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Halo: Reach Forge Showcase

Posted: Sat Feb 12, 2011 4:59 pm
by Fusion
Seeing as this is still primarily a modding/map creation site, I figured we would need one of these. However, seeing as there are only a few of us who actually make Forge maps, they can all be under one thread instead of just making a new thread every time you make a new map, because I doubt Live CoD players want to see a bunch of Forge threads pushing their eventual thread down to page 2.

As this is the first post in the thread, I figured I'd re-post Bungie's Invasion guide as that tends to be the hardest thing to forge correctly.
Hidden/Spoiler:
Q. Can I use Forge to build my own custom Invasion experience?

A. Yes!

But, of course, the real answer is a touch more nuanced than that. Like all things Forge related, the first step – placing objects and laying out weapons – is the easy part of the equation. Creating a fun Invasion Map Variant with the Forge also demands that you lovingly place spawns, carefully layout safe zones, and correctly fashion several objective phases. Ultimately, a proper Invasion layout requires no small amount of forethought, planning, and implementation.

But don’t freak out. To help you navigate the rocky terrain, our very own Forge expert, Joseph Ainsworth, cooked up a comprehensive guide covering everything you need to know about wielding the Forge anvil to mete out some sweet Invasion justice.

Let’s get down to business.

The Rules of Invasion
Invasion is a three phased objective game type with two teams, Spartans and Elites. A phase ends when the objective is complete or when the phase timer runs out. The attacking team wins once they successfully complete all three objectives. The defenders win if they can run the phase timer out on any phase.

Important Info
First things first! There are a multitude of things that you need to know about how the internal structure of an Invasion gametype.

* There are 3 different objective types available for each phase (27 different permutations)
* Each objective type has different requirements that the forged map must support.
* Invasion supports fire team player spawning and spawn locations.
* Forge objects can be setup to appear or disappear in a specified phase.


Invasion Game Variant Setup
Custom games should only use the "Invasion" variant and never “Invasion: Boneyard” or “Invasion: Spire.” The invasion options can be configured to change who is attacking, Spartans or Elites, and what the objective is for each phase.

Invasion Checklist
This is a list of everything your Invasion map should have:

1. 3 total objectives, 1 for each phase
2. Initial, phased and backfield spawn locations
3. A Safe Zone to define the boundaries of the map


Important Forge Object Properties for Invasion
Game Type Specific:

An object set as game type specific will only show up in game types that include the Forge object label in its list of predefined labels. Any invasion specific objects that do not already have an invasion specific label should be labeled "Invasion.”

Labels:

Labels are a name that can be given to any object and can define game behavior. Each object can have a single label selected from a list of labels supported by the game type being Forged. Note: You must be Forging in Invasion to see the Invasion labels.

Boundary Volumes:

Boundary volumes must be given to all hill locations and flag capture locations, otherwise it will never detect a collision, and the objective will not function.

Teams:

The two team colors in invasion are assigned to the species as opposed to attackers and defenders. Spartans are assigned to red and Elites are assigned to Blue. This makes it important to correctly set the game option, “Invasion Options – Attacking Team,” to the correct race before starting a game of forged invasion.

Getting Started
To begin creating an invasion map, select the Forge lobby.


1. Select Invasion from the Game Type field
2. Select the Map you wish to modify
3. Start the Game


Once you are in Forge, Enter Edit mode by press up on the D-pad or select it from the Start Menu. For the most reliable results, it is recommended that you delete all objects from the map so you only have objects that you have placed.

Creating Objectives
There are 3 types of invasion objective and they function much like their stand alone equivalent.

* Territories
* Assault
* Capture the Flag (Capture the Core in the case of Invasion)


While an Invasion map only needs to support one objective in each phase, it can be setup to handle all cases. There needs to be at least one objective for each phase to complete a round of invasion.

Setting up a Territories Objective
The Territories objective type requires a single object to function. There can be any number of territories per phase.

To setup a territory we need to place an object on the map and give it the INV_OBJECTIVE Label:


1. Enter the place object menu
2. Select an Object (Objectives\Hill Marker is a good choice)
3. Press X to edit the objects properties
4. Select the Advanced option and the Game Type Label property
5. Change the value to “INV_OBJECTIVE”


Now that you have a territory object, it is time to define the boundary volume:

1. Press X to edit the objects properties
2. Set the shape property to anything but none
3. Increase the size of the width, top, bottom and length to the desired size


Lastly assign a phase for this territory objective to be active.

