My Halo 6 Forge Wishlist

Here’s my Forge wishlist for Halo 6 (or beyond), compiled from several posts I’ve made recently on Forgehub (long list, sorry):

-Undo
-greater control over size & shape through object scaling & “tunneling” (which I envision as volumes that will remove/cut away the parts of any objects that intersect them, though there should be some way to exclude objects, either through an on/off setting per object, or channels, or a weighted priority system, so you can control what objects get cut)
-some sort of advanced object editor/creator that allows us to more freely change the size/shape of objects or even create new objects, through vertex creation/manipulation/deletion, or something similar (preferably with the ability to open any premade object in this tool to tweak it)
-both together (scaling & tunneling for rapid prototyping- or for those who just want to use Forge as the digital Lego tool it’s been up to now-with the advanced tool for those who want greater control)
-greater representation of basic shapes (cones, domes, spheres, curves), preferably along with scaling & tunneling, and especially with the ability to create and/or further manipulate such shapes in the advanced tool (still too many shapes we have to patchwork)
-the ability (in the advanced tool) to perform boolean operations between multiple objects to create a single mesh (with hidden or duplicate vertices removed)
-more control over groups, with the ability to edit objects within a group without ungrouping, and preferably the ability to nest groups
-along with the above, we should have access to a master object list that shows groups & subgroups as folders, with the ability to edit objects & groups that way (any currently despawned objects should still be on the list, grayed but still editable) I don’t know if PC currently has anything like this, but I think it should be on both regardless
-ability to move through solid objects, and/or have some objects become transparent or invisible, all so we can freely edit complex structures & interiors without boxing ourselves in
-more control over color & texture, like the ability to control hue, saturation, & brightness and/or RGB values
-in addition, there should be some way to affect the color of all objects, even natural (like it you wanted red rock or sandstone or something)
-more texture control (scaling, offset, etc)
-more overlay control (like the ability to change the color of frost or grime, but especially the ability to tweak a blend/opacity setting so we can dial in if we want a more subtle effect)
-seamless glass
-more control over global light (angle of sun, distance/brightness); time of day presets should be a starting point, not our only option
-ability to link scripting conditions through and/or/nor statements, as well as the ability to have an else condition for each script
-include an initial delay option (set to 0 by default) for each action, so we don’t have to waste actions on waits/timers
-some way to animate position/rotation on a path, and some way to preview a rotation or movement script (too much of a blind shot in the dark now)
-more script debugging options, like the ability to quickly send a toggle or message a channel, or change a variable
-more integration with custom games, like for instance the ability to simulate a custom game within Forge
-ability to script instant win or lose conditions (especially useful for a single player minigame where you don’t want it to say Victory regardless of winning or losing just because there’s only 1 player)
-more stable/clean scripted movement & rotation
-more rotation & position accuracy, especially when grouping, and less disparity between how something looks in Forge vs customs
-more precision/speed of movement control (mostly for fine tuning small details like thin cables); also, scaling should include the option to scale an object by less than 1 Forge unit, if possible
-natural terrain “snapshots”, ie, you move the natural terrain around until it looks how you want, then take a “snapshot” so that now, when you move it around, the texture stays the same (this is to avoid issues where you end up stuck having to
incorporate for example a wet/muddy area where you wanted more grass), or some other way to give Forgers control over terrain so they can get it where they want (maybe offsetting the base texturemap)
-AI (of course)
-not technically a Forge idea, but the ability to organize our maps in the browser into folders
-ability to package a map with a gametype (so everyone who downloads the map gets the gametype automatically)
-ability to script custom messages to appear on screen (useful for minigames, or maybe a game with a narrative)
-full gravity control (walk on ceiling, etc)
-liquid volumes (water, lava, acid, etc)
-an option for all fx to turn them on or off without needing to despawn the emitter cone, as well as an option to control how deadly the effect is (like if you wanted a harmless fire for aesthetics, or one that would do minor or slow damage), with the ability to script changes to both (turning on/off, & health drain)
-lights that can have much larger areas of effect & brightness (useful if you have a large aesthetic structure to light, but don’t want dozens or hundreds of lights)
-option to force custom games to use the default lightmap (at least with the forge we have now, sometimes your map looks best when you first load it, before you bake lights, so it would be nice to force the pre-bake lighting)
-better support for large groups that exceed 64 (especially necessary if subgroups/nested groups are added)
-ability to intuitively script groups (without needing a script for each individual object, and without a complex script setup that has to first target an object, then add groups as a modifier, etc)
-find & highlight (perhaps used with the master object list idea). Still too hard to find small objects. Visible boundaries helps, but it’s still difficult at times to find the origin point (the skull) of a killzone, or any other very small object
-better draw distances across the board
-ability to lock individual values (like a particular axis for position or rotation)
-ability to change more than one of the color values (primary, secondary, tertiary) for an object at one time (to save time when you want them all to be the same color, for example)
-Ability to change the weight of objects (mostly for vehicle welding, so we can weld complex vehicles that don’t handle strangely (or altogether glitch out)
-A more unified scripting UI, where any scripts we add to an object are also compiled in a list of all scripts, so we don’t have to track it all in our heads
-Ability to use a variable anywhere we can script a number (for example, if we have a timer, let us use a variable for the repeat and/ or delay)
-object transparency (ie allow us to make an object transparent to some user-defined degree)
-utility over “coolness”; I’d rather be given tools, features, and objects that allow me to create cool things than be given a single, limited-use “cool thing,” especially when it pertains to stuff thrown in for laughs. I’d rather have a new feature, tool, or building block/aesthetic object that was a wide range of usefulness, than a giant Bessie the Cow toy.

-Last but not least, more overall stability in Forge; bring more people to both code & test if possible, to avoid new updates causing massive bugs, and to streamline the code for optimum performance

Feel free to add to one of the active wishlist threads in GD.