Halo 3 build game forge




















Sometimes, when looking for an object that we want for a build, we can spend minutes just scrolling through the menu to get what we want. A quick way to save time is to place one unit of every item on the map; this makes it so that you can see everything in front of you and just copy whatever you want. This is also a great method for getting new ideas for your builds; you see something you think would suit your build instead of remembering its name. It's often said that the more you do something, the better you will become at it.

And with Forge, that same lesson applies. But if you're new at making maps, you might feel that many functions and tools are confusing. However, once you start experimenting and playing around with it, you'll soon get used to everything Forge has to offer.

Once you do, you'll be surprised at how much you can actually build and accomplish. And whenever Halo: Infinite gets released, there are sure to be even more amazing features, most likely.

So just throw yourself out there, experiment, and have fun. Just to "forge more" and "have fun" may seem like vague tips, but that's all that it comes down to if you want to be great at building maps in Forge. If we want to be great at anything, we have to enjoy something that has to do with the process.

Otherwise, we'll probably quit halfway through. Just have as much fun as you can. If you want to build cool maps for your friends or upload them onto social media, as Mojoswoptops did, as long as you have fun with it, then you'll eventually learn Forge just like the palm of your hand. Sebastian Karlsson is a writer and aspiring entrepreneur based in Ljungby, Sweden. He's been a marketer for several companies, and now he's a writer for Thegamer. Looking at the Lego constructions on my desk, Aron said what I'd already been thinking for a while - someone should do this with Lego bricks.

Before clicking the check-price button to see how much the actual pieces would cost, I wondered to myself how much I could stomach.. I imagined the best case scenario: that 20 years from now I'd fondly remember that cool Halo Lego map thing I did back in '08, that I'd create a bunch of incredible maps we play every Thursday, that I'd have fun building and using it, and that at least a few people said they thought it was cool.

How much would I pay for that? I thought, maaaaybe, at the most, umm.. I cringed at the amount, amazed that I'd let myself go that high.

If you did everything right, the Grav Lift should balance for a moment and then swivel round and face in the right direction. Great for parties! Have these Nodes all sender types and set them to one channel of their own. Now spawn a Reciever Node on the same channel nearby, on the right side of the Node Wall. Run at your Node Wall and you'll find yourself mystically transported to your Reciever Node without having gained anything.

It's always fun to watch people to see how many times they try to take it. I'm yet to see anyone give up after the first try. Now with brand new Answers! Since half of these questions are already answered above, I don't see the harm of copy-pasting the answers into this section How do I make stuff fall from the sky?

To make something fall from the sky and, most importantly, respawn back up there, stack a load of big things, Crates usually do the job, Containers if they're available; into a tower and place the object you want to fall at the top of said tower. How do I make stuff float? These work similarly to the falling objects. How do I make stuff respawn instantly? How do I change [insert gametype related option here]? That's not actually an option for Forge, but something you change in the Custom Games lobby.

Remember Gametypes? Many of the things people believe they can customise in Forge are actually changed in the Gametype options. Often, specific Gametype options are required for a specific type of Forged map, so don't forget to save a Gametype once you've tuned it the way you want it with a press of the [X] button in the lobby. How do I clear off maps? Since September the 25th, people have been asking that question and unfortunately there's no quick answer.

There's no button to just wipe clean a map and leave you with all the power, so if you want to start from scratch you need to painstakingly delete every object you can find. That, or you could take advantage of having some poor sucker on the internet doing it for you! Mason Cain A. A lordraven 's fileshare features every Halo 3 map at time of writing completely cleared out for your enjoyment! It's all highly worthwhile. How do I configure my Custom Powerups? Strangely, this is one of the options you need to change in the Custom Games Lobby.

How do I play [insert non-Slayer gametype here] in Forge? Step one: start Forge. Step two: swap to the Monitor. What do Respawn Areas do? Respawn Areas set all Respawn Points inside of them to one owner, eliminating the painstaking and time-consuming process of going through your map selecting an owner for each non-neutral Respawn Point.

