> For the complete documentation index, see [llms.txt](https://wiki.thescriptersguild.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://wiki.thescriptersguild.com/forge/layout/level-design/planning-the-location-and-orientation-of-your-map.md).

# Planning The Location And Orientation of Your Map

Planning the position and orientation of your map while keeping in mind how fixed canvas elements affect the map can save a lot of time

<figure><img src="https://692276616-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FN06Vv6nlwviUQ4hI2Kkd%2Fuploads%2Fgit-blob-74e137057d6f7b94c14119a6cbc4254a8f2c8ecf%2Fcover-tsg-placeholder.jpg?alt=media" alt="Cover image"><figcaption></figcaption></figure>

Visualizing a level's final appearance before construction begins can prevent significant time and frustration during the building process. Understanding how fixed canvas elements interact with your objects allows for more efficient map design.

## Benefits of Pre-Build Planning

The forge canvases in Halo Infinite contain static elements that cannot be adjusted, necessitating careful planning to avoid undesired outcomes. Not accounting for these features early on can lead to unexpected side effects or make it difficult to resolve issues once hundreds of objects have already been placed across the map. Knowing these limitations helps in positioning and orienting a map to take maximum advantage of existing canvas assets.

## Environmental and Visual Composition

### Skybox Framing

If a map is built on any forge canvas other than Void or Ecliptic, it will feature an expansive skybox vista. Forgers can utilize this free visual content by positioning the map so that elements in the skybox frame the gameplay area within the intended art theme. A common technique used on the Arid canvas involves orienting the map so that the large Halo Ring in the skybox acts as a "hero piece" for the composition of views from the gameplay area.

### Global Reflection

All forge canvases include a "global reflection," which serves as the default reflection for the entire map. This reflection is an image captured from the XYZ coordinate `(0, 0, 1000)` and is applied to all reflective surfaces that have not been overridden by a custom reflection.

Because this point is fixed at `(0, 0, 1000)`, its position relative to your gameplay area is crucial for visual accuracy—especially on maps featuring large water planes extending into the skybox. Having the `(0, 0, 1000)` coordinate near the ideal viewing point of a water vista will ensure the reflections appear accurate from that perspective. Conversely, if the global reflection point ends up inside a building because the map was not designed with it in mind, any reflective surface (such as an outdoor waterbed) would display the interior of that building, which is unideal.

#### Altering the Global Reflection

By placing custom textures around `(0, 0, 1000)`, forgers can change the default reflection used across the entire map. Manipulating this texture can save significant time by reducing the need for manual Reflection Volume placement throughout a level; often, adjusting this default reflection may be all the reflection work required on the map.

### Canvas Terrain Texture

All forge canvases except Void and Ecliptic feature a custom terrain texture from the canvas terrain that is utilized by TI terrain objects. Visualizing what the terrain layout of your map could look like during the planning phase allows forgers to build their map around a suitable section of the texture, making it much easier to create realistic terrain paths and blending with minimal effort.

## Boundaries and Flow

### Soft Kill Zones

Each forge canvas is sized `4000 x 4000 x 1500`, with the floor located at `(0, 0, 500)`. The immediate area beyond these bounds contains a soft kill boundary and a soft barrier that pushes players back into the gameplay area. These soft barriers cannot be recreated in Forge, but they can serve as a desirable form of player containment since encountering them is not like hitting a wall—it is more like hitting a cushion. Planning map boundaries—particularly upper ceilings—around these zones can make the limits of the map feel less jarring to the player.

### Water Flow Direction

The direction of water flow is fixed toward the South cardinal direction on all forge canvases and cannot be changed by wind settings.

To determine which way is South, enter Test Mode in Forge and observe your motion tracker or Assault Rifle ammo counter. The arrow indicates North; therefore, South is the opposite of that direction. {% endhint}

***

## Source Data

* Discord thread: [Planning Map Position and Orientation](https://discord.com/channels/220766496635224065/1534368079704883230/1534368079704883230)

#### <mark style="color:green;">Contributors</mark>

Okom


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