Hey, fellow Forgers, welcome to Forge Life!

You can use either the Site Navigation Bar to the left or the Site Index link right above here.

Look around, find what you need, and (PLEASE) let me know if it was helpful. Also, if you can't find the answer, ask!

Big Point: Leave TONS of Comments, I really want to know what you think of the site and Handbook.

Don't ask about tagging, I wrote a guide for that, you can get there from the sidebar on the left.

Saturday, October 2, 2010

So I played some Arena, and noticed some issues....(Beware: Trigonometry and Regular Expressions Within)

People still quit and it hurts their team just as much, if not more.

Bungie already has a thread that explains Ratings in the intel area in the sidebar, however, it seems that they've ignored a few bits of explanation, particularly the modifiers for assists, deaths, and betrayals. I've also, via general musing and a background in integral calculus, found several ways in which it could be modified to protect players from their teammates detrimentally effecting their scores. 

I know it is just a game, which is why people play it to enjoy it. It is hard to enjoy something when those around you are completely disregarding the fact that you are their to enjoy yourself. Imagine going to a restaurant where the persons next to you are deciding to showcase their explosive flatulence or going to a wedding where the drunken best man proclaims his love for the bride, I would see these intentional suicides and team killing respectively; however, my modification protects against quitters.

Friday, October 1, 2010

I made a pretty!

I've been drawing up some map ideas, so I thought I'd share one.

The towers are roofed by two [Corner 4x4]s (I will use brackets around object names from here on out) and are the same dimensions the whole way through. They basically serve as staircases and pillars for the rest of the map.

I've traced out some movement paths with colored lines.

I also have a sweet Narrows re-imagining in progress with some beastly new features and a fresh new layout. I'll post pics after I take 'em later tonight.

7 hours later...

Distilled (missing upper right still)

Distilled (missing village)

Bellows (Narrows on Steroids, bridge and one side done)

Bellows (Other side)

Bellows (Above)

Stay 1337.

Thursday, September 30, 2010

The Condiment Theory.


Ketchup makes things better.

If you would like to know why, or maybe even what this crazy guy is blabbering about (thats me!) check back after I have time to finish the post.

I gotta go to work.

Ponder in despair...mwahahahahah.


Ok, not necessarily mind blowing, but when I said to myself that map I was drawing up needed ketchup, completely without meaning it to mean anything, and it made perfect sense, I had to turn around and scrape my brain off the wall, as my mind was blown. So yeah, breakfast was interesting.

When one uses condiments, they are usually trying to add something to their "dining experience," whether it be flavor, texture, or what have you. The same can be said for many other things. How is this, you say?

Adding ketchup to a meal is basically the same as adding tomato paste, right? Of course not. It's the added sugar that makes it DELECTABLICIOUS (tm). Imagine for me what it would be like if Howie was opening the cases instead if all the pretty ladies on Deal or No Deal, yeah, you want the girls. The stands and cases are the tomato paste and the girls are the sugar. Howie is sugar too, just a different kind; for example if Bob Saget was the host, funny guy still, but a bad fit.

So yeah.

The map is called "Distilled" and will be on the gorge side of the island.

Check back later for when I get a chance to put up screen shots of all the things I'm working on.

The Foundry is opened...

...and the fires are lit.

Sooooo, just got done with some forge-foolery with a really cool person, fellow forge guru, and the springboard that made me care enough to put this all together, Mr. Godly Perfection(<-link).

Got to see the new Helix re-imagining that he was working on, it was pretty sick. You could fit a tank through some of those hallways. Definitely a must play when he gets it done.

