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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.

Scope
02-27-2009, 09:30 PM
Building Continued

1.3- Interlocking

This sub-section will cover the method called interlocking*5. Interlocking is when two or more objects are inside one another. Using interlocking can be used for a multitude of things. It makes walkways smoother*6 and makes everything neater if it is done correctly. Grenades will not be captured anymore*7. Overall, it makes gameplay better. It can also make the aesthetics better and make interesting shapes.*8

Note: Sandbox nearly renders this method useless except for aesthetic and technical purposes.*9

This is done by changing the start at spawn to no. To do this you must press X on the object. Then you place the new object where you want it to be. Later, the original object will spawn. The two objects will be interlocked. Now, one problem you may encounter is the original spawning early. This can ruin your interlock. Again, press X on the object to increase its spawn time to 180 (the most) or you preferred time. Then you should have enough time to do your interlock.

Want a perfect interlock? Use what you know about guides to do this.

Extra Info:
Do not grab interlocked objects; they will move.*10
Flickering is when two objects are interlocked flash on and off. To fix this, tap A on it.*11

*5: It has many other different names. They include merging and fusing.
*6: Walkways can be very bumpy without these
*7: Grenades can fall through cracks. Interlocking eliminates this.
*8: Interesting shapes can be made bu changing the orientation of the objects. When you interlock boxes at odd angles, it creates star-like structures.
*9: Many of the problems that interlocking solves are not present on Sandbox.
*10: It will un-interlock it self out of the other object(s).
*11: Make sure you use guides to keep its original place.

1.4- Geo-merging This sub-section will cover the method called geo-merging. Geo-merging is an object is inside map geometry. This includes floors, ceilings, walls, etc. It is basically the same thing as interlocking, but the objects are in map geometry instead of other objects. It can also be used for some of the same reasons.

There are several methods of doing this. 1.4.1- Door Method This is my personal preferred method. In order to do this, you place doors in object, then grab. When you grab the object it will move into the map’s geometry. The doors must be placed on the opposite side of which way you want the object to move.
1.4.2- Interlocked Method This method in involves interlocking an object to geo-merge. This can be used to quickly use a large merge.

First, know how far you need it to merged. Let’s say you want a box to be 3 walls (laid down) high. You would geo-merge it into the ground. Stack 3 walls then place a box on top. Delete the walls. Interlock the box that will be merged into the elevated one. Grab the box. You’re done.
Most likely the object will be crooked. How do you get it straight?



Braces
Save and Quit


The best braces to use are teleporters. Push them up to the object that will be geo-merged. Put them on all sides.

Save and Quit is elf explanatory. While still holding on to the object when merging it, press start. Then save and quit.

Using those two methods should help you get perfect geo-merges.
1.5- Conclusion These methods should help you build your maps perfectly. Many maps are ruined because they are built poorly. As your skills with these and other methods improve, you will be able to build amazing maps. Try mixes these skills to build what you need. Remember, these are only tools to building a map. Do not focus solely on these methods and aesthetics. These merely make it smooth and nice. I hope these help.
__________________________________________________ ___________________________________________

2- Complex Forge Techniques

Coming Soon

Scope
02-27-2009, 09:30 PM
Reserved.

Scope
02-27-2009, 09:30 PM
Reserved.

Scope
02-27-2009, 09:30 PM
Reserved.

Zackj191
02-27-2009, 10:23 PM
Wait? DId you leave this unfinished on purpose or are you going to edit it soon?

Oh sorry, i was just reading th actual post lol sorry.

Scope
02-27-2009, 10:56 PM
Wait? DId you leave this unfinished on purpose or are you going to edit it soon?

notice it says on-going

Scope
02-28-2009, 08:33 PM
The fist section has been added.

x Dialga x
03-01-2009, 07:33 AM
It is a pretty good guide even if I already know how to do that stuff but it would be good for a beginner to forge. Like with no knowledge of forging techniques.

GodlyPerfection
03-01-2009, 07:59 AM
This guide is very well done for what you have so far... eventually I expect you to include other tricks into your guide like making switches, making working doors, utilizing grav lifts, objective utilization, runtimes, instant respawning, randomization, etc... Things like that will definitely help the community out. Also make sure you fully understand the technique before you write about it (like Randomization, I can help you with that). If you keep this up and you do it well, I may requrest a sticky for this. Keep it up, but keep it in the form of Tricks... Forging Theory will be covering the Theroy behind doing everything.... teach them how to do it, not when to do it basically... you can give them little tips, but stick to the informative tricks. This post is AZN approved...

Also talk to Null and see if he can squeeze in a few extra reserved posts underneath your current post just in case you need more space, the character limit is 10000... and I reach it all the time.

Thomas
03-01-2009, 08:29 AM
If you keep this up and you do it well, I may requrest a sticky for this.
I've been watching this thread, so it'll probably get stickied before you send in the request. lawl.


Also talk to Null and see if he can squeeze in a few extra reserved posts underneath your current post just in case you need more space, the character limit is 10000... and I reach it all the time.
Hey! I can do that too! :P

..and I was already looking at doing it, but I wasn't sure how close he was to the limit, yet.

