ooooo ooooo oooo .oooo. `888' `888' `888 .dP""Y88b 888 888 .oooo. 888 .ooooo. ]8P' 888ooooo888 ` 88b 888 d88' `88b <88b. 888 888 .oP"888 888 888 888 `88b. 888 888 d8 888 888 888 888 o. .88P o888o o888o `Y888""8o o888o `Y8bod8P' `8bd88P' ___________________________________________________________________ oooooooooooo .oooooo. ooooooooo. .oooooo. oooooooooooo `888' `8 d8P' `Y8b `888 `Y88. d8P' `Y8b `888' `8 888 888 888 888 .d88' 888 888 888oooo8 888 888 888ooo88P' 888 888oooo8 888 " 888 888 888`88b. 888 ooooo 888 " 888 `88b d88' 888 `88b. `88. .88' 888 o o888o `Y8bood8P' o888o o888o `Y8bood8P' o888ooooood8 ___________________________________________________________________ ____________________________________________ A Guide to using Halo 3�s Forge Feature Written by Ryan Tippet A.K.A Weremidget Version 1.1 completed 13/12/2007 �������������������������������������������� ____________________________________________ Table of Contents: �������������������������������������������� Section 1: Introductions - Section 1.1: An Introduction to this Guide - Section 1.2: What is Forge? - Section 1.3: Version History Section 2: How to use Forge - Section 2.1: The Basics - Section 2.2: The Controls - Section 2.3: Spawn Categories - Section 2.4: Forge Walkthrough - Section 2.5: Forge Tips and Tricks Section 3: Frequently Asked Questions Section 4: Miscellaneous Information - Section 4.1: Foundry - Section 4.2: Recommended Downloads Section 5: Forge Statistics - Section 5.1: Maps - Weapons - Vehicles - Equipment - Scenery - Teleporters - Spawners - Goals - Section 5.2: Spawned Items - Weapons - Vehicles - Equipment Section 6: In Closing - Section 6.1: Bibliography/Credits - Section 6.2: Sites Allowed to Host this Guide - Section 6.3: Contact Information - Section 6.4: Copyright and Stuff ____________________________________________ SECTION 1: Introductions �������������������������������������������� > 1.1: An Introduction < ������������������������ It is unfortunate that so many players find Forge too difficult to use, or too time-consuming, or too open. 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. ____________________________________________ 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 and Starting Points. 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 < ������������������������������ 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. 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 < ���������������� The map 'Foundry', is one of three released on the 12th of December, 2007, as a part of the Heroic Map Pack. The pack is retailed exclusively on the Xbox Live Marketplace for 800 Microsoft Points and will becoming free within a few months. Foundry was designed for the Forge. It 'ships' with a default configuration made from Containers, Crates, Staircases etc. all items that can be spawned and deleted in the new maps. The difference with Foundry is that once all these items have been deleted, it is an empty, largely unobstructed Forge playground. The spawnability of a large variety of objects (including a Soccer Ball) makes it possible to design a near infinite variety of maps and ideas. It is theoretically possible to reconstruct an earlier map, such as Elongation, in Foundry. [I will have more information on Foundry, the map that gets it's own section, when I download the maps myself closer to Christmas.] > 4.2: Recommended Downloads < ������������������������������ [Coming Soon! If you know of any awesome maps that you think this section could include, send me an email including the name of it, and the name of the author] ____________________________________________ 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. 