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Kat2BKittnMe

Halo 5 Forge Tips

14 posts in this topic

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Hey Halotracks community,

Here we will post everything we know to help newcomers and veterans alike to forge better race tracks faster. This forum will be to help answer questions people have about forging tracks as well as a guide to allow people to try and forge styles of tracks that they haven't before. Things such as checkpoint setups, spawns, shield use for demo, and other stuffs. Any questions you have can and will be answered in this forum.

The tips will be added when people start posting on this forum.

1) First up is spawning. Obviously the most important part of creating something in forge is that you place spawns. For creating race tracks spawning is much simpler than other gametypes. All you need to do is place respawn points, not initial player spawns. These will work as the original spawn points as well as respawn points for when players die on the map. Place 16 of these if you want to have the map be 16 player compatible. You will also need to place at least as many mongooses as you do spawns. You will usually want to place the starting point for the mongooses to be out of the way of the track. This way you won't be starting a new lap and having to dodge all of the extra mongooses on the track. Mongooses are located under Vehicles>Land.

Most recent question:

Spawn/Checkpoint Tutorial

Skytracks Tips:

Tracks built entirely in the sky. This includes double wides and roller coasters.

Commonly forged by - NukedlceCream, Superior Forger, TheMagicalSock1, Le Hefe

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Demo Tips:

Demo is a highly destructive gametype where two teams of racers and blockers are pitted against each other to win.

Commonly forged by - NukedlceCream, King Edward l, Superior Forger, purpledinosaur0, Offrce

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Motocross and Supercross tips:

Tracks designed to emulate Supercross and Nationals racing.

Commonly forged by - Jabbleston, Pancake, purpledinosaur0, Kat2BKittnme, MtnDewx97, King Edward l

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Terrain tips:

Tracks where the majority of the racetrack is forged on the natural map geometry or objects that simulate terrain.

Commonly forged by - Bean05, NukedlceCream

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Mayhem tips:

Racetracks designed for colliding, wrecking and slowing down opposing racers.

Commonly forged by - Offrce, NukedlceCream, Kat2BKittnMe

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Grand Prix tips:

Tracks designed to emulate Grand Prix racing.

Commonly forged by - t3hmightymidg3t, imSOshiftfaced, Miss Starstrukk

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Edited by Kat2BKittnMe
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Topic pinned. I look forward to seeing the development of this topic in the future.

Keep up the good work Kitty!

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So... anybody looking into how we are going to migrate game types to halo 5?

At the moment it doesn't look like we have any options besides slayer at the moment. The options available through CTF and Strongholds seem too limited to be able to craft a scoring system out of.

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Cant you do the same old halo 3 way except with strongholds, get rid of contesting the stronghold and set the stronghold through a mancannon where you have a fixed path and you gain exactly one point per time you go through?

Edited by SAVIOR OMEGA

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Cant you do the same old halo 3 way except with strongholds, get rid of contesting the stronghold and set the stronghold through a mancannon where you have a fixed path and you gain exactly one point per time you go through?

No, there isn't a way to un-capture the stronghold so you'd get points constantly after you capture. The gametype doesn't function how VIP or KotH worked but instead is either in a uncaptured start (at game start), and then has to be owned by a team for the rest.

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No, there isn't a way to un-capture the stronghold so you'd get points constantly after you capture. The gametype doesn't function how VIP or KotH worked but instead is either in a uncaptured start (at game start), and then has to be owned by a team for the rest.

Can't you set it to despawn after a second?

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Can we pick up flags while in a vehicle?

Nope. I had the same idea but there's no setting for it in the gametype options.

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