We also swapped some gameplay on a few maps. We ran through a round of his new Halo Tactics, where each player gets a turn of a few seconds to move and deal damage to their opponents. Went pretty well considering he's waiting on a bug fix from Bungie for it work the way he would like; the fix was foreshadowed by MLG peoples, so I'm going to guess it'll be there, as Bungie tends to kiss ass in that department. (Something I will scold them about later, they made the game, they make the ruelz)

We even got to do a run of my Super Griffball Arena Game Type (Originally, Super Huge Oddball Bonanza Death Game Yes!!!, which isn't allowed as a file share item name) on the Super Griffball Court.
GP, who groaned at its mention, he despises teh grifball (at least, the assault variant; side note: grifball should be more akin to oddball), thoroughly enjoyed himself, especially when he learned that the golf ball could trigger land mines, which are at the core of the 7 Tin Cups on the map to keep the ball, which is also the Hill (the game type is KotH), from sticking. He went on to spank me in score, but I did get a few nice head shots and an assassination in. I can't wait to get the full ten player roster in on a game.

The Super Grifball Map and game type are in my file share (<-Link) right now, so go ahead and check them out. If you like it and would like to make your own map, make sure you go into forge and look at the specifics of mine. 10 initial spawns, around edges, 4 respawns near center, minimum sides 3 (triangular map), at least one tin cup per corner on map (doesn't have to be in corner and you can have more) and one in center (does not count towards previous total (minimum of 4 tin cups period), land mines in all tin cups set to 5 second respawn, explosives around center tin cup, plasma battery to drop on ball (place fixed item in midair above ball, which spawns in middle tin cup, and place plasma battery on it and delete the fixed item, the battery will fall at the beginning of each round from now on and at its respawn which, like all explosives should be ten seconds or less) and start match, and vehicle cannons in all corners to send ball a little ways back in and players flying, AND a respawn zone for each spawn point that, all together, cover the map or most of it (if spawn points are placed facing the center, then players will always spawn facing the action).

I will make that better later. It is 4:31 AM. Good-Nigh...no...good-morni...no...go-zzzZZZzzzzZzz...

Stay 1337.

Wednesday, September 29, 2010

I almost fell on my face...

...and I was already sitting down.

I just got this message:

Dear forge master,
i need to kno how to get my ctf map to work one flag show but the other wont and the capture plates wont capture. iv looked everywhere and nothing really tells me what to do please help me

I'll take it, but you can't have it back, the title that is. 

But naw, I'm MUCH better at tying my shoes. Best Rekkonize. Dude. l337 Masta Aglet in da house!! 

(If you got that, the cookies are in the back in the brushed metal jar, take one)

You guys are awesome, I really am thankful for the respect. Don't think I'm getting a big head, I just thought it would be an interesting post considering how the staff at the Orange Julius I'm sitting outside of reacted to my reaction. I rofled like a riding lawnmower on capitol hill. I mean, my XbLive friends have been calling me that for shits and giggles, although not sarcastically, for a while now, but to see it out of the blue from some one I don't know, I think is hilarious. I'm all sitting here like, "Who? Me? Naaawww..."

Also, this just goes to show, if you ask me a question, I might just post it. But I will also keep you anonymous, so please, ask away. 

And send people to the blog! The day I get 150 hits is the day you get the Modular (think legos) guide for Invasion. We're pretty close, and pretty steady, so just send some people on down.

Stay 1337.

Halo: Reach Cribz (New Screen Shots!!)

Ok, soooooo I've made 40+ maps in Forge 2.0, not including ones for testing objectives on weapons and vehicles or sending people flying into each other on spawn; however, I've only be unlazy enough to place the essential spawning and objective functions on a few.

Since I'd like to consider myself as being somewhat better than complete crap at forge (basically, I just want there to be some basis for people believing I know my stuff), I'd like to share them here as well.

So, I will make a list, a list of what maps are done, what maps are in progress, and what maps are in the concept stages of development, in that order, starting, with a link to my file share so you can see which ones are currently available via moi.

File Share

Also, forgive my filler text, I'm running short on time (There are maps for all of the filler text, and then some), and, if you do check out the maps, let me know what you think, and, if you like them, make sure to do it on Bnet too!

