The new Halo 2A forge maps are literally giant empty skyboxes.
You can add terrain and you can make simple scripts using the tools provided.
Then you can make buildings, vehicles, weapons, spawns, objectives, etc.
So yeah, pretty much making maps from scratch.
You are using pre-made parts, but it's a console level editor. It's as "from scratch" as it's going to get imo.
It's not any different what I said. You still aren't making new maps. You are modifying pre-existing ones. Scripting is limited, you can't create custom geometry or objects (new meshes, audio, coding etc), and you still have limited space to build your level in.
Do those features sound nice? Sure. But I had a lot of fun with Halo 3, and you're not going to convince me otherwise. Halo 3's Forge was fantastic. Nothing is "stuff" just because it's old.
Going to repost this here from FFShrine. Haven't included the placement notes (where each track is played in Halo 2) since Blockland Forums lack spoiler bbcode. HALO 3 IS ON THE WAY! Hold on tight.
- 274 Songs, 2:18:59 Playtime, 382.1MBs Uncompressed
- MP3 320KB/s
- All IDv3 Tagged.
- Organised into folders.
- Includes Cover Art and .m3u Playlists (based off the folders).
- Custom Names either based off quotes from the specific cutscene, the place the track is played or what is happening when the music plays.
HALO 2 --- VERSION 1

Download Links:
Important Notes:
- This is the first rip (I know of) that all of the individual menu songs extracted from the game. All of the menu tracks had to be extracted by hand; they are actually encoded in the XWMA format instead of the ADPCM format the other files use. By finding the file offsets and chunk sizes of the data (the physical data is stored in a different location to the tag files that references the data), I was able to use a Hex Editor to rip the data chunks, save the chunks as .wma files and convert them to .mp3. The reason they are a different format is the same reason they are a higher quality audio/have less compression artifacts; during the game, you have lots of sound effects, dialogue, background atmosphere and other sound elements mixing with the music, so the developers could get away with packing the quality of the audio lower. In the menu, since you are only hearing the music, the files needed to be higher quality.
- There are 3 "deleted" tracks included. These tracks were included the files and were programmed in, but were lacking the correct script functions for them to play. Thankfully their order in the files were retained so it's possible to guess where they were supposed to play. "Glue (F Note) (No High) (In)" is supposed to play when you enter Regret's Temple, but is missing a "Start" function (the stop function exists and is even called during the game script). "Swell (Stinger) (Six)" was supposed to play at some point between "High Moans" and "Ionizer", but it has no functions within the game script. "Spooky Ambience Two (Loop) (Two)" was supposed to play before "Women Choir Three", but again lacks both the start and stop music functions.
- There are two variations of the non-loop "Trying Winds" song. One was called "bakboys" in the files, and the other was called "boys". The former now has the tag "Background Choir", while the latter is "Boy Choir".
- The full version of Peril did not actually have "Full" in the filename, but I added it as a tag to make it clear.
- In almost every single instance, I use Alt-Outs and Alt-Trans-Outs interchangeably because they lack one or the other. The only exception is "Retro (Full) (Alt Transition Out)".
- Except for a few examples where "Choir" was already used, I have renamed any instance of "Vox" to "Choir" as it sounds better, and there are no instances where the Vox is not referring to a full choir.
- There are a few instances of names that had to be made up on the spot; "new_halo_steve_ck\nhsc..." became "Halo (Scarab)", "halo_rev_short" became "Halo (Short)", "steve2_nolead\stvnolead\in" became "Halo (No Lead)", "Bomay" is what the actual file was called, and there is no indication of what it means, "bdfull" became "Flood Bait", "end1_vox" became "Halo 2 Theme (Menu)", "mid_wmel" became "He Flew Pretty Good! (Menu)".
- Two tracks were given names from the official Halo albums; "15_strings" became "Unforgotten (Menu)" and "Groove2" became "In Amber Clad" since there was already a track called Groove, and I felt they were totally different in every way and wanted to make them distinct.
- "More Strings" is the actual file name; I will probably improve the name when I extract Halo 3's soundtrack, since the same track appears in that game.
- The file "06_sentinelwalls\x07\music\x07_02_mus" was exactly the same as "Swell (Stinger) (One)" (but a completely different filename, since the latter is named like a cutscene music file). I decided to remove the duplicate.
- One of the duplicates of "Glue (G Note) (No High) (Loop)" was incorrectly listed as a "No Low", even though it was the same as the others.
- There are 18 audio tracks that started with a "Loop2" instead of "Loop1". Because there's no tag data for a Loop1 in any of these tracks, I believe this is either a developer mistake, or variations of these loops were removed during development.
- There was a conflict in the filenames between the In and Loop sections of the "Tension (No Strings) (Alt)" track. One was named Loop2 when it was clearly the "In", while the other was called the "Loop1". I have named them as I felt was appropriate.
- Swell stingers 1, 2 and 4 do not exist, and Trill stingers 1, 2 and 3 do not exist.
- There are about 5 loops which are named "Short Loop", and yet had the same size and sound as all the other regular loops, so I named them as normal.
Halo 2's Audio System - A quick explanation:
- Audio tracks are separated into several parts, including In, Out, Loops, as well as Alternate In, Alternate Transition (when a song flips between the ordinary loop and the alternate loop without stopping), Alternate Out, Alternate Transistion Out and Alternate Loops.
- Each of those are split into tiny 1-second (usually less) "permutations".
- Some tracks have "Sound Details", which are basically additional little stingers which are randomly played based on some parameters the designer sets.
- Some tracks are "Glue" tracks. While they are sometimes played by themselves, they generally are designed to layer over other sound files to give them extra flavour.
- The sound system has the ability to do fade-ins/fade-outs, and possibly some other audio FX.