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  • Subject: Are you waiting to make maps in Forge 2.0? This will help you wait...
Subject: Are you waiting to make maps in Forge 2.0? This will help you wait...

umad

  • 01.01.2011 12:31 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.

Just in case you missed it on the last page folks:

********** 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

  • 01.02.2011 7:40 AM PDT
Subject: Forge Lessons w/ PDF ***UPDATED*** Lesson 39 (12/05/10)


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.



I forge alone because I am paranoid that someone might accidentally (or prank) create a spawn point and throw it in the ocean or break my map in some way I am unaware of. I wouldn't know it until it was used, in game play, when it is too late.

This happened once (I did it by accident), I think by my placing it at the edge of a cliff where it fell in.

  • 01.03.2011 4:54 PM PDT


Posted by: MrGreenWithAGun

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.



I forge alone because I am paranoid that someone might accidentally (or prank) create a spawn point and throw it in the ocean or break my map in some way I am unaware of. I wouldn't know it until it was used, in game play, when it is too late.

This happened once (I did it by accident), I think by my placing it at the edge of a cliff where it fell in.


Interesting and a very good possibility. I usually forge alone unless I can be 200% sure the other person won't put something ridiculous or unnecessary in my map. An example would be one of my friends placing a random kill ball in the middle of the sky. He said, "Oh sorry, I thought it'd look good as a sun and it would add a nice affect to the map". First, there's already a sun on forgeworld. Second, what nice affect would it have on the map? Third, it's a complete waste of budget. My new year's gaming resolutions are to forge more and play more of a variety of games.

  • 01.04.2011 4:02 PM PDT

Join winter contingency

Its gud

These are ale really helpful.
Ive bookmarked

Thanks a lot!

  • 01.06.2011 2:55 PM PDT
Subject: Are you waiting to make maps in Forge 2.0? This will help you wait...

So I thought I should post on this thread about what I realized from posting on your map analysis thread regarding cohesion.

Cohesion, as you defined it, is when things seem to fit. The more they fit together, the more cohesion there is in a map. (Please feel free to correct me if I am wrong on this point.)

Someone told me once to add crates to the flight deck of my aircraft carrier for the purpose of providing cover. I said no way, they don't belong there. They would break the cohesion that you are on a flight deck.

Someone complained that the Scorpion should never be able to fly via man cannon to the flight deck of the carrier. I realized he was right, that its presence on the flight deck of the carrier was far more destructive to cohesion than crates were.

Now take a look at Asylum. There are rocks everywhere. If not one rock was present when Asylum was released, we would not have missed them. We would have assumed that Asylum was designed without rocks scattered through out the field. There would be nothing missing. Why? Because there isn't any real strong cohesion to begin with. On Asylum, you can remove a number of pieces or add a number of pieces, and you won't break the cohesion, because there is little to none to break.

I complained about what I called "path maps" as boring, because they are nothing but paths. No theme at all.

I realized that what I should have called them was maps full of tossed blocks, no theme, so all you see are blocks. You can move those blocks around in a number of ways, and it doesn't break cohesion. It merely creates a variant of the map. Why? Because the map has little cohesion to begin with.

Atom, Asylum, Pinnacle, Hemorrhage, Paradiso, they all have one thing in common. You can add a lot of things or take some things out and you don't break cohesion, because they don't really have much at all.

So I came to realize that what makes Flight Deck, Sub System, Exalted, Exodus, and other strongly themed maps strong with cohesion is that they do something the others do not. They present an illusion. That illusion is formed by your perception. The maps are still made of blocks, but when you look at the blocks, you don't see blocks. Your perception kicks in and immediately sees an aircraft carrier, a subway station, a church grounds, a dam, etc. When the illusion is strong, the cohesion is strong. Anything that attempts to interfere with that illusion is immediately recognized as not fitting with the rest of the map. A map with strong cohesion can have its cohesion broken more readily than one with weak or no cohesion.