Also, I've taken to classifying the in-progress maps via a Tiered System:

Tier 9 - Planning/Conceptual

Tier 8 - Layout of the map has begun

Tier 7 - Structures have been constructed and Paths are clear

Tier 6 - Augmentations, such as Man-Cannons and Shield Doors have been applied

Tier 5 - Aesthetics have been created

Tier 4 - Weapons and Vehicles have been placed

Tier 3 - A Spawn System has been created

Tier 2 - Relevant Objectives have been placed

Tier 1 - Map is in use/testing/adjustment cycle (indefinite)

Tiers can be completed out of order, but I wont say a map is Tier 2 unless I've settled on the Aesthetics, even if Weapons, Spawns, and Objectives are all there.


Coagulation [Halo 2 Remake] TIER I

Works with all objective game types save normal Invasion, but does work with Invasion Slayer, a much better fit for the map. I have, since this posting, updated the map many multiple times, and the Falcon you see is no longer there, nor are the color discrepancies on the bases.


Monday, September 27, 2010

Tag! You're It! [Updated: 11/14/10]


I've finished my tagging guide!!!

To access tags:

When you are in the Forge Lobby, there is a game type selection option. You need to use that to select the game type you wish to edit in, which will then allow you to usxe the set of tags related to that game type. To edit a different game type, you will need to save your map, exit to the lobby, and then select that game type. Invasion and Invasion Slayer have differing sets of tags; this is the only such situation where a sub-game type has different tags than it's parent group (i.e. Territories and 3 Plots both have the same tags).

In Basic Editing, you will have no special tags available, but all items set to game type specific and tagged for a game type will be visible, with their tags. You can change the tag to the "NO LABEL" setting, but it will not be able to be reversed if the menu is left, unless you leave and come back in the correct game type.

Now for a guide on how to read the guide:

- If the tag is listed under General, that means it can show up in more than one game type in Forge.

- Required refers to an object with the related tag being required for the map to function.

- Requires Area refers to an object with the related tag needing to be either set to cylinder or box with occupiable area values (Can't be zero! That is, unless the value is bottom and you have enough top or visa versa.)

- Works With refers to what the tag is currently known to function with.

u = usual, items such as flag stands, capture plates, and hill markers.

w = weapons, believe it or not, somethings like bombs can be made to spawn on weapons or the person holding them.

v = vehicles, same as weapons.

t = toys, namely soccer and golf balls and tin cups, but planting bombs at the center of kill balls using bubble shields can be fun too (we just gotta test it).

a = all, all items can be used with these tags, even structures.

hm = hill marker, either only works with hill markers, or there is no point in using something else.

- Team Specific refers to whether the item should be set to a specific team, be neutral, or both.

- Game Type Specific refers to whether an item should be set to Game Type Specific, although they do no need to be, and should not be until you are ready to finalize your map, as you may find the need to adjust them while placing objectives in other game types or may way to be able to see them so that items can have cross game type correlations.

Also, I did not simply steal this information from the Forge Required Objects Guide; as you can plainly see, I have included MUCH more information.

Asterisked items will be explained at the bottom.

Sunday, September 26, 2010

Proposed Game Types, Both Currently Possible and Not.

I've been thinking lately and noticed that a file share isn't really the best way for sharing game types when one wants them to actually be shared.

If you want to see your game type listed here, post it in a comment, and I might just put it up. Be ready to get people together and play-test it and, if needed, fix it and play it again, if you get a friend request from me. I usually play from around 9pm to 2am Central Time.

Hmmm....That Works.

Interesting facts about weird tagging behavior:

1) If you set a weapon to the Oddball spawn, the Oddball, if forced to respawn, will spawn at that weapon or whomever is holding it. Same for the bomb in Assault (you can sneak to the other base with the spawn weapon, have someone else mislead with the bomb, jump off the map or get the bomb reset, have it spawn on you, and then score like a king.)

2) If a Golf or Soccer Ball is set as the Flag Spawn/Return in Ctf (and given an area) the flag will spawn right next to the ball, and the ball, now the return point (where you need to bring the opposing team's flag and also where your flag will reset if moved, dropped and reset) can be moved about the map as a portable capture point and spawn point.


These are what ALL maps should have before you even think about placing objectives.