Don't forget to set the owner for the Respawn Area though, or else it won't know what to do with your Respawn Points and will leave them Neutral. I've made a fair few maps now, and have learnt a good deal of stuff that comes with experience. You can figure this, and more, out for yourself if you keep at it, you'll run into mistakes and issues and you'll learn how to balance and design a good map, but if you want to take a shortcut and have me tell you what I know, just keep reading.

Before I start on this hefty section, I just want to point out that I'm not in any way the best, or amazing, or better than everyone else, but I'm just passing down the things I've learned to save you the trouble of learning them for yourself. Months after the release of Foundry, the grace period for sloppy maps is over, it is expected in many places for a published map to be balanced and well constructed, and that only leaves design for you to excel in.

Regardless of how they're expected though, neat construction and balance aren't too easy to pin down, as you may just find out. When you imagine a crazy Infection gametype with Firebombs, Flamethrowers and Fusion Coils, you have an idea, it's almost certainly been done before, but it's there. I'll try to cater for mini-game enthusiasts and race-track constructors here, but I'm biased towards cold, hard, competitive maps myself. So you have your idea, be it a quirk in your infection map, or a layout in your competitive map, where to go now?

I head to paper, put your ideas down on paper and look at what to do. It's possible, likely in fact, that when you get to the Construction phase you'll find you can't do something you thought you could, or something just won't work for whatever reason. Things might end up smaller or bigger than you envisioned. With time, you should get to know what you can and can't do in Forge. There are a lot of things to consider. Consider where you'll put Power Weapons. Consider how much resources you'll use in construction.

Consider where the Objective items will spawn on the map, and how that will affect respawn points and the flow of the map. Do you want the gameplay to be linear, with battle between sides unavoidable?

Or do you want an open map with limited cover like the MLG playstyle? Will you have multiple levels? Will your map be completely enclosed or use all of Foundry? In designing your map, you need to take all of these things into consideration, but prioritise - your map should still be what YOU consider fun. Remember this: the open area of Foundry is approximately 13x13 boxes in size, with a roof that limits the height of a jump from three boxes. Let's imagine I want to make a competitive map. I take inspiration from another place: a section of Campaign from Halo 2.

I look at how to mould it into a workable multiplayer map. There's a choke point in the middle, but there are covered sections down the sides as well. Their are two bases opposite each other. For Objectives, the items are not in the bases, but closer to the middle, this leaves the bases to be integral fallback spawn points. I plan the idea on paper and look at it, imagining the flow of a game. As I draw, more ideas emerge and I work them in, keeping the gameplay in mind, until I'm happy with what I've come up with.

No doubt, when I start making the map, I'll make changes, either because something can't happen, or a better idea presents itself. When you think you're finished designing, you're finished designing.

If you work at it too much, your map will become cluttered and overthought before it's even built. Move on to construction. You will feel it in a map when it is flawlessly built. On a map you've never played, your eye is drawn to the flaws. Instead of noticing the seamlessly interlocked walls at one end, you notice the flickering textures down the other. The biggest issue in making your map as neat as possible is the budget and the item limit. Fortunately, there's a bit of a way around that see: Unlimited Budget Glitch, Section 2.

The Unlimited Budget Glitch expands the possibilities of Forge by a hefty amount, but is a little annoying to maintain completely. There is still a limit of items on the map besides the Budget, but it is far larger than the limit the Budget imposes. Also, each item is still limited itself; you can still only place 16 Bridges, 24 Double Boxes etc. Bigger maps can always be a possibility, but it will be easier to make small maps look good.

The next big issue with neatness is simple, the neatness of your map is as limited as your patience. It doesn't really require good hand-eye co-ordination or quick reflexes. Placing an object perfectly requires patience.

All you need to do to make your map neat is not settle for anything less than perfect. If a box isn't quite straight after spending two and a half minutes interlocking it, go back and do it again until it's right. It's that sort of tediousness that turns a lot of people off The Forge, and narrows the spectrum of good maps down.

Placing objects itself is a simple matter and one you should get used to pretty quickly. Most people develop their own ways of keeping things straight and lining them up. There is one very simple way to do this and it starts the moment you spawn an object.

