Canadians360
06-09-2009, 04:54 PM
Forge Dictionary
Well every one here is my latest peice of work. I spent a long time on this and hope it helps you all out. If you see any spelling or grammar mistakes, let me know. Also feel free to mention anything that should be added to the dictionary.
top|A| |B| |C| |D| |E| |F| |G| |H| |I| |J| |K| |L| |M| |N| |O| |P| |Q| |R| |S| |T| |U| |V| |W| |X| |Y| |Z|
Index:
AAnchor
Aesthetics
Asymmetrical
Armory
BBase Switching
Bracer
Budget Limit
Budget Glitching
CCamping
Choke Point
Compatible Gametypes
Cover
DDrop Spawning
EEscape-able
FFloating
Flow
GGeomerging
Geometry
Guide
HIImmovable Objects
Indicators
Interlocking
JJump Ups
KLLine Of Sight
MMap Control
Map Escape (Forging Technique)
Movable Objects
NOObject Limit
Overloading
PPlace at Start
Point Of View
Points of Interest
Power Weapons
QRRespawn Rate
Runtime Minimum
Runtime Maximum
SSpawn Clusters/Hives
Spawn Placement
Switches
Symmetrical
TTear drop Merging
Theme
Traits
UVWXYZZ-Fighting
anchorAnchor- An anchor is an immovable object that is used to hold down a movable object and keep it still.
AestheticsAesthetics- Aesthetics are objects placed in maps solely for visual appeal. Maps with nice aesthetics simply look good, such as the use objects in unique ways that are appealing to the eye. However aesthetics should not be implemented in ways that hinder gameplay or that are too distracting.
asyAsymmetrical- When no two sides of a map are the same. An example of an Asymmetrical map would be Last Resort.
armryArmory- An armory is a location on a map filled with several weapons and pieces of equipment. For standard maps these are often bad for gameplay and are discouraged. However, in some games like infection or mini games, they are not seen as a negative addition to a map. None the less you should be careful when adding an armory and consider its purposes and how it will effect gameplay.
bsBase Switching- First off, base switching is never a good thing. It is when teams literally trade bases and start spawning in the other teams base instead of their own. This is only a problem in team games and the presence of base switching is an indicator of either a misplaced or non-existing team spawn area or the presence of team indicated spawn points at the wrong base. This is especially bad in objective games like capture the flag and assault.
BARBarriers- Also called invisible barriers, these are unseen walls that a player can not cross to prevent players from escaping the play area of a map.
bracerBracer- An object placed against another object to hold or brace an object while geomerging.
bgBudget Glitching-Budget Glitching is when a map has been glitched to eliminate the worry of reaching the budget limit. However the item limit is still in effect.
blBudget Limit (BL)- The budget refers to the cash allotted to a player to place objects within a map. All objects have different cash values and all maps have different amounts of cash. The cash is displayed in the bottom right corner of the screen while in forge mode.
COCall Out- A brief word used to refer to a part of a map to quickly communicate with teammates stating an enemy, teammate or objects location.
CANVCanvas- The base map that a forger starts building upon.
cmpCamping- A map that promotes camping is a map that has areas in which one can easily hide in an area and kill anyone that comes by that location. Maps that make this easy or seem to encourage this type of play style are usually looked down upon for it slows down gameplay and makes a match less fun.
cpChoke Point- A choke point is a part of the map where players will have a hard time progressing. It's where both teams will collide and could remain in conflict at that same place for some time. Choke points are not always bad and mostly cause problems in games like Capture the Flag, Assault and Territories. Choke points are usually fine in games like King of the Hill. Choke points can range in severity and some choke points work well in maps like Orbital. The only way to see how long it takes to pass through a choke point is to test the map and edit it when needed.
CBGClean Budget Glitched- When a map is budged glitched without leaving objects on the map. Two players are required to clean budget glitch, but one player can still use the map to avoid confusion.
CMClean Map- A map where all objects have been deleted.
CLIPClip- The quantity of ammunition in a weapon. The number of spare clips in a weapon can be adjusted to give the weapon more or less ammunition.
compCompatible Gametypes- Compatible gametypes are all the gametypes such as king of the hill, slayer, assault, etc. that can be played on a map. This means the map has all the required gametype objects placed in the map properly such as starting points, bomb plant points, territory markers, etc.
cvrCover- Cover refers to places where a player can go in order to avoid fire and recharge their shields. Cover is usually something simple such as a single wall, column or barricade that can provide someone with momentary safety from enemy fire.
DETRDeterrents- Anything that will discourage a player from traveling through an area or a part of the map. Lack of cover, fusion coils and longer travel times are all examples of deterrents that can be created in maps.
DVRPDivergent Paths- A route through a map that provides an alternate way to travel to a destination that will usually take longer to get to. However, it will typically provide more cover, a better vantage point, higher ground, or a power weapon.
dpDrop Spawning- Drop spawning is spawning a weapon in mid air and letting it drop to the ground. Since the weapon falls from it's spawned location, it will re spawn at the set respawn timer. If this method isn't used, the weapon spawn times will vary depending on when an item was picked up and it's spawn time can vary drastically throughout the game. Lets say a sniper is drop spawned with a respawn rate of 30 seconds. At 10:00, it will spawn, and at 9:30, it will respawn. It will continue respawning at that rate throughout the game. The only flaw with drop spawning is that the timer can still change. If the weapon is picked up in mid air, it could respawn at an incorrect time for the whole match. If the object is held for the remainder of the match, it might never respawn. While using drop spawned weapons, you should always increase their run time maximum to at least allow a second weapon of the same type to spawn. This means if you have one rocket launcher on your map, you should have a run time maximum of atleast two. If you have two sniper rifles on your map, you should set the run time maximum to at least four.
escEscapable- When a map is escapable, that means that a player can get out of a maps set play area through various methods. Escapability is never a good thing for a map and could greatly destroy gameplay. This comes into effect for games like Team Slayer, where players can escape forcing the players within the map to wait until the time runs out. Maps have several degrees of escapability and depending on the gametype the map is built for, players should never be able to jump, crouch jump, grenade jump or even walk out of a map. The next step up would be jumping off of another players head or fusion coil jumping which are some what tolerable but none the less ill advised. The next step up after those would be brute shot jumping out of a map which can be tolerable in objective games, not so much slayer games though. And finally butterfly jumping. This is usually acceptable due to the fact that it would require the assistance of an enemy player to accomplish and is fairly unheard of, unless it is in a team based game. Butterfly jumping can escape any map that is not totally sealed off unless it's walls go past the invisible ceiling, or unless there are no perfect 90 degree angles in the map.
floatFloating- Method of making objects spawn in mid air. They will stay in mid-air, assuming they are immovable objects. This can be achieved by various methods, such as stacking objects below the object you want to float, and then deleting the base objects below. Another method of floating an object is by holding an object in mid-air, saving, and ending the game. Then start the game again and the object will be floating in the location ware you saved it.
flowFlow- The flow of a map is how well players can move around from place to place. For a map to have good flow, travel must be fluid which means players should not have to go out of their way to get around a certain area. For example, say you wanted to build a tunnel to take players forward and to the left. A tunnel with bad flow would be jagged and require several turns close to 90 degrees. On the other hand, a tunnel that was curved and had no edges nor sharp turns would have good flow. Another thing that can slow a maps flow are simple things like jump ups. Jump ups are in no way bad but too many can slow the pace of a game dramatically. The use of ramps instead can speed up the pace of the game by allowing players to walk up to the next level instead of stopping and jumping.
GAURGuardians- A name given to the defenses that prevent players from going out of bounds by attacking them. For example, the turrets on Snowbound or the minefield on Sandtrap.
geoGeomerging- The act of merging an object into the original maps landscape. Any object merged into any part of a map that is not able to be deleted is considered Geomerging.
geometryGeometry- Refers to the actual shape, layout and inclines in a map. Hills, walls and ramps are examples of geometry. Geometry is a part of the actual map not a random object put into a map for aesthetic or line of sight purposes. For example the hill in the center of Valhalla is an example of geometry used to cut down lines of sight while the lights on Sandbox are only for aesthetic purposes.
GLGhost Ledge- Sometimes, even if an interlocked object can't be seen, a player can still stand on it. This is caused by the property of an object's edge that extends past the image of the object. This can allow for map escape, unwanted shortcuts, or unwanted camping.
guideGuide- An object placed against another object that is going to be interlocked. When you start a new round, the Guide helps you position the next object you are placing to keep the objects you are interlocking at the same angle.
imoImmovable Objects- Immovable Objects are objects that can in no way be moved or destroyed in any way during gameplay. These objects will also never reset during the game. Immovable objects that are in every map include sender, receiver, and two way nodes (teleporters) and weapon holders. There are other immovable objects in other maps such as walls, boxes, stairs, etc. However some boxes are movable in maps, so to test an object simply get a vehicle and drive into it.
indIndicators- Indicators are items placed on a map that serve to identify the location a player is looking at. These are especially important on symmetrical maps. Objects that emit light such as red and blue columns and light orbs are often used as indicators. Overshields, Active Camo's and Custom Power Ups can all serve as indicators but they must be unattainable by players. This includes floating them out of reach of players or interlocking the center of a power up into an immovable object which will be partially visible, yet players will be unable to pick them up.
INSTInstant Spawn- When an item is set to instant spawn it means the moment the object resets it will spawn again. This can be done by setting the objects runtime minimum to the number of the objects on map.
intInterlocking- Refers to two or more objects that are intersecting with each other. Forgers use this to create smoother maps, interesting designs and close gaps within their maps. It is a very important technique to master in order to become a good forger. To learn more check the interlocking tutorial.
INVInventory- Your inventory is a menu seen while a monitor in forge mode. It is a list of objects that you can place within a map listed with names, prices, and the amount left you may place on the map. You can access this menu by pressing “X” while in monitor mode.
juJump Ups- Jump Ups are parts of a map that a player can jump onto, then jump up to the next level. Jump ups are easy ways to provide additional quick routes to areas of higher ground in a map. However the act of jumping twice or more is sometimes seen as gameplay slowers. If a map has too many jump ups, gameplay will be slow and ramps may be needed to speed up gameplay. A few jump ups are usually fine in a map though.
losLine of Sight (LOS)- How far a player can see across a map. For example, the top of the sniper tower on The Pit has a long Line of Sight while the sword room has a short line of sight. When a person says a map needs to cut down on it's LOS, they mean that a map has too many long Lines of Sight and there should be more objects in the map obstructing those points of view.
MPMain Paths- The fastest rout through a map towards where a player would want to go. It is also the most dangerous rout through a map for it typically hosts high traffic and/or is the most open.
mcMap Control- Map control refers to a player (more often a team's) ability to keep hold of key areas on a map. Maps that promote Map Control are good because they encourage teamwork and communication to hold down the key areas of a map. For example, a map that promotes map control would be the Pit. It takes teamwork and communication to hold down the rocket hallway, sniper towers, sword room and invis hallway.
meMap Escape (Forging Technique)- Escaping the normal barriers of a map such as the floor can be extremely useful for many things. Mostly used for placing bracers outside of a map for more accurate geomerging allowing forgers to keep accurate angles without loosing the box. It can also be used to geomerge movable objects. Another use of map escape is placing items outside the map, such as man cannons. An example would be placing man cannons outside the tunnel linking the crypt and main levels to create a lift out of the crypt. This would normally be impossible due to the small room of the tunnel.
MAMaximum Allowed- The maximum number of one type of object that can be placed on a map. Once you hit this maximum number for an object you can no longer add more of the objects to the map. An example is that you can never have more than eight fire grenades placed on any map at any given time. To keep track of the number of objects you have placed on the map you can always check the objects on map from the objects edit menu.
moMovable Objects- Movable objects are objects that a can be moved or destroyed during gameplay via grenades, melee, or walking/driving into them. These objects can be moved out of place and will respawn back in their normal spawn positions after a period of time.
olObject Limit (OLN/OL)- The object limit refers to the maximum objects allowed on a map. Objects that were on the default map count separately towards the object limit. Therefore if you delete objects that were originally on the map you can never get those objects back and run a risk of hitting the object limit. Objects you place on a map are interchangeable and all objects have the same object value.
OOMObjects On Map- The number of a specific object that are placed on any map. This helps you keep track of the number of objects you have put down and using this information with Maximum Allowed of each item you can tell when you are about to run out of a specific item.
ovOverloading- Overloading is the process of altering a map by stressing the maps processes until it must remove or loose a feature of the map to maintain stability. Different maps have different results from overloading. For example, if The Pit is overloaded, the lifts by the sniper towers no longer work.
pstPlace at Start- This option allows you to control whether an object will appear on a map at the beginning of a game/round. If you set an object to not spawn at the start it will spawn at it's respawn rate.
PERMPermeable- when an object is permeable, it is able to go into another object or the landscape without geomorging or interlocking. These objects include doors from Foundry, Blackout and Orbital. Objects like shield doors are also permeable.
poiPoints of Interest- Points of Interest are spots or places on a map that a player would want to go to. This could be for a weapon or power-up located there or just for its strategic/well-covered position. Players are drawn to points of interest and a player should usually have a visible point of interest at the location where they spawn.
povPoint of View (POV)- In forging terms this refers to what a person sees when they spawn. For example, if a player spawns facing a wall, that is a bad point of view. If a player spawns looking in the direction he would want to go, that is a good point of view.
pwPower Weapons- Power weapons are weapons on a map that can dramatically turn the tide of game play. A power weapon can be any weapon depending on the map and gametype played on. However in standard gametypes power weapons usually include rocket launchers, sniper rifles, spartan lasers, beam rifles, fuel rod guns and flamethrowers. For example, a map that is built like a maze with lots of close quarters combat could make a shotgun, sword or brute hammer a power weapon, such as snowbound. A person with a shotgun in snowbound can single handedly block off an entire route for the enemy team while near a shield door. An example of how game settings can make any weapon a power weapon would be a game with damage set to instant kill and sword starts. Now think about it, a person with a magnum in this gametype could kill opponents from far distances easily before the enemy could do anything. The point is you must look at your map and gametype and judge what would be a power weapon and place your weapons accordingly. Depending on the size of your map, power weapons should be very seldom. Power weapons should also be placed in an area where one must walk a distance to use them. Snipers are usually placed on lower ground or at the bottom of sniper towers, not in places that are perfect sniping spots. Power weapons usually have longer respawn times of atleast 90 seconds. Power weapons sometimes also need to have limited ammunition, which you can do by lowering spare clips within the gun.
