(Updates in comment section) With Halo 5 well on it's way and due to my current break from forging. I've decided to deeply plan out a few maps of different styles to keep my mind on point and make sure I have steady content coming out for everyone who enjoys playing my maps. Here is the first of many. The floor plan: From the beginning I knew I wanted a mostly interior map with little overlap mostly in the form of hallways. This would ensure most of the map control would be put on chokepoints rather than power positions themselves. Often this is why room-based designs aren't exactly favored in a huge chunk of the community. However, I feel the design will work acceptingly well for game modes like stronghold, slayer and KOTH for smaller parties (2v2). And hopefully headhunter will be back too! Concept: There is a cross map teleporter that I was contemplating though I have an idea for another route I'd like to try out first. I will provide pictures when I figure out exactly how I want it to be. Anyway, onto the 3d concept. Middle In the first picture I am showing off the central interior room. Clamber route upward using the plat form in the center as well as obviously downward. Top right This room like the last remained mostly the same as the image. The only difference in design is small cover pieces and elongated window/clamber route. Bottom middle/right The third picture shows the area has changed into more of an exterior balcony to make grenades slightly more difficult to execute, small bits of cover were added as well as an additional route from the inside so that the higher location can't see the only route connected to the ramps. Bottom middle Mostly the same as the design as well. I haven't got to screenshot it yet but there are some bigger changes to this area later on. Just widening the door, changing the hall way at the top into a room and other small things. Top left This is where I will more likely be adding a route from the left side around the exterior all. I would like this to have 2 exits leading into this area, one being a clamber route from the crate and one as a hard route that takes slightly longer. Iteration: http://www.forgehub.com/threads/planning-an-h5-project.148667/#post-1610862 Applying feedback: (coming soon) That's about it for now, Leave impressions and let me know if you enjoy this, maybe I'll do it more in the future. I'll keep you guys up to date on this project in this thread. Thanks for reading guys.
Very cool, you building in Source? I like how your texture choices match the grid paper concept. I'm sure that was intentional;P
Thanks, I do often use source but this is actually the in game editor that is in Reflex. It's really similar to it though. The texture is the default texture to your brushes, I just don't want to go through the trouble of retexturing a concept. ^^^ It's an editor in ReflexFPS. A game very quake-like but a bit better.
Wow, this looks pretty robust for it to be included in the game. I remember loving the way levels were built in Reflex, really flexible in terms of geometry. Does that game allow you to modify the player characteristics, base movement speeds at all?
Blaze could you please stop breaking my heard by creating maps that are meant for Halo 5 in the editor of Reflex? Also didn't you say you wanted to build maps so players have no chance to use clamber? I mean idc since I am not buying Halo 5 but I think you said that at some point in time...
Im building rexlex maps too. Im just making my concepts in there because i have reflex editor, murderminers, sourse or unreal emgine and this one is the quickest woth very small amounta of limitations. Really good for concepts. And if i have enough pieces and diverse enough shapes, i will make clamber stretegically placed so you can use it to abuse pathing. Inase ot doesnt end up being togglable. and if it is, the clamber routes will just be altered to be jumps. Though clamber and sprint on will more than likely be the norm and thats what most lobbies will play, so id like to balance it to play well for both the best that i can.
If only halo had an editor like that and then you could just go in and add texture and color wherever. That would be amazing. BTW, does it ever stop Blaze? You have consistently gone beast mode throughout the entire history of forge and still wont stop. Good stuff man, I wish I had the will power and man hours to do that as well, sadly I don't.
I agree, it would be really nice now that windows 10 is being made to stream your xbox one game if you could use an app to edit like this. Nope, it won't stop. I appreciate the kind words, that along with everyone else enjoying my creation is enough reason along to continue but to be completely honest. This is what I enjoy doing, more than almost anything else. So I can't see myself stopping until I literally can't. Or if I ever end up getting a job at 343. *crosses finger* Quinn asked for my resume the other day. I don't have schooling in all the fields they require, so I wouldn't count on ever getting it but can't blame me for trying. Multiplayer level design for primarily halo has been a huge part of my life for so long. One of the few things I actually enjoy doing and am somewhat good at.
As I talked about above, I opened up the room at the top from just a hall way and I added an extra door way. Expanded room from the inside. Moved the crate/dynamic cover to block light of sight between doorway of new route. I really like the idea of the new route because you have to push forward out of the cover and onto the ramp also giving up your power position to see the openings. This also allows you to gradually encounter more sightlines instead of instantly being open to all of them at once. I may add another piece of cover to corner of the ramp and bottom balcony to allow cover at lower point and another elevated clamber route to change up the interactions between top and bottom balcony. New route/cave. You will now be able to clamber to the crate and jump into the cliff side. Interior entrance to the cave. Inside the cave. And finally the overview.
As far as the design goes, I couldn't get a sense for what it was from the sketch (they require having a feeling for the third dimension to really make sense), but the model makes it all click. It looks like a solid room-based map, really like the center atrium. Like the inclusion of clamber jumps too; building a map around the new mechanics is going to be a bit of a change. By the way, how is the Reflex map editor? I've seen it a couple times, some walkthroughs and such, and it looks very clean. Also had a great lighting engine behind it from what I've seen. Glad to see you sticking around for Halo 5. Always been a fan of your work.
Thanks for pointing that out. I wasn't sure if people would've been able to figure it out. I'll maybe go into paint and scribble some colors in and stuff so that it is easier for you. The reflex editor is pretty great. Not a whole lot of limitation, easy to use and quick. Very similar to source in my opinion. Not as many props and lighting/light props are far easier to use. As always, I'm really glad you enjoy my work! Thanks, I'll be around probably as long as halo is around!
NSA, Chillout was a small influence while I designed this. Also took a little from abandon and damnation, though those may be a bit less less noticeable. Purely, Yes, everything solo does is an inspiration. PRS, does this help at all? XD
You always put in a ton of awesome work into the pre-forge phase of your maps and that is just great. A lot of respect from me brother
Ive been planning some h5 creations, but with a lot of curvature. Ill probably start with Epicenter, but not just pump it out and actually consult chunk so that the map can be as good as it was in h4. After that, Imma make a prisoner style map. After that, Imma play the campaign!
Bovine, glad you are a fan! I don't always preplan. About 60% of my stuff is probably free-styling, when I do preplan I have a great time doing it. PRS, Sweet. Xandrith, I'd love to see some of what youre planning if you feel like showing any of it. Maybe I could try to help out too. Epicenter was fantastic in halo 4 so I totally support that and I can't wait to see it. Here is some progress. I'm cleaning up some flaws and flushing everything out a little in this corner. I'll be moving onto different areas as I finish, if you have any suggestions I'd love to hear them. As I spend more time on the map I am figuring out a few things I feel may need to change. Added some color just to make things a little easier to differentiate in the pictures. Start here on the outside of the area I'm finishing up. Added door frames to make slightly more linear line of sights See the doorway from here as well. The biggest change is the rock area on the right here. You can clamber up from the bottom or jump on from the top. It addeds cover and allows the balconies to be better spawn areas. I don't want the rock to be a hard route and I want nades to be easily thrown up there. It doesn't worry me that this spot will be able to see both cave entrences but if it does when being tested, I will change it up. Possibly enclose it and make it a tunnel with no lines of sight. Just another view. I think this area is basically done. Opinions? Questions?