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It’s not uncommon for a player to spend hours perfecting a map only to find it’s horribly unbalanced and completely unplayable. Others never even get that far and give up when they can’t work out how to make stuff respawn instantly. It is unfortunate because of how much the players that skip past ‘FORGE’ on the main menu are missing out on. This guide has been written to help all kinds of players enjoy Forge, and to steer them away from creating explosions with Fusion Coils. Sure it’s fun, but it’s not particularly productive and you do have to move on at some point. I hope this proves to be helpful for the afore-mentioned players and that they can learn how to use Forge to its fullest potential. Obligatory “Ctrl+F is your friend.” > 1.2: What is Forge? < ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ‘The Forge’, or just ‘Forge’, is a map editing tool for Bungie’s final installment in the Halo series, Halo 3. While Forge doesn’t allow the user to create their own maps from scratch, or mess with the geometry of existing maps, it does allow for movement and placement of objects on the maps and can have a huge effect on games, especially considering the variety of game-types available in Halo 3. For example, the flow of a Capture The Flag match can be greatly altered by the movement of spawn zones, return points, or the addition of weapons, vehicles or scenery. With subtle, or blatantly obvious, changes to a map, Forge can create a near infinite number of variations of maps to be played in Custom Games and thus has a huge impact on the game’s replayability. Forge is expected to have a huge effect on one level in particular of the soon-to-be-released downloadable content known as 'Foundry' which has more customizable scenery and blank space than any of the built in maps that came with the original game. > 1.3: Version History < ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Version 1.0, 22/11/07 -Started and finished everything I planned to have. Will have to add the Heroic map pack when I get it. Version 1.1, 13/12/07 - Added spawnable objects information from the Heroic map pack (courtesy of Omegachaos92). - Added allowed sites section at the bottom. - Added Foundry section (incomplete). - Added Recommended Downloads Section (Incomplete). - Fixed a handful of errors and typos. Version 1.2, 25/08/08 - Added spawnable objects information from the Legendary map pack, as well as from the free map Cold Storage. - Completed Foundry section. - Removed Recommended Downloads section. - Removed Item List (reverse of spawnable object information). - Added and improved on Section 2.5 on 'Tips and Tricks'. - Some other stuff I forgot. ____________________________________________ SECTION 2: How to use Forge ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ > 2.1: The Basics < ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ To start a Forge match, select ‘FORGE’ from the main menu. This takes you to a lobby not unlike the Custom Games one, the only real difference being the inability to change the gametype. Choose a map and start the game to begin Forging. When you start a Forge map on a usual level, you won’t notice any difference between a usual Team Slayer match and what you’re currently enjoying, but with the press of a button, that all changes. In Forge, maps are edited in real time by players who are in the game. More than one player can play in a Forge map and the time can be spent using Forge to kill one another like a usual Team Slayer match. But, as soon as you press [Up] on the directional-pad, the entire map becomes your oyster as your player turns into a Monitor not unlike 343 Guilty Spark. Once you’ve become a Monitor you can spawn and edit any non-geometrical objects on a map. You can fly around, you can boost to a higher speed, but you can’t shoot lasers unfortunately, well not directly… Press [Up] once more and you’ll switch back into your player and possibly drop some height to the ground. The upside to being able to switch between a player and a monitor is the ability to easily and quickly playtest anything you’ve just constructed. Now, on to spawning. Once you’re a Monitor, the score at the bottom will turn into a different coloured bar with a dollar amount to the left of it. This is entitled ‘BUDGET’ for that is exactly what it is. Like many map editors, Forge has a limit to the amount of stuff you can place and this is shown by a dollar value. Everything has a cost which varies from a $2 Energy Sword to a $40 Scorpion. When playing on a built-in map, you’ll find you don’t have a huge amount of currency left to spend, but that’s because there are already items existing on the map. Never fear, they can be deleted fairly quickly. To save, pause the game at any point and select 'Save As New Map'. After the little legal message courtesy of Bungie's best advice, save your map under whichever name you choose and return to the game. If you want to save the changes to your map, just pause the game and select 'Save Changes'. As the monitor, bring up the spawning menu. With the bumpers you can switch between the categories of items which are as follows: Weapons, Vehicles, Equipment, Scenery, Teleporters, Spawners and Goals. More on those soon enough. Scroll down a list and press [X]. This will bring up a list of information telling you how many of the selected item are placed on the map, the minimum and maximum that can be on the map at any one time, the maximum allowed and the total cost of those existing. Cancel out of that then press [A] to ‘Place’ an object. The object will appear in front of you and the Monitor’s reticule will turn green with a small fist at the bottom. This means that you are currently holding an item, in this case that will be whatever you just spawned. If you move around, you’ll find that the picked up item follows you. Pressing [X] while holding an item brings up information about that particular item which varies between items and categories. Once out of that menu, press [A] to place the object. It will fall to the ground or settle in to place. The reticule will return to blue and and the fist will disappear. Move the reticule back over the object and, if you’re close enough, it will change back to green and an open hand will appear at the bottom, this means you can pick the object up, again by pressing [A]. Notice the little blue cone somewhere on the object? That shows where it will be placed or respawn to if it is moved. Change from the Monitor and that will disappear, pick up or move the object and then change back into the Monitor. While the object will have moved, or disappeared completely, the blue cone remains and shortly the object will return to that position. Lastly, to delete an object, hover near it as the Monitor so that the reticule is on the intended victim and green, and press [Y]. It will instantly zap out of existence and you’ll get whatever it’s worth in currency back, no loss. Be careful about deleting stuff, there’s no undo button in Forge for if you delete the wrong thing. It is recommended that while Forging a map, you are in either a Local lobby, or you set the Xbox Live party to 'Invite Only'. Otherwise, you may have people joining your match while you're working on Forging something, and mess stuff up for you without you knowing. While this hasn't happened to me, it has caused a headache for other users. > 2.2: The Controls < ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The controls as a usual player are no different to usual in Forge, but the Monitor has its own controls. Movement for it is not unlike moving the camera in Saved Films, move with the right toggle, and look with the left. Hold the Left Trigger to ‘Thrust’ as in move quicker. Right and Left Bumpers move straight up and down respectively with regards to which way the Monitor’s facing; for example: If the Monitor’s directly horizontal and completely upright, then the toggles will move it straight up or straight down, but if the Monitor’s facing straight down then the bumpers will move it straight forward or backwards. It’s difficult to explain so test it out. [X] Brings up the item spawning menu. It also brings up information on an object being held or selected from the spawning menu. Note: You don’t have to be holding an object to bring up its menu. Have the reticule on it and press [X] and it will take you straight to the item’s menu. [A] Is the select button, as per usual. Pick up objects, drop objects, spawn objects; not hard to remember. [Y] Deletes an object. Like [X], that object doesn’t need to be being held by you for it to be deleted with the press of the button, you can just look at it and wish it away. That means be careful. [B] Doesn’t really do anything except quit out of menus. Poor, poor B button. [Up] Switches between the Monitor and usual player, been through that already. [Start] Brings up the usual Start menu. There is an extra option in this menu when a player is the Monitor which is ‘Change Game Type’. This effectively just changes the objects available to be spawned in the ‘Goals’ category of objects. [Select] Shows the score, like in a usual game. [Right Trigger] Is an interesting one. Squeeze this trigger while holding an object and move the right toggle to flip it and twist it. Move the left toggle while squeezing the trigger to move the object far away from you or bring it closer. The left toggle can also spin the object on one axis. Once you get used to using both toggles at once, an object can be easily twisted into the right position to be placed. > 2.3: Spawn Categories < ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A