Scope
03-01-2009, 01:25 PM
Thanks, all.
AZN, you gave me a lot of ideas of what to do. I would like your help on stuff like Randomization. I suppose my next section will be on things like you said then I will get on to ideas of how maps should work.

About the limit. I have about 1200 more characters, so if Thomas or Null would like to slip a reserved post for me in there, that'd be great.

PsychoBucket
03-01-2009, 02:27 PM
Hey! I can do that too! :P

Can Corrupt Staff do that too? If yes, you'll have to tell me how. The only way I know how to do it would involve deleting zachs post to make 3 posts in a row for scope.

Scope
03-01-2009, 03:13 PM
Would it be possible to move my post to be behind it?
Actually I hit the limit when I added some _s to divide section 1 and 2.

xFr1ct10nx
03-01-2009, 07:20 PM
Did you by any chance, add in my tut yet on small increments?
i can take it and put it on a smaller scale for you if you need me to. and if you need a pick im getting ready to take them now.

Scope
03-01-2009, 07:55 PM
I linked it in the important articles and the important links under Building. A pic would be nice.

xFr1ct10nx
03-01-2009, 08:01 PM
I linked it in the important articles and the important links under Building. A pic would be nice.
K, give meh 30 min, time to upload to b.net, sometimes it doesnt load for like a day or two. Hopefully that won't be the case.

Also, a pic of each kind of method may be useful here. Maybe in the ToC you could add a "Pictures Section" or something.

Scope
03-01-2009, 08:05 PM
K, give meh 30 min, time to upload to b.net, sometimes it doesnt load for like a day or two. Hopefully that won't be the case.

Also, a pic of each kind of method may be useful here. Maybe in the ToC you could add a "Pictures Section" or something.
I will probably add a picture to each setting when I get a chance.

xFr1ct10nx
03-01-2009, 09:15 PM
I will probably add a picture to each setting when I get a chance.

kool, im uploading the pics now, they should be posted on my thread in a few minuites. Ill edit this with some pics later.

EDIT: Screenshots of finished products. Note they are not perfect, I tried to et this done fast enough that it looked good. For more info please click the link in Scope's thread, thx. -Friction

Geomerging Technique:
http://i512.photobucket.com/albums/t326/xfr1ctionx/68039770-Medium.jpg

Interlocking Technique:
http://i512.photobucket.com/albums/t326/xfr1ctionx/68040475-Medium.jpg

Scope
03-01-2009, 11:42 PM
Thanks for the pics, but I have decided just to leave a link so the readers will get the full message when clicking it. If I put these pics, they may tjink tey now what is going on, but they don't.

Furry
03-01-2009, 11:55 PM
http://i654.photobucket.com/albums/uu266/H3C-x-Nevz/newincentives.png
Incentives are properties of an area that makes a player more inclined, or less inclined, to go there. They are crucially important to determining good flow and gameplay for a map, and are often overlooked. If incentives did not exist, players would be wandering maps entirely. The following things are a form of incentive:


Weapons, equipment or vehicles
Objectives
The structural formatting of the area


These three factors all contribute to a player wanting to go to the given area. If you learn and understand this simple concept, it will be easier to design maps with better gameplay and better flow. My first example is on Guardian. Let's say you spawn on the elbow, either at the beginning of the match or even some point during the game.

You now have two choices: head over to green area and proceed from there, or head up to the sniper tower. Now, often one player may charge the camoflauge from elbow, but most players head over to the sniper tower. Why? First off, it contains 2 plasma grenades, a sniper rifle, and overshields. Second off, based on its structure, you are safer and you have a view of many more locations. From sniper tower, you can see top mid, bottom mid (the hammer spawn), the elbow from which you came, and even across the map to top gold. In terms of structure, sniper tower poses a significant advantage.

So how does this help in map building? When testing your map, consider where the major battles are taking place. In Guardian, going back to that example, a lot of the battles take place in Sniper Tower; more than likely any other location. You want your map to have good flow, and for each area to have its own pros and cons. Guardian has relatively good flow, but if the overshield was relocated somewhere else, such as top blue, or in there was no barrier on S3 (The ledge), the sniper tower would be much less of a hot spot.

If your map has one single area where the battles always seem to take place, observe it. If it seems to have a substantial amount of cover, along with power weapons, it may need to be toned down.

The second bullet, objectives, is a bit of a wild card. Consider where objectives spawn in the beginning of a game. Oddball is a good gametype to detect strong areas. If the ball spawns in an area with solid cover and power, the team that gets the ball will be able to set up relatively easy, plus there is no reason for the ball to move around the map at all. Even after the initial spawn of the ball, watch where it moves. Have you ever noticed that most teams will take the ball from top mid on Guardian, then attempt to set up in our symbol of power, the sniper tower? The ball serves as somewhat of a compass to seek out where teams are likely to set up.

