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This topic has moved here: Subject: Forge Lessons ***UPDATED*** Lesson 30 (10/18/10)
  • Subject: Forge Lessons ***UPDATED*** Lesson 30 (10/18/10)
Subject: Forge Lessons ***UPDATED*** Lesson 30 (10/18/10)

After the Fall of Reach, a few Spartans were found in a broken-down ship near Reach. After the first Halo blew up, Master Chief flew next to this ship. In this ship, was the creator of the Spartan III and a few Spartans. Master Chief saved these Spartans. These Spartans are restarting the Spartan III Project companies, Alpha, Beta, and Gamma. The rest went into the frozen chambers to be used for later.

Jose-A137
AKA: JUGZ137

Alpha Company, Spartan III Project

I have a question for this. Do you think it is possible to make a miniature sized Pillar of Autumn? Inside and out with respawn points in it? Maybe exact copy, or 90% close?

Jose - A137
AKA: JUGZ137
Spartan III Alpha Company
Seventh Column Squad

[Edited on 10.19.2010 7:15 PM PDT]

  • 10.19.2010 7:13 PM PDT

Check out my Forge Handbook blog at http://forge-life.blogspot.com for everything you could possibly need to know about the technical aspect of using Forge 2.0.

The Guide is nearly complete, but there is always room for new submissions, so remember to check back.

Yes, there is no reason you shouldn't be able to.

  • 10.19.2010 7:31 PM PDT

After the Fall of Reach, a few Spartans were found in a broken-down ship near Reach. After the first Halo blew up, Master Chief flew next to this ship. In this ship, was the creator of the Spartan III and a few Spartans. Master Chief saved these Spartans. These Spartans are restarting the Spartan III Project companies, Alpha, Beta, and Gamma. The rest went into the frozen chambers to be used for later.

Jose-A137
AKA: JUGZ137

Alpha Company, Spartan III Project

Thought so. It would be cool to see :P

  • 10.19.2010 8:17 PM PDT

I Have Followed His Lessons...i Made A Forge Map That i Think Is Decent,Could You Guys Check It Out?The Game Type Is On My File Share http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=721053 1&player=KSI Barricuda

[Edited on 10.19.2010 8:26 PM PDT]

  • 10.19.2010 8:25 PM PDT
Subject: Are you waiting to make maps in Forge 2.0? This will help you wait...

I'll be your wheelman, anytime.

Copied from my post on RP:

Anyway, relevant to the lesson... I agree with Alec's analysis (tl;dr playtesting is important). Playtesting is what really makes or breaks a map. How you you know that your map can be escaped until some guy flies his way past your kill barriers? How do you know that the the sniper rifle has a clear shot on every spawn? How do you know that nobody is finding your super-special tunnel of awesome? Playtest.

I remember a CTF playtest a while back, where the square map had the bases in opposite corners. Along one connecting corner was an elevated path, through the center were pyramids and various pieces of cover, and behind the bases, running along the bottom corner, was a half-submerged tunnel. For half the game, the entire battle was in the center, with the random few running along the elevated path for flanking. Then, suddenly... "HEY GUYS! There's a freakin' tunnel!" Once the tunnel was, literally, discovered, the catchphrase of the game was "Oh, THERE'S the tunnel!" The designer walked away with valuable input on putting more cover and distance in the center, as well as instructions to make the other paths more noticeable.

You know your map. Other's don't. Therefore, they can generate a different view of your map than you can. They don't know that that wall is supposed to keep them from spawnkilling the enemy, they'll get on it, discover what it can do, and exploit it. Or, and this is my favorite, they'll open up parts of your map you never saw before, and like - maybe there are alternative paths to an objective that lead to more flanking variety, maybe that antenna you placed is great cover when sniping the enemy flag. Playtesting breaks apart your map's faults and achievements with raw, unexposed thought - gone is your preset mold of your map, in is a blank slate that can observe and manipulate scenery in ways you never even considered. Yes, it's your job as a forger to try and make that manipulation as close to your own vision as possible, but independent observation leads to problems being fixed and opportunities being found.