If you cannot nearly immediately see anything but blocks, then the cohesion is weak. And it is in these cases that it becomes difficult to break cohesion, since there is so little illusion to interfere with.

Thoughts welcomed...

  • 01.08.2011 7:55 PM PDT

Posted by: MLG Armor King
no offense 'stosh', but I don't think you're funny
Posted by: stosh
No offense, but I don't think you're the armor 'king'.
Map Spotlight - Hydra XXIII
Best. Thread. Ever.
Staff Member of Mythical Group

Posted by: MrGreenWithAGun

You are right, to an extent. maps like Asylum, or The cage have cohesion to an extent. The way they are built feels somewhat natural (maybe not entirely, but thinking from a Forerunner perspective, you should recognize some cohesion). The cage, for example, has walkways that feel naturally built because they are "welded" together by columns, much like bridges/walkways do in real life (or in the fictional case, much like in the Halo universe). Asylum too. The rocks are merely part of the grassy field, and there is a Forerunner structure built in this boulder-y cliffside.

Looking at the way Forerunner structures are made and their designs, much of the cohesion should already be noticed. When Godly was talking about the community maps, though, you notice lack of cohesion because the pieces don't "weld" together naturally. They look more like Forge pieces, rather than actual Forerunner structure, much like a Lego House looks different than a real house. Asylum also isn't a great example, because there are way better ways to have built the map using less/different forging pieces. But maps like Hemorrhage, and even Paradiso have very good cohesion. Much of the structures feel natural to the Halo fiction and like actual structures that belong the way they do.

To me, it is how you relate these pieces to the Halo universe (Forerunner technology) and making it look like a natural structure. Bridges that feel like part of the overall map, not just a bridge Forge piece, or a Tower that feels like it belongs where it is placed, not just another Forge piece placed. I don't know if what I'm talking about is what you or Godly are specifically talking about, but it is the way I see it (and can express it with words, haha)

  • 01.08.2011 8:47 PM PDT


Posted by: superduper66
Posted by: MrGreenWithAGun
Is Tempest a Forerunner structure? Just asking.
I played on a remake of Kamino from SWBFII and one of the buildings didn't look forged. You know why? It was natural and was curved so well, It felt like part of the map and not just another item in forge.

  • 01.10.2011 1:27 PM PDT
Subject: Forge Lessons w/ PDF ***UPDATED*** Lesson 40 (01/01/11)


Posted by: superduper66
Looking at the way Forerunner structures are made and their designs, much of the cohesion should already be noticed. When Godly was talking about the community maps, though, you notice lack of cohesion because the pieces don't "weld" together naturally. They look more like Forge pieces, rather than actual Forerunner structure, much like a Lego House looks different than a real house.


I think you are talking about what I am raising, because you see when I look at the window he said broke cohesion, I didn't think anything was out of place. Why? Because I saw nothing but blocks to begin with.

I wrote a blog on FH. If you have an account, please check it out and tell me what you think. I discuss illusion as hiding the blocks by using perception to show what you want to present. It dawned on me that not one non Forge World map lacked a very strong theme. It also occurred to me, partly because someone commented on this, that each of those maps has their own what appear as limited set of structural blocks. Like Boardwalk has nothing but white walls. Their advantage, however, is that they are custom designed for their respective themes. With Forge World, we are given somewhat neutral color generic blocks. We require using illusion to see past the blocks, to hide the blocks. Without it, at least to me, there is nothing but a pile of blocks.

If I could have used a "Countdown" palette to build my aircraft carrier on Forge World, the walls would not be blocky, but would look like what you find on a carrier (or at least more like). This would have drastically reduced the need to rely on illusion and utilize more the natural building block materials for my theme.

And I have no idea what you mean by Forerunner.

[Edited on 01.12.2011 1:37 AM PST]

  • 01.12.2011 1:34 AM PDT

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

Hey, Mr. Green, haven't seen you since that Anchor 9 zombie map... any progress?

