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TSG Forge Wiki

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Forge

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Welcome

TSG Forge Wiki provides adequate documentation surrounding Halo Infinite's Forge mode and the scripting system that comes with it.

Halo Infinite's Forge and Scripting, especially for newcomers, can be an insurmountable obstacle without proper reference material. Our goal is to provide knowledge and information to help you navigate some of the obstacles that may come your way. Keep in mind, this is an entirely volunteer effort and all information here is provided and maintained by community members going out of their way to collect, organize, and format it appropriately.

Where to start?

For Forge related topics, head over to Forge Basics and UI, for Scripting information, go to Scripting Basics and UI and for User-Generated Content and working with files, Metadata and File Management.

The categories are structured in a way where the most useful and most commonly used information is at the top of each category/folder.

After reading the basics and the linked articles, you should be able to formulate ideas and questions with more confidence, as well as bridge your own knowledge gaps with trial and error. To browse more free-form knowledge that the Forge community has discovered about Forge, Scripting and UGC, check out the section.

I can't find the information I need on the wiki

The wiki is an ever-evolving work in progress largely managed by just a handful of people. The source of nearly all of the information on the wiki is The Scripter's Guild Discord server, where the information is collected and discussed.

If you've looked around the wiki and still have questions, hop to the discord and put a question in the [#🤷 | forge-help] or [#🤷 | scripting-help] forum. Your question and the answer to it may end up being the source of an article, as many others have been.

About The Scripter's Guild

The Scripter's Guild (TSG) is a server based around UGC and game dev, founded by Halo creators. We wrote the wiki for Halo 5 scripting as it existed on ForgeHub and are responsible for many enhancements to content for Halo 5 matchmaking, including the creation of the Mythic KotH, Assymetric 1 Flag CTF for BTB, Pig of the Hill, and Roaming King modes, systems for weather volumes w/ excluded interiors and static spawn timers for weapons, as well as a myriad of other creations.

Memebers of The Scripter's Guild community help each other on the Discord server and are discovering new things about Halo daily. Read more on article.

How do I contribute?

The TSG Forge Wiki works based off of a public and changes to the Wiki are made via Pull Requests to the repo. More information about how to contribute to the TSG Forge Wiki can be found here:

If you have questions or issues, or if you've submitted a pull request and haven't seen any action on it, reach out to Captain Punch (server admin) or a Guild Officer via Discord.

Tool Settings

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Controls and Shortcuts

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Working with Objects

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Forge Terminology

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Forge Basics and UI
Scripting Basics and UI
Metadata and File Management
Guides and Knowledge
The Scripter's Guild
GitHub repository
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The Scripter's Guild logo

Forge Basics and UI

Topics about the basics of what Forge is in Halo Infinite and how to use its features.

This section shows the basics of the Forge tool in Halo Infinite, what it's capable of and how it compares to previous Forge tools.

What is Forge?

Forge is a level editor for Halo. It started as a tool to move around objects on existing dev-made levels, but with Halo 5 and more recently Halo Infinite, the tool has grown to such complexity that parallels between other level editors like Unreal Engine 5 and Unity have been drawn with Forge. Read more about Forge's history on the Halopedia article.

Halo Infinite's Forge

Halo Infinite's Forge is the most feature-rich and complex Forge in the Halo franchise. While this complexity opens up a myriad of never-before-seen possibilities with the tool such as object scaling, undo-redo possibility, detailed lighting adjustment and more, it has also turned away players who just want to mess around on Forge and create quick and fun experiences due to there being so much options now.

Halo Infinite is missing a surface-level editor such as the Forge from Halo 3 or Halo Reach, and instead 343 Industries have doubled down on a game-engine type level editor as the direction for Forge, which has caused an effect where many people don't want to invest a large chunk of their time learning all the intricacies of the new Forge tool just to be able to create a level.

Halo Infinite's Forge tool has a lot of features, which has turned away some beginner Forgers. This effect is amplified by information about Halo Infinite's Forge not being readily available nor shared by 343 Industries, leading to information sharing being in the hands of the Forge community.

Always Online

Anything that you do in Forge and want to be saved will be saved to 343's servers. Forge can be loaded in or in , but saving of the map file is prevented in these modes. To learn more about managing your saved files, see .

TSG Forge Wiki

The TSG Forge Wiki aims to help new and experienced forgers fill in the gaps of knowledge of the tool that using Halo Infinite's Forge is bound to cause. 343 Industries has not provided any official documentation of Halo Infinite's Forge tool nor it's features ever since the launch of Forge in November, 2022, so this community-based Wiki aims to provide that.

Learn more about


Contributors

Okom

Layout

Topics about using the Forge tool efficiently to create geometry and visual art for a level.

The Layout section focuses on the geometry and visual art of a level. As the design of each map is largely a creative process by the Forger, this section will focus on building up the knowledge required to use the Forge tool smartly in order to build out your level experience.

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Contributors

Okom

Loading Into Forge

How to load into a map using the Forge level editor tool in Halo Infinite.

The first step of using Forge is actually loading into the editor on your selected map. This guide will show how that is done in Halo Infinite.

Step-By-Step Process

Loading into Forge in Halo Infinite is simple. Once you're loaded into Forge, you can do all the Forge-related tasks within that session without having to load into separate modes for setting up different gamemodes for instance like in Halo Reach. Follow these steps to load into Forge on a map.

Forge Canvases

Levels

Void Ecliptic Institute Barrage Seafloor Permafrost Arid Mires

"Forgeable" Area

The region that can be used to build and can be occupied by players in Forge/Customs.

Debug Element Display Options

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Map Scaling

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Respawning

Topics about respawning on a level in Halo Infinite.

The Respawning section focuses on the different ways of respawning on a level, what are the properties of each associated Forge object and best practices.

Learn more about


Metrics

Data about the standard measurements used for players and level geometry in Halo Infinite.

Metrics in the context of level design mean the proportions and distances of the gameplay space and the players playing on it. It is important to have a good baseline knowledge of these standard values used in Halo Infinite so the scaling and movement on your level feels correct.

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Spawning

Topics about player spawning in Halo Infinite, and how to influence it.

The Spawning section focuses on the different ways players can spawn on a level, and how the player spawning parameters can be influenced.

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Saving Assets

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Sandbox

Topics about sandbox objects in Halo Infinite, their purposes and properties.

The Sandbox section focuses on the sandbox objects in Halo Infinite. The three main categories of these are Weapons, Equipment and Vehicles. Ordnance pods' technical properties fall into both Weapons and Equipment, but their general info is explained separately. The Spawn Properties category explains the function of the common spawn properties of sandbox objects.

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Baked-In Map Data

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  • Nav mesh data file

  • Audio data file

Terrain Guidelines

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Bullet points of the topic:

  • How to make smooth terrain

  • Small Terrain Rugged issues (ref: )

Weapon Objects

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Level Geometry Metrics

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All Equipment

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Player-Based Spawn Influence

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Editor Modes

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Spawn Volumes

Spawn Volumes are used to adjust the weighting of spawns points inside it or to disable them completely.

This article is a stub. You can help TSG Forge Wiki by expanding it.

Weapons

Topics about the weapons in Halo Infinite. What weapons are available in the sandbox and how to spawn them.

Information about the weapons in Halo Infinite via Forge objects. A list of all weapons, how to spawn them on your level and extra researched information can be found.

Learn more about


Equipment Spawning

Different ways of spawning in equipment on a level in Halo Infinite.

All ways to spawn equipment in Halo Infinite. The first spawner objects in the list are the most common ones.

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Planning the Location and Orientation of Your Map

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TI and Non-TI Terrain

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Creating an Art Palette

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Classic Equipment Spawns

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Weapon Pods

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All Grenades

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Vehicles

Topics about the vehicles in Halo Infinite. What vehicles are available in the sandbox and how to spawn them.

Information about the vehicles in Halo Infinite. A list of all vehicles, how to spawn them on your level and extra researched information can be found.

Learn more about


Grenade Objects

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Reviving a Player

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Terrain

Topics about the various terrain objects in Halo Infinite and how to manipulate them to create smooth terrain.

The Terrain section focuses on informing the reader about the different terrain objects available in Halo Infinite and how to manipulate them efficiently in order to create smooth and believable terrain.

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Classic Weapon Spawns

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Weapon Classes

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Classic Vehicle Spawns

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Art Techniques

This article is a stub. You can help TSG Forge Wiki by expanding it.

Bullet points about the topic:

  • Reasoning for following art techniques

  • Link to art techniques explained in articles in the

Designing For Halo

This article is a stub. You can help TSG Forge Wiki by expanding it.

Bullet points for the topic:

  • Level Design methodologies

  • How to design for Halo's arena gameplay

Grenade Dispensers

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Vehicle Spawners

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Vehicle Classes

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All Vehicles

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Equipment Pods

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Weapon Trunks

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Equipment Dispensers

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Initial Spawn Points

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343 Default Spawn Properties Reference

The spawn properties of all spawnable items with the "343 Default" spawn property on 70 different gamemodes.

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Contributors

Okom

Ordnance Pods

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Equipment Tiers

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Vehicle Objects

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Weapon Pads

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Canvases extend 2000 units from 0,0 in each direction on the X and Y axes and between 500 and 2000 on the Z axis. Objects can be placed outside of this region, but players (even in Forge) will have soft-kill UX when out of bounds. There is an additional safe area outside of the normal play/build space under each canvas's intended safe area, from (0,0,-2000) to (0,0,-8000) that has the same horizontal limits. Contributors Captain Punch TheProgrammer163

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  • How to blend terrain textures

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    Interaction With Small Objects That Have a Complex Collision Mesh Causes Performance Loss
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    section
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    Forge Tips and Tricks

    Sandbox balance

  • Designing for ranked play

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    Contributors

    Okom

    Cover

    Respawn Points

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    Reviving a Player

    Contributors

    Okom

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    Level Geometry Metrics

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    Map Scaling

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    Movement and Player Character Info

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    Okom

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    Initial Spawning

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    Respawning

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    Spawn Influence

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    Spawn Order

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    Okom

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    Weapons

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    Equipment

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    Vehicles

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    Ordnance Pods

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    Spawn Properties

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    Okom

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    All Weapons

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    Weapon Spawning

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    Weapon Data

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    Okom

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    Equipment Dispensers

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    Power Equipment Dispensers

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    Classic Equipment Spawns

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    Equipment Pods

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    Okom

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    All Vehicles

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    Vehicle Spawning

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    Vehicle Data

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    Okom

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    TI and Non-TI Terrain

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    Terrain Guidelines

    via Custom Game
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    Metadata and File Management
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    Loading Into Forge

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    Forge Interface

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    Controls and Shortcuts

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    Coordinate System and Spaces

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    Working with Objects

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    Editor Modes

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    Saving

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    Forge Terminology

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    Level Design

    Level Art

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    Coordinate System and Spaces

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    • snap

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    Blockout Best Practices

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    Spawn Order

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    All Weapons

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    Weapon Racks

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    Respawn Points

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    Fusion Coils (old)

    Fusion Coils

    Fusion Coils are explosive objects found in various Halo games that can be used to deal significant damage to enemy players and vehicles. They are recognizable by their bright glowing colors and tall, rectangular, shape. In Halo Infinite they can be picked up, carried around the level, and thrown long distances.

    One important thing to note about fusion coils is that the game mode setting for scaling weapon damage affects them even when they are not being carried or thrown. For example, if a player has turned down weapon damage to 10% and hits a fusion coil with a gravity hammer, the resulting explosion will also deal 10% damage. This applies to both the damage dealt to players and vehicles and any other damaging effects that occur when a fusion coil is damaged.

    This is particularly notable with the large fusion coils that cannot be picked up. These are often strategically placed in certain areas of the map and can be used to deal significant damage to enemy players and vehicles if detonated at the right time.

    Power Equipment Dispensers

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    Ordnance Pod Count Reference

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    Classic Grenade Spawns

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    Spawn Properties

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    Map Intro Cameras

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    Winning Team Outro

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    Intro Cameras in Forge (old)

    Intro Cameras in Forge

    Intro Cameras are objects used to create cinematic sequences for pre-game and round intermissions.

    Usage

    Intro Cameras require two cameras per sequence. Camera one is placed as "Order 1" and serves as the starting point, while camera two is placed as "Order 2" and serves as the ending point. For example, in sequence 1, camera three is placed as "Order 3" and serves as the starting point, while camera four is placed as "Order 4" and serves as the ending point. Similarly, in sequence 2, camera five is placed as "Order 5" and serves as the starting point, while camera six is placed as "Order 6" and serves as the ending point.

    To create smooth transition shots, it is important to physically place, orient, and rotate the Intro Cameras in a way that their movement from start to end does not go through objects. The movement between the two cameras is calculated automatically based on how they are placed.

    Contributors

    b0b is here Captain Punch

    Teleporters

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    Launchers and Lifts

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    Navigating to the Main Menu

    Navigate to the lowest level of the Main Menu in Halo Infinite, and make sure the "Play" tab is selected on the top left.

    Selecting Forge

    Select the "Forge" section in the menu on the left.

    Selecting the Map

    Select the map that you want to load into in Forge from the "Map" tab. The default selected map is "Void", which is a blank canvas.

    Map Categories

    Select the map category to find your map in, in this case "343 Industries", as we will use one of the default Forge Canvases to start our first level. Read more about the different map categories at Maps Interface.

    Maps Interface

    Select the desired map. On Keyboard & Mouse you can either Left Click on it, or navigate to it with arrow keys or WASD and select it with Enter.

    Loading the Map

    Press "Play" to begin the process of loading the map in Forge.

    Naming the New Map

    A screen will show prompting you to edit the name of the map. This is because you are creating a copy of the original map for your account instead of opening and editing the original file as you are not a Collaborator on it. This is done because Infinite's Forge is online-based and all files are stored on the cloud instead of locally.

    Afterwards, loading a map from the "My Files" map category will not prompt you to make a copy of the map as you are already one of the collaborators on the original map.

    Name the map and select "Confirm".

    Continue to the next step.

    After a three-second countdown, the mode (Forge) and the map will be loaded. The time it takes to load the map depends on the size of the map file and it's Baked-In Map Data, so a faster internet speed means loading the map and mode faster.

    Once complete, you will be loaded into the Forge mode on your map.

    You may notice a message in the bottom left killfeed stating "Navigation data download x% complete". It relates to downloading the Built Nav Mesh Data, but the reason for why it's shown is not clear as it didn't use to happen. The message should not be worried about.

    Next Steps


    Contributors

    Okom

    The default Arid canvas map loaded in Forge
    Forge Interface
    Coordinate System and Spaces
    Working with Objects
    Editor Modes
    Saving Assets

    Lighting data file

  • Show network calls of these

  • https://blobs-infiniteugc.svc.halowaypoint.com/ugcstorage/map/ee5e295f-c298-4f2f-a64f-dbf0a1087ad8/d8dab2e7-3f98-4914-8382-faa5b9587b45/audioocclusion.blob

  • https://blobs-infiniteugc.svc.halowaypoint.com/ugcstorage/map/ee5e295f-c298-4f2f-a64f-dbf0a1087ad8/d8dab2e7-3f98-4914-8382-faa5b9587b45/lightprobes.blob

  • https://blobs-infiniteugc.svc.halowaypoint.com/ugcstorage/map/ee5e295f-c298-4f2f-a64f-dbf0a1087ad8/d8dab2e7-3f98-4914-8382-faa5b9587b45/navmesh.blob

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    Weighting Respawn Volumes (old)

    Setting up your map to support different game modes with separate respawn combinations. This tutorial will focus on setting up the map for CTF game modes.

    Required Objects

    • Spawn Volume Respawn

    Spawn Volume (Respawn)

    Non-Weighted Respawn Volumes

    Non-weighted respawn volumes are meant to

    Labels

    • Label 1: Include CTF

    Team

    Select the desired team (Eagle or Cobra) just below the boundary settings.

    Spawn Volume Properties

    • Weight: 0

    • Disable spawn points: ON

    • Affects opposing team: ON

    Weighted Respawn Volumes

    Weighted respawn volumes can be useful for multiple reasons, mainly to help players spawn in to safe areas or potentially near combat action. This can useful after you have a baseline understanding of how your map is being played.

    Since this example of the Spawn Volume Respawn is being setup for Capture the Flag game mode, the Include CTF label must be set on the object.

    Label Set up

    Settings under Gameplay -> Labels you will want to set the label to include CTF (or what ever game mode you are working with) this will make the volume only spawn up for CTF. Note: For example if you leave this blank you and decide to play slayer, Team sided spawns will still be on which can create a negative experience for spawn killing/ spawn control. So Just be mindful what volumes are set up for what mode

    Designated Team

    What this will do is will disable any spawn from any other teams expect the designated team that was set up above.

    Why we set up the weight to be 0 so the volume doesn’t create any positive weighting for these zones the next section will set up weighted volumes. So its best to separate Team designated volumes from weighted volumes to give the user better control over how their map behaves.

    After these are set up Feel free to scale the size and placement of the volume to your desire on how you want your map to play. Usually you will just want to cover the designated team side of the map. You can create over lap but this will make it so no one will spawn in this location. Flip side if you decide not to create over lap you will create a neutral location where both teams can spawn.

    Level Design

    Topics about the planning and creation of working and correctly scaled basic geometry for your level.

    The Level Design section focuses on creating the fundamental geometry of a level with the Forge tool. Starting from the planning of the level and going through the major steps for getting a level layout that works and has the correct metrics.

    Learn more about


    Contributors

    Okom

    Equipment

    Topics about the equipment in Halo Infinite. What equipment are available in the sandbox and how to spawn them.

    Information about the equipment in Halo Infinite via Forge objects. A list of all equipment and grenades, how to spawn them on your level, as well as extra researched information can be found.

    Learn more about


    Contributors

    Okom

    Grenade Spawning

    Different ways of spawning in grenades on a level in Halo Infinite.

    Information about the equipment in Halo Infinite. A list of all equipment and grenades, and how to spawn them on your level.

    Learn more about


    Contributors

    Okom

    Weapon Data

    A compilation of technical information about weapons in Halo Infinite.

    Reverse-engineered technical data about Halo Infinite weapons. The information in the spreadsheets has been compiled by Implied Skill.

    Learn more about


    Contributors

    Okom Implied Skill

    Weapon Spawning

    Different ways of spawning in weapons on a level in Halo Infinite.

    All ways to spawn weapons in Halo Infinite via Forge objects. The first spawner objects in the list are the most common ones.

    Learn more about


    Contributors

    Okom

    Vehicle Data

    A compilation of technical information about vehicles in Halo Infinite.

    Reverse-engineered technical data about Halo Infinite vehicles. The information in the spreadsheets has been compiled by Implied Skill.

    Learn more about


    Contributors

    Okom Implied Skill

    Cameras

    Topics about the camera objects in Halo Infinite's Forge tool.

    The Cameras section focuses on the different camera objects available in Halo Infinite's Forge tool, what they are used for and how to set them up correctly.

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    Contributors

    Okom

    Level Art

    Topics about creating level art for a map, how to do it efficiently and understand what the limits are of Halo Infinite's Forge tool when it comes to arting a level.

    The Level Art section focuses on some general guidance on how to start with arting a level and showcases some art techniques that are useful to know with Halo Infinite's forge Tool.

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    Contributors

    Okom

    Initial Spawning

    Topics about initially spawning on a level in Halo Infinite.

    The Initial Spawning section focuses on the different ways of initially spawning on a level, what are the properties of each associated Forge object and best practices.

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    Contributors

    Okom

    Vehicle Spawning

    Different ways of spawning in vehicles on a level in Halo Infinite.

    All ways to spawn vehicles in Halo Infinite via Forge objects. The first spawner objects in the list are the most common ones.

    Learn more about


    Contributors

    Okom

    Gameplay

    Topics about gameplay objects in Halo Infinite, their purposes and properties.

    The Gameplay section focuses on all things related to the gameplay of Halo Infinite excluding modes. Having a good gameplay setup on a level is fundamental to having a good playing experience. The sandbox topics, – Weapons, Equipment and Vehicles – along with Audio and Containment are split into multiple sections as they are the most involved, while the rest of the topics can be explained in a shorter form.

    Learn more about


    FFA & Spawn Volumes

    Implementing FFA Slayer respawns on maps that disallow spawn flipping in Slayer gametypes (designated with an Include Slayer label on spawn volumes with Affects Opposing Team & Disable Spawn Points set to "On") can be negatively affected by Spawn Volumes.

    Solution: 'Exclude FFA All' Label

    To address the issue, it is recommended to put an Exclude FFA All label on map-covering spawn volumes set to Eagle and Cobra teams. This ensures that these volumes are ignored in FFA gametypes. Without this exclusion, players in the Neutral team (FFA) would have limited safe spawn areas, potentially causing undesirable gameplay situations.

    Spawn Influence

    Topics about the various ways of influencing player spawn weighting on a level in Halo Infinite.

    The Spawn Influence section focuses on the different ways player spawn weighting can be influenced with Forge objects and via player actions during gameplay. Also included are the properties of each associated Forge object and best practices.

    Learn more about


    Basic Folder Structure

    Examples of a basic 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 basic folder structures that experienced forgers have come up with, and are tuned to work for the common object groups in a Forge map. A basic folder structure is useful for categorizing objects into large categories that still differentiate them enough to be understandable.

    Advantages

    The advantages to having a basic folder structure are:

    Respawn Point Count Reference

    4v4

    Level
    Respawn Points

    Audio

    Topics about the capabilities of audio manipulation in Halo Infinite's Forge tool.

    The Audio section focuses on all the ways audio can be manipulated on a Halo Infinite level using the Forge tool. What are the capabilities of audio manipulation via objects and scripting, and how to build audio data that makes audio on your level sound realistic.

    Learn more about


    Audio Emitters

    This article is a stub. You can help TSG Forge Wiki by expanding it.

    FFA Allegiance and Spawn System

    FFA mode automatically sets the player's team to Neutral. The primary concern is that there are no safe spawns for the Neutral team if there are Spawn Volumes blocking spawns for all teams other than Team 1 and Team 2.

    Understanding FFA Allegiance

    In FFA, the concept of Teams is replaced by FFA Allegiance. When units have Neutral FFA Allegiance, they find all other units to be hostile (neutral AI do not see other neutral AI as hostile), which is the default behavior in FFA. Players can be assigned an Allegiance, which uses the same datatype as Teams, and thus the same labels. Units with the same (non-neutral) FFA Allegiance see each other as if they are on the same team and see units with differing Allegiances as hostile.

    Contributors Captain Punch Okom VidGamesPete Yumudas Beegbut All Seeing Sage

    Submitting Content to the Wiki
    Contributors

    Okom

    Cover

    Sandbox

    Cover

    Cameras

    Cover

    Launchers and Lifts

    Cover

    Teleporters

    Cover

    Audio

    Cover

    Named Location Volumes

    Cover

    Containment

    Contributors

    Okom

    Cover

    Spawn Volumes

    Cover

    Player-Based Spawn Influence

    Fast to set up
  • Easy to understand

  • Easier to get forgers to use it who are unfamiliar or against using the Folders tab

  • Less budget usage, as every folder takes up Forge Simulation Memory. This is only really an issue on maps that are nearing 100% Forge Simulation Memory and really need to scrape the bottom of the optimization barrel to botch together the map being just under the forging budget limits.

  • Disadvantages

    The disadvantages to having a basic folder structure are:

    • Some objects will not be organized to descriptive enough folders

    • Selecting specific groups of objects is more difficult as objects from multiple categories may be in the same folder

    • It may take longer to find specific objects due to multiple objects of different types being in the same folder

    Examples

    Examples of basic folder structures used by experienced forgers:

    MikRips

    General
    • 00 Blockout

    • 01 Sandbox

      • Gamemodes

      • Lighting

      • Misc.

      • Nav Mesh

      • Spawns

      • Vehicles

      • Volumes

      • Weapons Equipment

    • 02 Scripts

    • 03 Containment

    • 04 Art

    timmyforges

    General
    • Art

    • Blockers

    • Blockout

    • Dynamic

    • Emissives

    • Gameplay

    If you're confused what the root folder means, see Set as Root Folder


    Contributors

    Okom MikRips timmyforges

    Cover image
    Contributors

    Okom

    Cover

    Audio Emitters

    Cover

    3D Audio

    Cover

    Optimizing Audio Generation

    Cover

    Building Audio

    Non-Weighted Respawn Volume
    Weighted Respawn Volume
    Weighted Respawn Volumes Overview

    Metrics

    Planning The Location and Orientation of Your Map

    Blockout Best Practices

    Terrain

    Cover
    Cover
    Cover
    Cover

    All Equipment

    Equipment Spawning

    All Grenades

    Grenade Spawning

    Cover
    Cover
    Cover
    Cover

    Grenade Dispensers

    Classic Grenade Spawns

    Grenade Objects

    Cover
    Cover
    Cover

    Weapon Time To Kill

    Weapon Rate of Fire and Reload Speeds

    Weapon Single Round Damage

    Weapon Projectile Behavior and Leading Ranges

    Weapon Aim Assist Cone Data

    Cover
    Cover
    Cover
    Cover
    Cover

    Weapon Racks

    Weapon Pads

    Weapon Trunks

    Classic Weapon Spawns

    Weapon Pods

    Weapon Objects

    Cover
    Cover
    Cover
    Cover
    Cover
    Cover

    Vehicle Repair Thresholds

    Rounds Required to Pass Vehicle Repair Thresholds

    Vehicle Damage Sections

    Cover
    Cover
    Cover

    Map Intro Cameras

    Winning Team Outro

    Cover
    Cover

    Creating an Art Palette

    Art Techniques

    Cover
    Cover

    Team Intro Spawns

    Initial Spawn Points

    Backup Spawn Points

    Cover
    Cover
    Cover

    Vehicle Spawners

    Classic Vehicle Spawns

    Vehicle Objects

    Cover
    Cover
    Cover

    50

    Detachment

    58

    Launch Site

    58

    Empyrean

    70

    Recharge

    71

    Streets

    82

    Cliffhanger

    95

    Catalyst

    102

    Aquarius

    105

    Bazaar

    105

    Behemoth

    135

    12v12

    Level
    Respawn Points

    Highpower

    120

    Deadlock

    139

    Oasis

    157

    Breaker

    158

    Fragmentation

    160

    Contributors Okom Captain Punch

    Chasm

    46

    Live Fire

    48

    Argyle

    Join the The Scripter's Guild Discord Server!Discord
    Document provided by Okom
    Logo

    Movement and Player Character Info

    This article is a stub. You can help TSG Forge Wiki by expanding it.

    Submitting Content to the Wiki

    Units in this table are Halo World Units. 1 WU = 10 Units in the Infinite Forge UI.

    Attribute
    Halo 1-3
    Halo Reach & 4
    Halo Infinite
    Camera Height
    Halo 1-3
    Halo Reach & 4
    Halo Infinite

    Note: N/A indicates that the value is not applicable or not available for that particular Halo game.