bit above I mentioned the categories for items, here’s that list again with descriptions of the category in general and a few key items: Weapons: I’ll start with an easy one, shall I? This category features the weapons that you can dump on a map. These vary in price between $2 for a Battle Rifle and a $10 Flamethrower. The number of these that can be placed also varies quite hugely. This category includes usual weapons that shoot stuff, melee based weapons (read: Swords and Hammers), and heavy turret weapons, but not grenades. Vehicles: Another easy one. This category includes vehicles. Like the weapons, these vary in number and spawnability (Go-go-gadget, made up word!) from map to map. The most limited vehicles are Banshees and Hornets which are rarely available and even then not in huge numbers. The prices for these range between $10 for a Mongoose and $40 for a Scorpion. Equipment: This is where we find the grenades, it’s also where we find the actual equipment-Equipment. This category also houses powerups: Overshields, Active Camo and Custom Powerups. Custom Powerups are placed in Forge but their effects are set in the actual Gametype (that’s the stuff you change in the lobby) so don’t worry about them in Forge. The prices here range from a $1 Frag to a $2 anything else. Scenery: Now this is a fun group. This is anything that doesn’t directly affect you playing. Things like barrels and crates and roadblocks and toolboxes and, most importantly, Fusion Coils, Plasma Batteries and Propane Tanks. Everybody always forgets about the Propane Tanks. Don’t forget weapon holders and activated Gravity Lifts, those two work well as a combination. The prices in this category are anything between $2 and $6. Teleporters: These are exactly what they sound like, spawn the teleportation nodes from multiplayer anywhere you wish. There are 3 types of nodes: Sender Nodes which can only send stuff to Reciever Nodes which can only receive stuff and 2 Way Nodes which can receive from Sender Nodes, Send to Reciever Nodes or go either way between other 2 Way Nodes. These are each $5. Spawners: This is another small category featuring Starting Points, Respawn Points and Respawn Areas. These are all fairly self-explanatory except for the Respawn Areas which I’ll explain now: These are shapes that you can alter the size of which will set all Respawn Points placed inside of them to one Team’s. When you make a respawn point, you set which team it belongs to (usually one of Attackers, Defenders or Neutral), A Respawn Area is set to one team and then sets all the Respawn Points inside it to that team. Other respawning objects are type-specific such as 'Respawn, Flag Away' and 'Respawn, Flag At Home'. All Spawners are free. Also, don't forget to place these facing the right way! Goals: This is all the stuff like Flag Spawn Points, Flag Return Points, Bomb Spawn points; all completely type-specific. They are also all free. Like Spawners, they need to be set an owner through the [X] menu. *Remember: Not all objects are available on all maps and across all gametypes. > 2.4: Forge Walkthrough < ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ In this section, I will give a walkthrough of Forging a map from scratch, in this case my D-Day map on High Ground, not the most original of ideas but a good example nonetheless. To start off with, you need an idea. Many maps are built to fit a particular gametype, in this case I'm tailoring the map to fit Territories. Load up High Ground in Forge, switch to the Monitor and press start. Select 'Change Gametype' and choose which gametype you want to work in. When you choose, the screen will fade out and you will respawn as if starting a new round but with a different gametype. The only difference now is that you can place type-specific Goal objects on the map as the Monitor. Anything you placed on the map before you changed the gametype will still be there. When you load up your Forged map in Forge if you saved it before completion, then it will automatically be in 'All Gametypes', so remember to swap to the right Gametype at the start of each session Forging if you want to place Goal objects, Starting Points and Respawn Areas. It's important to make the flow of your map clear in your head before you start. In this case, I want to have my attacking team move up the beach from the water towards the wall. There's a bunker halfway up the hill with access to the base which I'll want to block off. An important rule to remember is, for everything you do that will help or hinder one team, do something to help or hinder the other to keep it balanced. Once you have a clear idea of how you want your map to play it's time to put in the building blocks and get to work on it. In this Territories match, I want to have three Territories: one on top of the bunker before the wall, one just inside the wall, and one behind the missile launcher at the far end of the base. These are all difficult territories for the attackers to reach and keep, so I have to remember to make something harder for the defenders, and also remember to place respawn points thoughtfully, not too close to any one of the intended territories. Bring up the item menu and bumper along to Goals. Select Territory Marker and spawn one in front of you. If you press [X] while holding it you'll see an array of perhaps unfamiliar options. These can change the size, shape and height of the marker. I'll select a decent shape to cover the top of the bunker and place my marker. The outer ring shows the size of the Territory. If you go away for long enough, that ring will disappear, bring your reticule over the actual item and it will reappear for you. At the moment, this territory is looking pretty difficult to take, it's uphill, there's no cover and the enemy will have no problems keeping you back from the wall. Find a way to counter this, either by stunting the defenders or aiding the attackers. In my map, I'm gonna set a couple of barricades just in front of the territory. The attacking team can take cover from defenders in front of them, but they have to move out of the territory to do that. This creates the need for team work in the attacking side, with some members giving cover fire or drawing out fire while others stand in the territory to take it. I'll work in order, the way I expect the game to run, moving up the beach which means now I'm going to block off that bunker. A lot of people have trouble blocking routes off because there's always someone that wants to do their best to get past everything despite the map's creator clearly intending for it to not be used. There are three tricks for the this that I'll list now. The first is pretty obvious, cram crates, barricades and 343 only knows what else you can find in there, then drop into player mode and try to break through. This sometimes works, but more often than not you'll find a single frag lays waste to your entire plan. The second technique is slightly more articulate. Work out which way 2 Weapon Holders are facing (yeah, their model is no indicator unfortunately so run a test with a gun of some sort) and then place them facing out of the bunker. Next, spawn a Grav Lift (there are 4 of these available on every map) and place it carefully on top of one of the weapon holders. The Grav Lift should swivel around and face the way you aimed the holder: out of the bunker. Do the same thing on the other Weapon Holder and you have a near inpassable barrier. The problems with this technique are that Grav Lifts can be destroyed (although I'll teach you how to respawn them instantly in the next section), their range is a bit long for my needs, and that they're a pain in the ass to place in the first place. This brings us to our final technique and the one which I'll end up using in this case. Take two or three Sender Nodes and block off the entrance with them, set them to the same channel and spawn a reciever node back outside of the bunker, preferably nearby, on that same channel. Now if anyone tries to break into the bunker they'll find themselves teleported promptly back outside. Now what I've completed is the placement and moulding, so to speak, of one third of the proposed map. To finish forming the basis of this map, I'll spawn the other two Territories and block off any more routes I want blocked off. I always like to have at least two routes for a team to get somewhere for variety, so I'll end up building new paths for the attackers to take. Also, I'll try not to forget the defending team, they need to have fun too. A perfect example of balancing out the playing field that I've devised involves opening the giant gate in the wall. To get to the control panel which is a just inside the base, I put a Reciever Node nearby it and a Sender Node out in front of the wall in the open, then I placed two Machine Gun Turrets where there is usually only one. Anyone wanting to open the gate can just run for the teleporter, but it's a dash across a fair bit of open ground with a pair of Machine Gun Turrets following your movement. The risk/reward factor can always be used to balance a map and raise tensions (read: enjoyability levels. If you're screaming, it means you're happy). Once I've got the Territories in place, I may be tempted to save the game and congratulate myself on a map well made. Unfortunately, there's lots more to do and the rest can get a bit tedious. First is the objects. Place the weapons you want on the map where you want them. Remember balance, if you give 1 team an Energy Sword, consider a Gravity Hammer for the other. The weapons you use will have a huge impact on the way the game's played. For example, in this Territories map