*Shield Doors and Mancannons are not a must, but I've decided to use them in my example.*

*The example map is not to scale and is very small, it would most likely not be enjoyable to play on if actually built; it is simply functional.*

*All images created by Carson Barry (The Ardly374) using Adobe Photoshop, please let credit be given when it is due*


Your map is now ready for Basic Slayer game types and has been prepped to begin adding objectives.

Pro Tips (12/24/10)

Pro Tips (12/14/2010)

Sources (aside from myself, all links to Service Records): 

BadCompany Brik, Jonzorz 124, That Spazamataz, Captain Furgler, GodlyPerfection, and Kirov 099


Precision Editing


With or without zooming in, if one were to click and hold the left
thumbstick (L3, or Crouch), one would enter the precision edit mode, which
effects raising and lowering, rotating, panning, AND player movement.

The overall effect is quite similar to crouching, the objects move slower when being handled as well, except when relating to rotation, which can still suck, but is more likely to only move one increment of the currently selected Rotation Snap value, depending on your connection (if on Xbox Live). When flicking the thumb stick, the increment of vertical, horizontal or panning movement will be about twice as precise as the coordinate editing system. You may notice issues similar to the ones you would have without it, but the objects will be much closer together and it will be much easier to rectify the misalignment, which can also be effected by your connection. I mention the connection issue, namely because it PISSES ME THE EFF OFF!

Also, for those who might not know, one can grab different spots on an
object to edit it from, but rotating it resets you to the center (when
editing large objects, this can lead to problems such as smashing you
against walls, sending you flying across the map, or, if they are mostly
underground, you yourself can end up underground, and subsequently die
quite violently because of this). So, as a recap, let go, zoom out, and be careful 
when rotating, or die.



The Game Type Specific Toggle

Because this thread seems to, for some reason be the most popular out of all of them, and because I receive zero feed back, I'm going to assume that this is due to people misunderstanding that this is where the information on making maps compatible is located. You are looking for the Visual Aides and Chart of Tags located in links to the left in the Site Navigation Bar.

Now, onto the nitty gritty. How to make items, like the tank, a man cannon, or a wall, etc spawn only in the game types you want someone to be able to use them. Say you want to block a certain path in Assault, or make it so that the "lucky" spawn only happens in FFA, this is how you would do it.

Making it so that Items only spawn in certain game types:

1) When entering Forge, make sure to select the game type you want to
restrict the item to, otherwise the tags you need will not show up.

2) Place, or select, the item you would like to make specific to that game type,
enter the edit mode (x), select Advanced.

3) Set game type specific to True and set the Tag to a game type specific
permutation (selection/variant, for those of you who didn"t get stuck reading
the dictionary in detention). Examples: "koth_hill" in King of the Hill for a Hill
Marker corresponding to the Hill itself or the "invasion" Tag in Invasion (the
latter of which changes nothing about the object except that it specifies that
it is only supposed to spawn in Invasion game types; these exist for all game types).

The tags for "team_only" and "ffa_only" are best accessed via Slayer editing, but will still effect game types like Oddball and Headhunter (examples of other game types that use both).

This will also effect your Forge experience.

If an object is set to the "infection" tag AND game type specific is true, it will not appear if you are editing in the Invasion game type, but will still be there. It will still appear in Basic Editing, which makes for a really great way to refine maps after testing them because you can test multiple game types, make a list, and then go back and fix it.



Man Cannons


1) All man cannons have an Area of Effect (AoE) where, upon entering, one will be effected by the launching mechanism of the cannon. Depending upon your momentum and point of entry, you will be launched different distances. (Keep this in mind when players may enter from the front and not launch far enough)

2) If multiple man cannons are placed facing each other, the points where their launch paths (the line a player travels when using a cannon) cross, if within the AoE, will become a magnet and levitation device. (See Reactor)

3) The AoE is larger for larger cannons, and is referenced visually via the extension of the blue "Jet Stream"

4) Cannons can be stacked to heighten effect

Things you can do

1) Create floating globs of explosives (Great Aesthetic, see Reactor)

2) Create "Quick Boost" lifts by stacking two cannons (vehicle or lift, but make sure to use a one way to slow down or lessen the height gain)

3) Stack a Gravity Lift or Light Cannon on top of another cannon to give it the boost it needs to fit your needs better.

