Forge has always been, and hopefully always will be a work in progress that gets better with each game. Based on what we have seen from the Halo 5 beta and Halo 2A forge in MCC, I expect forge in Halo 5 to be much better than it's predecessors. I expect this not because of just a new iteration, but as many of the issues forge has faced in the past are not present in Halo 5. However, although forge should be better, I have a feeling that the forge community will be even worse off, despite the progress. Here are some things that has been/always will be problems with forge that many people don't realize. I'll break these into some different categories to help explain the issues.
Console Power: Held back by split-screen, Frame-rate Drops, and Spawning.
Splitscreen:
Modders have proven over and over again that consoles can handle increased item count, despite Bungie and 343i claiming the console can't handle more. The truth is, they are right, the game cannot function properly with high item count as long as there is split-screen. Split-screen is the main reason for the item count. When playing split-screen, the console has to do 2-4 times the amount of work than a console with only one player. This is because the console has to keep track and generate the map for each player, what they see, and how objects interact with each other. Well-known maps that make it into matchmaking have to be edited and fixed to make sure it can be handled by split-screen, especially when you have bad connection and multiple consoles with split-screen actively being used in a match. The community made Invasion maps by THFE in Reach that made it into matchmaking are a testament to this. THFE did an amazing job with those maps, fixing plenty of issues, and cutting back on parts of the map to make it playable. As someone who saw the initial finished products (before they were to be made for matchmaking), I can attest to the changes made and see the amount of work they had to make to the maps and innovation they used to bring maps in that would have never been able to be played in matchmaking. Removing split-screen helps the console process the game better for players, and allows for more usage of forge mode to the optimums.
Frame-rate Drops:
Item clipping (also known as Screenlag) has been an issue since Reach, and is part of an ongoing battle against frame-rate. This is caused by items that have different properties than normal (glass, lighting, metallic shine, etc). It is also caused by having two items on top of each other, which flash back and forth between the items being seen. Forgers spend a lot of time having to shift blocks and redo entire areas because of these object interactions, which are both distracting to players and create more work for the console. Being a more powerful console, The Xbox One has the ability to overcome the drops much easier. From the forge maps we saw in the Halo 5 Beta, the items seem to have a much more simplistic texture and design. This is good news for the community, as the console will be working less to generate the same structures. For an example of some issues that carry over:
Spawning:
In Halo Reach, Invasion was one of the most intensive gamemodes ever made for Halo, and Halo 4 had dominion, another intensive gamemode for the Xbox 360. This was due to items being spawned in, changing properties, and plenty of invisible and visible zones, objects, etc. In addition, the spawning formula for the games were unique in these gamemodes, being dictated by player choice, spawn zones, and the current possessions of a team. Halo 2A forge has shown that the Xbox One can handle this, with the switches, timers, and special objects that were introduced in Halo 2A forge. Based on how spawning weapons in Halo 5 Beta worked, spawning looks fairly optimistic.
Forge Mode: Controls, item labeling, Items, and features.
Forge Controls:
Forge has relatively retained the same controls since it was first implemented in Halo 3. Additions have been made, such as being able to duplicate and lock items, but some features were removed and brought back (precision editing). Overall, this has gotten better with time, but there is still one beef I have with the controls: spinning an object 45 (or 30) degrees twice. Any forger knows exactly what I am talking about, when you spin and object once along the x or y axis, and then along the z axis (or vice versa). For example, you can't have a block 1x3 be both a diagonal bridge between catty-corner blocks and at a 45 degree angle with the floor. Instead of doing as you would expect, the game spins the block in an all new angle, not relative to only one of the x,y, or z axis respectively. It would be nice to have an "undo button" whether it be movement, or deletion.
Item Labeling:
This has been an issue since it's advent in Halo Reach, allowing objects to be used in only certain gametypes, under certain conditions, and to be a specific object (KOTH hill, Headhunter score zone, etc). To use these objects you have to learn how to label, and what to label, which is hard to do with complicated gametypes such as invasion or Dominion. With Halo 2A, they broke down the objectives into easier to use items. Although you still have to label them KOTH Hill, flag spawn, etc., the naming of the objects was mainly so you could identify the objects in-case you had multiple at the same spot (like and Infection safe zone and a KOTH hill). Item labeling has gotten much simpler, but the labeling still offer increased customization from the gametype's options.
Items:
You have to have a decent variety of items, of various sizes and shapes, with a mixture of natural terrain and buildings. Item textures need to work well together and with the environment around it, and cannot be overly bland or complicated. There needs to be some more complicated or user-feedback items, such as destructible cover, etc. Overall, many items which can be used in many ways. Some items have been almost worthless in most maps, but shine in others. Give forgers a large palette to chose from, and they can use the items as they see fit. Mistakes have been made with items in the past (rounded corners with Halo 4 being one).
Forge Features:
This is the most diverse category of Forge. There have been great additions, such as magnets, spinning by a certain angle, phasing, etc. Others have been cosmetic, sure as changing colors of objects. Many of these have helped people get into forge and make forging faster (remember trying to put bridges together in Reach?). Trait zones and gravity volumes are another one of these features, which can be edited and used some the gametype does not have to be special for the map. Killzones and safe zones have helped created good boundaries for players, even when some forgers don't know how to use them properly. The thing is, these features have been used in many cases as a substitute for something that already works well (precision editing/magnets). Typically for every feature added, another disappears, or is hardly usable anymore. It is like getting a prosthetic leg and then losing your other foot, are you really better off?
The Game: Gametypes, Customs, and The Community.
Gametypes:
Whoa, we already talked about gametypes! No, we talked about objective objects. Here is the important thing: gametypes are part of the core of forge innovation. Don't believe me? Let's look at some examples: In Halo 4, there was no sided CTF. It had to be forged in to make one flag (the attackers) inaccessible, but close enough so that the attackers knew where to score it. THFE created an Invasion-like gametype called Conversion in Halo 4, which had to be forged into the map. Many of the action-sack and custom maps in Halo Reach and Halo 4 were from gametypes such as stockpile and Headhunter. Many were modded gametypes, like gun-game, mini-slayer, etc. Allowing older gametypes to make an appearance, even if not played in matchmaking, allows for forgers to make maps that can be used in customs.
Customs:
Customs has been a core part of Halo since the beginning. Having your friends or random people get together in a lobby and play mini-games, competitive maps, and all sorts of other creations is one of the most enjoyable parts of Halo. Forging is a huge part of customs, and if the forge community is not strong, or can't get their maps tested in customs lobbies, customs is reduced to replaying the same simple mini-games and base maps on a game.
The Community:
From launch, the community needs to be able to support forge. If a working fileshare is up within two months, especially in conjunction it being up on Halowaypoint.com, maps will be able to be spread across the community, and allows players to see a cool map online in a video, click a link, and ready it for download on their xboxes the next time they get online. Additionally, the community, the members of the Halo universe, need to play Halo and help forgers test their maps and keep the game alive. If the online population dies off in a few months, there is no incentive to make maps, as no one will ever play them. Sadly, with the removal of split-screen, this hurts the community. It also hurts forgers who just want to test out if a gametype works by turning on a second controller. Now they have to find a friend or a random person online to help them test.
So yeah, there are many issues with Forge that have been/ always will be there. If you want to talk about what I have said, please feel free to discuss, as I am more than open to a dialogue about forge or my thoughts.