RNDRandomized- When a set of objects runtime minimums are edited and the objects are set to place at start no. When used correctly, this could spawn an object in random positions throughout each round. For immovable objects, this can only occur once per round.
rrRespawn Rate- This sets the amount of time it takes an object to respawn. Changing this allows you to make an object spawn more or less often.
rmaxRuntime Maximum- This sets the maximum limit of how many of a certain object are allowed on the map at one time. If you set the runtime maximum of an object to six, the object will continue to spawn at it's re spawn rate until there are six of the object on the map.
rminRuntime Minimum- This sets the minimal limit of how many of a certain object are allowed on the map at one time. For example, if you have one fusion coil on a map and set the run time minimum to one, the fusion coil will spawn the moment it is destroyed.
SQSave Quit- When you save and then immediately end the game. This will keep all the objects on the map in the exact position you have them as you quit. Even if the objects move as the game ends when you re-enter the map they will be as when you had saved changes. This is used for things such as drop spawning or floating.
scSpawn Clusters/Hives- Spawn Clusters are used primarily to prevent base swapping. They are areas away from a teams base where a team will spawn then either drop into or teleport to their base. Note that the enemy team should never be able to get near a spawn cluster or it will defeat its purpose.
spSpawn Placement-Refers to the locations and orientations of spawn points across a map. Good spawn placement is key to a successful map. Spawn placement also includes spawn areas and starting points. Team based maps should make use of team starting points as well as spawn areas, which should cover a teams entire base to prevent base switching.
SCStacked Canvas- A map with all original objects moved and placed in an organized manner to allow for high object limit forging.
SwitchesSwitches- Switches come in all shapes, sizes, and uses. There are 3 criteria that define a switch. These are Trigger, Mechanics, and Purpose. When you put these 3 together, you have your switch. A switch will be activated by a player, whether knowingly or not, in many ways through either a remote activation, contact activation, or interaction with an object. Switches can be used for various things such as traps, draw bridges, activated doors, etc. After the trigger is tripped, the Switch's mechanism will activate which will result in the finished product. The Purpose of a switch is what the switch is used for and accomplishes once activated.
sySymmetrical- A Symmetrical map has a line of symmetry running down the center and the map is a mirror reflection across this line. This means that one side of the map is identical or nearly identical to the other. An example of a Symmetrical map would be The Pit.
tdmTear Drop Merging- Tear drop merging is a type of geo merging entirely dependent on the placement of an object's teardrop in coordinance with the rotation of the object and its teardrop. This method of geo merging requires only the object you want to geomerge, but sometimes other objects may help. This method works on all the DLC maps, because those are the only maps that have large immovable objects.
TTTele Tapping- This is when a non host repetitively grabs and object and lets go using the “A” button causing it to geomerge with the environment.
thTheme- A theme is a setting or tone of a map. Themes can be as simplistic as spooky and dark or can be as complex as roman temple. Themes can vary but it's best for most maps to stick with a constant theme through a map. There are exceptions to this of course and if you want to use multiple themes make sure they transition smoothly nothing should seem out of place or awkward.
TRAFTraffic- A term for how often players travel through an area of a map and how many are typically in the area at a time. A high traffic area would be constantly traveled and constantly occupied by a player or players.
traitsTraits- Traits are the player settings in a gametype. Examples of traits are damage, shields, player speed, etc. Player traits can be altered in numerous ways for numerous reasons. There are traits for holding or being present at an objective, for spawning, for being in the lead, grabbing a custom power up, and even respawning. These traits can be used in infinite ways to create unique gameplay.
zfZ-Fighting- A term deemed by those at Bungie for the bizarre flashing of two or more surfaces fighting to be visible at the same place. This problem occurs when two or more objects that are interlocked have surfaces very close together. This results in both surfaces repeatedly appearing over the top of the other. The problem with this is that large z-fighting spots or multiple z-fighting spots over a map can be very distracting and make a map look sloppy. In reality the objects are actually placed too well and are too even with one another. Adjusting one of the objects ever so slightly is usually all that is required to remove the flashy z-fighting, but some z-fighting can be a bit tougher to remove. This will not appear until you save and quit so it is normally a good idea to check your map for z-fighting before posting because it may show up only after you have finished saving and ended the game.
Well every one here is my latest peice of work. I spent a long time on this and hope it helps you all out. If you see any spelling or grammar mistakes, let me know. Also feel free to mention anything that should be added to the dictionary.
top|A| |B| |C| |D| |E| |F| |G| |H| |I| |J| |K| |L| |M| |N| |O| |P| |Q| |R| |S| |T| |U| |V| |W| |X| |Y| |Z|
Index:
AAnchor
Aesthetics
Asymmetrical
Armory
BBase Switching
Bracer
Budget Limit
Budget Glitching
CCamping
Choke Point
Compatible Gametypes
Cover
DDrop Spawning
EEscape-able
FFloating
Flow
GGeomerging
Geometry
Guide
HIImmovable Objects
Indicators
Interlocking
JJump Ups
KLLine Of Sight
MMap Control
Map Escape (Forging Technique)
Movable Objects
NOObject Limit
Overloading
PPlace at Start
Point Of View
Points of Interest
Power Weapons
QRRespawn Rate
Runtime Minimum
Runtime Maximum
SSpawn Clusters/Hives
Spawn Placement
Switches
Symmetrical
TTear drop Merging
Theme
Traits
UVWXYZZ-Fighting
anchorAnchor- An anchor is an immovable object that is used to hold down a movable object and keep it still.
AestheticsAesthetics- Aesthetics are objects placed in maps solely for visual appeal. Maps with nice aesthetics simply look good, such as the use objects in unique ways that are appealing to the eye. However aesthetics should not be implemented in ways that hinder gameplay or that are too distracting.
asyAsymmetrical- When no two sides of a map are the same. An example of an Asymmetrical map would be Last Resort.
armryArmory- An armory is a location on a map filled with several weapons and pieces of equipment. For standard maps these are often bad for gameplay and are discouraged. However, in some games like infection or mini games, they are not seen as a negative addition to a map. None the less you should be careful when adding an armory and consider its purposes and how it will effect gameplay.
bsBase Switching- First off, base switching is never a good thing. It is when teams literally trade bases and start spawning in the other teams base instead of their own. This is only a problem in team games and the presence of base switching is an indicator of either a misplaced or non-existing team spawn area or the presence of team indicated spawn points at the wrong base. This is especially bad in objective games like capture the flag and assault.
BARBarriers- Also called invisible barriers, these are unseen walls that a player can not cross to prevent players from escaping the play area of a map.
bracerBracer- An object placed against another object to hold or brace an object while geomerging.
bgBudget Glitching-Budget Glitching is when a map has been glitched to eliminate the worry of reaching the budget limit. However the item limit is still in effect.
blBudget Limit (BL)- The budget refers to the cash allotted to a player to place objects within a map. All objects have different cash values and all maps have different amounts of cash. The cash is displayed in the bottom right corner of the screen while in forge mode.
COCall Out- A brief word used to refer to a part of a map to quickly communicate with teammates stating an enemy, teammate or objects location.
CANVCanvas- The base map that a forger starts building upon.
cmpCamping- A map that promotes camping is a map that has areas in which one can easily hide in an area and kill anyone that comes by that location. Maps that make this easy or seem to encourage this type of play style are usually looked down upon for it slows down gameplay and makes a match less fun.
cpChoke Point- A choke point is a part of the map where players will have a hard time progressing. It's where both teams will collide and could remain in conflict at that same place for some time. Choke points are not always bad and mostly cause problems in games like Capture the Flag, Assault and Territories. Choke points are usually fine in games like King of the Hill. Choke points can range in severity and some choke points work well in maps like Orbital. The only way to see how long it takes to pass through a choke point is to test the map and edit it when needed.
CBGClean Budget Glitched- When a map is budged glitched without leaving objects on the map. Two players are required to clean budget glitch, but one player can still use the map to avoid confusion.
CMClean Map- A map where all objects have been deleted.
CLIPClip- The quantity of ammunition in a weapon. The number of spare clips in a weapon can be adjusted to give the weapon more or less ammunition.
compCompatible Gametypes- Compatible gametypes are all the gametypes such as king of the hill, slayer, assault, etc. that can be played on a map. This means the map has all the required gametype objects placed in the map properly such as starting points, bomb plant points, territory markers, etc.
cvrCover- Cover refers to places where a player can go in order to avoid fire and recharge their shields. Cover is usually something simple such as a single wall, column or barricade that can provide someone with momentary safety from enemy fire.
DETRDeterrents- Anything that will discourage a player from traveling through an area or a part of the map. Lack of cover, fusion coils and longer travel times are all examples of deterrents that can be created in maps.
