Scope
02-27-2009, 09:11 PM
What’s A Scope?’s Forge Guide
Hello and welcome to my forge guide. (WASFG for short)0.2- Table of Contents:
0-Introduction
0.1-Greeting
0.2-Table of Contents
0.3-What is forge?
0.4- Forge as We Know It
0.5- Important Articles
0.6- WASFG Introduction
1-Building
1.1- Introduction
1.2- Guides
1.3- Interlocking
1.4- Geo-Merging
1.5 Building Conclusion
2-Complex Forge Techniques
0.3- What is forge? What Is The Forge?
In the beginning, there was a single sniper rifle on Colossus. And it was not so good. One of the new multiplayer features introduced in Halo 3 is the Forge. The Forge is an object layout editor, a tool to allow players to rework the various weapons, vehicles, and scenery that Bungie’s multiplayer designers have thoughtfully placed around Halo 3’s multiplayer maps. Better still, the Forge is a multiplayer editor in every sense of the word: you can enlist the aid of a few friends to edit a map with you, in the same game, over the usual gamut of multiplayer situations (splitscreen, system link, or Xbox Live.) Of course, any gathering of friends inevitably devolves into shootings. Fortunately, the Forge also plays host to a variety of novel combat conditions, and even a couple of peculiar games made possible by the lax rules and on-the-fly editing.
0.4- Forge as We Know It I believe we gave a new meaning to forge. In pre-dlc times, players would attempt to create new maps. Forge was meant to be an editor not a creator. There were many limitations that crippled the ideas of forgers. It is well known that Foundry was given to us because of this reason. They gave us the ability to create our own maps. After a while, forgers got tired of it. We received Sandbox. It was said to have limitless forging possibilities. What Bungie intended to be a simple editor, became almost an art.
0.5- Important Articles Here I will list important articles that may or may not be shown throughout this guide. These articles will help better explain tricks and ideas.
Before, During, And After You Make A Map/ Basic Tiptorial (http://www.forgehub.com/forum/halo-forge-discussion/51906-before-during-after-you-make-map-basic-tiptorial.html) by M.Jelleh
Competitive Design Guide (http://www.goodstuffmaynard.com/portfolio/other/cdg/index.html) From A Quake Perspective (http://www.goodstuffmaynard.com/portfolio/other/cdg/index.html) by Joel McDonald
Merging-Geomerging and Interlocking at smaller increments! (http://www.xforgery.com/forum/showthread.php?t=1245) by xFr1ct10nx (http://www.xforgery.com/forum/member.php?u=402)
Nasty's Tips on Good Map Design (http://www.forgehub.com/forum/halo-forge-discussion/45539-nastys-tips-good-map-design.html) by NaStY
XForgery's Architecture Master List (http://www.xforgery.com/forum/showthread.php?t=1248) by XForgery Community
0.6- WASFG Introduction I decided to create this guide to help whomever I could with forge. I wanted to have a guide that brings everything about forge together and explains it, a compilation if you will. This guide will link you to other threads I deem important. Of course, I will give credit and ask permission from the creators. Though this guide will include how to do forge tricks, it will focus on the mechanics of a map. For that, there is nothing set in stone. Therefore, it will be my opinion on how it should be done. I hope this guide is what you are looking for. This guide should be used a resource. Feel free to reference or link this guide as long as you give me permission. If I help even one person, the guide has done its job. Good luck with whatever you create.
-What’s A Scope?
__________________________________________________ ___________________________________________
1- Building
1.1- Introduction Ah, building a map. Perhaps, this was the initial reason you began (and/or continue) forging. Perhaps, you found it exciting to build a map, but if you are anything like me, you dread the in between. If you are familiar with all of the forge techniques or are not interested in them, skip this section. This section will attempt to educate you with all of the methods forgers use to make each object work to its full extant and possibility. This is core knowledge. A map cannot be made with only theses skills. Imagine theses methods as writing, map dynamics as grammar, and building a map as writing a book. You would not write a book without knowledge of grammar. Theses methods will help you build the map, not create it.
