r/forge
Phantoms in hanger update!
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!
Script to player traits on infection gametype
Anyone know how to build player trait scripts that control survivors and infected separately?
Metroid Prime WIP
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.
Phantom spawns
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.
Working on some UNSC Ship/Space Station prefabs
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)
Just finished my new Damnation inspired map called Shade’s Promise!
Forged in Halo Infinite
Plays standard 4v4 game modes + firefight!
Bookmark: https://www.halowaypoint.com/halo-infinite/ugc/maps/c28e821d-6bbe-44c2-9404-9ae4ecae7863
Help with node graph using two separate teleporting methods
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
Rotating objects with scripts keeps misaligning
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.
In 2022 I made this Halo Infinite Husky Raid map, Elongated Shore. In 2025 I accidentally deleted it. Does anyone have a copy?
Ignoring the bit cringey trailer lol - I'd love to scavenge a copy of this back. It got into 343 Favourites and, in my humble opinion, was a bit of a laugh.
Halo Fest Forge Contest Entry: Gullet
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
Twitter: https://x.com/SmallNapkins/status/2085224906984222819
Objects not touching floor
Guys, I've noticed in some of my maps things will not touch the floor, either when playing or forging.
For example, on my map Hall of Justice you can see players are hovering off the floor on start and guns and equipment do as well. Snap to ground when forging leaves things hovering over the floor as well.
Has anyone seen this before?