My process of map creation!

Discussion in 'Halo and Forge Discussion' started by Greasyhippo, Jan 3, 2013.

  1. Greasyhippo

    Greasyhippo Forerunner

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    Welcome to my thread, thanks for taking a look.

    I have been working on a general map idea for a few weeks now. At first I drew up some sketches then more sketches then a map was created but not completed. Now I have abandoned the original idea, drew more sketches and finally working on a revised/improved version of the original idea.

    So my plan for this thread will be to showcase how I go about building maps, techniques I use and the overall process of planning through to completion of a map. It's been a while since I have posted a map I created from scratch with my own idea (not counting my damnation remake), so it's time to get to work on one!

    Screenshots: *note: i will add pictures of the sketches

    [​IMG]

    Here I have joined a back area to the central ring, it will be the highest ground of the map, but provides less cover. In the center is a traitzone which will feature some benefits to players standing in it, to try influence people to control this area. The 2 cover pieces at each side have holes that drop down to a level below, which also feature as a jump pad from the bottom floor up through the holes to the top floor.

    [​IMG]

    Planning:
    Before even the sketches, I had a vision of a symmetrical map that would change the way Halo is played. I am not a huge fan of infinity slayer so I thought of ways to get around how it works to make the game more balanced (in my opinion), without changing the gametype.

    My main idea was to bring back map control, no more camping until you get personal ordinance or just running around the map aimlessly. I wanted a map where controlling certain areas would be key. One major dislike of infinity slayer, for me, is how many power weapons end up in play. To solve this I will have only 2 contested Power Weapons, which have quite long respawn timers.

    The next step was the sketches. I drew up many sketches to get a general idea and ensure I had routes that made sense. For CTF purposes, the 3 entrance/exit idea was something I knew I needed. For those not so aware, it's generally a good idea to have at least 3 routes in/out of a base for balance purposes and to allow a greater amount of player decision making when attacking the flag.

    As for testing my map, I always find it useful to run around by myself in spartan mode and just make sure everything feels right.

    Forging Techniques:

    Click here to read a thread I have created about this topic.

    Feedback given:

    All feedback on my map as it progresses is welcome and if you have any useful forging tips to help out others post them below! I might start a forge tips and tricks thread later on.
     
    #1 Greasyhippo, Jan 3, 2013
    Last edited: Jan 6, 2013
  2. Fragsturbait

    Fragsturbait Forerunner

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    Not a bad idea. I usually just load up forge and start messing around, but I've started playing with sketchup recently. OP are those station. . . . with a kill ball. . . . and the railing. . . .

    Can I borrow? I just had a really cool idea looking at your one screen.
     
  3. Greasyhippo

    Greasyhippo Forerunner

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    i forget the name.. haha they are the large circular floor pieces used to block the bottom room in the prefab building and a kill ball in the center. Yes you may use it for whatever you like, but if you get to close to it and stare at the center you get frame rate issues which is kinda annoying :( If you aren't looking directly at the center, it should be fine.

    The frame rate issue occurs even with only 4 or so of the circular floor pieces, so you may as well use more than 4, probably like 6-12 of them, but not too many or the frame rate gets worse. The kill ball doesn't seem to add any frame rate issues.
     
    #3 Greasyhippo, Jan 3, 2013
    Last edited: Jan 3, 2013
  4. ANTI YOU

    ANTI YOU Ancient
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    yea interlocking glass pieces has major framerate issues. and the railing is dominion pieces
     
  5. MrGreenWithAGun

    MrGreenWithAGun Forerunner
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    AWESOME...

    Okay, I am not allowed to post just that one word by itself. I find the art in your work very inspiring. I am currently working on a map that uses nothing but the glass circulars for floors and ceilings. Your use of the glass circulars takes it to a whole new level. And then the walk way around it compliments it big time. I am wondering if I could actually incorporate something like this into my map now... wow... that is all I can say... wow...

    Oh, and the nebula directly behind it in the screen shot is pretty cool too...
     
    #5 MrGreenWithAGun, Jan 3, 2013
    Last edited: Jan 3, 2013
  6. Greasyhippo

    Greasyhippo Forerunner

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    Yeah when I took the screenshot I noticed that on the opposite side, the nebula is blue. So you can use both sides of the sky as reference to a red and blue base, assuming you put the red base in line with the orange nebula and the blue base in line with the blue nebula. Which is what I actually plan on doing, by accident.

    Anyone who wants to use the orb idea in anyway can do so.
     
  7. AussieForger

    AussieForger Promethean

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    shame precision doesnt work with moving pieces up and down, no precision with height, needs to be fixed so sick of it
     
  8. Greasyhippo

    Greasyhippo Forerunner

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    Yea that is annoying, but there are ways around it like using old halo 3 style techniques. Make objects fixed as opposed to phased and use other objects to line up each other to the exact height you need. Might be a little tedious but hey back in Halo 3 we needed to do some crazy stuff just to "phase" objects.
     
  9. Fragsturbait

    Fragsturbait Forerunner

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    Thanks for the tip on the framerate issues. I like to build aesthetic maps from time to time, so maybe I'll work it into one of those.
     
  10. Greasyhippo

    Greasyhippo Forerunner

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    No problem, I think it would be cool to see it implemented into an aesthetic map where the frame rate isn't really an issue.

    Just did an update on my post in the spoiler, added a new image. I will try get the screenshots of my sketches up soon as well.
     

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