Important Links:
Merging Using Small Increments (http://www.xforgery.com/forum/showthread.php?t=1245)
Images:
http://i229.photobucket.com/albums/ee229/jacobnessj/attbase.jpg
Interlocking and Geo-merging
1.2- Guides This sub-section will cover the use of guides (and probably tell you more than you need to know). Guides are something I wished I knew from the beginning. There are several different methods, but they are all for the same purpose. That purpose is getting everything aligned correctly. My preferred method is using immovable objects.
The way this method is used is by pressing the object against it. The guide will need to be in a location that makes the object be where it is supposed to be. For example, you have a box exactly where you want it be. You need to place a box next to it and you want it to be perfectly aligned. You press your guide against the original box and ease it into its place. From now on, let’s call these “intentional guides” Then you do the same with the second box to get it aligned the way you want it.
That is only one of the things guides can do. Be creative while using guides.
If you don’t like this method, try using other guides. Other guide guides include Foundry’s floor or Sandbox’s grid, spawnpoints, cones etc., and original map geometry. *1
Now that you know what guides do and how to use them, you can begin utilizing these methods.
Generally, every object needs 3 guides (more or less depending on how exact it need to be *2) excluding original objects. The reason why you need 3 is because there are 3 different axes that the object can move on, width (X), height (Y), and depth (Z). In the example above, there is one obvious guide that was used. I called that guide “guide”. “Well, wait” you might wonder, “I thought there needs to be 3 guides.” There are. The original box is the second guide. What is the first? Not the intentional guide. The floor is the first. It is first because it was there first. The intentional guide is the third. *3
Acknowledging the floor as a guide becomes important later when you learn about floating objects.*4
*1: Using the guides mention go by “eye balling” it. Using map geometry is a good way to align it with the map for original objects.
*2: The more guides, the harder it gets. Using 2 guides can be used if it doesn’t matter where it is on one axis. 4 can be used if it needs to be exact in one direction. 5 can be used if it needs to be exact in two directions. 6 cannot be used.
*3: Summary:
1. Floor
2. Original Object
3. Intentional Guide
*4: Floating does not use the floor. Therefore you will need an extra guide.
Building is continued in the next post.
Hello and welcome to my forge guide. (WASFG for short)0.2- Table of Contents:
0-Introduction
0.1-Greeting
0.2-Table of Contents
0.3-What is forge?
0.4- Forge as We Know It
0.5- Important Articles
0.6- WASFG Introduction
1-Building
1.1- Introduction
1.2- Guides
1.3- Interlocking
1.4- Geo-Merging
1.5 Building Conclusion
2-Complex Forge Techniques
0.3- What is forge? What Is The Forge?
In the beginning, there was a single sniper rifle on Colossus. And it was not so good. One of the new multiplayer features introduced in Halo 3 is the Forge. The Forge is an object layout editor, a tool to allow players to rework the various weapons, vehicles, and scenery that Bungie’s multiplayer designers have thoughtfully placed around Halo 3’s multiplayer maps. Better still, the Forge is a multiplayer editor in every sense of the word: you can enlist the aid of a few friends to edit a map with you, in the same game, over the usual gamut of multiplayer situations (splitscreen, system link, or Xbox Live.) Of course, any gathering of friends inevitably devolves into shootings. Fortunately, the Forge also plays host to a variety of novel combat conditions, and even a couple of peculiar games made possible by the lax rules and on-the-fly editing.
0.4- Forge as We Know It I believe we gave a new meaning to forge. In pre-dlc times, players would attempt to create new maps. Forge was meant to be an editor not a creator. There were many limitations that crippled the ideas of forgers. It is well known that Foundry was given to us because of this reason. They gave us the ability to create our own maps. After a while, forgers got tired of it. We received Sandbox. It was said to have limitless forging possibilities. What Bungie intended to be a simple editor, became almost an art.
0.5- Important Articles Here I will list important articles that may or may not be shown throughout this guide. These articles will help better explain tricks and ideas.
