Halo 3 How-to: Advanced Forge Editing
Special Objects
At some point, players stop making piles of fusion
coils, and get serious about setting up their maps. It
is usually around this time that they realize that you
can’t turn Guardian into an awesome CTF map just by
changing where the weapons spawn.
Fortunately, more control is provided. A multiplayer
map in Halo 3 is configured almost entirely using
objects, and the overwhelming majority of these objects
are editable in the Forge.
Goal Objects
Gametypes, like Oddball or CTF, have a couple of special
objects which only show up in those gametypes. These are
things like flag spawns, or hill markers. These are
called Goal objects.
When you load a map in the Forge, Goal objects do not
show up immediately. You may have noticed that the
object creation palette for Goals is empty at first.
This is because, by default, the Forge only shows
objects which show up in ALL gametypes.
To show objects specific to a particular gametype, you
can switch Forge over to that gametype. To do this:
- Switch into Editor Mode.
- Press Start to bring up the Forge menu.
- Choose “Change Game Type”, and select the gametype you
wish to edit.
The round will end, and when the next round starts,
objects specific to the gametype you selected will be
present on the map, and in the Goal object palette.
Halo 3 needs certain objects to be on each map in order
to function properly. If you accidentally delete such an
object, and forget to replace it, it will be
automatically restored when you save the map. So relax,
you won’t break your map if you do something wrong, but
you might see a goal object return after you thought you
had deleted it.
Common Goal Object Properties
Goal objects have two common properties that are usually
not found in normal objects, like weapons or vehicles.
As with normal object properties, you edit these by
placing your crosshair on the goal object, and pressing
X.
- Team: This is the team which owns this goal object.
This is critical for some gametypes, like CTF, where you
need to place a flag stand for each team.
- Shape, Radius, Top, Bottom, et cetera: Some goal
objects have an area, like a hill in King of the Hill.
These properties control the shape and size of this
area.
- Spawn Order: This property is used to control the
order in which certain goals are used. For example, in
VIP Escort, the goal point with the lowest Spawn Order
value is the first destination, followed by the point
with the next lowest value, and so on.
Assault
Assault has two types of special goal objects:
- Bomb Spawn Points, which are where a team’s bomb will
spawn. Each team must have at least one. Also, one must
be placed for the Neutral team, for Neutral Bomb Assault
variants.
- Bomb Plant Points, which are the points a team must
defend from enemy bombers. Each team must have at least
one. You can place more than one per team too, making
their job more difficult as they will have more points
to defend.
CTF
Capture the Flag has two special types of goal
objects, similar to Assault:
- Flag Spawn Points, which are where a team’s flag will
spawn, which they must defend. Each team must have at
least one.
- Flag Return Points, which are the points a team must
return the flag to after they have stolen it from an
enemy team. Each team must have at least one.
Juggernaut
Juggernaut only has one special goal object:
- Go To Points, which are points that a VIP must reach
to score points in some VIP game variants. There must be
at least one of these on the map. The Spawn Order
property determines the order in which these points will
be used, from lowest to highest.
King of the Hill
King of the Hill has only one special goal object:
- Hill Marker, which is the center of a hill, and around
which is the boundary of the hill. There must be at
least one of these on the map. The Shape and size
properties define the boundary of the hill, and the
Spawn Order property is used to determine the order in
which the hills move (when the game variant is set to
Sequential movement.)
Oddball
Oddball has only one special goal object:
- Ball Spawn Point, which is where the Oddball will
spawn. There must be at least one of these on the map.
Territories
Territories has only one special goal object:
- Territory Marker, which is the center of a territory,
and around which is the boundary of the territory. There
must be at least one of these on the map. The Shape and
size properties define the boundary of the territory.
The Spawn Order is used to determine the numbering of
territories, with the lowest one being labeled
“Territory 1”, and so on.
Note that you can place more than 8 territory markers
on a map, but only 8 will be used at a time. The extras
are there in case you want to set a map up with
different symmetric and asymmetric layouts (for example,
like Valhalla.)
VIP
Like Juggernaut, VIP only has one special goal
object:
- Go To Points, which are points that a Juggernaut must
reach to score points in some Juggernaut game variants.
There must be at least one of these on the map. The
Spawn Order property determines the order in which these
points will be used, from lowest to highest.
Spawn Points
When you load the Forge, you may notice glowing blue
disks littered around the map, objects you don’t see
when playing a Custom Game.
These are Spawn Points, and are the spots where players
spawn.
Spawn Points of all stripes are found in the Spawners
palette, and can be placed free of charge. Just mind
your Inventory.
Respawn Points
By far the most common type of spawn point is a humble
Respawn Point. These are the blue disks you see littered
about.
The disk has an obvious forward facing, and when a
player spawns, he will be facing in this direction. It
is considered good form to not point a player at a wall
when he spawns.
When Halo 3 needs to spawn a player, it takes into
account a lot of invisible things, and chooses one of
these points. You want to have a lot of these points. If
you don’t, then there are limited choices for respawning,
and you could end up spawning on top of a live grenade,
or in the path of an onrushing Warthog.
Finally, respawn points have a Team property, which
defaults to Neutral. You can restrict respawn points to
a specific team by changing this, but you Should Not Do
this—there is a Better Way, and that’s with Respawn
Zones. More about those later.
