Why Do You Forge?

Discussion in 'Halo and Forge Discussion' started by aPK, Apr 5, 2012.

  1. aPK

    aPK Greatest Forger Alive
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    One of the most common questions I ask fellow forgers is why they forge or whom they forge for. It's an interesting question because it reveals our motives and who the target audience is for our creations.

    An insightful way to approach the matter is to recollect every release you have had as a forger and try to recall the who's and why's.

    Although it is tempting to make yourself appear unselfish and humble, we (collective "we") have gotten to know most if not all of you, so you will not fool anyone. Be as honest as you can be so that this discussion can be as meaningful as it can be.



    Personally, I primarily have forged and still forge for myself to essentially demonstrate and prove to myself that I can apply my knowledge of map design into a solid and sound design. For example, I started my forging career over at MLG and had lurked the forums from the mid- to late-H3 era. When Reach was rolling around and the Sketchup Forge Piece Components were created, I tried to make a sketchup of a map to apply what I had picked up from reading about design. In another example, I remade Bloodrun from Quake to prove to myself that nearly any map can be remade and be remade rather nicely. This mentality, however, is the reason why I have only finished one map in the past 8 months. I will begin to forge a design of mine, and feel that I know how it will end up, be satisfied with what it would have ended up like, and just discontinue my forging of it.

    Occasionally, I forge maps for the pure enjoyment of playing it with certain people. The best example I can think of is Decay and the NR 1v1 gametypes, which eventually was only played by Bretamaled and myself, and we logged over 100 games during last summer. I rebuilt the map three times (currently rebuilding it once again) just for our own enjoyment of the gameplay.

    For a short span, I forged to impress Solo XIII, so that he would forge something even more impressive, which would in turn motivate me to outdo him, and so on and so forth. This helped me become a better designer and more efficient forger, and I don't think I would've developed to the point I had to as quickly as a I did unless it was for that phase.

    So yea. Share your ****.
     
  2. Noooooch

    Noooooch Forerunner
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    The main reasons I forge are that it's a cheap hobby, and it keeps me from going crazy at the house. It's a nice creative outlet, although I usually remind myself that it doesn't reward me in real life much.

    The who's and why's of previous releases is a good question.

    I forged Mt. Lam Lam for a big team forge contest for HC's Satyros, and it was my first forge project I took seriously, where I started to understand the technical aspects about map design. I wanted to see if I could make a map and win the forge contest, which I did. It was a personal challenge.

    Lateral was my first 4v4 map, and I wanted it to play competitively and to appeal to competitive players. I set out to create something Pit-esque, but in retrospect, I took too much from the The Pit. I had a decent design to start with, but got stumped around the bases' design. Whatever, lesson learned. Create something original.

    Midtown was a fun map to forge. It was another personal challenge, I just simply wanted to forge a 4v4 on High Noon. It's simple, there's not much verticality, but it plays well, supports 8 players. The classic community (the 3sk junkies) enjoys the map, so that's cool too.

    Crypt was my most ambitous project. I wanted an original, room based competitive map. I wanted a map worthy of Matchmaking (I know that's a low standard), and worthy of the MLG circuit. I guess I wanted to set a standard for myself and others, to raise the bar a little bit. I know Crypt may not be implemented into MM and won't ever hit the MLG circuit, but I am happy with the outcome.

    I guess I forge to challenge myself and in a way, to challenge others. I want each map to be better than my last and better than or equal to others. I only have one map left in me in Reach's lifespan, and I know it's gotta be an asym, and better than Crypt. I forged Temple of Retributon to keep me busy, but mainly to see how to connect an asym piece by piece in preparation for my next map.
     