DVRPDivergent Paths- A route through a map that provides an alternate way to travel to a destination that will usually take longer to get to. However, it will typically provide more cover, a better vantage point, higher ground, or a power weapon.
dpDrop Spawning- Drop spawning is spawning a weapon in mid air and letting it drop to the ground. Since the weapon falls from it's spawned location, it will re spawn at the set respawn timer. If this method isn't used, the weapon spawn times will vary depending on when an item was picked up and it's spawn time can vary drastically throughout the game. Lets say a sniper is drop spawned with a respawn rate of 30 seconds. At 10:00, it will spawn, and at 9:30, it will respawn. It will continue respawning at that rate throughout the game. The only flaw with drop spawning is that the timer can still change. If the weapon is picked up in mid air, it could respawn at an incorrect time for the whole match. If the object is held for the remainder of the match, it might never respawn. While using drop spawned weapons, you should always increase their run time maximum to at least allow a second weapon of the same type to spawn. This means if you have one rocket launcher on your map, you should have a run time maximum of atleast two. If you have two sniper rifles on your map, you should set the run time maximum to at least four.
escEscapable- When a map is escapable, that means that a player can get out of a maps set play area through various methods. Escapability is never a good thing for a map and could greatly destroy gameplay. This comes into effect for games like Team Slayer, where players can escape forcing the players within the map to wait until the time runs out. Maps have several degrees of escapability and depending on the gametype the map is built for, players should never be able to jump, crouch jump, grenade jump or even walk out of a map. The next step up would be jumping off of another players head or fusion coil jumping which are some what tolerable but none the less ill advised. The next step up after those would be brute shot jumping out of a map which can be tolerable in objective games, not so much slayer games though. And finally butterfly jumping. This is usually acceptable due to the fact that it would require the assistance of an enemy player to accomplish and is fairly unheard of, unless it is in a team based game. Butterfly jumping can escape any map that is not totally sealed off unless it's walls go past the invisible ceiling, or unless there are no perfect 90 degree angles in the map.
floatFloating- Method of making objects spawn in mid air. They will stay in mid-air, assuming they are immovable objects. This can be achieved by various methods, such as stacking objects below the object you want to float, and then deleting the base objects below. Another method of floating an object is by holding an object in mid-air, saving, and ending the game. Then start the game again and the object will be floating in the location ware you saved it.
flowFlow- The flow of a map is how well players can move around from place to place. For a map to have good flow, travel must be fluid which means players should not have to go out of their way to get around a certain area. For example, say you wanted to build a tunnel to take players forward and to the left. A tunnel with bad flow would be jagged and require several turns close to 90 degrees. On the other hand, a tunnel that was curved and had no edges nor sharp turns would have good flow. Another thing that can slow a maps flow are simple things like jump ups. Jump ups are in no way bad but too many can slow the pace of a game dramatically. The use of ramps instead can speed up the pace of the game by allowing players to walk up to the next level instead of stopping and jumping.
GAURGuardians- A name given to the defenses that prevent players from going out of bounds by attacking them. For example, the turrets on Snowbound or the minefield on Sandtrap.
geoGeomerging- The act of merging an object into the original maps landscape. Any object merged into any part of a map that is not able to be deleted is considered Geomerging.
geometryGeometry- Refers to the actual shape, layout and inclines in a map. Hills, walls and ramps are examples of geometry. Geometry is a part of the actual map not a random object put into a map for aesthetic or line of sight purposes. For example the hill in the center of Valhalla is an example of geometry used to cut down lines of sight while the lights on Sandbox are only for aesthetic purposes.
GLGhost Ledge- Sometimes, even if an interlocked object can't be seen, a player can still stand on it. This is caused by the property of an object's edge that extends past the image of the object. This can allow for map escape, unwanted shortcuts, or unwanted camping.
guideGuide- An object placed against another object that is going to be interlocked. When you start a new round, the Guide helps you position the next object you are placing to keep the objects you are interlocking at the same angle.
imoImmovable Objects- Immovable Objects are objects that can in no way be moved or destroyed in any way during gameplay. These objects will also never reset during the game. Immovable objects that are in every map include sender, receiver, and two way nodes (teleporters) and weapon holders. There are other immovable objects in other maps such as walls, boxes, stairs, etc. However some boxes are movable in maps, so to test an object simply get a vehicle and drive into it.
indIndicators- Indicators are items placed on a map that serve to identify the location a player is looking at. These are especially important on symmetrical maps. Objects that emit light such as red and blue columns and light orbs are often used as indicators. Overshields, Active Camo's and Custom Power Ups can all serve as indicators but they must be unattainable by players. This includes floating them out of reach of players or interlocking the center of a power up into an immovable object which will be partially visible, yet players will be unable to pick them up.
