VisceralBowl
Member

Welcome to the Forge OT! Build, share, and collaborate on anything and everything Forge in here.
Halo: The Master Chief Collection |OT| by Mix
Games Supported:
- Halo 2 Anniversary
- Halo 3
- Halo 4

Forge is a game mode which allows players to make modifications to maps by moving, adding, deleting, or editing objects. Originally used to edit maps in Halo 3, it has since become a tool for the community to develop their own creations to do with as they please.

Halo 3 and 4's editors remain as they were, but Halo 2 Anniversary's Forge (based on the one from H4) has introduced some new stuff:
Basic scripting
Finally you are able to place toggle-able buttons. These can be used to spawn or activate any objects. Buttons can be tied to more than one object at a time.
Blank maps
Halo 2 Anniversary ships with three maps that have zero objects or geometry on them, just empty maps with cool skyboxes.
Terrain pieces
In addition to a lot more rock variations, grassy hill pieces have been added.
Higher object count
Due to the capabilities of the Xbox One, you are able to place many more objects in you levels.
Fine editing mode
Though it was removed in Halo 4, the fine editing mode from Reach has returned.

You can forge on every single map that runs on the Halo 2 Anniversary, 3, and 4 engine. Some maps are better suited for creation than others though, so here's a list of the best maps from each game:
Halo 3
Halo 4
Halo 2 Anniversary
- Awash [Empty map]
- Skyward (Zenith skybox) [Empty map]
- Nebula (Space skybox) [Empty map]

From the last OT, by GodlyPerfection
Below is a collection of handy level design resources for use by Forgers to improve their designs. Most of these resources refer to other games, but are still somewhat applicable in terms of design theory in the world of Forge. If there is anything you think should be added to this list then please PM me (VisceralBowl).
- Carney's Crash Course: Map Design 101
- Forge Lessons
- A Comprehensive and Collaborative Guide to Map Design by Forgers for Forgers
- Map Design Theory - Knowledge
- Theory of Flow [Part 1] [Part 2] [Part 3]
- Quake Competitive Design Guide
- Ben's Small Bible of Realistic Multiplayer Level Design
- Lunaran's Deathmatch Encyclopedia
- No More Wrong Turns