4) Use shield doors to lessen speed or survive harsher falls (See Shield Doors)

5) Create traps (using Properties #2) that make it so players can no longer move, like a spider web.



One Way Shield Doors


1) If a player enters the AoE (Area of Effect) from the blue side, they will be forced through the shield, to the other side, the same distance they were from it when they entered the AoE. This is also the same distance a player will be bounced back when running into the Yellow/Orange side.

2) Vehicles can stop partway through the shield, if large enough. The shields properties are also reversed if there is no-one in any of the vehicles positions, meaning that they can travel through them backwards (Orange to Blue) but not normally (Blue to Orange).

3) Players can also travel through the shields backwards if: they are traveling at great enough speed, they assassinate a player on the other side, or if they are dead.
4) Weapons, when dropped, like objectives, ignore shield doors, and fall freely.

5) If a One Way Shield Door is placed horizontally, Orange side down, a player will be pulled towards the ground, either unable to jump, or barely able to jump, depending on it's height relative to the player. (A Gravity Lift or Vehicle Cannon would allow one to create a place where jumping is possible, or even heightened beyond normal)

6) If a One Way Shield Door is placed horizontally, Orange side up, a player will be lifted above it, and thrown a very small distance into the air. If the doors would be stacked above each other, a minimum of 2.1 units apart, it would allow for continuous lift, creating a silent ladder, of sorts.

7) Players usually bounce up and down when on top of shield doors.

8) No matter what speed a player is traveling at, impact with a shield door will not kill them.

Things you can do

1) Create trampolines.

2) Create points where players can jump from great heights and survive, or take the pain out of man cannon jumps.

3) Lessen the height of a Vehicle Cannon's lift, slow players who are being lifted too fast with stacked lifts, etc.

4) Create Jump-Pads similar to the style of Unreal Tournament, where you do actually have to jump for them to work (also uses Man Cannon, see Jump-Pad).

5) Stop players from re-entering lifts the wrong way .



Health Pack Placement

Provided By: Captain Furgler

This is a small guide on the foundation on how to place health packs on your map. 

Warning some contents in this guide might be too awesome for some people! Viewer discretion is advised! JK

People normally ask me how I can place my health packs so well and how to make them work so they aren't over used. This guide will go through some steps that you will need to take to make your health packs be in the perfect spots and be there at the right times. And one thing to remember is that they only way some of these steps will work is to test your map.

  • General places to place health packs

One good way to place health packs is by finding out which areas of your map are the most used. When finding these areas you will learn which areas of your map need some incentive to go to them but are not to far out of the way. These areas would be a hallway or a room which is off of the most used area/areas. Those are the areas that you want to put health packs. If you don't have health packs in the right spots people will always ask where they are and if they aren't in a general area of high traffic areas then they wont even bother with going to get them if they are to far off. 
  • How many health packs would be the right amount

This is sometimes tricky to find out, but most of the time its about half of the number of players your map supports. Examples would be a 4v4 map would have 4 or 5 health packs. A 5v5 would have 5 or 6, and so on down the line. If you have to few health packs on your map then you will have people always wondering where they are and most of the time there wont be one available. Have to many then you will have problems with people being able to escape a battle healing all the time and people wont like fighting the same person over and over until they can finally kill them. 

  • The time on health packs

For the timing on health packs will actually be determined by how often each individual health pack gets used. If one is getting used constantly you need to determine if you need to make it shorter/stay/longer. This is a hard part in the placement and timing of health packs. If the health pack is being used by one person because it respawns to fast then you would need to make it have a longer respawn. If it is getting used by everyone but seems like it isn't there enough you need to shorten it. But if it's in the middle that's when you leave it. Now you may be asking whats a good time to start off on? I would say just to leave it at 30 sec and go from there. If there is a health pack that is barely getting used you need to either relocate it or make it more noticeable. And if there is a health pack that is getting used once in a while that's normally when you just leave it at the 30 sec and make the health pack more noticeable so people know where it is. 