Worthwhile bump to the Reaching Perfection topic!

  • 10.19.2010 8:33 PM PDT
Subject: Forge Lessons ***UPDATED*** Lesson 30 (10/18/10)

These lessons are just awesome! This is the Forge equivalent of Miyomoto Musashi's Book of the Five Rings!

I have to agree with playtesting. I'm creating a map for the Forgetacular contest, and I know there are flaws in it. I need those playtesters to "break" my map. It's the same thing as dipping an inflatable object in water to find leaks based on the air bubbles pouring out. So far, I can't get any of my friends to help me, so I'm at a stand-still.

[Edited on 10.20.2010 2:41 AM PDT]

  • 10.20.2010 2:41 AM PDT

Thanks for the great tips

  • 10.20.2010 9:49 AM PDT

Hi, Im to lazy to read the whole lot. I have made a map and my itial spawn is fine. When I die I end up on another random place on Forge world. I have set up spawn zones within my map. How can I fix this?

  • 10.21.2010 1:25 AM PDT

Great guide, thankfully without demeaning basics like 'how to instant respawn', 'how to use edit mode' and so on.

I'm working on my first forge map within Reach (took some time to 'unlearn' the controls of Halo 3) and I'm taking note of these pages. On Halo 3 I built fun maps, and I built aesthetically pleasing maps, but never both at the same time. Hopefully this guide will solve my problem. (I say hopefully because I may still be struck down by some idiotic 'sell all 2x2 thin blocks' or end up with an unforseen gaping hole in the floor after hitting 'delete' by accident and not noticing until weeks after. The latter has happened before)

  • 10.21.2010 11:16 AM PDT

Check out my Forge Handbook blog at http://forge-life.blogspot.com for everything you could possibly need to know about the technical aspect of using Forge 2.0.

The Guide is nearly complete, but there is always room for new submissions, so remember to check back.


Posted by: lexiconicle
Great guide, thankfully without demeaning basics like 'how to instant respawn', 'how to use edit mode' and so on.



If you ever do run into something technical that you don't understand, I'm sure you won't find the information that helps you to be demeaning. Having a broad area of proficiency can make many things seem mundane, but to be comprehensive, they need to be added in. As even G-Perf has said, this guide works for nearly all aspects of level design across all platforms. By definition, it is not a guide to Forge, but a guide to the process of level and experience design, which should be very much adhered to when using a tool such as Forge. As e has also biased it toward the Forge engine, it makes sense that he has given it the name that it has, as it eliminates confusion for those who may have seen it as design lessons and not even looked further.

The basic message here is that you need to keep yourself open to things, however mundane, because there is always a chance that seeing it said a different way may influence how you perform that task for the better, as it has many times for myself. I'm quite sure it is the same for many others, including those better than myself. Keeping yourself open is a lot more than even just this, you need to also keep yourself open to ideas for your designs, as it will give you much greater acuity towards making the levels playable, while you can focus on making them look good too. Forge with other people in your party, just make sure it's set to party leader only for monitor (I haven't checked yet to see if that is even an option anymore...I trust my people) if you don't trust people to behave on the map.


If you ever do need technical help, advanced or mundane, or even just want to figure out what kind of credibility I might have in saying the things I have, look in my about me for a link to the Forge Handbook. I'm actually considering doing some "classes" via Xbox Live on making decorative items functional as well as reducing frame rate lag, which I have spent huge amounts of time assisting people with already. If you do consider it, just know, I will strive to make it as non-mundane as possible while still making it as comprehensive as possible.

  • 10.21.2010 2:57 PM PDT

hey guys im looking to download some good maps but alot of what i see in the top downloads is not so great. i have found a few good ones but most of the stuff i check out isnt really usable in matches, i have made a map that me and my buddys enjoy playing. it is called ascension v2.0

please check it out an let me know what you think.

-cheers

  • 10.21.2010 6:28 PM PDT

Check out my personal game/level design blog at:
http://www.reachingperfection.com

Want to get better at forging maps? Check out my
Forge Lessons.

