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This topic has moved here: Subject: Forge Lessons w/ PDF ***UPDATED*** Lesson 37 (11/13/10)
  • Subject: Forge Lessons w/ PDF ***UPDATED*** Lesson 37 (11/13/10)
Subject: Forge Lessons w/ PDF ***UPDATED*** Lesson 37 (11/13/10)

Multi-trillionaire modern cowboy.

That's right.

Aaight, Thanks´
It helped alot, again.

And Lego is awesome. Best Toy ever.

  • 11.30.2010 7:27 AM PDT
Subject: Are you waiting to make maps in Forge 2.0? This will help you wait...
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  • Noble Member

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everyone should click thie!!!!

  • 11.30.2010 1:25 PM PDT
Subject: Forge Lessons w/ PDF ***UPDATED*** Lesson 38 (11/22/10)

Posted by: Terror Q
Aaight, Thanks´
It helped alot, again.

And Lego is awesome. Best Toy ever.


No problem. Least I could do. Just ask around. This community is good at answering questions.

[Edited on 11.30.2010 8:02 PM PST]

  • 11.30.2010 3:01 PM PDT
Subject: Are you waiting to make maps in Forge 2.0? This will help you wait...

I don't know why I didn't save this thread earlier, but I am now. Thanks, this will be so useful for my upcoming maps!

  • 12.01.2010 3:08 PM PDT

Brilliant!

  • 12.05.2010 5:14 AM PDT
Subject: Forge Lessons w/ PDF ***UPDATED*** Lesson 38 (11/22/10)

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.

********** NEW LESSON **********

If you hadn't noticed these lessons have slowed down to one a week for various reasons. I hope you are still enjoying the series and supporting it. That means like sharing it with your friends and other communities and what not. ;) lol... anyways enjoy today's lesson. Also if you missed it, I released my first competitive map in Reach. It is called Helix. I am going to be adding my creations to the OP as sort of a credentials and an example of how I do my spawns and follow my own forge lessons. Enjoy.


Lesson 39: Dedication ------- (BNet Version)

* Map design is a practice like many others that requires a seemingly never-ending cycle of iteration
* In order to improve in the field of level design sometimes you've got to sacrifice some of your free time
* Devoting yourself to the world of creating maps for players can lead to a variety of payoffs to reward you

  • 12.05.2010 10:55 AM PDT
Subject: Are you waiting to make maps in Forge 2.0? This will help you wait...

When the dust settles, you will learn what true terror is.

Hey there, Godly! I stumbled across this gem of yours (already had ReachingPerfection.com bookmarked) and felt I should stop in and say hi. Keep up the good work, these lessons are fantastic and they've certainly brought up some interesting things I never would have thought of.

See you online!
-Sangheilioz

  • 12.05.2010 11:15 PM PDT
Subject: Forge Lessons w/ PDF ***UPDATED*** Lesson 38 (11/22/10)

i have learned its better to be nice, than not to be.

Thanks for the great resource, I never forged before. The information you have amassed is awesome.

I have a few questions.
Why can't I get my elevations to be true? I use grids and slow motion movements with the pushed left toggle, what gives?

Why can't I add AI enemies? If i can, how?

Why no ammo dumps? I think the most important thing would be ammo, players need to reload, not find another gun.

Once again, and thanks in advance.

  • 12.08.2010 1:36 AM PDT
Subject: Forge Lessons w/ PDF ***UPDATED*** Lesson 39 (12/05/10)

I'm good friends with a known terrorist in the Middle East - Yu Bin Sneyepid -


Posted by: Akdave420
Thanks for the great resource, I never forged before. The information you have amassed is awesome.

I have a few questions.
Why can't I get my elevations to be true? I use grids and slow motion movements with the pushed left toggle, what gives?

Why can't I add AI enemies? If i can, how?

Why no ammo dumps? I think the most important thing would be ammo, players need to reload, not find another gun.

Once again, and thanks in advance.


Maybe I can help a bit - amatuer that I am.