I've decided to use primarily Battle Rifles and Carbines, mid-range weapons. If I placed shotguns on the map it would change the strategies for both teams. After the weapons comes vehicles, if I choose to use them. The cool thing about vehicles is that they don't need to be duplicated to create balance. Instead of giving both teams a Gauss Hog, give one team a Gauss Hog and the other a Rocket Launcher, one team a Wraith and the other a Splazer. Equipment works the same way. Try to give teams equipment that will aid them on their particular task, for example a Regenerator for the Attackers to use while they hold a Territory, or, on the other hand, a Power Drainer for the Defenders. Don't forget to throw in scenery for aesthetic value, that can always be fun. Having set my territories, filled the map with obstacles, littered the place with my choice of weapons and dropped off a set of vehicles, all that remains is the spawn points. I always start with the Starting Points, usually a good place to... begin. There's a limit of twenty per map to these things, so it's probably best to split them 10 each way (in a two team match, anyway) and use all twenty. Don't forget to hit [X] on each of these and set them to the right team, it's a pain in the ass I know, but it's neccessary. Now I'll do the respawns. You have 100 of these suckers to place anywhere on any map. In the case of this map I won't using any Neutral Respawns, but they do often help. I have around about 45 Respawn Points placed, twenty-odd per team. Don't forget to make use of Respawn Areas (detailed above and below). After placing your Spawn Points, you're pretty much finished. Run through a mental checklist and step back to envision how this map will run. If you've put enough thought into it, it should be fine. Save it, quit out and invite all your little buddies over for the best Custom Game experience they'll ever have. Whether or not that's true, it tends to draw in a couple takers at the least. > 2.5: Forge Tricks and Tips < ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ INTERLOCKING: This is easily the most useful trick in all of Forge, it has revolutionised Foundry maps and opened up massive new possibilities for object placement. Put simply, Interlocking is sticking two immovable objects inside of one another. The technique for it is suprisingly user-friendly considering it is essentially a glitch. Place your first object exactly where you want it. It should be an immovable object like any of the Boxes or Walls in Foundry, it doesn't move at all once it's in place. When you've got it right, bring up the object's menu, give it a reasonably long Respawn Time to give yourself some time, and go 'SPAWN AT START: NO'. Start a new round and the object will not be there. It will respawn after the amount of time you set for it. Place the second object you want interlocked in the space where the first object should spawn. When you have as many objects as you want interlocked placed, wait for the first object to respawn or force an Instant Respawn (see below). The first object will appear intersecting all the others. Bring up the object's menu and swap the Spawn At Start option back to 'YES' and you're done. GEOMETRY MERGING: Probably the next most revolutionary glitch-technique, Geometry Merging, or 'Geomerging' takes the longest time to do and to do well. There are two techniques for it, but I'll only explain the good one here, and it's a little long so bear with me: There are two simple pieces of knowledge that will help you understand this. Spawn a door and drop it in the floor. See how the side of it clips through geometry? This is to make placing doors in doorways easier, but it serves a much more useful purpose here. The other piece of knowledge is this: Immovable Objects > Geometry. They have a sort of priority over them, they're more dense, more solid, and an object stuck between them will go through the geometry over the immovable object. Alright, so, place the object you want merged on the ground where you want it. The first step is to 'Brace' the object with immovables to keep it from going outwards and to direct it in the direction you want it merged. Fence Walls are good for this. Push the Fence Walls up against all the sides of the object to keep it tightly secured. Now drop a few doors on their sides on to the top of the object. Save, and proceed. The doors will have clipped inside the object just a little. Once they're placed, the sides of the doors gain solidity and no longer clip. Thus, if you pick up the object, the doors will push it slightly into the ground. Jostle the object around a little until it's perfectly placed the way you want it. This step can take ages, and sometimes the floor will swallow up your object and delete it, which is why it's important that you save a lot. Once it's right, lower the boxes again and repeat until the object is merged as far in as you want it. Experiment with geometry merging. You can merge not only with the ground, but with walls, annoying stuff hanging out of the ceiling, even the roof by directing the way the doors push the object. UNLIMITED BUDGET GLITCH: And now the third best glitch (in my opinion) the Unlimited Budget Glitch. This is exactly what it sounds like, it eliminates the constraints of the Forge Budget system. However, this does not eliminate a built-in limit of objects on- map or the number of each object spawnable itself. To get the Unlimited Budget Glitch in effect on a map, you need to start off with a Canvas of that map, meaning there's not a single spawnable item on it. You can download a canvas or delete all the objects yourself. Now, go down the list of items and spawn one of EVERYTHING. Every weapon, objective, vehicle, scenery, teleporter; everything. As you spawn the objects, set the Maximum Run Time for that item as high as it can go. If you run out of Budget while doing this, save, quit and re-load the map, then continue. Do this until you have one of every object you need for your map spawned, and their run-time maximum is set to the highest. The most important rule to remember is NEVER to delete any objects while Forging a Budget-Glitched map. If you delete an object or mess with the Maximum Run Time, you won't be able to re-spawn that object and you'll lose it forever. This can be difficult to maintain, but once you're used to Forging this way it really pays off. Just move any objects you're not using aside. Also, it's possible to download a pre-glitched map from Bungie.net if you look hard enough. BASHING STUFF OUT OF THE WAY: Quite often in Forge you'll find you can't place one object without smashing around another. This can be highly frustrating, or it would, were it not positive that the object will soon reset to where you originally placed it. Not really a Trick or Tip per se, but just remember not to fret when you send your well placed objects sprawling, in MOST cases they will reset without any hassles. OBJECT INSTANT RESPAWN: To have an object respawn instantly after being blown up/set/alight/whatever else you find the time to do to Fusion Coils, press [X] on said object and go into the summary. Inspect the 'Minimum Run Time' and 'Maximum Run Time' options. What these options do is set the minimum and maximum number of said object that need to exist on the map at any given time. So if I have 4 Fusion Coils and I set the Maximum number to 3, then the most recently placed will disappear to follow my maximum rule. The same goes in reverse for the Minimum Run Time, If I place 4 Fusion Coils, destroy one, and set the minimum count at 4, then one more will INSTANTLY respawn to follow my minimum rule. Set the Maximum Run Time and Minimum Run Time to the same value and you have instantly respawning objects. FALLING OBJECTS: To make something fall from the sky and, most importantly, respawn back up there, stack a load of big things, Crates usually do the job, Containers if they're available; into a tower and place the object you want to fall at the top of said tower. Now delete the stuff beneath the object and it should stay up in the sky. Some objects will stay up there for as long as you leave them alone, but most will fall to the ground when they physicalise (as in get shot or nudged by anything). When they respawn, they'll fall to the ground (and explode, depending on what you put up there). FLOATING OBJECTS: These work similarly to the falling objects. Like I said, some objects will fall and others won't. Machine Gun Turrets are an example of what won't (yes, really - try it out), but otherwise it's mostly Goal Markers and Teleporter Nodes. The easiest way involves a Reciever Node: do what you would if you were going to make the node spawn upside down and drop from the sky (see above paragraph, add the term 'upside-down'). Delete the stuff beneath the upside down node and you'll find that it doesn't drop no matter what you do short of grabbing it as the Monitor. Now you can place anything on top of the Receiver Node. Most objects will stay there if you can balance them right. Another way to float objects that only works on immovable objects is to hold them in place exactly where you want them and then, without letting go, bring up the menu and Save the map and then quit. Re-load the map and your object will be floating exactly where you held it. This can be slightly difficult to do as you can't always see exactly where you're holding an object, but with a few attempts it should come right. BEING CAREFUL: Sometimes in Forge you wanna really carefully move something to make it look right or to stand it up against a wall. You'll find that when you pick something up, most of the time it will float