    Contributors

    Kwatzy Captain Punch

    Variants (old)

    Variants

    MA40 Longshot (Assault Rifle)

    Crouching Height

    0.5

    0.42

    N/A

    Walking Speed

    0.512

    0.512

    0.56

    Run Forward

    2.25

    2.2

    2.6

    Run Backward

    2

    1.98

    2.34

    Run Sideways

    2

    1.98

    2.34

    Run Acceleration

    9.6

    8.5

    11.6

    Sneak Forward

    0.9

    0.9

    1.35

    Sneak Backward

    0.65

    0.81

    1.22

    Sneak Sideways

    0.6

    0.81

    1.22

    Sneak Acceleration

    1.05

    6.5

    9

    Airborne Acceleration

    1.05

    1.05

    1.05

    Jump Velocity

    3.08

    2.3 (H4: 2.36)

    N/A

    Standing

    0.62

    0.6 (H4: 0.725)

    N/A

    Crouching

    0.45

    0.42 (H4: 0.5)

    N/A

    Standing Height

    0.725

    0.6

    N/A

    Striker Sidekick

    BR75 Breacher

    Impact Commando

    Calcine Disruptor

    Unbound Plasma Pistol

    Riven Mangler

    Ravager Rebound

    Rapidfire Pulse Carbine

    Pinpoint Needler

    Pursuit Hydra

    Arcane Sentinel Beam

    Convergence Bulldog

    Scatterbound Heatwave

    Purging Shock Rifle

    S7 Flexfire Sniper

    Volatile Skewer

    Stalker Rifle Ultra

    Rushdown Hammer

    Duelist Energy Sword

    Backdraft Cindershot

    M41 Tracker

    Contributors

    Captain Punch u/Kai-- (Reddit)

    Effective distance: 30.4m(+6m or +25%)
    Mag Size: 25(-11)
    TTK: .87 seconds
    Zoom Level: 1.65x(+.25x)
    Notes: Longer range AR, definitely just a solid upgrade all around from vanilla AR.
    Effective distance: 34.5m (+10m or +41%)
    Mag Size: 14 (+2)
    TTK: .52 seconds
    Zoom Level: 1.4x
    Notes: 4 shot kill (-3). Less bloom but more recoil. Very very good variant, even better than halo 5 pistol.
    Effective distance: 24.2m (-12m or -33% range)
    Mag Size: 30 (-6)
    TTK: 0.91 seconds (-0.39)
    Zoom Level: 1.65x (-.85x)
    Special Nuances: Knowing you lose a third of your range compared to vanilla, you can't really use this gun as you would a traditional BR. But very effective close range and is a 3 burst kill. Vanilla BR is still king during mid to high range combat.
    Effective distance: 18.1m (-18m or -50%)
    Mag Size: 40(+20)
    TTK: .75 seconds (-.85 or 46% faster)
    Zoom Level: 1.4x (-.25x)
    Special Nuances: Although this gun looks good on paper with a potential 6 shot kill and a 46% faster ttk, more overall damage and a larger mag; it is actually very unlikely you'll hit those numbers due to its massively cut range, high bloom and slower rof. You can only reliably hit most shots by pacing your shots very slowly. I would not pick this gun up under most circumstances.
    Effective distance: 30m
    Mag Size: 7 (-3)
    TTK: 1.16 (-1.2 or 50% faster)
    Zoom Level: 1.4x
    Special Nuances:Has Area of Effect (AOE) "aftershocks," but there seems to be no Damage Over Time (DOT) effects from the AOE bullets. Very low ammo in reserves, but in general a good upgrade from vanilla.
    Effective distance: 60.6m
    Mag Size: Battery
    TTK: Instant
    Zoom Level: 1.4x
    Special Nuances: Charged shots shoot 5 bullets and can actually one shot kill to the head a-la Halo 4 boltshot. Non charged shots have bigger bullets and track slower.
    Effective distance: 15m
    Mag Size: 8
    TTK: 0.9 seconds (-.36 or %40 faster)
    Zoom Level: 1.4x
    Special Nuances: This mangler shoots 3 bullets simultaneously which allows you to kill in 2, or one shot melee.
    Effective distance: 15m(-15m or 50% less)
    Mag Size: Battery
    TTK: Don't kid yourself
    Zoom Level: 1.4x
    Special Nuances: Bounces multiple times before exploding. Pretty useless. Overheat rates are the same as vanilla. Fire AOE effect is largely the same as vanilla. You can't kill a full health spartan with a charged AOE shot. Effectively worse than vanilla at both non-charged and charged shot capabilities.
    Effective distance: 32.9m (-4)
    Mag Size: Battery
    TTK: 1.12 Seconds
    Zoom Level: 1.4x
    Special Nuances: 2 burst kill, 5 shots to overheat. Largely the same as vanilla but slight upgrade due to faster rate of fire.
    Effective distance: 37.2m (+7m or +23% more)
    Mag Size: 30 (+4 more)
    TTK: .72 (-.47 or 40% faster)
    Zoom Level: 1.4x
    Special Nuances: Can lock on to enemies and shoot around corners. 8 needles required to supercombine which is 4 less than vanilla. The lock on mechanic lasts for about 4 seconds when the enemy is out of line of sight. Solid upgrade from vanilla, you can effectively kill 3 enemies in one mag and shoot around corners after lock on.
    Effective distance: 180m (+90m or +100% more range)
    Mag Size: 6
    TTK: 1.4 seconds
    Special Nuances: Faster lock on and almost 2x more lock on distance with increased rocket velocity makes this a gun to be feared for both man and machine. You should be able to cross-map lock on for most situations, and it is a 3 shot kill (-1 compared to vanilla on lock-on mode). Solid upgrade but still has a low amount of total ammo and slow reload speed.
    Effective distance: As far as the beam goes, red reticle is irrelevant
    Mag Size: 80 (-170 or 68% less)
    TTK: .42 (-2.92 or (83% faster) (FAST!)
    Zoom Level: 1.4x
    Special Nuances: Although this gun has very low total ammo,it boasts one of the fastest ttk's. This gun is a must pick up, just practice ammo management.
    Effective distance: 31.5m (+13 or 75% more range)
    Mag Size: 12 (+5)
    TTK: .6 seconds (-.35 or 38% faster)
    Zoom Level: 1.4x
    Special Nuances: Significantly longer range and more damage, more consistent 2 shot and a higher mag. A serious upgrade from vanilla.Here's a clip of how deadly the range is (custom games 1v8 against bots infinite ammo).
    Mag Size: 8
    TTK: 0.46 seconds
    Special Nuances: Bullets track after each ricochet, allowing you to consistently get 2 shot kills if you shoot horizontally right in front of the enemy.
    Effective distance: 36.2m
    Mag Size: 15 (+3 more than vanilla)
    TTK: Instant
    Special Nuances: Bursts shoot 5 bullets instead of 3. Can body shot in 2 bursts, and can disable vehicles in one burst. Because it shoots 5 bullets, you get 3 bursts per mag instead of the 4 bursts of the vanilla. Solid upgrade.
    Effective distance: 27m
    Mag Size: 10 (+6 or %150 more)
    TTK: .25ttk
    Zoom Level: 3x
    Special Nuances: Oddly enough this gun cannot kill in one shot, but comes with a lot of pros. It has increased rate of fire, a large magazine, and a highly accurate no scope. I would treat this as a 2 shot stalker.A serious upgrade if used in low to mid range combat.
    Mag Size: 1
    TTK: Instant
    Special Nuances: Explodes shortly after impact with environment, and explodes immediately after impact with enemy. Might be able to kill an overshield enemy in one shot.
    Effective distance: 28.5m (+7m or %32 more)
    Mag Size: Battery
    TTK: 1.05 ~same with vanilla
    Zoom Level: 1.65x (-.35x)
    Special Nuances: Increased rate of fire, reduced heat and damage output. Otherwise it is mostly the same as vanilla
    Effective distance: 13m (+8m or +160%)
    Mag Size: Battery
    TTK: Instant
    Special Nuances: A serious upgrade to the vanilla hammer with a higher jump, faster sprint, farther slide, and a significantly increased range to kill. You literally cannot chip damage a spartan, because as soon as you get in range to do damage you straight up kill him.
    Effective distance: 11.7m (+4m or +52%)
    Mag Size: Battery
    TTK: Instant
    Special Nuances: As with the hammer, a great upgrade with all the mobility upgrades.
    Effective distance: 24.4m
    Mag Size: 6
    TTK: instant
    Zoom Level: 1.4x
    Special Nuances: Shoots 3 bullets instead of 1which allows you to kill in one burst. But oddly compared to vanilla this gun has no black hole effect.
    Effective distance: 68.4m (+45.5m or +198% more range)
    Mag Size: 2
    TTK: Instant
    Zoom Level: 1.4x
    Special Nuances: Locks on to target just like the pinpoint needler, a very solid upgrade.

    Object Browser

    An interface that displays a list of objects to spawn in Forge.

    The Object Browser tab is the first tab at the top of the Forge Menu and it displays a list of objects to spawn in Halo Infinite Forge.

    Interface

    The Object Browser tab consists of object categories and subcategories, within which are spawnable objects. 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. In addition to object categories, there are also categories for recently used objects, and Modes and Prefabs that you are a Collaborator on or have bookmarked.

    Object Browser tab with all categories collapsed
    Object Browser tab with two categories open
    Accents > Forerunner category open in the Object Browser tab

    Controls

    Controls related to navigating the Object Browser tab. Options for both Keyboard and Mouse, and Controller are provided:

    • Open the Object Browser tab: +

      • Alternative: → /

      • Alternative: [Hold] → Object Browser / / /

    Categories ↓

    The sections below detail the different categories within the Object Browser tab, and their contents in detail. The section acts as a searchable full object list for Halo Infinite Forge.

    Recents

    A list of the most recently placed objects. This list persists between Forge sessions, and only resets when the game is closed.

    Modes

    A list of Forge Modes that you are a collaborator on, or have bookmarked. The modes (consisting of only Mode Brains) can be placed on the map straight from the menu.

    When a Forge session is loaded, each player requests all of their owned and bookmarked modes to be loaded so the game can display these in the Modes category. This happens for both modes and prefabs. For players who have a lot of these, it can cause upwards of 1000 network requests just from loading the same modes and prefabs every time a new Forge session is loaded.

    Tool:

    This results in not being able to easily select modes or prefabs from the corresponding categories when the requests are being made as the list of items is constantly changing, which resets the position of the scroll bar to the top of the category. Only after all of the requests have been fulfilled, will the scroll bar stop resetting.

    Prefabs

    A list of Object Prefabs that you are a collaborator on, or have bookmarked. The prefabs can be placed on the map straight from the menu. When a Forge session is loaded, each player requests all of their owned and bookmarked prefabs to be loaded so the game can display these in the Prefabs category.

    Forge Object List

    Full object list of all spawnable objects in Halo Infinite Forge:

    Hidden Categories

    There are hidden categories in the Object Browser which hold assets that have not been validated for Forge yet, but may have been used by 343 on their internal builds while making Forge maps. It also holds depreciated objects, that have been replaced by a new variant. Most of these are objects that have had their origin point changed.

    A showcase of the hidden objects of Season 5 can be seen in this YouTube video:

    Map:

    Map: (alternative)

    The hidden categories are named "Hidden", "Kits" and "Templates":

    Learn more about:


    Contributors

    Okom Surasia

    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:

    Backup Spawn Points

    Information about what Backup Spawn Points do and some issues that they cause.

    Purpose

    The purpose of the Spawn Point [Backup] object is to spawn the player or Forge monitor on the map when there are no other Spawn Points available.

    Despite the object being able to be selected from the Forge Menu, it is rumored that it was accidentally left in the retail Forge Menu for players to use on their map, when it was never supposed to have been left there. This is backed up by the fact that any extra Backup Spawn Points placed on the map serve no purpose on a regular map experience.

    Invisible Backup Spawn Points

    On each map there is at least one invisible Backup Spawn Point object which can't be seen, selected nor deleted by the player. These are placed by 343 to prevent the player or Forge monitor from not being able to spawn on the map after deleting every object on the map.

    Close the Object Browser tab:

    • Alternative:

    • Alternative:

  • Navigation: , , ,

    • Alternative: , , ,

    • Alternative: , ,

  • Quick Scroll Up:

    • Alternative:

  • Quick Scroll Down:

    • Alternative:

  • Select Item / Expand/Collapse Category:

    • Alternative:

    • Alternative:

    • Alternative:

  • Expand/Collapse All Categories:

  • Go Back:

    • Alternative: [Hover] Subcategory Name at the top →

    • Open the Object Browser tab: → /

      • Alternative: [Hold] → Object Browser

    • Close the Object Browser tab:

    • Navigation:

      • Alternative:

    • Quick Scroll Up:

    • Quick Scroll Down:

    • Select Item / Expand/Collapse Category:

    • Expand/Collapse All Categories:

    • Go Back:

    Forge Object List
    InfiniteMITM
    Hidden Forge Objects Season 5
    Hidden Forge Objects
    Prefabs and modes start loading right after the map loads
    Over 100 asset requests in
    Around 1130 asset requests by joining a Forge session
    Forge map load started at request #1244
    After 1123 requests, all the assets are loaded
    Cover

    Forge Object List

    Hidden categories in the Object Browser
    Cover

    Hidden Forge Objects

    Key icon
    Key icon
    Key icon
    Key icon
    Key icon
    Key icon
    Key icon
    Key icon
    Key icon
    Key icon
    The Object Browser and it's tab icon

    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 folder

    • 00.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

    • 03.Modes

      • Assault

      • Attrition

      • CTF

    • 04.Nav Mesh

      • Cutters

      • Helpers

      • Markers

    • 05. Lighting

      • FX

      • Hide For Lighting Build

      • Lighting Modifiers

    • 06.Containment

      • Inside Map

      • Kill Volumes

      • Outside Map

    • 07.Scripting

      • Script1

      • Script2

      • Script3

    • 08.Misc

      • Easter Eggs

      • Palette1

      • Palette2

    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

    • 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

    • 03.Volumes

      • Kill, Hard

      • Kill, Soft

      • Named Locations

    • 04.Nav Mesh, Objects

      • Nav Cutters

      • Nav Helpers

      • Nav Markers

    • 05.Lighting

      • Lights

      • Probe, Reflections

    • 06.Player Containment

      • Bounds Blockers

      • Exploit Blockers

      • FFKOTH Exclude Blockers

    • 10.Base.COBRA

      • C.BaseBottom

      • C.BaseTop01

      • C.BaseTop02

    • 10.Base.EAGLE

      • E.BaseBottom

      • E.BaseTop01

      • E.BaseTop02

    • 10.Misc

    • 10.StageSpires

      • S.Spire1

      • S.Spire2

      • S.Spire3

    • 11.Geology

      • G.Cave

      • G.Ground

      • G.Rocks

    • 12.Foliage

    • 13.Decals

    • 99.TEMP

    If you're confused what the root folder means, see Set as Root Folder.


    Contributors

    Okom MikRips nkdape

    Cover image

    Positioning

    Here are the positions of each invisible Backup Spawn Point on the listed maps that have been reverse-engineered:

    All maps built on Forge canvases
    • 0, 0, 505

    • 0, 0, 700

    • 0, 0, 1400

    • 0, -1450, 505

    • 0, -1450, 700

    • 0, -1450, 1400

    • 0, 1450, 505

    • 0, 1450, 700

    • 0, 1450, 1400

    • -1450, 0, 505

    • -1450, 0, 700

    • -1450, 0, 1400

    • 1450, 0, 505

    • 1450, 0, 700

    • 1450, 0, 1400

    • -1450, -1450, 505

    • -1450, -1450, 700

    • -1450, -1450, 1400

    • -1450, 1450, 505

    • -1450, 1450, 700

    • -1450, 1450, 1400

    • 1450, -1450, 505

    • 1450, -1450, 700

    • 1450, -1450, 1400

    • 1450, 1450, 505

    • 1450, 1450, 700

    • 1450, 1450, 1400

    Aquarius
    • -135, 70, 31

    Bazaar
    • -242, 2, 32

    • 242, 2, 32

    Behemoth
    • -1052, 262, 94

    Breaker
    • -231, 352, 171

    • -66, -68, 196

    • -64, 47, 196

    • -52, -440, 130

    • -23, 459, 166

    • 2, -484, 128

    • 118, 474, 166

    • 162, -488, 128

    • 200, -124, 164

    • 200, 113, 164

    Catalyst
    • 210, 0, 228

    Chasm
    • -836, -798, -1363

    • -825, -622, -1386

    • -725, -447, -1364

    • -618, -807, -1364

    • -520, -622, -1386

    • -508, -447, -1363

    Cliffhanger
    • -66, 161, -5

    • 199, 74, -24

    • 199, 288, -32

    • 249, -175, -9

    • 386, 129, 5

    Deadlock
    • 735, 535, 778

    Forbidden
    • -10, 209, 16

    • 10, -215, 16

    • -164, 8, 33

    • 164, -7, 33

    Forest

    A lot, over 30

    Fragmentation
    • 30, 436, 25

    • 873, -656, 45

    Highpower
    • -771, -49, 462

    • -1287, -803, 447

    House of Reckoning

    None

    Illusion
    • -20, 220, 33

    • 28, -220, 33

    Launch Site
    • -50, -411, 14

    • 107, 251, -17

    Live Fire
    • 47, 474, 0

    Oasis
    • 8, 522, 250

    • 192, -567, 263

    Prism
    • -939, 79, 186

    • -805, 385, 194

    Recharge
    • 184, -162, 44

    • 222, 26, 22

    Scarr
    • 0, -306, 3

    • 0, 290 ,3

    • -570, -2, -6

    • 570, -2, -6

    Streets
    • -108, 33, 16

    • -65, 144, 19

    • -64, -175, 9

    • 13, -184, 5

    • 26, 39, 4

    • 53, -122, 0

    • 53, -76, -2

    • 78, 115, 10

    • 145, 82, 18

    • 150, -49, 23

    Confusing effect on Nav mesh generation

    Players often run into an issue when generating Nav mesh where Nav mesh data is generating on the Forge canvas floor of their map for seemingly no reason. The cause for this comes from each invisible Backup Spawn Point acting as a Nav Mesh Generation Root Point.

    Nav data generated on the Arid canvas floor with no objects on the map

    As the lowest invisible Backup Spawn Points on each Forge canvas are at Z: 505, this means that the effective radius of these low Root Point objects can just about reach the Forge canvas floor in most areas due to the canvas floor not being perfectly flat at Z: 500, causing Nav mesh to spread from them.

    Stopping the spread of Nav mesh from invisible Backup Spawn Points

    To overcome this issue, one must block the Root Points' effective radius so they can't spread the Nav mesh data. A universal way is to add a Nav Cutter over each invisible Backup Spawn point.

    • A prefab consisting of 27 Nav Cutters at each location of the invisible Backup Spawn Points on the listed Forge canvases has been made by TSG community members to help players overcome this issue. Read more here: tsg navCutters.

    Nav Cutter boundaries at the locations of the 27 invisible Backup Spawn Points from the tsg navCutters prefab

    Another more budget-efficient way is to place one Accents > Glass > Glass Transparent 10% object at position: 0, 0, 504, scale: 2910, 2910, 7 (minimum X & Y, can be larger), rotation: 0, 0, 0. This will block all the 9 invisible Backup Spawn Points at Z: 505 so they can't spread the Nav mesh. This will also block players from spawning on those Backup Spawn Points as there is solid geometry blocking them.

    • This method is only viable on maps where the gameplay area does not utilize the Forge canvas floor in a way where having a large Glass object on it would hinter gameplay or the aesthetic of the map.

    Spawning Controversy

    Early on when Forge launched for Halo Infinite, players were experiencing spawning outside their maps for seemingly no reason. At the time players had no idea what caused it, but later on research was conducted into the issue that led to the discovery that the invisible Backup Spawn Points were to blame.

    Players would be queued to spawn on the invisible Backup Spawn points when all other safe spawns on the map were blocked. As this usually led to the gameplay of the map breaking, rumor has it that the functionality of the invisible Backup Spawn Points were disabled in non-Forge gamemodes.

    This has still happened in Season 4 during an Arena:Infection playtest on Smallhalla Infection where a survivor initially spawned on an invisible Backup Spawn Point outside the map at gameplay start. The lobby size was large and there might not have been enough initial spawns to supply all players. After the incident, three Glass objects were placed to cover all invisible Backup Spawn points.

    Contributors Okom

    Lifts and Teleporters
  • Named Locations

  • Ordnance, Cobra

  • Ordnance, Eagle

  • Ordnance, LSS

  • Ordnance, Middle

  • Vehicles

  • Weapons

  • 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

  • Seed Points
  • Temp. Geo

  • Lights
    Palette3
    Nav Mesh Geo
    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

  • Nav Seeds
    Smooth Blockers
    C.Spire_Platform
  • C.Tower1

  • C.Tower2

  • 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

  • G.Rocks, Bounds
  • G.Rubble, Snow

  • G.Terrain

  • Image showing Nav data generating on the Arid canvas floor
    Image showing boundaries of Nav Cutters at the locations of 27 invisible Backup Spawn Points
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    Team Intro Spawns

    Team Intro Spawns are the main way for players to initially spawn in team-based modes.

    A Team Intro Spawn is a Forge Kit object consisting of four Initial Spawn Points and a Camera. This object is used to spawn in four players at the start of a match or round, and it has a built-in camera movement cycle that showcases each player before the initial Gameplay Start.

    Team Intro Spawns can be assigned to different Teams, and the Squad setting should be adjusted if more than four players per team should spawn on separate Team Intro Spawns.

    The object names for the Team Intro Spawn are Team Intro Arrow Front, Team Intro Arrow Left & Team Intro Arrow Right.

    Placing the object

    Object path

    • Gameplay

      • Match Flow

        • Team Intro Arrow Front

    Placement

    The Team Intro Spawn should be placed where a group of four players on a Team should initially spawn on. In most cases these are in or around the main bases. If some of the spawn points on the Team Intro Spawn are floating, the players will be put on the nearest surface, and won't float in the air.

    Camera

    After the sequence has ended and all players have successfully spawned in the game, the Camera in the Team Intro Spawn object will go through a static cycle showcasing all four players on it. After the four players have been shown, the Camera will move to the static position shown on the Forge Kit object.

    Line-of-sight blockers

    Make sure that no objects are blocking the view of the Camera. Otherwise, the Camera movement will look weird as it's passing through solid geometry or blocking the view towards the players at the end.

    Height

    The spawn points can intersect the ground by 1.5 units and still let a player spawn on them. Any floating spawns will set the player on the nearest surface underneath them.

    In situations where the ground is uneven and some spawns may be floating, the view of the final Camera should be prioritized over the height positioning of the spawn points.

    Prioritize the final Camera placement over spawn point height as long as all players are able to spawn on their spawn point. This ensures that all players are fully visible in the final Camera view.

    Blocked spawns

    Placing the spawns lower than 1.5 units into the ground will cause them to be blocked. If a player can't spawn on their designated spawn point of the Team Intro Spawn, they will be relocated to a on the map. If no Respawn Points are available, will be used.

    Rotation

    The Team Intro Spawn can be rotated without issues, as long as no spawn points get blocked in the process. The final Camera view will take on the rotation of the Camera in the Forge Kit object.

    If the Team Intro Spawn is placed upside-down, the player showcase order is reversed, and the final Camera rotation will be upside-down.

    While it is possible to rotate the Team Intro Spawn to manipulate the final Camera view, it's not standard practice and will often look weird.

    Properties

    Physics

    Setting the Physics value to "Phased" or "No Collision" will make moving the object easier as it won't collide with other objects.

    Assigning a Team

    The Team Designator property determines which Team spawns on the Team Intro Spawn.

    ADVANCED PROPERTIES

    Assigning a Squad

    The Squad property determines which Squad spawns on the Team Intro Spawn. Squads are used to order which Team Intro Spawns are filled first.

    ADVANCED PROPERTIES
    SQUAD options
    1. Alpha

    2. Bravo

    3. Charlie

    When more than four players are present on a Team, the Squad order will be used to determine which Team Intro Spawn the players will initially spawn on.

    Practical setup

    Here are examples on how to set up Team Intro Spawns in practice.

    4v4

    Eagle Team

    Team Intro Spawn 1

    ADVANCED PROPERTIES

    Cobra Team

    Team Intro Spawn 1

    ADVANCED PROPERTIES

    12v12

    Eagle Team

    Team Intro Spawn 1

    ADVANCED PROPERTIES

    Team Intro Spawn 2

    ADVANCED PROPERTIES

    Team Intro Spawn 3

    ADVANCED PROPERTIES

    Cobra Team

    Team Intro Spawn 1

    ADVANCED PROPERTIES

    Team Intro Spawn 2

    ADVANCED PROPERTIES

    Team Intro Spawn 3

    ADVANCED PROPERTIES

    It's possible to add more than the required minimum amount of Team Intro Spawns if you want to support a larger lobby in Custom Games. Just remember to increment the Squad value for each new Team Intro Spawn per Team.

    Infection & Firefight:King of The Hill

    Infection and Firefight:King of The Hill are modes where Team Intro Spawns are required only on the Eagle side.

    The same Team Intro Spawns used for a 4v4 or 12v12 setup can be used as the spawns for Infection and FFKOTH, as long as the object doesn't prevent it.

    Eagle Team

    Team Intro Spawn 1

    ADVANCED PROPERTIES

    Team Intro Spawn 2 (Infection)

    ADVANCED PROPERTIES

    Team Intro Spawn 3 (Infection)

    ADVANCED PROPERTIES

    The standard player count of Infection is 12 with 10 of the players being Survivors, requiring three Team Intro Spawns.

    Firefight:King of The Hill is intended for only four players so one Team Intro Spawn is enough.

    Read more about Infection and Firefight:King of The Hill:

    Labeling

    In some cases, it can be useful to have players spawn in a different location in asymmetrical modes that may be played on the same map where a symmetrical Team Intro Spawn setup is present. For these situations, Labels can be used to include and exclude certain spawns.

    Assigning Labels

    Regular spawns

    LABELS

    Alternative spawns

    LABELS

    Make sure that the Team Designator and Squad values are setup correctly for the alternative mode spawns as well. If no other Team Intro Spawns are present for a Team in the alternative mode, the Squad value needs to start from Alpha.

    Read more about: .


    Contributors

    Okom

    Object Properties

    An interface that displays adjustable properties for the selected objects.

    The Object Properties tab is the second tab at the top of the Forge Menu and it displays properties for the selected object(s).

    Interface

    The Object Properties tab consists of categories and subcategories, within which are object 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 object properties include Object Mode, Transform, Visuals, and Gameplay.

    Folders

    An interface that allows for object organization with folders.

    The Folders tab is the third tab at the top of the Forge Menu and it allows users to create folders and subfolders where objects can be moved into.

    Interface

    The Folders tab consists of main folders and subfolders where forge objects placed on the map are stored. The main folders and subfolders can be opened and closed, and their state will persist until the Forge session is closed. The folders can be renamed, and their positioning is based on alphabetical order. A folder and the objects within the folder can be locked or hidden. These options prevent the object from being selected and hide their visibility respectfully.

    Team Intro Arrow Left
  • Team Intro Arrow Right

  • Delta

  • Echo

  • Foxtrot

  • Gamma

  • Hotel

  • Team Designator:

    TEAM

    Squad:

    SQUAD

    Team Designator:

    Team 1 (Eagle)

    Squad:

    Alpha

    Team Designator:

    Team 2 (Cobra)

    Squad:

    Alpha

    Team Designator:

    Team 1 (Eagle)

    Squad:

    Alpha

    Team Designator:

    Team 1 (Eagle)

    Squad:

    Bravo

    Team Designator:

    Team 1 (Eagle)

    Squad:

    Charlie

    Team Designator:

    Team 2 (Cobra)

    Squad:

    Alpha

    Team Designator:

    Team 2 (Cobra)

    Squad:

    Bravo

    Team Designator:

    Team 2 (Cobra)

    Squad:

    Charlie

    Team Designator:

    Team 1 (Eagle)

    Squad:

    Alpha

    Team Designator:

    Team 1 (Eagle)

    Squad:

    Bravo

    Team Designator:

    Team 1 (Eagle)

    Squad:

    Charlie

    Label 1:

    ALT MODE Exclude

    Label 1:

    ALT MODE Include

    Map Intro Camera
    Respawn Point
    Backup Spawn Points
    labeling
    Infection
    Firefight KOTH
    Labels
    A good placement of a Team Intro Spawn
    Camera sequence 1
    Camera sequence 2
    Camera sequence 3
    Geometry partly blocking visibility of the Camera from a Team Intro Arrow Front
    The Camera view at the end of the Team Intro sequence
    A spawn point can be 1.5 units under the ground and still spawn a player
    High camera positioning in Forge
    High camera positioning in gameplay
    Low camera positioning in Forge
    Low camera positioning in gameplay
    Spawn positioning too low causing some players to be blocked from spawning
    3/4 players are unable to spawn on blocked spawn points
    Team Intro Spawn tilted to the left
    One spawn was blocked due to the tilt
    Team Intro Spawn 90° sideways
    All of the spawns still work even with the object sideways
    Team Intro Spawn upside-down
    All of the spawns work when the object is upside-down
    Three Team Intro Spawns on Cobra Team
    Three Team Intro Spawns on Eagle Team
    Eagle side Team Intro Spawn on an Infection map
    CTF Exclude label on a Cobra spawn
    CTF Include label on another Cobra spawn
    A Team Intro Spawn

    Controls

    Controls related to navigating the Object Properties tab. Options for both Keyboard and Mouse, and Controller are provided:

    • Open the Object Properties tab: +

      • Alternative: → /

      • Alternative: [Hold] → Object Properties / / /

    • Close the Object Properties tab:

      • Alternative:

      • Alternative:

    • Navigation: , , ,

      • Alternative: , , ,

      • Alternative: , ,

    • Quick Scroll Up:

      • Alternative:

    • Quick Scroll Down:

      • Alternative:

    • Select Item / Expand/Collapse Category:

      • Alternative:

      • Alternative:

      • Alternative:

    • Expand/Collapse All Categories:

    • Open the Object Properties tab: → /

      • Alternative: [Hold] → Object Properties

    • Close the Object Properties tab:

    Main Categories ↓

    The sections below detail the different categories within the Object Properties tab. Includes the most common categories and properties; some listed properties may be missing from your selected object(s). Object-specific properties are not explained in this general article.

    General

    Object Name

    Sets the name of the selected object. The name is displayed in Folders, Object Properties, Object Reference nodes and the Object Information panel. An object name up to 40 characters can be entered.

    40-character limit on the Object Name

    The number at the end of objects is a part of the object name. If an object with a duplicate name is created, an incrementing number will be appended to the end of the object name. If an object's name is already 40 characters long, a number won't be appended.

    Some strings of characters or words are flagged as invalid, and won't be allowed in the Object Name. A list of the discovered ones has been compiled in: Invalid Flagged Strings.

    The word "support" being classified as invalid, and can't be in the Object Name

    Object Mode

    Object Mode

    Toggles between Static and Dynamic object mode. Static object can be scaled, but are not movable in-game or scriptable. Dynamic objects are scriptable and movable in-game. Static objects consume Static Geo budget. Dynamic object take up more Game Simulation budget than static objects, but consume no Static Geo budget.

    Input options:

    Dynamic

    Static

    Variant

    Changes the size or visual variant of a dynamic object. All objects under the Primitives category have this option, when the Object Mode is set to Dynamic.

    Size

    Scale the selected object along the X (forward), Y (horizontal) or Z (vertical) axes. Note, that multiple objects can't be scaled at the same time.

    Internally objects have a "Scale Limit Type", which determines what scaling constraints the object follows. The two known types are Unset and Scale Multiplier. Unset is used on most objects and it's scaling limits are as follows:

    Input range (Unset): 0.50 - 4000.00

    Scale Multiplier means that the object's minimum and maximum scale limits are determined by preset values on each axis that the object's default scale is multiplied by. Objects that have this Scale Limit Type can bypass the 0.50 and 4000.00 limits, depending on the multiplier calculation.

    Input range (Scale Multiplier): Default scale * {min multiplier} - Default scale * {max multiplier}

    Slope Helper 20° (TI) scaling multipliers
    Ankle Cover Half Size scaling multipliers
    Dry Erase Marker scaling multipliers
    Minimum scale of the Slope Helper 20° (TI). (0.1 x default)
    Default scale of the Slope Helper 20° (TI)
    Maximum scale of the Slope Helper 20° (TI). (20 x default)

    Tool: HIRT

    The object size values may not match the calculations correctly. This is because currently the visual object size and the object size values are affected by a major bug. Read more about the Incorrect Object Visual Model Scaling Bug.

    The most used object that has a Scale Limit Type of Scale Multiplier is the Halo Design Set > Cover > Ankle Cover Half Size, having scaling multipliers of minimum 0.001 and maximum 100. Forgers use this object to make flat, rectangular pieces that can scale lower than 0.50. As the default scale of the object is X: 1.00, Y: 8.00, Z: 1.50, the X axis can scale down to 0.001 units.

    Ankle Cover Half Size scaled to X: 0.001. Note: that the UI can't show this.

    Note, that even if the object can be scaled below 0.10, the Object Browser size value input interface doesn't take values lower than 0.10, nor will it show values lower than that. To get an object lower than 0.10, the Scaling Snap of <none> has to be selected and the object has to be manually scaled using the Scale Gizmo.

    Object scaling limits can also be bypassed with an exploit. Read more about: Bypassing Object Scaling Limits.

    Some objects can only be scaled on select axes. In these cases, the Scale Gizmo will be gray on the axes that cannot be scaled and the Size properties in the Object Properties tab may be hidden for those axes. Objects such as Biomes > Water > Water Plane, and Structures > Slopes > Banished Stairs M fall into this category.

    Some objects will scale on two or more axes when only one is scaled. Objects such as Structures > Slopes > Banished Ramp & Banished Wedge fall into this category.

    Physics

    Sets the physics type of the object. Fixed objects collide with other objects, Phased objects can pass through other objects, No Collision objects only collide with projectiles, and Normal objects collide with other objects and respond to physics.

    Input options:

    Fixed

    No Collision

    Normal

    Phased

    Read more about the quirks of Fixed vs Phased Physics.

    Some objects restrict their Physics selection such as everything under Gameplay > Vehicles, but this can be bypassed with an exploit: Applying Inaccessible Object Properties as long as the object has an Object Mode of Dynamic.

    Transform

    Position

    Positional Values

    Change the object's X (forward), Y (horizontal) and Z: (vertical) position.

    Rotation

    Rotational Values

    Change the object's Roll (X), Pitch (Y) and Yaw (Z) rotation.

    Quickly Duplicating Positional Values Between Objects

    By first selecting the object you want to copy the positional data from, and then selecting all other objects to apply them to, opening the Object Properties will show the positional data of the first object, but entering the same data again will now apply those values to all objects in the selection.

    Read more about Applying Identical Positional Data Between Objects.

    Visuals

    Region

    Regions are sections of an object that can have different swatches, colors and other visual properties assigned to them. The amount of editable regions ranges from one to three per object.

    Swatch

    Changes the swatch applied to the selected region. A swatch is like a texture or material.

    Color

    Changes the color applied to the swatch in the selected region.

    Color Intensity

    Changes the saturation of the region's color. This option only shows up if the region's color is not "No Color".

    Input range: 0.00 - 1.00

    Color Spread

    Adjusts color spread of the region color's base hue. Adjusting this can be almost like a secondary hidden color within the main color, as it brings out some hard-to-see details from the swatch.

    Input range: 0.00 - 180.00

    Metal

    Changes the specular highlights of the swatch in the selected region to be more metallic or not metallic at all.

    Input options:

    Force Off

    Force On

    Source Value

    Roughness

    Determines how rough the swatch in this region will appear. From looking beat-up to glossy and wet.

    Input range: 0.00 - 1.00

    Scratch And Grime

    Scratch Amount

    Determines how scratched the object will appear. The scratches are white on all objects and are most prominent on the outside edges of the object.

    Input range: 0.00 - 1.00

    Grime

    Changes the grime type of the selected objects. Grime is often used to add some extra grit to an object's texture to make it look worn and more realistic.

    Grime Amount

    Determines how much grime will be applied to the object.

    Input range: 0.00 - 1.00

    Gameplay

    Team

    Changes the object's Team affiliation. Most useful on Team Blockers that allow players from only the assigned team to pass through the blocker. Otherwise used on gameplay-related objects such as CTF Flag Stands.

    Labels

    Used to include or exclude an object in a mode, to assign a gamemode-specific object identifier label or used to filter objects that can be easily referenced in scripting when calling specifically labeled objects.

    "Include" means that the object will only be included in that gamemode. "Exclude" means that the object will be excluded from specifically that gamemode. The labels can be combined such as "BTB Include" & "Slayer Exclude" to make the object appear only in BTB modes, excluding BTB:Slayer.

    Include is synonymous for "only" in the case of labels

    Boundary

    Modify properties to adjust the size/shape of the object's boundary which can be e.g. the size of a hill or can be used to detect events via scripting.

    Spawning

    Spawn order, despawn and respawn settings. Mostly used on mounted turrets to determine their spawning properties, as they cannot be spawned from Weapon Spawners.

    Advanced Properties

    Object-specific properties related mostly to the core functionality of the object.

    AI Zone

    AI Move Zone

    The AI Move Zone object that the AI Spawner's AI units will be assigned to. Linking a zone will allow the spawner's AI units to move and fight outside the vicinity of the spawner.

    To clear an assigned AI Move Zone link, select the selected AI Spawner from the list of options when assigning a new move zone.

    Object-Specific Categories ↓

    The sections below detail different object-specific categories that are not found on most objects. These sections are explained on a general level.

    Launcher

    Options for Launcher objects to change the trajectory taken by an object that enters the launcher.

    Light

    Options to modify a light object's properties.

    Light Probe Marker Settings

    Options to change the size and probe spacing of the Light Probe Marker object.

    Location

    Name

    Change the name of the location displayed to players within the Named Location Volume's boundary.

    Reflection Volume Settings

    Options to change the behavior of the Reflection Volume object.

    Spawn Point

    Modifiers to change how spawning on the selected spawn point should be affected.

    Spawn Volume

    Options to change the behavior of the Spawn Volume object.

    Vehicle

    Properties for placed vehicles.

    Camera Distance

    Changes how closely the camera will follow the vehicle. Mounted turrets are also classified as vehicles.

    Input range: 0.10 - 5.00

    The value "nan" can be applied to this option to make the camera distance go to 0.00, but a side-effect is that the weapon projectiles on the vehicle stop working. Read more about: Using "nan" as the Value Instead of a Number.

    Weapon

    Properties for placed weapons.

    Spare Clips

    The amount of additional/Spare Clips the weapon has. This option can be used to add more clips to a weapon than it can normally hold as the maximum amount of ammo.

    Input range: 1 - 16

    Spare Energy

    The amount of energy the weapon has. This is commonly used to limit the amout of shots that the Scorpion Tail has; with a value of 0.02, it has 4 total shots.

    Input range: 0.00 - 1.00


    Contributors

    Okom

    The Object Browser and it's tab icon
    Object Properties tab with a selected object
    Color selection of a region on an object
    Swatch selection of a region on an object
    Object Properties tab with all categories collapsed
    Object Properties tab with no selected object
    Advanced folder structure with 10 main folders as categories
    Inspecting the contents of the custom folder structure

    Controls

    Controls related to navigating the Folders tab. Options for both Keyboard and Mouse, and Controller are provided:

    • Open the Folders tab: +

      • Alternative: → /

    • Close the Folders tab:

      • Alternative:

      • Alternative:

    • Navigation: , , ,

      • Alternative: , , ,

      • Alternative: , ,

    • Quick Scroll Up:

      • Alternative:

    • Quick Scroll Down:

      • Alternative:

    • Select Object/Folder:

      • Alternative: [Hover] →

    • Delete Selected items:

    • Select Setting: [Hover] , , , → , , ,

    • Open Options Menu: [Hover] Object/Folder Name →

      • Alternative: [Hover] → , , ,

    • Expand/Collapse Folder: [Hover] →

      • Alternative: [Hover] Folder Name → , ,

    • Focus Object: [Hover] Object Name → , ,

    • Expand/Collapse All Folders:

    • Open the Folders tab: → /

    • Close the Folders tab:

    • Navigation:

    Default Folders

    Each of the default Forge canvases has a set of default folders that are localized to every supported language. If the names of these folders are changed, the localization support will be broken. The list of default folders is as follows:

    • Gameplay

      • Bots

      • Cameras

      • Initial Spawns

      • Respawn Points

      • Vehicles

      • Weapons

    • Layout

    • Modes

      • Attrition

      • CTF

      • King of the Hill

    Features

    By opening the Options Menu (see Controls) of an object or folder the following options will be available based on your selected item:

    Grab Selected (150 Max)

    Turns a folder-only object selection into a viewport selection of the object group. A maximum of 150 objects can be in a viewport selection. Multiple prefabs can be selected, but the total number of objects within them can't be over 255, which is the true limit, instead of 150.

    Learn more about: Bypassing 150-Object Prefab Limit.

    Move

    Moves the selected object(s) or folder with object(s) to a different folder. When a move is in progress, the menu navigation changes from object-to-object to folder-to-folder which helps with finding the destination folder quicker.

    Moving Folders

    Selecting Move on an entire folder moves only the objects within the folder to the new destination folder, regardless of your other selected items. Moving two folders at the same time by selecting the folders with is not recommended as the move process will result in the objects within those subfolders now being under the destination main folder, instead of in the subfolders in the destination main folder.

    Don't move two subfolders at the same time as the objects within them will not be nested in the subfolders anymore.

    Moving singular subfolders between main folders works as expected, but moving a main folder to another main folder will turn the initial main folder into a subfolder of the destination main folder. Any subfolders of the initial main folder will be moved to the destination main folder as subfolders. Forcefully attempting to move a subfolder to another subfolder with is not possible.

    Object Selection Bug

    A selection bug can happen if an object or a collapsed folder in it's entirety is selected and moved while other folders are collapsed. This bug causes random non-selected objects to be brought in with the object selection and be moved to the destination folder. To prevent this follow these steps:

    • Open the Folders tab

    • Navigate to your objects and select the desired objects

      • Alternatively get to this point by selecting the desired objects straight from the map

    • Select and grab the selected objects

    • Collapse/Expand all folders with / until all folders are expanded

    • Close the Folders tab and re-open it

    • Now select Move on one of the objects in your selection and move the selected objects to the desired folder

      • Folders can temporarily be collapsed with / after the "Move" button has been pressed and then expanded again in order to navigate around the folder structure quicker

    When attempting to move groups of objects, it is recommended to expand all folders first before making the move to avoid an object selection bug.

    Rename

    Sets the name of the selected object or folder. The object name is displayed in Folders, Object Properties, Object Reference nodes and the Object Information panel while the folder name is only displayed in the Folders tab. An object name up to 40 characters can be entered.

    Place in Empty Subfolder

    Places the selected object(s) in a new folder within the same main folder named "My Subfolder".

    Delete

    Deletes the selected object(s) or folder. If a folder is deleted, all objects within the folder will also be deleted. Selected objects and folders can be quickly deleted with the key.

    Drop

    Drops a specific object from the selection of grabbed objects.

    Drop Selected

    Drops all selected objects in the Folders tab selection from the selection of grabbed objects.

    Set as Working Folder

    Sets the selected folder as the directory where all newly created objects will be put into. Persists only for the current Forge session, after which the working folder will return to the root folder.

    Set as Root Folder

    Turns the selected subfolder into a main folder and turns it into the root folder. All objects within the subfolder will be transferred to the new main folder. The root folder of a map is set as the working folder by default when a Forge session is loaded.

    This option arguably causes more harm than good as it's often only be useful when setting up the folder structure of a map in the first place, and most if not all presses of the button afterwards are misinputs from trying to select "Set As Working Folder", resulting in a ton of unnecessary headache.

    Add New Folder

    Creates a new main folder with the specified name; the default name is "My Folder". This option can only be accessed by opening the Options Menu of a main folder. The newly created main folder will also automatically become the new root folder.

    Create Empty Subfolder

    Creates a new subfolder with the specified name within the selected main folder; the default name is "My Subfolder". This option can only be accessed by opening the Options Menu of a main folder.

    Hide & Unhide

    The icon toggles the visibility of objects from the map viewport. Hiding an object only applies to Test Mode. Hidden objects can't be selected directly from the map viewport, but can still be selected via mouse drag-select or by selecting and grabbing them from the Folders tab.

    Hiding unnecessary objects while forging is common practice, but don't forget to unhide the objects before handing off the map for someone else to forge on, as the next person might think the map is missing objects, if they don't clue in to checking the Folders tab for hidden objects.

    Lock & Unlock

    The icon toggles the selectability of objects from the map viewport. Locked objects can still be selected and grabbed from the Folders tab. Locked objects will have a red lock icon next to the object's Object Mode indicator on the Object Information panel. The option "(DELETE ALL UNLOCKED)" in Map Options will not delete any locked objects.

    Locked object showing a red lock next to it's name

    Some forgers use object locking as a a safety measure to not accidentally select the object, while others use it as a mental check to confirm that a section of a map is finished.

    Why Use Folders?

    Organizing objects in folders helps you and others find objects on the map quicker, and hide or lock specific object categories. It becomes difficult locating objects or hiding all of the player containment objects on the map if everything is together in one big folder, as is usually the case.

    Folder Tips

    Tips from experienced forgers about using the Folders tab to it's fullest.

    Selecting Objects

    The quickest way to select groups of individual objects where selecting the entire folder isn't applicable is by selecting the object with (keyboard) , pressing or to go to the next object, and repeating the cycle. If you want to then move that group of objects, read the instructions on how to safely and consistently do so.

    Naming

    As the folder structure in Forge is alphabetically ordered, a numbering system can be used to order the folders. Prefixing a number either in the form of 1, 2, 3... or 01, 02, 03... to a main folder is commonplace in the folder structures of many experienced forgers. Subfolders usually aren't number-ordered like this, but there's no harm in doing it.

    Folder Structure References

    The folder structure doesn't have to be overly complicated to work efficiently. The objects on a map can roughly be divided into: Layout, Gameplay, Containment & Scripts. It's also useful to separate the playable geometry and the skybox geometry of the map to optimize the Nav Mesh build by hiding the skybox during Nav Mesh generation.

    A great folder structure allows the forgers who care about folderizing objects to do so while still keeping newly placed objects organized in one place if the forger forgot to set a working folder. Below are references to recommended folder structures used by experienced forgers that have been tried and tested over multiple different maps to work efficiently.

    Basic Folder Structure

    For categorizing objects into large categories that still differentiate them enough to be understandable.

    Learn more about:

    Advanced Folder Structure

    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.

    Learn more about:

    Trivia

    • Before Season 4, selecting an item in the folder structure automatically grabbed the selected item. This was changed to allow objects more than 150 to be moved between folders at the same time as well as to lessen the potential for performance issues when selecting 150 objects at the same time.

    • Each folder adds on to the Forge Simulation budget, which can be an issue on maps at the budget limit where no more new folders can be made.

    • Changes within the folder structure such as item moving or folder deletion cannot be undone with the undo-action.


    Contributors

    Okom MikRips ArturBloodshot Mr Kwatz

    The Object Browser and it's tab icon
    Default folder structure and objects on the Arid canvas
    Objects selected, hidden and locked in the Folders tab
    Custom folder structure for the 4v4 map HighGear

    Navigation:

    • Alternative:

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  • Quick Scroll Down:

  • Select Item / Expand/Collapse Category:

  • Expand/Collapse All Categories:

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    Alternative:

  • Quick Scroll Up:

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  • This section is still a stub.

    Oddball
  • Stockpile

  • Strongholds

  • Basic Folder Structure

    Advanced Folder Structure

    root folder
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    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.

    Map Options tab with default settings on the Arid canvas
    Sky Tint color selection
    Primary ambient sound selection

    Controls

    Controls related to navigating the Map Options tab. Options for both Keyboard and Mouse, and Controller are provided:

    • Open the Map Options tab: +

      • Alternative: → /

      • Alternative: [Hold] → Map Options / / /

    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 .

    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 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 .

    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 .

    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 and .

    Sky Intensity

    Sets the brightness of the sky. Uses Rayleigh scattering.

    Input range: 0.00 - 100.00

    Setting the Sky Intensity to 0.00 hides the sun.

    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 .

    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 Offset

    Sets the distance to offset the fog falloff from where atmospheric fog starts rendering to the horizon. Based on .

    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 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 .

    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.

    The value must be under 1.00 for the color to show.

    Volumetric Fog

    Volumetric fog settings simulate 3D fog as cost from a light source. For more details, see .

    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.

    To easily preview the wind settings, change the to Retro Heavy, and turn the to 12.00.

    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.

    Input options:

    <none>

    Dust Heavy

    Dust Light

    Dust Medium

    Embers Heavy

    Embers Light

    Embers Medium

    Motes Heavy

    Motes Light

    Motes Medium

    Having global Screen Effects on may cause issues on maps with multiple such as . 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.

    Decorators are usually disabled, as many maps aren't built directly on the canvas floor to visually benefit from them, and the performance impact of having them enabled is unknown.

    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.

    Input options:

    <default>

    AA Gun Control Room

    Banished Room

    Cathedral

    Distant City Busy

    Distant City Quiet

    Generator Room

    Grasslands Active Wind

    Grasslands Calm Wind

    Prison Base

    Secondary Sound

    The secondary ambient sound that plays in the map.

    Input options:

    <none>

    Distant Battle A

    Distant Battle B

    Distant Thunder

    Lake Water Laps

    Ocean Surf

    Rain Heavy

    Rain Light

    Rain Medium

    Thunder Storm with Rain

    Reverb

    The type of reverb applied to the map. Reverb can be commonly heard in the form of object impacts, gunshots and explosions.

    Input options:

    Exterior Open

    Exterior Reflective

    Interior Large

    Interior Medium

    Interior Narrow

    Reverb is a commonly overlooked option, but can help in making the map feel more realistic. Set the Reverb type based on the majority of place spaces in the map.

    Audio Effect

    The secondary ambient sound that plays in the map.

    Input options:

    <none>

    Helium

    Space

    Setting an Audio Effect on a map is uncommon, as not many maps suit the theme, but they also affect all of the announcer voice lines, which sound weird.

    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.

    The Game Simulation budget is also shown on the in the standard Forge interface.

    The Game Simulation budget used by Forge Modes via Mode Brains are separate from the on-level budgets. Even maps at 95% Game Simulation can be loaded with a Forge Mode that by itself takes up over 5% 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.

    The Forge Simulation budget used by Forge Modes via Mode Brains are separate from the on-level budgets. It's best practice to load as much scripting from a Forge Mode, instead of from on-level scripting in order to relieve Game- and Forge Simulation budget to use on the map.

    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.

    The Node Graph budget used by Forge Modes via Mode Brains are separate from the on-level budgets. It's best practice to load as much scripting from a Forge Mode, instead of on-level scripting to not run into limitations with the Node Graph budget.

    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%

    and names take up Forge Simulation budget, but the impact is negligible to take into consideration. If the Forge Simulation budget is at 100.00%, you may not be able to create prefabs or rename folders.

    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 .

    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.

    Attempting to create more than 128 vehicles won't work. If a vehicle made from two vehicles is created as the 128th vehicle, only the mover part of the vehicle will be created.

    Reflection Volumes

    The number of 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

    Only one object is known to fall into this category, being the Vehicle Lift .

    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 .

    Bounding Type

    The bounding type determines the area where to generate light probes by default. For details about custom light probes, see Light Probe Marker.

    Input options:

    Level

    Objects

    • 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.

    While Level is the default option, Objects is usually recommended, as it often results in using less Light Probes, with the drawback of not having any light probes outside the invisible bounding box surrounding all placed objects.

    Probe Spacing

    Sets the distance between default light probes. For details about custom light probes, see Light Probe Marker. Lower spacing values result in more accurate lighting at the expense of increased light probe counts and times.

    Input range: 1.00 - 100.00

    A general good spacing to start with is 20, which can be decreased later to suit the desired lighting accuracy.

    Probe Count

    Estimated number of light probes based on the current settings across the Level Bound Probes and the Light Probe Marker. Larger probe count values result in more accurate lighting at the expense of increased 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 .

    This action cannot be undone.


    Contributors

    Okom

    Close the Map Options tab:

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    • Open the Map Options tab: → /

      • Alternative: [Hold] → Map Options

    • Close the Map Options tab:

    • Navigation:

      • Alternative:

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    • Quick Scroll Down:

    • Select Item / Expand/Collapse Category:

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    Papers Heavy

    Papers Light

    Papers Medium

    Rain Heavy

    Rain Light

    Rain Medium

    Retro Heavy

    Retro Light

    Retro Medium

    Snow Heavy

    Snow Light

    Snow Medium

    Prison Security Room

    Scorched Earth

    Ship Wreckage

    Silence

    Spire Room

    Under Water

    Wind Storm
    Sun
    Sun Tint
    Light Bounce
    Sky
    Sky
    Sun
    Sunlight Color Override
    Fog
    Fog Near Falloff
    Fog Near Falloff
    Sky Tint Override
    Atmospheric Fog Inscattering
    Fog
    Screen Effect
    Wind Speed
    FX-emitting objects
    Weapon Spawners
    Budget Meter
    Prefabs
    Folder
    Vehicle Spawners
    Reflection Volumes
    hidden object
    Light Probes
    lighting build
    lighting build
    Lock & Unlock
    Map Options tab with all categories collapsed
    Budget progress bar
    Progress bar turns red at 100%
    Yellow warning symbol indicating a budget is at 80%
    Red warning symbol indicating a budget is at 100%
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    Forge Interface

    Explanations of the interface and all of it's menus within Forge's level editor.

    This page describes the elements of the Halo Infinite Forge level editor interface and what they do. It also links to other pages where you can learn more about the topics.

    Limitations

    Halo Infinite's Forge interface has some quality-of-life limitations as it has a static interface. Keep these in mind while reading:

    • Menu placement cannot be changed

    • Controls and shortcuts cannot be remapped

    Standard Interface

    When you open a map in Forge, you will see the following interface:

    Number
    Name
    Description

    Level Viewport

    The Level Viewport fills the entire screen and displays the contents of your level along with all Forge interfaces overlaid on top. The viewport is a 3D view of the level in real time and players can play their level in-engine using the different . There is no orthographic 2D view option in Halo Infinite's Forge.

    are optimized for a field of view (FOV) of 100°. A lower field of view will result in larger transformation widgets.

    Forge gameplay is optimized for window sizes above 1600x1200.

    Budget Meter

    The Budget Meter is located in the bottom left corner of the screen and displays the memory usage of the map. Game Simulation memory is the cost of simulating entities in a networked environment, including dynamic objects, projectiles, units, actions and similar.

    This budget is often the first to reach 100% on maps that have more dynamic aspects to them such as multiple gamemode support and scripting rather than just mostly static geometry, but still many maps reach 100% on memory earlier, so the full reasoning for only displaying the Game Simulation Memory in this menu is unknown.

    A decimal-accurate value of this budget can be seen in Map Options > . The budget shown on the Budget Meter cannot be changed to display another budget. A yellow warning symbol appears on the Budget Meter if the Game Simulation memory of the map reaches 80%, and at 100% the progress bar turns red.

    Visibility of the Budget Meter can be toggled from > HUD > Budget Meter.

    Object Positional Data

    The Object Positional Data menu is located at the bottom middle of the screen and displays axis values of the position, rotation and size of the last selected object. While the counterpart to this positional data interface in > Transform can only display a maximum value of 9999.90 and a minimum of -9999.90, this on-screen menu can display values up to 2147483647.00 and down to -2147483647.00, which is the maximum value for a 32-bit signed binary integer. All values beyond those will display "EE".

    For more functionality of this menu, see .

    How a scale of this size was achieved was with an exploit to .

    Controls Helper

    The Controls Helper menu is located at the top right of the screen and displays controls and shortcuts for various actions. The size of the menu will change depending on how many relevant controls and shortcuts can be done in the current state of manipulating objects or having different menus open.

    While there are a lot of shortcuts shown in the helper menu, it does not display all shortcuts possible in Forge. These and more are explained in detail in .

    Visibility of the Controls Helper can be toggled from > HUD > Controls Helper.

    Learn more about:

    Selected Object Interface

    If an object is selected, the Forge interface changes slightly, revealing more information:

    Number
    Name
    Description

    Selected Object Count

    The Selected Object Count indicator is located in the bottom middle of the screen, and displays the amount of objects currently selected. A maximum of 150 objects can be selected at the same time, but more may be selected if some of the items in the selection are in a prefab. Learn more about .

    Object Information

    The Object Information string is located in the bottom middle of the screen, and displays the Object Mode, Physics and Name of the last selected object. The syntax is as follows:

    [{Object Mode}: {Physics}] {Object Name}

    The number at the end of objects is a part of the object name. If an object with a duplicate name is created, an incrementing number will be appended to the end of the object name.

    The Object Mode indicator color is white for Static objects and orange for Dynamic objects. There is also a third uncommon Object Mode "None" that can be seen on gameplay objects.

    Objects that have been locked from the tab of the will have a red lock icon to the left of the Object Mode indicator.

    Isolated Object Positional Data

    The menu changes slightly when an object is selected and one of the three Transform Gizmos are selected; The positional data of the currently selected transform gizmo is highlighted, and the other data displays are made less opaque.

    The transform gizmos can be cycled between with the following shortcuts:

    • Movement: + (keyboard) or [Hold] (controller)

    • Rotation: + (keyboard) or [Hold] (controller)

    • Size: + (keyboard) or [Hold] + (controller)

    • Cycle between all:

    Another way to isolate the Object Positional Data without selecting an object is to hover your cursor over the object and press (keyboard) to cycle between the gizmos. This has no real use and is most likely a bug. A potential purpose of this is to act as a hacky way to simulate hovering over objects and previewing their properties as the movement gizmo is not rendered and is the default gizmo here.

    If the same gizmo shortcut is entered while that gizmo is already selected, the gizmo will disappear and the Object Positional Data menu will return to showing all values highlighted while still having an object selected.

    Transform Snap and Coordinate Space

    The Transform Snap and Coordinate Space menu is located in the top right of the screen, and displays the snap values and coordinate space of the currently selected transform gizmo. The snap values can be adjusted with / and / (keyboard) or [Hold] // & + (controller), and the space/type can be cycled with (keyboard) or [Hold] / + (controller).

    The available snap values are as follows:

    • Movement & Scale: <none>, 0.001', 1/8', 1/4', 1/2', 1', 2', 4', 8' & 16'

    For more information about snapping, see Snapping.

    Note from Okom: I usually use a Movement Snap of 0.001', Rotation Snap of 15° or 5°, and a Scaling Snap of 1/8', which work for me as the most efficient and versatile snap values after 3000+ hours of Halo Infinite Forging experience.

    The available space/type values are as follows:

    • Movement: World & Object

    • Rotation: World, Camera & Object

    For more information about spaces, see Coordinate Spaces.

    Forge Menu

    Pressing (keyboard) or (controller) opens up the Forge Menu, which houses more options:

    The Forge Menu is located on the top left corner of the screen and it displays various properties related to Forge objects and map settings. The menu is divided into five unique tabs housing the most important information a Forger needs.

    The tabs on the Forge Menu can be changed with & (keyboard) or & (controller).

    Number
    Name
    Description

    Object Browser

    The Object Browser tab is the first tab at the top of the Forge Menu and it displays a list of objects to spawn in Forge.

    The shortcut for opening this tab is + (keyboard).

    Learn more about:

    Object Properties

    The Object Properties tab is the second tab at the top of the Forge Menu and it displays properties for the selected object(s).

    The shortcut for opening this tab is + (keyboard).

    Learn more about:

    Folders

    The Folders tab is the third tab at the top of the Forge Menu and it displays a hierarchical tree view of all objects placed on the map.

    The shortcut for opening this tab is + (keyboard).

    Learn more about:

    Map Options

    The Map Options tab is the fourth tab at the top of the Forge Menu and it displays options for changing map lighting, wind, sound, and inspecting budget usage.

    The shortcut for opening this tab is + (keyboard).

    Learn more about:

    Tool Settings

    The Tool Settings tab is the fifth tab at the top of the Forge Menu and it displays options for changing the Forge tool properties, and toggling various debug options and menus.

    The shortcut for opening this tab is + (keyboard).

    Learn more about:

    Actions Menu

    Holding (keyboard) or (controller) at any time while in Monitor Mode will open the radial Actions Menu:

    Number
    Name
    Description

    Create Prefab / Create Mode Prefab

    The Create Prefab / Create Mode Prefab tab is located on the top of the radial Actions Menu and is used to create a savable group of a minimum two objects. A prefab is a group of objects that pivot around a single object and can easily be saved to share with others. Prefabs have a green outline around all of the child objects within it, with the parent object having a cyan outline.

    Learn more about .

    A Mode Prefab can be made with two or more as the only objects in the group of objects. Mode Brains are used to make playable Forge Modes.

    Learn more about .

    Object Properties

    The Object Properties tab is located on the top right of the radial Actions Menu and is used to modify the properties of the selected object(s).

    Learn more about:

    Add To Prefab

    The Add To Prefab tab is located on the right of the radial Actions Menu and is used to combine the selected objects into an existing selected prefab. Adding new objects to an Object Prefab will reset the prefab name and make it an entirely new asset. Adding new objects to a Mode Prefab will keep the same prefab name and asset ID.

    Learn more about .

    Saved Object Prefabs cannot be updated with new objects while keeping the same asset ID, but Mode Prefabs can.

    Weld

    The Weld tab is located on the bottom right of the radial Actions Menu and is used to group together Dynamic objects. The origin object of the group has to have Normal physics for the weld to be possible; the rest of the objects can be any physics, but their Object Mode must not be Static. Two vehicles cannot be welded together.

    Welded Prefabs have a purple outline around all of the child objects within it, with the parent object having a cyan outline.

    Mounted Turret weapons classify as vehicles so they sadly cannot be welded to other vehicles.

    Welding is similar to prefabbing, but there are a few differences:

    • Welds cannot contain static objects

    • Vehicle physics don't apply to prefabs

    • Welds cannot contain two vehicles

    • Welds cannot contain some Dynamic, Normal physics objects. Currently known list:

    Welding is often used to create vehicles that have objects attached to them:

    Map:

    The vehicles were momentarily made to have Phased physics with an exploit before welding in order to phase the cover objects into them because the only physics option for vehicles is Normal. Learn more about: .

    Welds can also be used to make interactable map objects, sometimes using clever tricks:

    Map:

    The most important factor in making a welded prefab like this work is ensuring that the movement restriction sphere is perfectly aligned with the welded prefab on the axis that is to be restricted, and that it's enclosed very tightly so that the sphere cannot move in any unwanted directions.

    Massless Children

    Welded Prefabs have a setting called "Massless Children" found in the Object Properties of the prefab. This setting makes the welded prefab not take into account the mass it's child objects when calculating physics.

    Weld Bugs

    Although welds can be used as useful gameplay elements, there are a ton of bugs surrounding them, which makes working with welded prefabs extremely annoying, sometimes to the point of having to scrap the idea that would have worked if there weren't some obscure issues happening to them.

    Learn more about .

    Save Prefab

    The Save Prefab tab is located on the bottom of the radial Actions Menu and is used to save a selected Prefab to My Files. After selecting, an interface to enter the name of the prefab will be shown. A quirk of this interface is that a prefab name up to 40 characters can be entered, unlike the 32-character limit of renaming a file through the interface. This also works for naming Forge Modes by saving Mode Prefabs.

