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Modes

A collection of custom modes created by the Halo community for Halo Infinite.

Fiesta++

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Kill Confirmed

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Headhunter

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TSG Modes

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Conquest

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Sportsball

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Bot Backfill Modes

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Havens

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Mode Functionality Test Modes

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Warzone Fiesta

https://okom.one/blog/warzone-fiesta-released

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Multi-Team Modes

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Supported Maps

Maps with full support for Warzone Fiesta

Published maps with full support for Warzone Fiesta include:

  • Smallhalla

  • Sandstone

  • First Light

Note, that all maps support Warzone Fiesta by default, but they will be missing around 20 weapons including the turrets, sandwich and .


Contributors

Okom

Slipspace Arena

Overview

Slipspace Arena was originally designed for Halo 5, with the original iteration being called Fury and having been concepted by Nitro and built out by him and other members of the Forge team Creative Force.

Links

Isolation
Timberland Evolved
Death Island Evolved
Blood Triangulch | WZ Fiesta
Plunderland
Hollow
Breakpoint
Escarpment
de_dust2
Darkstar Preview
projectile weapons
Cover image

Levels

Game Modes: Slipspace Arena PVP Slipspace Arena PVE (releasing when the PVE example level is complete)

Gameplay

  • Players spawn in a different arena per round.

  • Rounds are short so that many arenas are played in a single match.

  • This can be used for PVP and PVE designs.

  • This was originally concepted for 1v1 and 2v2 PVP gameplay in Halo 5.

  • Each arena can be set up with different gameplay options, such as modifying player loadouts and traits per arena, or going as far as to have objective modes or PVE experiences with multiple phases built in each arena, or even further and mixing PVP and PVE experiences on the same level in separate arenas.

  • The default PVP experience is 2 minute rounds, first to 15 kills per round.

    • It is intended that each round goes all the way to the clock running out rather than ending early from score-based win conditions in Slayer experiences.

A birds-eye-view of an early version of Seasons | Slipspace Arena, by Okom1 and MikRips

Template

  • 9 arenas

  • Each arena has it's own spawn regions and script brain boundary set up already.

    • Each arena has a script brain (with a boundary) and 2 spawn regions.

    • The boundaries of these 3 objects must cover the entire area of the playable space in that arena.

  • Each arena has spawns for Teams or FFA (4 player) play set up already.

Note: While the primary design is for 1v1/2v2 and 4 player FFA matches, these arenas could easily be made larger and have more spawns added. For instance, this can be used to build PVE or PVPVE arenas instead; a "boss fight" per arena to create a boss rush mode would be easy to accomplish by adding code to the script brain for each area to define those encounters.

A top-down view of the template file.

Per-Arena Logic

  • On Player Spawned

    • An event stub for applying code to players that spawn in the arena this brain's code is for.

    • This is effectively an example of how to add arena-specific events.

    • By default, the Branch in this circuit is set to FALSE.

      • DO NOT set it to TRUE, or this will trigger regardless of where they spawn

      • To activate, connect the unused output of Object Is In Area to the Condition pin of the Branch node and it will only affect players that spawn inside this brain's boundary.

  • Enable/Disable Stage Custom Events

    • These are called by the Central Logic brain

    • All they do is check to see if the brain selected by the Central Logic is the brain the code is on, then spawn or despawn the spawn region objects for the relevant arena.

    • These should not be edited.

Circuits that use the current Stage Brain's Object Reference for context.

Central Logic

  • The Central Logic is in an arrangement of Script Brains above an Invisible Switch.

  • Includes a version of tsg init.

Variable Declarations

  • Object List Declarations for stages and stages_resetList

    • The order only matters if you aren't using the random sequence.

    • This only needs edited if you are:

      • Changing the order of stages when not using the random sequence

      • Adding or removing stages

    • stages_resetList is used to reset stages when stages becomes empty.

  • Boolean Declarations for randomSequence and allowRepeats

    • Control if the sequence is random and if it can repeat arenas before having gone through each one be setting the initial values of these declarations to the relevant TRUE/FALSE values for your needs.

The list of all of the Stage Brains, as well as declarations for controlling the sequence of arenas between rounds.

On Player Joined

  • This is here to prevent players from attempting to spawn before there are available spawn points at the beginning of a match, which would spawn them at the level's backup spawn points instead of inside the current arena.