towards you a little. This can be annoying when it drags the other stuff you spent the past half hour placing along with it. There are 2 not particularly great methods to counter this and one really awful one. First, you can just delete it and put in a new one (of whatever it is). You'll be surprised at how often that will end up saving you time. The second option is get really close to it so that when you pick it up it doesn't have far, if at all, to float. This doesn't always work particularly well though, which leads me to the third (awful) idea, which is throw your controller at your big fancy TV and go find a stiff drink. MOVING QUICKER AS THE MONITOR: Quite often you'll find you wanna move quickly as the Monitor. Say, from one base on Valhalla to the other. Most people will just squeeze the left trigger and take their wireless controllers to the bathroom for a minute or so. There is an easier way! To move quicker as the Monitor, aim down - as in straight at the ground, thrust, and hold down a bumper. The bumper's move the Monitor in the direction that either its top or its bottom is facing, so if you aim at the ground, then your top is facing forwards in the direction you want to go. Trust me, it's quicker. GRAV LIFTS: To have a Grav Lift face in a direction that's NOT straight up for a change, you can use a Weapon Holder. Weapon Holders will automatically swivel whatever's placed on them in a particular direction. Unfortunately, you can't easily tell which direction this is until you place something on one. Once you know which way your Weapon Holder's facing and you have it placed where you want, carefully lower a Grav Lift on to it and let go. If you did everything right, the Grav Lift should balance for a moment and then swivel round and face in the right direction. Great for parties! USING NODES TO BLOCK: To use Nodes to block off access to something or somewhere, place a line of them that can't be edged passed, hurdled over or snuck between. Have these Nodes all sender types and set them to one channel of their own. Now spawn a Reciever Node on the same channel nearby, on the right side of the Node Wall. Done! Run at your Node Wall and you'll find yourself mystically transported to your Reciever Node without having gained anything. It's always fun to watch people to see how many times they try to take it. I'm yet to see anyone give up after the first try. ____________________________________________ SECTION 3: Frequently Asked Questions ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ...Now with brand new Answers! Since half of these questions are already answered above, I don't see the harm of copy-pasting the answers into this section... Q. How do I make stuff fall from the sky? A. To make something fall from the sky and, most importantly, respawn back up there, stack a load of big things, Crates usually do the job, Containers if they're available; into a tower and place the object you want to fall at the top of said tower. Now delete the stuff beneath the object and it should stay up in the sky. Some objects will stay up there for as long as you leave them alone, but most will fall to the ground when they physicalise (as in get shot or nudged by anything). When they respawn, they'll fall to the ground (and explode, depending on what you put up there). Q. How do I make stuff float? A. These work similarly to the falling objects. Like I said, some objects will fall and others won't. Machine Gun Turrets are an example of what won't (yes, really - try it out), but otherwise it's mostly Goal Markers and Teleporter Nodes. The easiest way involves a Reciever Node: do what you would if you were going to make the node spawn upside down and drop from the sky (see above paragraph, add the term 'upside-down'). Delete the stuff beneath the upside down node and you'll find that it doesn't drop no matter what you do short of grabbing it as the Monitor. Now you can place anything on top of the Receiver Node. Most objects will stay there if you can balance them right. Q. How do I make stuff respawn instantly? A. To have an object respawn instantly after being blown up/set/alight/whatever else you find the time to do to Fusion Coils, press [X] on said object and go into the summary. Inspect the 'Minimum Run Time' and 'Maximum Run Time' options. What these options do is set the minimum and maximum number of said object that need to exist on the map at any given time. So if I have 4 Fusion Coils and I set the Maximum number to 3, then the most recently placed will disappear to follow my maximum rule. The same goes in reverse for the Minimum Run Time, If I place 4 Fusion Coils, destroy one, and set the minimum count at 4, then one more will INSTANTLY respawn to follow my minimum rule. Set the Maximum Run Time and Minimum Run Time to the same value and you have instantly respawning objects. Q. How do I change [insert gametype related option here]? A. That's not actually an option for Forge, but something you change in the Custom Games lobby. Remember Gametypes? Many of the things people believe they can customise in Forge are actually changed in the Gametype options. Often, specific Gametype options are required for a specific type of Forged map, so don't forget to save a Gametype once you've tuned it the way you want it with a press of the [X] button in the lobby. Q. How do I clear off maps? A. Since September the 25th, people have been asking that question and unfortunately there's no quick answer. There's no button to just wipe clean a map and leave you with all the power, so if you want to start from scratch you need to painstakingly delete every object you can find. That, or you could take advantage of having some poor sucker on the internet doing it for you! Mason Cain (A.K.A lordraven)'s fileshare features every Halo 3 map (at time of writing) completely cleared out for your enjoyment! Here's the link to his fileshare: http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=Mason%20Cain Don't forget to try out the rest of the stuff he has in his fileshare, too. It's all highly worthwhile. This coming from a guy that wrote a Guide to using Forge, that's GOT to mean something. Q.How do I configure my Custom Powerups? A. Strangely, this is one of the options you need to change in the Custom Games Lobby. Just drop the Custom Powerup where you want it in Forge and save the map, then, when you're in the Custom Games Lobby, hit [X], and go 'WEAPONS AND VEHICLES'>'CUSTOM POWERUPS' and set everything the way you want it in there. Q.How do I play [insert non-Slayer gametype here] in Forge? A. Step one: start Forge. Step two: swap to the Monitor. Step three: press [START]. Step four: Go down to 'CHANGE GAMETYPE' Don't worry when the round ends, everything you've done on the map thus far will stay there, the only difference is that there are new things to spawn from the Goals section. Q. What do Respawn Areas do? A. Respawn Areas set all Respawn Points inside of them to one owner, eliminating the painstaking and time-consuming process of going through your map selecting an owner for each non-neutral Respawn Point. Don't forget to set the owner for the Respawn Area though, or else it won't know what to do with your Respawn Points and will leave them Neutral. ____________________________________________ SECTION 4: Miscellaneous Information ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ > 4.1: Foundry < ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Since last updating this guide months ago, I've bought the Heroic Map Pack and become hopelessly addicted to Foundry. Many new techniques and glitches for Forging have changed The Forge from a mild-mannered map editor to a tedious- but-reasonably-flexible map MAKER. I've made a fair few maps now, and have learnt a good deal of stuff that comes with experience. You can figure this, and more, out for yourself if you keep at it, you'll run into mistakes and issues and you'll learn how to balance and design a good map, but if you want to take a shortcut and have me tell you what I know, just keep reading. Before I start on this hefty section, I just want to point out that I'm not in any way the best, or amazing, or better than everyone else, but I'm just passing down the things I've learned to save you the trouble of learning them for yourself. Alright, I'm going to split Forging Foundry into three different, important pieces: Design, Construction and Balance. Months after the release of Foundry, the grace period for sloppy maps is over, it is expected in many places for a published map to be balanced and well constructed, and that only leaves design for you to excel in. Regardless of how they're expected though, neat construction and balance aren't too easy to pin down, as you may just find out. DESIGN ¯¯¯¯¯¯ Every map begins to exist in the conscious of your brain, with an idea. Even if you have no plan in mind whatsoever, you're still going 'Base, Base, Choke Point, Fallback Spawn Point, Fusion Coil Pit' as you're going. When you imagine a crazy Infection gametype with Firebombs, Flamethrowers and Fusion Coils, you have an idea, it's almost certainly been done before, but it's there. I'll try to cater for mini-game enthusiasts and race-track constructors here, but I'm biased towards cold, hard, competitive maps myself. So you have your idea, be it a quirk in your infection map, or a layout in your competitive map, where to go now? I head to paper, put your ideas down on paper and look at what to do. It's possible, likely in fact, that when you get to the Construction phase you'll find you can't do something you thought you could, or something just won't work for whatever reason. Things might end up smaller