OT:
One of the ways you can get around this is to copy that tactic - limit yourself to a select few types of pieces in Forge. And, if your map is too big to stick with them, keep the way you put them together consistent. One of my friends did a map that contained a lot of railings. Every time a railing curved, he'd drop a low column over the juncture. It wasn't flashy, but once he was done, it added a bit of flavor to the railed platform - it really seemed like the map was pulled from somewhere instead of built.

Granted, the columns on the railings weren't the only consistent theme, certain spacings in walls of the buildings, consistent angles for ramps, and specifically broken up sight lines all made an appearance, and all helped the map feel like more than some Legos arranged somewhere.


Posted by: MrGreenWithAGun
...that each of those maps has their own what appear as limited set of structural blocks. Like Boardwalk has nothing but white walls. Their advantage, however, is that they are custom designed for their respective themes. With Forge World, we are given somewhat neutral color generic blocks. We require using illusion to see past the blocks, to hide the blocks. Without it, at least to me, there is nothing but a pile of blocks.

  • 01.13.2011 10:08 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: MrGreenWithAGun

Posted by: superduper66
Looking at the way Forerunner structures are made and their designs, much of the cohesion should already be noticed. When Godly was talking about the community maps, though, you notice lack of cohesion because the pieces don't "weld" together naturally. They look more like Forge pieces, rather than actual Forerunner structure, much like a Lego House looks different than a real house.


I think you are talking about what I am raising, because you see when I look at the window he said broke cohesion, I didn't think anything was out of place. Why? Because I saw nothing but blocks to begin with.

I wrote a blog on FH. If you have an account, please check it out and tell me what you think. I discuss illusion as hiding the blocks by using perception to show what you want to present. It dawned on me that not one non Forge World map lacked a very strong theme. It also occurred to me, partly because someone commented on this, that each of those maps has their own what appear as limited set of structural blocks. Like Boardwalk has nothing but white walls. Their advantage, however, is that they are custom designed for their respective themes. With Forge World, we are given somewhat neutral color generic blocks. We require using illusion to see past the blocks, to hide the blocks. Without it, at least to me, there is nothing but a pile of blocks.

If I could have used a "Countdown" palette to build my aircraft carrier on Forge World, the walls would not be blocky, but would look like what you find on a carrier (or at least more like). This would have drastically reduced the need to rely on illusion and utilize more the natural building block materials for my theme.

And I have no idea what you mean by Forerunner.


First of all on the topic of the windows. The windows had bad cohesion because they didn't meld with their surroundings. Sure the map had very bad cohesion in general, but you can't expect to fix that all at once. You can slowly work towards a strong cohesive overall map as long as you take notice to small areas and individual objects and how they interact with their environment. While fixing the windows would not fix the cohesion of the whole map, it will help towards a strong cohesive map. Progressing in small steps helps us slowly reach perfection. ;)

Forgeworld does not lack a very strong theme. People just haven't figured out how to craft their own theme quite yet. There is a lot of potential in the forge pieces and you can craft your own theme if you are clever enough. Sure the varying themes do not have very many objects to work with, but with enough ingenuity you can make this happen. I think I did more than just extremely well with my new map Affinity. It presents very strong cohesion to create a Halo CE theme.

I'm learning more and more about cohesion everyday and I hope to start writing about it more in the lessons in the near future. One main thing that I have learned is attention to detail and how one aligns textures when meshing pieces together. Shading is also very important as well as using similar texturing. I haven't learned much about transitioning between textures quite yet, but I'm getting there. There is a lot that one can do to improve the cohesion of their maps and make their map feel like one entity that was not made by a bunch of forge pieces.

Whether you believe it or not, the bungie maps are made of prefabricated objects as well. You can being reused everywhere and this is to save on memory. You can see this a lot on forgeworld as a lot of the rocks are the exact same rocks that we have. On Boneyard there are TONS of objects that are reused all over the map. Sure the objects are custom tailored for the map, but we can definitely learn from this.