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 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 > 5.2: Spawned < ���������������� This section provides information on each of the weapons, vehicles and pieces of equipment that can be spawned using Forge. The information includes where each weapon is spawnable, the amount that can be spawned on that map and the dollar price for that item. The number in brackets is the number that can be spawned on each map. These do not yet include the Heroic Map Pack maps. WEAPONS ������� Assault Rifle Battle Rifle Shotgun ������������� ������������ ������� Cost: $2 Cost: $2 Cost: $2 Available: Available: Available: Construct (16) Construct (16) Construct (8) Epitaph (16) Epitaph (16) Epitaph (8) Guardian (16) Guardian (16) Guardian (8) High Ground (16) High Ground (16) High Ground (8) Isolation (16) Isolation (16) Isolation (8) Last Resort (16) Last Resort (16) Last Resort (8) Narrows (16) Narrows (16) Narrows (8) Sandtrap (16) Sandtrap (16) Sandtrap (8) Snowbound (16) Snowbound (16) Snowbound (8) The Pit (16) The Pit (16) The Pit (8) Valhalla (16) Valhalla (24) Valhalla (8) Sniper Rifle Sub-Machine Gun Spiker ������������ ��������������� ������ Cost: $2 Cost: $2 Cost: $2 Available: Available: Available: Construct (8) Construct (16) Construct (16) Epitaph (8) Epitaph (16) Epitaph (16) Guardian (8) Guardian (16) Guardian (16) High Ground (8) High Ground (16) High Ground (16) Isolation (8) Isolation (16) Isolation (16) Last Resort (8) Last Resort (16) Last Resort (16) Narrows (8) Narrows (16) Narrows (16) Sandtrap (8) Sandtrap (16) Sandtrap (16) Snowbound (8) Snowbound (16) Snowbound (16) The Pit (8) The Pit (16) The Pit (16) Valhalla (8) Valhalla (16) Valhalla (16) Magnum Plasma Pistol Plasma Rifle ������ ������������� ������������ Cost: $2 Cost: $2 Cost: $2 Available: Available: Available: Construct (16) Construct (16) Construct (16) Epitaph (16) Epitaph (8) Epitaph (16) Guardian (16) Guardian (8) Guardian (16) High Ground (16) High Ground (8) Isolation (16) Isolation (16) Isolation (16) Narrows (16) Last Resort (16) Last Resort (8) Snowbound (16) Narrows (16) Narrows (8) The Pit (16) Sandtrap (16) Sandtrap (16) Snowbound (16) Snowbound (16) The Pit (16) The Pit (8) Valhalla (16) Valhalla (16) Needler Beam Rifle Brute Shot ������� ���������� ���������� Cost: $2 Cost: $2 Cost: $2 Available: Available: Available: Construct (8) Construct (8) Construct (8) Epitaph (8) Epitaph (8) Epitaph (8) Guardian (8) Guardian (8) Guardian (8) High Ground (8) High Ground (8) High Ground (8) Isolation (8) Isolation (8) Isolation (8) Last Resort (8) Last Resort (8) Last Resort (8) Narrows (8) Narrows (8) Narrows (8) Sandtrap (8) Sandtrap (8) Sandtrap (8) Snowbound (8) Snowbound (8) Snowbound (8) The Pit (8) The Pit (8) The Pit (8) Valhalla (8) Valhalla (8) Valhalla (8) Rocket Launcher Spartan Laser Energy Sword ��������������� ������������� ������������ Cost: $2 Cost: $2 Cost: $2 Available: Available: Available: Construct (8) Construct (8) Construct (8) Epitaph (8) Epitaph (8) Epitaph (8) Guardian (8) Guardian (8) Guardian (8) High Ground (8) High Ground (8) High Ground (8) Isolation (8) Isolation (8) Isolation (8) Last Resort (8) Last Resort (8) Last Resort (8) Narrows (8) Narrows (8) Narrows (8) Sandtrap (8) Sandtrap (8) Sandtrap (8) Snowbound (8) Snowbound (8) Snowbound (8) The Pit (8) The Pit (8) The Pit (8) Valhalla (8) Valhalla (8) Valhalla (8) Machine Gun Turret Gravity Hammer Missile Pod ������������������ �������������� ����������� Cost: $6 Cost: $2 Cost: $4 Available: Available: Available: Construct (4) Construct (8) Construct (4) Epitaph (4) Epitaph (8) Isolation (4) Guardian (4) Guardian (8) Last Resort (4) High Ground (4) High Ground (8) Narrows (4) Isolation (4) Isolation (8) Sandtrap (4) Last Resort (4) Last Resort (8) Valhalla (4) Narrows (4) Narrows (8) Sandtrap (4) Sandtrap (8) Snowbound (4) Snowbound (8) The Pit (4) The Pit (8) Valhalla (4) Valhalla (8) Covenant Carbine Mauler Sentinel Beam ���������������� ������ ������������� Cost: $2 Cost: $2 Cost: $2 Available: Available: Available: Construct (16) Construct (16) Construct (8) Epitaph (16) Epitaph (8) Epitaph (8) Guardian (16) Guardian (8) Guardian (8) High Ground (16) High Ground (8) High Ground (8) Isolation (16) Isolation (16) Isolation (8) Snowbound (16) Narrows (8) Narrows (8) The Pit (16) Snowbound (8) Sandtrap (8) Valhalla (16) The Pit (16) Snowbound (8) Valhalla (16) The Pit (8) Valhalla (8) Flamethrower Plasma Cannon Fuel Rod Gun ������������ ������������� ������������ Cost: $6 Cost: $6 Cost: $6 Available: Available: Available: Construct (1) Epitaph (4) Epitaph (4) Epitaph (1) Guardian (4) Guardian (4) Guardian (1) High Ground (4) High Ground (4) High Ground (1) Narrows (4) Narrows (4) Isolation (1) Snowbound (4) Snowbound (4) Narrows (1) Snowbound (1) The Pit (1) Valhalla (1) VEHICLES �������� Warthog Mongoose Ghost ������� �������� ����� Cost: $20 Cost: $10 Cost: $15 Available: Available: Available: High Ground (2) Construct (8) High Ground (4) Isolation (2) Epitaph (8) Isolation (8) Last Resort (2) Guardian (6) Last Resort (3) Sandtrap (4) High Ground (6) Narrows (4) Valhalla (4) Isolation (8) Sandtrap (8) Last Resort (6) Snowbound (4) Gauss Hog Narrows (6) The Pit (4) ��������� Sandtrap (8) Valhalla (4) Cost: $20 Snowbound (6 Available: The Pit (6) High Ground (2) Valhalla (8) Last Resort (2) Sandtrap (2) Chopper Wraith Hornet ������� ������ ������ Cost: $20 Cost: $40 Cost: $20 Available: Available: Available: High Ground (2) Sandtrap (2) Construct (4) Isolation (4) Snowbound (2) Sandtrap (2) Sandtrap (4) Valhalla (2) Valhalla (2) Snowbound (2) Valhalla (4) Banshee Scorpion Prowler ������� �������� ������� Cost: $20 Cost: $40 Cost: $20 Available: Available: Available: Construct (4) High Ground (1) High Ground (2) Isolation (2) Last Resort (2) Sandtrap (4) Sandtrap (4) Sandtrap (2) Snowbound (2) Valhalla (4) Valhalla (2) EQUIPMENT ��������� All Equipment things can be found on all levels so I didn't list those, but instead listed how many can be placed on all maps and how much they are. If you were looking for grenades, here's were they keep 'em. Frag Grenades Plasma Grenades Spike Grenades ������������� ��������������� �������������� Cost: $1 Cost $1 Cost $1 Number Placable: 32 Number Placable: 32 Number Placable: 32 Firebombs Bubble Shields Power Drainers ��������� �������������� �������������� Cost: $2 Cost $2 Cost $2 Number Placable: 8 Number Placable: 4 Number Placable: 4 Trip Mines Grav Lifts Regenerators ���������� ���������� ������������ Cost: $2 Cost $2 Cost $2 Number Placable: 4 Number Placable: 4 Number Placable: 4 Radar Jammers Flares Deployable Covers ������������� ������ ����������������� Cost: $2 Cost $2 Cost $2 Number Placable: 4 Number Placable: 4 Number Placable: 4 Overshields Active Camos Custom Powerups ����������� ������������ ��������������� Cost: $2 Cost $2 Cost $2 Number Placable: 4 Number Placable: 4 Number Placable: 4 ____________________________________________ SECTION 6: In Closing �������������������������������������������� > 6.1: Bibliography/Credits < ����������������������������� Written entirely by Ryan Tippet, AKA 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. - Miki for mildly amusing me on numerous occasions - 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: [email protected] 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 screenshots and download my film clips. 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 Ryan Tippet