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Forging Halo
Welcome
Calling it a Night
Halo: Why It Stands Out In A Class Of Its Own
Maps Forged By MrGreenWithAGun
Halo 2A
Immersion Begins
Improving Immersion
Halo 4
Discovering The Weights
Implementing Static Spawns
Small Map Spawning
Spawning Out Of Sight
Tactical Spawning In CTF
Understanding Why Spawn Traps Exist
Halo 5
A New Spawn Model For Halo 5
Level Design
About these Articles
Aesthetics, Art, & Architecture
Ambiance
Approaches
Case Study: de_dust2
Chapter 1: Geometry
Chapter 2: Art
Chapter 3: Depth
Cohesion
Colors & Contrast
CTF Base Considerations
Dual Objectives in Invasion
Elevation
Flanking
Foreshadowing
Forging For The Playlists
Halo Requires Vertical Game Play
Immersion
Less Is More
Leveraging Meta
Map Control
Orientation
Pace
Paths To Power
Power Weapons
Power Weapons
Segmentation
Spaces, Walkways, and Paths
Static Spawning
Structure
Symmetry
Terms & Acronyms
The Correct Question
Theme
Traffic Patterns
Vehicles
Vehicles
Heavy Enough?
Visual Cues
Visual Noise
MCC
Reach
About These Articles on Reach Forge
Anomalies
Approach Considerations
Architecture
Bro Spawning
Coliseum Walls
Conditional Respawn Zones
Designing for Predictability
Escalating To A Climax
Fire Teams
Forging An Illusion
Forging Contrast
Forging Forge Objects
Forging the Forerunner
Forward Positions
From The Spawn
Introduction to Forging Invasion
Invasion Maps Are Large
Invasion Respawn Zones
Invasion Spawning
Jet Pack Abuse and Soft Kill Ceilings
Kill Boundary Case Study
Known Bugs
Maintaining Cohesion
Observing The Approach
One Map
Power Weapons
Reach Respawn Points
Reach Respawn Zones
Safe Boundaries & Kill Boundaries
Symmetry Settings
The Assault Tier
The Barrier
The Core Tier
The Territory Tier
Total Situational Awareness
Vehicles
Working With The Spawn Engine
Forging Halo
Welcome
Calling it a Night
Halo: Why It Stands Out In A Class Of Its Own
Maps Forged By MrGreenWithAGun
Halo 2A
Immersion Begins
Improving Immersion
Halo 4
Discovering The Weights
Implementing Static Spawns
Small Map Spawning
Spawning Out Of Sight
Tactical Spawning In CTF
Understanding Why Spawn Traps Exist
Halo 5
A New Spawn Model For Halo 5
Level Design
About these Articles
Aesthetics, Art, & Architecture
Ambiance
Approaches
Case Study: de_dust2
Chapter 1: Geometry
Chapter 2: Art
Chapter 3: Depth
Cohesion
Colors & Contrast
CTF Base Considerations
Dual Objectives in Invasion
Elevation
Flanking
Foreshadowing
Forging For The Playlists
Halo Requires Vertical Game Play
Immersion
Less Is More
Leveraging Meta
Map Control
Orientation
Pace
Paths To Power
Power Weapons
Power Weapons
Segmentation
Spaces, Walkways, and Paths
Static Spawning
Structure
Symmetry
Terms & Acronyms
The Correct Question
Theme
Traffic Patterns
Vehicles
Vehicles
Heavy Enough?
Visual Cues
Visual Noise
MCC
Reach
About These Articles on Reach Forge
Anomalies
Approach Considerations
Architecture
Bro Spawning
Coliseum Walls
Conditional Respawn Zones
Designing for Predictability
Escalating To A Climax
Fire Teams
Forging An Illusion
Forging Contrast
Forging Forge Objects
Forging the Forerunner
Forward Positions
From The Spawn
Introduction to Forging Invasion
Invasion Maps Are Large
Invasion Respawn Zones
Invasion Spawning
Jet Pack Abuse and Soft Kill Ceilings
Kill Boundary Case Study
Known Bugs
Maintaining Cohesion
Observing The Approach
One Map
Power Weapons
Reach Respawn Points
Reach Respawn Zones
Safe Boundaries & Kill Boundaries
Symmetry Settings
The Assault Tier
The Barrier
The Core Tier
The Territory Tier
Total Situational Awareness
Vehicles
Working With The Spawn Engine
More
Welcome
Calling it a Night
Halo: Why It Stands Out In A Class Of Its Own
Maps Forged By MrGreenWithAGun
Halo 2A
Immersion Begins
Improving Immersion
Halo 4
Discovering The Weights
Implementing Static Spawns
Small Map Spawning
Spawning Out Of Sight
Tactical Spawning In CTF
Understanding Why Spawn Traps Exist
Halo 5
A New Spawn Model For Halo 5
Level Design
About these Articles
Aesthetics, Art, & Architecture
Ambiance
Approaches
Case Study: de_dust2
Chapter 1: Geometry
Chapter 2: Art
Chapter 3: Depth
Cohesion
Colors & Contrast
CTF Base Considerations
Dual Objectives in Invasion
Elevation
Flanking
Foreshadowing
Forging For The Playlists
Halo Requires Vertical Game Play
Immersion
Less Is More
Leveraging Meta
Map Control
Orientation
Pace
Paths To Power
Power Weapons
Power Weapons
Segmentation
Spaces, Walkways, and Paths
Static Spawning
Structure
Symmetry
Terms & Acronyms
The Correct Question
Theme
Traffic Patterns
Vehicles
Vehicles
Heavy Enough?
Visual Cues
Visual Noise
MCC
Reach
About These Articles on Reach Forge
Anomalies
Approach Considerations
Architecture
Bro Spawning
Coliseum Walls
Conditional Respawn Zones
Designing for Predictability
Escalating To A Climax
Fire Teams
Forging An Illusion
Forging Contrast
Forging Forge Objects
Forging the Forerunner
Forward Positions
From The Spawn
Introduction to Forging Invasion
Invasion Maps Are Large
Invasion Respawn Zones
Invasion Spawning
Jet Pack Abuse and Soft Kill Ceilings
Kill Boundary Case Study
Known Bugs
Maintaining Cohesion
Observing The Approach
One Map
Power Weapons
Reach Respawn Points
Reach Respawn Zones
Safe Boundaries & Kill Boundaries
Symmetry Settings
The Assault Tier
The Barrier
The Core Tier
The Territory Tier
Total Situational Awareness
Vehicles
Working With The Spawn Engine
MCC
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