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Halo EvolvedIntroducing! Halo: Evolved. Halo: Evolved is the future of Forge Hub. Under the new site, we will continue to improve our map database and feature maps regularly. Through the Halo: Evolved name, however, we will also be able to do more for the Halo community by expanding from a forge forum to a full blown Halo community. [ATTACH] [hr] Why is this switch being made? The goal of the new site is to continue as the premier forge site for the Halo series while expanding to become a haven for everyone in the Halo community. To reflect these ongoing and future changes, we've decided to change the name of the site to Halo: Evolved. By expanding the role of Forge Hub as a Halo community, we hope to bring more attention to quality forge maps and authors while helping to support the Halo series. [hr] How will this affect me? Halo: Evolved will retain almost all of the functionality of Forge Hub, while adding more. Forge maps of high quality will continue to be rigorously tested and featured, and improvements to the new Map Database will continue. In addition, we will be creating new and abbreviated forum rules for Halo: Evolved shortly and hope to have your input on them. [hr] What is in store for the future? Contests on Halo: Evolved We will be hosting forge contests on Halo: Evolved using a new system, under which we will be running multiple longer and staggered contests simultaneously. Using this new system, you'll always have a contest that interests you, and plus, you'll get more time to prepare, create and test your creations! Expect to hear about a contest or two in the very near future. Halo: Evolved Wiki We will launch a Halo: Evolved Wiki, to which in-depth, substantial articles on all sorts of Halo-related topics will be posted. Once the wiki is created, you will all have the ability to submit articles for consideration, and content of high quality will be added to the wiki and preserved. In addition, we will interview the authors of wiki material and post the interview (and the article, of course) to the front page so that the community can get to know you! Halo: Evolved Tournaments and Competitive Settings To bring the Halo: Evolved community together, we will be developing our own competitive settings featuring the best of Halo's maps and gametypes and using them in online Halo tournaments with significant prizes. We intend to use both disc maps and forged creations from Halo's best map authors. Version 1 of the Halo: Evolved settings and initial tournament dates will be announced soon, so keep an eye out. Please discuss what you'd like to see in our competitive settings and tournaments. [hr] We're excited about the future and hope you are too. -The Halo: Evolved Team
Forging with the Bullseye Map PackSince you are accessing a Halo-orientated website, I can say with almost complete confidence that you know about the recently released Champions Bundle that happens to include two new maps and a new game-type. There are some quite exciting prospects because of this new release, so today, I will be exploring these prospects. For the very small/non-existent group of you that have just learned of this new Halo 4 downloadable content check out this video that covers just about everything. [ATTACH] Pitfall When Pitfall was announced, I was pretty excited since it was my favourite map in Halo 3, but it obviously didn't get my forging juices flowing. Surprisingly, it turns out Pitfall has a decent little pallet going for it that has unique pieces not found on the four canvases. These pieces include a selection of crates, a couple of very clean walls and also the corner pieces found on the 'Training' area of the map. Pitfall also has a neat little trick up its sleeve. You know that huge outside area with the falling meteors? Well, you can actually break out of the map in Forge and even build a map there! It is pretty easy to do. Fly right up against the railings that look out onto the desert and face towards it. Spawn a receiver node and let go of it instantly Spawn a sender node in the map and go through it Quickly spawn another receiver node and delete the first one. (at this point you will be stuck in an elastic barrier) Fly into the ground to kill your self, fly through the sender node again and voiala! Your out of the map! The area is pretty substantial and has cool meteors and stuff. There are a couple of things that you should note before venturing into this area and starting a map. First, do not forge to close to the actual map, otherwise you will be caught by the elastic barrier and be pulled towards Pitfall. Secondly, beware of the ground. It is not solid so you cannot walk on it. Essentially, all maps forged in this area must be floating. Thirdly, the area available is limited. Make sure that the entirety of your map is inside the area to avoid players dying without cause on your map. [IMG] The meteor field This area and the unique objects, paired with a nifty modded variant (shhh, everyone is doing it these days!) means that we will hopefully see some legitimate maps built on Pitfall soon. We just need you guys to get stuck in! Hey, it might even convince some of you guys to pick up the map pack. Remember, the maps and game-type can be bought separately for just 5.00 USD. Vertigo Vertigo has forging possibilities too. A selection of very clean walls are available and there is a area out of the map that you can build in. It is smaller in comparison to Pitfall's area, but still has potential. The same rules I mentioned earlier apply when escaping the map, except it is just an invisible elastic barrier that you have to cross, instead of a solid wall. A modded variant is also available for Vertigo, allowing a lot more pieces to be used. Ricochet Damn, Ricochet is fun. All of the