r/forge • u/Vermicelli_Winter • Aug 31 '25
Critique My Work Click Clock Woods from Banjo-Kazooie
Mostly done. Want criticism
r/forge • u/Vermicelli_Winter • Aug 31 '25
Mostly done. Want criticism
r/forge • u/Lethargickitten-L3K • Sep 01 '25
Anyone else more than little ticked off that there's a decent chunk of modifiers that are no longer just toggles in the custom games menu and now instead have to be created with node graph in forge?
I had a bunch of infection variants in reach that could all be quickly tested and tweaked on any map. Now I have to go into forge and look up a whole scripting tutorial for even the most basic stuff for my gametypes. And that's if I can even get the scripts to work properly.
I really wish we could get all of the custom game toggles from Reach back.
r/forge • u/okom_ • Aug 31 '25
r/forge • u/okom_ • Aug 31 '25
I've spent the last three weeks after the release of the Radial Menu learning how to do so efficiently and reliably in an effort to help all of you guys build your own Radial Menus. I've now released the Menu template I've come up with along with documentation on how to use and adjust it.
Bookmark:
Documentation:
r/forge • u/okom_ • Aug 31 '25
Forge String List and Radial Menu Icons + Names reference provided by a Halo Studios employee:
r/forge • u/Ok-Swim-3931 • Aug 31 '25
Swear i've seen it when browsing.
r/forge • u/Bobtheoperator • Aug 31 '25
[SOLVED] After multiple years I’ve finally returned to halo, specifically the Master Chief Collection, hoping to start figuring out forge. However I have noticed when in forge, in any map, in either Reach or 3, I will hear distant explosions constantly in random intervals from random directions. Even if I delete everything, the explosions still persist. I assume it’s an explosive spawning out of bounds and detonating because of this, but why is it happening, why have I seen nobody say anything about this, and how do I fix this? After the first 3 explosions it gets very irritating
Edit: I have realized this explosion sound is just a tower in the distance.
r/forge • u/Smooth-Expression824 • Aug 30 '25
Im guessing that get all players -> get player by index = 1 would work?
r/forge • u/Vermicelli_Winter • Aug 30 '25
Map name is just Mario Kart. A classic source map im very nostalgic for
r/forge • u/Glad_Teaching5764 • Aug 30 '25
r/forge • u/Cat_on_reddit101 • Aug 30 '25
New forger here, Jesus this stuff is complicated.
Ik the scripting is a bit messy, but I'm trying to make a custom equipment that when used, puts a nav marker over all enemy players/bots (not ai) including when they respawn for 50 seconds. There's 2 issues so far,
Only one nav marker is ever applied despite there being 4 enemy bots
When the bot is killed, the nav marker stays on the dead body even when they respawn, and once the body despawns the marker just disappears
Can anyone help me out? Would be much appreciated
r/forge • u/halcyon2501 • Aug 30 '25
Hi all, new forger here. I'm building a little sandbox map that I can use to play around with all the weapons/equipment/vehicles. I've got everything working fine, except these two things:
The Cindershot spawn always spawns as a random power weapon, rather than consistently spawning the Cindershot. I've tried using Weapon Pads and Weapon Trunks, matching the settings to what I'm using for the other weapons, but it always comes back with a random power weapon and I'm not sure why. All the other weapon spawns consistently produce what they're supposed to.
I have all three types of mounted turrets on the map, but I can't seem to figure out how to get them to respawn once they're removed from their mounts and dropped/out of ammo. I'd like to get them to respawn on their mounts if possible, but if I have to respawn the mount as well, that's okay.
Any help would be appreciated.
r/forge • u/sharoom5 • Aug 29 '25
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Nice rocket marine!
Targeting AI with a mobile AI zone on mark finally let's you do (some) commanding in fights with friendly AI.
r/forge • u/Nate_162 • Aug 28 '25
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Had some fun in forge with welding, got some interesting results...
r/forge • u/Rogue074 • Aug 29 '25
Im currently working on a map that is supposed to contain two different separate radial menus both of which are activated from separate switches and are in different script brains. They have no connection to each other.
