I was gonna shrink the maps length, so I can revisit the bases at the same time. I want to try and keep that open aired feel with the base structure to punish players that try and grab a flag with only 1 enemy down (as well as give a team that went all 4 down a chance to stop the flag). Any thoughts on this particular mechanic will help me out a lot if you are so inclined to expend the brain power.
making your map pourous and directing people to move a specific way with an objective is not a mechanic.
Alright I'll remember that for next time I speak. Whats the technical term for directing objective movements?
I swear teaching me how to forge must be the equivalent to being nickelback's pr manager I apologize for the former and latter haha
using your brain any arbitrary word like “pathing” or “flow” implies you have a choice. what is objective without direction? an oxymoron
Kinda hard when I'm such an idiot lol that's why I ask for this thing called 'help'. I hope it can one day be enough to stem the tides of my intellect (or lack thereof)
I am thankful that you're helping me learn how to fish though, I'm sure it'll be more enjoyable in the long run if and when I figure out what I'm doing I want y'all to be bugging me about when my next map is coming out instead of bugging you for help on my most recent Salty-Killer
Level design is easier than you think it is. It's only when you start forging with an unorthodox design, a holistic theme, or a very specific composition in mind that Forge becomes more than putting blocks together for people to run around on. At that point, you can join the people with unfinished Forge maps who are jumping ship to real editors. Till then, just think of how you want a person to move around the map, what area you want them to fight when they reach a certain point, how that position will counterbalance or check that area, and what will check that checking area, and what their purpose is, and so on and so forth. Anytime you have an idea, just ask yourself if it's actually useful, understandable, and makes sense with the rest of the map. And then when you're done, ask yourself if it's interesting (unexpected) and worth playing over and over, or if it's going to be the same exact fight every single time. If it's not any of those, it probably needs work. And if you check all those boxes and end up making a map like Plaza, you probably just have bad ideas.
It is fun to have the fundamentals down and be free to imagine and experiment. I spent too much time wondering if I could do what I wanted that I over blew the difficulty of doing it to begin with. There's no need to internally limit your potential when you're already working with external limitations. Limitations can be good though. I think most of us would agree that Halo 5 makes us more inventive designers. A lot of the pathing I've come to prefer on my maps was done in an effort to slow players down.
The last song from the music of the spheres, where paul mccartney sings, gives me chills That whole soundtrack is insane. Upon the first listen, it's really good but it doesn't have the impact that the Halo soundtrack had, but I've listened maybe 4 times now to the album and It's like the music is changing.
I agree with Goat in that it's best to avoid unnecessarily overcomplicating things. But, I would still recommend being as considerate, and specific, as possible in identifying what each component of your map is supposed to do, and what it will actually do. I think that as long as you're thoughtful about it, you can get away with the craziest things you can imagine.