The Evolution of Forge

Dear All on this Forum,

I was highly active on Halo forums in the past, but this post marks my first post in a long, long while and as such this is my first post here with this account. I think it’s worth my first post being of some substance.

We are the most direct voice of Halo Community, and as such we may affect development more than we believe - a group’s voice is inherently overpowering. My interests lie largely in the creative side of Halo, but I feel an inherent wish for the game play to return to stellar, and the beta gave a good impression. We as a community have a certain responsibility, for two commercially successful but communally panned Halos lead the franchise into dangerous territory. A failing to sustain a community until the inevitable sequel will mark a low point for the franchise and bring detriment to the studio, and the reputation of the game competitively and casually.

Making your opinions clear is essential to the future of Halo, and these are my opinions on the further evolution of Forge, at Forge 5.0.

Firstly: Scripting needs an increased focus.
In Forges 1.0 through 3.0 (Halo 3, Reach, 4), forgers were forced to manipulate vehicle flips to imitate switches, fusion coils to keep doors in place etc. In Forge 4.0 (H2A) we became able to forcibly script the manipulation of objects.

Objects that can be manipulated include lights, explosives, garage doors, EMP devices, console panels, and vehicle spawns (although these seem not to work correctly in the current build).

These could be triggered by several methods.

-Switches, which can activate the alternate state of the object, deactivate it, or toggle between, upon player interaction.

-Timers, which can activate the alternate state, deactivate it, or toggle between them, all either infinitely or as a one-time thing.

-Triggers, which can do the same as switches, except upon players entering, exiting, or remaining in a trigger zone. Alternatively, there is a special trigger that can activate the alternate state of an object upon being shot.

However, these are all very limited in their application. Maps wishing to create an interactive environment have very limited options - EMPing vehicles, moving see-through doors up or aside, and lighting or darkening areas. Although useful in their applications, producing an environment which is unique or producing a story within the map’s applications is far, far more difficult. A forger cannot produce a destroyable bridge, for instance, except in the standard Forge 1.0 to 3.0 way of balancing crates upon fusion coils.

We need Halo 5 to make it possible to manipulate any, and all objects upon the forge palette. It needs to be possible to produce all manner of situations using these scripts.

-Glass shatters upon the broadcast signal. (Some glass should also be easy to shatter by default, but that’s a different conversation.)

-Warthog engines fail upon the broadcast signal.

-Walls move, or fade out upon the signal.

-Rocks crumble upon the signal.

-Bridges lift, or lower, or extend, or retract upon the signal.

-Doors open or close, sirens sound, lights flicker and go out, generators fail, shields switch off, weapons spawn, upon the signal.

In general, it must be easy to recreate something similar to the map-manipulating effects on maps like Shrine or Vertigo on Halo 4. More player agency is almost always very important in a creative endeavour.

Does the community support this? Make your opinions clear. I fully support manipulative maps, and feel it must be simpler and more effective for forgers to create completely organic maps.

wont matter if people dont play customs

Halo 2 Anniversary was definitely a step in the right direction, but we need more! What you have suggested would improve forge tenfold. One other thing we need is, though, spawnable AI characters/enemies that can also be controlled by triggers and switches. This probably has been left out because of the hardware limitations, but since we’re on new-gen, why not? Even if they limit it to 10 enemies at a time, it’d be worth it! I could imagine walking through a forged ship when the lights begin to flicker and you hear the sound of glass shattering in the distance. Then, the flood come charging out at you!

Another thing we need is customisable skyboxes, even if it is just selection from a group of presets like ‘normal’, ‘damaged’, ‘glassed’, with each having a different level of gloominess. These could take the form of effects like in past Halos or be entirely different. Plus, effects should have the option to wane or become stronger over time or due to triggers. Imagine a map where you go blind if you don’t reach the checkpoints on time!