On Round Start

  • This is the first half of the logic that picks which stage to activate.

  • Each round, all of the arenas are deactivated and a single arena is selected to be reactivated for that round.

setSpawns_sequential and setSpawns_random

  • The second half of the logic that sets the active stage

  • Sequential

A circuit that increments the stage each round, rolling back to stage 1 when it reaches the end of the list.
  • Random

    • So that no stage is picked twice when random order is enabled, stage brains are removed from the list when their arena becomes active.

    • When stages is empty, a second list that has its original objects is used to refill it so that the sequence can start over.

A circuit that picks a random Stage Brain from stages to activate and remove from the list, resetting the list when it's empty.

Contributors

Captain Punch Okom MikRips

Template

4v4 Stockpile

How to set up a level to support 4v4 Stockpile.

4v4 Stockpile by WAR FH is a variant of Stockpile that is tailored for competitive 4v4 gameplay. Power Seeds spawn in 5 set locations on the map and need to be delivered to your team's Power Sockets to gain score. 3 delivered Power Seeds results in a score increase for the team. The first team to 3 score wins. Players can also steal Power Seeds from enemy Power Sockets and bring them back to their own.

Gamemode setup

The objects required on-level to support 4v4 Stockpile.

A prefab with correctly set up objects for this mode can be found here: by .

Power Seed Spawns

Power Seed Spawns determine the locations where Power Seeds should spawn.

Object path

  • Gameplay

    • Game Modes

      • Power Seed Spawn

Placement

Place 3 Power Seed Spawns in neutral positions around the middle of the map that don't favor either team. Place the remaining 2 near the other Power Seed Spawns, but each slightly favoring one team.

Place each Power Seed Spawn flat on the intended surface. The origin point of the Power Seed Spawn object should be positioned on the surface and not floating above it. Having the origin point float above the surface means that the Power Seed will spawn in the air and drop on the ground.

Labels

  • None

As this object is not visible in gameplay and has no effect in modes that don't use it, it doesn't require a gamemode "Include" label.

Properties

  • Power Seed Variant: User choice.

Power Sockets

Power Sockets are where Power Seeds should be delivered to.

Object path

  • Gameplay

    • Game Modes

      • Power Socket Forerunner

Placement

Place 3 Power Sockets per team next to one another and in a relatively open and vulnerable area near each team's base. The goal is to promote the stealing of Power Seeds and for them to be delivered back to the other team's Power Sockets in around 4 seconds.

Labels

  • Stockpile Socket

  • Stockpile Include

Properties

  • Team: Team 1 (Eagle) / Team 2 (Cobra)

  • One Time Use: Off

  • Create With Carriable Attached: Off

  • Use Device Interaction: On

Stockpile Navpoints

Stockpile Navpoints are used to create a navpoint on the Power Sockets to show players where to deliver the Power Seeds.

Object path

  • Gameplay

    • Game Modes

      • Stronghold Capture Zone

The Stronghold Capture Zone object is used for this item, but the correct label makes it work as intended.

Placement

Place 1 Stronghold Capture Zone 6.5 units below where the "Deliver" navpoint should show up. Usually this is placed at the position of the central Power Socket.

The zone boundary has no effect on the navpoint.

Labels

  • Stockpile Navpoint

As this object is not visible in gameplay and has no effect in modes that don't use it, it doesn't require a gamemode "Include" label.

Properties

  • Team: Team 1 (Eagle) / Team 2 (Cobra)

Spawn Influence

Spawn Volumes are used to prevent teams from swapping sides during 4v4 Stockpile gameplay.

Object path

  • Gameplay

    • Player Spawning

      • Spawn Volume [Respawn]

Placement

Place 1 Spawn Volume per team covering half of the map's Respawn Points within the boundary. The Spawn Volumes should intersect in the middle of the map. Avoid overlapping the Spawn Volumes as the overlap area will block players on both teams from spawning in it.

Spawn Volumes are used to adjust the spawning influence of Spawn Points within the boundary.

