I've been thinking of attempting to make a map that supports the invasion gametype, but I have no idea what sets an exceptional one apart from a not so exceptional one. I've made an invasion map before, but it was a remake of campaign mission and I didn't put any thought into gameplay. So I'm basically asking what do you like and not like to see in an invasion map and what makes one "exceptional" in your opinion?
The only problem with this is to reach the size required for invasion it just makes the map bland and grey with lots of coliseum walls. Personally I think invasion is almost an impossible gametype to forge for. Honestly trying to get them perfectly balanced is a *****. But for any luck, take Oicee's advice, talk to the berb. He knows best when it comes to invasion.
I look for something that makes it stand out; whether it's structurely different, or aesthetically different from all other invasion maps. Look at Summit; look at how it stands out from the crowd. Creativity and balance is key, but of course, I don't know anything about invasion. That's my insight. Take it or leave it.
Ya, like a pile of blocks... I recommend Tempest... =)) Edited by merge: Why is that? Personally, I think that once you got a grasp of what Invasion game is all about it is straight forward in what you want it to yield in the way of game play, but just a standard or a little on the difficult side of forging skill. Edited by merge: What exactly is your goal for your invasion map? To make something new? Innovative? Or do you want to make it on par with the Play List maps?
Before you start up a map I would read through the invasion conceptualization. http://www.forgehub.com/forum/halo-reach-forge-discussion/116277-invasion-conceptualization.html What I will say is that invasion is perhaps one of the hardest gametypes to build for. If you are going to tackle an invasion map it must be built from the ground up for invasion because choosing an initial location is very very important as well as how you have your layout working in accordance to 3 by 3 theory. For a map to stand out well it will have to have a coherent theme that tells a story (or at least hints at one). The most important aspect is having great replay value. A map must give players the opportunity to try something new each game. Multiple strategies should be available to players of all skill sets.
Well the only Invasion maps I've played so far that were even remotely interesting and fun were all mostly made out of Forge objects and hardly used any FW geometry, same goes for BTB maps. It's a problem with a lot of BTB and Invasion maps, though. Using too much FW geometry will make a map feel like so many others but with the limited amount of resources (and let's not even begin about framerate) it's pretty hard to create a decent map without (hardly) using any FW geometry. Just look at the Forge maps in the BTB playlist. They all feel very much the same. It's the reason why I personally think that Forge doesn't really work well outside of ≤8-player maps and why I usually never bother with anything bigger. Especially since I already feel quite limited at times just making a 4v4 map that's a bit complex.
Really bad advice. You will run out of space so quick and end up with a mess of spaced out blocks and framerate. At least half of the map needs to use geometry, though I agree that we don't need another map wrapping around the island or bridging the Montana–Alaska gap. ––– What I look for first in invasion is well thought out fire team usage. All three teams should have defined paths and ways they can attack the neutral ground(s). I look for lines of sight that focus each fire team against each other while still allowing them to help each other or move towards the middle or one side. After phase 1 I still look for many of the same things but also for vehicle paths that allow vehicles (if there are any) to play a good support role. Besides all this listen to OakleyHidef's (Rivalmass's) post. Read the Conceptualization or better yet talk to HWMSarge, who wrote it. He and the Wheelmen know their stuff on invasion. Basketskate, currently there are no finished invasion maps that can be considered exceptional because none do the most basic parts very well. Before you can make your map exceptional you need to learn the basis of competitive invasion gameplay. Talk to Wheelmen, Oakley, and also a few others from The Halo Forge Epidemic and play a lot of invasion yourself. The people who know invasion learned from playing it and comparing the Bungie-made maps.
You can certainly use some of the FW geometry but you have to do it in a way that you don't immediately recognize it. A lot of smaller sized maps do this and it works pretty well.
I agree. I've seen a few large maps pull it off interestingly, but a lot feel like repeats. That's why I like maps that change the terrain and make it less recognizable or maker players move in interesting directions.
thanks everyone for your insight on this, It'll be a big help. I've made the first phase of the map and if anybody is willing, could you tell me any problems you have? I'll add an overview with labels and such in a sec. Thank you, I'll take your advice and try to get in touch with him. Balance... that's where it seems i'm having problems right now. Thank you for your insight guys. Non-mainstream invasion progression? What do you mean? I've read that in the past, but I plan on reading it closely this time. Thank you, I'll add that to my checklist of things. ........ And yet more things to add to the list, thank you sir.
I prefer the 49–50–51 concept, with phase 1 being slightly easier that phase 2 (and so forth) but all in all it still being a challenge all three rounds. The best invasion games are those in which both offense and defense have to work hard to win each phase. P.S. Berb lol'd when he saw how many people recommended him. He knows some stuff but we both learned from others like Oakley HiDef, AbleSir Thomas, and HWMSarge.