  3. RoboArtist

    RoboArtist Forerunner
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    I forge maps competitively. Its allways good to be on top. But Mainly out of self satisfaction. Its an art in a way. Strangely, I find myself wanting to go look back on my past work, to see how far Ive come. :p
    Also, I see how dull and depressing alot of buildings are nowadays... So it gives me a way to express myself and create what cant be created in real life. People say forging is flawed in several ways. I dont see that. Only what I make of it. In my most biased and ridiculous point of view, the Real World is flawed. As perfect and amazing as it is, nothing ever lasts. Things require maintinence, limitations due to physics, and years of effort most people dont have, to keep whatever's precious to you in tact....
    But in reach, it's just saved on a file Trolololol
     
    #3 RoboArtist, Apr 5, 2012
    Last edited: Apr 5, 2012
  4. Audienceofone

    Audienceofone Forerunner
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    I have always forged simply because I am just about addicted to anything where I create something. From Legos and Lincoln logs to Forge and now my own text adventure I have always been creating. My main medium is drawing/painting but these other outlets are a great change of pace.

    I never really thought about making maps until halo 3's forge and I decided that would be super! Unfortunately I had no idea of Forgehub at the time and thus dindt ever learn the tricks of H3 forge until Reach was about to come out. So It was really only Reach that I ever built for. Since that spark for map making I found this site and some who would help me and to them I thank you greatly. I like to think I am a far better forger, maybe even a decent map creator, and it's all thanks to you.

    Pre-Union: Everything I made before Union I would call a learning experience. I was taking old designs I had seen and applied them in many ways, trying to find what worked and what didnt. I have to thank Confused Flamingo, for during this time I called upon his help more than he probobly wished and in turn I learned why things were so and the basics of what to do/not to do. A few of these were released onto Forgehub, the best of which a minigame that had some mediocre maps to go along with it. These maps were all bad or mediocre in retrospect.

    Union: My first map I consider really a full fledged map. I took Elongation and Wizard and attempted to make a map with only these two in mind. The map was chaotic and had some bad lighting (damn colisseum) and bad spawns, but it was the first of mine I felt was actually decent. Still, not great though. I knew I had a long way to go still.

    Pivot: When my original map for the $5000 budget contest ended in a blaze of failure (Scenario 4) I took to another map I had played around with. Pivot was the idea of creating a unique 2 base map (not a blood gulch look alike) and using natural geometry for paths and LoS blockers. I wanted to try and bring the feel of Valhalla or Blood Gulch, or a TF2 map to Halo Reach, with a whole new setting and look and feel though. This worked and there was a positive reaction to Pivot. After many tests I hit the contest deadline and posted it (for those of you who were not around during this time, the contest was inconclusive). The map still had some issues though and recently (about a month ago) I tried remaking it. Unfortunately the mountain on Forgeworld's island prevented more paths from being made and the remake was a glorious failure. Perhaps Halo 4?

    Strage Cave: The first of my 3 map pack titled Geminus, Strange cave has been hailed as the best of the bunch and fantastically fun to play on. For some reason t seemed to only gather a small amount of feedback, I still have no idea why. The map took place in and just outside of the cave. I used only one wall within the cave (no coli walls, mind you) to block players. Outside (island side) I used only the ending of a safe zone. This tactic worked great and allowed for some nice open air aesthetics. The map itself wasnt special I think, but the setting only permitted so much. In the end I was extremely happy with this asymmetrical beauty.

    Achromatic: Grey. Grey everywhere. Or purple if you used the FX version. My only map in the skybox, I really wanted to try this 2x4 and brace large formula. To see what all the fuss was about. So this map consumed all my budget and became devoid almost entirely of color. The map however was very complex and thus ended up nominated for a FHF, and got as far as voting.

    Final Elegy: What was supposed to be my final trek into forge, and the last of this 2v2 map pack (the other two being Strange Cave and Achromatic) Final Elegy for some reason went off with a bang. While Achromatic was complex, this was incredibly simplistic and colorful. I suspect it was the colors that made this map get into a wining place for a FHF and get brought to a community cartogropher (of course since the map was far too small for a 4v4 it was passed over- which was what I expected). These three maps though were sort of my last hurrah, a way for me to prove I had become a strong map maker that could make a fun map anywhere in forgeworld. I would consider it a success, with each map gathering more attention than the last and a general feeling of people liking these maps. I was content to stop, besides, I had to focus on other tasks now.