One last thing we need is the ability to place down data pads (press X to read) and signs (plainly visible) with custom text as well as custom HUD text such as objectives controlled by triggers.

Just wishful thinking here, but we could even record voice or gestures for placed NPCs using kinect! Pretty unlikely and would be abused a lot, but it would help with many a custom game or map.

If all these are added forge would be able to create campaign-esque missions as well as multiplayer maps!

> 2533274887613159;2:
> wont matter if people dont play customs

People would play more customs if forge could create better maps and game types!

Forge definitely needs Welding. Mirroring and multi-selections would also be nice. I can’t tell you how many times I’ve needed to fuse two objects together… and I can’t tell you how many times I’ve needed to paste one side of the map elsewhere, and select multiple objects at once…

Also, there is a great need for object scaling.

> 2533274832934804;4:
> > 2533274887613159;2:
> > wont matter if people dont play customs
>
>
> People would play more customs if forge could create better maps and game types!

wrong the game has to be good first. Lets hope that happens this time

> 2535460843083983;5:
> Forge definitely needs Welding. Mirroring and multi-selections would also be nice. I can’t tell you how many times I’ve needed to fuse two objects together… and I can’t tell you how many times I’ve needed to paste one side of the map elsewhere, and select multiple objects at once…
>
> Also, there is a great need for object scaling.

Colossal Fusion Coils and Tiny Warthogs would be fun, but for competitive maps only certain objects would have to be scalable, I guess.

Honestly, imo Forge does not need more tools & features, it needs post-forge/finished-content support.

Either MP bots that allow you to at least play on your forge map. Or ideally, a streamlined process to promote custom maps to a matchmaking playlist that is dedicated to community content.

I mean… say that 343 gives us a full blow map maker with advanced scripting options, without post-creation support, 90% of the community content will still go unused, unseen, and unappreciated. There needs to be a better foundation to showcase and use community content. Custom games and file sharing dont cut it.

I’d say Halo 3 was version 1.0. Halo Reach was Forge 2.0. Halo 4 was 2.1. And Halo 2 Anniversary was 2.2. There isn’t that much changes to say a whole new version, but if Halo 5 has custom AI and NPCs, it would be 3.0.

Not much to add, I agree OP.

Another important aspect of Forge is the versatility of custom gametypes-for this we will probably need the return of cult-favourites like Stockpile, Invasion (my favourite Halo gametype ever) and being able to create custom Action Sack gametypes, perhaps using a custom, simplified Megalo. These gametypes then need to have many labels to apply to objects to produce dynamic matches based upon gametype and player agency upon the map itself.

I agree. However, there are four big things I want.

  1. Weather editing. Many people have asked for this. Being able to have a light rain or snow that changes the “mood” or “atmosphere” of the map would be amazing. Taking a step up from that, give us the option to have blizzards, sandstorms, downpours, and fog that impair player vision.

  2. Time of day. This has also been a feature stressed by the community, would love to make a night map.

  3. More forge environments. There are many options to chose from, such as tundra,grassland,desert, island, volcanic,etc. Also give us the option to delete all terrain for an effect similar to halo 2a.

4.Music. In the campaign, music is something that brings life into a battle or specific encounter. Having the ability to set up music tracks linked to a specific “radius piece” would be cool.

That would be fun because with enough work I could build a working scarab. Switches and buttons would make that possible

> 2610345319735860;8:
> Honestly, imo Forge does not need more tools & features, it needs post-forge/finished-content support.
>
> Either MP bots that allow you to at least play on your forge map. Or ideally, a streamlined process to promote custom maps to a matchmaking playlist that is dedicated to community content.
>
> I mean… say that 343 gives us a full blow map maker with advanced scripting options, without post-creation support, 90% of the community content will still go unused, unseen, and unappreciated. There needs to be a better foundation to showcase and use community content. Custom games and file sharing dont cut it.

No bots just customs. There should even be armors/achievements that you can only get by being active in custom games for a certain amount of time.