    Unweld

    The Unweld tab is located on the bottom left of the radial Actions Menu and is used to break the weld from a group of welded Dynamic objects, making the object group into a prefab.

    After unwelding, the group of objects will turn into a prefab.

    Be aware of the that may occur when unwelding a welded prefab.

    Ungroup

    The Ungroup tab is located on the left of the radial Actions Menu and is used to disconnect a group of prefabbed objects or a group of welded Dynamic objects.

    After ungrouping, the group of objects that made up the prefab will stay selected. If the prefab included more than 150 objects, only the first 150 objects will stay in the selection. If the remaining objects are Static, they will keep a green outline until a temporary hover-over selection is performed on them.

    Learn more about: .

    Prefab:

    Object Browser

    The Object Browser tab is located on the top left of the radial Actions Menu and is used to open the Object Browser menu to see a list of objects to spawn in Forge.

    Learn more about:

    Tools Menu

    Holding (keyboard) or (controller) at any time while in Monitor Mode will open the radial Tools Menu:

    Number
    Name
    Description

    Node Graph

    The Node Graph tab is located on the top of the radial Tools Menu and is used to open the Node Graph to create scripts. The Node Graph Interface can also be opened with (keyboard).

    Learn more about .

    Build Menu

    The Build Menu tab is located on the right of the radial Tools Menu and is used to build data for various map elements. The available map data to build are:

    Yellow warning symbols are displayed on the elements that aren't up-to-date with the current state of the map. While these do convey a real problem, the map can still be played and published even if some build data has a warning symbol next to it.

    Due to all the warning symbols appearing right after even a single object's position is altered on the map, it is not recommended to constantly keep building map element data just because there is a warning symbol next to it. Instead, learn when map data should be built and build it only when necessary.

    Quicksave

    The Quicksave tab is located on the bottom of the radial Tools Menu and is used to save the current map version with no custom version note added. After activation, a message will show in the killfeed indicating that the map version has been saved successfully. A quicksave can also be done with + (keyboard).

    A quicksave will not prompt for a version note to be added to the saved version. Instead, the string "Quicksave" will be automatically added as the note for the version.

    Learn more about: .

    Play Mode

    If Play Mode is entered with (keyboard) or [Hold] (controller), the Forge interface changes to show information relevant to gameplay:

    Number
    Name
    Description

    Runtime Budget Meter

    The Runtime Budget Meter is located in the bottom left of the screen, and displays the runtime budget which is the most full based on the current state of the map. The different budgets that can be displayed are:

    • Runtime Objects

    • Navpoints

    • Objectives

    • AI Units

    A yellow warning symbol appears on the Runtime Budget Meter if the displayed budget of the map reaches 80%, and at 100% the progress bar turns red.

    The budget shown on the Runtime Budget Meter cannot manually be changed to display another budget. It only always displays the budget with the most usage at runtime. Visibility of the Runtime Budget Meter can be toggled from > HUD > Runtime Budget Meter.

    Score and Timer

    The Score and Timer are located in the bottom middle of the screen, and display the score of two teams and an unlimited timer that counts upwards. The score in the Forge Play Mode can only be adjusted via scripting with the node.

    The UI for the score display is built to support values up to 4 digits long before it starts to overflow. The score field can display values up to 2147483647 and down to -2147483647, which is the maximum value for a 32-bit signed binary integer. All values beyond those will display "EE".

    Global Log

    The Global Log is located in the top right of the screen, and displays the runtime state of the Node Graph including potential errors and warnings.

    The syntax for an error is as follows:

    Warning/Caution <{Script Brain Name}> {error statement} --- Node Graph failed to build

    Many scripters have despised the lack of detail in the error statements printed in the Global Log as they can often be too vague such as "node missing required property", which doesn't indicate which node is the cause, and which property is missing.

    Visibility of the Play Mode Global Log can be toggled from > HUD > Global Log.

    Controls Helper

    The Controls Helper is located in the top right of the screen, and displays controls and shortcuts for various actions. In Play Mode, it only displays the control to return to Monitor Mode, (keyboard) or [Hold] (controller).

    Trivia

    At a glance, Halo Infinite's Forge is modeled heavily after Halo 5's. The default control scheme for controllers is also reminiscent of Halo 5's defaults. Users of previous titles have control schemes available to choose from to have an experience closer to those titles.

    While the menus are similarly placed and handle very similarly to Halo 5's, there is the addition of radial menus that can be called for accessing functions like prefabbing, group welding, opening a Script Brain's node graph, etc., and the options available across the board are much deeper.

    It is apparent via node graphs, the expanded lighting options, and more, that many cues have been taken from more fully-featured game dev IDEs and repackaged to work well and have parity between console and pc.

    As with any tool of this complexity and depth, there is a learning curve present with the tool, but it remains that the surface-level is still accessible enough to build simple levels. The forger will just need to know the majority of the toolset in order to bring their level to a higher standard, which wasn't previously possible, and now is expected of the top performing levels.


    Contributors

    Okom Captain Punch Mr Greencastle Yolomcswag MikRips

    (keyboard)

    Rotation: <none>, 1/2°, 1°, 5°, 15°, 30°, 45°, 60°, 90° & 180°

    5

    Options for changing the Forge tool properties, and toggling various debug options and menus.

    5

    Save a selected Prefab to My Files.

    6

    Break the weld from a group of welded Dynamic objects, making the object group into a prefab.

    7

    Disconnect a group of prefabbed objects or a group of welded Dynamic objects.

    8

    Open the Object Browser menu to see a list of objects to spawn in Forge.

    Launchers

    1

    Level Viewport

    Displays the contents of your Level, with the other menus overlaid on top.

    2

    Budget Meter

    Displays the Game Simulation Memory usage of the map.

    3

    Object Positional Data

    Displays the position, rotation and size of the last selected object.

    4

    Controls Helper

    Displays controls and shortcuts for various actions.

    1

    Selected Object Count

    Displays the amount of objects currently selected. A maximum of 150 can be selected at the same time.

    2

    Object Information

    Displays the Object Mode, Physics and Name of the last selected object.

    3

    Isolated Object Positional Data

    Highlights the positional data of the currently selected transform gizmo.

    4

    Transform Snap and Coordinate Space

    Displays the snap values and coordinate space of the currently selected transform gizmo.

    1

    Object Browser

    A list of objects to spawn in Forge.

    2

    Object Properties

    Properties for the selected object(s).

    3

    Folders

    A hierarchical tree view of all objects placed on the map.

    4

    Map Options

    Options for changing map lighting, wind and sound, and inspecting budget usage.

    1

    Create Prefab / Create Mode Prefab

    Create a savable group of a minimum two objects.

    2

    Object Properties

    Modify the properties of the selected object(s).

    3

    Add To Prefab

    Combine the selected objects into an existing selected prefab.

    4

    Weld

    Group together Dynamic objects. The origin object has to have Normal physics.

    1

    Node Graph

    Open the Node Graph to create scripts.

    2

    Build Menu

    Build data for various map elements.

    3

    Quicksave

    Save the current map version with no custom version note added.

    1

    Runtime Budget Meter

    Displays the runtime budget which is the most full based on the current state of the map.

    2

    Score and Timer

    Displays the score of two teams and an unlimited timer that counts upwards.

    3

    Global Log

    Displays the runtime state of the Node Graph including potential errors and warnings.

    4

    Controls Helper

    Displays controls and shortcuts for various actions

    Editor Modes
    Forge transformation widgets
    Game Simulation
    Forge Simulation
    Budget
    Tool Settings
    Object Properties
    Isolated Object Positional Data
    Bypass Object Scaling Limits
    Controls and Shortcuts
    Tool Settings
    Bypassing 150-Object Prefab Limit
    Folders
    Forge Menu
    Object Positional Data
    Prefabs
    Mode Brains
    Mode Prefabs
    Prefabs
    Just Keep Driving - Sandtrap
    Applying Inaccessible Object Properties
    Boulevard
    Welded Prefab Bugs
    File Name
    Welded Prefab Bugs
    Bypassing 150-Object Prefab Limit
    Halo 3 Elephant (2 of 2)
    Node Graph Interface and Controls
    Lighting
    Nav Mesh
    Audio
    Reflection Volumes
    Building Lighting
    Building Nav Mesh
    Building Audio
    Building Reflection Volumes
    Saving Assets
    Tool Settings
    Adjust Team Points
    Tool Settings
    FOV 65° @ 1920x1080
    FOV 100° @ 1920x1080
    FOV 120° @ 1920x1080
    1280x768 @ FOV 100°
    1600x1200 @ FOV 100°
    1920x1080 @ FOV 100°
    Warning symbol shows up at 80%
    Progress bar turns red at 100%
    Object with a Y scale of 20700212480.00
    Object with a Y scale larger than 2147483647.00, displaying EE as the value
    Controls Helper menu while holding an item with the rotation widget selected
    Controls Helper menu when the Forge Menu is open with some categories expanded and while holding an item with the movement widget selected
    Cover

    Controls and Shortcuts

    Object Mode: Static
    Object Mode: Dynamic
    Object Mode: None
    Locked object displaying a red lock icon
    Movement gizmo selected
    Rotation gizmo selected
    Scale gizmo selected
    No gizmo selected
    The Forge Menu interface houses essential Forging tools
    The Object Browser tab in the Forge Menu
    Cover

    Object Browser

    The Object Properties tab in the Forge Menu
    Cover

    Object Properties

    The Folders tab in the Forge Menu
    Cover

    Folders

    The Map Options tab in the Forge Menu
    Cover

    Map Options

    The Tool Settings tab in the Forge Menu
    Cover

    Tool Settings

    A named prefab resembling a Halo 3 vehicle prop
    The prefab ungrouped shows that it's made from 73 objects
    A selection of two Mode Brains
    "Create Mode Prefab" tab in the Actions Menu
    A Mode Prefab consisting of two Mode Brains
    Cover

    Object Properties

    A Warthog with UNSC Cover pieces welded to it that act as armor
    Razorbacks with an Ammo Crate welded to the back
    Interactable welded bridge
    Artificial movement restriction on the Y axis; the sphere is a part of the weld
    Bridge falling down after being punched
    Massless Children setting in the Object Properties of a Welded Prefab
    Massless Children OFF
    Massless Children ON
    40-character limit when saving a prefab and entering a name
    32-character limit when editing the name of an asset
    A 206-object prefab
    Prefab ungrouped, 150 objects left in the selection
    Objects deselected, leaving the remaining 56 objects with a green outline
    The green outline will disappear once the object is hovered over with a cursor selection
    The green outline will stay on the objects in Play Mode; outline does not stay after a session restart
    Cover

    Object Browser

    Outstanding elements left to build after map modifications
    All build data up-to-date with the current state of the map
    Message "{Gamertag} Map saved successfully." displaying in the killfeed after a quicksave
    Automatic edit note "Quicksave" seen on some versions in a map's version history
    Runtime Objects usage display
    Navpoints usage display
    Objectives usage display
    AI Units usage display
    Warning symbol shows up at 80%
    Progress bar turns red at 100%
    Eagle: 123 / Cobra: 45678
    Score 2147474816 on both teams
    Eagle: -2147474816 / Cobra: 0
    Eagle: EE / Cobra: 0
    The Global Log displaying Warning and Caution messages indicating a script that did not execute properly.
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    Cover image
    Tool Settings
    Save Prefab
    Unweld
    Ungroup
    Object Browser
    Key icon

    Forge Object List

    All spawnable objects from the Object Browser in Halo Infinite Forge.

    A searchable list of all spawnable objects from the Object Browser in Halo Infinite Forge. The object list has to be updated manually by a wiki contributor when changes are made to Halo Infinite.

    Object List Versions

    • CU29

    Current list up-to-date as of .