INSTInstant Spawn- When an item is set to instant spawn it means the moment the object resets it will spawn again. This can be done by setting the objects runtime minimum to the number of the objects on map.
intInterlocking- Refers to two or more objects that are intersecting with each other. Forgers use this to create smoother maps, interesting designs and close gaps within their maps. It is a very important technique to master in order to become a good forger. To learn more check the interlocking tutorial.
INVInventory- Your inventory is a menu seen while a monitor in forge mode. It is a list of objects that you can place within a map listed with names, prices, and the amount left you may place on the map. You can access this menu by pressing “X” while in monitor mode.
juJump Ups- Jump Ups are parts of a map that a player can jump onto, then jump up to the next level. Jump ups are easy ways to provide additional quick routes to areas of higher ground in a map. However the act of jumping twice or more is sometimes seen as gameplay slowers. If a map has too many jump ups, gameplay will be slow and ramps may be needed to speed up gameplay. A few jump ups are usually fine in a map though.
losLine of Sight (LOS)- How far a player can see across a map. For example, the top of the sniper tower on The Pit has a long Line of Sight while the sword room has a short line of sight. When a person says a map needs to cut down on it's LOS, they mean that a map has too many long Lines of Sight and there should be more objects in the map obstructing those points of view.
MPMain Paths- The fastest rout through a map towards where a player would want to go. It is also the most dangerous rout through a map for it typically hosts high traffic and/or is the most open.
mcMap Control- Map control refers to a player (more often a team's) ability to keep hold of key areas on a map. Maps that promote Map Control are good because they encourage teamwork and communication to hold down the key areas of a map. For example, a map that promotes map control would be the Pit. It takes teamwork and communication to hold down the rocket hallway, sniper towers, sword room and invis hallway.
meMap Escape (Forging Technique)- Escaping the normal barriers of a map such as the floor can be extremely useful for many things. Mostly used for placing bracers outside of a map for more accurate geomerging allowing forgers to keep accurate angles without loosing the box. It can also be used to geomerge movable objects. Another use of map escape is placing items outside the map, such as man cannons. An example would be placing man cannons outside the tunnel linking the crypt and main levels to create a lift out of the crypt. This would normally be impossible due to the small room of the tunnel.
MAMaximum Allowed- The maximum number of one type of object that can be placed on a map. Once you hit this maximum number for an object you can no longer add more of the objects to the map. An example is that you can never have more than eight fire grenades placed on any map at any given time. To keep track of the number of objects you have placed on the map you can always check the objects on map from the objects edit menu.
moMovable Objects- Movable objects are objects that a can be moved or destroyed during gameplay via grenades, melee, or walking/driving into them. These objects can be moved out of place and will respawn back in their normal spawn positions after a period of time.
olObject Limit (OLN/OL)- The object limit refers to the maximum objects allowed on a map. Objects that were on the default map count separately towards the object limit. Therefore if you delete objects that were originally on the map you can never get those objects back and run a risk of hitting the object limit. Objects you place on a map are interchangeable and all objects have the same object value.
OOMObjects On Map- The number of a specific object that are placed on any map. This helps you keep track of the number of objects you have put down and using this information with Maximum Allowed of each item you can tell when you are about to run out of a specific item.
ovOverloading- Overloading is the process of altering a map by stressing the maps processes until it must remove or loose a feature of the map to maintain stability. Different maps have different results from overloading. For example, if The Pit is overloaded, the lifts by the sniper towers no longer work.
pstPlace at Start- This option allows you to control whether an object will appear on a map at the beginning of a game/round. If you set an object to not spawn at the start it will spawn at it's respawn rate.
PERMPermeable- when an object is permeable, it is able to go into another object or the landscape without geomorging or interlocking. These objects include doors from Foundry, Blackout and Orbital. Objects like shield doors are also permeable.
poiPoints of Interest- Points of Interest are spots or places on a map that a player would want to go to. This could be for a weapon or power-up located there or just for its strategic/well-covered position. Players are drawn to points of interest and a player should usually have a visible point of interest at the location where they spawn.
povPoint of View (POV)- In forging terms this refers to what a person sees when they spawn. For example, if a player spawns facing a wall, that is a bad point of view. If a player spawns looking in the direction he would want to go, that is a good point of view.
pwPower Weapons- Power weapons are weapons on a map that can dramatically turn the tide of game play. A power weapon can be any weapon depending on the map and gametype played on. However in standard gametypes power weapons usually include rocket launchers, sniper rifles, spartan lasers, beam rifles, fuel rod guns and flamethrowers. For example, a map that is built like a maze with lots of close quarters combat could make a shotgun, sword or brute hammer a power weapon, such as snowbound. A person with a shotgun in snowbound can single handedly block off an entire route for the enemy team while near a shield door. An example of how game settings can make any weapon a power weapon would be a game with damage set to instant kill and sword starts. Now think about it, a person with a magnum in this gametype could kill opponents from far distances easily before the enemy could do anything. The point is you must look at your map and gametype and judge what would be a power weapon and place your weapons accordingly. Depending on the size of your map, power weapons should be very seldom. Power weapons should also be placed in an area where one must walk a distance to use them. Snipers are usually placed on lower ground or at the bottom of sniper towers, not in places that are perfect sniping spots. Power weapons usually have longer respawn times of atleast 90 seconds. Power weapons sometimes also need to have limited ammunition, which you can do by lowering spare clips within the gun.