  • Making health packs more noticeable

To make your health packs more noticeable you would need to place them in eye catching areas. If you put a design on a wall, have an aesthetic piece, or some way to catch peoples eyes. Those are the places that you want to look at for placing health packs because peoples eyes will automatically look at those certain structures and if they see a health pack there they will remember it and will probably use it later or then. Another way for making health packs noticeable would be to put them in the players face (not literally). Put them on walls that the person would look at when they go through a hallway or room. If you make your health packs noticeable you wont get those questions asking where they are. 

  • Symmetrical/Asymmetric health pack placement

Symmetrical health pack placement is much easier then you would expect. An example would be on a 4v4 map you would either put 2 health packs in the bases and one neutral health pack if your map is base heavy or for more objective game types. Or you would do 1 health pack for each base and 2 neutral health packs if your map was more suited for team slayer and field play over base play. 

Asymmetric maps are harder because they don't always play by the half the players your map supports rule. Most of the time you have to place them by reviewing films of game play. That's when you find your high traffic areas and most of the areas you will need health packs. Then after you place them you have to test them for the timing. It takes a little bit more time and effort but its normally worth it in the end. 



(things you can make)

The Reactor
(My Creation)

Utilizing Man Cannons AoE, Explosives, and item spawning properties, I have devised a delicious fireworks show.

1) Take two or three Man Cannons (Heavy is best),  place them facing each other, at the same height, with the "Jet Streams" crossing.

2) if you chose three, place the third, and arrange them equilaterally, if you chose two, stick with two, or place two more, perpendicularly arranged, with the cross of streams at the same point.

At this point, you are able to begin placing your explosives. I recommend sticking with Fusion Coils, but Plasma Batteries do work (their spawning is just awkward sometimes).

3) Place explosives inside The Vortex (my super awesome name for the singularity at the center of the crossed streams).

The minimum number of explosives for critical mass (continuous explosions) is unknown to me at this point. Never place more than 20, this leaves you with the ability to delete them or adjust the settings just in case.

4) After you are satisfied with your purcha…err, have enough explosives, open up the object settings. Ignore spawn time, it is irrelevant to this. Change "Minimum on Map" to mirror "Maximum on Map."

Voila! You have a reactor! Shoot it to start the reacting.

I also recommend mirroring your cannons above the floating death-ball, but not while it is going off. Placing a Land Mine in the center will case the chain to begin at the start of a match. I have no evidence of it stopping on its own, IF done correctly.


More instructions later

Vehicle Cannon or Gravity Lift, under One Way Shield Door, Orange side down

All of this, under the floor

 Player moves over Man Cannon (walking), enters its AoE, jumps to exit the shield's AoE, but remains in the cannon's

Player is launched into the air

Distance depends on placement of both shield and cannon as well as type of cannon

Visual cues, such as inactive (or active but not functional) Receiver Nodes, are helpful. 

One can even place Active Camo power-ups sticking out of the floor (coupled with this or not) to assist with the aesthetics.



(where to put them)

By: The Ardly374

Grenades shouldn't be items players go out of their way for. Best placement is at corners, or along hallways, next to the wall.

I almost never place grenades in the middle of paths, as the hazards from chain reactions are devastating.

Try to also make them a bonus for going for weaker weapons, like the Pistol, or Plasma Rifle. In games where players do not start with DMR's this will have a rather noticeable effect as players will begin to use those usually avoided weapons.

I usually place a Frag by Pistols in my maps, players stop in for Ammo more often than a new weapon, but they also get a frag. For players that notice, this can be a lifesaver; the amount of players that don't balances this out.

With the heightened effectiveness of Plasmas, I wouldn't place two together, but rather one at the begging of a path and one a few seconds of travel down the path (3-5). This encourages movement in certain directions and can be a great tool for manipulating traffic on your map.