Looking for a quality map to play with your friends? Then check out: Affinity and Think Twice.

Thanks for everyone's continued support. Feel free to follow me on my game/level design blog @ ReachingPerfection.com. As per the request of many I have finally setup a nicely formatted PDF along with a cover page consisting of all of the lessons. I will keep this updated as I release new lessons. Feel free to save it, print it, and share it. You can find the link on the Forge Lessons page on my blog. Here is today's lesson link and synopsis:


Lesson 31: Immersion

* Immersion is the concept of keeping people fully engaged
* Fully immersing players into a map is similar to how dreams keep you immersed
* When your map fully immerses players, they focus on the experience that your map creates instead of the map itself

  • 10.22.2010 11:07 AM PDT
  • gamertag: [none]
  • user homepage:

I'm new to formes so don't really know what I'm doing, but I am having a problem with my halo reach game it will not let meplay forged maps. It says user content not permited. What do I do?

  • 10.22.2010 12:05 PM PDT

Check out my personal game/level design blog at:
http://www.reachingperfection.com

Want to get better at forging maps? Check out my
Forge Lessons.

Looking for a quality map to play with your friends? Then check out: Affinity and Think Twice.

That is a problem with your privacy settings on your xbox. There is an option for user content and you have to allow it or something like that. Explore the settings a little bit and I'm sure you will find it.

  • 10.22.2010 1:27 PM PDT
Subject: Forge Lessons ***UPDATED*** Lesson 21 (9/12/10)

The creator of conquest?! Yes sensei!

  • 10.22.2010 3:41 PM PDT
Subject: Forge Lessons ***UPDATED*** Lesson 30 (10/18/10)

I can't change my opinion, but I can change yours. My goal with an argument, is to make you change yours, not mine - I want to make you think.

As I said before, these are amazing tips. These have made countless great maps. But, do you think you should add a "Game Setup Giude?" Seem helpful.

  • 10.22.2010 3:46 PM PDT

Check out my personal game/level design blog at:
http://www.reachingperfection.com

Want to get better at forging maps? Check out my
Forge Lessons.

Looking for a quality map to play with your friends? Then check out: Affinity and Think Twice.

Posted by: Falmung
The creator of conquest?! Yes sensei!


Another Conquest lover. ;) Remember that the Halo: Reach one is on my fileshare along with the first Conquest map The Cellars. You can find all three of the official Conquest maps on my blog by going through My Creations, Conquest, and Download Conquest Maps.


Posted by: WingOfWar
As I said before, these are amazing tips. These have made countless great maps. But, do you think you should add a "Game Setup Giude?" Seem helpful.


As in like Game Design Theory, similar to this or like actual technical details like labels, options, etc?

  • 10.22.2010 3:49 PM PDT

Good point, i hope some time in the future when you finish this guide, you can go back and use some screenshots to reinforce them (im a visual learner ><). You could point out things Bungie has done right, some of your creations, etc. I think that would make it a "complete" forge guide

  • 10.22.2010 4:36 PM PDT

Check out my personal game/level design blog at:
http://www.reachingperfection.com

Want to get better at forging maps? Check out my
Forge Lessons.

Looking for a quality map to play with your friends? Then check out: Affinity and Think Twice.

I do actually plan on doing that, don't worry bro. However it is hard to tell when I will be finished, since as I play, write, and forge I end up finding new things to talk about. But I do actually plan on using screenshots and other pictures to enhance the thing and fully deck out the series. Who knows... if I get enough support I could turn it into a published book for level designers everywhere. lol... ;)

  • 10.22.2010 5:01 PM PDT
Subject: Forge Lessons w/ PDF ***UPDATED*** Lesson 31 (10/22/10)

Posted by: Non Offender
Good point, i hope some time in the future when you finish this guide, you can go back and use some screenshots to reinforce them (im a visual learner ><). You could point out things Bungie has done right, some of your creations, etc. I think that would make it a "complete" forge guide


I agree. Although instead of just screenshots, you could use film clips as well.