RNDRandomized- When a set of objects runtime minimums are edited and the objects are set to place at start no. When used correctly, this could spawn an object in random positions throughout each round. For immovable objects, this can only occur once per round.
rrRespawn Rate- This sets the amount of time it takes an object to respawn. Changing this allows you to make an object spawn more or less often.
rmaxRuntime Maximum- This sets the maximum limit of how many of a certain object are allowed on the map at one time. If you set the runtime maximum of an object to six, the object will continue to spawn at it's re spawn rate until there are six of the object on the map.
rminRuntime Minimum- This sets the minimal limit of how many of a certain object are allowed on the map at one time. For example, if you have one fusion coil on a map and set the run time minimum to one, the fusion coil will spawn the moment it is destroyed.
SQSave Quit- When you save and then immediately end the game. This will keep all the objects on the map in the exact position you have them as you quit. Even if the objects move as the game ends when you re-enter the map they will be as when you had saved changes. This is used for things such as drop spawning or floating.
scSpawn Clusters/Hives- Spawn Clusters are used primarily to prevent base swapping. They are areas away from a teams base where a team will spawn then either drop into or teleport to their base. Note that the enemy team should never be able to get near a spawn cluster or it will defeat its purpose.
spSpawn Placement-Refers to the locations and orientations of spawn points across a map. Good spawn placement is key to a successful map. Spawn placement also includes spawn areas and starting points. Team based maps should make use of team starting points as well as spawn areas, which should cover a teams entire base to prevent base switching.
SCStacked Canvas- A map with all original objects moved and placed in an organized manner to allow for high object limit forging.
SwitchesSwitches- Switches come in all shapes, sizes, and uses. There are 3 criteria that define a switch. These are Trigger, Mechanics, and Purpose. When you put these 3 together, you have your switch. A switch will be activated by a player, whether knowingly or not, in many ways through either a remote activation, contact activation, or interaction with an object. Switches can be used for various things such as traps, draw bridges, activated doors, etc. After the trigger is tripped, the Switch's mechanism will activate which will result in the finished product. The Purpose of a switch is what the switch is used for and accomplishes once activated.
sySymmetrical- A Symmetrical map has a line of symmetry running down the center and the map is a mirror reflection across this line. This means that one side of the map is identical or nearly identical to the other. An example of a Symmetrical map would be The Pit.
tdmTear Drop Merging- Tear drop merging is a type of geo merging entirely dependent on the placement of an object's teardrop in coordinance with the rotation of the object and its teardrop. This method of geo merging requires only the object you want to geomerge, but sometimes other objects may help. This method works on all the DLC maps, because those are the only maps that have large immovable objects.
TTTele Tapping- This is when a non host repetitively grabs and object and lets go using the “A” button causing it to geomerge with the environment.
thTheme- A theme is a setting or tone of a map. Themes can be as simplistic as spooky and dark or can be as complex as roman temple. Themes can vary but it's best for most maps to stick with a constant theme through a map. There are exceptions to this of course and if you want to use multiple themes make sure they transition smoothly nothing should seem out of place or awkward.
TRAFTraffic- A term for how often players travel through an area of a map and how many are typically in the area at a time. A high traffic area would be constantly traveled and constantly occupied by a player or players.
traitsTraits- Traits are the player settings in a gametype. Examples of traits are damage, shields, player speed, etc. Player traits can be altered in numerous ways for numerous reasons. There are traits for holding or being present at an objective, for spawning, for being in the lead, grabbing a custom power up, and even respawning. These traits can be used in infinite ways to create unique gameplay.
zfZ-Fighting- A term deemed by those at Bungie for the bizarre flashing of two or more surfaces fighting to be visible at the same place. This problem occurs when two or more objects that are interlocked have surfaces very close together. This results in both surfaces repeatedly appearing over the top of the other. The problem with this is that large z-fighting spots or multiple z-fighting spots over a map can be very distracting and make a map look sloppy. In reality the objects are actually placed too well and are too even with one another. Adjusting one of the objects ever so slightly is usually all that is required to remove the flashy z-fighting, but some z-fighting can be a bit tougher to remove. This will not appear until you save and quit so it is normally a good idea to check your map for z-fighting before posting because it may show up only after you have finished saving and ended the game.