    Accents

    Antennas

    Booster Antenna

    Cellular Antenna

    Fixed Satellite Dish

    Large Satellite Dish

    Portable Satellite Dish

    Radar Ball

    Radar Tower Small

    Signal Antenna

    UHF Antenna

    UNSC Antenna Boom

    UNSC Radar Unit

    UNSC Satellite Dish Mounted

    UNSC Satellite Dish Portable

    UNSC Satellite Dish Trailer

    Antennas MP

    Radar Ball MP

    Radar Tower Small MP

    UHF Antenna MP

    UNSC Antenna Boom MP

    UNSC Satellite Dish Mounted MP

    UNSC Satellite Dish Portable MP

    Arena

    Arena Block A

    Arena Column A

    Arena Corner Cover

    Arena Cover A

    Arena Octagon Cover

    Banished

    Attach Shield A

    Attach Thruster A

    Banished Food Container A

    Barricade Cover Half B

    Bridgeconsole B

    Bridgeserver A

    Cargobox Huge Open Bothend

    Cargobox Large Side Panel A

    Cargobox Large Side Panel B

    Cargobox Midsection

    Cargobox Open

    Cargobox Small Side Panel A

    Cargobox Small Side Panel B

    Catwalk Bridge A

    Catwalk Bridge B

    Catwalk Bridge End A

    Catwalk Console B

    Catwalk Roof Connector End A

    Catwalk Roof Connector End B

    Catwalk Structure Corner A

    Catwalk Structure Ramp E

    Catwalk Structure Ramp Mid A

    Catwalk Structure Straight A

    Catwalk Structure Straight End A

    Container Medium

    Container Small

    Container Stack

    Crate Cover A

    Crate Cover Full B

    Crate Cover Half A

    Dropped Hatch Destroyed

    Droppod Base A

    Droppod Hatch Intact

    Dropwall Catwalk Structure Straight A

    Dropwall Catwalk Structure Straight A Open

    Dropwall Structure Straight Platform A

    Elevator Shaft

    Elevator Tunnel Platform A

    Floor Grating

    Food Container Stack

    Gate Outpost Engine

    Grating Floor Upper Connection

    Grating Floor Upper Short

    Harvester Antenna

    Harvester Base

    Harvester Generator

    Harvester Large Spike

    Helmetrack Cover A

    Holotable A

    Holotable B

    Holotable Controlterminal A

    Modular Dropwall

    Modular Dropwall Divider

    Modular Ramp Grating Lower Cover

    Motorpool Shelf

    Motorpool Warthog Cage A

    Prison Cell Door

    Prison Fence 45° Turn A

    Prison Fence Post A

    Prison Fence Straight A

    Prison Interior Door

    Prison Interrogation Doorway

    Railing Cover Half A

    Refinery Pipe Connection A

    Refinery Pipe Connection B

    Refinery Pipe Corner 45° Short A

    Refinery Pipe Corner 45° Short B

    Refinery Pipe Corner 90°

    Refinery Pipe Straight Long

    Refinery Pipe Straight Short

    Scrap Container

    Security Half Wall A

    Security Wall A

    Security Wall Connection A

    Security Wall Connection B

    Security Wall Corner A

    Security Wall Flat A

    Spike Light

    Tanktrap Cover

    Vehicle Baler Arm A

    Walkway - Plug

    Walkway - Socket

    Watchtower Arm A

    Watchtower Base A

    Watchtower Main A

    Banished MP

    Control Room Window

    Barrels

    Barrel Closed

    Barrel Closed Rusty Striped

    Barrel Closed Striped

    Barrel Closed Worn

    Barrel Open

    UNSC Barrel

    Water Barrel

    Barrels MP

    Barrel Closed Rusty Striped MP

    Barrel Closed Striped MP

    Barrel Closed Worn MP

    UNSC Barrel MP

    Bazaar

    Books A

    Dirty Bucket

    Tire Bald

    Tire Bald w/Wheel

    Tire w/Tread

    Tire w/Wheel

    Wheel

    Bazaar MP

    Books A MP

    Dirty Bucket MP

    Metallic Fuel Canister MP

    Plastic Fuel Canister MP

    Plastic Liquid Canister MP

    Shutter Doors MP

    Tire Bald MP

    Tire Bald w/Wheel MP

    Tire w/Tread MP

    Tire w/Wheel MP

    UNSC Duffle Bag MP

    Wheel MP

    Bodies

    Brute Body A

    Brute Body B

    Brute Body C

    Brute Body D

    Brute Body E

    Brute Body F

    Brute Body G

    Brute Body H

    Elite Body A

    Elite Body B

    Elite Body C

    Elite Body D

    Elite Body E

    Grunt Body A

    Grunt Body B

    Grunt Body C

    Grunt Body D

    Grunt Body E

    Jackal Body A

    Jackal Body B

    Jackal Body C

    Marine Body A

    Marine Body B

    Marine Body C

    Marine Body D

    Marine Body E

    Marine Body F

    Sentinel Wreckage A

    Sentinel Wreckage B

    Sentinel Wreckage C

    Spartan Griffin's Armor

    Spartan Hovarth's Armor

    Spartan Kovan's Armor

    Spartan Makovich's Armor

    Spartan Sorel's Armor

    Spartan Sorel's Armor Infected

    Spartan Stone's Armor

    Spartan Stone's Armor Infected

    Spartan Vettel's Armor

    Spartan Vettel's Armor Infected

    City Props

    AC Unit Large

    Bench

    Billboard for Enlist in the UNSC

    Billboard for Gauss Soda

    Billboard for Holopuppy

    Billboard for Mister Chief Fragrance

    Billboard for Slipspace Burger

    Billboard for Transport Dynamics

    Chair

    Cloth Window Awning

    Concrete Bench

    Double Seat

    Extendable Ladder

    Firehouse Mount

    Gauss Lemonade Can

    Gauss Soda Can

    Gauss Soda Vending Machine

    Hand Cart

    Locker

    Metal Pallet

    Mop

    Plastic Water Canister

    Round Traffic Cone

    Scissor Lift

    Shelves

    TV

    Tool Cart

    Traffic Pylon

    Triangle Traffic Cone

    Ventilation Unit Large

    Ventilation Unit Roof

    Ventilation Unit Wall

    Wall Air Machine

    Window Facade

    City Props MP

    AC Unit Large MP

    Concrete Bench MP

    Construction Barrier MP

    Extendable Ladder MP

    Firehouse Mount MP

    Hand Cart MP

    Mombasa Traffic Cone MP

    Plastic Water Canister MP

    Poster MP

    Surveillance Camera MP

    Tarp E MP

    Tarp F MP

    Ventilation Unit Large MP

    Ventilation Unit Roof MP

    Ventilation Unit Wall MP

    Wall Air Machine MP

    Covenant

    Covenant Antenna

    Covenant Arch

    Covenant Blocker A

    Covenant Closed Drop Pod

    Covenant Containment Tank

    Covenant Cover A

    Covenant Crate A

    Covenant Crate B

    Covenant Crate C

    Covenant Deco A

    Covenant Drop Pod

    Covenant Drop Pod Door

    Covenant Fuel Cell

    Covenant Hologram Generator

    Covenant Hologram Plinth

    Covenant Methane Fan A

    Covenant Pillar Wall A

    Covenant Pillar Wall B

    Covenant Plinth Deco A

    Covenant Portable Shield

    Covenant Power Station

    Covenant Projector

    Covenant Shield Projector

    Covenant Shield Stabilizer

    Covenant Supply Crate

    Covenant Terminal Base A

    Covenant Terminal Top A

    Covenant Terraformer

    Covenant Wall Emblem

    Covenant Wall Light A

    Covenant Wall Sconce

    Covenant Watchtower Base

    Covenant Watchtower Platform

    High Charity Door

    High Charity Doorframe

    Cover

    Concrete Barrier Long

    Concrete Barrier Short

    Curved Half Cover

    Gabion Rock Filled Tall

    Gabion Sand Filled

    Gabion Sand Filled Large

    Gabion Sand Filled Tall

    Plated Half Cover

    Steel Concrete Barrier Long

    Steel Concrete Barrier Short

    UNSC Deployable Cover Large

    UNSC Deployable Cover Small

    Cover MP

    Concrete Barrier Long MP

    Concrete Barrier Short MP

    Gabion Rock Filled Tall MP

    Gabion Sand Filled Large MP

    Gabion Sand Filled MP

    Gabion Sand Filled Tall MP

    Steel Concrete Barrier Long MP

    Steel Concrete Barrier Short MP

    UNSC Deployable Cover Large MP

    UNSC Deployable Cover Small MP

    Crates

    Ammo Case

    Ammo Case Open

    Crate Pallet

    Crate Ruggedized

    Hard Case No Handle

    Horizontal Hard Case

    Lift Crate Double

    Lift Crate Half

    Lift Crate Quarter

    Medical Workbox

    Pallet Of Crates

    Small Ammo Can

    Small Hard Case

    Square Hard Case

    Square Hard Case Open

    Tarp Covered Crates

    UNSC Cargo Crate

    UNSC Toolbox

    UNSC Top Load Case

    Water Pallet

    Weapon Crate

    Crates MP

    Ammo Case MP

    Ammo Case Medic MP

    Ammo Case Military 01 MP

    Ammo Case Military 02 MP

    Ammo Case Open MP

    Ammo Case Pioneer MP

    Ammo Case SpecOps MP

    Crate Pallet Tan MP

    Crate Ruggedized MP

    Hard Case No Handle MP

    Hard Case No Handle MP Medic

    Hard Case No Handle MP SpecOps

    Horizontal Hard Case Green MP

    Horizontal Hard Case MP

    Horizontal Hard Case Medic MP

    Horizontal Hard Case Pioneer MP

    Lift Crate Double MP

    Lift Crate Half MP

    Lift Crate Quarter MP

    Medical Workbox MP

    Pallet Of Crates MP

    Small Ammo Can MP

    Small Hard Case MP

    Small Hard Case MP SpecOps

    Square Hard Case MP

    Square Hard Case Medic MP

    Square Hard Case Military 01 MP

    Square Hard Case Open MP

    Square Hard Case Pioneer MP

    Square Hard Case SpecOps MP

    Tarp Covered Crates MP

    UNSC Cargo Crate MP

    UNSC Toolbox MP

    UNSC Toolbox Medic MP

    UNSC Toolbox Pioneer MP

    UNSC Toolbox SpecOps MP

    UNSC Top Load Case MP

    UNSC Top Load Case Pioneer MP

    UNSC Top Load Case SpecOps MP

    Water Pallet MP

    Weapon Crate MP

    Destructibles

    Clay Pot A

    Clay Pot B

    Clay Pot C w/Palm A

    Clay Pot C w/Palm B

    Clay Pot C w/Palm C

    Conduit Computer

    Creature Tank

    Destructible Keypad A

    Destructible Keypad B

    Destructible Keypad B - Closed

    Destructible Monitor A

    Destructible Monitor C

    Destructible Monitor D

    Destructible Monitor G

    Destructible Vent Cover

    Electrical Box A

    Electrical Box B

    Electrical Box C

    Electrical Box D

    Electrical Box E

    Electrical Box F

    Electrical Box G

    Framed Picture A

    Framed Picture B

    Framed Picture C

    Framed Picture D

    Fuel Canister

    Fuel Station

    Landmine

    Oxygen Tank

    Plastic Crate Empty

    Small Wooden Bench

    Soda Crate Empty

    Soda Crate w/Soda

    Stackable Chair

    Target Dummy Brute

    Target Dummy Grunt

    Wall Keypad

    Wooden Bookcase A

    Wooden Bookcase B

    Wooden Box Apple

    Wooden Box Banana

    Wooden Box Carrot

    Wooden Box Empty

    Wooden Box Mango

    Wooden Box Tomato

    Wooden Box Watermelon

    Wooden Chair

    Wooden Column Round - Full

    Wooden Column Square

    Wooden Column Square Broken Railing A

    Wooden Column Square Broken Railing B

    Wooden Lattice

    Wooden Market Table

    Wooden Pallet A

    Wooden Pallet B

    Wooden Pallet C

    Wooden Railing

    Wooden Railing Broken A

    Wooden Railing Broken B

    Wooden Railing Stairs

    Woven Basket

    Destructibles MP

    Books Stack B MP

    Cafe Stool MP

    Cardboard Box A Bluetape MP

    Cardboard Box A MP

    Cardboard Box A White MP

    Cardboard Box B Bluetape MP

    Cardboard Box B MP

    Cardboard Box B MP White

    Cardboard Box C MP

    Cardboard Box C MP White

    Cardboard Box Open MP

    Clay Pot A MP

    Clay Pot B MP

    Clay Pot C MP

    Clay Pot C w/ Palm Tree A MP

    Clay Pot C w/ Palm Tree B MP

    Clay Pot C w/ Palm Tree C MP

    Conduit Computer MP

    Destructible Keypad B - Closed MP

    Destructible Keypad B MP

    Destructible Monitor A MP

    Destructible Monitor C MP

    Destructible Monitor D MP

    Destructible potted plant A MP

    Destructible potted plant B MP

    Electrical Box A MP

    Electrical Box B MP

    Electrical Box C MP

    Electrical Box E MP

    Electrical Box F MP

    Electrical Box G MP

    Fire Extinguisher MP

    Framed Picture A MP

    Framed Picture B MP

    Framed Picture C MP

    Framed Picture D MP

    Market Table A Fruits A MP

    Market Table A Fruits B MP

    Market Table A Fruits C MP

    Market Table A Fruits D MP

    Market Table A Fruits E MP

    Oxygen Tank MP

    Plastic Crate Empty MP

    Small Wooden Backless Bench MP

    Soda Crate Empty MP

    Soda Crate w/Soda MP

    Target Dummy Brute MP

    Target Dummy Grunt MP

    Wall Keypad MP

    Wet Floor MP

    Wood Chair A MP

    Wood Plank A MP

    Wood Plank B MP

    Wood Plank C MP

    Wood Plank Pile A MP

    Wood Plank Pile B MP

    Wood Plank Pile C MP

    Wooden Bench MP

    Wooden Box Apple MP

    Wooden Box Banana MP

    Wooden Box Carrot MP

    Wooden Box Empty MP

    Wooden Box Mango MP

    Wooden Box Tomato MP

    Wooden Box Watermelon MP

    Wooden Column Round - Full MP

    Wooden Column Round - Half MP

    Wooden Column Square Broken Railing A MP

    Wooden Column Square Broken Railing B MP

    Wooden Column Square MP

    Wooden Crate A MP

    Wooden Crate B MP

    Wooden Crate C MP

    Wooden Lattice MP

    Wooden Market Table MP

    Wooden Pallet A MP

    Wooden Pallet B MP

    Wooden Pallet C MP

    Wooden Railing Broken A MP

    Wooden Railing Broken B MP

    Wooden Railing MP

    Wooden Railing Stairs MP

    Wooden Table MP

    Woven Basket MP

    Ducts

    Vent 15° Corner

    Vent 30° Corner

    Vent 45° Corner

    Vent 90° Corner

    Vent Cap

    Vent Cover

    Vent Height Change

    Vent Straight Section

    Vent Support

    Vent T Joint

    Vent X Joint

    Fences

    Chain link Fence

    Chain link Fence - Non-Telescoping

    Chain link Fence Corner

    Chain link Fence Gate

    Chain link Fence Gateway

    Fence Single

    Fences MP

    Chain link Fence Corner MP

    Chain link Fence Gate MP

    Chain link Fence Gateway MP

    Fence Tall MP

    Gates Commercial District A MP

    Gates Commercial District B MP

    Flood

    Human Brutalist Concrete Base A

    Human Brutalist Concrete Base B

    Human Brutalist Concrete Base C

    Human Brutalist Concrete Base D

    Human Brutalist Ramp Metal Support

    Human Brutalist Rebar

    Human Brutalist Rebar Broken A

    Human Brutalist Rebar Broken B

    Human Brutalist Rebar Broken C

    Human Brutalist Rebar Broken D

    Flood MP

    Blightlands Flood Stalk A MP

    Blightlands Flood Stalk B MP

    Blightlands Flood Stalk C MP

    Blightlands Flood Stalk D MP

    Blightlands Flood Stalk E MP

    Blightlands Flood Stalk F MP

    Blightlands Flood Stalk G MP

    Blightlands Growth Cluster A MP

    Blightlands Growth Cluster B MP

    Blightlands Growth Cluster C MP

    Blightlands Growth Cluster D MP

    Blightlands Growth Cluster E MP

    Blightlands Growth Cluster F MP

    Blightlands Growth Cluster G MP

    Blightlands Growth Flat A MP

    Blightlands Growth Flat B MP

    Blightlands Growth Flat C MP

    Blightlands Growth Flat D MP

    Blightlands Growth Flat E MP

    Blightlands Growth Flat F MP

    Blightlands Growth Flat G MP

    Blightlands Growth Pod Cluster A MP

    Blightlands Growth Pod Cluster B MP

    Blightlands Growth Pod Cluster C MP

    Blightlands Growth Pod Cluster D MP

    Blightlands Growth Pod Cluster E MP

    Blightlands Growth Pod Cluster F MP

    Blightlands Growth Pod Cluster G MP

    Blightlands Growth Pod Flat A MP

    Blightlands Growth Pod Flat B MP

    Blightlands Growth Pod Flat C MP

    Blightlands Growth Pod Flat D MP

    Blightlands Growth Pod Shell A MP

    Blightlands Growth Pod Shell B MP

    Blightlands Growth Pod Shell C MP

    Blightlands Growth Pod Shell D MP

    Blightlands Growth Tendrils A MP

    Blightlands Growth Tendrils B MP

    Blightlands Growth Tendrils C MP

    Blightlands Growth Tendrils D MP

    Blightlands Growth Tendrils E MP

    Blightlands Growth Tendrils F MP

    Blightlands Growth Tendrils G MP

    Blightlands Growth Tendrils H MP

    Blightlands Growth Tendrils I MP

    Blightlands Growth Wall A MP

    Blightlands Growth Wall B MP

    Blightlands Growth Wall C MP

    Blightlands Growth Wall D MP

    Blightlands Growth Wall Pod A MP

    Blightlands Growth Wall Pod B MP

    Blightlands Pod Cluster Ruptured A MP

    Blightlands Pod Cluster Ruptured B MP

    Blightlands Pod Cluster Ruptured C MP

    Blightlands Pod Cluster Ruptured D MP

    Blightlands Pod Cluster Ruptured E MP

    Blightlands Pod Cluster Ruptured F MP

    Blightlands Pod Cluster Ruptured G MP

    Blightlands Pod Cluster Ruptured H MP

    Blightlands Substrate A MP

    Blightlands Substrate B MP

    Blightlands Substrate C MP

    Blightlands Substrate D MP

    Blightlands Substrate E MP

    Blightlands Substrate F MP

    Blightlands Substrate G MP

    Blightlands Substrate H MP

    Blightlands Substrate I MP

    Blightlands Substrate J MP

    Blightlands Substrate K MP

    Blightlands Substrate L MP

    Blightlands Substrate M MP

    Human Brutalist Concrete Base A MP

    Human Brutalist Concrete Base B MP

    Human Brutalist Concrete Base C MP

    Human Brutalist Concrete Base D MP

    Human Brutalist Ramp Metal Support MP

    Human Brutalist Rebar Broken A MP

    Human Brutalist Rebar Broken B MP

    Human Brutalist Rebar Broken C MP

    Human Brutalist Rebar Broken D MP

    Human Brutalist Rebar MP

    Forerunner

    Forerunner 24 x 60 x 24 Angled Support

    Forerunner 8 x 36 x 32 Angled Support

    Forerunner Angled Cover/Support

    Forerunner Beam A

    Forerunner Beam B

    Forerunner Behemoth Door

    Forerunner Behemoth Hatch w/Material Swap

    Forerunner Catwalk Beam

    Forerunner Catwalk Left A

    Forerunner Catwalk Left B

    Forerunner Catwalk Left C

    Forerunner Catwalk Left D

    Forerunner Catwalk Left E

    Forerunner Catwalk Railing

    Forerunner Catwalk Right A

    Forerunner Catwalk Right B

    Forerunner Catwalk Right C

    Forerunner Catwalk Right D

    Forerunner Catwalk Right E

    Forerunner Control Point

    Forerunner Cover Block

    Forerunner Cover Full A

    Forerunner Cover Full B

    Forerunner Cover Full C

    Forerunner Cover Full D

    Forerunner Cover Half A

    Forerunner Cover Half Left B

    Forerunner Cover Half Right B

    Forerunner Dead Door Small

    Forerunner Decorative Pylon

    Forerunner Door Small Animated

    Forerunner Hex Pillar 128 x 384

    Forerunner Hex Pillar 16 x 08

    Forerunner Hex Pillar 16 x 24

    Forerunner Hex Pillar 16 x 384

    Forerunner Hex Pillar 16 x 48

    Forerunner Hex Pillar 32 x 96

    Forerunner Hex Pillar 64 x 120

    Forerunner Hex Pillar 64 x 168 A

    Forerunner Hex Pillar 64 x 168 B

    Forerunner Hex Pillar 64 x 168 C

    Forerunner Hex Pillar 64 x 168 D

    Forerunner Hex Pillar 64 x 168 E

    Forerunner Hex Pillar 64 x 168 F

    Forerunner Hex Pillar 64 x 168 G

    Forerunner Hex Pillar 64 x 168 H

    Forerunner Hex Pillar 64 x 168 I

    Forerunner Hex Pillar 64 x 168 J

    Forerunner Hex Pillar 64 x 168 K

    Forerunner Hub Cover

    Forerunner Light Bridge Emitter

    Forerunner Machinery Cover A

    Forerunner Machinery Cover B

    Forerunner Pedestal

    Forerunner Pillar A

    Forerunner Pillar B

    Forerunner Pillar C

    Forerunner Piston

    Forerunner Platform 06 x 10 x 44 Left

    Forerunner Platform 06 x 10 x 44 Right

    Forerunner Platform 10 x 06 x 48 Left

    Forerunner Platform 10 x 06 x 48 Right

    Forerunner Platform 12 x 04 x 56

    Forerunner Platform 12 x 10 x 42 Left A

    Forerunner Platform 12 x 10 x 42 Left B

    Forerunner Platform 12 x 10 x 42 Right A

    Forerunner Platform 12 x 10 x 42 Right B

    Forerunner Platform 16 x 08 x 42

    Forerunner Platform 18 x 06 x 46 Left A

    Forerunner Platform 18 x 06 x 46 Left B

    Forerunner Platform 18 x 06 x 46 Right A

    Forerunner Platform 18 x 06 x 46 Right B

    Forerunner Plinth

    Forerunner Podium Large A

    Forerunner Podium Large B

    Forerunner Ramp

    Forerunner Ramp Cover

    Forerunner Support A

    Forerunner Support B

    Forerunner Support C

    Forerunner Support D

    Forerunner Totem Ring A

    Forerunner Totem Ring B

    Forerunner Totem Ring C

    Forerunner Totem Ring Chunk

    Forerunner Totem Ring Debris

    Forerunner MP

    Forerunner Beam A MP

    Forerunner Beam B MP

    Forerunner Behemoth Door MP

    Forerunner Behemoth Hatch MP

    Forerunner Catwalk Beam MP

    Forerunner Catwalk Left A MP

    Forerunner Catwalk Left B MP

    Forerunner Catwalk Left C MP

    Forerunner Catwalk Left D MP

    Forerunner Catwalk Left E MP

    Forerunner Catwalk Railing MP

    Forerunner Catwalk Right A MP

    Forerunner Catwalk Right B MP

    Forerunner Catwalk Right C MP

    Forerunner Catwalk Right D MP

    Forerunner Catwalk Right E MP

    Forerunner Cover Block MP

    Forerunner Cover Full A MP

    Forerunner Cover Full B MP

    Forerunner Cover Full C MP

    Forerunner Cover Full D MP

    Forerunner Cover Half A MP

    Forerunner Cover Half Left B MP

    Forerunner Cover Half Right B MP

    Forerunner Dead Door Small

    Forerunner Door Inquisitor MP

    Forerunner Hex Pillar 128 x 384 MP

    Forerunner Hex Pillar 16 x 08 MP

    Forerunner Hex Pillar 16 x 24 MP

    Forerunner Hex Pillar 16 x 384 MP

    Forerunner Hex Pillar 16 x 48 MP

    Forerunner Hex Pillar 32 x 96 MP

    Forerunner Hex Pillar 64 x 120 MP

    Forerunner Hex Pillar 64 x 168 A MP

    Forerunner Hex Pillar 64 x 168 B MP

    Forerunner Hex Pillar 64 x 168 C MP

    Forerunner Hex Pillar 64 x 168 D MP

    Forerunner Hex Pillar 64 x 168 E MP

    Forerunner Hex Pillar 64 x 168 F MP

    Forerunner Hex Pillar 64 x 168 G MP

    Forerunner Hex Pillar 64 x 168 H MP

    Forerunner Hex Pillar 64 x 168 I MP

    Forerunner Hex Pillar 64 x 168 J MP

    Forerunner Hex Pillar 64 x 168 K MP

    Forerunner Light Bridge Emitter MP

    Forerunner Pillar A MP

    Forerunner Pillar B MP

    Forerunner Pillar C MP

    Forerunner Piston MP

    Forerunner Platform 06 x 10 x 44 Left MP

    Forerunner Platform 06 x 10 x 44 Right MP

    Forerunner Platform 10 x 06 x 48 Left MP

    Forerunner Platform 10 x 06 x 48 Right MP

    Forerunner Platform 12 x 04 x 56 MP

    Forerunner Platform 12 x 10 x 42 Left A MP

    Forerunner Platform 12 x 10 x 42 Left B MP

    Forerunner Platform 12 x 10 x 42 Right A MP

    Forerunner Platform 12 x 10 x 42 Right B MP

    Forerunner Platform 16 x 08 x 42 MP

    Forerunner Platform 18 x 06 x 46 Left A MP

    Forerunner Platform 18 x 06 x 46 Left B MP

    Forerunner Platform 18 x 06 x 46 Right A MP

    Forerunner Platform 18 x 06 x 46 Right B MP

    Forerunner Support A MP

    Forerunner Support B MP

    Forerunner Support C MP

    Forerunner Totem Ring A MP

    Forerunner Totem Ring B MP

    Forerunner Totem Ring C MP

    Forerunner Totem Ring Chunk MP

    Forerunner Totem Ring Debris MP

    Hacking Terminal MP

    Garbage

    Bottle Glass

    Bottle Open

    Civilian Dumpster

    Dumpster

    Garbage Can

    Plastic Bottle

    Plastic Bottle Bent

    Recycle Bin

    To-Go Cup Open

    To-Go Cup Straw

    Trash Bin A

    Trash Can Closed

    Warthog Tire Flat

    Garbage MP

    Bottle B Bottom Shard MP

    Bottle B Top Shard MP

    Civilian Dumpster MP

    Clutter Pile A MP

    Clutter Pile B MP

    Clutter Pile C MP

    Empty Water Bottle MP

    Garbage Pile A MP

    Garbage Pile B MP

    Garbage Pile C MP

    Garbage Pile D MP

    Garbage Pile E MP

    Garbage Pile F MP

    Garbage Pile G MP

    Garbage Pile H MP

    Garbage Pile I MP

    Garbage Pile J MP

    Plastic Bottle Bent MP

    Plastic Bottle MP

    Recycle Bin MP

    Trash Bin A MP

    Trash Can Closed MP

    Trashbag A MP

    Trashbag B MP

    Warthog Tire Flat MP

    Glass

    Glass Transparent 10%

    Glass Transparent 20%

    Glass Transparent 30%

    Glass Transparent 40%

    Glass Transparent 50%

    Glass Transparent 60%

    Glass Transparent 70%

    Glass Transparent 80%

    Glass Transparent 90%

    Holograms

    Hologram Ring A

    Hologram Ring B

    Prison Structure Hologram

    Missiles

    Missile Launcher Turret

    Missile Rack

    Sabre Missile

    Sabre Missile Rack

    Missiles MP

    Sabre Missile MP

    Sabre Missile Rack MP

    Panels

    Exposed Panel

    Skeletal Panel

    Tapered Panel

    Tech Panel

    Y Panel

    Pipes

    Pipe 15° Corner

    Pipe 45° Corner

    Pipe 90° Corner

    Pipe Cap

    Pipe Clamp

    Pipe Straight Section

    Pipe T Joint

    Pipe X Joint

    Pipe Y Joint

    Railings

    UNSC Railing A

    UNSC Railing Angled A

    UNSC Railing Angled B

    UNSC Railing Angled C

    UNSC Railing Corner Inner A

    UNSC Railing Corner Inner B

    UNSC Railing Corner Outer A

    UNSC Railing Corner Outer B

    UNSC Railing Covered A

    UNSC Railing Covered Angled A

    UNSC Railing Covered Angled B

    UNSC Railing Covered Angled C

    UNSC Railing Covered Corner A

    UNSC Railing Covered Slanted A

    UNSC Railing Covered Slanted B

    UNSC Railing Slanted Inner A

    UNSC Railing Slanted Inner B

    UNSC Railing Slanted Inner C

    UNSC Railing Slanted Outer A

    UNSC Railing Slanted Outer B

    UNSC Railing Slanted Outer C

    Railings MP

    UNSC Railing A MP

    UNSC Railing Angled A MP

    UNSC Railing Angled B MP

    UNSC Railing Angled C MP

    UNSC Railing Corner Inner A MP

    UNSC Railing Corner Inner B MP

    UNSC Railing Corner Outer A MP

    UNSC Railing Corner Outer B MP

    UNSC Railing Covered A MP

    UNSC Railing Covered Angled A MP

    UNSC Railing Covered Angled B MP

    UNSC Railing Covered Angled C MP

    UNSC Railing Covered Corner A MP

    UNSC Railing Covered Slanted A MP

    UNSC Railing Covered Slanted B MP

    UNSC Railing Slanted Inner A MP

    UNSC Railing Slanted Inner B MP

    UNSC Railing Slanted Inner C MP

    UNSC Railing Slanted Outer A MP

    UNSC Railing Slanted Outer B MP

    UNSC Railing Slanted Outer C MP

    Rubble

    Rubble Pile A

    Rubble Pile B

    Rubble Pile C

    UNSC Rubble Pile Small

    Sandbags

    Sandbag

    Sandbag Curve Large

    Sandbag Curve Medium

    Sandbag Curve Small

    Sandbag Pallet Large

    Sandbag Pallet Small

    Sandbag Pile

    Sandbag Pyramid Large

    Sandbag Pyramid Medium

    Sandbag Slope Large

    Sandbag Slope Medium

    Sandbag Slope Small

    Sandbag Trio

    Sandbag Wall - 16ft

    Sandbag Wall - 32ft

    Sandbag Wall - 4ft

    Sandbag Wall - 64ft

    Sandbag Wall - 8ft

    UNSC Sandbag

    UNSC Sandbag Halfcover

    Sandbags MP

    Sandbag Curve Large MP

    Sandbag Curve Medium MP

    Sandbag Curve Small MP

    Sandbag MP

    Sandbag MP Green

    Sandbag Pallet Large MP

    Sandbag Pallet Small MP

    Sandbag Pile MP

    Sandbag Pyramid Large MP

    Sandbag Pyramid Medium MP

    Sandbag Slope Large MP

    Sandbag Slope Medium MP

    Sandbag Slope Small MP

    Sandbag Trio MP

    Sandbag Wall - 16ft MP

    Sandbag Wall - 32ft MP

    Sandbag Wall - 4ft MP

    Sandbag Wall - 64ft MP

    Sandbag Wall - 8ft MP

    UNSC Sandbag Halfcover MP

    UNSC Sandbag MP

    Signs

    Blank Sign

    Cinema Sign

    Exit Sign

    Fronk's

    Hospital Sign

    Hotel Sign

    Star Neon

    Supports

    Angled Boomerang

    Bracket

    Ceiling support

    Double Sided Bracket

    Double Sided Support

    Double Skeletonized Bracket

    Large Ceiling Support

    Large Wall Bracket

    Scaffolding A

    Scaffolding B

    Scaffolding C

    Single Sided Bracket

    Skeletonized Bracket

    Skinny Support

    Skinny Support H

    Squared Truss

    Support A

    Support Beam

    Support Bracket E

    Support Bracket I

    Support Bracket J

    Support Scaffolding

    Thick Wall Bracket

    Y Beam Support

    Tools MP

    Duct Tape Roll MP

    Tool - Angle Grinder MP

    Tool - Drill MP

    Tool - Hammer MP

    Tool - Impact Driver MP

    Tool - Multitool MP

    Tool - Pen MP

    Tool - Plasma Stapler MP

    Tool - Torch MP

    Tool - Torque Wrench MP

    Tool - Wrench MP

    UNSC

    Angled Wall Insert

    Angled Wire Fence

    Bridge Support Pillar

    Bulkhead

    Bullet Pile Large

    Bullet Pile Small

    Canvas Bag

    Ceiling Conduit

    Ceiling Corner Deco

    Chute Hatch

    Clip-on Light A

    Clip-on Light B

    Clip-on Light Clamp

    Concrete Block A

    Concrete Block B

    Concrete Block C

    Concrete Block D

    Concrete Block E

    Concrete Block F

    Concrete Column

    Conduit Cover

    Control Panel

    Cooling Fin

    Crumpled Vent Panel

    Data Tower

    Dry Erase Board

    Dry Erase Marker

    Electrical Junction Boxes

    Finned Accent

    Floor Machine

    Floor Podium

    Floor Storage

    Floor Tower

    Folding Chair

    Gantry Crane

    Generator Medium

    Generator Small

    Generator Standalone

    Gun Mount Flap A

    Gun Mount Flap B

    Gun Mount Girder

    Gun Mount Panel

    Gun Mount Support Girder

    Hanging UNSC Monitor

    Jumbotron Monitors

    Large UNSC Pillar

    Large Wall Module

    Machine Large

    Metal Beam

    Metal Shutter

    Mounted Speaker

    Overhead Track

    Pallet Hydrogen Bottles

    Pallet Water Barrels

    Panel Cover

    Patch Kit

    Radio Reciever

    Rectangle Cover

    Rolling Chair

    Roof Exhaust

    Roof Hatch Vent

    Rooftop AC

    Round Platform

    Sleeping Bag Packed

    Sleeping Bag Unrolled

    Target - Small

    Trim Beam A

    Trim Beam B

    Trim Beam Corner

    Truss/Girder

    UNSC Bot Separation Pen

    UNSC Catwalk Long

    UNSC Catwalk Short

    UNSC Crane Body

    UNSC Crane Hook

    UNSC Crane Top

    UNSC Crane Trolley

    UNSC Duffle Bag

    UNSC Generator

    UNSC Powercore

    UNSC Road

    UNSC Roof Panel Shield

    UNSC Wall Tech Extra Large A

    UNSC Wall Tech Extra Large B

    UNSC Wall Tech Extra Large C

    UNSC Wall Tech Extra Large D

    UNSC Wall Tech Large A

    UNSC Wall Tech Large B

    UNSC Wall Tech Med A

    UNSC Wall Tech Med B

    UNSC Wall Tech Med C

    UNSC Wall Tech Med D

    UNSC Wall Tech Med E

    UNSC Wall Tech Small

    UNSC Wall Trim Straight

    Wall Meter

    Wall Module

    Wreckage Hull Box

    Wreckage Hull Panel

    Wreckage Hull Panel A Large

    Wreckage Hull Panel B Large

    Wreckage Hull Support Beam

    Wreckage Panel A

    Wreckage Panel B

    Wreckage Panel C

    Wreckage Panel D

    Wreckage Panel E

    UNSC MP

    Angled Wire Fence MP

    Bridge Support Pillar MP

    Canvas Bag MP

    Clip-on Light MP

    Concrete Block MP

    Concrete Column MP

    Control Panel MP

    Crumpled Vent Panel MP

    Folding Chair MP

    Gantry Crane MP

    Generator Medium MP

    Generator Small MP

    Gun Mount Flap A MP

    Gun Mount Flap B MP

    Gun Mount Girder MP

    Gun Mount Panel MP

    Gun Mount Support Girder MP

    Hanging UNSC Monitor MP

    Large UNSC Pillar MP

    Line of Shells MP

    Machine Large MP

    Metal Beam MP

    Mounted Speaker MP

    Pallet Hydrogen Bottles MP

    Pallet Water Barrels MP

    Patch Kit MP

    Pelican Manual MP

    Ready To Eat Meal A MP

    Ready To Eat Meal B MP

    Ready To Eat Meal C MP

    Ready To Eat Meal D MP

    Ready To Eat Meal E MP

    Scissor Lift MP

    Siren Light MP

    Sleeping Bag Packed MP

    Sleeping Bag Unrolled MP

    Target - Small MP

    Truss/Girder MP

    UNSC Breakfast Field Ration MP

    UNSC Cargo Container Tan MP

    UNSC Fan

    UNSC Field Ration B-9 Unit MP

    UNSC Field Ration Individual MP

    UNSC Field Ration K-Unit MP

    UNSC Field Ration Open B-9 Unit MP

    UNSC Open Breakfast Field Ration MP

    UNSC Open Pop-Top Field Ration MP

    UNSC Pop-Top Field Ration MP

    UNSC Wall Trim Straight MP

    Wreckage Hull Box MP

    Wreckage Hull Panel A Large MP

    Wreckage Hull Panel B Large MP

    Wreckage Hull Panel MP

    Wreckage Hull Support Beam MP

    Wreckage Panel A MP

    Wreckage Panel B MP

    Wreckage Panel C MP

    Wreckage Panel D MP

    Wreckage Panel E MP

    Vehicles

    Civilian Van

    Forklift

    UNSC Cargo Truck

    UNSC Cart

    UNSC Sabre

    UNSC Submarine

    UNSC Truck Wheel

    Vehicles MP

    Forklift MP

    Tanker Truck MP

    UNSC Cargo Truck MP

    UNSC Pelican

    UNSC Pelican (Landed)

