Adding Cover

Discussion in 'Halo and Forge Discussion' started by Garrett757, Jan 14, 2017.

  1. Garrett757

    Garrett757 Mythic

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    I'm looking for tips on how to add cover without breaking the feel of the map. For example, when i'm almost finished making a map and trying to add more cover to break up sight lines and make the map feel different I often use props such as crates, barrels, sandbags etc. However, object like this don't always flow with or look right on certain maps. I'm currently working on a map that is somewhat open and it looks really nice aesthetically, but for game-play purposes there's not enough cover in my opinion.

    How do you guys go about adding cover? Do you add it as you're forging or do you add it after the map is mostly done?
     
  2. Ryouji Gunblade

    Ryouji Gunblade Legendary

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    I put down cover as one of the later steps, but I try to keep sightlines in mind as I build the basic layout. For you it might depend on if there is a theme or not. If there's no specific theme, you can go nuts with primitives.

    It's generally better to use structure that affects pathways. Lazy cover is putting down rocks in the middle of a flat field.
     
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  3. Garrett757

    Garrett757 Mythic

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    Yeah that's generally what I thought as well. The map I'm working on right now is about 30-40% complete. Still working on map layout a bit. I'm thinking this map as 1v1,2v2, FFA. It's set inside but its fairly open and I'm trying to figure how I'm going to add a bit more cover without ruining the look. I really don't want to use sandbags, crates, etc.
     
  4. Ryouji Gunblade

    Ryouji Gunblade Legendary

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    Can you give your layout bent walls, tall columns, or tunnels? Look at what popular maps have and figure out what makes their pathing so successful while still blocking lines of sight.
     
  5. Box Knows

    Box Knows Mythic
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    Use the maps geometry. You don't want it like that halo 5 map with 17 crates in one long open hallway. Experimenting with overlap can help too. Show pictures of the map and I can try and help you.
     
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  6. Blaze

    Blaze Sustain Designer
    Forge Critic Creative Force Senior Member

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    Crates. :)

    Edit: Don't listen to that loser above me.
     
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  7. Box Knows

    Box Knows Mythic
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    Haha well not everywhere! Most of the cover should be structural I would say. But yes crates are fun
     
  8. ExTerrestr1al

    ExTerrestr1al Forerunner
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    if you map has a theme, think about creating a few pieces of cover that could be aesthetics which fit your theme as well. I am currently making a star trek based map which has in one of its rooms, a large engine core breaking up LOS in the middle of that room, for instance.
     
  9. Given To Fly

    Given To Fly MP Level Designer
    343 Industries

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    The best cover is built into maps. There is a reason crates, barrels, sandbags, and stuff has been located in the "Scenery" section. They are for visually enhancing the map. Nothing is more annoying than "Lazy cover" where your enemy can run behind, play ring around the rosie, or jump on to ground pound you. If you find an area in your map where you feel the need to put down a crate because it is too open, rethink that area. It helps you think, and create a better project.
     
  10. Garrett757

    Garrett757 Mythic

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    I definitely agree with you. I'm around 50% finished with a map that is built like a roman temple with a spacious inside. I want it to look aesthetically pleasing but still be playable as a casual map. I'm still tweaking with design a little bit, but my problem is that the bottom middle map is wide open with the only cover being a few columns on each side. I guess I would have to post pictures to better explain what I'm talking about.
     
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  11. Given To Fly

    Given To Fly MP Level Designer
    343 Industries

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    Hit up the WAYWO thread my friend, I'm sure you'll get some feedback while you work
     
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