Advanced Folder Structure
Examples of an advanced folder structure to use on Halo Infinite Forge maps.

The folder structure doesn't have to be overly complicated to work efficiently. Below are some examples of advanced folder structures that experienced forgers have come up with, and are tuned to work for all object groups in a Forge map. An advanced folder structure is useful for categorizing every object type efficiently and semantically. Takes a bit longer to set up and takes up more budget, but is much more useful on larger projects or feature-rich maps.
Advantages
The advantages to having an advanced folder structure are:
All object types have a descriptive folder allocated for them
Selecting or hiding specific groups of objects is easy and streamlined
You are more willing to folderize objects correctly, when a good folder structure is set up
Disadvantages
The disadvantages to having an advanced folder structure are:
More budget usage as every folder takes up Forge Simulation memory. This only becomes an issue on maps with the Forge Simulation memory almost at 100% when attempting to re-do the folder structure
Some forgers may find it too intimidating to use
Examples
Examples of advanced folder structures used by experienced forgers:
Okom1
General purpose
.Non-Folderized Objects
root folder00.Layout
0.Blockout
1.Main Layout
2.Skybox
3.Detail (Collision)
3.Detail (No Collision)
Terrain
01.Spawning
Initial Spawns
Respawn Points
Spawn Influence
02.Gameplay
Audio
Cameras
Equipment
Lifts and Teleporters
Named Locations
Ordnance, Cobra
Ordnance, Eagle
Ordnance, LSS
Ordnance, Middle
Vehicles
Weapons
03.Modes
Assault
Attrition
CTF
Elimination
Extraction
FFKOTH-1
FFKOTH-2
FFKOTH-3
FFKOTH-4
FFKOTH-5
Headhunter
Infection
King of the Hill
Land Grab
Oddball
Stockpile
Strongholds
Total Control
04.Nav Mesh
Cutters
Helpers
Markers
Seed Points
Temp. Geo
05. Lighting
FX
Hide For Lighting Build
Lighting Modifiers
Lights
06.Containment
Inside Map
Kill Volumes
Outside Map
07.Scripting
Script1
Script2
Script3
08.Misc
Easter Eggs
Palette1
Palette2
Palette3
MikRips
General purpose
00 Blockout
01 Gamemodes
02 Sandbox
Weapons Equipment
Initial Spawns
Respawns
Volumes
03 Blockers
Containment
Collision
04 Nav Mesh
Markers
Hints
Cutters
Nav Mesh Geo
05 Scripting
06 Foliage (Hide for Nav)
07 Terrain
Rocks misc
Trees
08 Lighting
Lights
Reflection volumes
09 Skybox
10 Map Art
root folder
nkdape
For the map Hacksaw Canyon:
01.Gameplay
Audio
Cameras
FX
Lifts
Script Brains
Spawn Influence
Spawns, Initial, FFA
Spawns, Initial, FFKOTH
Spawns, Initial, Infection
Spawns, Initial, Team
Spawns, Respawn - COBRA
Spawns, Respawn - EAGLE
Spawns, Respawn - MID
02.Modes
m01.Weapons, Equipment
m02.Vehicles - 0
m03.Coils
m04.Pods, EAGLE
m05.Pods, MID
m06.Pods, COBRA
m07.Pods, LSS
m10.BTB - 0
m11.CTF
m12.Total Control
m13.KOTH
m14.Strongholds
m15.Land Grab
m16.Stockpile
m17.Oddball
m18.Attrition, Elimination
m19.Extraction
m20.Infection
m21.FFKOTH.1
m21.FFKOTH.2
m21.FFKOTH.3
m21.FFKOTH.4
m21.FFKOTH.5
m21.FFKOTH.Weapons, Equipment
m22.Headhunter
03.Volumes
Kill, Hard
Kill, Soft
Named Locations
04.Nav Mesh, Objects
Nav Cutters
Nav Helpers
Nav Markers
Nav Seeds
05.Lighting
Lights
Probe, Reflections
06.Player Containment
Bounds Blockers
Exploit Blockers
FFKOTH Exclude Blockers
Smooth Blockers
10.Base.COBRA
C.BaseBottom
C.BaseTop01
C.BaseTop02
C.Spire_Platform
C.Tower1
C.Tower2
10.Base.EAGLE
E.BaseBottom
E.BaseTop01
E.BaseTop02
E.Spire_Platform
E.Tower1
E.Tower2 10.MID
M.Bunker1
M.Bunker2
M.BunkerGround
M.BunkerSpires
M.Cave
M.Circle
M.Fins
M.Ground
M.Monument
M.Spires
10.Misc
10.StageSpires
S.Spire1
S.Spire2
S.Spire3
11.Geology
G.Cave
G.Ground
G.Rocks
G.Rocks, Bounds
G.Rubble, Snow
G.Terrain
12.Foliage
13.Decals
99.TEMP
If you're confused what the root folder means, see Set as Root Folder.
Contributors
Okom MikRips nkdape
Last updated