Our first real look at forge in H2A, courtesy of IGN
See Forge in Halo 2 Anniversary – Halo: The Master Chief Collection – IGN First - IGN
Out of the new Natural pieces we get access to Terrain, Rock and Foliage categories. Below is the (not so flat) Flat, Large. Expect this piece to replace the more square shaped "Rock 5" from Halo 4.
Cliff, Large piece shown below. This is part of the new natural terrain pieces and is one of the best showcased so far. It displays functionality and form perfectly with its proper use as a canyon wall while looking very organic with well defined complex structure.
Simple scripting not only allows us to control some of the dynamic elements on maps like waterfalls on Shrine or the EMP blasts on Bloodline, we get to blow stuff up too. This is very similar to the options given to us with the 'Ricochet' gametype in Halo 4, where users could script vehicles to explode upon scoring. In addition to the fireworks display, a bridge was seen spawning into place when activated by a switch.
Below was a demonstration where you could create a switch to spawn a bridge piece. For some reason energy bridges were harder to materialize than solid concrete...
The additional pallet options and pieces for the "Natural" category has increased significantly, however lighting and texture rendering leave us with some very concerning issues. Below is an example where rocks break our sense of 'realism' for environments. Hopefully this gets addressed in the future.
The lighting for indoor / enclosed maps will look similar to the visual experience below:
Below shows the available forge map options: