Hello Conquest fans! This is a guide to building a Conquest map for the beginner and expert alike. In this guide, you will be walked through the entire process of planning, forging, and testing a map specifically designed for the game-type, Conquest. The following guide is best applied for Foundry/Sandbox maps. For more information on the game-type, click here. Here are Predecide's instructions for building a Conquest map. If you are new to Conquest, would like to build a Conquest map, or you are in the process of building one, this guide is for you. The certification process for a Conquest map will be briefly covered as well. Here we go! -Plan and Sketch -Forge -Test and Certify -Post and play [Updates and submitted layouts] Plan and Sketch Every decent Conquest map begins with a design or a plan. Without one, the map often ends up plain or dysfunctional. This step is where most of the creativity should take place. There are an infinite number of ways to design a Conquest map. Every single object of the main layout should be pre-planned. This will help you foresee problems you will encounter later, in the forging process. This step is only for the structural layout of the map. Detailed planning will occur in the following section. During the planning stage, all the rules of Conquest must be considered. Rules I will once again refer to AZN FTW’s Conquest Description, which clearly states all the rules of the game. But there are several rules which are crucial to the design of a Conquest map. The first and most important rule to consider is territory placement. A map should be designed for an odd amount of territories. Each territory should be large enough to be captured in the time it takes to transverse it (either five or seven, depending on the layout and size of the map). All territories must also be touching, with no gaps or overlaps. Territories should also be separated by a door or turn, etc. This affects the map design in a number of ways. First off, the shape of the map must be selected. Shape Even though symmetry in a Conquest map is not required, the distance to the central territory should be equal for both teams. The map should also be fair and balanced on each side. For beginners, a symmetric layout is recommended. When the shape of the map is designed, break points should be the another main concern. A change of direction or line of sight between each territory is optimal. This will create choke points, where most of the action will take place. Most Conquest maps take the shapes of symmetric letters. These are the letters that commonly make up the layout of a Conquest map: C D M N O S U V W Z. Notice how each letter is symmetric with turns or beak points along its lines. Here are a few examples of Conquest maps with symmetric-letter layouts: Conquest letters (take note of the break/choke points) A common Conquest design Same design with territories and spawn points (note: this layout involves elevation changes. The territories will not overlap when forged.) Theme Once the shape of the Conquest map is determined, a theme should be considered. This step is optional, but players enjoy a well-themed map. Common Conquest themes consist of alleys, tunnels, canyons, hallways, etc. Notice how each theme fits the “single path” rule. Themes give the map life and character. It also gives players something to fight for. What is the point of fighting for a big square room made of blocks? Themes should give players something to fight for, an urge to conquer more land. Once again, themes are not at all required, but they make a Conquest map unique. A well-themed Conquest map Sketch The next step in creating a Conquest map is drawing the blueprints. This step is to create something to refer to while forging the actual map. The sketch, preferably a bird’s-eye view, should be very detailed and include the structural design as well as weapons, territories, and spawns. Save the sketch as it will be used several times along the way. Layout Start the sketch off with a rough outline of the map’s shape. Remember to keep all the elements of a Conquest map in mind. From there, draw the objects that will be used to create that shape. For this, it is recommended that you have a complete knowledge of every object in the forge pallet. After the sketch is complete, check for corners or places to hide. Also eliminate any place where flanking is possible. Have each choke point for the territories set up, along with a designated area for spawn points. Google Sketchup Another great way to take the ideas from mind to matter, is to use google sketchup. Be advised that this method takes more time and patience unless you are familiar with the program. In google sketchup, users can create three-demensional layouts using the same objects found in the Foundry/Sandbox pallet. Be encouraged to try out each method, and use the one you prefer to make a tangible rough draft of your map. Territories Once the entire structure is drawn out, add the territories, either with a different colored medium, or by lightly shading that area. Check that each territory is touching. Are there any places that a player would be able contest the territory without standing in the designated area? If so, make slight adjustments to the main design. If the territories are set up properly, the hardest part is over. Spawn Points The placement of spawn points is crucial to the gameplay of every Conquest map. Because territories are natural spawn areas, placing an actual respawn area is unnecessary. It is preferable to include an area just outside sight of the first territory (but still within the boundaries of the territory) to place the spawn points. Each spawn point should be in, and point towards the main path. Draw in spawn points, and add directional arrows if needed. Weapons Finally, sketch the weapons into the layout of the map and label them. Remember that all weapons should be eye catching and easy to locate. Follow AZN FTW’s weapon rules for premium weapon placement. Select weapons that will be appropriate for the size and purpose of the map. Also, add the grenades in the same manner. Here is a finished sketch (style and format will vary) And another, used to forge forge the Conquest map, Gold Rush. Forge Forging a Conquest map is the most time consuming step. For some, it is the most enjoyable. Follow your original guides, but let your imagination and creativity take over. If the forging process becomes frustrating, take a break. Sometimes forging gets lonely, so feel free to invite a friend. This is also a good way to get suggestions and advice while the map is in construction. If you don’t want anyone to alter your map, remember to set the editor traits accordingly. Location Before you even start your map, the proper location must be selected. There are several elements to keep in mind while selecting the location. This is an important step. If the location is not well thought out, the map will encounter problems in the forging process. For example, Foundry’s crane should be considered while choosing the location of the map. --Size Give your map plenty of room. You never know when you will need more room for changes in the layout. --Atmosphere The overall feeling and theme of the map depends on the atmosphere. An atmosphere can be created in several ways. The best way to produce an appropriate atmosphere is to utilize the map’s natural lighting and geometry. On Sandbox, each level of the map comes with different lighting. The middle layer of the map is the brightest, and most suitable for many Conquest maps. The Crypt is the darkest, and produces a completely different mood. This layer is also best for uses the lighting effects the forge pallet offers. The Skybubble possesses a twilight-like amount of light, and the atmosphere functions both ways. The natural sand dunes of Sandbox also fit many Conquest themes. (Remember to look for symmetric areas in the natural geometry.) Foundry has more simple lighting. The side with the windows is brighter than the opposite side. Use this to your advantage. There are also many unique geometry options on Foundry as well. Try to incorporate them into your Conquest map. Symmetry If you have chosen to forge a symmetric map, it is best built in sections. Starting with the central territory is recommended. From there, work your way out, but do not progress too far with the construction of a single side. Forge one section of the map, then do the same with the symmetric opposite side. This way, you will not forget how one side was built. This technique keeps the map symmetric and exact. Territories As you go, place the territories in the designated sections of the map. Check that each territory will fit properly before progressing to the next section. Do this with every territory once the map layout is completely forged. If they do not have any foreseeable problems, begin placing spawn points. Here is a suggestion from I Shadowsth I that concerns territory numbers. Spawn Points Because you forged the structural layout with an area for spawn points in the planning, this step is only a matter of placing them. There should be at least eight spawn points per side. All spawn points on one side should be either attacker or defender. Neutral spawn points are discouraged. Each point should be placed in or along the main path, pointing in the direction of the main path. Allow for an uninterrupted, three-second walk upon re-spawning. Do not place any weapons with that three-second radius. Avoid dramatic changes in elevation as well. Also avoid wall bumping and obstacles. Check each spawn point individually. Starting points are not necessary, because the first territory will act as an starting area. Here is an example of proper spawn placement for Conquest. Weapon Placement The last step in forging the map is placing weapons and grenades. Because Conquest is a fast-paced, short time limit game, weapons should be easy to located. Players should never spend more than a glance looking for a weapon. Weapons should be placed in, or along the main path, depending on the weapon. Refer to AZN FTW’s advice on correct Conquest weapon placement. Each weapon should catch the attention of the player. Make it eye-catching by placing it with interesting scenery or player-made weapon holders/shelves. A good way to make a weapon stand out is to place it on a contrasting texture in a unique position. Once weapons are well placed, your Conquest map is nearly complete. Only a few steps left. Test and Certify Now it is time to open the party and send out those invites. Set your party max size according to the size of your map, then message your friend for testing. Don’t be shy, everyone loves a new Conquest map! Quality Matches A testing session only works if matches are complete and consistent. If players leave half-way through a game, the test results for that round becomes invalid. If team are uneven or unequal, test results can become skewed. Players should also have a good knowledge of Conquest before the game begins. Patience is a requirement for a quality testing session. Observe During your games, take notice everyone’s reaction and comments. Observe how your map is played and take note of the rough spots. Is your map breakable? Do players understand the purpose of the map? Does Conquest function the way it is intended to? All these details should be recorded, for later purposes. --Feedback After a game, the creator of the map should give each player an opportunity to offer suggestions and present feedback. Take control of the party and give each player a chance to speak. Take note of the comments. They will be used to make adjustments to the map. Adjustments Every map