be extremely useful for building, but it could also be used on effects like fire to make massive explosions.
- “Ghost” Physics, in addition to normal, fixed and phased. This would make objects only appear there, but be completely permeable to players and other objects. Credit: Andycu5
- A ‘mirror’ function, where we can invert object groups to form their mirror image.
Terrain and Nature: - Keep the terrain blocks as forge objects, but if you could adopt far cry’s landscaping/texturing system, that would be amazing.
- Liquid volumes that can be textured to look like water, acid, lava, and mud. We should also be able to control the damage over time for each of these, as well as their viscosity (0-100%), where 0% means movement is not impeded but 100% means that you can’t move in it. Credit: LimyMage918
- Waterfalls, Lava falls, Acid falls.
New Object Requests: - A legitimately drivable phantom, pelican and elephant, so that we won’t have to craft our own and waste pieces. Credit: XXGOOSE2XX
- Facades. This includes building facades, tree facades, mountain facades, etc. Basically, poorly rendered objects to put as distant scenery without destroying performance.
- Negative Spaces - Spheres and cubes that cut away at objects. For example, want to add a window to your building? Just put a rectangular negative through your wall. This would add a lot of ease to Forge. Credit: MinusSquire2145
Share your thoughts! I’ll add anything interesting to the list.