For matching elevations, your best bet is to use the grid system, which is edited by using the "Edit Coordinates" option. You can find this by grabbing and object with (A), and pressing (B). You'll see the option near the top of the list. It'll snap the object to a precise point within the map, letting you easily get a uniform height across the map.
(Note, this is not the "Grid" object, but a built-in part of Forge. You'll get the hang of it quickly if you haven't already.)
AI enemies are not possible, as programming intelligent AI is a complex task and is most-likely near impossible with the Forge UI. In short, Bungie didn't include it in the game.

Finally, Ammo Dumps can be accomplished by placing more of the same weapon on the map. For example, if you want more Assault Rifle ammo, place more assault rifles on the ground.

Alternatively, you can just place one starting gun on a starting spawn location with as many clips as you can fit into the gun. This will give players max ammo, but will unfortunately run out on the next death, so it's not the best solution. You're better off having a couple spare guns on the map so that players can "fill up" there.

It's also important to keep in mind that enemey players will drop common weapons, perhaps removing the need for starting weapon ammo locations such as the assault rifle and the magnum. It really depends on the map though, so playtest!


Hope that helps you out a bit, and good luck!

[Edited on 12.08.2010 1:47 AM PST]

  • 12.08.2010 1:46 AM PDT

Is there one that tells how to do maps for specific game types?

  • 12.08.2010 11:15 AM PDT


Posted by: UnhingedBear
Is there one that tells how to do maps for specific game types?


I amsure there is. The best way to figure this out is to look at the Bungie maps in forge.

  • 12.08.2010 11:17 AM PDT


Posted by: UnhingedBear
Is there one that tells how to do maps for specific game types?

May I redirect you to >here<
It's a full list of tags and how to make a map work for it's specified gametype. In other words, it shows you do to make a map for the specific gametype you want to build.

Tags-When forging on a specific gametype, you can hit X on an object, go to advanced, and edit its tag to basically "tell" the object what to do or be. Hope it helped.

  • 12.08.2010 12:36 PM PDT

Why not try screenshot tuts im really stuggling just look at my fileshare

  • 12.22.2010 12:12 AM PDT

Keep up the good work ;D Most of my maps are machinima based though, but this should still help. Thanks for the help :D

  • 12.22.2010 12:37 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: baby ghuta

Posted by: UnhingedBear
Is there one that tells how to do maps for specific game types?


I amsure there is. The best way to figure this out is to look at the Bungie maps in forge.


I write a Blog covering every Technical Aspect of Forge. Godly and I play together often. You can find a link in the Original Post here by Godly Perfection under his Index of Lessons.

  • 12.28.2010 10:29 PM PDT
Subject: Forge Lessons w/ PDF ***UPDATED*** Lesson 37 (11/13/10)

- Dragon Ball/Z/GT and it's merchandise are awesome.
- All "abriged" parodies are hilarious.
- Humanity, as a whole, is stupid.
- I have asperger's syndrome
- This is the best used 20 seconds of your life
- Official helper to the Halo: Reach - The Armor You'll Be Wearing This Fall! Thread

Hey.

Remember about my isloation style map I was working on?

I have a dillema.

I can either make it on forge world's island, or on Tempest.

Tempest has the more fitting visual astehtic, with a almost desert like tone, as well as a more open space for me to work with or build upon, but it would require more total built structures.

The island affords a greater total area, as well as more already built hills to build upon which would save space and time, and more variation in theme. But it is a little too colorful in theme and is rather restrictive in what I can control as far as player movement.

Which do I use?

  • 12.29.2010 9:50 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.

I highly suggest using Tempest because it will keep your map unique. The great thing about forge is learning to overcome limitations like that it forces you to be creative and helps you be a much better designer. It will definitely give your map personality.

  • 12.29.2010 10:29 AM PDT

- Dragon Ball/Z/GT and it's merchandise are awesome.
- All "abriged" parodies are hilarious.
- Humanity, as a whole, is stupid.
- I have asperger's syndrome
- This is the best used 20 seconds of your life
- Official helper to the Halo: Reach - The Armor You'll Be Wearing This Fall! Thread

Posted by: Godly_Perfection
I highly suggest using Tempest because it will keep your map unique. The great thing about forge is learning to overcome limitations like that it forces you to be creative and helps you be a much better designer. It will definitely give your map personality.


Got it.

I may end up just making 2 maps, and just have the same isolation wall thing on both.

