Whatsup, my name is Zach, I am from West Virginia, though I don't act very West-Virginia-ish. I've been making maps in forge since I got Halo 3 and kept coming back to forge hub for all kinds of tips, tricks, and of course other players' maps. I've got 2 maps made already that I plan to post here some time soon, and I got another map in development. I'm hopin to learn some more stuff from the community of forge hub and master the entire "art" of forging.
Sounds cool, cant wait untill you post them. Just make sure you read the rules and stuff and you should be fine.
Welcome to forgehub. If you need any help with the rules, forging 101 stuff, or anything forge related just PM me. I usually avaliable very often so don't hesitate to ask for any help.
Welcome to ForgeHub. If you didn't already knew this, here it is. I also posted the rules for ya. (Look at the Forging 101 section for more techniques.) Forging 101 Avanced Interlocking and Merging *Project Z by The ABCrew You probably already know how to interlock objects, and how to merge them into the map geometry. If you don't, check out this forge 101 on interlocking, or this one on merging. Now, while interlocking or merging objects, there are a few important things to consider. -Watch the frame rate. Don't overload one part of your map with too many interlocked and merged objects too close to each other. If you're interlocking stuff into five other things, and merging them all, you can cause lag. Don't merge or interlock unless doing so can improve the quality of your map. For example, if you merge everything on the map, you can cause lag in larger parties. As you do this, also be cautious to avoid overloading your map by glitching the budget or item limit too much. Interlocking can be very useful in improving the gameplay of your map. Make sure every piece of your floor lines up perfectly, so that there are no bumps as you walk across them. Make sure your walls are interlocked together and smooth, so that stray bullets or grenades don't squeeze through. Merging objects can also be used very well in the same way. If a box is place against another box, or a Foundry wall, it should be merged or interlocked as needed to make it smooth and allow the maps gameplay to be as good as possible. -A useful trick in lining up floors is the dumpster trick. If you place a stack of two dumpsters (straight up with the curved side facing up) on opposite sides of a wall, you will create a floor that is the same height as a box. You can achieve this same double box height if you place a bridge, open box, or a fence wall (or fence box) on top of dumpsters that have been stacked the same way, but with the bottom dumpsters turned to the side (the big surface with all the rectangles in it is facing up). -As discovered by II AceMasta II, it can be very useful to use spawn points to line up interlocks. Simply place spawn points, such that the arrow tips of them line up with important pieces of the interlocked object your trying to create. When you start a new round to do the interlocking, the spawn points will still be there, and you can place objects inside of them, so simply line your object up with the arrows of the spawn points for a perfect interlock. -When merging or interlocking objects, it can be useful to 'spot' where you want them to go. If you have two floating boxes that you want to be interlocked, then it would be useful to, after placing the first box, place a second next to it, exactly one box away from where you want the second box to be. Then make a third box and float it next to the second one, so that it then interlocks perfectly with the first box. When merging, you may want to setup some objects close by the object you wish to merge that represent the amount of the object you wish to leave not merged. -There are two main ways to merge an object at an angle. The most widely known method is to float the object at the angle you want to merge it. Then float supports all around it, and then push it into the ground. The second, and arguably easier method, is to set the object down on the ground normally, then set supports on each side. Before pushing it into the ground, levitate one of the supports, so that it allows the object being pushed to tilt to the angle you want it to be. Both interlocking and merging can be very useful to improve the gameplay of your map. Do not waste frame rate on it if it doesn't improve gameplay or look great. Be sure to use the techniques discussed here to make sure you have good interlocks and merges to keep your floors and walls smooth. Interlocking objects. Don't you hate when you are trying to make a floor or wall and when you get to the end you find that the last piece won't fit? You don't want to make the floor uneven, so what do you do? This is where Interlocking Objects come in. Interlocking objects is when two objects spawn overlapping each other, so there is no gap or bump. There are two different ways to do it, depending on what map you use it on. When you are not using any of the new maps, here is what you do: First spawn one of the objects you want to interlock. Then move it from its original position without picking it up (so either drive it away if it's a vehicle or hit it with another object). Then simply place the second object where you want, and when the round starts they will be intersecting each other. (The APC Hog was created this way.) The second way is for the DLC maps, though it also works with the old maps. The reason this applies to the new maps is the new maps have immovable objects, so they are impossible to knock to the side. You begin by spawning the first object that will be interlocked. Then you press X on the object and set Place on Start: to No. Once that is completed, start a new round. The first object should not be there. If it is, make sure you do not have that object set to instant respawn (where the Runtime Minimum is the highest it can be); if it then then set the runtime minimum to 0 and start the round again. Now place the second object where you want it. If the first object spawns before you can place the second object, then lengthen the first object's respawn time. Once you place the second object you can