WELCOME TO FORGE LIFE!

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.


Showing posts with label Subset. Show all posts
Showing posts with label Subset. Show all posts

Wednesday, September 29, 2010

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.


MAPS:

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.

SCHREENSHAWT!!!



Monday, September 27, 2010

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

FINALLY!

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.

Visual Aides [UPDATED SPAWN ZONE IMAGE]



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*


PLACE SPAWN POINTS AND RESPAWN ZONES!!!!



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


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#1
Precision Editing


JUST ZOOMING IN IS NOT ENTERING PRECISION EDITING MODE.


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.

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#2 

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.


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#3

Man Cannons

Properties

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.


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#4

One Way Shield Doors

Properties

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 .


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#5

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. 


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#6

Devices 
(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.






Jump-Pads

More instructions later

Basics:
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.



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#7

Grenades 
(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.



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Best Practices For Map Design Workflow





When designing a map, it is best to follow a workflow that allows you to have the

least issues when it comes to non-tangibles, such as objectives and spawning.

WHEN LEARNING:

Place all of your objectives FIRST, somewhere out of the way (where you don't plan on your map being, such as the Coliseum, unless of course you decide to use that area, which I myself have). Then place some spawn points with them, don't worry too much about areas unless the game type requires them (I am, of course, talking about Hill Markers tagged as respawn areas and not Respawn Zones themselves). Now that you have the nuts and bolts of the map placed, test it to make sure you've done things correctly; does the grid/shield disappear after the second Invasion stage? Does the Blue Team spawn in the correct place(s) when their flag is away? home? If the answers are agreeable, begin to design the actual framework of your map and follow the rest of the proposed workflow, ending with moving the already placed objectives and spawns to the correct areas instead of doing their initial placements, or, if you feel that your mind works on a wavelength to far from mine, the one you have essentially asked for help by reading this, go ahead and shoot in the dark. Of course, if you are more comfortable with your own order of operations, please adhere to it, I'm just taking the opportunity to be an ass.

Can Haz Game Type Specific? [Updated 9/30/10]




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.



Spawning [1/12/2011]


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Keep in Mind:


1) You MUST have spawn points placed for spawn areas to work.

2) If you do not place initial spawns, your players will spawn in points predetermined by Bungie's design (usually where initial spawn points are in the original map variant), and the same goes for respawn points.

3) Respawn Zones = Basically irrelevant in Invasion.


4) Spawn Ordering does not effect Spawn Points or Spawn Zones (however, it plays a major role in the Spawn Areas used in Invasion).

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Respawn Zones: divide maps into areas that, utilizing data from
current activity on the map, assist players in spawning away from danger, can be set to only influence a certain team or be neutral and effect all.
Normal (Respawn Zone): Most powerful Influencer; with one of these placed on the map, players will spawn within it no matter the level of danger in the area. Best used to divide maps into team territories (not directly relating to Territories Game Type), or sides, while then placing Weak and Anti Zones within, set to neutral, to further influence spawning.
Weak Respawn Zone: Has an additive effect upon chance of spawning a player in a location when stacked on a Normal Zone and is half the power of a Normal Zone. When using the stacked grid method (example in visual aide below), they are best left neutral.
Anti Respawn Zone: If set to a team, it will make it so that that specific team
will not be able to spawn in that area. (useful for making it so that teams
can"t switch bases in the middle of a game, as would happen many times
during games of Slayer on Valhalla and Sandtrap in Halo 3). Has an subtractive effect upon chance of spawning a player in a location when stacked on a Normal Zone and is equal and opposite to the Weak Zone in this respect. When using the stacked grid method (example in visual aide below), they are best left neutral.


Basically, I would say to define each team's side of the map with large Respawn Zones set to their team and then use Anti Respawn Zones to define areas where you would not like players to spawn as often and then use Weak Zones to give priority to areas such as bases, or out of the way paths, keeping the latter two types Neutral, like below. Placing priority on safer areas will make players apwn there more often, but will allow them to spawn elsewhere if those areas become too dangerous.