or bigger than you envisioned. With time, you should get to know what you can and can't do in Forge. There are a lot of things to consider. Consider where you'll put Power Weapons. Consider how much resources you'll use in construction. Consider where the Objective items will spawn on the map, and how that will affect respawn points and the flow of the map. Do you want the gameplay to be linear, with battle between sides unavoidable? Or do you want an open map with limited cover like the MLG playstyle? Will you have multiple levels? Vehicles? Teleporters? Will your map be completely enclosed or use all of Foundry? In designing your map, you need to take all of these things into consideration, but prioritise - your map should still be what YOU consider fun. Remember this: the open area of Foundry is approximately 13x13 boxes in size, with a roof that limits the height of a jump from three boxes. Let's imagine I want to make a competitive map. I'll use Habitat Alpha/Beta, my own creations, for the example. I take inspiration from another place: a section of Campaign from Halo 2. I look at how to mould it into a workable multiplayer map. There's a choke point in the middle, but there are covered sections down the sides as well. Their are two bases opposite each other. For Objectives, the items are not in the bases, but closer to the middle, this leaves the bases to be integral fallback spawn points. I plan the idea on paper and look at it, imagining the flow of a game. As I draw, more ideas emerge and I work them in, keeping the gameplay in mind, until I'm happy with what I've come up with. No doubt, when I start making the map, I'll make changes, either because something can't happen, or a better idea presents itself. When you think you're finished designing, you're finished designing. If you work at it too much, your map will become cluttered and overthought before it's even built. Move on to construction. CONSTRUCTION ¯¯¯¯¯¯¯¯¯¯¯¯ As I said before, it's expected these days for a published map to be cleanly constructed. You will feel it in a map when it is flawlessly built. On a map you've never played, your eye is drawn to the flaws. Instead of noticing the seamlessly interlocked walls at one end, you notice the flickering textures down the other. The biggest issue in making your map as neat as possible is the budget and the item limit. Fortunately, there's a bit of a way around that (see: Unlimited Budget Glitch, Section 2.5). The Unlimited Budget Glitch expands the possibilities of Forge by a hefty amount, but is a little annoying to maintain completely. There is still a limit of items on the map besides the Budget, but it is far larger than the limit the Budget imposes. Also, each item is still limited itself; you can still only place 16 Bridges, 24 Double Boxes etc. so you need to learn to use these sparingly and make as good use from what little you have as possible. Bigger maps can always be a possibility, but it will be easier to make small maps look good. The next big issue with neatness is simple, the neatness of your map is as limited as your patience. Unlike the FPS side of Halo, Forge doesn't always take certain skills. It doesn't really require good hand-eye co-ordination or quick reflexes. Placing an object perfectly requires patience. All you need to do to make your map neat is not settle for anything less than perfect. If a box isn't quite straight after spending two and a half minutes interlocking it, go back and do it again until it's right. It's that sort of tediousness that turns a lot of people off The Forge, and narrows the spectrum of good maps down. Placing objects itself is a simple matter and one you should get used to pretty quickly. Most people develop their own ways of keeping things straight and lining them up. There is one very simple way to do this and it starts the moment you spawn an object. Spawn a Box and it will be facing one direction, perfectly parallel with the walls of Foundry. If you carefully lower it to the ground, you already have a perfectly straight line that you can build the entire rest of your map off. Pushing objects up against immovable objects is the most simple and reliable way to keep stuff straight. And if your objects are beginning to look a little angled where you don't want them to, you can always use the grid Bungie so kindly textured on to the floor. Building outwards from an object you know is straight, even if it's one of the existing walls of Foundry, is a great way to keep things at 90 degree angles. When you start building up a level or putting things at angles, it gets a little harder. The best thing to do here is to continue using other objects. Every set of stairs you spawn is at the same angle. Every dumpster is at the same height. If you use these objects all the same way and you have the patience to do it right, your map will stay neat and tidy. The more you have to estimate something, the messier and bumpier the map will become. You can always use the objects at your disposal as tools themselves. BALANCE ¯¯¯¯¯¯¯ Balance exists in many ways on every map in Halo. In Infection a balanced map gives Zombies and Humans an equal chance at survival. In One Flag a balanced map gives Attackers and Defenders a balanced playing field that rewards the more skilled team. In Slayer a balanced map gives all players an equal shot at getting the Power Weapons, and an equal shot at keeping them. There are really only two things that affect balance in Forge maps: Weapons and Geometry. Weapons are an obvious one. It's not balanced to give one half of a map 4 BRs, Rockets and a Sniper Rifle and the other half a Plasma Rifle. On most Foundry maps the weapons should be placed pretty sparingly. Too many weapons clutter a map. Depending on your taste you might have an MLG set, or a Close-Quarters set, or a Dual Wieldables set or any combination of weapons. What's important is that you limit the weapons on the map. Along with only placing one or two Sniper Rifles, you should be changing the options available when you press [X] on them. Change the Spare Clips, the Respawn Time, the Maximum Run Time. Less is more. On most enclosed maps, the Sniper Rifle should be on about a 150 second respawn time with only 1 spare clip. One way of thinking about it is to say having two of the same weapon on the same respawn time is like halving that respawn time. Two BRs at 60 second respawns is like one every half a minute. That's not entirely accurate, but it gives you an idea of how you should be limiting the arsenal. The same thing goes for Grenades and Equipment, too. Most maps shouldn't have more than 4 pieces of Equipment, and Equipment needs a pretty high respawn time depending on its effectiveness. As for Geometry, this is also pretty obvious. High Ground and cover is sought after as a natural instinct by most Halo players. I'm entirely serious, just observe a game on a map with open space down the middle and cover in the sides. On MLG Onslaught, players are rarely seen rushing down the middle, at least not without dying very quickly. But that's what it's all about. The quickest route shouldn't be the safest. Risk and reward. It might be a risk to get to the lowest, most uncovered section of a map, but if that's where the Rocket Launcher spawns, that's where people will go. The most direct route to run the Flag home might be over open terrain where enemies can attack from any direction, but if you're in a hurry, that's your only choice. Balancing the Geometry and the Weapons together is important, too. On my map 'Memento' there are no Power Weapons at the upper levels of the map, but play is always centred up there anyway because it's so risky to be down below. Balance isn't usually something that occurs straight away, and most of the changes you make to a map after playtesting will be to balance the maps. Any weapons that overpower the map need to be nerfed and any that don't get any use should be deleted or shifted. The most important thing overall to remember about making a Foundry map, even after you've designed your map well, constructed it seamlessly and balanced it to perfection, is that it should be fun for you. If you've ticked all the boxes from the sections above, then it probably will be, and if it's not, then give Foundry another shot with another map. It's experience that makes the best maps, not gimmicks. > 4.2: Respawns and Starting Points < ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Respawns are another big part of creating a map. They are possibly the most difficult to fully understand, and more difficult still to implicate well. The way I see it, you would have to make a map specifically built for Respawns rather than fitting the Respawns to the map for them to work flawlessly, but I might just be saying that because flawless spawns are something I've never