1. Grab the territory object
2. Enter the Object Options
3. Enter the advanced sub-menu
4. Set the Spawn Sequence field to the phase in which this objective will be used (1,2,3)


Setting up an Assault or CTF Objective
An assault or CTF objective requires taking an object (bomb or core) from one location to one or more destinations. An assault objective requires the carrier to plant the bomb, a countdown within the zone, while a CTF objective only requires the carrier to enter the objective zone.

First off we need to create the location where our Bomb/Core object will be spawned.


1. Enter the Place Object menu
2. Select an object to spawn the Bomb\Core on (Objective\Capture Plate is a good option)
3. Press X to edit the objects properties
4. Select the Advanced option and the Label property
5. Change the value to “INV_OBJ_FLAG”


Next we need to place the object which will be used for the Bomb\Core Destination.

1. Enter the Place Object menu
2. Select an object to spawn the Bomb\Core on (Objective\Capture Plate is a good option)
3. Press X to edit the objects properties
4. Select the Advanced option and the Game Type Label property
5. Change the value to “INV_OBJECTIVE”


The destination location needs a boundary volume.

1. Press X to edit the objects properties
2. Set the shape property to anything but none
3. Increase the size of the width, top, bottom and length to the desired size


Lastly assign a phase to assign a phase number to each location.

1. Grab the territory object
2. Enter the Object Options
3. Enter the advanced sub-menu
4. Set the Spawn Sequence field to the phase in which this objective will be used (1,2,3)


Setting up Multiple Objectives per Phase
There are some considerations when overlapping objectives per phase. Any object labeled as INV_OBJECTIVE will count as an objective. So the objective for Assault Phase will also count as a territory objective which means only one object labeled with INV_OBJECTIVE needs to be present to support all objectives.

Setting up Spawn Locations
There are three types of spawn locations that can be setup for Invasion:

* Initial Spawn - The players will spawn at the start of the game at these locations.
* Backfield Spawn - These spawns can be used during any phase by anyone on the associated team.
* Phase Spawn - These spawns are only active in one phase and are associated to a fire team.


While the attacking team can be changed from the Invasion game options, this will not switch the team positions around. When a player dies they can choose to respawn on a member of their fire team, at a backfield spawn or any phased spawn available to their fire team.

Setting up an Initial Spawn Location

Initial spawn locations need to be set for each player on each team. Initial spawns are not affected by fire team.


1. Enter the place object menu
2. Select a Spawning\Initial Spawn object
3. Press X to edit the objects properties
4. Set the team property to either red or blue


Setting up a Backfield Spawn Location

Backfield spawns are optional, but are a good idea to allow players alternative locations to spawn.



1. Enter the place object menu
2. Select an Objective\Hill Marker object
3. Press X to edit the objects properties
4. Set the Team property to either red or blue
5. Select the Advanced option and the Game Type Label property
6. Change the value to “INV_RES_ZONE”


Setting up a Phased Spawn Location.

1. Enter the place object menu
2. Select an Objective\Hill Marker object
3. Press X to edit the objects properties
4. Set the Team property to either red or blue
5. Select the Advanced option and the Game Type Label property
6. Change the value to either “INV_RES_P1,” “INV_RES_P2” or “INV_RES_P3.”
7. Change the Spawn Sequence property to the fire team value (0, 1, 2, 3+)


The players on each team are separated into three fire teams (0, 1, 2) which can have separate phased spawn locations. Assigning a spawn location with fire team value of 3+ will make that spawn accessible to all players on the team. Each fire team needs a respawn location for each phase.

Safe Zones

The safe zone defines the playable area of your map. Without a safe zone a player can go to any location on the map which is usually undesirable. There are two types of safe zones:

* Hard Safe Zone: When a player leaves the safe zone they are killed.
* Soft Safe Zone: When a player leaves the safe zone they are given 10 seconds to return.




