Map Options
An interface that displays adjustable options and information about the map.

The Map Options tab is the fourth tab at the top of the Forge Menu and it displays options such as changing map lighting, wind, sound, and inspecting budget usage.
Interface
The Map Options tab consists of categories and subcategories, within which are adjustable map options and settings. The categories can be opened and closed, and their state will persist until the Forge session is closed. A short description of the selected item is shown under the main interface. The common adjustable map options include Sunlight, Light Bounce, Ambient Sound, Budget, and Level Bound Probes.




Controls
Controls related to navigating the Map Options tab. Options for both Keyboard and Mouse, and Controller are provided:
Open the Map Options tab:
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Alternative:
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Alternative: [Hold]
→ Map Options
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Close the Map Options tab:
Alternative:
Alternative:
Navigation:
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Alternative:
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Alternative:
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Quick Scroll Up:
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Quick Scroll Down:
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Select Item / Expand/Collapse Category:
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Expand/Collapse All Categories:
Main Categories ↓
The sections below detail the different categories within the Map Options tab.
Lights & Atmosphere
Settings to adjust the lighting, fog and wind.
Sunlight
Settings to adjust the sunlight and it's direction. For more details, see Sun.
Intensity
Changes the brightness of the sunlight.
Input range: 0.00
- 100.00
Color Override
Changes the color of the sunlight. Note that this doesn't change the color of the sun itself. For changing the color of the sun, see Sun Tint.
Sun Yaw
Changes the position of the sun in relation to the map cardinal directions. In simpler terms: left and right.
Input range: 0.00
- 360.00
Sun Pitch
Changes the position of the sun in relation to the time of day. In simpler terms: up and down.
Input range: 0.00
- 360.00
Light Bounce
Settings to control how bounce light affects the level. For more details, see Light Bounce.
Intensity
Changes the brightness of bounce light from the sun and all other light sources.
Input range: 0.00
- 100.00
Tint Override
Changes the color of bounce light.
Sky Light
Sky light settings adjust the sky lighting and it's positional colors. For more details, see Sky.
Intensity
Changes the brightness of sky lighting.
Input range: 0.00
- 100.00
Tint Override
Changes the color of sky lighting.
Top Override
Changes the color of sky lighting coming from above the map.
North Override
Changes the color of sky lighting coming from the north side of the map.
South Override
Changes the color of sky lighting coming from the south side of the map.
East Override
Changes the color of sky lighting coming from the east side of the map.
West Override
Changes the color of sky lighting coming from the west side of the map.
Sky Rendering
Sky rendering settings adjust the look of the sky and sun. For more details, see Sky and Sun.
Sky Intensity
Sets the brightness of the sky. Uses Rayleigh scattering.
Input range: 0.00
- 100.00
Sun Intensity
Sets the brightness of the sun. Uses Mie scattering.
Input range: 0.00
- 100.00
Sky Tint
Sets the color of the sky.
Sky Tint Intensity
Sets how intense the sky color is.
Input range: 0.00
- 100.00
Sun Tint
Sets the color of the sun. Note that this doesn't change the color of the sunlight. For changing the color of the sunlight, see Sunlight Color Override.
Sun Tint Intensity
Sets how intense the sun color is.
Atmospheric Fog
Atmospheric fog settings emulate light scattering in the atmosphere. For more details, see Fog.
Fog Offset
Sets the distance to offset the fog falloff from where atmospheric fog starts rendering to the horizon. Based on Fog Near Falloff.
Input range: 0.00
- 5.00
Fog Near Falloff
Sets the distance from player where atmospheric fog starts rendering.
Input range: 0.00
- 10,000.00
Fog Intensity
Sets atmospheric fog density.
Input range: 0.00
- 1.00
Fog Depth Scale
Sets the atmospheric fog density at a distance. Works with the Fog Near Falloff value.
Input range: 0.00
- 1,500.00
Fog Falloff Up
Sets the amount of atmoshperic fog falloff that occurs upwards from the horizon.
Input range: 0.00
- 5.00
Fog Falloff Down
Sets the amount of atmoshperic fog falloff that occurs downwards from the horizon.
Input range: 0.00
- 5.00
Sky Fog Intensity
Determines how much atmospheric fog is in the atmosphere. Color is based on Sky Tint Override.
Input range: 0.00
- 5,000.00
Inscattering
Sets the amount of light that scatters throughout the atmosphere. Lower values result in stronger scattering.
Input range: 0.00
- 1.00
Fake Inscattering Tint
Sets a false color scatter throughout the atmosphere.
Volumetric Fog
Volumetric fog settings simulate 3D fog as cost from a light source. For more details, see Fog.
Volumetric Fog can be turned off client-side from the video settings, so it shouldn't be relied on for major fog effects.
Enabled
Toggles the display of volumetric fog.
Density
Sets the volumetric fog density.
Input range: 0.00
- 1.00
Color
Sets the volumetric fog color.
Near Range
Sets the distance from player where the volumetric fog starts rendering.
Input range: 0.00
- 600.00
Far Range
Sets the distance from player where the volumetric fog stops rendering.
Input range: 0.00
- 1,000.00
Wind
Wind settings affect the movement of some dynamic objects such MP Trees, as well as Screen Effects.
Yaw
Changes the direction of the wind in relation to the map cardinal directions. In simpler terms: left and right.
Input range: -180.00
- 180.00
Pitch
Changes the angle of the wind in relation to the ground plane. In simpler terms: up and down.
Input range: -180.00
- 180.00
Wind Speed
Changes the speed of the wind.
Input range: 1.00
- 12.00
Screen Effects
Screen Effects are global moving particles that display on every player's screen.
FX
Changes the screen effect such as rain, dust, bubbles, etc.
Having global Screen Effects on may cause issues on maps with multiple FX-emitting objects such as Weapon Spawners. Turning the Screen Effects off in these cases helps prevent issues with FX overload.
Decorators
Enabled
Toggles the visibility of decorators in the map. Decorators are small foliage details on the built-in canvas floor of Forge canvases.
Ambient Sound
Ambient Sounds are audio loops heard throughout the map at a quiet volume.
Primary Sound
The primary ambient sound that plays in the map.
Secondary Sound
The secondary ambient sound that plays in the map.
Reverb
The type of reverb applied to the map. Reverb can be commonly heard in the form of object impacts, gunshots and explosions.
Audio Effect
The secondary ambient sound that plays in the map.
Enable Preview
Toggles the playing of primary and secondary ambient sounds during Forge edit mode.
Budget
Object placement limits and the current costs of various elements in the map. The budgets show a progress bar of how much of a specific budget has been used up. If a budget reaches 80%, a yellow warning icon shows up in the Map Options tab. If a budget reaches 100%, its progress bar turns red and a red warning icon shows up in the Map Options tab.