Posted by: Godly_Perfection
I do actually plan on doing that, don't worry bro. However it is hard to tell when I will be finished, since as I play, write, and forge I end up finding new things to talk about. But I do actually plan on using screenshots and other pictures to enhance the thing and fully deck out the series. Who knows... if I get enough support I could turn it into a published book for level designers everywhere. lol... ;)


How many lessons are you planning to make? Don't worry Godly, you have more supporters than you can think of. Some of my friends are telling recent players about these lessons. I think you could probably publish a book on this if you worked hard enough (Which at the rate you're going, will probably be soon). Congrats on making 31 lessons, keep up the good work!

[Edited on 10.23.2010 12:20 PM PDT]

  • 10.23.2010 10:40 AM PDT
Subject: Forge Lessons ***UPDATED*** Lesson 30 (10/18/10)
  • gamertag: [none]
  • user homepage:

Who came up with the idea to name a tug-o-war mode conquest?

Naming the gamemode "Conquest" is a great disrespect to The Great, The One and Only, BATTLEFIELD 2. This mode should had been called tug-o-war. Conquest is a team-based mode where 2 teams attempt to seize control of locations on the map, where vehicles, and other advantages spawn at, if one team controls more points, then the other team will start to lose points, dieing loses 1 point, first team to 0 points loses. Obviously this has had to be changed for my Conquest remake for reach.

  • 10.23.2010 11:01 AM PDT


Posted by: Johny1337
Who came up with the idea to name a tug-o-war mode conquest?

Naming the gamemode "Conquest" is a great disrespect to The Great, The One and Only, BATTLEFIELD 2. This mode should had been called tug-o-war. Conquest is a team-based mode where 2 teams attempt to seize control of locations on the map, where vehicles, and other advantages spawn at, if one team controls more points, then the other team will start to lose points, dieing loses 1 point, first team to 0 points loses. Obviously this has had to be changed for my Conquest remake for reach.


First of all, the name Conquest for a game mode/type in any game did not start in Battlefield 2. In fact, it is also in StarWars Battlefront 1 and 2. And these StarWars Battlefronts came out before Battlefield 2, am I wrong?

Second of all, Conquest could be a game mode/type based on anything. Such as in StarWars Battlefront 1 and 2, it is a game between two teams: CIS vs. Republic or Empire vs. Rebels (depending on the era). And in this Conquest the two teams fight for Comand Posts (CPs) and engage in battles with each other.
To win you either:
A. Capture all the CPs and wait for the timer to run out
B. Wipe out all the enemy's reinforcements
Conquest could also be based on how you described it above for Battlefield 2.

In conclusion, Godly making a Conquest gametype for Halo 3/Reach is not copying or being a "great disrespect" to Battlefield 2.

  • 10.23.2010 11:46 AM PDT

Check out my personal game/level design blog at:
http://www.reachingperfection.com

Want to get better at forging maps? Check out my
Forge Lessons.

Looking for a quality map to play with your friends? Then check out: Affinity and Think Twice.

Posted by: OldLegoexpert

Posted by: Johny1337
Who came up with the idea to name a tug-o-war mode conquest?

Naming the gamemode "Conquest" is a great disrespect to The Great, The One and Only, BATTLEFIELD 2. This mode should had been called tug-o-war. Conquest is a team-based mode where 2 teams attempt to seize control of locations on the map, where vehicles, and other advantages spawn at, if one team controls more points, then the other team will start to lose points, dieing loses 1 point, first team to 0 points loses. Obviously this has had to be changed for my Conquest remake for reach.


First of all, the name Conquest for a game mode/type in any game did not start in Battlefield 2. In fact, it is also in StarWars Battlefront 1 and 2. And these StarWars Battlefronts came out before Battlefield 2, am I wrong?

Second of all, Conquest could be a game mode/type based on anything. Such as in StarWars Battlefront 1 and 2, it is a game between two teams: CIS vs. Republic or Empire vs. Rebels (depending on the era). And in this Conquest the two teams fight for Comand Posts (CPs) and engage in battles with each other.
To win you either:
A. Capture all the CPs and wait for the timer to run out
B. Wipe out all the enemy's reinforcements
Conquest could also be based on how you described it above for Battlefield 2.

