Forging 101: Gametypes There are many times when a forger may want to create a map that is intended to be just for fun, but casual or minigame maps often require their own gametype to function properly. In this forging 101, I will explain the basics of setting up custom gametypes for your maps. There are many other cool things about gametypes that I’m sure you will discover on your own as you create your own though. First of all, your going to need to decide to what gametype to start from, and go to the edit menu. Load up a gametype in custom games (don’t start the game though) then hit “X” to edit it. For this example, I will be editing Bungie’s default "Infection" variant after loading it in this way. Regardless of what gametype you start from, one of the options you will be given immediately will be the (gametype) Settings, so I’ll go into Infection Settings, where I can edit the settings specific to infection games. Based on the available settings, you need to choose which mode type to use. Why you would want to choose each type is listed below: Slayer Allows for basic settings. You can set whether or not to have teams, weapon sets, and player traits, etc., every setting applies to all players. King of the Hill Same options as Slayer. However, scoring bonuses are not included, but you can award points for being in/out of a hill. You must have a hill somewhere on the map. Additionally, you can set player traits to change when inside/outside of that hill. Oddball Same options as Slayer. However, scoring bonuses are not included, but you can award points for holding the oddball/not holding it. You must an Oddball somewhere on the map. Additionally, you can set player traits to change when they have the oddball. Not too useful, since you’ll often want a King of the Hill variant instead. Capture the Flag Traits can be set for everyone or for flag carriers. Conditions can be set for what causes a flag to return. The flag can return instantly if dropped, at a set time after being dropped, or only if someone returns it by standing near it for a set time. You can also set it so that you can only score if you have your own flag at your base. Territories Points are awarded for controlling territories. You can set special traits that players get when are inside a territory they control (Defender Traits), and traits they get while inside a territory their opponent controls (Attacker Traits). Juggernaut In Juggernaut, traits are setup for all players, and one set of traits is also set for the Juggernaut. Options can allow for goal points juggernauts need to reach to get points and how juggernaut is passed. In both Juggernaut and VIP, you can setup how the destinations change. Assault Offers the same basic options as capture the flag, except you use a bomb instead and need to bring it to your opponents plant point. Additionally, you can set the time it takes for the bomb to explode, and the time players have to spend there trying to plant it. VIP Very adaptable; you can set traits for a team with a VIP, a team without a VIP, or for an actual VIP. You can also set points for killing a VIP, getting a kill, getting a VIP kill, killing anyone, or reaching a destination as a VIP. Infection Also very adaptable. You can set the human and zombie traits and amount of starting humans or starting zombies. To set the starting humans, set starting zombies really high so it fills most of the party. If you have 15 starting zombies, you will always have only one starting human. Additionally, infection settings support special traits given only to the first zombies (alpha zombie traits). These traits use the zombie traits if left at unchanged. In addition to special settings for each mode, you can set additional settings in each mode. The Base Player Traits options will set the basic traits for each player. Set the starting weapons, starting shields, etc. here. Respawn Settings can be particularly useful. Here, you can set Respawn Traits, which apply to within a set time after they spawn. This doesn’t effect the initial spawn though. You can also set the respawn time for players, and turn on Respawn Time Growth. Use the Custom Powerup Traits to decide what happens to a player when they pickup a custom powerup. A useful thing to know is that all traits set to Unchanged will use the Base Player Trait set for that trait. So now that you know how to make sure the humans can't be killed, you can make that infection map of yours so much more interesting. However, you'll probably also find better uses for this, such as setting up special features specific to your map, or creating a completely new original minigame. Once you really explore the features of the gametype editor, you can open up many new creative options.