While a combination of the two can be placed, having a hard safe zone on the map will overwrite the soft behavior. Best practice is to include only soft safe zones and use hard kill zones to enforce boundaries.

Phased Object Creation and Deletion
Invasion is a phased game type and has some interesting options for the creating and deleting objects based on the current phase of the round.

Gated Objects (Phased Deletion)
A gated object will be deleted after the specified phase has been completed. Warning: this can have strange behavior on vehicles and weapons.



1. Create or hover over the object you wish to Gate.
2. Press X to edit the objects properties
3. Select the Advanced Option and the Game Type Label property
4. Change the value to INV_GATES
5. Change the Spawn Sequence property to the last phase the object should be active (i.e. if the object should disappear after phase one, set the value to 1


Phased Objects (Phased Creation)
A phased object will be start spawning once the specified phase has started.

1. Create or hover over the object you wish to Gate.
2. Press X to edit the objects properties
3. Select the Advanced Option and the Game Type Label property
4. Change the value to INV_WEAPON or INV_VEHICLE
5. Change the Spawn Sequence property to the first phase the object should be active (i.e. if it should appear at the start of phase two, set the value to 2)


Something to consider with phased objects is spawn time. Phased objects do not immediately appear on a round change, they must spawn in. The shortest spawn time is 1 second; do not use "Never" as they will never appear. For weapons and vehicles this is a problem as a short spawn time will mean that the vehicle or weapon will constantly respawn.

The only difference between INV_WEAPON and INV_VEHICLE is that vehicles are given a way point at the start of the phase.

Warnings!

* Do not setup any objects with the invasion_cinematics label, as all this data will be deleted on custom maps by default
* Do not assig the INV_PLATFORM label to anything as it is specific to the Spire elevator lift that is activated in phase 3 of Invasion: Spire
* When working with phased objects do not set an object spawn time to never and place at start to false. If you ever reload the Forge map the object will be lost.
* The Assault/CTF Invasion phases are incompatible with the game option "Disable Weapon Pickup" as it will also prevent players from picking up the bomb or flag.

Re: Halo: Reach Forge Showcase

Posted: Sat Feb 12, 2011 7:49 pm
by Nova Hawk
I have created a few maps in the Forge World myself, I'll try to take some pics and get the maps uploaded soon so I can share them here.

Re: Halo: Reach Forge Showcase

Posted: Sat Feb 12, 2011 8:53 pm
by Labj
for some reason when i tried to enter the new forum it told me that i count not get in, until now :|

I have made several maps, inspired on the Achievement horse series, i will get a cellphone vid as soon as i can.

Re: Halo: Reach Forge Showcase

Posted: Sat Feb 12, 2011 9:05 pm
by Fluffy_the_ic
I hope you don't mind me talking about Halo 3 stuff, too, because one of my crowning achievements (I think I showed it to Fusion) was done in it, my Obstacle Course "Skywalk."
Well, let's get down to some Reach ones.
First of all, my probably my best Reach map yet, Unearthed:
Hidden/Spoiler:
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Download Link: Click!

That map and its stuff are taking up my entire file share right now, so I can't link anything else, but I plan on putting my Halo on Halo remake back on my file share as well as maybe one of my grifball courts.

Re: Halo: Reach Forge Showcase

Posted: Sat Feb 12, 2011 9:12 pm
by Nova Hawk
Wow dude, that's a pretty good map! I've never created something that complex mainly cuz I don't have the big of an imagination and so its hard sometimes to create stuff from scratch.

Re: Halo: Reach Forge Showcase

Posted: Sat Feb 12, 2011 10:09 pm
by Fusion
Taking this out of the first post and moving it here. When I finish Deprivation the links will be posted here.