    UNSC Sabre MP

    UNSC Truck Wheel MP

    Wires

    Cable

    Cable Cap

    Capped Cable

    Curved Wires

    UNSC Hanging Cables

    UNSC Hanging Wires C

    UNSC Hanging Wires D

    UNSC Hanging Wires E

    Wires MP

    Curved Wires MP

    UNSC Hanging Cables MP

    UNSC Hanging Wires C MP

    UNSC Hanging Wires D MP

    UNSC Hanging Wires E MP

    Workstations

    Holotable A

    Holotable B

    Workstation A

    Workstation B

    Workstation C

    Workstation D

    Workstation Partition

    Workstations MP

    Holotable A MP

    Holotable B MP

    Rolling Chair MP

    Workstation A MP

    Workstation B MP

    Workstation C MP

    Workstation D MP

    Workstation Partition MP

    Biomes

    Alien Planet

    Alien Pearl A MP

    Alien Pearl B MP

    Alien Tree A MP

    Alien Tree B MP

    Alien Tree C MP

    Alien Tree D MP

    Alien Tree E MP

    Alien Tree F MP

    Alien Tree G MP

    Alien Tree H MP

    Anemone Cluster A MP

    Anemone Cluster B MP

    Anemone Pod MP

    Anemone Set MP

    Anemone Web MP

    Blue Snake Plant A MP

    Blue Snake Plant B MP

    Blue Snake Plant C MP

    Cabbage Coral A MP

    Cabbage Coral B MP

    Cabbage Coral C MP

    Cabbage Coral D MP

    Cabbage Coral Wall MP

    Carnivorous Pipe A MP

    Carnivorous Pipe B MP

    Carnivorous Pipe C MP

    Celestial Cornflower A MP

    Celestial Cornflower B MP

    Celestial Cornflower C MP

    Celestial Cornflower D MP

    Celestial Cornflower E MP

    Celestial Plant MP

    Clara Ferreus Fungorum MP

    Coral Tree A MP

    Coral Tree B MP

    Coral Tree C MP

    Coral Tree D MP

    Cosmic Growth A MP

    Cosmic Growth B MP

    Cosmic Growth C MP

    Cosmic Growth D MP

    Cosmic Growth E MP

    Cosmic Growth Feather A MP

    Cosmic Growth Feather B MP

    Cosmic Growth Feather C MP

    Cosmic Thistle Bud A MP

    Cosmic Thistle Bud B MP

    Cosmic Thistle Bud C MP

    Cosmic Thistle Tree Branch MP

    Cosmic Thistle Tree Petal MP

    Cosmic Thistle Tree Trunk MP

    Cosmic Wallflower A MP

    Cosmic Wallflower B MP

    Deadly Rubus A MP

    Deadly Rubus B MP

    Deadly Rubus C MP

    Durum Fungorum A MP

    Durum Fungorum B MP

    Egg Bush MP

    Etheric Wall Plant A MP

    Etheric Wall Plant B MP

    Etheric Wall Plant C MP

    Extraterrestrial Egg Plant A MP

    Extraterrestrial Egg Plant B MP

    Feather Fern A MP

    Feather Fern B MP

    Feather Fern C MP

    Flower Egg Cracked MP

    Land Kelp A MP

    Land Kelp B MP

    Land Kelp C MP

    Magnum Folium MP

    Mushroom Purple A MP

    Mushroom Purple B MP

    Mushroom Purple C MP

    Nebulous Alien Pod MP

    Nebulous Weeds A MP

    Nebulous Weeds B MP

    Nebulous Weeds C MP

    Neon Pilea A MP

    Neon Pilea B MP

    Neon Pilea C MP

    Octorose Plant MP

    Ovum Pod MP

    Oyster Mushroom Leaf A MP

    Oyster Mushroom Leaf B MP

    Oyster Mushroom Leaf C MP

    Oyster Mushroom Leaf D MP

    Pastel Waterlily MP

    Pastel Waterlily Single MP

    Plant Coral A MP

    Plant Coral B MP

    Plant Coral C MP

    Plant Coral D MP

    Plant Coral E MP

    Plant Coral F MP

    Plant Coral Set A MP

    Plant Coral Set B MP

    Plant Coral Set C MP

    Plant Sponge Coral MP

    Plant Sponge Coral Set MP

    Plant Sponge Coral Web MP

    Root Wall Flat MP

    Stone Drosera A MP

    Stone Drosera B MP

    Stone Drosera C MP

    Tree Mushroom A MP

    Tree Mushroom B MP

    Tree Mushroom C MP

    Tree Mushroom Foundation Sphere A MP

    Tree Mushroom Foundation Sphere B MP

    Tree Mushroom Stalk MP

    Tree Mushroom Trunk A MP

    Tree Mushroom Trunk B MP

    Wall Calendrum A MP

    Wall Calendrum B MP

    Wall Calendrum C MP

    Bushes

    Alpine Bush A

    Alpine Bush B

    Leafy Bush A

    Leafy Bush B

    Leafy Bush C

    Leafy Bush D

    Pine Bush A

    Pine Bush B

    Pine Bush C

    Pine Bush D

    Pine Bush E

    Bushes MP

    Alpine Bush A MP

    Alpine Bush B MP

    Burnt Pine Bush MP

    Leafy Bush A MP

    Leafy Bush B MP

    Leafy Bush C MP

    Leafy Bush D MP

    Pine Bush A MP

    Pine Bush B MP

    Pine Bush C MP

    Pine Bush D MP

    Pine Bush E MP

    Snow Covered Bush A MP

    Snow Covered Bush B MP

    Snow Covered Bush C MP

    Snow Covered Bush Cluster A MP

    Snow Covered Bush Cluster B MP

    Snow Covered Bush D MP

    Snow Covered Pine Bush A MP

    Snow Covered Pine Bush B MP

    Snow Covered Pine Bush C MP

    Snow Covered Pine Bush Cluster A MP

    Snow Covered Pine Bush D MP

    Flora

    Bracken Fern L

    Bracken Fern S

    Braid Bulb Shrub S

    Braid Bulb Shrubs M

    Braid Shrub S

    Braid Shrubs M

    Cattails L

    Cattails S

    Cliff Paintbrush Flowers M

    Cliff Paintbrush Flowers S

    Desert Flower L

    Desert Flower M

    Desert Flower S

    Desert Flower XL

    Elder Plant L

    Elder Plant S

    Elephant Ear M

    Elephant Ear S

    Hyacinth Patch Medium

    Hyacinth Patch Small

    Ivy Patch L Long

    Ivy Patch L Wide

    Ivy Patch M

    Ivy Patch S

    Moss Patch L

    Moss Patch S

    Natural Grass L

    Natural Grass M

    Natural Grass S

    Natural Grass XL

    Natural Shrub Leafy S

    Natural Shrubs Leafy L

    Natural Shrubs Leafy M

    Phallales Mushroom L

    Phallales Mushroom S

    Redswept Grass L

    Redswept Grass M

    Redswept Grass S

    Redswept Grass XL

    Reeds L

    Reeds M

    Reeds S

    Reeds XL

    Silverweed Plant L

    Silverweed Plant S

    Swordfern L

    Swordfern S

    Tall Pale Plants L

    Tall Pale Plants M

    Tall Pale Plants S

    Tall Pale Plants XL

    Thistle Patch Small

    Thistle Patch large

    Weed Patch L

    Weed Patch M

    Weed Patch S

    Weed Patch XL

    Flora MP

    Beargrass Flower Patch L MP

    Beargrass Flower Patch M MP

    Beargrass Flower S MP

    Brackenfern L MP

    Brackenfern S MP

    Braid Bulb Shrub S MP

    Braid Bulb Shrubs M MP

    Braid Shrub S MP

    Braid Shrubs M MP

    Burned Bush L MP

    Burned Bush M MP

    Burned Bush S MP

    Burned Bush XL MP

    Burned Grass Pile L MP

    Burned Grass Pile M MP

    Burned Grass Pile XL MP

    Burned Grass S MP

    Burnt Branches A MP

    Burnt Branches B MP

    Cattails L MP

    Cattails S MP

    Cliff Paintbrush Flowers M MP

    Cliff Paintbrush Flowers S MP

    Dead Shrub L MP

    Dead Shrub M MP

    Dead Shrub S MP

    Dead Shrub XL MP

    Desert Flower L MP

    Desert Flower M MP

    Desert Flower S MP

    Desert Flower XL MP

    Elder Plant L MP

    Elder Plant S MP

    Elephant Ear M MP

    Elephant Ear S MP

    Grass Dry L MP

    Grass Dry M MP

    Grass Dry S MP

    Grass Dry XL MP

    Grass Red L MP

    Grass Red M MP

    Grass Red S MP

    Grass Red XL MP

    Horsetail L MP

    Horsetail S MP

    Hyacinth M MP

    Hyacinth S MP

    Hydnellum Mushroom M MP

    Hydnellum Mushroom S MP

    Inaka Shrub L MP

    Inaka Shrub M MP

    Inaka Shrub S MP

    Ivy Patch L Long MP

    Ivy Patch L Wide MP

    Ivy Patch M MP

    Ivy Patch S MP

    Lavender Flowers L MP

    Lavender Flowers M MP

    Lavender Flowers S MP

    Maple Sapling Large A MP

    Maple Sapling Small A MP

    Maroon Flower S MP

    Maroon Flowers L MP

    Maroon Flowers M MP

    Maroon Flowers XL MP

    Moss Patch L MP

    Moss Patch S MP

    Mushroom Patch L MP

    Mushroom Patch S MP

    Natural Grass L MP

    Natural Grass M MP

    Natural Grass S MP

    Natural Grass Tall L MP

    Natural Grass Tall M MP

    Natural Grass Tall S MP

    Natural Grass Tall XL MP

    Natural Grass XL MP

    Natural Shrub Leafy S MP

    Natural Shrubs Leafy L MP

    Natural Shrubs Leafy M MP

    Needle Shrub S MP

    Needle Shrubs M MP

    Orange Flower S MP

    Orange Flowers L MP

    Orange Flowers M MP

    Orange Flowers XL MP

    Phallales Mushroom M MP

    Phallales Mushroom S MP

    Red Ground Cover Plant S MP

    Red Ground Cover Plants M MP

    Reed Grass L MP

    Reed Grass M MP

    Reed Grass S MP

    Reed Grass XL MP

    Scattered Twigs L MP

    Scattered Twigs M MP

    Scattered Twigs S MP

    Scattered Twigs XL MP

    Scorched Grass L MP

    Scorched Grass M MP

    Scorched Grass S MP

    Scorched Grass XL MP

    Short Natural Shrub M MP

    Short Natural Shrub S MP

    Short Snowy Shrub M MP

    Short Snowy Shrub S MP

    Silverweed Plant M MP

    Silverweed Plant S MP

    Small Dead Bush L MP

    Small Dead Bush M MP

    Small Dead Bush S MP

    Small Dead Bush XL MP

    Snowy Brackenfern L MP

    Snowy Brackenfern S MP

    Snowy Swordfern L MP

    Snowy Swordfern S MP

    Swordfern L MP

    Swordfern S MP

    Tall Pale Plant S MP

    Tall Pale Plants L MP

    Tall Pale Plants M MP

    Tall Pale Plants XL MP

    Thistle M MP

    Thistle S MP

    Tomato Bush M MP

    Tomato Bush S MP

    Water Lily L MP

    Water Lily M MP

    Water Lily S MP

    Waterleaf M MP

    Waterleaf S MP

    Weed Patch L MP

    Weed Patch M MP

    Weed Patch S MP

    Weed Patch XL MP

    Ice and Snow MP

    Ice Shard A L MP

    Ice Shard A M MP

    Ice Shard A XL MP

    Ice Shard B L MP

    Ice Shard B M MP

    Ice Shard B XL MP

    Ice Shard C L MP

    Ice Shard C M MP

    Ice Shard C XL MP

    Ice Shard Chunk A L MP

    Ice Shard Chunk B L MP

    Ice Shard Cluster A L MP

    Ice Shard Cluster A M MP

    Ice Shard Cluster A S MP

    Ice Shard Cluster B M MP

    Ice Shard Cluster B S MP

    Ice Shard Cluster C M MP

    Ice Shard Cluster C S MP

    Ice Shard Cluster D M MP

    Ice Shard D XL MP

    Ice Sheet A S MP

    Ice Sheet B S MP

    Ice Sheet C S MP

    Ice Sheet Cluster A MP

    Snow Clumps L MP

    Snow Clumps M MP

    Snow Clumps Round M MP

    Snow Clumps S MP

    Snowball A MP

    Snowball B MP

    Snowball C MP

    Snowball Cluster A MP

    Snowball D MP

    Snowball Pile A MP

    Rocks - Alien Planet

    Boulders Levitation MP

    Limestone Boulder A MP

    Limestone Boulder B MP

    Limestone Boulder C MP

    Limestone Boulder D MP

    Megalith Arrangement A MP

    Megalith Arrangement B MP

    Megalith Arrangement C MP

    Megalith Stone A MP

    Megalith Stone B MP

    Megalith Stone C MP

    Megalith Stone D MP

    Megalith Stone E MP

    Megalith Stone F MP

    Megalith Stone G MP

    Monolith Rock A MP

    Monolith Rock B MP

    Monolith Rock C MP

    Monolith Rock D MP

    Monolith Rock Overgrown A MP

    Monolith Rock Pile A MP

    Monolith Rock Pile B MP

    Monolith Rock Set A MP

    Opal Boulder A MP

    Opal Boulder B MP

    Opal Boulder C MP

    Opal Boulder D MP

    Opal Boulder Fossil A MP

    Opal Boulder Fossil B MP

    Opal Boulder Fossil C MP

    Opal Boulder Fossil D MP

    Opal Cracked Boulder A MP

    Opal Cracked Boulder B MP

    Opal Cracked Boulder C MP

    Opal Cracked Boulder D MP

    Rocks - Alpine

    Alpine Boulder

    Alpine Rock Arch

    Alpine Rock Chunk A

    Alpine Rock Chunk B

    Alpine Rock Chunk C

    Alpine Rock Chunk D

    Alpine Rock Chunk E

    Alpine Rock Chunk F

    Alpine Rock Chunk G

    Alpine Rock Chunk H

    Alpine Rock Chunk I

    Alpine Rock Chunk J

    Alpine Rock Chunk K

    Alpine Rock Chunk L

    Alpine Rock Chunk M

    Alpine Rock Chunk N

    Alpine Rock Chunk O

    Alpine Rock Chunk P

    Alpine Rock Cliff

    Alpine Rock Column

    Alpine Rock Flat

    Alpine Rock Group A

    Alpine Rock Group B

    Alpine Stalactites A

    Alpine Stalactites B

    Alpine Stalactites C

    Alpine Stalactites D

    Alpine Stalactites E

    Alpine Stalactites F

    Rocks - Burnt Forest

    Burnt Forest Boulder

    Burnt Forest Rock Arch

    Burnt Forest Rock Chunk A

    Burnt Forest Rock Chunk B

    Burnt Forest Rock Chunk C

    Burnt Forest Rock Chunk D

    Burnt Forest Rock Chunk E

    Burnt Forest Rock Chunk F

    Burnt Forest Rock Chunk G

    Burnt Forest Rock Chunk H

    Burnt Forest Rock Chunk I

    Burnt Forest Rock Chunk J

    Burnt Forest Rock Chunk K

    Burnt Forest Rock Chunk L

    Burnt Forest Rock Chunk M

    Burnt Forest Rock Chunk N

    Burnt Forest Rock Chunk O

    Burnt Forest Rock Chunk P

    Burnt Forest Rock Cliff

    Burnt Forest Rock Column

    Burnt Forest Rock Flat

    Burnt Forest Rock Group A

    Burnt Forest Rock Group B

    Burnt Forest Stalactites A

    Burnt Forest Stalactites B

    Burnt Forest Stalactites C

    Burnt Forest Stalactites D

    Burnt Forest Stalactites E

    Burnt Forest Stalactites F

    Rocks - Desert

    Desert Boulder

    Desert Rock Arch

    Desert Rock Chunk A

    Desert Rock Chunk B

    Desert Rock Chunk C

    Desert Rock Chunk D

    Desert Rock Chunk E

    Desert Rock Chunk F

    Desert Rock Chunk G

    Desert Rock Chunk H

    Desert Rock Chunk I

    Desert Rock Chunk J

    Desert Rock Chunk K

    Desert Rock Chunk L

    Desert Rock Chunk M

    Desert Rock Chunk N

    Desert Rock Chunk O

    Desert Rock Chunk P

    Desert Rock Cliff

    Desert Rock Column

    Desert Rock Flat

    Desert Rock Group A

    Desert Rock Group B

    Desert Stalactites A

    Desert Stalactites B

    Desert Stalactites C

    Desert Stalactites D

    Desert Stalactites E

    Desert Stalactites F

    Rocks - Glacier

    Glacier Boulder

    Glacier Chunk L MP

    Glacier Chunk M MP

    Glacier Chunk S MP

    Glacier Rock Arch

    Glacier Rock Chunk A

    Glacier Rock Chunk B

    Glacier Rock Chunk C

    Glacier Rock Chunk D

    Glacier Rock Chunk E

    Glacier Rock Chunk F

    Glacier Rock Chunk G

    Glacier Rock Chunk H

    Glacier Rock Chunk I

    Glacier Rock Chunk J

    Glacier Rock Chunk K

    Glacier Rock Chunk L

    Glacier Rock Chunk M

    Glacier Rock Chunk N

    Glacier Rock Chunk O

    Glacier Rock Chunk P

    Glacier Rock Cliff

    Glacier Rock Column

    Glacier Rock Flat

    Glacier Rock Group A

    Glacier Rock Group B

    Glacier Stalactites A

    Glacier Stalactites B

    Glacier Stalactites C

    Glacier Stalactites D

    Glacier Stalactites E

    Glacier Stalactites F

    Rocks - Misc

    Eroded Terrain Column A

    Eroded Terrain Column B

    Eroded Terrain D

    Eroded Terrain E

    Eroded Terrain E [TI]

    Terrain Hex Granite A

    Terrain Hex Granite A - Original

    Terrain Hex Granite C

    Rocks - Space

    Space Boulder

    Space Rock Arch

    Space Rock Chunk A

    Space Rock Chunk B

    Space Rock Chunk C

    Space Rock Chunk D

    Space Rock Chunk E

    Space Rock Chunk F

    Space Rock Chunk G

    Space Rock Chunk H

    Space Rock Chunk I

    Space Rock Chunk J

    Space Rock Chunk K

    Space Rock Chunk L

    Space Rock Chunk M

    Space Rock Chunk N

    Space Rock Chunk O

    Space Rock Chunk P

    Space Rock Cliff

    Space Rock Column

    Space Rock Flat

    Space Rock Group A

    Space Rock Group B

    Space Stalactites A

    Space Stalactites B

    Space Stalactites C

    Space Stalactites D

    Space Stalactites E

    Space Stalactites F

    Rocks - Tidal

    Tidal Boulder

    Tidal Rock Arch

    Tidal Rock Chunk A

    Tidal Rock Chunk B

    Tidal Rock Chunk C

    Tidal Rock Chunk D

    Tidal Rock Chunk E

    Tidal Rock Chunk F

    Tidal Rock Chunk G

    Tidal Rock Chunk H

    Tidal Rock Chunk I

    Tidal Rock Chunk J

    Tidal Rock Chunk K

    Tidal Rock Chunk L

    Tidal Rock Chunk M

    Tidal Rock Chunk N

    Tidal Rock Chunk O

    Tidal Rock Chunk P

    Tidal Rock Cliff

    Tidal Rock Column

    Tidal Rock Flat

    Tidal Rock Group A

    Tidal Rock Group B

    Tidal Stalactites A

    Tidal Stalactites B

    Tidal Stalactites C

    Tidal Stalactites D

    Tidal Stalactites E

    Tidal Stalactites F

    Rocks - Wetlands

    Wetlands Boulder

    Wetlands Rock Arch

    Wetlands Rock Chunk A

    Wetlands Rock Chunk B

    Wetlands Rock Chunk C

    Wetlands Rock Chunk D

    Wetlands Rock Chunk E

    Wetlands Rock Chunk F

    Wetlands Rock Chunk G

    Wetlands Rock Chunk H

    Wetlands Rock Chunk I

    Wetlands Rock Chunk J

    Wetlands Rock Chunk K

    Wetlands Rock Chunk L

    Wetlands Rock Chunk M

    Wetlands Rock Chunk N

    Wetlands Rock Chunk O

    Wetlands Rock Chunk P

    Wetlands Rock Cliff

    Wetlands Rock Column

    Wetlands Rock Flat

    Wetlands Rock Group A

    Wetlands Rock Group B

    Wetlands Stalactites A

    Wetlands Stalactites B

    Wetlands Stalactites C

    Wetlands Stalactites D

    Wetlands Stalactites E

    Wetlands Stalactites F

    Stumps

    Broken Stump A

    Broken Stump B

    Broken Stump C

    Stumps MP

    Broken Stump A MP

    Broken Stump B MP

    Broken Stump C MP

    Burnt Broken Stump A MP

    Burnt Broken Stump B MP

    Burnt Broken Stump C MP

    Terrain

    Bank Full

    Bank Full (TI)

    Bank Half

    Bank Half (TI)

    Bowl/Hill

    Bowl/Hill (TI)

    Ramp

    Ramp (TI)

    Ramp Corner Exterior

    Ramp Corner Exterior (TI)

    Ramp Corner Interior

    Ramp Corner Interior (TI)

    Ramp Transition

    Ramp Transition (TI)

    Slope Helper 20°

    Slope Helper 20° (TI)

    Slope Helper 40°

    Slope Helper 40° (TI)

    Slope Helper 60°

    Slope Helper 60° (TI)

    Sphere Terrain

    Sphere Terrain (TI)

    Terrace Terrain

    Terrace Terrain (TI)

    Terrain Flat

    Terrain Flat (TI)

    Terrain Rugged

    Terrain Rugged (TI)

    Trench Terrain

    Trench Terrain (TI)

    Trees

    Alpine Highlands Fir Medium B

    Alpine Highlands Fir Small A

    Alpine Highlands Fir Small B

    Alpine Highlands Fir Small C

    Date Palm Large A

    Date Palm Large B

    Date Palm Medium A

    Date Palm Medium B

    Dead Fir Medium A

    Dead Fir Medium B

    Snagged Log A

    Snagged Log B

    Snagged Log C

    Snagged Log D

    Sub Alpine Fir Extra Small

    Sub Alpine Fir Large A

    Sub Alpine Fir Large B

    Sub Alpine Fir Medium A

    Sub Alpine Fir Medium B

    Sub Alpine Fir Medium C

    Sub Alpine Fir Medium D

    Sub Alpine Fir Medium E

    Sub Alpine Fir Medium F

    Sub Alpine Fir Small A

    Sub Alpine Fir Small B

    Sub Alpine Fir Small C

    Tree Larch Large A

    Tree Larch Large B

    Tree Larch Large C

    Tree Larch Medium A

    Tree Larch Medium B

    Tree Larch Small A

    Tree Larch Small B

    Trees - Logs

    Fallen Tree A

    Fallen Tree B

    Fallen Tree C

    Fallen Tree D

    Fallen Tree E

    Trees - Logs MP

    Burnt Fallen Tree A MP

    Burnt Fallen Tree B MP

    Burnt Fallen Tree C MP

    Burnt Fallen Tree D MP

    Burnt Fallen Tree E MP

    Burnt Fallen Tree w/Roots MP

    Burnt Snagged Log A MP

    Burnt Snagged Log B MP

    Burnt Snagged Log C MP

    Burnt Snagged Log D MP

    Burnt Snagged Log E MP

    Fallen Frozen Tree w/Roots MP

    Fallen Tree A MP

    Fallen Tree B MP

    Fallen Tree C MP

    Fallen Tree D MP

    Fallen Tree E MP

    Fallen Tree w/Roots MP

    Frozen Fallen Tree A MP

    Frozen Fallen Tree B MP

    Frozen Fallen Tree C MP

    Frozen Fallen Tree D MP

    Frozen Fallen Tree E MP

    Frozen Root Cluster MP

    Frozen Snagged Log A MP

    Frozen Snagged Log B MP

    Frozen Snagged Log C MP

    Frozen Snagged Log D MP

    Frozen Snagged Log E MP

    Snagged Log A MP

    Snagged Log B MP

    Snagged Log C MP

    Snagged Log D MP

    Trees - Roots MP

    Burnt Root Cluster MP

    Burnt Roots A MP

    Burnt Roots B MP

    Burnt Roots C MP

    Burnt Roots Hanging A MP

    Burnt Roots Hanging B MP

    Frozen Roots Hanging A MP

    Frozen Roots Hanging B MP

    Root Cluster MP

    Roots A MP

    Roots B MP

    Roots C MP

    Roots Frozen A MP

    Roots Frozen B MP

    Roots Frozen C MP

    Roots Hanging A MP

    Roots Hanging B MP

    Trees MP

    Alpine Highlands Fir Medium B MP

    Alpine Highlands Fir Small A MP

    Alpine Highlands Fir Small B MP

    Alpine Highlands Fir Small C MP

    Burnt Small Tree A MP

    Burnt Small Tree B MP

    Burnt Small Tree C MP

    Burnt Small Tree D MP

    Date Palm Large A MP

    Date Palm Large B MP

    Date Palm Large Dead MP

    Date Palm Medium A MP

    Date Palm Medium B MP

    Date Palm Sprout A MP

    Date Palm Sprout B MP

    Dead Fir Medium A MP

    Dead Fir Medium B MP

    Larch Dead A MP

    Larch Dead B MP

    Larch Dead C MP

    Larch Large A MP

    Larch Large B MP

    Larch Large C MP

    Larch Medium A MP

    Larch Medium B MP

    Larch Small A MP

    Larch Small B MP

    Snowy Alpine Highlands Fir A S MP

    Snowy Alpine Highlands Fir B M MP

    Snowy Alpine Highlands Fir B S MP

    Snowy Alpine Highlands Fir C S MP

    Snowy Dead Fir A M MP

    Snowy Dead Fir B M MP

    Snowy Sub Alpine Fir A L MP

    Snowy Sub Alpine Fir A M MP

    Snowy Sub Alpine Fir A S MP

    Snowy Sub Alpine Fir B L MP

    Snowy Sub Alpine Fir B M MP

    Snowy Sub Alpine Fir B S MP

    Snowy Sub Alpine Fir C M MP

    Snowy Sub Alpine Fir C S MP

    Snowy Sub Alpine Fir D M MP

    Snowy Sub Alpine Fir E M MP

    Snowy Sub Alpine Fir ES MP

    Snowy Sub Alpine Fir F M MP

    Sub Alpine Fir Extra Small MP

    Sub Alpine Fir Large A MP

    Sub Alpine Fir Large B MP

    Sub Alpine Fir Medium A MP

    Sub Alpine Fir Medium B MP

    Sub Alpine Fir Medium C MP

    Sub Alpine Fir Medium D MP

    Sub Alpine Fir Medium E MP

    Sub Alpine Fir Medium F MP

    Sub Alpine Fir Small A MP

    Sub Alpine Fir Small B MP

    Sub Alpine Fir Small C MP

    Water

    Water Plane

    Water Plane Reactive

    Blockers

    One Way Blockers

    One Way Blocker 128x128x128

    One Way Blocker 128x2x64

    One Way Blocker 128x32x32

    One Way Blocker 128x32x32

    One Way Blocker 128x32x64

    One Way Blocker 16x16x16

    One Way Blocker 16x2x8

    One Way Blocker 16x32x8

    One Way Blocker 16x4x4

    One Way Blocker 16x4x4

    One Way Blocker 1x1x1

    One Way Blocker 256x256x256

    One Way Blocker 256x2x128

    One Way Blocker 256x32x128

    One Way Blocker 256x64x64

    One Way Blocker 256x64x64

    One Way Blocker 2x2x2

    One Way Blocker 32x2x16

    One Way Blocker 32x32x16

    One Way Blocker 32x32x32

    One Way Blocker 32x8x8

    One Way Blocker 32x8x8

    One Way Blocker 4x4x4

    One Way Blocker 64x16x16

    One Way Blocker 64x16x16

    One Way Blocker 64x2x32

    One Way Blocker 64x32x32

    One Way Blocker 64x64x64

    One Way Blocker 8x2x2

    One Way Blocker 8x2x2

    One Way Blocker 8x2x4

    One Way Blocker 8x32x4

    One Way Blocker 8x8x8

    Player Blockers

    Player Blocker 128x128x128

    Player Blocker 128x2x64

    Player Blocker 128x32x32

    Player Blocker 128x32x32

    Player Blocker 128x32x64

    Player Blocker 16x16x16

    Player Blocker 16x2x8

    Player Blocker 16x32x8

    Player Blocker 16x4x4

    Player Blocker 16x4x4

    Player Blocker 1x1x1

    Player Blocker 256x256x256

    Player Blocker 256x2x64

    Player Blocker 256x32x128

    Player Blocker 256x64x64

    Player Blocker 256x64x64

    Player Blocker 2x2x2

    Player Blocker 32x2x16

    Player Blocker 32x32x16

    Player Blocker 32x32x32

    Player Blocker 32x8x8

    Player Blocker 32x8x8

    Player Blocker 4x4x4

    Player Blocker 64x16x16

    Player Blocker 64x16x16

    Player Blocker 64x2x32

    Player Blocker 64x32x32

    Player Blocker 64x64x64

    Player Blocker 8x2x2

    Player Blocker 8x2x2

    Player Blocker 8x2x4

    Player Blocker 8x32x4

    Player Blocker 8x8x8

    Projectile Blockers

    Projectile Blocker 128x128x128

    Projectile Blocker 128x2x64

    Projectile Blocker 128x32x32

    Projectile Blocker 128x32x32

    Projectile Blocker 128x32x64

    Projectile Blocker 16x16x16

    Projectile Blocker 16x2x8

    Projectile Blocker 16x32x8

    Projectile Blocker 16x4x4

    Projectile Blocker 16x4x4

    Projectile Blocker 1x1x1

    Projectile Blocker 256x256x256

    Projectile Blocker 256x2x128

    Projectile Blocker 256x32x128

    Projectile Blocker 256x64x64

    Projectile Blocker 256x64x64

    Projectile Blocker 2x2x2

    Projectile Blocker 32x2x16

    Projectile Blocker 32x32x16

    Projectile Blocker 32x32x32

    Projectile Blocker 32x8x8

    Projectile Blocker 32x8x8

    Projectile Blocker 4x4x4

    Projectile Blocker 64x16x16

    Projectile Blocker 64x16x16

    Projectile Blocker 64x2x32

    Projectile Blocker 64x32x32

    Projectile Blocker 64x64x64

    Projectile Blocker 8x2x2

    Projectile Blocker 8x2x2

    Projectile Blocker 8x2x4

    Projectile Blocker 8x32x4

    Projectile Blocker 8x8x8

    Scalable Blockers

    Scalable One Way Blocker

    Scalable Player Blocker

    Scalable Projectile Blocker

    Scalable Team Blocker

    Scalable Universal Blocker

    Scalable Vehicle Blocker

    Team Blockers

    Team Blocker 128x128x128

    Team Blocker 128x2x64

    Team Blocker 128x32x32

    Team Blocker 128x32x32

    Team Blocker 128x32x64

    Team Blocker 16x16x16

    Team Blocker 16x2x8

    Team Blocker 16x32x8

    Team Blocker 16x4x4

    Team Blocker 16x4x4

    Team Blocker 1x1x1

    Team Blocker 256x256x256

    Team Blocker 256x2x128

    Team Blocker 256x32x128

    Team Blocker 256x64x64

    Team Blocker 256x64x64

    Team Blocker 2x2x2

    Team Blocker 32x2x16

    Team Blocker 32x32x16

    Team Blocker 32x32x32

    Team Blocker 32x8x8

    Team Blocker 32x8x8

    Team Blocker 4x4x4

    Team Blocker 64x16x16

    Team Blocker 64x16x16

    Team Blocker 64x2x32

    Team Blocker 64x32x32

    Team Blocker 64x64x64

    Team Blocker 8x2x2

    Team Blocker 8x2x2

    Team Blocker 8x2x4

    Team Blocker 8x32x4

    Team Blocker 8x8x8

    Universal Blockers

    Universal Blocker 128x128x128

    Universal Blocker 128x2x64

    Universal Blocker 128x32x32

    Universal Blocker 128x32x32

    Universal Blocker 128x32x64

    Universal Blocker 16x16x16

    Universal Blocker 16x2x8

    Universal Blocker 16x32x8

    Universal Blocker 16x4x4

    Universal Blocker 16x4x4

    Universal Blocker 1x1x1

    Universal Blocker 256x256x256

    Universal Blocker 256x2x64

    Universal Blocker 256x32x128

    Universal Blocker 256x64x64

    Universal Blocker 256x64x64

    Universal Blocker 2x2x2

    Universal Blocker 32x2x16

    Universal Blocker 32x32x16

    Universal Blocker 32x32x32

    Universal Blocker 32x8x8

    Universal Blocker 32x8x8

    Universal Blocker 4x4x4

    Universal Blocker 64x16x16

    Universal Blocker 64x16x16

    Universal Blocker 64x2x32

    Universal Blocker 64x32x32

    Universal Blocker 64x64x64

    Universal Blocker 8x2x2

    Universal Blocker 8x2x2

    Universal Blocker 8x2x4

    Universal Blocker 8x32x4

    Universal Blocker 8x8x8

    Vehicle Blockers

    Vehicle Blocker 128x128x128

    Vehicle Blocker 128x2x64

    Vehicle Blocker 128x32x32

    Vehicle Blocker 128x32x32

    Vehicle Blocker 128x32x64

    Vehicle Blocker 16x16x16

    Vehicle Blocker 16x2x8

    Vehicle Blocker 16x32x8

    Vehicle Blocker 16x4x4

    Vehicle Blocker 16x4x4

    Vehicle Blocker 1x1x1

    Vehicle Blocker 256x256x256

    Vehicle Blocker 256x2x128

    Vehicle Blocker 256x32x128

    Vehicle Blocker 256x64x64

    Vehicle Blocker 256x64x64

    Vehicle Blocker 2x2x2

    Vehicle Blocker 32x2x16

    Vehicle Blocker 32x32x16

    Vehicle Blocker 32x32x32

    Vehicle Blocker 32x8x8

    Vehicle Blocker 32x8x8

    Vehicle Blocker 4x4x4

    Vehicle Blocker 64x16x16

    Vehicle Blocker 64x16x16

    Vehicle Blocker 64x2x32

    Vehicle Blocker 64x32x32

    Vehicle Blocker 64x64x64

    Vehicle Blocker 8x2x2

    Vehicle Blocker 8x2x2

    Vehicle Blocker 8x2x4

    Vehicle Blocker 8x32x4

    Vehicle Blocker 8x8x8

    Decals

    Alien Planet

    Leak Extraterrestrial A

    Leak Extraterrestrial B

    Leak Extraterrestrial C

    Mold Extraterrestrial A

    Mold Extraterrestrial B

    Mold Extraterrestrial C

    Mold Extraterrestrial E

    Mold Extraterrestrial F

    Mold Extraterrestrial G

    Net Extraterrestrial A

    Net Extraterrestrial B

    Net Extraterrestrial C

    Net Extraterrestrial D

    Net Extraterrestrial E

    Net Extraterrestrial F

    Web Extraterrestrial A

    Web Extraterrestrial B

    Web Extraterrestrial C

    Web Extraterrestrial D

    Web Extraterrestrial E

    Web Extraterrestrial F

    Banished

    Banished Glyph 01

    Banished Glyph 02

    Banished Glyph 03

    Banished Glyph 04

    Banished Glyph 05

    Banished Glyph 06

    Banished Glyph 07

    Banished Glyph 08

    Banished Glyph 09

    Banished Glyph 10

    Banished Glyph 11

    Banished Glyph 12

    Banished Glyph 13

    Banished Glyph 14

    Banished Glyph 15

    Building Signage

    Armory

    Arrival

    Barracks

    Command Center

    Common

    Communication

    Departure

    Engineering

    Entrance

    Entrance Sign

    Entrance Sign - Green

    Entrance Sign - Striped

    Exit Sign - Red

    Exit Sign - Striped

    Exit Sign 1 - White

    Exit Sign 2 - White

    Launchsite

    Mac Storage

    Power Generator

    Storage

    Supply Depot

    Covenant

    Covenant Glyph 00

    Covenant Glyph 01

    Covenant Glyph 02

    Covenant Glyph 03

    Covenant Glyph 04

    Covenant Glyph 05

    Covenant Glyph 06

    Covenant Glyph 07

    Covenant Glyph 08

    Covenant Glyph 09

    Covenant Glyph A

    Covenant Glyph B

    Covenant Glyph C

    Covenant Glyph D

    Covenant Glyph E

    Covenant Glyph F

    Covenant Glyph Phrase A

    Covenant Glyph Phrase B

    Covenant Glyph Phrase C

    Covenant Glyph Phrase D

    Covenant Glyph Phrase E

    Covenant Glyph Phrase F

    Covenant Outline Glyph 00

    Covenant Outline Glyph 01

    Covenant Outline Glyph 02

    Covenant Outline Glyph 03

    Covenant Outline Glyph 04

    Covenant Outline Glyph 05

    Covenant Outline Glyph 06

    Covenant Outline Glyph 07

    Covenant Outline Glyph 08

    Covenant Outline Glyph 09

    Covenant Outline Glyph A

    Covenant Outline Glyph B

    Covenant Outline Glyph C

    Covenant Outline Glyph D

    Covenant Outline Glyph E

    Covenant Outline Glyph F

    Covenant Tech Glyph 00

    Covenant Tech Glyph 01

    Covenant Tech Glyph 02

    Covenant Tech Glyph 03

    Covenant Tech Glyph 04

    Covenant Tech Glyph 05

    Covenant Tech Glyph 06

    Covenant Tech Glyph 07

    Covenant Tech Glyph 08

    Covenant Tech Glyph 09

    Covenant Tech Glyph A

    Covenant Tech Glyph B

    Covenant Tech Glyph C

    Covenant Tech Glyph D

    Covenant Tech Glyph E

    Covenant Tech Glyph F

    Editable

    Cracks

    Dirt Patchy

    Leaks A

    Leaks B

    Road

    Runoff

    Splatter

    Stain

    Stones

    Streak

    Flood

    Blightlands Growth A

    Blightlands Growth B

    Blightlands Leak A

    Blightlands Leak B

    Blightlands Leak C

    Blightlands Leak D

    Blightlands Leak E

    Blightlands Mold A

    Blightlands Mold B

    Blightlands Mold C

    Blightlands Tendrils A

    Blightlands Tendrils B

    Forerunner

    Glyph C01

    Glyph C01 Emissive

    Glyph C02

    Glyph C02 Emissive

    Glyph C03

    Glyph C03 Emissive

    Glyph C04

    Glyph C04 Emissive

    Glyph C05

    Glyph C05 Emissive

    Glyph C06

    Glyph C06 Emissive

    Glyph C07

    Glyph C07 Emissive

    Glyph C08

    Glyph C08 Emissive

    Glyph C09

    Glyph C09 Emissive

    Glyph C10

    Glyph C10 Emissive

    Glyph C11

    Glyph C11 Emissive

    Glyph C12

    Glyph C12 Emissive

    Glyph C13

    Glyph C13 Emissive

    Glyph C14

    Glyph C14 Emissive

    Glyph C15

    Glyph C15 Emissive

    Glyph C16

    Glyph C16 Emissive

    Glyph C17

    Glyph C17 Emissive

    Glyph C18

    Glyph C18 Emissive

    Glyph C19

    Glyph C19 Emissive

    Glyph C20

    Glyph C20 Emissive

    Glyph C21

    Glyph C21 Emissive

    Glyph C22

    Glyph C22 Emissive

    Glyph C23

    Glyph C23 Emissive

    Glyph C24

    Glyph C24 Emissive

    Glyph C25

    Glyph C25 Emissive

    Rune Set 01

    Rune Set 01 Emissive

    Rune Set 02

    Rune Set 02 Emissive

    Rune Set 03

    Rune Set 03 Emissive

    Rune Set 04

    Rune Set 04 Emissive

    Rune Set 05

    Rune Set 05 Emissive

    Rune Set 06

    Rune Set 06 Emissive

    Rune Set 07

    Rune Set 07 Emissive

    Rune Set 08

    Rune Set 08 Emissive

    Rune Set 09

    Rune Set 09 Emissive

    Rune Set 10

    Rune Set 10 Emissive

    Sigil A01

    Sigil A01 Emissive

    Sigil A02

    Sigil A02 Emissive

    Sigil A03

    Sigil A03 Emissive

    Sigil A04

    Sigil A04 Emissive

    Sigil A05

    Sigil A05 Emissive

    Sigil A06

    Sigil A06 Emissive

    Sigil A07

    Sigil A07 Emissive

    Sigil A08

    Sigil A08 Emissive

    Sigil A09

    Sigil A09 Emissive

    Sigil A10

    Sigil A10 Emissive

    Sigil A11

    Sigil A11 Emissive

    Sigil A12

    Sigil A12 Emissive

    Symbol B01

    Symbol B01 Emissive

    Symbol B02

    Symbol B02 Emissive

    Symbol B03

    Symbol B03 Emissive

    Symbol B04

    Symbol B04 Emissive

    Symbol B05

    Symbol B05 Emissive

    Symbol B06

    Symbol B06 Emissive

    Symbol B07

    Symbol B07 Emissive

    Symbol B08

    Symbol B08 Emissive

    Symbol B09

    Symbol B09 Emissive

    Symbol B10

    Symbol B10 Emissive

    Symbol B11

    Symbol B11 Emissive

    Symbol B12

    Symbol B12 Emissive

    Symbol B13

    Symbol B13 Emissive

    Symbol B14

    Symbol B14 Emissive

    Symbol B15

    Symbol B15 Emissive

    Symbol B16

    Symbol B16 Emissive

    Symbol B17

    Symbol B17 Emissive

    Symbol B18

    Symbol B18 Emissive

    Symbol B19

    Symbol B19 Emissive

    Symbol B20

    Symbol B20 Emissive

    Symbol B21

    Symbol B21 Emissive

    Symbol B22

    Symbol B22 Emissive

    Symbol B23

    Symbol B23 Emissive

    Symbol B24

    Symbol B24 Emissive

    Letters

    'A' Large

    'A' Med

    'A' Med Variant

    'B' Large

    'B' Med

    'B' Med Variant

    'C' Large

    'C' Med

    'C' Med Variant

    'D' Large

    'D' Med

    'D' Med Variant

    'E' Large

    'E' Med

    'E' Med Variant

    'F' Large

    'F' Med

    'F' Med Variant

    Numbered Symbols

    Arrow '1'