In conclusion, Godly making a Conquest gametype for Halo 3/Reach is not copying or being a "great disrespect" to Battlefield 2.


What this guy said... lol. And it is called Conquest because it is a conquest to capture territories. You can only win by holding territories for a longer amount of time than the opposing team. Conquest was built off of the idea of simulating war and the "Frontline" as armies push and shove their way over areas to attempt to hold control of them. That is why it is called Conquest.

And Lego, I still have tons of lessons to write. At the very least I still have atleast 10 more lessons. So I will be writing for a month more or longer when I start running out of things to write about then I will go back and polish all of them with screenshots, videos, etc.

  • 10.23.2010 11:54 AM PDT

Posted by: Godly_Perfection
Posted by: OldLegoexpert

Posted by: Johny1337
Who came up with the idea to name a tug-o-war mode conquest?

Naming the gamemode "Conquest" is a great disrespect to The Great, The One and Only, BATTLEFIELD 2. This mode should had been called tug-o-war. Conquest is a team-based mode where 2 teams attempt to seize control of locations on the map, where vehicles, and other advantages spawn at, if one team controls more points, then the other team will start to lose points, dieing loses 1 point, first team to 0 points loses. Obviously this has had to be changed for my Conquest remake for reach.


First of all, the name Conquest for a game mode/type in any game did not start in Battlefield 2. In fact, it is also in StarWars Battlefront 1 and 2. And these StarWars Battlefronts came out before Battlefield 2, am I wrong?

Second of all, Conquest could be a game mode/type based on anything. Such as in StarWars Battlefront 1 and 2, it is a game between two teams: CIS vs. Republic or Empire vs. Rebels (depending on the era). And in this Conquest the two teams fight for Comand Posts (CPs) and engage in battles with each other.
To win you either:
A. Capture all the CPs and wait for the timer to run out
B. Wipe out all the enemy's reinforcements
Conquest could also be based on how you described it above for Battlefield 2.

In conclusion, Godly making a Conquest gametype for Halo 3/Reach is not copying or being a "great disrespect" to Battlefield 2.


What this guy said... lol. And it is called Conquest because it is a conquest to capture territories. You can only win by holding territories for a longer amount of time than the opposing team. Conquest was built off of the idea of simulating war and the "Frontline" as armies push and shove their way over areas to attempt to hold control of them. That is why it is called Conquest.

And Lego, I still have tons of lessons to write. At the very least I still have atleast 10 more lessons. So I will be writing for a month more or longer when I start running out of things to write about then I will go back and polish all of them with screenshots, videos, etc.


This means that Conquest really doesn't change too much in different games because the goal is to capture and maintain control land or territories.
In StarWars Battlefront, you capture neutral and enemy CPs and defend your teams CPs.
The CPs in StarWars Battlefront act as territories. So there is the same logic in Godly's Conquest, Battlefield 2's Conquest, and StarWars Battlefront's Conquest.

  • 10.23.2010 1:14 PM PDT

Check out my personal game/level design blog at:
http://www.reachingperfection.com

Want to get better at forging maps? Check out my
Forge Lessons.

Looking for a quality map to play with your friends? Then check out: Affinity and Think Twice.

So I had this interesting idea for setting up a challenge over at my blog that utilizes these lessons. I was thinking about setting up a map and fully forging it myself. And then use it as a template for a challenge. What people would do is take the map and they would have to finish it up. The catch is that you will not be allowed to use any objects under the structure category. So you can only use scenery, spawning, objectives, weapons, vehicles, and gadgets. I would give you a gametype to build for... say one flag CTF. As a designer you would have to take the map and decide where teams spawn, setup your spawn perspectives properly, use incentives, eye catching, and all of the other forge lessons to perfect the maps gameplay. Then I would get a group of people who have not seen the map before play on all of the maps or the top X and vote for the best playing one.

What do you guys think of this?

  • 10.23.2010 3:01 PM PDT