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.
The Map Options tab consists of categories and subcategories, within which are adjustable map options and settings. The categories can be opened and closed, and their state will persist until the Forge session is closed. A short description of the selected item is shown under the main interface. The common adjustable map options include Sunlight, Light Bounce, Ambient Sound, Budget, and Level Bound Probes.
Controls related to navigating the Map Options tab. Options for both Keyboard and Mouse, and Controller are provided:
Open the Map Options tab: +
Alternative: →
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Alternative: [Hold] → Map Options
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Close the Map Options tab:
Alternative:
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Navigation: ,
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Quick Scroll Up:
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Quick Scroll Down:
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Select Item / Expand/Collapse Category:
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Expand/Collapse All Categories:
Open the Map Options tab: →
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Alternative: [Hold] → Map Options
Close the Map Options tab:
Navigation:
Alternative:
Quick Scroll Up:
Quick Scroll Down:
Select Item / Expand/Collapse Category:
Expand/Collapse All Categories:
The sections below detail the different categories within the Map Options tab.
Settings to adjust the lighting, fog and wind.
Settings to adjust the sunlight and it's direction. For more details, see Sun.
Changes the brightness of the sunlight.
Input range: 0.00
- 100.00
Changes the color of the sunlight. Note that this doesn't change the color of the sun itself. For changing the color of the sun, see Sun Tint.
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
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
Settings to control how bounce light affects the level. For more details, see Light Bounce.
Changes the brightness of bounce light from the sun and all other light sources.
Input range: 0.00
- 100.00
Changes the color of bounce light.
Sky light settings adjust the sky lighting and it's positional colors. For more details, see Sky.
Changes the brightness of sky lighting.
Input range: 0.00
- 100.00
Changes the color of sky lighting.
Changes the color of sky lighting coming from above the map.
Changes the color of sky lighting coming from the north side of the map.
Changes the color of sky lighting coming from the south side of the map.
Changes the color of sky lighting coming from the east side of the map.
Changes the color of sky lighting coming from the west side of the map.
Sky rendering settings adjust the look of the sky and sun. For more details, see Sky and Sun.
Sets the brightness of the sky. Uses Rayleigh scattering.
Input range: 0.00
- 100.00
Sets the brightness of the sun. Uses Mie scattering.
Input range: 0.00
- 100.00
Sets the color of the sky.
Sets how intense the sky color is.
Input range: 0.00
- 100.00
Sets the color of the sun. Note that this doesn't change the color of the sunlight. For changing the color of the sunlight, see Sunlight Color Override.
Sets how intense the sun color is.
Atmospheric fog settings emulate light scattering in the atmosphere. For more details, see Fog.
Sets the distance to offset the fog falloff from where atmospheric fog starts rendering to the horizon. Based on Fog Near Falloff.
Input range: 0.00
- 5.00
Sets the distance from player where atmospheric fog starts rendering.
Input range: 0.00
- 10,000.00
Sets atmospheric fog density.
Input range: 0.00
- 1.00
Sets the atmospheric fog density at a distance. Works with the Fog Near Falloff value.
Input range: 0.00
- 1,500.00
Sets the amount of atmoshperic fog falloff that occurs upwards from the horizon.
Input range: 0.00
- 5.00
Sets the amount of atmoshperic fog falloff that occurs downwards from the horizon.
Input range: 0.00
- 5.00
Determines how much atmospheric fog is in the atmosphere. Color is based on Sky Tint Override.
Input range: 0.00
- 5,000.00
Sets the amount of light that scatters throughout the atmosphere. Lower values result in stronger scattering.
Input range: 0.00
- 1.00
Sets a false color scatter throughout the atmosphere.
Volumetric fog settings simulate 3D fog as cost from a light source. For more details, see Fog.
Volumetric Fog can be turned off client-side from the video settings, so it shouldn't be relied on for major fog effects.
Toggles the display of volumetric fog.
Sets the volumetric fog density.
Input range: 0.00
- 1.00
Sets the volumetric fog color.
Sets the distance from player where the volumetric fog starts rendering.
Input range: 0.00
- 600.00
Sets the distance from player where the volumetric fog stops rendering.
Input range: 0.00
- 1,000.00
Wind settings affect the movement of some dynamic objects such MP Trees, as well as Screen Effects.
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
Changes the angle of the wind in relation to the ground plane. In simpler terms: up and down.
Input range: -180.00
- 180.00
Changes the speed of the wind.
Input range: 1.00
- 12.00
Screen Effects are global moving particles that display on every player's screen.
Changes the screen effect such as rain, dust, bubbles, etc.
Having global Screen Effects on may cause issues on maps with multiple FX-emitting objects such as Weapon Spawners. Turning the Screen Effects off in these cases helps prevent issues with FX overload.
Toggles the visibility of decorators in the map. Decorators are small foliage details on the built-in canvas floor of Forge canvases.
Ambient Sounds are audio loops heard throughout the map at a quiet volume.
The primary ambient sound that plays in the map.
The secondary ambient sound that plays in the map.
The type of reverb applied to the map. Reverb can be commonly heard in the form of object impacts, gunshots and explosions.
The secondary ambient sound that plays in the map.
Toggles the playing of primary and secondary ambient sounds during Forge edit mode.
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.
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 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.
A breakdown of the categories of the Forge Simulation budget.
The total percent of the Forge Simulation budget used by Object entities, including static objects and dynamic objects.
Budget range: 0.0%
- 100.00%
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 total percent of the Forge Simulation budget used by miscellaneous entities, including prefabs, user strings, some properties, etc.
Budget range: 0.0%
- 100.00%
Object count limits for various types of objects.
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%
The number of vehicles in the map. Does not account for vehicles created during gameplay. Includes all types of Vehicle Spawners.
Budget range: 0
- 40
/ 40
While the limit is only 40, it's a very safe limit, as the real hard limit for vehicles is 128. Some vehicles like the Scorpion and Warthog are made out of two vehicles: the mover and the turret. Creating vehicles during gameplay such as spawning players in vehicles or cloning vehicles via scripting only has the hard limit of 128 total vehicles in play.
The number of Reflection Volumes in the map. This is a hard limit and cannot be exceeded.
Budget range: 0
- 15
/ 15
The number of movers in the map. This is a hard limit and cannot be exceeded.
Budget range: 0
- 48
/ 48
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.
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.
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.
Settings to adjust the light probes generated by default in a map. For details on what light probes are, see Light Probes.
The bounding type determines the area where to generate light probes by default. For details about custom light probes, see .
Level: Light Probes are generated within the entire Forge canvas gameplay space. Only useful in maps with large skyboxes in the canvas gameplay space that need light bounce data.
Objects: Light Probes are generated only within a bounding box that covers all objects placed in the map. Useful in maps built in interiors, or maps where the skybox doesn't need to have accurate light bounce data.
Sets the distance between default light probes. For details about custom light probes, see . Lower spacing values result in more accurate lighting at the expense of increased light probe counts and lighting build times.
Input range: 1.00
- 100.00
Estimated number of light probes based on the current settings across the Level Bound Probes and the . Larger probe count values result in more accurate lighting at the expense of increased lighting build times.
Value range: 0
- 14000
/ 14000
Reset 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 objects in the map. For more details about locked and unlocked objects, see Lock & Unlock.
This action cannot be undone.
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