    Arrow '2'

    Arrow '3'

    Arrow '4'

    Arrow '5'

    Arrow '6'

    Arrow '7'

    Arrow '8'

    Arrow '9'

    Square '1'

    Square '2'

    Square '3'

    Square '4'

    Square '5'

    Square '6'

    Square '7'

    Square '8'

    Square '9'

    Striped '1'

    Striped '2'

    Striped '3'

    Striped '4'

    Striped '5'

    Striped '6'

    Striped '7'

    Striped '8'

    Striped '9'

    Numbers

    '0' Large

    '0' Med

    '0' Med Variant

    '1' Large

    '1' Med

    '1' Med Variant

    '2' Large

    '2' Med

    '2' Med Variant

    '3' Large

    '3' Med

    '3' Med Variant

    '4' Large

    '4' Med

    '4' Med Variant

    '5' Large

    '5' Med

    '5' Med Variant

    '6' Large

    '6' Med

    '6' Med Variant

    '7' Large

    '7' Med

    '7' Med Variant

    '8' Large

    '8' Med

    '8' Med Variant

    '9' Large

    '9' Med

    '9' Med Variant

    UNSC

    'C' Symbol

    Arrow Downward Small

    Arrow Upward Small

    Black Handed Warning

    Black Striped Tape

    Black Yellow Plug Warning

    Bracketed Orange Hazard

    Bracketed Red Danger

    Bracketed White Caution

    Bracketed White Danger

    Bracketed White Hazard

    Bracketed Yellow Caution

    Breach of Security

    Caution Falling Hazard

    Caution High Voltage Area

    Danger Fire Risk

    Dashes

    Decorative Glyphs

    Decorative Paint A

    Decorative Paint B

    Decorative Paint C

    Decorative Paint D

    Decorative Paint E

    Emergency

    Entrance Caution

    Falling Hazard

    Flammable Material

    Hash Marks Solid

    Hash Marks Transparent

    Hazard Radiation

    Hazardous Gas

    High Voltage Bolt

    Hot Surface

    Inhalation Hazard

    Keep Area Clear

    Large Red Warning

    Laser Hazard

    Laser warning

    Multi Plug

    Notched Triangle

    Plug Warning

    Radioactive Warning

    Red Black Diamond

    Red Caution Tape Bracket

    Red Handed Warning

    Red Inset Triangle

    Red Striped Tape

    Red Triangle

    Red White Diamond

    Red White Plug

    Restricted Area

    Security

    Small Red Danger

    Small White Caution

    Small White Danger

    Small White Hazard

    Small Yellow Caution

    Small Yellow Hazard

    Square Caution Tape

    Steam Warning

    Striped Black Handed Warning

    Tiling White Caution

    Tiling White Strip

    Tiling Yellow Caution

    Tiling Yellow Strip

    Triangle Symbol

    UNSC Logo

    Unauthorized Presence

    Underground Cables

    V Symbol

    Warning List

    White Handed Warning

    White Hash Diamond

    White Plug

    White Striped Tape

    Yellow Black Caution Tape

    Yellow Black Diamond

    Yellow Striped Tape

    Yellow Triangle

    FX

    Alien Planet

    Alien Drops A

    Alien Drops B

    Alien Petals A

    Alien Petals B

    Opale Cloud A

    Opale Cloud B

    Ambient Life

    Birds Distant Continuous

    Birds Distant Unlit

    Butterflies Small

    Firefly Swarm Medium

    Fish Swarm Unlit

    Forerunner Insect Swarm Medium

    Gnats Medium

    Gnats Small

    Atmospherics

    Dust Devil 16x16

    Dust Devil 2x2

    Dust Devil 4x4

    Dust Drifts 2x16

    Dust Drifts 2x2

    Dust Drifts 2x32

    Dust Drifts 2x4

    Dust Drifts 2x8

    Dust Drifts 4x16

    Dust Drifts 4x32

    Dust Drifts 4x4

    Dust Drifts 4x8

    Dust Drifts Medium

    Dust Drifts Small

    Dust Hanging Large

    Dust Hanging Medium

    Dust Motes Unlit

    Dust Motes Unlit Dense

    Ice Falling A

    Ice Falling B

    Snow Blowing A

    Snow Blowing B

    Snow Blowing C

    Snow Drift Large A

    Snow Falling A

    Snow Falling B

    Snow Falling C

    Steam Falling Large

    Steam Falling Large Unlit

    Steam Fill

    Steam Fill Unlit

    Steam Jet Burst Medium

    Steam Jet Burst Medium Unlit

    Steam Jet Medium

    Steam Jet Medium Unlit

    Steam Low Crawling

    Steam Rise Large

    Steam Rise Large Unlit

    Steam Rise Medium

    Steam Rise Small

    Steam Rise Small Unlit

    Steam Vent Falling Large

    Steam Vent Falling Medium

    Steam Vent Falling Small

    Steam Vent Rising Large

    Steam Vent Rising Medium

    Steam Vent Rising Small

    Energy

    Banished Energy Barrier Large

    Banished Energy Barrier Medium

    Banished Energy Impact

    Banished Mining Laser

    Banished Plasma Disc

    Banished Plasma Energy Beam

    Covenant Energy Medium

    Energy Glow 4x4

    Energy Glow 8x8

    Forerunner Ambient Energy Fast

    Forerunner Ambient Energy Linger

    Forerunner Bamf Medium

    Forerunner Beacon Flare

    Forerunner Beacon Flare Extra Large

    Forerunner Beacon Flare Large

    Forerunner Beacon Large

    Forerunner Beacon Pulse Large

    Forerunner Energy Barrier 16x16

    Forerunner Energy Barrier 16x18

    Forerunner Energy Barrier 18x64

    Forerunner Energy Barrier 26x12

    Forerunner Energy Barrier 32x16

    Forerunner Energy Barrier 32x18

    Forerunner Energy Barrier 32x64

    Forerunner Energy Barrier 36x28

    Forerunner Energy Barrier 46x28

    Forerunner Energy Barrier 8x12

    Forerunner Energy Barrier 8x18

    Forerunner Energy Burst Large

    Forerunner Energy Burst Medium

    Forerunner Energy Burst Small

    Forerunner Energy Column

    Forerunner Energy Column Whispy

    Forerunner Energy Fire 01 Extra Large

    Forerunner Energy Fire 01 Large

    Forerunner Energy Fire 01 Medium

    Forerunner Energy Fire 01 Small

    Forerunner Energy Fire 02 Extra Large

    Forerunner Energy Fire 02 Large

    Forerunner Energy Fire 02 Medium

    Forerunner Energy Fire 02 Small

    Forerunner Energy Fire 03 Extra Large

    Forerunner Energy Fire 03 Large

    Forerunner Energy Fire 03 Medium

    Forerunner Energy Fire 03 Small

    Forerunner Energy Fire 04 Extra Large

    Forerunner Energy Fire 04 Large

    Forerunner Energy Fire 04 Medium

    Forerunner Energy Fire 04 Small

    Forerunner Energy Pane Extra Large

    Forerunner Energy Pane Large

    Forerunner Energy Pane Medium

    Forerunner Energy Pane Small

    Forerunner Energy Ring

    Forerunner Energy Ring Inward

    Forerunner Energy Ring Outward

    Forerunner Energy Spiral In

    Forerunner Energy Spiral Out

    Forerunner Energy Stream Long 01

    Forerunner Energy Stream Long 02

    Forerunner Energy Stream Short 01

    Forerunner Energy Stream Short 02

    Forerunner Laser Curtain Activate Extra Large

    Forerunner Laser Curtain Activate Large

    Forerunner Laser Curtain Activate Medium

    Forerunner Laser Curtain Activate Small

    Forerunner Laser Curtain Extra Large

    Forerunner Laser Curtain Large

    Forerunner Laser Curtain Medium

    Forerunner Laser Curtain Small

    Forerunner Totem Energy Ring

    Light Beam Fade 4x16

    Light Beam Fade 8x16

    Light Beam Full 4x16

    Light Beam Full 4x32

    Light Beam Full 4x8

    Light Beam Full 8x16

    Light Beam Full 8x32

    Light Beam Full 8x8

    Plasma Beam Fade 4x16

    Plasma Beam Fade 4x32

    Plasma Beam Fade 4x8

    Plasma Beam Fade 8x16

    Plasma Beam Fade 8x32

    Plasma Beam Fade 8x8

    Plasma Beam Full 4x16

    Plasma Beam Full 4x32

    Plasma Beam Full 4x8

    Plasma Beam Full 8x16

    Plasma Beam Full 8x32

    Plasma Beam Full 8x8

    Plasma Energy Large

    Plasma Energy Medium

    Plasma Energy Small

    Plasma Energy Sphere Large

    Plasma Energy Sphere Medium

    Plasma Energy Sphere Small

    Plasma Energy Tiny

    Explosions

    Covenant Air Explosion Huge

    Covenant Air Explosion Medium

    Covenant Explosion Huge

    Covenant Explosion Medium

    UNSC Air Explosion 01 Medium

    UNSC Air Explosion 02 Medium

    UNSC Air Explosion Huge

    UNSC Air Explosion Multiple Medium

    UNSC Explosion Huge

    UNSC Explosion Medium

    Fire

    Covenant Fire Extra Small

    Covenant Fire Extra Small No Smoke

    Covenant Thrusters

    Forerunner Rear Thrusters Extra Large

    Forerunner Rear Thrusters Large

    Pelican Thruster Main

    UNSC Fire Extra Small

    UNSC Fire Extra Small No Smoke

    UNSC Fire Jet Extra Small

    UNSC Fire Medium

    UNSC Fire Medium No Smoke

    UNSC Fire Pyre Medium

    UNSC Ground Fire Extra Wide

    UNSC Ground Fire Extra Wide No Smoke

    UNSC Ground Fire Narrow

    UNSC Ground Fire Narrow No Smoke

    UNSC Ground Fire Wide

    UNSC Ground Fire Wide No Smoke

    UNSC Jet Fire Medium

    UNSC Pyre Fire Extra Small

    UNSC Thruster Huge

    UNSC Thrusters

    UNSC Wreckage Fire Heavy Smoke Small

    UNSC Wreckage Fire Small

    UNSC Wreckage Fire Small Light

    UNSC Wreckage Fire Small Light No Smoke

    UNSC Wreckage Fire Small No Smoke

    Flood

    Flood Drops A

    Flood Drops B

    Flood Leakage A

    Flood Leakage B

    Fog Ground

    Fog Slow

    Goo Drips A

    Goo Drips B

    Spores Disposal A

    Spores Disposal B

    Swarm A

    Swarm B

    General

    Blinking Mine

    Circle Blinking

    Circle Line

    Circle Solid

    Data Pad 01

    Data Pad 02

    Data Pad 03

    Dot Square

    Dot Square Blinking

    Grunt Birthday 01

    Grunt Birthday 02

    Lightning Distant Large

    Lightning Distant Medium

    Lightning Distant Small

    Lightning Strike Large

    Plus Blinking

    Plus Line

    Plus Solid

    Slipspace Close

    Slipspace Idle

    Slipspace Open

    Square Blinking

    Square Line

    Square Solid

    Triangle Blinking

    Triangle Line

    Triangle Solid

    Holograms

    Banished Digital Glitch

    Banished Digital Glitch Large

    Banished Digital Haze

    Banished Hacking Cloud

    Banished Interference Haze

    Banished Map Hologram Cloud

    Banished Starfield Haze

    Covenant Galaxy Medium

    Covenant Swirl Medium

    Forerunner Holograms Data Circle

    Forerunner Holograms Data Cloud

    Forerunner Holograms Pillar

    Forerunner Holograms Pillar Glow

    Forerunner Terminal Small

    Starfield Large

    UNSC Cortana Orb

    Lens Flares

    Forerunner Lens Flare Medium

    Lensflare Horizontal Sharp

    Lensflare Horizontal Sharp Flicker

    Lensflare Horizontal Soft

    Lensflare Horizontal Soft Flicker

    Lensflare Sharp

    Lensflare Sharp Flicker

    Lensflare Soft

    Lensflare Soft Flicker

    Lensflare Vertical Sharp

    Lensflare Vertical Sharp Flicker

    Lensflare Vertical Soft

    Lensflare Vertical Soft Flicker

    Light Rays

    God Rays

    Light Ray Noisy Unlit

    Light Ray Noisy Unlit Fixed

    Light Ray Noisy Unlit Soft

    Light Ray Noisy Unlit Soft Fixed

    Light Ray Noisy Unlit Wide

    Light Ray Noisy Unlit Wide Fixed

    Light Rays Noisy Random Unlit

    Light Rays Noisy Random Unlit Fixed

    Light Rays Shimmer

    Light Rays Shimmer Sharp

    Light Rays Shimmer Single

    Light Rays Shimmer Single Sharp

    Light Rays Shimmer Single Soft

    Light Rays Shimmer Soft

    Light Rays Static

    Light Rays Static Sharp

    Light Rays Static Single

    Light Rays Static Single Sharp

    Light Rays Static Single Soft

    Light Rays Static Soft

    Liquids

    Water Splashes Turbulent 2x16

    Bubbles Aerial 4x8

    Bubbles Rising 2x16

    Bubbles Rising 2x2

    Bubbles Rising 2x32

    Bubbles Rising 2x4

    Bubbles Rising 2x8

    Bubbles Rising 4x16

    Bubbles Rising 4x32

    Bubbles Rising 4x4

    Bubbles Rising 4x8

    Water Drips Heavy Large

    Water Drips Heavy Medium

    Water Drips Heavy Small

    Water Drips Light Large

    Water Drips Light Medium

    Water Drips Light Small

    Water Drips Minimal Large

    Water Drips Minimal Small

    Water Splashes Turbulent

    Water Splashes Turbulent 2x2

    Water Splashes Turbulent 2x8

    Water Splashes Turbulent 4x16

    Water Splashes Turbulent 4x4

    Water Splashes Turbulent 4x8

    Smoke

    Covenant Smoke Large

    Covenant Smoke Medium

    UNSC Smoke Burning Embers Medium

    UNSC Smoke Glowing Embers Medium

    UNSC Smoke Large

    Sparks

    Electric Arc

    Electric Ball

    Electric Beam

    Electric Floor

    Electric Panel

    Electric Shock

    Rising Electric Field

    Spark Trickle A

    Spark Trickle A Smoke

    Spark Trickle B

    Spark Trickle B Smoke

    Spark Trickle C Smoke

    Spark Trickle D

    Spark Trickle D Smoke

    Spark Trickle E Smoke

    Spark Trickle F

    Spark Trickle F Smoke

    Sparks Electrical Small

    Sparks Electrical Small Intermittent

    Sparks Electrical Tiny

    Sparks Electrical Tiny Intermittent

    Sparks Welding Small

    Spherical Electric Field

    Gameplay

    AI

    AI Droppod Spawner

    AI Move Zone

    AI Phantom Spawner

    AI Spawner

    AI Vehicle Spawner

    Audio

    Audio Emitter

    Equipment

    Classic Equipment Spawn

    Classic Grenade Spawn

    Dynamo Grenade

    Equipment Dispenser

    Equipment Pod

    Grenade Dispenser

    M9 Frag Grenade

    Plasma Grenade

    Power Equipment Pad

    Spike Grenade

    Team Banner

    Team Banner Pole MP version

    Game Modes

    Attrition Dodgeball Overtime Zone

    Ball Stand

    Extraction Zone

    Flag Delivery Plate

    Flag Spawn

    Generic Ball

    Generic Delivery Point

    Generic Flag Spawn

    Generic Power Seed

    Generic Shrinking Zone

    Generic Skull

    Generic Zone

    KOTH Capture Zone

    Landgrab Capture Zone

    Power Seed Spawn

    Power Socket Forerunner

    Power Socket UNSC

    Power Socket UNSC Engine Blue

    Power Socket UNSC Engine Red

    Power Socket UNSC Green Sand

    Power Socket UNSC Yellow

    Power Socket UNSC Yellow Sand

    Shrinking Zone

    Stronghold Capture Zone

    Total Control Zone

    Zone Capture Plate

    Gravity Slides

    Gravity Slide 002x004

    Gravity Slide 002x004 (Invisible)

    Gravity Slide 002x008

    Gravity Slide 002x008 (Invisible)

    Gravity Slide 002x016

    Gravity Slide 002x016 (Invisible)

    Gravity Slide 002x032

    Gravity Slide 002x032 (Invisible)

    Gravity Slide 002x064

    Gravity Slide 002x064 (Invisible)

    Gravity Slide 002x128

    Gravity Slide 002x128 (Invisible)

    Gravity Slide 004x004

    Gravity Slide 004x004 (Invisible)

    Gravity Slide 004x008

    Gravity Slide 004x008 (Invisible)

    Gravity Slide 004x016

    Gravity Slide 004x016 (Invisible)

    Gravity Slide 004x032

    Gravity Slide 004x032 (Invisible)

    Gravity Slide 004x064

    Gravity Slide 004x064 (Invisible)

    Gravity Slide 004x128

    Gravity Slide 004x128 (Invisible)

    Gravity Slide 008x004

    Gravity Slide 008x004 (Invisible)

    Gravity Slide 008x008

    Gravity Slide 008x008 (Invisible)

    Gravity Slide 008x016

    Gravity Slide 008x016 (Invisible)

    Gravity Slide 008x032

    Gravity Slide 008x032 (Invisible)

    Gravity Slide 008x064

    Gravity Slide 008x064 (Invisible)

    Gravity Slide 008x128

    Gravity Slide 008x128 (Invisible)

    Gravity Slide 016x004

    Gravity Slide 016x004 (Invisible)

    Gravity Slide 016x008

    Gravity Slide 016x008 (Invisible)

    Gravity Slide 016x016

    Gravity Slide 016x016 (Invisible)

    Gravity Slide 016x032

    Gravity Slide 016x032 (Invisible)

    Gravity Slide 016x064

    Gravity Slide 016x064 (Invisible)

    Gravity Slide 016x128

    Gravity Slide 016x128 (Invisible)

    Gravity Slide 032x004

    Gravity Slide 032x004 (Invisible)

    Gravity Slide 032x008

    Gravity Slide 032x008 (Invisible)

    Gravity Slide 032x016

    Gravity Slide 032x016 (Invisible)

    Gravity Slide 032x032

    Gravity Slide 032x032 (Invisible)

    Gravity Slide 032x064

    Gravity Slide 032x064 (Invisible)

    Gravity Slide 032x128

    Gravity Slide 032x128 (Invisible)

    Jump Pads

    Gravity Bouncer 04x04

    Gravity Bouncer 04x04 (Invisible)

    Gravity Bouncer 08x08

    Gravity Bouncer 08x08 (Invisible)

    Gravity Bouncer 12x12

    Gravity Bouncer 12x12 (Invisible)

    Gravity Bouncer 16x16

    Gravity Bouncer 16x16 (Invisible)

    Gravity Bouncer 20x20

    Gravity Bouncer 20x20 (Invisible)

    Gravity Bouncer 24x24

    Gravity Bouncer 24x24 (Invisible)

    Gravity Bouncer 32x32

    Gravity Bouncer 32x32 (Invisible)

    Gravity Bouncer 48x48

    Gravity Bouncer 48x48 (Invisible)

    Gravity Bouncer 64x64

    Gravity Bouncer 64x64 (Invisible)

    Launchers / Lifts

    Gravity Lift (Invisible)

    Gravity Lift Banished

    Kinetic Gravity Lift (Invisible)

    Kinetic Launcher (Invisible)

    Kinetic Launcher Banished

    Kinetic Launcher Forerunner

    Kinetic Launcher UNSC

    Match Flow

    Map Intro Camera

    Team Intro Arrow Front

    Team Intro Line Left

    Team Intro Line Right

    Winning Team Outro

    Nav Mesh

    Bot Crouch One Way

    Bot Crouch Two Way

    Bot Jump Hint One Way

    Bot Jump Hint Two Way

    Bot Movement One Way

    Bot Movement Two Way

    Bot Nav Marker

    Bot Walk One Way

    Bot Walk Two Way

    Nav Cutter

    Nav Seed Point

    Player Spawning

    Spawn Point [Backup]

    Spawn Point [Initial]

    Spawn Point [Respawn]

    Spawn Volume [Respawn]

    Sandbox

    Ammo Crate

    Auto Turret

    Fusion Coil Hardlight

    Fusion Coil Hardlight - Large

    Fusion Coil Kinetic

    Fusion Coil Kinetic - Large

    Fusion Coil Plasma

    Fusion Coil Plasma - Large

    Fusion Coil Shock

    Fusion Coil Shock - Large

    Hacking Terminal

    Shield Emitter

    Scripting

    Mode Brain

    Pointer

    Script Brain

    Scriptable Switch (Invisible)

    Scriptable Switch Banished Terminal

    Scriptable Switch Banished Touchpanel

    Scriptable Switch Banished Touchpanel Wall

    Scriptable Switch Forerunner Terminal

    Scriptable Switch Forerunner Terminal Worn

    Scriptable Switch UNSC Console

    Teleporters

    Teleporter

    Teleporter (Invisible)

    Vehicles

    Banshee

    Chieftain Chopper

    Chopper

    Classic Vehicle Spawn

    Ghost

    Gungoose

    Mongoose

    Razorback

    Rockethog

    Scorpion

    Shade Turret

    Vehicle Pad

    Warthog

    Wasp

    Wraith

    Vehicles - Damaged

    Ghost - Damaged

    Warthog - Damaged

    Volumes

    Kill Ball (Invisible)

    Kill Ball Classic

    Kill Ball Electro

    Kill Ball Jr. (Invisible)

    Kill Ball Jr. Classic

    Kill Ball Jr. Electro

    Kill Volume

    Named Location Volume

    Safe Volume

    Soft Kill Safe Volume

    Soft Kill Volume

    Weapon Spawners

    Weapon Pad

    Weapon Pod

    Weapon Rack

    Weapon Rack Back Plate - Ancients MP

    Weapon Rack Back Plate - Base

    Weapon Rack Back Plate - Damaged Ancients MP

    Weapon Rack Back Plate - Dry Ancients MP

    Weapon Rack Back Plate - Full

    Weapon Rack Back Plate - Green Ancients MP

    Weapon Rack Back Plate - Top

    Weapon Trunk

    Weapons

    Arcane Sentinel Beam

    BR75 Battle Rifle

    BR75 Breacher

    Backdraft Cindershot

    Bandit Evo

    CQS48 Bulldog

    Calcine Disruptor

    Cindershot

    Convergence Bulldog

    Diminisher of Hope

    Disruptor

    Duelist Energy Sword

    Elite Bloodblade

    Energy Sword

    Gravity Hammer

    Heatwave

    Impact Commando

    Infected Energy Sword

    M247 HMG

    M247 HMG Turret

    M392 Bandit

    M41 Rocket Launcher

    M41 Tracker

    MA40 Assault Rifle

    MA40 Longshot

    MA5K Avenger

    MLRS-2 Hydra

    Mangler

    Mk50 Sidekick

    Mythic Sandwich

    Needler

    Normal Sandwich

    Pinpoint Needler

    Plasma Cannon

    Plasma Cannon Turret

    Plasma Pistol

    Pulse Carbine

    Purging Shock Rifle

    Pursuit Hydra

    Rapidfire Pulse Carbine

    Ravager

    Ravager Rebound

    Riven Mangler

    Rushdown Hammer

    S7 Flexfire Sniper

    S7 Sniper Rifle

    Scatterbound Heatwave

    Scorpion Tail

    Scrap Cannon

    Scrap Cannon Turret

    Sentinel Beam

    Shock Rifle

    Skewer

    Stalker Rifle

    Stalker Rifle Ultra

    Striker Sidekick

    Unbound Plasma Pistol

    VK78 Commando Rifle

    Volatile Skewer

    Halo Design Set

    Columns

    2x2 Round Column C

    2x2 Round Column D

    2x2 Square Column A

    2x2 Square Column B

    4x4 Round Column C

    4x4 Round Column D

    4x4 Square Column A

    4x4 Square Column B

    6x6 Round Column C

    6x6 Round Column D

    6x6 Square Column A

    6x6 Square Column B

    Columns MP

    2x2 Round Column C MP

    2x2 Round Column D MP

    2x2 Square Column A MP

    2x2 Square Column B MP

    4x4 Round Column C MP

    4x4 Round Column D MP

    4x4 Square Column A MP

    4x4 Square Column B MP

    6x6 Round Column C MP

    6x6 Round Column D MP

    6x6 Square Column A MP

    6x6 Square Column B MP

    Cover

    Ankle Cover Half Size

    Ankle Cover Quarter Size

    Full Cover Half Size

    Full Cover Standard Size

    Half Cover Half Size

    Half Cover Standard Size

    Rock Half Cover A

    Rock Half Cover B

    Cover MP

    Ankle Cover Half Size MP

    Ankle Cover Quarter Size MP

    Full Cover Half Size MP

    Full Cover Standard Size MP

    Half Cover Half Size MP

    Half Cover Standard Size MP

    Rock Half Cover A MP

    Rock Half Cover B MP

    Crates

    4.5x8 Crate

    4x4 Crate

    4x8 Crate

    8x16 Crate

    8x8 Crate

    Crates MP

    4.5x8 Crate MP

    4x4 Crate MP

    4x8 Crate MP

    8x16 Crate MP

    8x8 Crate MP

    Doorways

    Angled Double Doorway

    Angled Single Doorway

    Curved Double Doorway

    Double Doorway

    Forerunner Doorway

    Forerunner Doorway Wide

    Single Doorway A

    Single Doorway B

    Doorways MP

    Angled Double Doorway MP

    Angled Single Doorway MP

    Curved Double Doorway MP

    Double Doorway MP

    Forerunner Doorway MP

    Forerunner Doorway Wide MP

    Single Doorway A MP

    Single Doorway B MP

    Floors

    Floor Angled Standard A

    Floor Angled Standard B

    Floor Half A

    Floor Half B

    Floor Quadruple Size

    Floor Standard

    Floors MP

    Floor Angled Standard A MP

    Floor Angled Standard B MP

    Floor Half A MP

    Floor Half B MP

    Floor Quadruple Size MP

    Floor Standard MP

    Railings

    Curved Railing Half Size

    Curved Railing Standard Size

    Railing Half Size

    Railing Standard Size

    Railings MP

    Curved Railing Half Size MP

    Curved Railing Standard Size MP

    Railing Half Size MP

    Railing Standard Size MP

    Ramps

    1 over 3 Ramp Eighth A

    1 over 3 Ramp Eighth B

    1 over 3 Ramp Half A

    1 over 3 Ramp Half B

    1 over 3 Ramp Half C

    1 over 3 Ramp Quarter

    1 over 3 Ramp Sixteenth

    1 over 3 Ramp Standard A

    1 over 3 Ramp Standard B

    1 over 4 Ramp Half A

    1 over 4 Ramp Half B

    Corner Ramp Eighth A

    Corner Ramp Eighth B

    Curved Ramp Standard - Left

    Curved Ramp Standard - Right

    Four Way Ramp Eighth

    Ramps MP

    1 over 3 Ramp Eighth A MP

    1 over 3 Ramp Eighth B MP

    1 over 3 Ramp Half A MP

    1 over 3 Ramp Half B MP

    1 over 3 Ramp Half C MP

    1 over 3 Ramp Quarter MP

    1 over 3 Ramp Sixteenth MP

    1 over 3 Ramp Standard A MP

    1 over 3 Ramp Standard B MP

    1 over 4 Ramp Half A MP

    1 over 4 Ramp Half B MP

    Corner Ramp Eighth A MP

    Corner Ramp Eighth B MP

    Curved Ramp Standard - Right MP

    Four Way Ramp Eighth MP

    Scale Objects

    Player Scale Object

    Walls

    Angle Wall Half

    Angled Corner Wall Standard

    Angled Wall Double Window A

    Angled Wall Double Window B

    Angled Wall Double Window C

    Angled Wall Standard A

    Angled Wall Standard B

    Angled Wall Window A

    Angled Wall Window B

    Angled Wall Window C

    Corner Wall Standard

    Curved Double Window Wall A

    Curved Double Window Wall B

    Curved Wall Double

    Curved Wall Standard

    Curved Wall Triple

    Wall Cube Angled

    Wall Cube Corner Angled

    Wall Cube Standard

    Wall Double Window A

    Wall Double Window B

    Wall Half

    Wall Standard A

    Wall Standard B

    Wall Window A

    Wall Window B

    Walls MP

    Angle Wall Half MP

    Angled Corner Wall Standard MP

    Angled Wall Double Window A MP

    Angled Wall Double Window B MP

    Angled Wall Double Window C MP

    Angled Wall Standard A MP

    Angled Wall Standard B MP

    Angled Wall Window A MP

    Angled Wall Window B MP

    Angled Wall Window C MP

    Corner Wall Standard MP

    Curved Double Window Wall A MP

    Curved Double Window Wall B MP

    Curved Wall Double MP

    Curved Wall Standard MP

    Curved Wall Triple MP

    Wall Cube Angled MP

    Wall Cube Corner Angled MP

    Wall Cube Standard MP

    Wall Double Window A MP

    Wall Double Window B MP

    Wall Half MP

    Wall Standard A MP

    Wall Standard B MP

    Wall Window A MP

    Wall Window B MP

    Hidden

    Camera

    Generic Skull, Escalation

    Team Banner Pole

    UNSC Heavy Door

    UNSC Heavy Door Base Wear MP

    Decals

    Glyph C26

    Glyph C26 Emissive

    Glyph C27

    Glyph C27 Emissive

    Glyph C28

    Glyph C28 Emissive

    Glyph C29

    Glyph C29 Emissive

    Glyph C30

    Glyph C30 Emissive

    Glyph C31

    Glyph C31 Emissive

    Glyph C32

    Glyph C32 Emissive

    Glyph C33

    Glyph C33 Emissive

    Glyph C34

    Glyph C34 Emissive

    Glyph C35

    Glyph C35 Emissive

    Glyph C36

    Glyph C36 Emissive

    Glyph C37

    Glyph C37 Emissive

    Glyph C38

    Glyph C38 Emissive

    Glyph C39

    Glyph C39 Emissive

    Glyph C40

    Glyph C40 Emissive

    Glyph C41

    Glyph C41 Emissive

    Glyph C42

    Glyph C42 Emissive

    Glyph C43

    Glyph C43 Emissive

    Glyph C44

    Glyph C44 Emissive

    Glyph C45

    Glyph C45 Emissive

    Glyph C46

    Glyph C46 Emissive

    Glyph C47

    Glyph C47 Emissive

    Glyph C48

    Glyph C48 Emissive

    Glyph C49

    Glyph C49 Emissive

    Glyph C50

    Glyph C50 Emissive

    Glyph C51

    Glyph C51 Emissive

    Gameplay

    Ball Stand DM

    Banished Gravity Lift MP

    CPC Plant Object MP

    Class Spawner All

    Class Spawner Assault Rifle

    Class Spawner Equipment

    Class Spawner Grenade

    Class Spawner Launcher

    Class Spawner Melee

    Class Spawner Pistol

    Class Spawner Power-Up

    Class Spawner SMG

    Class Spawner Shotgun

    Class Spawner Sniper Rifle

    Class Spawner Tactical Rifle

    Class Spawner Vehicle

    Damage Emitter

    Flag Spawn MP version

    Flag Spawn Sand

    Gauss Hog

    Gravity Volume 128x128x128

    Gravity Volume 128x128x128 (Invisible)