will need improvements after the first testing session, no exceptions. Use the information you collected from the tests to make adjustments to your map. Sometimes major changes are necessary. Do not let this frustrate you. This step is important. Once all the necessary changes are made, repeat the testing process until your map is perfectly polished. Certify If you would like to certify your Conquest map, you will need to do so through the Xforgery Conquest Certification Team. The goal of the certification team, lead by AZN FTW, the creator of Conquest, is to perfect your Conquest maps. These maps are then added to the Xforgery Conquest Library. For a map to reach certification, it must follow all the rules of Conquest, and play Conquest perfectly. Here is a closer look at the certification process in action Contact the Team The first step towards certification is organizing a session. The creator of the map is responsible for getting the entire team together. The team, so far, consists of AZN FTW, Ell3ment, Coyote1023, and Gunnergrunt. Send them a PM or invite them over XBL. --Time and Date To set up a certification session, set a time a date, then send it to every member of the team. Make sure the session works for everyone. --Test First off, tests must be made. Once the certification team is in the party, invite friends to play the map as well. This will give the team a chance to experience Conquest on your new map. Make sure the games played reach the full potential of your map in its current state. --Forge-through After the tests, take the certification team into your map in forge-mode. This will give them a chance to check territories and spawn placement, as well as weapons (while they are still in their starting positions). --Save film As the team forges through your map, they will make adjustments as they see fit. You do not have to save the map. Simply save the film to review their changes later. Then make the adjustments yourself. Notes Remember to take note of their comments and suggestions. They know what changes will make or break a Conquest map. Following their guidance will help your map unlock the true essence of Conquest. Adjust Once again, adjustments will need to be made according to the certification team’s feedback. Remember to save it as a new map. This way, you will be able to keep your own version as well as the certified one. But be aware that posting each version separately can be confusing. It will also diminish the quality of your map. Repeat After the changes have been made, invite the certification team once again. Go through the same process as before. If your map meets the team’s Conquest standards, the map will be added to the Certified Conquest Library. By this point, you may know enough about Conquest to join the team. If so, the team may invite you. In which case, you will then participate in the certification of Conquest maps. Post and Play The time has come to post your map. By this point, you will be eager to share your Conquest map with the community. But posting your map properly is important. To ensure the popularity and brand-name recognition of your new map, a decent post is recommended. Describe Include a well thought out description of your Conquest map. Mention its unique features and the way it plays with the Conquest gametype. Decent Pictures Conquest maps are difficult to understand by screenshots alone. In your screenshots, an overview should be included if possible. In order to do this, sometimes a ceiling or wall section will need to be removed (set at start: no). Remember those sketches from earlier? Now is the time to include them in your post. This will make it easier for others to understand the design and layout of the map. Reply Be prepared to answer questions and comments. And keep in mind that suggestions and comments will be made. Kindly reply to these comments and answer the questions. If someone sounds extra enthusiastic about your map, invite them for a few rounds of Conquest. Continue to play your Conquest map, and share it with the community. I will keep this page well updated. If you would like your Conquest layout sketches included in the guide, submit them here. Feel free to comment on any part of the guide. If anything was left out, please say so. If you would like anything included in the guide, comment here. Discussion about the guide is welcome and questions are encouraged. Thank you for your time and support. Now get out there and build a Conquest map! Download Conquest Complete Gametype Description: Conquest Book of Conquest All Forgehub Conquest maps Xforgery's Conquest Featured Library
Sketch/Layout Gallery [Updates] Gold Rush- by Gunnergrunt A unique conquest layout. This one eliminates any chance of assassination by eliminating corners within the main path altogether Skyquest- by Forgotten Wing This one does not follow all the rules of Conquest, but it has a fantastic layout. Redial- By TheClubhouse A layout can be simple as well. Tinochtitlan- By Luckiesnipes Great use of the Foundry Designer! Drop Shock- By Gunnergrunt This one nearly breaks the "single path" rule. Metropolis by Seaboro Kibbles Makin' great use of the icons. Bekon -by sloner52 Instead of using a blank Narrows picture, he sketched it out himself Stalemate -by evan12057 You can even use a blank heatmap! Konqueest by doomgrunt A complex, yet fresh conquest layout. All beautifully done on Paint. Propulsion by Bartoge Google Sketchup is another helpful tool when planning out a Conquest map. Messiah by I Shadowsth I This one follows a strong theme of imprisonment!
Conquest Master, passing on previous FH Conquest master's Advice and adding more. I love it. Great guide Gunner
Nice, very nice. Very in-depth. I will add a link at a minimum, or maybe edit some of this into the book itself, if I ever get a chance to sit down and to it.