    Endeavor: Damn you and your 7x7 contest Nutduster. I was happy not forging (which is a lie, I made a few 1v1 splitscreen maps on my absence) and then you came and gave this challenge. I had to try it. If you want to find out the full challenge you can search the 7x7 page or my map, but I will say this- it was tough. The toughest part was making that 4v4 design, which I hadnt done since Pivot (possibly almost a year before). The map ended up tiny and cramped and wonderfully chaotic. Possibly my favorite map to date, and when the contest came to a closing I just didnt have th time or resources to finish it. The submitted map may have won 3rd place among many others, but I knew it was not finished the moment I submitted. The origional is posted but as of this writing I am working on the true finished product. Why? The same reason as before- to challenge myself. That hasnt ended, but the contest restrictions have and thus I can make Endeavor what I truly is supposed to be.

    So I suppose that's why I forge. To learn, then to try something new, even if its as simple as building in the skybox (which was new for me) or making a Valhalla/TF2 inspired map using mostly natural geometry. I forge for the same reason I write stories, why I pain and draw. Why I used to create/draw worlds and all of it's inhabitants! Because I create, because I want to try new ideas, and make better the old ones. I create because that's just what I do.

    Holy crap, I wrote more than I wanted to!
     
    #4 Audienceofone, Apr 5, 2012
    Last edited: Apr 5, 2012
  5. Overdoziz

    Overdoziz Untitled
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  6. SecretSchnitzel

    SecretSchnitzel Donald Trump
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    I forge to piss off guys like aPK and the rest of the MLG bunch. I also do it because I'm simply better at it than any of you. It'd be criminal of me to bereft the world of my amazing talents, so I must forge. ;)






















    No, in actuality, that's not it. Lets cut to the chase, we all know I've got a massive ego, but my ego has nothing to do with the reason why I forge. Call me a liar if you will, I won't be surprised if you do Polish, but it honestly is not my ego that drives me.

    Why do I really forge? Because its a good constructive time sink. Its a fun, competitive, investment of my time. It entertains me and challenges me. I simply enjoy it. But most importantly, I keeps me away from my vices. It's said that "idle hands are the devil's plaything", and for me that saying rings true. If I did force myself to stay in at night and work on something proactive like forging, I'd be out and about drinking and doing whatever drugs I can get my grubby paws on. I can't afford, nor do I truly want, that kind of lifestyle. Essentially, Forge is my anti-drug.

    And yes, I know I act like a self centered egotist. That's my personality. I am a self centered ass hole. It comes with the territory. If you don't like it, **** you. Package it how you like, vilify me as you will, but know that your wrong if you think I forge for any reason aside from that I gave.

    So there you have it. Call me out on it if you want. Say I'm a liar and an asshole, and I'm actually only here because I'm a fat ugly loser who can only get his rocks off by putting other nerds down. I know you want to. And really, I couldn't give a flying ****.
     
    #6 SecretSchnitzel, Apr 5, 2012
    Last edited: Apr 5, 2012
  7. Skyward Shoe

    Skyward Shoe BTB Legend
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    I started from pretty much the same background as Audience-o-fone: Lego's and other building blocks were essentially the first 12 years of my life. Really the only reason I stopped (well, I should say slowed) building with them was because I wanted to be able to walk around in what I built. That's where Halo 3 came in.

    I didn't just want to play Halo though, I really wanted to create a place in everything I built. I love to travel and see cool places and a lot of my maps reflect cool places I have seen or been to. That is why I generally have a problem when maps don't have a theme, I don't feel like I'm anywhere I'd like to be. As is becoming normal above, here is my map history:

    Pre First tracks: Most of these maps in H3 and Reach were attempts at creating some area. I remember building a docked ship with the surrounding area, a city district with missiles situated inside, and an old sewer system, all of which were inside foundry. I made a few similar sandbox maps and some cool maps based off a casino and the Great Wall of China in Reach, and all gave the feel I wanted but played rather sporadically, some better than others but none great.