managed to work out myself. But hey, there's still a lot to say on the subject and it's important that you follow this for the respawning on your map to work. The Halo 3 Respawn system works in a very different way to the spawn system in Halo 2, or any other FPS that I know of. Each part of a map that has Respawn Points on it is broken up and given a numerical value, the respawn area with the highest value is where killed players will respawn. The numerical value, or the area's 'Weight' is decided by a number of things, players in the Area, allies or enemies; deaths in the area; and the 'Spawn Order' function. Goal items like Bombs and Flags may affect this as well. There is an advanced guide to Respawns at Forge Hub which details the respawn system: the weights, the effects of overlapping areas etc. with a pictorial aid. If you want to find more out about the nitty-gritty of Halo 3 Respawns, then take a read of that. OK, so you don't really need to understand everything about the respawn system to make reasonably workable spawns, but it may help. The first thing to take into account is Respawn Point placement. Respawns are Gametype-Wide, as in they don't change in different Gametypes like Starting Points can. When you place Respawn Points in one Gametype, they'll still be there in every other one, so it's important you get them right. The impulse is to just line every wall with Respawn Points, but numbers aren't everything, and covering the floor with light blue, especially in a 'Respawn Dump' doesn't work too well. Place them in a reasonable amount of cover, not facing a wall, and not too close to Power Weapons. It is advised that you should place spawns so that you know exactly where you are on a map the moment you spawn, so face them in the direction of a landmark if possible, and by a landmark I mean a sign or an obvious section of Geometry. An enclosed Foundry map probably doesn't need more than 20-25 Respawn Points. You don't need too many, you only need as many as you expect there to be people spawning at the same time, which is, like, up to four per Area. When you've placed a reasonable amount of Respawn Points, swap the gametype as the Monitor and have a look at Respawn Areas. These probably won't change in placement too much across different gametypes, but their options might. You should probably split the map into at least four different Respawn Areas. Using the areas, try to cover all the floor space of the map, and make sure EVERY Respawn Point is inside one Respawn Area or another. You've got to be sensible with Respawn Areas, like you can't have one ending and another one starting on top of the same box, or two enemies could spawn right next to each other, one from each area, on that box. Put your mind to it a little. This where what I said about flawless spawns comes in. It's pretty near impossible to fully avoid spawning errors somewhere, because when you kill someone, you don't always stay in the same area. When you kill someone, you may get a look into other respawn areas nearby. When you kill someone, you're instantly going off to find them somewhere else. I think I should reiterate with the two biggest points above to make them clear: Cover all the floor space with Respawn Areas, and don't leave any Respawn Points outside of Respawn Areas. These are biggies, The Respawn Area can have a higher weight than it should if there's a player nearby, standing just outside of it; and Respawn Points outside of areas have a massive priority and will always be spawned at, making spawnkilling a cinch. The next thing to look at is the options for the Respawn Areas. In Slayer, it's better not to set the Respawn Areas to any specific team, Attackers or Defenders. This allows the gameplay to actually rotate instead of being the same people attacking from the same side every game. However, I think the ownership option may add a weight to Areas, rather than being a definitive thing. The same thing for Slayer also goes for Oddball, King of The Hill, Infection, Juggernaut and VIP; but Territories, CTF and Assault should have Respawn Areas set to specific owners. Another option is the Spawn Order of Respawn Areas. This works as a value added to the weight to hopefully mix spawns up, instead of making them repetitive. Having a spawn order doesn't mean you will always spawn at Area 1, then Area 2, and so on, it just changes the weights to mix them. Use this as you please. In Capture The Flag, there are two more types of Respawn Areas: 'Respawn, Flag Away' and 'Respawn, Flag at Home' which are pretty self-explanatory. It's usually best to have Defenders spawn in a Flag Away Zone somewhere on the path between the flag and the Return Point for Attackers, this gives them a chance to reclaim the flag, and doesn't make it too easy for Attackers en route back to the capture point. However, remember that Symmetrical games like Multi Flag are a possibility, and the Attackers side should get the same advantage. Unless you build a map for a specific Multi-Team gametype, it will not be expected to cater for more than two-team gameplay or Free-For-Alls. Now, Starting Points. These become available for spawning in any gametype apart from Juggernaut where Respawn Points are used as Starting Points (don't ask me why, may just be a glitch or Bungie getting lazy as they sometimes do.) Starting Points are, obviously, where you start off every round. However, they also affect Respawn Points around them and it's possible to start on a Respawn Point near a Starting Point. These are mostly pretty simple. In CTF, you set Starting Points in a group on one side to Attackers, and on the other side to Defenders. The only time you really need to mix this formula up is for Free For All gametypes. You should still have Team Starting Points, but also leave extra Neutral Starting Points in different parts of the map for players to start at in FFAs. These gametypes are Slayer, Oddball, King of The Hill and Juggernaut from memory. Right, wow, this section ended up being a lot longer than I expected it to be. I've covered pretty much everything I know about spawns, I think. If you managed to read all of that and take it in then great, but if not you'll probably work it out yourself eventually, and you're probably not reading this paragraph anyway. ____________________________________________ SECTION 5: Forge Statistics ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ > 5.1: Maps < ¯¯¯¯¯¯¯¯¯¯¯¯¯ This section details the placeable objects for each map. The Goal objects are not listed as they vary with gametypes and are available on all maps. Some of the spawners also vary with gametypes such as Respawn, Flag at Home. AVALANCHE ¯¯¯¯¯¯¯¯¯ Weapons: 16 Assault Rifles 24 Battle Rifles 8 Shotguns 8 Sniper Rifles 16 SMGs 16 Spikers 16 Magnums 16 Plasma Pistols 8 Needlers 8 Beam Rifles 8 Brute Shots 8 Rocket Launchers 8 Spartan Laser 8 Energy Swords 4 Machine Gun Turrets 8 Gravity Hammers 4 Missile Pods 8 Sentinel Beams 1 Flamethrower 4 Fuel Rod Cannons 4 Plasma Cannons 16 Covenant Carbines 8 Maulers Vehicles: 4 Warthogs 8 Mongooses 4 Ghosts 4 Choppers 2 Wraiths 4 Banshees 2 Hornets 2 Scorpions 2 Prowlers Equipment: 32 Frag Grenades 32 Plasma Grenades 32 Spike Grenades 8 Firebombs 4 Bubble Shields 4 Power Drainers 4 Trip Mines 4 Grav Lifts 4 Regenerators 4 Radar Jammers 4 Flares 4 Deployable C.s 4 Overshields 4 Active Camos 4 Custom P.Ups Scenery: 16 Fusion Coils 16 Crates 24 Double Boxes 8 Double Boxes, Open 16 Single Boxes 8 Single Boxes, Open 16 Ramps 16 Barricades 16 Bridges 8 Walls 8 Barriers 8 Wall Corners 8 Watchtower Bases 8 Energy Blockers, L. 8 Energy Blockers, S. 8 Weapon Holders 20 Power Cores 4 Grav Lifts 8 Shield Doors 8 Shield Doors, L. 8 Mancannons 4 Soccer Balls 1 FX Nova 1 FX Pen and Ink 1 FX Olde Timey 1 FX Colorblind 1 FX Gloomy 1 FX Juicy Teleporters: 8 Sender Nodes 8 Reciever Nodes 8 Two Way Nodes Spawners: 20 Starting Points 100 Respawn Points BLACKOUT ¯¯¯¯¯¯¯¯ Weapons: 8 Energy Swords 16 Magnums 8 Needlers 8 Plasma Pistols 16 Assault Rifles 16 Battle Rifles 16 Covenant Carbines 8 Shotguns 16 SMGs 8 Sniper Rifles 16 Spikers 8 Rocket Launchers 8 Spartan Lasers 8 Brute Shots 4 Machine Gun Turrets 4 Plasma Cannons 8 Gravity Hammers 8 Maulers 8 Beam Rifles 16 Plasma Rifles 4 Fuel Rod Guns 8 Sentinel Beams 1 Flamethrower Vehicles: 4 Ghosts 8 Mongooses Equipment: 32 Frag Grenades 32 Plasma Grenades 32 Spike Grenades 8 Firebombs 4 Bubble Shields 4 Power Drainers 4 Trip Mines 4 Grav Lifts 4 Regenerators 4 Radar Jammers 4 Flares 4 Deployable C.s 4 Overshields 4 Active Camos 4 Custom P.Ups Scenery: 32 Fusion Coils 16 Barrels 16 Barrels, S. 16 Wood Boxes, S. 14 Barriers 8 Barriers, S. 16 Propane Tanks 24 Double Boxes 8 Double Boxes, Open 16 Single Boxes 8 Single Boxes, Open 16 Doors 8 Stairs 16 Walls 16 Pallets 16 Bridges 16 Crates 16 Street Cones 8 Weapon Holders 4 Grav Lifts 8 Shield Doors, L. 8 Shield Doors, S. 8 Mancannons 4 Soccer Balls 1 FX Nova 1 FX Pen and Ink 1 FX Olde Timey 1 FX Colorblind 1 FX Gloomy 1 FX Juicy Teleporters: 8 Sender Nodes 8 Reciever Nodes 8 Two Way Nodes Spawners: 20 Starting Points 100 Respawn Points COLD STORAGE ¯¯¯¯¯¯¯¯¯¯¯¯ Weapons: 8 Energy Swords 16 Magnums 8 Needlers 8 Plasma Pistols 16 Assault Rifles 16 Battle Rifles 16 Covenant Carbines 8 Shotguns 16 SMGs 8 Sniper Rifles 16 Spikers 8 Rocket Launchers 8 Spartan Lasers 8 Brute Shots 4 MG Turrets 4 Plasma Cannons 8 Gravity Hammers 4 Fuel Rod Guns 8 Maulers 16 Plasma Rifles 1 Flamethrower 8 Beam Rifles 8 Sentinel Beams 8 Missile Pods Vehicles: 4 Ghosts 8 Mongooses Equipment: 32 Frag Grenades 32 Plasma Grenades 32 Spike Grenades 8 Firebombs 4 Bubble Shields 4 Power Drainers 4 Trip Mines 4 Grav Lifts 4 Regenerators 4 Radar Jammers 4 Flares 4 Deployable C.s 4 Overshields 4 Active Camos 4 Custom P.Ups Scenery: 20 Fusion Coils 20 Power Cores 16 Barricades 8 Walls 8 Barriers 8 Wall Corners 8 Energy Blockers, L. 4 Energy Blockers, S. 4 Energy Blockers, T. 8 Weapon Holders 4 Grav Lifts 8 Mancannons 8 Shield Doors 4 Soccer Balls 1 FX Nova 1 FX Pen and Ink 1 FX Olde Timey 1 FX Juicy 1 FX Colorblind 1 FX Gloomy Teleporters: 8 Sender Nodes 8 Reciever Nodes 8 Two Way Nodes Spawners: 20 Starting Points 100 Respawn Points CONSTRUCT ¯¯¯¯¯¯¯¯¯ Weapons: 16 Assault Rifles 16 Battle Rifles 8 Shotguns 8 Sniper Rifles 16 SMGs 16 Spikers 16 Magnums 16 Plasma Pistols 16 Plasma Rifles 8 Needlers 8 Beam Rifles 8 Brute Shots 8 Rocket Launchers 8 Spartan lasers 8 Energy Swords 4 MG Turrets 8 Gravity Hammers 4 Missile Pods 16 Carbines 16 Maulers 8 