Lol, that's me (the closest red guy to the screen) Why dont you add some links to popular and well made maps? Also, when I get my box back, i'll start on a Conquest map, because the letters at the beginning gave me a great idea... Nice write-up, Gunner, I'm sorry i gotta leave your testing sessions, but ill be back.
Sticky na0! This really helped me understand Conquest a lot more. Better than the Book of Conquest IMO. Great guide!
Thats just the reaction i was hoping for! Hopefully this encourages people to go make conquest maps and support the conquest community. Updates so far: Gold Rush layout added to the submitted layout section. A brief section about google sketchup has been included. And a few for details about territories and spawn points. Just for those of you revisiting the page. And remember to submit those conquest layouts! I need a sketch and preferably an overview of the layout. Refer to Gold Rush for examples
Did you make Gold Rush? That is a very nice design, but no ninjas? You KNOW I love to ninja in Conquest Also, what about a backup spawn?
Yep thats my new baby, Gold Rush! I'll be posting it this weekend (now posted). Haha nope no ninjas on this one ^.^ I will also start updating this thread with links to decent conquest maps out there (now in updates section). Mainly ones with layouts posted as well. Such as skyquest, that has a nice layout As for a backup spawn area... Just remember that forward spawning is highly discouraged because players will purposely not capture their first territory so they will spawn closer to the middle.
so when your talkikng about theme, you used like an old gold mine, that supports a battle for the gold correct? and sorathic method is fighting for castles, or kindoms. well.... for a while now, I've tried thinking of doing a coal mines theme, but I would like to get more informations and descriptions on how a coal mines would look. Ive been researching and haven't really got to good of info. So ive been wanting to try a different theme but just cant think of one.
That isn't exactly what is meant by "Theme" it is pretty much: keep with one kind of architecture or scenario (the gold thing) and make sure that the map stays like that. Here is some examples: A Human based map would have 90* and 45* angles and look very blocky, Covenant maps would look round and curved everywhere, and Forerunner maps would have unique angles and hallways that have an odd (like different not 3,5) numbers of walls. You could also try to remake different "battlefields" that you think maps would look like or you could go for some "ancient structure." Just pick an idea and stick with it, if you don't, your map will seem very... random.
well i was thinking of making a (w) shaped map, with it being an abondaded inccaved map, and it seems as it will be athesticly pleasing, but the cave in will look real. And also a hill in the middle. But i havent got a reason for it to be fought for yet, i was thinking of putting something on the hill, but i dont have anything yet.
I greatly appreiciate the time you took to make this gunner, and I want to congratulate you, because you just made making a conquest map about 10x easier. If Forgehub was centered around conquest maps, you would get Loyal for sure. STICKY NAO!!!1!!!111!!!
My advice would be (if you are able to) give some aesthetics to each starting base (are you making it on foundry or Sandbox (and if SB, which level)). You could have like an air pad or a small town/city. On the other hand you could try to remake a terminal type object in the center area and make it a buried Forerunner artifact.
I would suggest building your conquest map out in the sand dunes on a blocked-tower canvas. If you are able to geomerge well, you could use the dunes to make a decent cavern floor. Try and find a fairly symmetrical dune with a hill in the middle. In the middle of the map, you could build a really tall, open cavern. And for something to fight for in the center, you could build some stalactites or somethin! But i also like the "buried artifact" idea. Make it shiny..
i never understood how it worked until that, i never thought it would be that special i was thinking it was just some silly variation of territories. you have inspired me
Just what i like to hear! By no means is conquest a silly variant of territories. Its a completely different game! And just to keep everyone up to date and informed... I have been watching my conquest radar day and night to find those elusive Conquest sketches. As you can see from the front page, i've managed to include a few more into the guide. But I'm still on the lookout for em. If I have missed any, links are appreciated! Oh, and my map, Gold Rush, has recently won a conquest contest on another site. Just thought i'd let everyone know... (not bragging). ^.^
Sure your not... (~.0) Anyway I found this was amazing! Quite the comprehensive guide to Conquest here. This will definitely help out with my Conquest maps... Well kinda... that "Territories should be touching" thing is annoying... but it makes sense. Oh and any theme ideas for a small 3v3-4v4 Conquest map in the SkyBubble?
Wow, I haven't really been following conquest so all I knew about it was its like tug of war where you push your team through to the oppositons base. This guide is really good, makes me want to try Conquest out!
This is an amazing guide. It inspired me to make Terminal 12. Remember? The one outside of Orbital. Anyway, I have always loved to play conquest and now the only maps I make are conquest. I'm really glad that you made this guide. Thanks for making this.