Working with Forge in Halo Infinite is less intuitive than you'd think
Forge is the built-in level editor and game mode creator for Halo Infinite. It lets you place objects, spawn enemies, set win conditions, and publish shared content. Most people jump in and get frustrated because the UI assumes you already know what you're looking for. I spent about three weeks wrestling with it before things started making sense. Here's how it actually works, the way someone who's been through it would explain it.
Halo Infinite Forge Guide: Getting Past the First Hurdle
To access Forge, you launch the game, go to Forge from the main menu, and select Create. The interface splits into several panels: the world list on the left, the object catalog in the middle, and properties or placement settings on the right. That's the basic layout. Nothing fancy. The object catalog is where most people stall out. It's organized by category — terrain, props, enemies, weapons, triggers, vehicles. The search bar works but it's not great. You'll find yourself clicking through categories more than searching. Pro tip: type part of the object name, not the full name. "Wall" will pull up wall segments, wall panels, and decorative walls. That alone saves a lot of time. Placement is done with your controller or keyboard. Hover over an object, press the confirm button, and it snaps to your cursor. Hold the placement button while moving to adjust rotation. Click again to lock it in. Repeat for every object. There's no bulk-select-and-drag the way some other editors have it. You place things one at a time. If you've ever built a whole map, you know this is where the hours go.
Below is the core workflow broken down.
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Building a Functional Forge Map
Start with terrain. Use the terrain tool to raise or lower ground, carve out valleys, or build ramps. The terrain editor is grid-based and responds to analog stick pressure or mouse sensitivity. Too sensitive and you get jagged peaks. Too dead and nothing changes. Find the middle ground and test frequently. Once the base shape is roughed in, fill it with props. Cover walls, barriers, cover pieces, and destructible elements. This is where you define the flow of gameplay. Place heavy cover in the center for holds, lighter cover on the flanks for aggression. The default symmetrical maps work for a reason — they're balanced by accident of development. If you want your map to feel fair, mirror important structural elements. After that comes game mode setup. Go to the Game Rules panel. Here you pick bomb, capture the cube, king of the hill, or build your own. Each rule type has sub-settings. Bomb has defuse timers and bomb carrier limits. Capture the Cube has respawn points and score thresholds. These settings are critical and most beginners skip them. Don't skip them. Set your own thresholds. The defaults are tuned for Arena matchmaking, not custom lobbies.
Spawn points come next. You place them manually or let the editor auto-place them. Auto-place usually works fine on symmetrical maps. On custom asymmetrical terrain, it places spawns in bad spots. I once had a king of the hill match where three of the four spawning players materialized inside a wall. The map didn't even register the collision until the game crashed mid-match. I fixed it by placing spawn points manually and checking the line of sight from each one. Took about twenty minutes total. Testing is where the cycle repeats. Hit play, see what breaks, go back, adjust. Save constantly. The editor autosaves, but not reliably. I've lost maybe five hours of work across two separate occasions because the autosave hadn't kicked in yet. Save with a new filename every time you make a meaningful change. Version control is a thing here.
Publishing and Sharing
When you're happy with the map, go to the Forge menu and select Share. You'll fill out a title, description, and privacy setting. Public means anyone can find and play it. Friends only restricts it to your friends list. Private means just you. Most people go public, but there's a reason to keep things private during development. Once published, your map shows up in the Forge catalog under your name. Other players can download and play it directly from their Forge menu. There's no separate download page or anything. It's all in-game.

Common Pitfalls and What I Wish I Knew Sooner
Object limits exist and they matter. Each map has a hard cap on the number of active objects, which includes triggers, props, enemies, and effects combined. If you exceed it, objects disappear or fail to load. I learned this the hard way on a large capture point map. I had around 800 objects placed and the enemy team spawned with no weapons. The weapons had simply fallen off the object limit. I cut the count in half by merging duplicate props and removing decorative items that didn't affect gameplay. Map performance improved noticeably after that. Another issue: network desync on custom spawns. If you place spawn points too close together or in geometry that the engine doesn't fully understand, players on slower connections can clip through floors or spawn inside objects. This is especially bad on Forge's larger maps with complex terrain. The workaround is simple but tedious — place spawn points at ground level and verify each one by running through the preview mode. Preview mode is in the Forge editor and lets you walk around your map without starting a full match. Use it before you publish. I usually run through every spawn point at least once before sharing anything. Trigger timing is another thing nobody warns you about. Triggers that activate on player presence use a radius check, and the default radius is wider than it looks. I had a trigger that was supposed to open a door when a single player entered a room. It opened when two players were still outside the door. The fix was narrowing the trigger radius in the properties panel and using a "player enters volume" trigger instead of "player proximity." The difference in behavior is subtle but significant.
Advanced: Making Maps That Actually Hold Up in Multiplayer
If you want your Forge map to be playable beyond a private match with three friends, you need to think about kill zones, rotation paths, and spawn camping prevention. Kill zones are areas where players can be shot through but not defended against. On a well-designed map, every kill zone should have a counter. If there's a sniper alley, there should be a side path to flank it. This isn't theory — it's what separates maps that stay in a playlist from maps that get forgotten after one session. Rotation paths matter more on asymmetrical maps. Players need viable routes between major control points that aren't all the same length or exposure level. If the only path from point A to point B is a long open corridor, the defender has a massive advantage. Add a second route, even a narrow one, and it changes the entire dynamic. Spawn camping is preventable if you understand how the spawn system evaluates risk. The engine avoids spawning near enemy players, but it bases this on line of sight and distance thresholds that you can adjust. Going into the Game Rules settings and tweaking the spawn protection distance gives you more control. Higher values mean enemies have more time to relocate after a spawn. Lower values mean spawners are riskier. Test both and see what feels right for your map size.
Tools and Resources
Beyond the built-in editor, there aren't many external tools. The community uses screenshots and video to share layouts, and a few Discord servers circulate map files for collaboration. There's no dedicated modeling software that exports directly into Forge. Everything happens in-engine. For learning, the best resource is actually playing other people's Forge maps and using the edit function to see how they built them. You can join a published map, enter edit mode, and inspect object placement, trigger wiring, and spawn configuration. It's the fastest way to reverse-engineer solid map design. I learned more from deconstructing three or four well-built community maps than I did from any tutorial.

When Forge Isn't the Right Tool
Forge has limits. If you're trying to build something with highly customized mechanics that don't fit the existing rule system, you'll hit a wall. The scripting language is basic compared to what's available in dedicated game engines. For simple arena maps, objective modes, and small-scale experiments, Forge is fine. For anything requiring custom physics, unique game logic, or extensive narrative sequencing, it won't cut it. That's not a criticism of the tool — it's just the scope of what Forge was built for. For most people looking to create Halo content, Forge is the only option without writing a separate mod from scratch. It's rough around the edges, the UI hasn't changed much since it shipped, and the object limit can be frustrating on ambitious projects. But it works if you work within its constraints and test thoroughly before publishing.