So far a while now ive been thinking, what would a player want from a custom map? what would I want it to play like? Or how would they want it to feel? Give me your opinions below please i would love to know as some of my previous forge creations dont seem to hit the nail on the head or even get enough attention to be rated very well. I normally make a map with a classic halo feel to it, my newest creation "Mombasa streets" that ive released has a halo 2 Mombasa outskirts feel to it. A map that I am currently forging "Creek" has more of a halo 3 Valhalla feel to it but its environment is tundra/snow. I intend on doing a few hidden Easter eggs or something like that but I do not know what players want? A fast paced Halo 5 map? Or a classic halo mash up? I have tried to make a mini game but its not very original. Let me know I want to create a map that the community love and respect I want to be able to make a decent map that wasn't just a waste or 5 or 10 hours. I have created a Pole on this subject but the Pole will close after 14 day's so vote fast!! For all that have read this far I want to say a huge thank you for your time and I hope you drop some sort of opinion or vote thanks again Gamertag > Tomcat7521 Gmail/Email > Jackv0026@gmail.com Jack.V
I like new stuff. Also like stuff that just plays well. Halo 5 maps tend not to have obvious power positions, so I'm often confused as to where I should move to. I have little sense for map flows so I kinda need some big hints or for some positions to have clear advantages. I'd also like to see people make maps that heavily use the new game mechanics to give us some different gameplay. A rooftop map with lots of clambering and maybe lethal ground pounds from high ground could be fun. Put in thick fog for a Thief look and feel. Maybe slip in some escape routes that we can slide under. At this point, any map that has a strong personality for its gameplay would be a very welcome change from the bland beasts we have. I think I'd like to play a map that feels like riding a bucking bronco while trying to fight my enemy.
Since I don't think you'll get much response on this, I'll go ahead and try to help you out. From what I'm reading is that you want to become a known forger in the Halo community through making maps that fulfill the needs and wishes of the players with your own designs. While there is nothing wrong with that, you'll most likely will not achieve that this way. Why? Because you are asking for what players want and what the players want is most of the time something that they already know and has been built. For example, a classic Lockout map, a 2 sniper map, anything that has already been done. In other words, you will not stand out with unoriginal designs and aesthetics (unless you remake a map with stunning aesthetics that hits old players right in the nostalgia). What sets someone like WyvernZu, Demption and MultiLockOn apart from the average forger is that they create what they want, they create original designs and blow the minds of everyone. Why? Because their maps are unique. Design-wise and aesthetic-wise. Focus on what type of map you want to build, a Core map? Mini-Game? Race-track? From that point do research on what has been done and more importantly what hasn't. From there you need to brainstorm for ideas that could work and what type of aesthetic would fit the map. You could also think of the aesthetic first and then design the map layout. Also get your maps in test lobby's, get it seen by players and forgers. Don't expect that when you post a map, it will get viral out of its own. To round this up, in order to stand out you need to create something unique both in design and aesthetics. In this game the expectations of the look and feel of a map are a lot higher than ever before. And you never waste time on anything as long as you learn from the experience. Remember that. I hope that I helped you out with your question. Good luck!
I was the one person who voted for classic halo map design. Idealistically, I prefer classic Halo for so many reasons I cannot even begin to list them all. But if I could sum it up, Classic designs will not work with abilities, at least these ones. But Classic Halo maps may not have been hyper-competitive, but they were memorable. They all had distinct art styles, and distinct methods of play. They had variety. Narrows/Pit/Construct all are incredibly different in structure and style. Halo 5 maps may work, but they are incredibly boring in design and art. The only memorable maps to me are the incredibly bad ones. (Riptide/Molten/Overgrowth) In my classic experiences in hindsight, I was able to look past some competitive flaws because the experiences were very unique.
It's prolly just me cuz I have a terrible time reading what people will do during a game and my brain is now... sub-optimal for video games, but I often can't figure out which way to move or look during standard Slayer play or any time there aren't obvious objectives. I tend to either run around and not find anyone or run straight into multiple enemies. I think back in the H2 days when I played much more, it was mostly a matter of learning the power positions and weapon locations of each map and then keep heading to those. Lockout had the sniper perch, shotgun basement, top of the lift, and that structure opposite the sniper. Ascension had the tower of power, sniper perch, and rockets below. Yeah, it didn't take long to get used to them and see some repetitious play, but it just seems less repetitious than this running around in circles stuff where no positions have much advantage and it comes down to things like weapon and power up control and who sees the other first. Is it possible that things have become, I dunno, too balanced when it comes to each area of the maps? I used to know what to do since I would either spawn with my team or spawn in a weak position and need to get to my team. Now I just constantly get spawned away from my team and I'm not sure which path to take to rejoin them.
I think all the maps are symmetric, and boring in design. They don't actually offer anything to gameplay. Most areas on maps do not have any power over other ones. Since they're flat, it doesn't bring anything to the table. I feel the same way for the most part.
Try my map out called Mombasa streets, I a classic map design its more of a ffa slayer map its small simple and gives you a nostalgic feeling of the good old days on halo 2. Also Thanks for all the feed back so far I am taking all this into account and check this regularly. One more question, would you like the idea of having secret easter eggs on muliplayer maps E.g secret button spawns a weapon or doll? I enjoy making easter eggs my next map will have one! I wont be abke to reply for the next week as I go on holiday so thank you and I cant wait to see the results!