How to improve your forging

Discussion in 'Halo and Forge Discussion' started by EpicChief117, Sep 22, 2011.

  1. EpicChief117

    EpicChief117 Forerunner

    Messages:
    425
    Likes Received:
    0
    Aesthetics -use unusual objects in unique ways to create a design that looks nice.
    -Keep the aesthetics of a map matching so that the map's looks don't fight each other.
    Flow -When designing a map, create equal pathways to different areas of the map.
    -use weapons to control player movement and if an area is too underused, then move weapons over there to encourage players to go there.
    -identify choke points and find ways to improve flow through manipulating these choke points.
    Weapons -Use weapons that don't give a massive advantage to whatever side possesses it.
    -sometimes placing weapons that dont fit the environment can add some interesting things to it. eg, sniper rifle in a close quarters map.
    Edit weapon spawn timers and extra mag counters to balance the weapons better.

    Beginning Layout...
    -When creating the layout of a map, keep in mind what paths players will take to reach the objective and control the enemy team movement to counter this movement.
    -Keep in mind the areas which are underused in your layout and place weapons to create more flow through that area.
    -Do not make your map too small or players will be frustrated with the same routine.
    -Do not make your map too big or players will become frustrated with being unable to find the enemy.
    -Incorporating forge tricks into your map (jump pads, dynamic dangers, etc.) can help to add some interesting elements to your map as well as adding some new things to keep in mind when designing your map.

    Forging...
    -If you are going to use some of the environment to your map, then make sure that you already have your layout and decide which part of your map that the natural structure is going to be used in.
    -Natural structures do not look good when merged with normal structures. You can use upside down golf cups as grass to put your rocks on but just like rocks, this item does not look nice when merged with normal structures.

    Framerate...
    -framerate is the rate of lag that is produced on a map. Lower quality framerate means more lag.
    -framerate lag can be caused by glass, reflections, lights and special FX.
    -framerate issues can also be caused by spawn points and objectives but the lag will only exist in forge mode.

    Forgeblock...
    -forgeblock is when you are unable to forge because everything you make seems bad to you.
    -forgeblock can force you to give up on a good, solid idea.
    -forgeblock can most commonly be cured (like the inability to study) by doing activities like listening to music or having a healthy snack.
    -this is because one side of your brain does work and calculations and the other side does activities. If one side gets tired, then it will stop working and the other side will start working.
    -in order to get the side you want to work to do what you want it to do, you must tire out the other side.

    Incentives...
    -incentives are what can control player flow mentally. For example, it is used to discourage or incourage the player from using a particular path.
    -you can add some more interesting features by creating a negative and positive incentive in the same place. This means that it is risk vs reward and will halt boredom.
    -Negative incentives make players want to use a different path and positive is the opposite.

    Vehicles...
    -If you decide to incorporate vehicles, then you must aim for a high player count. anywhere above 12 player minimum is fine.
    -Some people like to break this rule and imobilise certain vehicles but still allow firepower. Sometimes people will make a rocket turret by trapping a rockethog in the ground.
    -Just like weapons, vehicles cannot be overpowered. The tank is hard to incorporate in this respect.
    -Warthogs are the best type of vehicle to use in vehiclular maps as they serve multiple tasks without overpowering.

    weapon/ vehicle balance...
    -when incorporating a vehicle with a strength and a weakness, make sure to provide a weapon or vehicle that unlocks this weakness. A combo of active camo and spartan laser can swiftly take down a guasshog.
    -The amount of vehicles should not mean that you need to add too many power weapons. If you feel that there are too many power weapons, then remove a vehicle or two as well as the weapon(s) that counter it.

    Bugs...
    Z- Fighting...
    - Z- Fighting is when two objects are in the exact same place and flicker.
    - This makes the map less aesthetically appealing.
    - To prevent this, just nudge one of the objects very slightly.
    Shading...
    - When an object is close to an immovable object, it changes shade.
    - If near a tree, it will be shaded green and if near a rock, will be shaded grey.
    - There is no known way to fix this bug manually.

    Remakes...
    - When remaking a map, make sure to have a copy to refer to like another xbox on another tv.
    - It is important to be as accurate as possible.
    - If you are giving it an alternate name, then make it still relevant.
    - If you cannot remake the aesthetic properly, then give it a new, fresh one.

    I hope this helps anybody.
     
    #1 EpicChief117, Sep 22, 2011
    Last edited: Sep 25, 2011
  2. PatchworkZombie

    PatchworkZombie Ancient

    Messages:
    401
    Likes Received:
    0
    Ok nice post, I read through it. Just a few of things:

    You forgot the main frame-rate lag cause of too many objects in a small space.

    I disagree with this. I think an 8 player game could work just fine with a ghost or a mongoose. depends on the map layout though.
     
  3. EpicChief117

    EpicChief117 Forerunner

    Messages:
    425
    Likes Received:
    0
    yeah. i was half asleep when i wrote this so i was probably more out of it than Shortie!
     
  4. MrGreenWithAGun

    MrGreenWithAGun Forerunner
    Senior Member

    Messages:
    1,338
    Likes Received:
    359
    Wouldn't you say that the OP is more of an overview or summary of various aspects of forging?
     
    #4 MrGreenWithAGun, Sep 22, 2011
    Last edited: Sep 22, 2011
  5. pyro

    pyro The Joker
    Senior Member

    Messages:
    3,703
    Likes Received:
    4
    You mean to say you wrote a forge guide while tired and didn't think to put the time into having someone else review it or at least going back over it while fully awake? Making a good guide takes time, doing something besides obvious stuff, and something besides a wall of text. I'm not saying anything here is wrong, although many things are omitted, but it doesn't serve much purpose besides stating obvious facts about map design.
     
    #5 pyro, Sep 22, 2011
    Last edited: Sep 22, 2011
  6. MrGreenWithAGun

    MrGreenWithAGun Forerunner
    Senior Member

    Messages:
    1,338
    Likes Received:
    359
    It's okay... It just needs more meat added..
     
    #6 MrGreenWithAGun, Sep 22, 2011
    Last edited: Sep 22, 2011
  7. Stevo

    Stevo Drunken Bantersaurus Rex
    Forge Critic Senior Member

    Messages:
    3,052
    Likes Received:
    41
    That's what she said...




    [sub]Not implying I have a small ***** or anything... >.>[/sub]

    OP: I still believe glass isn't something that contributes to framerate. You could essentially build a map entirely of glass and it wouldn't have framerate issues. It just depends where you use the glass, and how much of the map it reveals.
     
  8. MrGreenWithAGun

    MrGreenWithAGun Forerunner
    Senior Member

    Messages:
    1,338
    Likes Received:
    359
    On second thought, I don't want to argue the point with you today...
     
    #8 MrGreenWithAGun, Sep 22, 2011
    Last edited: Sep 22, 2011
  9. EpicChief117

    EpicChief117 Forerunner

    Messages:
    425
    Likes Received:
    0
    I have updated it with bugs and remakes.
     

Share This Page