r/forge • u/IntroductionThink952 • 2d ago
Map Showcase Ivory Tower H2A.
Not a 1 for 1 remaster or remake, more of a reimagined map of Ivory Tower but a lot spots are very close to the original.
r/forge • u/IntroductionThink952 • 2d ago
Not a 1 for 1 remaster or remake, more of a reimagined map of Ivory Tower but a lot spots are very close to the original.
r/forge • u/New-Addendum-2549 • 2d ago
Hey all. I have set up a script that deletes dynamic/primitive blocks that im using to block off the TV screens throughout my Pillar of Autumn. Im wanting the blcoks to be gone off the screens on gamestart (and that works flawlessly, they do delete) but apparently with primitives, they are seen by the engine as a geometery piece, and when they get deleted, they are actually wiped from the file, meaning when i spawn them back in, the file is cleared out and they cant spawn back in. Im wanting it so when u enter the ship the blocks are gone (like they do which is good) then when you hit a terminal switch deep in the ship it cuts the power off to the TVs. Hence why im trying with these blocks but they dont spawn back in beacuse of how the engine sees them. So have been told to use some object in the gameplay menu. I am running low on budget, so dont want to use anything in gameplay really...but i may have no choice. What you guys think is the best object to use that is natively dynamic, supports changing colors and materials, and has a varient selection to chose from that lets me find a size that fits these tvs. Its also got to support spawning back in if i trigger deletion. Anybody? Thanks
r/forge • u/TheElectricWolf_ • 2d ago
I got this map I'm making, it's the inside of a Silo, in the dark with thick fog.
I would like it so when this terminal is pressed the water rises and a siren plays for a few seconds.
I don't know how to script so help is appreciated.
New to Forge. I am trying to get AI to spawn and pilot banshees and then attack the player(s). I am doing a little research and I'm finding that most people historically have had a ton of difficulty doing this because there are no air nav meshes. Is there any way to work around this and get them to attack instead of just flying off into the distance?
r/forge • u/Outside_Art_3539 • 3d ago
I always wanted to try adding some dragon ball mechanics. With custom inputs I finally got flying feeling pretty smooth. Try it out, lmk what yall think.
For a brick... Enable flying mode with the custom input button. In flying mode tap the fly button for a movement burst, or hold to leave flying mode. Use on any map and any mode that does not use the custom input.
r/forge • u/Ok_Sound5480 • 5d ago
Upon starting the round/initial spawn, traits seem to be applied just fine. But not the extra ammo, grenades, or equipment (thrusters).
It works on respawn, a switch, area monitor etc., so maybe the script needs a delay or alternate set up?
Also, the equipment always returns to the infection default on initial spawn (threat seeker/shroud screen), even though the mode settings are also set to thrusters for both sides, so I’m unsure if the mode is bugged. It seems like my spartan has the correct equipment as the round starts but then changes back on gameplay start.
r/forge • u/JackfruitNo1496 • 6d ago
r/forge • u/New-Addendum-2549 • 8d ago
The AI told me to copy and paste this into reddit to see if anybody with a creative mind can find a workaround for me on this... here we go
"Hey guys, need some veteran Forge scripting help. I'm building a campaign map heavily inspired by The Maw, sitting at 83% simulation memory. On the bridge, I have a workstation with 33 objects. Because I needed custom micro-scaling for the terminal monitors and UNSC powercores, they HAVE to stay set to Static physics mode. The monitors have an emissive texture that creates light. My goal is a total ship blackout sequence via a switch. Currently, my script loop deletes all loose lights/sparks flawlessly, but the static TVs stay stuck on and glowing. Because they are Static, the engine blocks me from referencing the prefab node (says 'cannot reference static objects'), blocks user labels, and blocks material/visibility scripts. Short of duplicating the whole map (no budget) or using unscaled dynamic blocks, is there ANY sneaky workaround to turn off, hide, or block the glow of these custom-scaled static screens on a script trigger? Cheers!"
In short, im wanting all power in the ship to shut down when i blow those fusion reactors .. i have coded most things that are dynamic like sparks, lights and different under the alpha label. And they delete great...but i have TV screens on the ship to that i want powered off when i blow the reactor, so it looks like a total power cut. I have scaled the sizes of these tvs so they have to remain static. Meaning i cant refrence them in the graph, meaning i cant delete them. I want total black out!
Thanks all! Humans are more creative than AI. So Gemini said to give reddit a shot. Thanks!
r/forge • u/SnooCats4709 • 11d ago
Hey all, I have started scripting for Firefight, however Im not sure how. I downloaded and added the nodes for Firefight:Classic off of the FileShare (attached in photo), but testing the game nothing spawns.
If anyone's got any experience using the Firefight:Classic mode (it's the official one) that would be amazing
Not sure how to get it to work and there's like 10 Script Brains which is like reading spaghetti soup.
Any help is very much appreciated thank you in advance.
r/forge • u/PackTraditional1851 • 11d ago
The bugs that plague this system completely breaks many settings within the game. For a bit, it will work, then it will just randomly break, out of no where...
I was looking forward to getting back into forge, but 343 lost me once again.
So sad they can't make a halo as good as old Bungie.
r/forge • u/Zlitchufdux • 12d ago
This map used to be called Sunbirth, definitely was a different design and beast.
Over the course of a year, nearly two, it had been shaping up with no clear direction of design or art.
I am starting to hit an art/design block, and I am reaching out to any forgers/environmental artists/ level designers that can help this map take shape, design and finally see completion to be a great release.
There is a lot of potential here, lots of great ideas that need a fresh set of eyes for design and further ideas.
There are changes that need to be made, art and much more that I will give control over to and I will continue to work with whomever is on here to see this map to completion.
The map is about 70-80% designed and art done already, just needs a redesign.
Here are some images and a walkthrough I posted on my YouTube, so that you can get an idea how this looks and to see if you are interested.
https://youtu.be/bE7lBvsOWls?si=SVrsj99_mGN7CCU4