    Gravity Volume 128x128x128 Strong

    Gravity Volume 128x128x128 Strong (Invisible)

    Gravity Volume 128x128x256

    Gravity Volume 128x128x256 (Invisible)

    Gravity Volume 128x256x128

    Gravity Volume 128x256x128 (Invisible)

    Gravity Volume 16x16x16

    Gravity Volume 16x16x16 (Invisible)

    Gravity Volume 16x16x16 Strong

    Gravity Volume 16x16x16 Strong (Invisible)

    Gravity Volume 16x16x32

    Gravity Volume 16x16x32 (Invisible)

    Gravity Volume 16x32x16

    Gravity Volume 16x32x16 (Invisible)

    Gravity Volume 16x32x16 Strong

    Gravity Volume 16x32x16 Strong (Invisible)

    Gravity Volume 256x256x256

    Gravity Volume 256x256x256 (Invisible)

    Gravity Volume 32x32x32

    Gravity Volume 32x32x32 (Invisible)

    Gravity Volume 32x32x32 Strong

    Gravity Volume 32x32x32 Strong (Invisible)

    Gravity Volume 32x32x64

    Gravity Volume 32x32x64 (Invisible)

    Gravity Volume 32x64x32

    Gravity Volume 32x64x32 (Invisible)

    Gravity Volume 32x64x32 Strong

    Gravity Volume 32x64x32 Strong (Invisible)

    Gravity Volume 64x128x64

    Gravity Volume 64x128x64 (Invisible)

    Gravity Volume 64x128x64 Strong

    Gravity Volume 64x128x64 Strong (Invisible)

    Gravity Volume 64x64x128

    Gravity Volume 64x64x128 (Invisible)

    Gravity Volume 64x64x64

    Gravity Volume 64x64x64 (Invisible)

    Gravity Volume 64x64x64 Strong

    Gravity Volume 64x64x64 Strong (Invisible)

    Gravity Volume 8x16x8

    Gravity Volume 8x16x8 (Invisible)

    Gravity Volume 8x16x8 Strong

    Gravity Volume 8x16x8 Strong (Invisible)

    Gravity Volume 8x8x16

    Gravity Volume 8x8x16 (Invisible)

    Gravity Volume 8x8x8

    Gravity Volume 8x8x8 (Invisible)

    Gravity Volume 8x8x8 Strong

    Gravity Volume 8x8x8 Strong (Invisible)

    Invisible Forerunner Kinetic Launcher MP

    Launchsite Large Gravity Lift MP

    Launchsite Small Gravity Lift MP

    Pelican Drop

    Phantom

    Vehicle Damage Volume

    Objects

    Ammo Case Open Muddy

    Arena Starting Platform

    BTB Total Control Zone

    Banished Cone original

    Banished Cube

    Banished Gravity Lift

    Banished Ramp

    Cardboard Box B

    Chainlink Fence Tall

    Classic Weapon Spawn

    Concrete Block B MP

    Concrete Doorway MP

    Design Arrow

    Dirt Pile B MP

    Dirt Pile D MP

    Electrical Box D MP

    Engine Rotor 08

    Floating Platform

    Forerunner 24 x 60 x 24 Angled Support - Original

    Forerunner Cover Half A - Original

    Forerunner Door Medium MP

    Forerunner Floor Trim Light MP

    Forerunner Floor Trim Light w/Light - Original

    Forerunner Sphere - Original Pivot

    Forerunner Support Pillar w/Light MP

    Generator Standalone MP

    Gravity Lift Banished - Original

    Large Vent Hatch A

    Midship Proxy

    Mombasa Traffic Cone

    Multibulb Two Bulb Grill w/Light MP

    Mutilator

    Overhead Light - Original

    Potted Plant A

    Potted Plant B

    Primitive Ring Half - Original Magnets

    Primitive Sphere - Original Pivot

    Puck Round w/Light MP

    Pyramoid

    Pyramoid Block

    Pyramoid Ramp

    Radio

    Relic Proxy

    Shade Turret

    Soccer Ball - Original

    Street Cover

    Street Light w/Light - Original

    SubSurfaceScatting Grunt Test

    UNSC Antenna Dome

    UNSC Cargo Container Base Wear B MP

    UNSC Cargo Container Green MP

    UNSC Cargo Container Sandy MP

    UNSC Cargo Container Sandy Tan MP

    UNSC Infantry Bridge Angle Corner - Original

    UNSC Railing B

    UNSC Railing B MP

    UNSC Railing C

    UNSC Railing C MP

    UNSC Railing Corner Inner C

    UNSC Railing Corner Inner C MP

    UNSC Railing Corner Outer C

    UNSC Railing Corner Outer C MP

    UNSC Railing Covered B

    UNSC Railing Covered B MP

    UNSC Railing Covered C

    UNSC Railing Covered C MP

    UNSC Railing Covered Corner B

    UNSC Railing Covered Corner B MP

    UNSC Satellite Dish Trailer MP

    UNSC Spartan Door - Original

    UNSC Sphere - Original Pivot

    UNSC Stairs XS - Original

    UNSC Vehicle Bridge - Original

    UNSC Vehicle Bridge Elbow Corner - Original

    UNSC Vehicle Door - Original

    UNSC Wall Generic 45 In A - Original

    UNSC Wall Window Straight B - Original

    Vehicle Lift

    Wooden Bench

    Lights

    Banished Light

    Flood Light A w/Light

    Ground Light A w/Light

    Overhead Light w/Light

    Wall Light A w/Light

    Wall Light B w/Light

    Wall Puck Light w/Light

    Banished No Light

    Flood Light A

    Ground Light A

    Overhead Light

    Wall Light A

    Wall Light B

    Wall Puck Light

    Forerunner Light

    Forerunner Block Light w/Light

    Forerunner Floor Trim Light w/Light

    Forerunner Gravlift Receiver w/Light

    Forerunner Ledge w/Light

    Forerunner Light A w/Light

    Forerunner Light B w/Light

    Forerunner Light C w/Light

    Forerunner Light D w/Light

    Forerunner Light E w/Light

    Forerunner Light F w/Light

    Forerunner Light G w/Light

    Forerunner Light H w/Light

    Forerunner Support Light w/Light

    Forerunner Support Pillar w/Light

    Forerunner Weapon Post A w/Light

    Forerunner Light MP

    Forerunner Block Light w/Light MP

    Forerunner Floor Trim Light w/Light MP

    Forerunner Ledge w/Light MP

    Forerunner Light A w/Light MP

    Forerunner Light B w/Light MP

    Forerunner Light C w/Light MP

    Forerunner Light D w/Light MP

    Forerunner Light E w/Light MP

    Forerunner Light F w/Light MP

    Forerunner Light G w/Light MP

    Forerunner Light H w/Light MP

    Forerunner No Light

    Forerunner Block Light

    Forerunner Floor Trim Light

    Forerunner Gravlift Receiver

    Forerunner Ledge

    Forerunner Light A

    Forerunner Light B

    Forerunner Light C

    Forerunner Light D

    Forerunner Light E

    Forerunner Light F

    Forerunner Light G

    Forerunner Light H

    Forerunner Support Light

    Forerunner Support Pillar

    Forerunner Weapon Post A

    Forerunner No Light MP

    Forerunner Block Light MP

    Forerunner Ledge MP

    Forerunner Light A MP

    Forerunner Light B MP

    Forerunner Light C MP

    Forerunner Light D MP

    Forerunner Light E MP

    Forerunner Light F MP

    Forerunner Light G MP

    Forerunner Light H MP

    Forerunner Support Pillar MP

    Generic Light Objects

    Light

    Light probe marker

    Reflection Volume

    UNSC Light

    Exterior Wall w/Light

    Flood Short w/Light

    Flood Tall w/Light

    Fluorescent Covered Small w/Light

    Fluorescent Covered Trim Small w/Light

    Fluorescent Covered Trim w/Light

    Fluorescent Covered w/Light

    Fluorescent Exposed Extra Large w/Light

    Fluorescent Exposed Large w/Light

    Fluorescent Exposed Med w/Light

    Fluorescent Exposed Small w/Light

    Fluorescent Exposed w/Light

    Flush Fluorescent Covered Extra Large w/Light

    Flush Fluorescent Covered Large w/Light

    Flush Fluorescent Covered Med w/Light

    Interior Wall Covered w/Light

    Interior Wall Exposed w/Light

    Multibulb Three Bulb Grill w/Light

    Multibulb Three Bulb w/Light

    Multibulb Two Bulb Grill w/Light

    Multibulb Two Bulb w/Light

    Overhead Round Large w/Light

    Panel Flush Large w/Light

    Panel Flush Small w/Light

    Panel Large w/Light

    Panel Small w/Light

    Puck Round Small w/Light

    Puck Round w/Light

    Spot Round Angled w/Light

    Spot Round Straight w/Light

    Street Light w/Light

    Work Light Grill w/Light

    UNSC Light MP

    Exterior Wall w/Light MP

    Flood Short w/Light MP

    Flood Tall w/Light MP

    Fluorescent Covered Small w/Light MP

    Fluorescent Covered Trim Small w/Light MP

    Fluorescent Covered Trim w/Light MP

    Fluorescent Covered w/Light MP

    Fluorescent Exposed Extra Large w/Light MP

    Fluorescent Exposed Large w/Light MP

    Fluorescent Exposed Med w/Light MP

    Fluorescent Exposed Small w/Light MP

    Fluorescent Exposed w/Light MP

    Flush Fluorescent Covered Extra Large w/Light MP

    Flush Fluorescent Covered Large w/Light MP

    Flush Fluorescent Covered Med w/Light MP

    Interior Wall Covered w/Light MP

    Interior Wall Exposed w/Light MP

    Multibulb Three Bulb Grill w/Light MP

    Multibulb Three Bulb w/Light MP

    Multibulb Two Bulb w/Light MP

    Overhead Round Large w/Light MP

    Panel Flush Large w/Light MP

    Panel Flush Small w/Light MP

    Panel Large w/Light MP

    Panel Small w/Light MP

    Puck Round Small w/Light MP

    Spot Round Angled w/Light MP

    Spot Round Straight w/Light MP

    Street Light w/Light MP

    Work Light Grill w/Light MP

    Work Light w/Light MP

    UNSC No Light

    Exterior Wall w/o Light

    Flood Short w/o Light

    Flood Tall w/o Light

    Fluorescent Covered Trim Dynamic w/o Light

    Fluorescent Covered Trim Small w/o Light

    Fluorescent Covered Trim w/o Light

    Fluorescent Covered w/o Light

    Fluorescent Exposed Extra Large w/o Light

    Fluorescent Exposed Large w/o Light

    Fluorescent Exposed Med w/o Light

    Fluorescent Exposed Small w/o Light

    Fluorescent Exposed w/o Light

    Flush Fluorescent Covered Extra Large w/o Light

    Flush Fluorescent Covered Large w/o Light

    Flush Fluorescent Covered Med w/o Light

    Interior Wall Covered w/o Light

    Interior Wall Exposed w/o Light

    Multibulb Three Bulb Grill w/o Light

    Multibulb Three Bulb w/o Light

    Multibulb Two Bulb Grill w/o Light

    Multibulb Two Bulb w/o Light

    Overhead Mount Double

    Overhead Mount Quad

    Overhead Mount Single

    Overhead Round Large w/o Light

    Panel Flush Large w/o Light

    Panel Flush Small w/o Light

    Panel Large w/o Light

    Panel Small w/o Light

    Puck Round Small w/o Light

    Puck Round w/o Light

    Spot Round Straight w/o Light

    Street Light w/o Light

    Traffic Lights

    Work Light Grill w/o Light

    Work Light Mount Large

    Work Light Mount Small

    Work Light Mount Tripod

    Work Light Mount Wall

    Work Light Trailer

    Work Light w/o Light

    UNSC No Light MP

    Exterior Wall w/o Light MP

    Flood Short w/o Light MP

    Flood Tall w/o Light MP

    Fluorescent Covered Trim Small w/o Light MP

    Fluorescent Covered Trim w/o Light MP

    Fluorescent Covered w/o Light MP

    Fluorescent Exposed Extra Large w/o Light MP

    Fluorescent Exposed Large w/o Light MP

    Fluorescent Exposed Med w/o Light MP

    Fluorescent Exposed Small w/o Light MP

    Fluorescent Exposed w/o Light MP

    Flush Fluorescent Covered Extra Large w/o Light MP

    Flush Fluorescent Covered Large w/o Light MP

    Flush Fluorescent Covered Med w/o Light MP

    Interior Wall Covered w/o Light MP

    Interior Wall Exposed w/o Light MP

    Multibulb Three Bulb Grill w/o Light MP

    Multibulb Three Bulb w/o Light MP

    Multibulb Two Bulb Grill w/o Light MP

    Multibulb Two Bulb w/o Light MP

    Overhead Mount Double MP

    Overhead Mount Quad MP

    Overhead Mount Single MP

    Overhead Round Large w/o Light MP

    Panel Flush Large w/o Light MP

    Panel Flush Small w/o Light MP

    Panel Large w/o Light MP

    Panel Small w/o Light MP

    Puck Round Small w/o Light MP

    Puck Round w/o Light MP

    Spot Round Straight w/o Light MP

    Street Light w/o Light MP

    Work Light Grill w/o Light MP

    Work Light Mount Large MP

    Work Light Mount Small MP

    Work Light Mount Tripod MP

    Work Light Mount Wall MP

    Work Light Trailer MP

    Work Light w/o Light MP

    Primitives

    Blocks

    Banished Block

    Covenant Block

    Forerunner Block

    Primitive Block

    UNSC Block

    Cones

    Banished Cone

    Covenant Cone

    Forerunner Cone

    Primitive Cone

    UNSC Cone

    Cylinders

    Banished Cylinder

    Covenant Cylinder

    Forerunner Cylinder

    Primitive Cylinder

    UNSC Cylinder

    Pyramids

    Banished Pyramid

    Covenant Pyramid

    Forerunner Pyramid

    Primitive Pyramid

    UNSC Pyramid

    Rings

    Banished Ring Eighth

    Banished Ring Full

    Banished Ring Half

    Banished Ring Quarter

    Covenant Ring Eighth

    Covenant Ring Full

    Covenant Ring Half

    Covenant Ring Quarter

    Forerunner Ring Eighth

    Forerunner Ring Full

    Forerunner Ring Half

    Forerunner Ring Quarter

    Primitive Ring Eighth

    Primitive Ring Full

    Primitive Ring Half

    Primitive Ring Quarter

    UNSC Ring Eighth

    UNSC Ring Full

    UNSC Ring Half

    UNSC Ring Quarter

    Spheres

    Banished Sphere

    Covenant Sphere

    Forerunner Sphere

    Primitive Sphere

    UNSC Sphere

    Trapezoids

    Banished Trapezoid

    Covenant Trapezoid

    Forerunner Trapezoid

    Primitive Trapezoid

    UNSC Trapezoid

    Triangles

    Banished Triangle

    Covenant Triangle

    Forerunner Triangle

    Primitive Triangle

    UNSC Triangle

    Props

    Sports

    Golf Ball

    Soccer Ball

    Summertime

    Beach Chair

    Beach Parasol

    Party Cup

    Surfboard

    Toys

    Arbiter

    Atriox

    Cortana

    Die

    Funko Arbiter

    Funko Master Chief with Energy Sword

    GRD Spartan Doll

    Grunt

    Halo Arcade Party MP

    Jameson Locke

    Master Chief

    Sergeant Major Johnson

    Spartan Sandwich MP

    The Didact

    The Harbinger

    The Librarian

    The Pilot

    Warden Eternal

    Structures

    Beams

    Banished Beam

    Banished Beam Corner

    Banished Beam T-Joint

    Banished Beam X-Joint

    Covenant Beam

    Covenant Beam Corner

    Covenant Beam T Joint

    Covenant Beam X Joint

    Forerunner Beam

    Forerunner Beam Corner

    Forerunner Beam T Joint

    Forerunner Beam X Joint

    UNSC Beam

    UNSC Beam Corner

    UNSC Beam T Joint

    UNSC Beam X Joint

    Bridges

    Banished Vehicle Bridge

    Banished Vehicle Bridge Angle Corner

    Banished Vehicle Bridge Chamfered Corner

    Banished Vehicle Bridge Elbow Corner

    Covenant Infantry Bridge

    Covenant Infantry Bridge Elbow Corner

    Forerunner Infantry Bridge

    Forerunner Infantry Bridge Angle Corner

    Forerunner Infantry Bridge Chamfered Corner

    Forerunner Infantry Bridge Elbow Corner

    Recharge Bridge

    UNSC Infantry Bridge

    UNSC Infantry Bridge Angle Corner

    UNSC Infantry Bridge Chamfered Corner

    UNSC Infantry Bridge Elbow Corner

    UNSC Vehicle Bridge

    UNSC Vehicle Bridge Angle Corner

    UNSC Vehicle Bridge Chamfered Corner

    UNSC Vehicle Bridge Elbow Corner

    Bridges MP

    Forerunner Lightbridge A MP

    Forerunner Lightbridge B MP

    Recharge Bridge MP

    Columns

    Banished Column Round

    Banished Column Square

    Bismuth Column A

    Forerunner Round Column

    Forerunner Square Column

    Limestone Layered Column

    Opal Unrefined Column A

    UNSC Round Column

    UNSC Square Column

    Columns MP

    Bismuth Column A MP

    Bismuth Column B MP

    Cracked Crystal Column MP

    Limestone Layered Column MP

    Opal Cracked Column MP

    Opal Unrefined Column A MP

    Opal Unrefined Column B MP

    Cover

    Banished Cover Full

    Bismuth Cover A

    Bismuth Cover B

    Bismuth Cover Half A

    Bismuth Cover Half B

    Bismuth Cover Tall A

    Bismuth Cover Tall B

    Forerunner Full Cover

    Forerunner Half Cover

    Human Brutalist Cover A

    Human Brutalist Cover B

    Human Brutalist Cover Half A

    Human Brutalist Cover Half B

    UNSC Full Cover

    UNSC Half Cover

    Cover MP

    Bismuth Cover A MP

    Bismuth Cover B MP

    Bismuth Cover Half A MP

    Bismuth Cover Half B MP

    Bismuth Cover Tall A MP

    Bismuth Cover Tall B MP

    Human Brutalist Cover A MP

    Human Brutalist Cover B MP

    Human Brutalist Cover Half A MP

    Human Brutalist Cover Half B MP

    Opal Unrefined Cover A MP

    Opal Unrefined Cover B MP

    Opal Unrefined Cover C MP

    Opal Unrefined Cover D MP

    Opal Unrefined Cover Half A MP

    Opal Unrefined Cover Half B MP

    Opal Unrefined Cover Half C MP

    Opal Unrefined Cover Half D MP

    Opal Unrefined Cover Tall A MP

    Opal Unrefined Cover Tall B MP

    Opal Unrefined Cover Tall C MP

    Opal Unrefined Cover Tall D MP

    Doors

    Banished Spartan Door

    Banished Spartan Doorframe

    Banished Vehicle Door

    Banished Vehicle Doorframe

    Base Doorway

    Base Doorway Angled

    Covenant Spartan Door

    Covenant Spartan Doorframe

    Covenant Tank Door

    Covenant Tank Doorframe

    Forerunner Spartan Door

    Forerunner Spartan Doorframe

    Forerunner Vehicle Door

    Forerunner Vehicle Doorframe

    Human Brutalist Door A

    Human Brutalist Door B

    Human Brutalist Door Bottom A

    Human Brutalist Door Bottom B

    Human Brutalist Door Top A

    Human Brutalist Door Top B

    Human Brutalist Doorframe A

    Human Brutalist Doorframe B

    Human Brutalist Doorframe C

    Human Brutalist Doorframe D

    Massive Welded Gate

    Massive Wooden Gate

    Opal Unrefined Door B

    Opal Unrefined Door C

    Opal Unrefined Door D

    Opal Unrefined Door E

    Opal Unrefined Doorframe A

    Opal Unrefined Doorframe B

    UNSC Generic Doorframe Tall

    UNSC Generic Doorframe Tall Large

    UNSC Heavy Door

    UNSC Spartan Door

    UNSC Spartan Doorframe

    UNSC Tank Door

    UNSC Tank Doorframe

    UNSC Vehicle Door

    UNSC Vehicle Doorframe

    Welded Double Security Door

    Welded Security Door

    Doors MP

    Forerunner Door Animated MP

    Forerunner Door Static MP

    Human Brutalist Door A MP

    Human Brutalist Door B MP

    Human Brutalist Door Bottom A MP

    Human Brutalist Door Bottom B MP

    Human Brutalist Door Top A MP

    Human Brutalist Door Top B MP

    Human Brutalist Doorframe A MP

    Human Brutalist Doorframe B MP

    Human Brutalist Doorframe C MP

    Human Brutalist Doorframe D MP

    Large Vent Hatch B

    Megalith Stone Doorway MP

    Opal Unrefined Door A MP

    Opal Unrefined Door B MP

    Opal Unrefined Door C MP

    Opal Unrefined Door D MP

    Opal Unrefined Door E MP

    Opal Unrefined Door F MP

    Opal Unrefined Doorframe A MP

    Opal Unrefined Doorframe B MP

    UNSC Heavy Door Base Wear MP

    UNSC Heavy Door Wide MP

    Welded Double Security Door MP

    Welded Security Door MP

    Wooden Door MP

    Wooden Doorframe MP

    Floors

    Banished Floor

    Bismuth Floor A

    Bismuth Floor B

    Bismuth Floor C

    Bismuth Floor D

    Covenant Floor

    Forerunner Floor

    Opal Unrefined Floor A

    Opal Unrefined Floor B

    Opal Unrefined Floor C

    Opal Unrefined Floor D

    UNSC Floor

    UNSC Level Start Floor

    Floors MP

    Bismuth Floor A MP

    Bismuth Floor B MP

    Bismuth Floor C MP

    Bismuth Floor D MP

    Human Brutalist Floor A MP

    Human Brutalist Floor B MP

    Human Brutalist Floor C MP

    Human Brutalist Floor D MP

    Human Brutalist Floor E MP

    Human Brutalist Floor F MP

    Human Brutalist Floor G MP

    Human Brutalist Floor H MP

    Opal Unrefined Floor A MP

    Opal Unrefined Floor B MP

    Opal Unrefined Floor C MP

    Opal Unrefined Floor D MP

    Slopes

    Banished Ramp

    Banished Stairs Connector

    Banished Stairs L

    Banished Stairs M

    Banished Stairs S

    Banished Stairs XL

    Banished Stairs XS

    Banished Wedge

    Covenant Ramp

    Covenant Stairs L

    Covenant Stairs M

    Covenant Stairs S

    Covenant Stairs XL

    Covenant Stairs XS

    Covenant Wedge

    Forerunner Ramp

    Forerunner Stairs Connector

    Forerunner Stairs L

    Forerunner Stairs M

    Forerunner Stairs S

    Forerunner Stairs XL

    Forerunner Stairs XS

    Forerunner Wedge

    Human Brutalist Ramp A

    Human Brutalist Ramp B

    Human Brutalist Ramp C

    Human Brutalist Ramp D

    Human Brutalist Wedge A

    Human Brutalist Wedge D

    Human Brutalist Wedge E

    Human Brutalist Wedge F

    Metal Staircase

    Opal Unrefined Ramp A

    Opal Unrefined Ramp B

    Opal Unrefined Ramp E

    Opal Unrefined Ramp G

    Opal Unrefined Wedge Fossil A

    Opal Unrefined Wedge Fossil B

    UNSC Ramp

    UNSC Stairs Connector

    UNSC Stairs L

    UNSC Stairs M

    UNSC Stairs S

    UNSC Stairs XL

    UNSC Stairs XS

    UNSC Wedge

    Slopes MP

    Human Brutalist Ramp A Clean MP

    Human Brutalist Ramp A MP

    Human Brutalist Ramp B Clean MP

    Human Brutalist Ramp B MP

    Human Brutalist Ramp C Clean MP

    Human Brutalist Ramp C MP

    Human Brutalist Ramp D Clean MP

    Human Brutalist Ramp D MP

    Human Brutalist Wedge A MP

    Human Brutalist Wedge B MP

    Human Brutalist Wedge C MP

    Human Brutalist Wedge D MP

    Human Brutalist Wedge E MP

    Human Brutalist Wedge F MP

    Human Brutalist Wedge G MP

    Human Brutalist Wedge H MP

    Opal Unrefined Ramp A MP

    Opal Unrefined Ramp B MP

    Opal Unrefined Ramp C MP

    Opal Unrefined Ramp D MP

    Opal Unrefined Ramp E MP

    Opal Unrefined Ramp F MP

    Opal Unrefined Ramp G MP

    Opal Unrefined Ramp H MP

    Opal Unrefined Wedge A MP

    Opal Unrefined Wedge B MP

    Opal Unrefined Wedge Fossil A MP

    Opal Unrefined Wedge Fossil B MP

    Walls

    Banished Wall

    Banished Wall Corner

    Banished Window Wall

    Bismuth Wall A

    Bismuth Wall B

    Bismuth Wall C

    Covenant Wall

    Covenant Wall Corner

    Covenant Wall Window

    Forerunner Wall

    Forerunner Wall Corner

    Forerunner Window Wall

    Human Brutalist Wall Concrete A

    Human Brutalist Wall Concrete D

    Human Brutalist Wall Double A

    Human Brutalist Wall Double B

    Human Brutalist Wall Metal A

    Human Brutalist Wall Metal B

    Limestone Layered Wall A

    Limestone Layered Wall B

    Limestone Layered Wall C

    Panel Wall Piece A

    Panel Wall Piece B

    Panel Wall Piece C

    Panel Wall Piece D

    UNSC Wall

    UNSC Wall Corner

    UNSC Wall Generic 45 In A

    UNSC Wall Generic 45 In B

    UNSC Wall Generic 45 Out

    UNSC Wall Generic Straight Large

    UNSC Wall Generic Straight Narrow

    UNSC Wall Window Straight A

    UNSC Wall Window Straight B

    UNSC Window Wall

    Walls MP

    Bismuth Wall A MP

    Bismuth Wall B MP

    Bismuth Wall C MP

    Cracked Crystal Wall A MP

    Cracked Crystal Wall B MP

    Cracked Crystal Wall C MP

    Human Brutalist Wall Concrete A MP

    Human Brutalist Wall Concrete B MP

    Human Brutalist Wall Concrete C MP

    Human Brutalist Wall Concrete D MP

    Human Brutalist Wall Concrete E MP

    Human Brutalist Wall Concrete F MP

    Human Brutalist Wall Double A MP

    Human Brutalist Wall Double B MP

    Human Brutalist Wall Double C MP

    Human Brutalist Wall Double D MP

    Human Brutalist Wall Double E MP

    Human Brutalist Wall Double F MP

    Human Brutalist Wall Metal A MP

    Human Brutalist Wall Metal B MP

    Limestone Layered Wall A MP

    Limestone Layered Wall B MP

    Limestone Layered Wall C MP

    Opal Cracked Wall A MP

    Opal Cracked Wall B MP

    Opal Cracked Wall C MP

    Opal Unrefined Wall A MP

    Opal Unrefined Wall B MP

    Opal Unrefined Wall C MP

    Opal Unrefined Wall D MP

    Opal Unrefined Wall E MP


    Contributors

    Okom AddiCt3d 2CH Surasia

    CU34, Fleetcom Operation Update
    Snowbound Operation Update
    Cover image