Posted by: Sn1p3r C
Hey, Mr. Green, haven't seen you since that Anchor 9 zombie map... any progress?

OT:
One of the ways you can get around this is to copy that tactic - limit yourself to a select few types of pieces in Forge. And, if your map is too big to stick with them, keep the way you put them together consistent. One of my friends did a map that contained a lot of railings. Every time a railing curved, he'd drop a low column over the juncture. It wasn't flashy, but once he was done, it added a bit of flavor to the railed platform - it really seemed like the map was pulled from somewhere instead of built.

Granted, the columns on the railings weren't the only consistent theme, certain spacings in walls of the buildings, consistent angles for ramps, and specifically broken up sight lines all made an appearance, and all helped the map feel like more than some Legos arranged somewhere.


Sniper is definitely hit it home with this post. Keeping a strong theme is easy. Find a few objects that you find mesh well together. Take those objects and twist and turn them to your delight. This will ensure a very stong theme is kept throughout your whole map. This is definitely a technique that I used on Affinity to make it very cohesive. When you use the same architecture in several areas it makes the map feel like a whole, like each area relates to each other. The cage does this by using columns as a connector to wield the ramps with the bridges.

I'm using this technique right now to find a good set of architectural structures to construct my next map to further study the concept of cohesion. Once I have a nice set of structures I can definitely put it up for download so you can see a good example of cohesion and finding things that work together to make a strong theme.

  • 01.14.2011 12:12 AM PDT
Subject: Forge Lessons w/ PDF ***UPDATED*** Lesson 41 (01/14/11)


Posted by: Sn1p3r C
Hey, Mr. Green, haven't seen you since that Anchor 9 zombie map... any progress?

OT:
One of the ways you can get around this is to copy that tactic - limit yourself to a select few types of pieces in Forge. And, if your map is too big to stick with them, keep the way you put them together consistent. One of my friends did a map that contained a lot of railings. Every time a railing curved, he'd drop a low column over the juncture. It wasn't flashy, but once he was done, it added a bit of flavor to the railed platform - it really seemed like the map was pulled from somewhere instead of built.

Granted, the columns on the railings weren't the only consistent theme, certain spacings in walls of the buildings, consistent angles for ramps, and specifically broken up sight lines all made an appearance, and all helped the map feel like more than some Legos arranged somewhere.


Posted by: MrGreenWithAGun
...that each of those maps has their own what appear as limited set of structural blocks. Like Boardwalk has nothing but white walls. Their advantage, however, is that they are custom designed for their respective themes. With Forge World, we are given somewhat neutral color generic blocks. We require using illusion to see past the blocks, to hide the blocks. Without it, at least to me, there is nothing but a pile of blocks.


I saw some spawning problems, but it turned out that the point of death influencers are the most likely cause, and there is nothing I can do about it. They are too wide of influence for a map the size of anchor 9. I reworked the spawning and will be playing it through out this weekend.

I was pleasantly surprised during one game when someone said, "Why can't we play fun maps like this on MM." I really didn't know if the map was turning out all that great, but apparently some people think so. I never forged on anything other than FW up until now. I chose it just by chance. I think I might spend more time on Anchor 9 in the future.

@Godly-
I took a look at the video you linked to. For the first few seconds, it looked like yet another map of blocks. But when it began to move out into the hallways with the large columns, it began to look interesting. Then it finally got to a point where I could begin to see the Halo theme.

I think this is a good start, and honestly if it were in MM it would be a big step up from what they have.

Perhaps others can see the halo theme from the first room in your video, or perhaps they initially spawn where they can immediately catch the theme. I could not. But at least it has a theme. That is really good.

Update: Played on it with just a couple of people, but I really liked the wide open spaces and tall walls. Very well done. Kudos.

