Great video! This is really good information that can help push forgers to the next level with their designs. I'm definitely looking forward to the remaining episodes.
Wait, no flames? Did the trolls just roll over and die after the first one? This isn't fun. But seriously, you don't need to hear this from me, but great video.
Interesting video, man. First off, huge points for style. There was some quality video editing, audio splicing, and overall high production values. Other than the Damnation meta explanation in the first vid (You had this many words |-----| and this much time |---| ) everything flowed really nicely. I also thought your content was pretty good. You had some great analysis of what makes Lockout and Guardian tick, and your love for Damnation's dynamic meta was apparent. I thought the first video was a little confused on its identity, however. Your intro seemed like it was made for a new Forger, yet you had a lot of high level analysis on what makes a good map. Personally, I would have liked to see the content split in half - the "no rules" talk for beginning to intermediate map makers, and the second half expanded as a discussion on the direction of popular maps. All said, it was great content though, and I'm glad I watched =) I'm curious about your thoughts on Damnation for (lack of better term) solo queue vs. team queue. Personally, I find Damnation a little frustrating because it can seem directionless. I don't feel like I have a solid idea of a pattern or general path through the map I can take. As you point out in your video, however, Lockout/Guardian strategy is readily apparent, even to new players. I can count on my team to follow a somewhat consistent strategy, even if they don't have mics. Then again, I rarely party up with more than myself or one more partner. In a 4 person party, (arguably how Halo should be played), the dynamic elements of Damnation have a huge chance to shine, since I can coordinate pushes and counterattacks. So my question: do you think us map designers should take into account a relatively uncoordinated team when choosing how dynamic a map is?
First off thank you for your kind words. I'm not some big YouTuber or anything and I actually look at every comment so these are appreciated I think I only 10 subscribers or so before these two map design videos. And I totally get what you're talking about. I think most maps that have the ability to have a deep meta actually don't appeal to a lot of people at first for that exact reason. Damnatiom at lower levels definitely can feel directionless, especially with CE's fast spawning weapons that can stack if you're not staying on top of it. But as you progress in skill the flow becomes much more apparent, and more importantly. Controllable By this I mean there's actual options on how you can play the map and what choices you can make at a certain time. It makes it so that every time you play the map it's a totally unique experience. This is really apparent watching high level CE videos I think. Try and think back to a game on shrine/ sanctuary. Can you recall any in particular? Do any stand out? I wouldn't think so, none do for me and it's not that I haven't played competitive games. I just think that most maps are laid out in a way that don't really offer anyone an actual voice, it makes things play the same every time. Kinda like the pit.. You're GOING TO rush rockets/ camo/ or snipe. As opposed to the start of a game on dammy, you have so many options as to how you personally want to approach the match, kinda like a game of chess. A lot of it has to do with power weapon placement but it's definitely possible through some clever molding of map geometry That's really what I consider to be the utmost important thing anyone could ever do with map design, and it'll probably be the topic of my final video. Because when it comes down to it..**** verticality. **** flow, pathing, weapon placement. I don't really care. The map just needs to be able to hold up more than 5 games. Which is literally my biggest critique of nearly every forge map i see. Forgers try scripting these set experiences that they want to create by putting opposing snipers at opposite ends of a long hallway to force snipe battles, or rockets in the center of a courtyard. Whatever it is, it's interesting the first time or two and wears of pretty quickly after that, and thinking about maps this way really opened my eyes to a lot of forge maps next to dev maps. But realistically, forge maps are only played a handful of times in custom lobbies nowadays anyways, so if you're looking to provide that cool first experience it almost makes sense for you to build a map in that way, the way in which most forgers would look at and go "wow that's really good". To me it seems like you're cheapening the map, and sacrificing potential depth and evolution for the enjoyment of a few quick games. Just depends on how you look at it. Hopefully that answers your question lol
Your digging too deep, making it way too complicated. I'm going to lay down the secrets right here once and for all so get ready. Buckle your seat belts & pace yourself: How to design a halo map: Spoiler fly around & randomly merge objects until there's 2 bases & a central power point. Forget sketching & planning, it's so overrated. Next add rockets snipes & shotty. Now clean up a bit by turning some ramps to a 45 degree angle & post that bad boy. You're welcome, but there's no thanks necessary. Just sharing from experience.
Great vids, Multi. I've already learned quite a lot. Probably more than in the last few years of actually making maps myself. I pretty much started playing Halo when 3 came out, and never was into any other shooters, and I think I sort of understand why all of my "original" (non-remake) maps always felt kinda stale, if not to me, then to the people that helped me test them. I'm looking forward to the next video, bro. Keep 'em comin'.
i'm late to the party... when i watched the first video i disagreed with a good amount so i didn't bother watching the second one. big mistake, i agree with almost everything in the second video, so much info in such a short time space which is also well spoken, detailed and easy-ish to take in. the 3rd video better be as good as the second one was.
Very nice videos, Multi. The second one introduced ideas that I'd never thought about before, so thanks for that. Looking forward to seeing the others released!