Every gametype's objective is treated as an exponentially huge incentive. It is one big reason to enter an area. In an area as open as top mid on Guardian, with no weapons anywhere near, why would anyone go there? To get that oddball. It is such a large incentive that it can even override the fact that the area is completely open with no weaponry.

As for king of the hill, if you place a hill point (Remember, a large incentive) in an area with good cover or weaponry, what will happen? Well, to start, all of the battles will shift to that area as expected. Second, though, it will be extremely hard for a losing team to take over the hill when an enemy has it controlled.

Each gametype's objective serves as a different type of incentive, but to start, work with Team Slayer. Work on having each area relatively close in terms of value and incentive. Of course, each map is designed to have some power areas and weapons, so some places will always house more areas than others. But, what happens when that gets excessive in a single area? The rest of the map is barely used, and gameplay gets old and repetitive.

For another example of incentives, take my map, Tribulum. I wanted the way players spawned at the beginning of the match to be very similar to the way regular Foundry matches started. First, shown below, was the centerpiece. Many matches begin with players charging up a level of elevation to grab the power drain. Although I made a different structure, its properties (cover, weaponry) are very similar to Foundry's structure.

http://i275.photobucket.com/albums/jj316/Cnevz/Tribulum/V2/11.jpg

Next, I knew that at the beginning of Foundry matches, both teams had a sniper rifle at the back of the map that many players headed towards. One team had an incentive in the form of camo in the same direction. Entirely different structure and weapon, yet it had the same incentive value so many players headed in this direction.

http://i275.photobucket.com/albums/jj316/Cnevz/Tribulum/V2/10.jpg

And now, I simulated the other team's rush to the sniper. In order to make the map feel like Foundry, I made the match start have the same incentive values: one charge in the middle, and teams fleeing to the back corners of the map. In the other back corner was substantial cover, a way into the back base, and a set of plasma rifles. Not much in terms of weaponry, but the cover and the way into the middle base gave players a reason to go to the back corner.

http://i275.photobucket.com/albums/jj316/Cnevz/Tribulum/V2/4.jpg

So in those screenshots, the map looked nothing like Foundry, right? Yet, at the same time, because of the map's formatting, and the location of the weapons, I got an entirely different map to play just like Foundry. That is the power of incentives. You can direct the flow of gameplay and get games to play exactly how you want. All you need to do is pay attention to detail.

FAQ

Why are enemies not considered incentives? Wouldn't the location of enemies change where you would want to go?
They would, but they are not considered an incentive for a few reasons. First off, the location of enemies is not something set in stone the way that weapon spawns are. Second, it is not something you can control in map design, so for the sake of this guide on forging and gameplay, it is not included.

You mentioned the properties of ball and hill objectives. What about CTF?
Fair enough. With CTF, just like with other objectives, you have to consider other incentives in the same area. If red team's flag spawns in a fortified area (Structural incentive) and by a laser (Weaponry incentive) while blue team's flag spawns with no matchable power weapon and it is more easily attacked, then red team would obviously have an advantage. You have to consider the other incentives in the same area as any objective. Essentially, objectives are multipliers. If one team has a slight advantage (Weapon or structure) by their objective, it is a huge advantage.

What about interlocking?
Next question.

I'm all out.
Good.

That concludes my guide to incentives. Incentives are both weapons and the map's structure itself. Studying them carefully can help you successfully balance and modify your map's gameplay to make it as fun as possible.


I found it useful... :pikachu::pikachu::pikachu:

Scope
03-02-2009, 12:04 AM
Hm, I have read that before. Would it be cool with Nevz if I linked that.

xFr1ct10nx
03-02-2009, 08:59 AM
Thanks for the pics, but I have decided just to leave a link so the readers will get the full message when clicking it. If I put these pics, they may tjink tey now what is going on, but they don't.

k, kool w/e floats your boat. Lol, I think your sending inexperienced forgers a message there, shame on you!

GodlyPerfection
03-02-2009, 09:10 AM
I found it useful... :pikachu::pikachu::pikachu:

It's a really good guide, but incentives are used for path manipulation... you can't just write about certain topics without linking to other base topics... I will definitely cover my own thing about incentives later...

And scope that's a theory thing... not a tricks thing... that's my area :P stay out... lol... j/k you can link if you want I guess...

Scope
03-02-2009, 09:46 AM
I cannot has talk about theories too?

GodlyPerfection
03-02-2009, 09:47 AM
lolz you can haz talk about theories, but that's my specialty nubcake :P... anyways, I'm actually writing an official Forging Theory guide as a pdf/word document... :) it's going to be pimp...

Scope
03-02-2009, 04:05 PM
lolz you can haz talk about theories, but that's my specialty nubcake :P... anyways, I'm actually writing an official Forging Theory guide as a pdf/word document... :) it's going to be pimp...
We can we expect these? I think you should post it all instead of increments so to not keep us waiting. Then I can talk about your ideas and add somethings you didn't cover.

Furry
03-02-2009, 04:10 PM
He has to gain interest first... Why would he not tease the public with his awesomeness?

Scope
03-02-2009, 04:25 PM
I know, but we need the info.