The only thing that I would change would be to take out the coliseum windows. Looking at the Forge World from within it sort of looked out of place - you know, the whole cohesion thing. It literally made me stop in my tracks to think, what am I look at here?

[Edited on 01.15.2011 12:47 PM PST]

  • 01.15.2011 10:23 AM PDT

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

It's there; downloaded it yesterday.


Is it on your fileshare yet?

  • 01.15.2011 12:15 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.

Glad you enjoyed it. As for the coliseum windows, they are there to get rid of the slight claustrophobic feel of the map and to give you a breath of fresh air. It also gives the feel of I'm in an actual building, not just a map. It also acts as a nice callout and a landmark to help players orient themselves on the map.

Even if I wanted to fix it, I couldn't. I have 0 budget left (literally) and no decorative pieces to recontinue the pattern. That's right folks... I used all 10000 dollars and there is no framerate drop whatsoever. ;) I'm learning this engine quite well. :)

  • 01.15.2011 2:39 PM PDT

cant bungie make a new item a item physics, instead of fazed, fixed, and normal, they should make a new one that makes the object movable in a custom game, like some of those decorative items like a stool that can be pushed by the player we should get an option that makes it possible for other items as well

  • 01.15.2011 2:44 PM PDT

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

If you've got a good handle on the engine, it'd be great if you could add a few tips, maybe as a sidebar to the next applicable lesson?
Posted by: GP
I used all 10000 dollars and there is no framerate drop whatsoever. ;) I'm learning this engine quite well. :)

- - -
Posted by: xWillinJapanx
cant bungie make a new item a item physics, instead of fazed, fixed, and normal, they should make a new one that makes the object movable in a custom game, like some of those decorative items like a stool that can be pushed by the player we should get an option that makes it possible for other items as well


And there is such an option - physics: normal. This doesn't refer to geometry pieces, but pieces like crates or the soccer ball do move.

  • 01.15.2011 2:50 PM PDT


Posted by: Sn1p3r C


And there is such an option - physics: normal. This doesn't refer to geometry pieces, but pieces like crates or the soccer ball do move.


yes, but i would like to make pillars that can be knocked down, building blocks that u can make collapse, not just those very few items that can move in game.

  • 01.15.2011 3:01 PM PDT

Honestly, I wish I would have found this earlier. Any suggestions on how, though, to make a map where all of the pieces are focused on two Spirits and a Pelican more interesting (Invasion - Spartan [Offense]), and another suggestion on how to find a way to get any core carriers a more interesting job other than running 4min across forge world?

Plus, having some difficulty: when you set spawn zones in invasion, how do you set the "phase" they are in and how do they become accessible?

  • 01.15.2011 3:04 PM PDT

yeah i wish i found this earlier, its really helpful. thanks a lot







Click here for Magic

  • 01.15.2011 3:41 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: Swordmyth95
Honestly, I wish I would have found this earlier. Any suggestions on how, though, to make a map where all of the pieces are focused on two Spirits and a Pelican more interesting (Invasion - Spartan [Offense]), and another suggestion on how to find a way to get any core carriers a more interesting job other than running 4min across forge world?

Plus, having some difficulty: when you set spawn zones in invasion, how do you set the "phase" they are in and how do they become accessible?


There is a special label for each phase's respawn zone called like Invasion_RSP_ZONE_P1 or something along those lines.

As for making carrying a core across forge world interesting, think about the most memorable times you have had in CTF and Invasion core phases and model it after that. A great way to do core/flag is to make it a fight to slowly move it inch by inch towards your objective. That leads to a lot of people screaming in excitement to get the core to their objective and for the defenders to keep fighting to stop you. Try not to make it just one smooth run cuz that is never interesting.

  • 01.16.2011 8:21 AM PDT


Posted by: Godly_Perfection
Glad you enjoyed it. As for the coliseum windows, they are there to get rid of the slight claustrophobic feel of the map and to give you a breath of fresh air. It also gives the feel of I'm in an actual building, not just a map. It also acts as a nice callout and a landmark to help players orient themselves on the map.