Ends with Vation Map Pack

Maps include:

Conservation:
Takes place in Docking Bay 78, a port town which is located on a cliff side above the ocean and an island. It uses three helipads for supplies and stores those supplies near the central statue. It is a Big Team Battle map about the size of Halo 3's Rat's Nest, and can support Big Team Slayer, Capture the Flag, 1 Bomb and Neutral Assault, Stockpile, Headhunter, and Oddball
Hidden/Spoiler:
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Deprivation: Still a Work in Progress
Set on the Beaches of Alpha Halo, Deprivation takes place around a large Forerunner Power Plant which sends massive energy bursts into the sky and grounds the discharge through the water. Notable features are two caves, a lookout tower, and two pylons. Gametypes (may) include Big Team Slayer, Capture the Flag, One Bomb and Neutral Assault, Stockpile, Headhunter, and Oddball
Hidden/Spoiler:
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Observation:
A lonely Forerunner research facility attached to a rocky spire out in the middle of the ocean. It shares qualities with other Forerunner sites that provided similar uses. Observation is heavily based on Lockout, Guardian, and Epitaph, three of my favorite maps in the series, and as such you may see a few areas lifted directly from them but changed slightly. Observation supports 8 person FFA (Slayer, Oddball, Juggernaut), the old style of Multiteam (2v2v2v2v2v2), and 4v4 (Slayer and 1 Flag CTF).
Hidden/Spoiler:
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Preservation:
Preservation is a Forerunner Life Research center set deep within Alpha Halo. It studied lifeforms, both animal and plant, by utilizing a solar energy generator, a high frequency energy laser, and an energy shield. All attempts to break through the energy shield without authorization result in death. However, the specimens, such as the aquatic birds, within the field were marked with this authorization and can pass freely through it while a Spartan or Elite cannot. Preservation is shaped like a 4x4 window, with the panes being instant death if you touch them. It features Team Slayer, All CTF, All Assault, Stockpile, Headhunter, and Oddball variants. Due to the fact that this map was built on Tempest, I created Deprivation as an extra if you do not have the Noble Map Pack, so Ends with Vation will always have at least 3 maps.

Screenshots:
Hidden/Spoiler:
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Expect this to be released by the end of the month.
Oh and I totally planned for those seagulls to fly through the walls of Preservation, it's totally not a glitch that I realized was happening way too late into the process. :P

Re: Halo: Reach Forge Showcase

Posted: Tue Feb 15, 2011 8:01 pm
by Labj
A few maps i have done:

Array: http://img844.imageshack.us/i/ukm.mp4/

The map is big, and great, i have played it with some friends and they say that Invasion would eb great for it. Sadly i still dont get the Invasion to work...

Horse 1:

Part 1:
http://img524.imageshack.us/i/koa.mp4/

Horse is inspider on the achievemnt horse series, this is the part one, there are lot of explosive on the passage, and you have to jump on mongoose with the impulse, and not explode, most times, the unidirectional shields will pull you out of the platform.

Part 2:
http://img511.imageshack.us/i/ar5.mp4/

Part 2 is the same map, but it is on Canyon, not on the coast. This time you have to use the ramp to jump to the other ramp, evading the killball, and then jumping again into that small hole on the wall-box. I am not showing part three yet, since its too simple so far.

Track:

http://img337.imageshack.us/i/f22.mp4/

Use the warthong to jump inside the small hole on the middle of the saucers. Land on the ramp on the other side, then jump again on the dirft zone, use the raised parts of the saucers to drift the two levels, then jump into the hexagon tunel, use the powered vehicle cannon to get to the top floor (the powered cannon sometimes makes you blow up if you take it too fast, and sometimes your player will leave the warthog on midair, and then the vehicle cannon will trhow it back to you, and kill you), go throught the curved hexagon tunel, and jump to the rock pillar, dont loose our warthog!
This track is way too long for a horse match, but it is challenging.

Elevator (WIP):

http://img810.imageshack.us/i/j7z.mp4/

This is my newest map, it is still a WIP, it is inspired on the covenant towers (anyways it is much more taller...) and the orbital elevators made by humans (.. a bit short for an orbital elevator...)

The box infront of the tower has no purpose, is something i added to make some testings before i did the tower.

Next week i will show you:
Hidden/Spoiler:
Monster track: a huge race map that covers the whole forge world.

Cannon: shoot the explosive to send the golf ball very far into the hole.

Race: (basically is Cannon, but or mongoose). Take your mongoose to the tunnels, and jump, land on the island and survive the deadly fall.