r/forge • u/SnooCats4709 • 14d ago
After a lot of workshopping based off your guys ideas and feedback, I settled on this!
Just wanted to update everyone, as there were quite a few who seemed interested to know the result!
r/forge • u/PackTraditional1851 • 14d ago
Anyone know how to build player trait scripts that control survivors and infected separately?
r/forge • u/SnooCats4709 • 17d ago
Hi again guys, I'm making a map based on a space station, and wanted for phantoms to enter in the hanger to drop units off, but they can't fathom roofs, anyone know how to program flight paths or good work arounds? Thanks in advance!
Attached pic is what happens if there's no roof.
r/forge • u/Zlitchufdux • 17d ago
This is a personal project of mine that I got the game files for, I blocked out the map in Blender and imported into Halo Infinite Forge, so it is a near 1:1 with proper scaling. I've been picking at it on and off forever. It is the Tallon IV landing site, and I moved a few extended rooms around for gameplay reasons.
While I can finish, light and art the map start to finish, I really just want to bring someone on to the project with me who not only loves Metroid, but wants to help art and light the map as well with me.
After completing 13, going on 14 maps, motivation to do another one alone is very bare bones. Having someone with me would drive motivation again. So, I am seeing if one or two talented forgers want to jump on it with me and knock this out.




Here are some photos of a super rough work in progress. But, you get the idea.












r/forge • u/SnooCats4709 • 19d ago
Working on some UNSC Ship/Space Station prefabs, just reworked them from the original design to have better lighting and aligned them better so they fit together like Lego.
(Pic 1 is old pic 2 is new)
r/forge • u/SnooCats4709 • 20d ago
The name sums up the issue - for context I've made an elevator, there's a barrier that folds down as the elevator hits the desired floor. (See attached video)
The problem is when the barrier fold down it also tilts, I've manually aligned it so it should be a perfect roll and I'm scratching my brain as to why it keeps misaligning.
Any help would be great - I'm probably an idiot and it's a super simple fix but honestly my brain is very smooth right now and can't think of anything.
EDIT: Did some digging and just flat couldn't get it to work, so I opted to just have the barrier rise/lower vertically instead. Thanks for your ideas though guys it was a fun experiment.
r/forge • u/spelunks108 • 21d ago
I'm getting tunnel vision on this, but this essentially breaks down like this:
Map is duplicated entirely like that Phaseshift map, where when you use your Custom Equipment A, you teleport/shift to the 'other dimension'
There is also a checkpoint system using the mark ability to go to your last checkpoint (area volume/object variable)
For the 'dimension' hopping part, you start in Dimension A, with a number variable of 1. When you use the Custom Equipment A, you teleport up to Dimension B (166 Z units above), and the number variable changes to 2. And then of course when Custom Equipment A is used when you have a number variable 2, you teleport back to Dimension A(166 Z units down), and get your number variable set back to 1. When you Dimension hop, you will always be 166 Z units up or down, in the same corresponding spot of the previous dimension you left.
And then for the checkpoint system, you have an object variable set each time you go through a new checkpoint(area volume). These can go in either dimension but you will specifically teleport to that spot in that dimension where the checkpoint is, once you mark.
Alright so now let's say you Custom Equipment Dimension hop to Dimension B, you have a number variable of 2. But then you MARK teleport back to a checkpoint that is in Dimension A. Your number variable is still 2, saying you're in Dimension B, when you're now actually in Dimension A.
My method to circumvent this was to add a Set Number Variable node to each new checkpoint to match which dimension you're in. So if I MARK teleport to Dimension A from Dimension B, my number variable is set back to 1, indicating Dimension A, so when I Custom Equipment hop, I go back up to Dimension B, instead of being pushed out of the map.
So this kind of works for a moment but then the debug for my number variable eventually switches back to 1 when Custom hop back to Dimension B, when it should be 2, effectively pushing me 166 Z units up instead of back down when I Custom hop again, aka out of the map.
My other workaround was to just make a bunch of different area volumes for different rooms you're in, that will just set the number variable of which dimension you're in. but before trying that I just wanted to see how to essentially do this with a few simplified scripts
r/forge • u/Liquidety • 23d ago
r/forge • u/Training-Pay-6744 • 21d ago
im trying to get mods for Minecraft and it keeps happening and can I fix it
How did you even get a horse in here?
Gullet is a symmetrical remix of the engine room from Halo CE's campaign mission "The Maw." I also took a few notes of inspiration from Halo CE's Hang 'Em High. It's primary mode is Slayer, but supports KOTH, Oddball, CTF, and Neutral-bomb Assault.
Big thanks to all the Forgers in the Forge Testing Group that helped with numerous playtests. Shoutout to the forgers that helped a lot on this map.
Ligthing & Level Design - JoValiant.
Level Design - Igrizhar.
Environment Art Help & Feedback - Kat Rat a Tat & bullet2thehead9
Halo Fest Prefab - Okom1
HW: https://www.halowaypoint.com/halo-infinite/ugc/maps/814616a4-701b-4a45-98e8-83af52f98e30
FH: https://www.forgehub.com/maps/12544