Labels

  • Stockpile Include

Properties

Eagle:

  • Team: Team 1 (Eagle)

  • Weight: 0.00

  • Disable Spawn Points: On

  • Affects Opposing Team: On

Cobra:

  • Team: Team 2 (Cobra)

  • Weight: 0.00

  • Disable Spawn Points: On

  • Affects Opposing Team: On

Sandbox setup

As 4v4 Stockpile is based on a BTB mode, but is intended for Ranked 4v4 play, the sandbox of the map needs to be forced to Ranked 4v4 settings for optimal gameplay, otherwise the properties that default to BTB modes would be used such as faster spawning weapons.

Base Weapon Spawners

Adjust the Spawn Properties of the on the level to match the following:

Power Weapons (Tier 3) don't need to be adjusted.

Tier 1

  • Spawn Properties: Custom

  • Ammo Multiplier: 100%

  • Spawn Logic: Dynamic (Expired)

  • Spawn Time: 30.00

For the following weapons:

  • BR75

  • VK78 Commando

  • MA40 AR

  • Pulse Carbine

Tier 2, 100%

  • Spawn Properties: Custom

  • Ammo Multiplier: 100%

  • Spawn Logic: Dynamic (Expired)

  • Spawn Time: 60.00

For the following weapons:

  • MLRS-2 Hydra

  • Ravager

  • Sentinel Beam

  • Needler

Tier 2, 50%

  • Spawn Properties: Custom

  • Ammo Multiplier: 50%

  • Spawn Logic: Dynamic (Expired)

  • Spawn Time: 60.00

For the following weapons:

  • Shock Rifle

  • Stalker Rifle

  • CQS48 Bulldog

Base Equipment Spawners

Adjust the Spawn Properties of the on the level to match the following:

  • Spawn Properties: Custom

  • Ammo Multiplier: 100%

  • Spawn Logic: Dynamic (Pickup)

  • Spawn Time: 60.00

For the following equipment:

  • Drop Wall

  • Grappleshot

  • Repair Field

  • Repulsor

Ranked variant Spawners

Specific equipment and weapons in have been adjusted by HCS ruling to have less ammo/charge when played in Ranked modes. These changes need to be adjusted on-level, and a Ranked-specific variant of a spawner needs to be duplicated at the same position with specific Spawn Properties.

Power Weapons

  • Spawn Properties: Custom

  • Ammo Multiplier: 50%

  • Spawn Logic: Static (Time)

  • Spawn Time: 120.00–150.00

For the following weapons:

  • Rocket Launcher

Base Equipment

  • Spawn Properties: Custom

  • Ammo Multiplier: 50%

  • Spawn Logic: Dynamic (Pickup)

  • Spawn Time: 60

For the following equipment:

  • Drop Wall

  • Shroud Screen

  • Threat Seeker

Any Threat Sensor equipment should be replaced with a Threat Seeker for Ranked modes.

Labels

The two spawner variants should not appear in a mode at the same time. Labels need to be assigned to prevent this.

Default spawner:

  • Ranked Exclude

  • Stockpile Exclude

Ranked Variant:

  • Ranked Include

  • Stockpile Include


Contributors

Okom

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

  • Removal Hold Time: 3.00

  • Planting Hold Time: 2.00

  • Affects Initial Spawns: Off

    Affects Initial Spawns: Off

    Max Deployed: 0.00

  • M392 Bandit

  • Bandit Evo

  • Disruptor

  • Mangler

  • Plasma Pistol

  • Mk50 Sidekick

  • Max Deployed: 0.00

  • MA5K Avenger

  • Max Deployed: 0.00

    Heatwave

    Max Deployed: 0.00

  • Shroud Screen

  • Threat Seeker

  • Threat Sensor

  • Thruster

  • Max Deployed: 0.00

    Max Deployed: 0.00

    5 Power Seed Spawns
    3 Power Sockets per Team
    1 Stockpile Navpoint (Stronghold Capture Zone) per team
    Spawn Volumes for preventing spawn-flipping
    ForgeHub 4v4 Stockpile Template
    Okom1
    Custom Spawn Properties for base Weapon Spawners
    Custom Spawn Properties for base Equipment Spawners
    Custom Spawn Properties for specific Equipment and Power Weapons for Ranked modes
    Weapon Spawners
    Equipment Spawners
    Cover image
    https://www.youtube.com/watch?v=gPBAlsIouHs&t=463swww.youtube.com
    Original iteration's showcase video by ForgeLabs.

    Tag-N-Bag

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    Thicc Raid

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