Initial Spawn Points
Initial Spawn Points are special. They are game specific
(like Goal objects), so you need to switch to the
desired gametype to edit them. They appear similar to
respawn points, but they have bright blue plasma rings
above them. You’ll know it when you see it.
What makes them special is that they can only be used on
the first spawn in a round. On top of that, a player is
guaranteed to spawn there, unless it is blocked (for
example, by another player.)
Like respawn points, initial spawn points have a Team
property. Unlike respawn points, you should always set
this to the appropriate team.
When Bungie’s designers set up a map, we place one
initial spawn point per team, and place several ordinary
respawn points nearby. That way, when a round starts,
one player from each team starts off at these points.
And then, because of the way Halo 3 prefers to spawn
players near their teammates, the rest of their team
automatically prefers to spawn at the nearby respawn
points.
Respawn Zones
When Halo 3 tries to spawn (or respawn) a player, it
takes a lot of things into account, like where teammates
or enemies are standing, if there are dangerous things
nearby, and so on. We call these influences.
When it is done doing so, it then chooses a respawn
point for the player, based on these influences. There’s
a little tiny bit of randomness, but that only really
comes into play when all points are otherwise equal.
Now, when Halo 3 does this, it looks at ALL respawn
points on the map. But in setting up your map, maybe you
don’t want Attackers spawning in the Defender’s base. Or
you want one team to only spawn on one side of the map.
To do that, you want to restrict the search to only
certain respawn points. And to do that, you use Respawn
Zones.
Normal Respawn Zones
A Respawn Zone is an object which belongs to a team, and
defines an area. All respawn points inside that area are
strongly preferred when Halo 3 needs to spawn a member
of that team. Very, extremely strongly preferred, so
much so that a player will virtually never spawn outside
of his team’s respawn zone (unless there is literally no
choice.)
Respawn zones are gametype specific objects, like goal
objects, so you need to switch to the desired gametype
to edit them. They look similar to King of the Hill
markers, a small object stuck into the ground, with a
blue plasma field which defines their boundary.
These zones have a Team property, which controls which
team uses this respawn zone. You should always set this
to the appropriate team.
When Bungie’s designers set up a map, we often place a
single large respawn zone for each team, making sure
that it encloses many respawn points. Note that a
respawn zone never prohibits an enemy player from
spawning inside of it—they only affect the team they
belong to. But if that enemy player has his own respawn
zone on the other side of the map, you can be sure he
won’t spawn in yours.
Make absolutely sure your respawn zone covers at least a
couple of respawn points! If you don’t, respawning will
be very predictable and unsafe. And if your respawn
zones contain no respawn points at all, then they will
have no effect whatsoever.
Respawn Zones are powerful tools. Use them wisely.
CTF Respawn Zones
Capture the Flag has two special types of respawn zone,
in addition to the normal one.
- Respawn, Flag Home: This is a respawn zone which is
only active when your team’s flag is safely on its
stand. As soon as an enemy player grabs your flag, even
if he’s killed a second later, this respawn zone shuts
off until the flag is reset.
- Respawn, Flag Away: This is the opposite, a respawn
zone which is only active when your team’s flag is not
on its stand.
When Bungie’s designers set up a map, we might prefer to
have a team spawn near their flag when it is at home,
but spawn somewhere else if the flag is stolen, so that
the thieves don’t have defenders respawning all around
them. Last Resort is a good example of this.
Territories Respawn Zones
Territories is a special case worth noting. The
territories themselves have a built in respawn zone
which belongs to the team that currently controls the
territory. It is invisible, and about 10 meters in
radius.
So if there are respawn points nearby, you can in fact
spawn at a territory you control, even if your team’s
respawn zone is on the other side of the map.
Teleporters
Teleporters are great. You can use them to bypass walls,
cover great distances quickly, and teleport your friends
into the minefield on Sandtrap.
Teleporters are objects, and can be found in the
object creation palette. There are three types of
teleporter objects:
- Sender Node: This is the entry point to a
teleportation link. You can only enter via this point,
never return.
- Receiver Node: This is the exit point to a
teleportation link. You can only exit via this point,
never enter.
- Two-Way Node: This node can function both as a
sender and as a receiver.
Each type of node has a clear forward facing. The facing
is ignored for sender nodes, but used to determine the
facing of the player when he arrives at a receiver node.
It is considered poor form to point your receivers at
walls.
When you first place a teleporter node, you may notice
that it is dark and lifeless. That is because there is
no other node for it to link up to. For a node to
activate, there must be a valid sender and receiver
(either of which could be a two-way node.) Once you
place the missing node, they will automatically link up
and flare to life.
If you want to have more than one separate teleporter
link on your map, you will want them to be on different
channels. Channel is a property of teleporter objects,
and you can change it by placing your crosshair on the
teleporter object, and pressing X. Teleporter nodes on
different channels don’t link up, and in this way you
can keep your links separate.
You might be wondering what happens when there’s more
than one valid receiver on the same channel. Simple:
your destination will be randomly selected from the
valid locations, and your evil twin will appear at the
other one.
Oh, wait, we cut the evil twin thing. Something about
the goatee shader. Never mind.
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