    First Tracks: I remember Soul Slasher built a map based off a ski resort, and I thought, "Hm, but what about the rest of the mountain?" I love skiing, and I love the mountains, so this was the perfect fit. In the end, invasion was more of an afterthought, as I realized slayer wouldn't work in such an uphill battle. So at this point, my maps were still entirely focussed on bringing the player somewhere, not gameplay.

    There were then several unreleased maps before Embarcadero where I realized either gameplay was unenjoyable or the atmosphere was less than I wanted.

    Embarcadero was the first map I made that captured the feel I wanted and played pretty well. It's the oldest of my maps I'll still play in a party, so I think it is still pretty good, though it has obvious problems as well.

    After Barky I made and failed to make work Project Gauss (though I still think the Gauss worked better than on any map i've seen.) Since then duck and I have worked on about 25 versions of Meteora and learned a ton about invasion gameplay. I think it will be good, but I'm still not used to building for gameplay first then putting theme in, something I don't think I can do again. After that I want to continue making maps that really take the player somewhere while making them play increasingly well. Really, that's what I want in a map.

    I'm hoping to also learn other programs than forge (I'm learning UDK and 3DS Max basics now) in hopes of making a career in level design, which is what my major is going to focus in in the coming year.
     
  8. Nutduster

    Nutduster TCOJ
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    Schnitzel - yikes, dude. Bring it down about twenty notches.

    I forge because I like making stuff. I like writing songs, drawing pictures, playing around with Photoshop... all kinds of things. Forge is a natural extension of that, I guess. The first shooter game I ever played was Doom and I immediately wanted to make my own maps for it, though I never quite figured out how. I prefer consoles to PC, so having a game I love with any kind of map editor built-in is a dream for me. I don't really demand recognition for stuff I make, though it's nice when people like it; mostly I want to make a map for friends and people I play with that they will find attractive and enjoyable.

    My ultimate goal with most of my forging is to make something that looks and feels like it could be included on the disc with the other Halo maps. Forge and my own limitations as a forger have held me back from that so far, but I'm always trying. I like maps that have their own distinct feel and ambiance, as well as offering sound and interesting gameplay for at least a few different gametypes; that's what I usually am trying to achieve.
     
  9. Overdoziz

    Overdoziz Untitled
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    I need to know more.
     
  10. Organite

    Organite Journalist
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    Forge in Halo really wasn't fun until the introduction of Foundry and substantial immovable objects.

    After that, it was like whole new worlds were open for our disposal, and much like xAudienceofone, the genesis of my Forging inspirations came from my obsession with any and all things Lego as a child. Except, as with Legos, there were limitations to just stacking objects on top of each other to make things. Then several processes were discovered that unlocked the true potential of Forge: Stacking objects and deleting the ones underneath to make floating blocks, timed appearances to merge objects together, and ultimately Ghost Merging. These all contributed to unlocking the full potential of Forge for most of us here because were it not for these things it's safe to say that Reach Forge probably wouldn't exist today.

    So while I like to thank my own innovations and desires for my reasons I want to Forge I also attribute a good amount of my efforts to my ambitions to unlock hidden things about Forge that build on innovation and creativity in all Forgers.

    Forge mode's beauty comes in how limited and how flawed it is. It forces people to use all of the same materials and objects to create new and interesting things, and I find joy in trying to find the last bastions of individuality in a world built by all the same blocks.
     
  11. GrenadeGorilla8

    GrenadeGorilla8 Forerunner
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    I like building things. Like others, Lego's were a huge part of my childhood.Then I started building forts in the woods. Then I got into the construction trade. Watching a hole in the ground become a house that you built is an extremely gratifying process. I was in construction for about six years till the economy tanked. I also like rebuilding cars. But since I can't afford expensive hobbies like that, I forge. Forge became my only creative outlet. I built things to satisfy my desire to build and create and for others to enjoy. When people tell you that they really enjoy your finished product, it keeps you going and makes you want to be better. I also really like making people like schnitzel feel like they need to try harder. Because lets face it, your maps suck bro.... I make joke yes? ;)

    I think that sums it up.