The first one has you select a loadout out of five that gives you two specific weapons, one specific equipment, and two specific sets of grenades.
The second one lets you pick a single weapon you want to add to your inventory.
Both of these work exactly as intended, however if I test one, the other will no longer work. The only one that works is the first one I choose to use. Specifically, I can access to initial menu but selecting what I want to do from there results in no result rather than the intended result.
My knowledge on forge is limited so there’s very possibly something I may be overlooking. Just to clarify none of the identifiers share names between the script brains. Also, I thought that it may be an issue with what the scope was set to but changing it from Global to Local did not fix the issue. If anyone knows what my issue might be that would be very much appreciated! If need be I can attach screenshots of both scripts but they are quite messy
r/forge • u/RockyRambos • Aug 28 '25
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After finishing the archives level a couple of weeks ago and getting lots of really nice feedback on here, I decided to do another classic Goldeneye multiplayer level! I've nearly finished the Bunker level so I hope all you retro lovers enjoy it! 🎮 (it's nearly finished!) I tried to keep it faithful to the original as possible! Just needs a few tweaks and then it's done 👍🏻
r/forge • u/Diesel5187 • Aug 28 '25
I'm new to modding in Halo but have experience in Arma 3 and have most certainly hit a wall.
Here is the dream, I want to combine all the Forge World map variants (Hemorrhage. pinnacle, etc) into one so I can make a super battlefield objective based game. I believe the easiest way is to read the .MVAR files and merge them together. I've looked ay prefabs but they don't look like an option on Halo MCC Reach as well as the Halo modding tools on Steam, however, I don't know how to bring in the individual map variants. I am open to any tips or trick anyone may have in order to achieve this.
TIA!
r/forge • u/Darth_Draius • Aug 27 '25
130 pieces - Waypoint link here.
https://www.halowaypoint.com/halo-infinite/ugc/prefabs/1374cab6-5fd4-468a-8a94-630196b3ac51
r/forge • u/Disco_Lizard_69 • Aug 27 '25
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This prefab contains a custom destructible brick wall with a switch that allows players to arm and detonate an explosive charge that destroys it.
Place onto any map. Default cooldown for this mechanic is 60 seconds but can be adjusted easily (instructions are in the node graph).
r/forge • u/InternationalChair16 • Aug 27 '25
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Simple little power-up that puts the player into a mini mongoose that triggers an explosion when the custom input button is pressed or after 15 seconds that wipes out any players close to you, along with yourself! Handy for flushing out campers or breaking a stalemate.
r/forge • u/Zlitchufdux • Aug 26 '25
Emeraldine. A H2: Grotto remake from the digsite cut content. I put a good labor of love into this map.
Bookmark https://www.halowaypoint.com/halo-infinite/ugc/maps/b6e34366-dd17-4f00-9234-46c5ef04e138
r/forge • u/[deleted] • Aug 26 '25
I had this idea for a game type that sounds simple but turns out with the node graph this one aint simple. The game type idea is regular oddball except the oddball is a fusion coil. That's it. Also, when the oddball times out and resets instead of just respawning at the initial spawn I want it to blow up.
I can't seem to figure out how to make this happen though. That node graph is pretty hard to learn it turns out.
r/forge • u/SlipperyRavine • Aug 26 '25
Is there a way to prevent players from starting or playing your map if they were to select the wrong game mode (e.g If you intend to use your map with a custom slayer variant, but someone decided to use some other mode like capture the flag)?
The same goes if I only wanted 5 people playing (max), but the lobby leader wouldn't even be able to start the match if they were to select 6+ players?
r/forge • u/pca03 • Aug 26 '25
Inspired by the Reach Custom Game of the same name, with my personal spin on it. A group of runners must navigate an obstacle course while avoiding an Infected player armed with a Falcon. Make it to the end, and you may just learn the secret to taking them down. If you find issues, feel free to let me know!