  • 12.29.2010 10:34 AM PDT
Subject: Forge Lessons w/ PDF ***UPDATED*** Lesson 39 (12/05/10)

Godly, I am sure one of your lessons covers this, but I need to say something I realized more so today than before.

Most maps have a lot of little details all over the place. They create visual noise. I think that aspect is usually distracting and a negative, especially for someone trying to learn the map the first time.

Exodus is a map that is simple, and does not suffer from this problem. As I think about it, so is Helix to an extent.

The point is that clean maps that are not cluttered with small details at every turn are sometimes much more fun to play on, because they don't distract or clutter your vision with too many details to process.

  • 12.29.2010 11:38 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.

Actually I haven't covered this topic specifically, but I do follow it as a theory and I will definitely be covering it very soon because a lot of designers make this mistake, especially those at Forgehub. Sure aesthetics are nice, but too much can hurt. I cover the topic lightly at the end of eye catching where I mention that too much can actually cause harm to a map. I also cover it lightly in Simplicity. Most of us RP members refer to instances like that as making a map "busy" and it can really distract from your maps gameplay. I will definitely be covering this when I restart the lessons on Jan 1st. Thanks for bringing it up bro. I've added this to the list of topics I still need to write about.

  • 12.30.2010 10:08 AM PDT

i have learned its better to be nice, than not to be.

I have another question. How do you make it so people can not turn into the spark? After I am done with the map I want to save and lock it, can this be done?

[Edited on 12.31.2010 4:15 PM PST]

  • 12.31.2010 4:15 PM PDT

Delusions and Grandeur.

Just a quick question: Are these lessons designed to be read in order? Just a yes or no would cover it. Thanks!

  • 01.01.2011 10:00 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: Akdave420
I have another question. How do you make it so people can not turn into the spark? After I am done with the map I want to save and lock it, can this be done?


Sadly in Halo: Reach, you cannot stop others from turning into monitor mode. Sorry bro. And there is no way to lock your map from being edited. Hope that answers your questions.

Posted by: iiiFloppyPhoenix
Just a quick question: Are these lessons designed to be read in order? Just a yes or no would cover it. Thanks!


While technically they do not need to be read in order, it is highly recommended that you read them in order because I use previous lessons to enforce later lessons, so if you don't want to find yourself jumping from lesson to lesson or confused about a reference then Yes, read them in order. Hope you enjoy the series regardless. ;)

  • 01.01.2011 11:34 AM PDT

Delusions and Grandeur.

Posted by: Godly_Perfection
Posted by: Akdave420
I have another question. How do you make it so people can not turn into the spark? After I am done with the map I want to save and lock it, can this be done?


Sadly in Halo: Reach, you cannot stop others from turning into monitor mode. Sorry bro. And there is no way to lock your map from being edited. Hope that answers your questions.

Posted by: iiiFloppyPhoenix
Just a quick question: Are these lessons designed to be read in order? Just a yes or no would cover it. Thanks!


While technically they do not need to be read in order, it is highly recommended that you read them in order because I use previous lessons to enforce later lessons, so if you don't want to find yourself jumping from lesson to lesson or confused about a reference then Yes, read them in order. Hope you enjoy the series regardless. ;)


Okay, thanks. I just wanted to question that because the series of lessons is awfully large, and ever growing. And, BTW, yes, I do enjoy the series. Beautifully written.

  • 01.01.2011 11:53 AM PDT
Subject: Forge Lessons w/ PDF ***UPDATED*** Lesson 40 (01/01/11)

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.

********** NEW LESSON **********

Happy new year folks. The forge lessons are back after a long holiday break and I've come back with a bunch of new topics that the folks and I at the RP forums have been researching. It's good to be back and I hope you guys enjoy the next installment of the forge lesson series. Hope you enjoyed the holidays as much as I did.


Lesson 40: Foreshadowing ------- (BNet Version)

* Foreshadowing is the act of showing or hinting at something that is coming up in the future
* By foreshadowing areas on a map before they come up a designer can help players orient themselves and easily navigate maps
* The power of foreshadowing can be used in many situations from teasing players to find an incentive or warning players of high traffic areas

[Edited on 01.02.2011 7:40 AM PST]

  • 01.01.2011 12:31 PM PDT