Sentinel Beams 1 Flamethrower Vehicles: 8 Mongooses 4 Banshees 4 Hornets Equipment: 32 Frag Grenades 32 Plasma Grenades 32 Spike Grenades 8 Firebombs 4 Bubble Shields 4 Power Drainers 4 Trip Mines 4 Grav Lifts 4 Regenerators 4 Radar Jammers 4 Flares 4 Deployable C.s 4 Overshields 4 Active Camos 4 Custom P.Ups Scenery: 16 Fusion Coils 16 Single Crates 8 Crates 16 Turret Cases 8 Radio Antennae 16 Camping Stools 16 Drums, 55 Gal. 16 Equipment Cases 16 Radio Sets, Small 8 Drop Pods, Closed 8 Drop Pod Panels 8 Barricades 16 Medical Crates 4 Computers, Small 16 Rucksacks 8 Blitz Cans 16 Supply Cases 8 Plasma Batteries 4 Grav Lifts 16 Power Cores 8 Weapon Holders Teleporters: 8 Sender Nodes 8 Reciever Nodes 8 Two Way Nodes Spawners: 20 Starting Points 100 Respawn Points EPITAPH ¯¯¯¯¯¯¯ Weapons: 16 Assault Rifles 16 Battle Rifles 8 Shotguns 8 Sniper Rifles 16 SMGs 16 Spikers 16 Magnums 8 Plasma Pistols 16 Plasma Rifles 8 Needlers 8 Beam Rifles 8 Brute Shots 8 Rocket Launchers 8 Spartan lasers 8 Energy Swords 4 MG Turrets 8 Gravity Hammers 4 Fuel Rod Guns 16 Carbines 8 Maulers 8 Sentinel Beams 4 Plasma Cannons 1 Flamethrower Vehicles: 8 Mongooses Equipment: 32 Frag Grenades 32 Plasma Grenades 32 Spike Grenades 8 Firebombs 4 Bubble Shields 4 Power Drainers 4 Trip Mines 4 Grav Lifts 4 Regenerators 4 Radar Jammers 4 Flares 4 Deployable Covers 4 Overshields 4 Active Camos 4 Custom Powerups Scenery: 16 Ammo Cases 8 Barriers 8 Barriers, Short 16 Barrels 16 Barrels, Small 8 Roadblocks 16 Streetcones 8 Pallets 16 Camping Stools 16 Single Crates 8 Crates 8 Radio Sets 32 Fusion Coils 8 Generators, Small 4 Turret Cases 16 Ammo Crates 16 Drums, 12 Gal. 16 Drums, 55 Gal. 8 Weapon Holders 4 Grav Lifts Teleporters: 8 Sender Nodes 8 Reciever Nodes 8 Two Way Nodes Spawners: 20 Starting Points 100 Respawn Points GHOST TOWN ¯¯¯¯¯¯¯¯¯¯ Weapons: 8 Energy Swords 16 Magnums 8 Needlers 8 Plasma Pistols 16 Assault Rifles 16 Battle Rifles 16 Carbines 8 Shotguns 16 SMGs 8 Sniper Rifles 16 Spiker 8 Rocket Launcher 8 Spartan Lasers 8 Brute Shots 4 MG Turrets 4 Plasma Cannons 8 Gravity Hammers 8 Maulers 8 Beam Rifles 16 Plasma Rifles 4 Fuel Rod Guns 8 Sentinel Beams 1 Flamethrower Vehicles: 4 Ghosts 8 Mongooses Equipment: 32 Frag Grenades 32 Plasma Grenades 32 Spike Grenades 8 Firebombs 4 Bubble Shields 4 Power Drainers 4 Trip Mines 4 Grav Lifts 4 Regenerators 4 Radar Jammers 4 Flares 4 Deployable Covers 4 Overshields 4 Active Camos 4 Custom Powerups Scenery: 32 Fusion Coils 16 Barrels, Small 16 Fence Walls 16 Wire Spools 16 Water Crates 16 Doors 8 Water Barrels 8 Single Boxes, Open 8 Stairs 8 Pallets 16 Bridges 24 Street Cones 14 Barriers 8 Barriers, Short 8 Barricades 16 Propane Tanks 8 Watchtower Bases 8 Ramps 8 Weapon Holders 4 Grav Lifts 8 Shield Doors, Large 8 Shield Doors 8 Mancannons 4 Soccer Balls 1 FX Nova 1 FX Pen and Ink 1 FX Olde Timey 1 FX Colorblind 1 FX Gloomy 1 FX Juicy Teleporters: 8 Sender Nodes 8 Reciever Nodes 8 Two Way Nodes Spawners: 20 Starting Points 100 Respawn Points GUARDIAN ¯¯¯¯¯¯¯¯ Weapons: 16 Assault Rifles 16 Battle Rifles 8 Shotguns 8 Sniper Rifles 16 SMGs 16 Spikers 16 Magnums 8 Plasma Pistols 16 Plasma Rifles 8 Needlers 8 Beam Rifles 8 Brute Shots 8 Rocket Launchers 8 Spartan lasers 8 Energy Swords 4 MG Turrets 8 Gravity Hammers 4 Fuel Rod Guns 16 Carbines 8 Maulers 8 Sentinel Beams 4 Plasma Cannons 1 Flamethrower Vehicles: 6 Mongooses Equipment: 32 Frag Grenades 32 Plasma Grenades 32 Spike Grenades 8 Firebombs 4 Bubble Shields 4 Power Drainers 4 Trip Mines 4 Grav Lifts 4 Regenerators 4 Radar Jammers 4 Flares 4 Deployable Covers 4 Overshields 4 Active Camos 4 Custom Powerups Scenery: 16 Radio Sets 16 Rucksacks 16 Drums, 55 Gal. 16 Camping Stools 16 Single Crates 8 Crates 16 Barrels 16 Barrels, Small 8 Pallets 8 Roadblocks 16 Street Cones 20 Plasma Batteries 20 Power Cores 4 Turret Cases 8 Generators, Small 8 Weapon Holders 4 Grav Lifts Teleporters: 8 Sender Nodes 8 Reciever Nodes 8 Two Way Nodes Spawners: 20 Starting Points 100 Respawn Points HIGH GROUND ¯¯¯¯¯¯¯¯¯¯¯ Weapons: 16 Assault Rifles 16 Battle Rifles 8 Shotguns 8 Sniper Rifles 16 SMGs 16 Spikers 16 Magnums 8 Plasma Pistols 8 Needlers 8 Beam Rifles 8 Brute Shots 8 Rocket Launchers 8 Spartan lasers 8 Energy Swords 1 Flamethrower 4 MG Turrets 8 Gravity Hammers 4 Fuel Rod Guns 16 Carbines 8 Maulers 8 Sentinel Beams 4 Plasma Cannons Vehicles: 4 Ghosts 6 Mongooses 2 Warthogs 2 Choppers 2 Prowlers 1 Wraith 1 Scorpion 2 Warthogs, Gauss Equipment: 32 Frag Grenades 32 Plasma Grenades 32 Spike Grenades 8 Firebombs 4 Bubble Shields 4 Power Drainers 4 Trip Mines 4 Grav Lifts 4 Regenerators 4 Radar Jammers 4 Flares 4 Deployable Covers 4 Overshields 4 Active Camos 4 Custom Powerups Scenery: 32 Fusion Coils 8 Crates 16 Barrels 16 Small Barrels 16 Single Crates 8 Medical Cabinets 16 Camping Stools 8 Turret Case Lids 8 Open Turret Cases 8 Computers 8 Small Computers 8 Medical Carts 16 Drums, 12 Gal. 16 Drums, 55 Gal. 8 Floodlights 16 Ammo Crates 8 Radio Sets 8 Medical Crates 8 Medical Trays 8 Pallets 16 Toolboxes 16 Small Toolboxes 8 Roadblocks 32 Streetcones 8 Barriers 8 Barriers, Short 8 Tires 3 Telephones 16 Propane Tanks 8 Weapon Holders 4 Grav Lifts Teleporters: 8 Sender Nodes 8 Reciever Nodes 8 Two Way Nodes Spawners: 20 Starting Points 100 Respawn Points ISOLATION ¯¯¯¯¯¯¯¯¯ Weapons: 16 Assault Rifles 16 Battle Rifles 8 Shotguns 8 Sniper Rifles 16 SMGs 16 Spikers 16 Magnums 16 Plasma Pistols 8 Needlers 8 Beam Rifles 8 Brute Shots 8 Rocket Launchers 8 Spartan lasers 8 Energy Swords 1 Flamethrower 4 MG Turrets 8 Gravity Hammers 4 Missile Pods 16 Carbines 16 Maulers 8 Sentinel Beams 16 Plasma Rifles Vehicles: 2 Warthogs 8 Mongooses 8 Ghosts 4 Choppers 2 Banshees Equipment: 32 Frag Grenades 32 Plasma Grenades 32 Spike Grenades 8 Firebombs 4 Bubble Shields 4 Power Drainers 4 Trip Mines 4 Grav Lifts 4 Regenerators 4 Radar Jammers 4 Flares 4 Deployable Covers 4 Overshields 4 Active Camos 4 Custom Powerups Scenery: 16 Power Cores 16 Fusion Coils 16 Single Crates 8 Crates 16 Turret Cases 8 Radio Antennae 16 camping Stools 16 Drums, 55 Gal. 16 Equipment Cases 16 Radio Sets, Small 8 Drop Pods, Closed 8 Drop Pod Panels 8 Barricades 16 Medical Crates 4 Small Computers 16 Blitz Cans 16 Supply Cases 8 Plasma Batteries 4 Grav Lifts 8 Weapon Holders Teleporters: 8 Sender Nodes 8 Reciever Nodes 8 Two Way Nodes Spawners: 20 Starting Points 100 Respawn Points LAST RESORT ¯¯¯¯¯¯¯¯¯¯¯ Weapons: 16 Assault Rifles 16 Battle Rifles 8 Shotguns 8 Sniper Rifles 16 SMGs 16 Spikers 16 Magnums 8 Plasma Pistols 8 Needlers 8 Beam Rifles 8 Brute Shots 8 Rocket Launchers 8 Spartan lasers 8 Energy Swords 4 Missile Pods 4 MG Turrets 8 Gravity Hammers Vehicles: 2 Warthogs 6 Mongooses 3 Ghosts 2 Scorpions 2 Warthogs, Gauss Equipment: 32 Frag Grenades 32 Plasma Grenades 32 Spike Grenades 8 Firebombs 4 Bubble Shields 4 Power Drainers 4 Trip Mines 4 Grav Lifts 4 Regenerators 4 Radar Jammers 4 Flares 4 Deployable Covers 4 Overshields 4 Active Camos 4 Custom Powerups Scenery: 32 Fusion Coils 32 Single Crates 16 Crates 16 Turret Cases 8 Radio Antennae 16 Camping Stools 16 Drums, 55 Gal. 16 Equipment Cases 16 Radio Sets, Small 8 Containers 8 Open Containers 16 Streetcones 8 Forklifts 16 Barriers 8 Roadblocks 8 Pallets 8 Garbage Cans 8 Barrels 16 Propane Tanks 8 Weapon Holders 4 Grav Lifts Teleporters: 8 Sender Nodes 8 Reciever Nodes 8 Two Way Nodes Spawners: 20 Starting Points 100 Respawn Points NARROWS ¯¯¯¯¯¯¯ Weapons: 16 Assault Rifles 16 Battle Rifles 8 Shotguns 8 Sniper Rifles 16 SMGs 16 Spikers 16 Magnums 8 Plasma Pistols 16 Plasma Rifles 8 Beam Rifles 8 Brute Shots 8 Rocket Launchers 8 Spartan lasers 8 Energy Swords 1 Flamethrower 4 MG Turrets 8 Gravity Hammers 4 Missile Pods 4 Fuel Rod Guns 8 Maulers 8 Sentinel Beams 8 Needlers 4 Plasma Cannons Vehicles: 6 Mongooses 4 Ghosts Equipment: 32 Frag Grenades 32 Plasma Grenades 32 Spike Grenades 8 Firebombs 4 Bubble Shields 4 Power Drainers 4 Trip Mines 4 Grav Lifts 4 Regenerators 4 Radar Jammers 4 Flares 4 Deployable Covers 4 Overshields 4 Active Camos 4 Custom Powerups Scenery: 16 Camping Stools 32 Single Crates 16 Crates 16 Radio Sets 16 Rucksacks 16 Drums, 55 Gal. 8 Roadblocks 16 Pallets 16 Streetcones 8 Turret Cases 16 Drums, 12 Gal. 16 Small Radio Sets 16 Small Generators 8 Floodlights 16 Ammo Crates 8 Propane Burners 32 Fusion Coils 4 Grav Lifts Teleporters: 8 Sender Nodes 8 Reciever Nodes 8 Two Way Nodes Spawners: 20 Starting Points 100 Respawn Points SANDTRAP ¯¯¯¯¯¯¯¯ Weapons: 16 Assault Rifles 16 Battle Rifles 8 Shotguns 8 Sniper Rifles 16 SMGs 16 Spikers 16 Magnums 16 Plasma Pistols 8 Sentinel Beams 8 Needlers 8 Beam Rifles 8 Brute Shots 8 Rocket Launchers 8 Spartan lasers 8 Energy Swords 4 MG Turrets 8 Gravity Hammers 4 Missile Pods Vehicles: 4 Banshees 4 Choppers 2 Hornets 8 Ghosts 4 Prowlers 8 Mongooses 2 Scorpions 4 Warthogs 2 Warthogs, Gauss 2 Wraith Equipment: 32 Frag Grenades 32 Plasma Grenades 32 Spike Grenades 8 Firebombs 4 Bubble Shields 4 Power Drainers 4 Trip Mines 4 Grav Lifts 4 Regenerators 4 Radar Jammers 4 Flares 4 Deployable Covers 4 Overshields 4 Active Camos 4 Custom Powerups Scenery: 16 Fusion Coils 16 Single Crates 8 Crates 8 Turret Cases 8 Radio Antennae 16 Camping Stools 16 Drums, 55 Gal. 16 Equipment Cases 16 Radio Sets, Small 8 Drop Pods, Closed 8 Drop Pod Panels 8 Barricades 16 Medical Crates 4 Computers, Small 16 Rucksacks 8 Blitz Cans 8 Barrels 8 Barrels, Small 16 Supply Cases 8 Plasma Batteries 4 Grav Lifts 8 Weapon Holders Teleporters: 8 Sender Nodes 8 Reciever Nodes 8 Two Way Nodes Spawners: 20 Starting Points 100 Respawn Points SNOWBOUND ¯¯¯¯¯¯¯¯¯ Weapons: 16 Assault Rifles 16 Battle Rifles 8 Beam Rifles 8 Brute Shots 16 Carbines 8 Energy Swords 1 Flamethrower 4 Fuel Rod Guns 8 Gravity Hammers 4 MG Turrets 16 Magnums 8 Maulers 8 Needlers 4 Plasma Cannons 8 Plasma Pistols 16 Plasma Rifles 8 Rocket Launchers 8 Shotguns 16 SMGs 8 Sniper Rifles 8 Spartan Lasers 16 Spikers 8 Sentinel Beams Vehicles: 2 Choppers 4 Ghosts 6 Mongooses 2 Prowlers 2 Wraiths Equipment: 32 Frag Grenades 32 Plasma Grenades 32 Spike Grenades 8 Firebombs 4 Bubble Shields 4 Power Drainers 4 Trip Mines 4 Grav Lifts 4 Regenerators 4 Radar Jammers 4 Flares 4 Deployable Covers 4 Overshields 4 Active Camos 4 Custom Powerups Scenery: 16 Barriers 16 Camping Stools 16 Comm. Nodes 20 Plasma Batteries 20 Power Cores 32 Supply Cases 32 Bare Supply Cases 32 Open Supply Cases 8 Weapon Holders 8 Crates 4 Grav Lifts Teleporters: 8 Sender Nodes 8 Reciever Nodes 8 Two Way Nodes Spawners: 20 Starting Points 100 Respawn Points THE PIT (Note: The objects outside the level affect these numbers) ¯¯¯¯¯¯¯ Weapons: 16 Assault Rifles 16 Battle Rifles 8 Shotguns 8 Sniper Rifles 16 SMGs 16 Spikers 16 Magnums 8 Plasma Pistols 16 Plasma Rifles 8 Needlers 8 Beam Rifles 8 Brute Shots 8 Rocket Launchers 8 Spartan lasers 8 Energy Swords 4 MG Turrets 8 Gravity Hammers 1 Flamethrower 16 Carbines 16 Maulers 8 Sentinel Beams Vehicles: 6 Mongooses 4 Ghosts Equipment: 32 Frag Grenades 32 Plasma Grenades 32 Spike Grenades 8 Firebombs 4 Bubble Shields 4 Power Drainers 4 Trip Mines 4 Grav Lifts 4 Regenerators 4 Radar Jammers 4 Flares 4 Deployable Covers 4 Overshields 4 Active Camos 4 Custom Powerups Scenery: 32 Fusion Coils 16 Ammo Cases 16 Camping Stools 16 Crates 16 Small Generators 8 Floodlights 8 Generators 16 Barrels 16 Small Barrels 16 Lockers 16 Barriers 16 Short Barriers 16 Missiles, Body 8 Missiles, Warhead 16 Pallets 16 Roadblocks 16 Streetcones 16 Small Toolboxes 16 Toolboxes 16 Rucksacks 16 Propane Tanks 8 Weapon Holders 4 Grav Lifts Teleporters: 8 Sender Nodes 8 Reciever Nodes 8 Two Way Nodes Spawners: 20 Starting Points 100 Respawn Points VALHALLA ¯¯¯¯¯¯¯¯ Weapons: 16 Assault Rifles 24 Battle Rifles 8 Shotguns 8 Sniper Rifles 16 SMGs 16 Spikers 16 Magnums 16 Plasma Pistols 4 Missile Pods 8 Needlers 8 Beam Rifles 8 Brute Shots 8 Rocket Launchers 8 Spartan lasers 8 Energy Swords 4 MG Turrets 8 Gravity Hammers 1 Flamethrower 16 Carbines 16 Maulers 8 Sentinel Beams Vehicles: 4 Warthogs 8 Mongooses 4 Ghosts 4 Choppers 2 Wraiths 4 Banshees 2 Hornets 2 Scorpions Equipment: 32 Frag Grenades 32 Plasma Grenades 32 Spike Grenades 8 Firebombs 4 Bubble Shields 4 Power Drainers 4 Trip Mines 4 Grav Lifts 4 Regenerators 4 Radar Jammers 4 Flares 4 Deployable Covers 4 Overshields 4 Active Camos 4 Custom Powerups Scenery: 16 Fusion Coils 16 Single Crates 8 Crates 16 Turret Cases 8 Radio Antennae 16 Camping Stools 16 Drums, 55 Gal. 16 Equipment Cases 16 Radio Sets, Small 8 Closed Drop Pods 8 Drop Pod Panels 8 Barricades 16 Medical Crates 4 Grav Lifts 8 Weapon Holders Teleporters: 8 Sender Nodes 8 Reciever Nodes 8 Two Way Nodes Spawners: 20 Starting Points 100 Respawn Points FOUNDRY ¯¯¯¯¯¯¯ Weapons: 16 Assault Rifles 16 Battle Rifles 8 Shotguns 8 Sniper Rifles 16 SMGs 16 Spikers 16 Magnums 8 Plasma Pistols 16 Plasma Rifles 8 Needlers 8 Brute Shots 8 Rocket Launchers 8 Spartan Lasers 8 Energy Swords 4 Plasma Cannons 8 Gravity Hammers 16 Carbines 8 Maulers 4 Fuel Rod Guns 8 Beam Rifles 8 Sentinel Beams 4 MG Turrets 1 Flamethrower Vehicles: 4 Warthogs 2 Gauss Warthogs 8 Mongooses 8 Ghosts 4 Choppers 2 Wraiths Equipment: 32 Frag Grenades 32 Plasma Grenades 32 Spike Grenades 8 Firebombs 4 Bubble Shields 4 Power Drains 4 Trip Mines 4 Grav Lifts 4 Regenerators 4 Radar Jammers 4 Flares 4 Deployable C.s 4 Overshields 4 Active Camos 4 Custom P.Ups Scenery: 24 Double Boxes 8 Open D. Boxes 16 Single Boxes 8 Open S. Boxes 16 Fence Walls 8 Fence Boxes 8 Stairs 16 Walls 16 Double Walls 16 Corner Walls 16 Bridges 16 Dumpsters 6 Doors 4 Forklifts 2 Trucks 16 Crates 8 Wire Spools 4 Sign Bs 4 Sign As 6 Window Panels 32 Fusion Coils 16 Barrels 16 Small Barrels 16 Barriers 16 Short Barriers 16 Pallets 16 Roadblocks 16 Street Cones 16 Propane Tanks 8 Weapon Holders 4 Grav Lifts 8 ManCannons 8 Large Shield Doors 8 Shield Doors 4 Soccer Balls Teleporters: 8 Sender Nodes 8 Receiver Nodes 8 Two-Way Nodes Spawners: 20 Starting Points 100 Respawn Points RAT’S NEST ¯¯¯¯¯¯¯¯¯¯ Weapons: 16 Assault Rifles 16 Battle Rifles 8 Shotguns 8 Sniper Rifles 16 SMGs 16 Spikers 16 Magnums 8 Plasma Pistols 16 Plasma Rifles 8 Needlers 8 Beam Rifles 8 Brute Shots 8 Rocket Launchers 8 Spartan Lasers 8 Energy Swords 4 MG Turrets 8 Gravity Hammers 4 Missile Pods 8 Maulers 1 Flamethrower Vehicles: 6 Warthogs 8 Mongooses 4 Ghosts 2 Gauss Warthogs 4 Choppers 2 Scorpions Equipment: 32 Frag Grenades 32 Plasma Grenades 32 Spike Grenades 8 Firebombs 4 Bubble Shields 4 Power Drains 4 Trip Mines 4 Grav Lifts 4 Regenerators 4 Radar Jammers 4 Flares 4 Deployable C.s 4 Overshields 4 Active Camos 4 Custom P.Ups Scenery: 32 Fusion Coils 32 Single Crates 16 Crates 16 Camping Stools 16 55 Gal. Drums 16 Equipment Cases 16 Small Radio Sets 8 Containers 8 Open Containers 16 Street Cones 8 Forklifts 16 Barriers 8 Roadblocks 8 Pallets 8 Garbage Cans 16 Propane Tanks 8 Barrels 8 Small Barrels 4 Missile Bodies 8 Wire Spools 8 Open D. Boxes 8 Bridges 8 Weapon Holders 4 Grav Lifts 8 Large Shield Doors 8 Shield Doors 8 ManCannons 4 Soccer Balls Teleporters: 8 Sender Nodes 8 Receiver Nodes 8 Two-Way Nodes Spawners: 20 Starting Points 100 Respawn Points STANDOFF ¯¯¯¯¯¯¯¯ Weapons: 8 Energy Swords 16 Magnums 8 Needlers 8 Plasma Pistols 16 Assault Rifles 16 Battle Rifles 16 Carbines 8 Shotguns 16 SMGs 8 Sniper Rifles 16 Spikers 8 Rocket Launchers 8 Spartan Lasers 8 Brute Shots 4 MG Turrets 4 Plasma Cannons 8 Gravity Hammers 4 Fuel Rod Guns 8 Maulers 1 Flamethrower 8 Beam Rifles 8 Sentinel Beams 4 Missile Pods Vehicles: 4 Ghosts 8 Mongooses 4 Warthogs 2 Choppers 2 Banshees 2 Wraiths 2 Gauss Warthogs Equipment: 32 Frag Grenades 32 Plasma Grenades 32 Spike Grenades 8 Firebombs 4 Bubble Shields 4 Power Drains 4 Trip Mines 4 Grav Lifts 4 Regenerators 4 Radar Jammers 4 Flares 4 Deployable C.s 4 Overshields 4 Active Camos 4 Custom P.Ups Scenery: 32 Fusion Coils 16 Crates 16 Barrels 16 Small Barrels 16 Single Crates 16 Camping Stools 8 Radio Antennae’s 8 Fence Boxes 16 12 Gal. Drums 16 55 Gal. Drums 16 Small Generators 8 Radio Sets 8 Pallets 8 Roadblocks 16 Street Cones 14 Barriers 8 Short Barriers 8 Barricades 16 Propane Tanks 16 Missile Bodies 8 Forklifts 8 Wire Spools 8 Open D. Boxes 8 Bridges 8 Weapon Holders 4 Grav Lifts 8 Large Shield Doors 8 Shield Doors 8 ManCannons 4 Soccer Balls Teleporters: 8 Sender Nodes 8 Receiver Nodes 8 Two-Way Nodes Spawners: 20 Starting Points 100 Respawn Points ____________________________________________ SECTION 6: In Closing ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ > 6.1: Bibliography/Credits < ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Written entirely by Weremidget. Thanks to the following: - Bungie Studios for creating an awesome game and inventing an awesome feature in Forge. May your future as a company free from the tyrannical control of Microsoft be as successful as your past. - Omegachaos92 (GT: MoCiWe) for collecting the spawnable objects information for the Heroic map pack since I'm too poor/cheap to download them myself. Huge kudos to you. - lordraven for providing the cleared out maps. As I said, don't forget to play his Forged Maps! (Yeah this was a condition of him letting me use his link, so what?) - This ASCII Generator (http://www.network-science.de/ascii/) For making the title way up top. - The GameFAQs Halo 3 board for providing questions for the FAQ section. - My Better Judgement for taking out all the crappy jokes and one-liners I was going to leave in. - Whoever wrote up the list of Equipment for Forge and made it the exact same for every map. You probably halved the work I had to put in to Section 4. - I'm pretty much scraping the barrel of people to thank now, figure it will make this Guide look more impressive... - AND ANYONE ELSE I MISSED! I WISH I COULD THANK YOU ALL! > 6.2: Sites Allowed to Host this Guide < ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The following is a list of the sites that have emailed me requesting permission to host this guide and had it granted. Thus far, I have not declined to let any site host it, so long as no credit is misplaced. Therefore, if you have any wish to see it on your own site, just email me a request and I'll most likely see it granted. GameFAQs.com Gamesradar.com Cheatplanet.com Supercheats.com Neoseeker.com Bungie.net Group 'The Silent Cartographers' ForgeHub.com Cheatcodes.com If the name of your site isn't in that list, you shouldn't be hosting, or linking to, this guide. > 6.3: Contact Information < ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ If I failed to spot, overlooked, let pass, failed to see, failed to notice, neglected, ignored or missed something; or if something was incorrect, mistaken, erroneous, off beam, wide off the mark, in the wrong, amiss, not right, unsuitable or wrong, please contact me at the following email address: were.midget@gmail.com Or you can visit my B.Net profile by looking up the following Gamertag: Werem1dget I feel the need to say that my crappy k/d ratio was caused by a long time in Lone Wolves trying to get Overkill, and I still don't have it. Don't have Gold at the moment either. While you're at my profile, feel free (read: obliged) to check out my File Share. The maps in particular may interest If you've read this far, stop stalking me and I hope you benefited from my Guide, kthanx. > 6.4: Copyright and Stuff < ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Copyright 2007 Weremidget