STACKING:

The stacking effect of Spawn Zones will only occur if a Regular (Strong) Respawn Zone has been placed and if it is part of the stacked pieces, unless you are simply overlapping an Anti with a Weak, in which case the area of the overlap will have them cancelled out by each other.

If you place a Weak on/in a Strong, it will become stronger, another Weak will make it stronger yet, the same goes for an Anti, but in the opposite direction. Weak's and Anti's would still cancel each other out in this situation. I would advise against going further than two layers of Weak's and Anti's on your Strong Zone.


Quoted from O'Than:

Overlapping Zones
Using only Weak and Anti zones together can never have an effect greater than one single Weak or Anti zone. They DO cancel each other out though.

Weak + Anti = 0
Weak + Weak = Weak
Anti + Anti = Anti

UNLESS...
there is already a strong zone in the same area. Then they combine as you would expect:

Strong + Weak > Strong
Strong + Weak + Weak > Strong + Weak
Strong + Anti < Strong
Strong + Anti + Anti < Strong + Anti

And finally, two strong zones
don't ever combine. 


I might have highlighted something, but you would have noticed for yourself. (will never)

OTHER NOTES:

Players also have and AoE where they themselves influence spawn behavior,  a comparison of strengths (no scale of power is available yet), is below, quoted from my post in O'Than's Forge World Group. It can be seen here.


Teammate*<Weak/Anti Respawn Zone
Weak/Anti Respawn Zone<Enemy* **
Enemy* **<Dead Teammate/Self
Dead Teammate/Self<<<<Respawn Zone

*Stacks per instance
**Varies Per Weapon and L.o.S.

Projectiles, such as rockets, also have a negative influence, surrounding and preceding them.

A player's spawn influence doesn't affect the zones they are in directly, but is as if they have a zone of influence themselves, that travels with them, is adjusted per their L.o.S. and Weapon as well as per their living status, and will apply its effect as stacked upon other existing zones of influence, including those of other players.





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OTHER SPAWN ITEMS:

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Kill and Safe Zones: 


As explained by Bungie, if you place a Safe Zone, any time a player is outside of it, they will die, or begin their timer, and if a Kill Zone is placed inside a Safe Zone, it will take precedence. Best practice is to use Soft Safe Zones (with a countdown) to define the playable areas, Soft Kill Zones to denote areas where you would rather players not go/camp, such as roof tops, and Hard Kill Zones so that players die when they fall off the map (think The Cage). Using Hard Safe Zones tends to lead to too many problems and many Jetpackers dying seemingly randomly for poking their head out of your proposed "ceiling". You also want to take into consideration that using a Hard Safe Zone coupled with Soft Zones is essentially the same as using Hard Safe Zones alone; as soon as you leave, you will die, no countdown, which is yet another argument to avoid Hard Safe Zones unless you have a very specific application.

REMEMBER TO OVERLAP SAFE ZONES.

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Initial Loadout Camera: 


Shows a view of the map during the choosing of
initial spawn loadouts and occasionally spawning in general. Place one per team 
AND one Neutral so that a good view of the teams bases, respectively, and the
map. (Make sure to have one of these placed so that the attacking and defending teams in Invasion can see their objectives and begin to formulate paths to them while waiting to spawn).
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IMPORTANT:
Use Respawn Zones to design the bare-bones spawning grid (it is good to overlap spawn points into multiple Zones), game type specific spawning areas are better defined via Hill Markers; tags for those can be found in the Tagging Chart located in the Sidebar to the left and in the Invasion Guide below that.
Take note that some of the tags are not for spawning persons or even for use with Hill Markers, even though they may work, such as flag capture points and such; it is much better to spawn Bombs, Cores, Oddballs, and place Skull and Flag Capture points and Bomb Plant points on the Flag Capture Point object (disc with UNSC logo) and only spawning FLAGS on Flag Stands (And even then only in Stockpile). Also, for Skull and Flag Capture and Bomb Plant points, make sure to set an area so that the players will be able to score.