throwing, intercepting and those bloody announcements from Jeff Steitzer are incredibly satisfying. Pitfall seems to be the best map for it and it almost feels purpose built for the game-type with the base design. But, I know the forge community can do better with what is on offer because the customisation with Ricochet is pretty awesome. Certain Affinity have provided an extensive guide to the game type labels present along with a video to explain the basics. The particularly interesting portion of the customisation are the "Forgeball" settings. ---------- Multi-Team Ricochet also includes special Gametype Labels not found in the base Ricochet mode. You can use these objects to create ‘Forge Ball’, a totally separate version of Ricochet that lets you use objects as ForgeBalls, ForgeGoals or ForgeZones, and uses Spawn Sequence and User Data settings to create custom scoring and effects. ---------- [SPOILER] ForgeBall Setup Forge Ball adds new labels in Forge to allow you to make any object a Ball, Goal, or Zone. In order to get access to these labels, you will need to enter Forge with the Multi-Team Ricochet game mode selected. NOTE: Only Forge Balls can score in Forge Goals or Forge Zones. If you have a separate “normal” Ricochet mode set up on your map, it will appear in Multi-Team Ricochet (e.g. ForgeBall) games, but your ordinary Ricochet ball cannot score in Forge Goals or Zones, and your ForgeBall cannot score in Ricochet Endzones or Hoops. Forge Ball (rico_forgeball) Gametype Label: rico_forgeball – Serves as the “ball” and can be scored in ForgeGoals or ForgeZones Team Which team the ball belongs to. This doesn’t restrict who can use it, but it restricts who gains points for scoring with this object. Spawn sequence This is the time in seconds after a ball has scored before it can score again. For instance, if you drive into a goal with a Mongoose labeled as the ForgeBall, and its Spawn Sequence set to 3, you will score immediately. Then, 3 seconds later, you will score again (if you have remained in the goal). 3s later, you will score again, etc. Set this to 0 if you want to only score again if you exit the goal and then re-enter it. User data The User Data is the number of points to award to the Ball’s team upon scoring with this ball. The default, 0, means that no score will be awarded. Forge Goal (rico_forgegoal) Gametype Label: rico_forgegoal – Serves as the “goal” and awards points when a ForgeBall enters its boundary Team Which team the Goal belongs to. This doesn’t restrict who can score in it, but it determines who gains points for scores in this Goal. Example: If you put a ForgeBall in a goal set to team Defender, but you’re team Attacker, you will not gain points from the goal, but the Defenders will. Spawn Sequence This should be set to any number from 0 to 7. This number is called a ‘bitmask’, and that means that numbers are added together to allow multiple things to happen at once when someone scores. 0 will do nothing. 1 will delete the ball after it scores in this goal. 2 will delete this goal after a ball scores in it. 4 will play the scoring explosion effect when a ball scores in this goal. You can combine these numbers to get combination effects. For instance, setting Spawn Sequence to 6 is the same as setting it 4 and also 2, meaning that the goal would be deleted when a player scores, and an explosion would also play. Setting it to 7 would do all three things – delete the ball, delete the goal, play an explosion. Setting it to just 4 would just play the explosion. User data The User Data contains the number of points to award to the Goal’s team upon scoring in this Goal. The default, 0, means that no score will be awarded. Forge Zone (rico_forgezone) Forge Zones are special types of Goal that enable and disable in according to Spawn Sequence and disappear after scoring in them. Gametype Label: rico_forgezone – When a Forgeball enters the goal, points are awarded and the next ForgeZone in the sequence is activated Team Which team the Zone belongs to. This determines who can score in the zone, and also whether the nav marker is visible to a team. However, all zones themselves are visible. Any ball can score in Neutral zones. Balls of the right team can score in team zones, and so can neutral balls. Spawn Sequence The order in which this Forge Zone will appear with the other Forge Zones for this team, starting at 1. Once you score in the 1 zone, the 2 zone will appear and the 1 zone will hide. When you score in that, the 3 zone will appear and the 2 zone will hide, etc. Once you get to the end of the set of zones, they will loop around and 1 will show again. User data The User Data contains the number of points to award to the Zone’s team upon scoring in this Zone. The default, 0, means that no score will be awarded. Note that the points are awarded to the team of the zone. [/SPOILER] So, in a nutshell, any item found in forge can serve as a ball or goal. Building blocks, weapons, grenades, armour abilities, teleporters and more are included! Nutduster has taken advantage of the Forgeball mechanics with Castle Seige using the rico_forgezone label to create a mini-game where you can destroy the wall of a castle. Fusion coils are set as balls and the building blocks of the castle wall are set as forge zones, causing the blocks to delete once the fusion coil hits them! You can even breach the castle and steal their jewels for more points! It sounds incredible and I cannot wait to play it. Be sure to check out the Ricochet Discussion Thread too. It is definitely the place to ask any questions regarding the game type, with a wealth of information already discussed. Recap of links Modded Pitfall download link Modded Vertigo download link Ricochet game-type labels guide Ricochet basics video Castle Seige Ricochet Discussion Thread Happy forging!
Halo 4 Ricochet Forge Contest[ATTACH] 343 Has announced the details of a new forge contest. This time around, the focus is on the newly release gametype Ricochet. Submission Criteria and Guidelines Submission time period will extend from September 16, 2013 until 12:00 PM PT, October 8, 2013. Requirements - All maps submitted must be from either the Ravine, Impact, or Forge Island canvas. - Maps must be tagged as "CONTESTRICOCHET". - Small to Medium map size (playable for 4v4). - Maps must be submitted via the following forum thread: Halo 4 Ricochet Forge Contest - Map Submissions Thread Here's some advice from 343 on creating a fun Ricochet map:[Spoiler] A "fun space" to throw the ball in (not overly difficult to pass the ball to a teammate or throw the ball into the goal; the object is to find the sweet spot of a fun skill shot, without going too far by making it overly difficult to score) A space that ensures that it is not overly difficult to transition from offense to defense A "fun space" to score upon A "fun space" to defend against Although not necessarily a straight line, it is a best practice to have three good paths that a player can use to travel from goal-to-goal The defense needs to feel "empowered" to stop the offense at their goal Recommend having three good ball spawns to reduce spawn camping [/Spoiler]Prizes [Spoiler] GRAND PRIZE Autographed Champions Bundle poster (signed by CA) Autographed Halo 4 Concept art (signed by CA) Certain Affinity T-shirt Autographed Halo 4 Game of the Year Edition (signed by 343) Halo 4 T-shirt Rooster Teeth DVD Rooster Teeth T-Shirt Rooster Teeth poster 2ND PRIZE Autographed Halo 4 Concept art (signed by CA) Certain Affinity T-Shirt Autographed Halo 4 Game of the Year Edition (signed by 343) Halo 4 T-shirt Rooster Teeth poster 3RD PRIZE Certain Affinity T-Shirt Autographed Halo 4 Game of the Year Edition (signed by 343) Rooster Teeth poster [/Spoiler] You can read all the nitty gritty details here: Halo 4 Ricochet Forge Contest For general Ricochet discussion, check out this thread: Ricochet Thread
The final article in the Next Level Forging series on the fundamentals of forge has been released.
It discusses how to bring together all of the aspects that have already been covered to create a good end product.
Check it out: Next Level Forging - The Total Package | Halo Evolved
This coming Monday is 343 day. In celebration, the following things will take place on that day:
- Live stream on Twitch with Kiki Wolfkill, Kevin Grace, Brian Reed and more, as well as gameplay from 343 employees and community members.
- Commando Helmet giveaway for anyone who completes at least one match in War Games or Spartan Ops Matchmaking....
In a genre that often focuses on science fiction and fantasy, this aesthetic masterpiece by Astiir is an attempt to bring the average, the normal, the mundane to life. It does so brilliantly in the form of a modern day 2-bedroom apartment.
We begin in the Living Room, whose centerpiece is a television which...
This weeks bulletin focuses almost exclusively on next Mondays matchmaking update. Here's a taste of what's coming:
- Armor color changed to orange
- Grifball and Grifball Pro will occupy the first two voting slots. Both variants have been updated to match the settings of GrifballHub’s recreational Grifball league.
- Maps have been updated
- Will be available from November 25th through December 9th.
- The playlist will...
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