Re: Halo: Reach Forge Showcase

Posted: Tue Feb 22, 2011 11:17 pm
by Evman
here is my map on youtube. dont ask me to release this.
http://www.youtube.com/watch?v=QcLsMim64Bg

Re: Halo: Reach Forge Showcase

Posted: Sat Feb 26, 2011 10:37 pm
by CommanderFixer
Heh, I might as well release some of my maps in a map pack (file set). Like I posted in the Reach general, I have some RPG maps. I guess you could call it the RPG-manjaro map pack. Included would be Space RPG, RPG 3, and Ahoy. Then I also have a new semi-symmetrical map called Wrecking Yards. It's set in the Montana area of Forge World, and it looks like the Aszod Shipyards in the campaign, but much smaller. Adding to the aftermath-style aesthetics are scattered UNSC and Covenant weapons with very limited ammo. The map is divided in half by a sort of trench where a small ship would dock. Also, to the right of Montana (The canyon), is what resembles scrapped UNSC cruisers (basically scattered Window/Coliseums and Wall/Coliseums, and my personal favorite is a collapsed highway that would have run all the way to the scraps if I didn't make it look utterly ruined.

Re: Halo: Reach Forge Showcase

Posted: Sat Jun 04, 2011 1:21 am
by Nova Hawk
Here's a new map I created tonight. I decided to use Tempest as my template just for different other than the default Forge World and I think it fit my needs quite nicely. I'm currently working on two other maps atm and I might release them as a trio mappack but for now since I am done with this one, I will release it now. I will link the map once I have it uploaded in my file share.

So without further adu, here it is! My latest map called Riverside:
http://imageshack.us/photo/my-images/60 ... 9full.jpg/

Comments?

EDIT:
Here's the link to my new map, as I promised:
http://www.bungie.net/Stats/Reach/FileD ... er=Jhawk40

Re: Halo: Reach Forge Showcase

Posted: Thu Jun 16, 2011 8:00 pm
by Fusion
So after playing Halo CE again I was inspired by a lot of the campaign locations. I figured the most tangible of the areas to recreate was the bridge section of Assault on the Control Room. It's not a complete replica but it's heavily inspired by that section of the campaign. I even threw in a decorative pulse generator room.

Duality:
Hidden/Spoiler:
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(Note, these are from an earlier version. The Blue Base decoration has been changed, and more has been added to the red base that is not pictured.)

Re: Halo: Reach Forge Showcase

Posted: Fri Jun 17, 2011 12:30 am
by Nova Hawk
Dang dude, that's pretty awesome. The only thing is where did you come up with the idea for the map? I've created some Forge maps in the past but I can't really get my creative mind working. Over my vacation I have thought of a couple ideas for new maps but other than that not much and not nearly as creative as yours.

Re: Halo: Reach Forge Showcase

Posted: Fri Jun 17, 2011 12:44 am
by Twilight_Warrior
Nova Hawk wrote:The only thing is where did you come up with the idea for the map?
Ummmm.....
Fusion wrote:So after playing Halo CE again I was inspired by a lot of the campaign locations. I figured the most tangible of the areas to recreate was the bridge section of Assault on the Control Room.
Yay for reading!

Re: Halo: Reach Forge Showcase

Posted: Fri Jun 17, 2011 2:48 pm
by acryptozoo
looks good
that was one of my favorite maps in the campaign in CE

Re: Halo: Reach Forge Showcase

Posted: Thu Jun 23, 2011 6:46 pm
by Nova Hawk
I recently posted my latest mappack for Halo on the Forge Hub. Go check it out!
http://www.forgehub.com/forum/reach-com ... ost1408565

Re: Halo: Reach Forge Showcase

Posted: Mon Aug 08, 2011 11:58 pm
by Twilight_Warrior
I didn't make this, but I stumbled upon it just now.
This man. Has too much time on his hands.
Hidden/Spoiler:
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Re: Halo: Reach Forge Showcase

Posted: Tue Aug 09, 2011 1:20 am
by Nova Hawk
Oh ya, I saw that too. They even made other members of Noble Team and the Master Chief also I think. Way too much time, indeed... Still pretty impressive, nonetheless.

Re: Halo: Reach Forge Showcase

Posted: Tue Aug 09, 2011 7:40 am
by Fluffy_the_ic
Haha, that's nothing. You should've seen Halo 3's Optimus Prime.