Hey guys, was hoping to get some forging advice. I explain it all in the video: Also, sorry about the clicking. I have a better mic but can't seem to find it. **UPDATE**
At some point somebody will tell you to be careful with lights. They seem to stress the engine a little. You can use them, but do so sparingly and try not to have them clumped all together. Also, you can't make green hall any longer than it already is without adding something to it, or ending it. Long straight hallways are generally not good for gameplay. But to be fair, I am a rookie when it comes to map design, so this may be terrible advice . There are probably other things to mention, but I have forgotten.
I'll be adding some kind of room at the end of green hall, but I may end up shortening the hallway anyway. Also, that should be all the lights I'm going to use and I'm debating getting rid of the blue. I just wanted the dominant hallways leading into the center to be lit up.
This is a problem I run into from time to time (trying to figure out how to make an area make sense but not be too simple) and it usually stems from the area being too secluded. I think this applies in your case currently because you have long hallways between rooms which makes interaction between them hard, so my advice is to think about how rooms can affect each other and they start to feel like they have more purpose. For example, you can have a high-up power position that has control over the middle room, but also have a room that can counter the power position with its good cover and clear view of the power position through a window. Stuff like that. Good luck, with as much interest as you're showing I'm sure you can learn quickly and start forging masterpieces in no time!
I appreciate it. I'm starting to think more of purpose for the rooms I'm creating and less about their structure, for the moment. I'll also likely end up shortening green hall. When two people in a row mention the long hallways, I'd say that's a sign XD
From first glance, it is really dark. I'm not personally a fan of dark maps, but maybe this one will change my mind. I've been forging since Halo 3 all the way up until now. I've made hundreds of maps and had 2 featured in Matchmaking in Halo Reach and Halo 4. The reason I'm telling you that, is because I know what it takes to make a map not only look good, but also play well. When it comes to Slayer maps, you generally want at least 3 ways into each room on your map. You don't want to feel trapped in a room when you come face to face with another Spartan. You need options, so long hallways aren't normally good for gameplay. If I were you, I would take away the roof, give players something to look at aesthetically. But that will also bring in some lighting to brighten up the map a little. You may need to change the shape of the rooms in order to make it work without a roof, but it will do your map sooooo much good. Also, if you have lights, don't use too many, and try to push them into a wall so they aren't visible. The glowing orb just isn't appealing to me. (Again, just personal preference) I love the curved wall down bottom that forms the door/hallway for another room. If you want, you can add me and I can take a look in person and draw some stuff up to see what you can do to make the map flow really well. Regards, Beats
I actually really like the dark look, personally, though I am open to the idea of removing the roof if the rest of the map looks too dark once completed. Regarding the lights, I am most likely going to push them in more. I at one point had those big glass cover things hanging just under the lights, but it didn't look as nice as I had pictured. One recent change I've made, which I like aesthetically, but am unsure of gameplay wise, is that I've added a decline ramp exiting the big doorway facing the nebula on the top floor, as well as a glass panel roof of the same angle. I like this because if you're in green hall, for example, you can see people coming up the ramp, highlighted from the nebula. And yeah, I'd love that. What's your gamertag?
My Gamertag is: Got Sounds I will be on later today around 7:30pm EST, finishing up 2 maps. Including my MYM Submission, so add me, and then invite me whenever you're ready.
Neat-looking stuff man! Erupt hit the nail on the head. I'd like to add, however that those catwalks are very long too. Say you use the grav lift. Using the catwalk route to get to purple means committing yourself for sooo long, making it scary to use (especially since it's right in the middle of the map where you know enemies will want to challenge you). Interaction between rooms (as Erupt said) and providing options for your players go hand in hand. With your enthusiasm you'll go far
Thanks man, appreciate the feedback and I've shortened the catwalk. I've posted an update video in the OP. Feel free to check it out.
Nice update mate. Keep an eye out for player options and keep pumping out more map, I'm curious to see what you'll do with the rest of the map.