Spawn a Box and it will be facing one direction, perfectly parallel with the walls of Foundry. If you carefully lower it to the ground, you already have a perfectly straight line that you can build the entire rest of your map off.

Pushing objects up against immovable objects is the most simple and reliable way to keep stuff straight. And if your objects are beginning to look a little angled where you don't want them to, you can always use the grid Bungie so kindly textured on to the floor. Building outwards from an object you know is straight, even if it's one of the existing walls of Foundry, is a great way to keep things at 90 degree angles.

When you start building up a level or putting things at angles, it gets a little harder. The best thing to do here is to continue using other objects. Every set of stairs you spawn is at the same angle. Every dumpster is at the same height. If you use these objects all the same way and you have the patience to do it right, your map will stay neat and tidy.

The more you have to estimate something, the messier and bumpier the map will become. You can always use the objects at your disposal as tools themselves. In Infection a balanced map gives Zombies and Humans an equal chance at survival. In One Flag a balanced map gives Attackers and Defenders a balanced playing field that rewards the more skilled team. In Slayer a balanced map gives all players an equal shot at getting the Power Weapons, and an equal shot at keeping them.

There are really only two things that affect balance in Forge maps: Weapons and Geometry. Weapons are an obvious one. On most Foundry maps the weapons should be placed pretty sparingly. Too many weapons clutter a map. What's important is that you limit the weapons on the map. Along with only placing one or two Sniper Rifles, you should be changing the options available when you press [X] on them. Less is more. On most enclosed maps, the Sniper Rifle should be on about a second respawn time with only 1 spare clip.

One way of thinking about it is to say having two of the same weapon on the same respawn time is like halving that respawn time.

Two BRs at 60 second respawns is like one every half a minute. That's not entirely accurate, but it gives you an idea of how you should be limiting the arsenal.

The same thing goes for Grenades and Equipment, too. Most maps shouldn't have more than 4 pieces of Equipment, and Equipment needs a pretty high respawn time depending on its effectiveness. As for Geometry, this is also pretty obvious. High Ground and cover is sought after as a natural instinct by most Halo players. I'm entirely serious, just observe a game on a map with open space down the middle and cover in the sides.

On MLG Onslaught, players are rarely seen rushing down the middle, at least not without dying very quickly. But that's what it's all about. The quickest route shouldn't be the safest. Risk and reward. It might be a risk to get to the lowest, most uncovered section of a map, but if that's where the Rocket Launcher spawns, that's where people will go.

The most direct route to run the Flag home might be over open terrain where enemies can attack from any direction, but if you're in a hurry, that's your only choice.

Balancing the Geometry and the Weapons together is important, too. On my map 'Memento' there are no Power Weapons at the upper levels of the map, but play is always centred up there anyway because it's so risky to be down below.

Balance isn't usually something that occurs straight away, and most of the changes you make to a map after playtesting will be to balance the maps. Any weapons that overpower the map need to be nerfed and any that don't get any use should be deleted or shifted.

The most important thing overall to remember about making a Foundry map, even after you've designed your map well, constructed it seamlessly and balanced it to perfection, is that it should be fun for you. If you've ticked all the boxes from the sections above, then it probably will be, and if it's not, then give Foundry another shot with another map.

It's experience that makes the best maps, not gimmicks. They are possibly the most difficult to fully understand, and more difficult still to implicate well. The way I see it, you would have to make a map specifically built for Respawns rather than fitting the Respawns to the map for them to work flawlessly, but I might just be saying that because flawless spawns are something I've never managed to work out myself.

But hey, there's still a lot to say on the subject and it's important that you follow this for the respawning on your map to work. Each part of a map that has Respawn Points on it is broken up and given a numerical value, the respawn area with the highest value is where killed players will respawn.

The numerical value, or the area's 'Weight' is decided by a number of things, players in the Area, allies or enemies; deaths in the area; and the 'Spawn Order' function. Goal items like Bombs and Flags may affect this as well. There is an advanced guide to Respawns at Forge Hub which details the respawn system: the weights, the effects of overlapping areas etc. If you want to find more out about the nitty-gritty of Halo 3 Respawns, then take a read of that.



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