    [br][/br]
    Edited by merge:


    I'm with OD on this one. Show us your songs brooo haha
     
    #11 GrenadeGorilla8, Apr 5, 2012
    Last edited: Apr 5, 2012
  12. WhackyGordon

    WhackyGordon Forerunner

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    (tee hee)

    @OP that's a really insightful question. I guess personally I forge because I like having something I made myself, and in the context of Halo, that's custom maps. Also because I like learning and getting better at new tasks. It feels good to see an improvement in my skill, even if it's subtle lol
     
  13. Nutduster

    Nutduster TCOJ
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    Off topic, bro. I'll show you my new map when I get done making it though. It's prett-ay.
     
  14. Overdoziz

    Overdoziz Untitled
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    Make a song describing the map and sing it to us with your soothing voice.
     
  15. GrenadeGorilla8

    GrenadeGorilla8 Forerunner
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    This^^^
     
  16. WhackyGordon

    WhackyGordon Forerunner

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  17. AceOfSpades

    AceOfSpades Talented
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    This this this and this.

    Everyone wants a blank canvas to create whatever they want with zero limitations. That would be the day that I would stop forging. It would take all of the fun and challenge out of it. While it somewhat frustrating that we do have a limited palette, the challenge greatly outweighs the frustration.

    Why do I forge? I find it fun. I've never been particularly artistically inclined, but I'd like to say I'm fairly creative. Forge is an outlet for my creativity. Getting a map to play well is a simultaneous challenge as well and I absolutely love the challenge forge provides.

    I think it's safe to say 90% of ForgeHub played with Legos as kids. Hell, I still have 3 or 4 huge bins of Legos in my basement, and then some.
     
  18. xzamplez

    xzamplez Ancient
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    Much like most other forgers: I have always been fascinated with creating things, because I see it as an art. I believe we all have the ability to create things that no one else could think of, because each person thinks differently. Which also explains my disappointment when I see remakes: Everybody has the potential to create their own map.

    I started forging the first time I saw a montage with Onslaught in it. That map was like an opening gate that showed me what is possible in forge. Regardless of its simplicity, its history, and its symbolism in forge; Onslaught is the spark that ignited my passion for forge.

    During Halo 3, I forged like crazy. But even when I was new to forge, my expectations for myself were so high, that I only managed to complete one map (it sucked). Halo 3 forge, as a whole, was a learning experience.

    Halo Reach was the true start of my forging career. Spectacle was my first release, which is a horrible map. Annex was my second, which isn't bad. It is original, and that was enough to satisfy me at the time. Terrace was third, and it was my attempt on taking the tried and true 2 base layout, and putting a twist on it. I came to a very important realization shortly after releasing Terrace: I have been making maps based on MLGs descriptions, and for what? So the ignorant pros could ***** about it being confusing, solely for the reason that they had never seen it before? MLG discourages originality, so I will never again forge a map with MLG in mind.

    After the epiphany, I started drawing maps like crazy. It was great. I was forging what I wanted, with no "guidelines" to hold me down. Though it took a while, I was finally able to release two maps: Worthy, and Angst. To anyone who believes epiphany is a strong word for the moment I broke free from MLGs constraints: Look at the quality of Spectacle, Annex, and Terrace; then look at Worthy and Angst.

    My goal is to design a map that truly feels professional. A map that is competitive, but also enjoyable. A map that I wouldn't mind playing hundreds of times. Angst meets those requirements. It raises the question in my head, "How will I top it?". I am determined to keep raising the bar for myself, and I hope to keep forging for a very long time.
     
    #18 xzamplez, Apr 5, 2012
    Last edited: Apr 5, 2012
  19. Apollo IXI

    Apollo IXI Promethean

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    I like to forge because i can express designs and ideas, as well i can build fun maps to play with friends on XBL. A major factor is that forging stuff lets people see how creative and how imaginative people are at putting blocks together... there's not really any other reason
     
  20. Organite

    Organite Journalist
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    ::glances to the left to look at the two huge trunks stacked upon each other full of Legos tucked into the side of the room::
    (>..<)
     

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