Even if I wanted to fix it, I couldn't. I have 0 budget left (literally) and no decorative pieces to recontinue the pattern. That's right folks... I used all 10000 dollars and there is no framerate drop whatsoever. ;) I'm learning this engine quite well. :)


I suspected it was a budget issue of some sort. But I have to tell you that when I run by those windows I turn my eyes away for fear that I will see outside into Forge World. One thing this has demonstrated is how little of the original Halo theme is carried into Halo Reach and especially the generic Forge World.

I would be more than willing to help you promote it to MM. I already am raving about it. I want to see this on MM, perhaps more than any other map, even Flight Deck.


Posted by: Swordmyth95
Honestly, I wish I would have found this earlier. Any suggestions on how, though, to make a map where all of the pieces are focused on two Spirits and a Pelican more interesting (Invasion - Spartan [Offense]), and another suggestion on how to find a way to get any core carriers a more interesting job other than running 4min across forge world?


The core is treated as a flag in invasion, except for transport in a vehicle. In that regard, it is treated more as a turret, and there is no way to mount any vehicle with it.

But the real question is what type of game play experience are you trying to share by having them transport the core across the map? I have explored this concept for, core, flag, and bomb. For flag and bomb, you can transport in a falcon or a banshee by setting the carrier movement trait vehicle use to full use. That has the drawback of not requiring team work, but it is the only way to mount a falcon in the gunner position with either a flag or bomb.

But the game play experience is what I am still struggling with. Like Godly says, I don't want to make a simply jump on a falcon and fly off into the sunset experience. So for now I have put my trans-Forge World project on hold until I can answer that question as well.

[Edited on 01.16.2011 8:39 AM PST]

  • 01.16.2011 8:32 AM PDT

The candy man can!
Posted by: FlipTaco
Posted by: FlipTaco
Somebody with extreme moral value is about to post and tell you how bad it is that you're going to miss one day of school. Just wait for it... wait for it...

Posted by: overhem
Education is the most important thing in your life. Don't skip it for a video game.

Tada!

O hai, I'm just droppin' in on this thread to say you guys write alot, and you do it alot.

  • 01.16.2011 10:18 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.

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

Things are getting insteresting around the community folks. The community cartographers are out and hunting for great maps to put into matchmaking. They are out and about. Who could they be? ;) lol... anyways, I just posted this lesson today. Also if you hadn't noticed I posted my final version of my new map Affinity as well. Link is in the OP and it is in my fileshare. Like it, DL ed, love it, share it, tag it, recommend it, copy to your fileshare, etc. Enjoy folks!


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

* Applying polish to a map requires you to pay attention to minor details that most players don't notice
* Sometimes you have to think outside the box to find how you can polish your map further
* Polish doesn't refer to just aesthetics, it can refer to a lot of gameplay factors as well

  • 01.18.2011 9:37 AM PDT
  • gamertag: [none]
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Yes, I am fat.

Maine

I'm not a forger myself, but a lot of times I get random ideas for map names.

I started a thread in the main Reach forum with a list of name ideas for forgers that like to build but have a harder time naming their maps.

I hope it's ok for me to link it here. I thought it might be more helpful and people that are forgers might actually see it when it gets buried in an hour.

Map Name Ideas

  • 01.18.2011 2:31 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: gomollypop
I'm not a forger myself, but a lot of times I get random ideas for map names.

I started a thread in the main Reach forum with a list of name ideas for forgers that like to build but have a harder time naming their maps.

I hope it's ok for me to link it here. I thought it might be more helpful and people that are forgers might actually see it when it gets buried in an hour.

Map Name Ideas


That list seems interesting... not sure if it will be of any help to anyone however.

  • 01.19.2011 1:56 AM PDT