Before, During, And After You Make A Map/ Basic Tiptorial (http://www.forgehub.com/forum/halo-forge-discussion/51906-before-during-after-you-make-map-basic-tiptorial.html) by M.Jelleh
Competitive Design Guide (http://www.goodstuffmaynard.com/portfolio/other/cdg/index.html) From A Quake Perspective (http://www.goodstuffmaynard.com/portfolio/other/cdg/index.html) by Joel McDonald
Merging-Geomerging and Interlocking at smaller increments! (http://www.xforgery.com/forum/showthread.php?t=1245) by xFr1ct10nx (http://www.xforgery.com/forum/member.php?u=402)
Nasty's Tips on Good Map Design (http://www.forgehub.com/forum/halo-forge-discussion/45539-nastys-tips-good-map-design.html) by NaStY
XForgery's Architecture Master List (http://www.xforgery.com/forum/showthread.php?t=1248) by XForgery Community
0.6- WASFG Introduction I decided to create this guide to help whomever I could with forge. I wanted to have a guide that brings everything about forge together and explains it, a compilation if you will. This guide will link you to other threads I deem important. Of course, I will give credit and ask permission from the creators. Though this guide will include how to do forge tricks, it will focus on the mechanics of a map. For that, there is nothing set in stone. Therefore, it will be my opinion on how it should be done. I hope this guide is what you are looking for. This guide should be used a resource. Feel free to reference or link this guide as long as you give me permission. If I help even one person, the guide has done its job. Good luck with whatever you create.
-What’s A Scope?
__________________________________________________ ___________________________________________
1- Building
1.1- Introduction Ah, building a map. Perhaps, this was the initial reason you began (and/or continue) forging. Perhaps, you found it exciting to build a map, but if you are anything like me, you dread the in between. If you are familiar with all of the forge techniques or are not interested in them, skip this section. This section will attempt to educate you with all of the methods forgers use to make each object work to its full extant and possibility. This is core knowledge. A map cannot be made with only theses skills. Imagine theses methods as writing, map dynamics as grammar, and building a map as writing a book. You would not write a book without knowledge of grammar. Theses methods will help you build the map, not create it.
Important Links:
Merging Using Small Increments (http://www.xforgery.com/forum/showthread.php?t=1245)
Images:
http://i229.photobucket.com/albums/ee229/jacobnessj/attbase.jpg
Interlocking and Geo-merging
1.2- Guides This sub-section will cover the use of guides (and probably tell you more than you need to know). Guides are something I wished I knew from the beginning. There are several different methods, but they are all for the same purpose. That purpose is getting everything aligned correctly. My preferred method is using immovable objects.
The way this method is used is by pressing the object against it. The guide will need to be in a location that makes the object be where it is supposed to be. For example, you have a box exactly where you want it be. You need to place a box next to it and you want it to be perfectly aligned. You press your guide against the original box and ease it into its place. From now on, let’s call these “intentional guides” Then you do the same with the second box to get it aligned the way you want it.
That is only one of the things guides can do. Be creative while using guides.
If you don’t like this method, try using other guides. Other guide guides include Foundry’s floor or Sandbox’s grid, spawnpoints, cones etc., and original map geometry. *1
Now that you know what guides do and how to use them, you can begin utilizing these methods.
Generally, every object needs 3 guides (more or less depending on how exact it need to be *2) excluding original objects. The reason why you need 3 is because there are 3 different axes that the object can move on, width (X), height (Y), and depth (Z). In the example above, there is one obvious guide that was used. I called that guide “guide”. “Well, wait” you might wonder, “I thought there needs to be 3 guides.” There are. The original box is the second guide. What is the first? Not the intentional guide. The floor is the first. It is first because it was there first. The intentional guide is the third. *3
Acknowledging the floor as a guide becomes important later when you learn about floating objects.*4
*1: Using the guides mention go by “eye balling” it. Using map geometry is a good way to align it with the map for original objects.
*2: The more guides, the harder it gets. Using 2 guides can be used if it doesn’t matter where it is on one axis. 4 can be used if it needs to be exact in one direction. 5 can be used if it needs to be exact in two directions. 6 cannot be used.
*3: Summary:
1. Floor
2. Original Object
3. Intentional Guide
*4: Floating does not use the floor. Therefore you will need an extra guide.
Building is continued in the next post.