Game Simulation
The cost of simulating entities in a networked environment, including dynamic objects, projectiles, units, actions, etc. This is separate from the additional cost of networking entities in Forge.
Budget range: 0.0%
- 100.00%
The Game Simulation budget is the hard limit on what a map can simulate in gameplay. Dynamic objects and large scripts take up the majority of Game Simulation budget.
Forge Simulation
The cost of simulating entities in Forge, including dynamic and static objects, prefabs, user strings, Node Graph elements, etc. This is separate from the base cost of simulating entities in a networked environment.
Budget range: 0.0%
- 100.00%
Forge Simulation often reaches 100.00% before Game Simulation, as the interfaces for modifying objects and elements in Forge require additional resources. One way to alleviate Forge Simulation budget is to convert on-level scripts from Script Brains into a Forge Mode script within Mode Brains.
Forge Simulation Detail
A breakdown of the categories of the Forge Simulation budget.
Objects
The total percent of the Forge Simulation budget used by Object entities, including static objects and dynamic objects.
Budget range: 0.0%
- 100.00%
Node Graph
The total percent of the Forge Simulation budget used by Node Graph entities, including nodes, connections, and node properties.
Budget range: 0.0%
- 100.00%
While the budget range is up to 100.00%, players have reported not being able to load map versions with Node Graph budget in the range of 14-20%. This real limit is affected by the amount of other objects on the map, but 14-20% should be considered the 100% of the Node Graph budget on full maps.
Misc
The total percent of the Forge Simulation budget used by miscellaneous entities, including prefabs, user strings, some properties, etc.
Budget range: 0.0%
- 100.00%
Object Limits
Object count limits for various types of objects.
Static Geo
The percentage usage of the static render meshes in the map. Static objects can be composed of multiple render meshes. This is a hard limit and cannot be exceeded.
Budget range: 0.0%
- 100.00%
Vehicles
The number of vehicles in the map. Does not account for vehicles created during gameplay. Includes all types of Vehicle Spawners.
Budget range: 0
- 40
/ 40
While the limit is only 40, it's a very safe limit, as the real hard limit for vehicles is 128. Some vehicles like the Scorpion and Warthog are made out of two vehicles: the mover and the turret. Creating vehicles during gameplay such as spawning players in vehicles or cloning vehicles via scripting only has the hard limit of 128 total vehicles in play.
Reflection Volumes
The number of Reflection Volumes in the map. This is a hard limit and cannot be exceeded.
Budget range: 0
- 15
/ 15
Movers
The number of movers in the map. This is a hard limit and cannot be exceeded.
Budget range: 0
- 48
/ 48
Animations
The percentage usage of animation states used by objects in the map. This is a hard limit and cannot be exceeded.
Budget range: 0.0%
- 100.00%
Never reported as being the cause of issues.
Physics
The percentage usage of the total Physics budget. This is a soft limit and can be exceeded, but doing so may have a negative impact on performance, and some objects may stop working correctly.
Budget range: 0.0%
- 100.00%
Never reported as being the cause of issues.
Collision
The percentage usage of the total Collision budget. This is a soft limit and can be exceeded, but doing so may have a negative impact on performance, and some objects may stop working correctly.
Budget range: 0.0%
- 100.00%
Never reported as being the cause of issues.
Level Bound Probes
Settings to adjust the light probes generated by default in a map. For details on what light probes are, see Light Probes.
Bounding Type
The bounding type determines the area where to generate light probes by default. For details about custom light probes, see .
Level: Light Probes are generated within the entire Forge canvas gameplay space. Only useful in maps with large skyboxes in the canvas gameplay space that need light bounce data.
Objects: Light Probes are generated only within a bounding box that covers all objects placed in the map. Useful in maps built in interiors, or maps where the skybox doesn't need to have accurate light bounce data.
Probe Spacing
Sets the distance between default light probes. For details about custom light probes, see . Lower spacing values result in more accurate lighting at the expense of increased light probe counts and lighting build times.
Input range: 1.00
- 100.00
Probe Count
Estimated number of light probes based on the current settings across the Level Bound Probes and the . Larger probe count values result in more accurate lighting at the expense of increased lighting build times.
Value range: 0
- 14000
/ 14000
Reset
Reset Map Properties
Reset all map properties, such as fog, and reference colors to the default values as dictated by the Forge canvas base map.
This action cannot be undone.
Delete All Unlocked
Delete all unlocked objects in the map. For more details about locked and unlocked objects, see Lock & Unlock.
This action cannot be undone.
Contributors
Okom
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