reset the first object settings so that it spawns when the game starts. You can either wait for the first object to spawn and then change it (by pressing X on it) or set the Runtime Minimum for that object to the highest it can be and the object will spawn. A special thank you goes out to Vodoo for writing this article ForgeHub VT #9: Interlocking Objects and Advanced Floating Merging Immovable objects with map Geometry. This time round we've got another more advanced forging technique that follows on from the interlocking objects forging 101. We'll start off by explaining how to push a double box into the ground - once that's explained it's a similar process to force any immovable objects into a wall or any other map geometry. As an example, the double box in the first screenshot was forced into the ground to leave it 3 walls high above the floor. To do this, lay 3 walls flat on top of each other and then place the double box on top. Delete the walls so you have a floating double box. Now set the floating box to 'Place on Start: No' and assign it a long respawn time to give yourself time to complete the next steps. Start a new round and the double box will not yet have spawned - however, it's small blue dot representing it's spawn location will still be visible. Looking directly down at the floor above the spawn location, place another double box and lower it onto the ground. Don't ever let go of this double box you are placing, or it will disappear in later steps. Press X twice to bring up the object menu and set the 'Run Time Minimum' for the double box to the 'Run Time Maximum'. This will cause the floating double box you placed earlier to instantly respawn and force the double box you are holding into the ground. Whilst still holding the double box, press start to bring up the menu, save, and then quit. Restart forge and the double box will be merged with the ground. Now all that is left is to delete the 'pushing' double box resting atop it, et viola! How far do you want the object in the ground/wall? It depends how high you float your 'pushing' object off the ground. The space between the ground and the 'pushing' object is how much of the 'pushed' object will be left visible above ground. The same process applies for pushing objects into walls, except you have to go through the procedure at 90° to the floor. The object comes out sideways or not straight, how do I make it straight? Simple, use double boxes to keep it straight. Put some on all sides so it will go into the ground/wall perfectly straight. The objects keep dissapearing when I let go! Dont let go of it, instead press start, save your map and quit, when you load up your map again the object will be in the ground/wall. Alternate Method: Using the Door Faster, easier and more precise Place the object you want to merge and secure it with other immovable objects like in the other method. Spawn a door and place it upside-down on top of the box. You'll see it sink into the box about a third of the way. Once it has settled, grab the box and let go right away. The door will now push the box down into the floor. If you want the box deeper in the floor, grab the door again and let it go and it'll sink back into the box. This method is much faster and easier than the save and quit method. You can also use the sides of the doors to make smaller adjustments. Use multiple doors at the same time to push objects evenly. Original topic using this technique (brought to my attention by Furious D 18) _________________________________________________ A special thank you goes out to iTs_NeXn for discovering this very useful technique. Quote: Originally Posted by LIGHTSOUT225 This is probably the most difficult thing to do in Forge. But let me try and take a crack at explaining it, and how it works. This tutorial is on Avalanche, but it works the same on all Heroic and Legendary maps. In Foundry, I use bridges and fence walls to brace, and a door to force the object into the ground. On Avalanche, I use bridges and walls or barriers to brace, and energy blockers to force objects into the ground. I'll refer to the energy blockers as just doors here though, for ease. Step by step: Save/Quit the box at the exact angle you want the box, just barely above the ground where you plan on sinking it into the floor. 2. Brace the box as tightly and as flush as possible. Bridges (with the bottom of them in contact with the box surface) are the best bracing tools in this situation. You need to brace all 4 "long" sides of the box Save/quit one bridge at the time snugly against the box (no spaces anywhere in between) 3. Once all 4 bridges are bracing the box snugly, you now need to put an upside down door into the "short" end (opposite the side that will merge into the ground) of the box. Save/Quit the door (top facing directly into the box) at the exact same angle as the box, down as far as it can be pushed into the box. Make sure you have this saved. 4. Simply grab and release the box one time, and it will sink into the ground at the angle you have it braced at. After the first round of sinking, I realized the bridges were too long and preventing me from sinking the door into the box, so i switched to fence walls/barriers. Sometimes it will work perfectly, sometimes things go bad and it angles in awkwardly despite the braces. If this is the case, do not fret, just quit the game and load up it up again (this is why its so important to save), then repeat step 4 again until it looks right. If the box is at the correct angle, but you need it to be sunk further into the ground, save that merged box version, then repeat steps 3 and four again. (Just move the top of the door further into the box again then grab/release again) Hope this helps you out, I tried to be as specific as possible, but if you have any questions feel free to ask. Most importantly you just need to be patient, it may take several times to get it right, but it sure is sweet when you do.
Welcome to FH. You sound like a pretty cool guy. Take a look around and get situated with the members and forums and such.
I posted a map. The map was terrible. But I am posting another map that won't suck as much. YAY FOR NOT SUCKING! :happy: