The following is a two part post about my views of forge and the mapmaking process, enjoy. Part One Where to begin? Let's start with forge itself. Forge: A place where a smithy makes his creations using metal That is exactly what forge is, a place to make your creations. I personally view any level you forge as a canvas, where the artist pours his thoughts and emotions into it. The design of the level and the geometry all paint a vivid picture of what the artist is trying to capture. The enjoyment of the level culminates from how much care and skill goes into making the map. Level Design This is the crux of the whole operation and the map can either be great or be an epic failure right from the start. Level design is where the forger designs the map layout, which can be arranged from many shapes and sizes. This means that the creator can enclose or open parts of the level being designed. Level design dictates how much space a player has to move in, where the player moves, and the overall flow of the map. There are two distinct ways of designing a level. The first and often less used way is to build a map around a game type. A famous example is Conquest. When forging around a game type the map creator, designs the level around the heart, soul, and purpose of the game type. This method of forging is used to enhance a certain aspect of game play as much as possible. However, it does not leave much room for map versatility and as a result many people turn away from downloading extra content. The next style is the standard style where the designer lays out the map for versatility. Obviously the creator has a pre-registered design element or idea of what the map will look like. Designing a map this way generally falls under three categories. They are Asymmetric, Symmetric, and Path Symmetry. Symmetry: In a symmetrical designed map, both halves of the map are identical as in the case of bilateral symmetry. However, in a radically symmetrical map all parts of the map can be reflected into the direct opposite counterpart. Bilateral Symmetry: A prime example is Narrows from Halo 3. This level design is often the most common among competitive maps. This type of level design is best suited for objective game types, although it is not limited too objectives. Bilateral symmetry also means that a map can reflect both ways as in the case of Onslaught by Salot. Radial symmetry: A well-known example would be Warlock from Halo 2. This is not seen often in competitive maps. However this design method allows for an equal stress placed on objective and slayer variants. A downfall for this level design is Bungie’s oversight of allowing for multi flag or bomb. Path Symmetry: This is the in between of asymmetry and symmetry. Generally the map overall is symmetrical in layout. The main structures are also generally symmetrical. However the rest of the map offers a more creative design. An example of a more asymmetrical level would be foundry’s default design. The map overall layout is symmetrical due to it’s factory design. However the map geometry placed is asymmetrical. An example of a level leaning more towards symmetry would be Valhalla. The bases are symmetrical as well as the general layout of the ‘footpaths’. However the map geometry is slightly more asymmetric. Asymmetry: With asymmetry the level has no symmetry. No part of the map is reflected into the other. A few examples here are Blackout, High Ground, and Guardian from Halo 3. Asymmetry usually stresses Slayer variants such as Team Slayer and FFA. It also works well with asymmetrical game types such as juggernaut and oddball. Asymmetrical maps generally lack in well-developed objective play, unless the map is rather large All of these level designs have their advantages and disadvantages. Symmetrical maps have the greatest game variant versatility and work rather well with asymmetrical game types. However, symmetrical maps are often the most repetitive to play and get older faster. For a forger, symmetrical maps are also the easiest to make due to ease of balancing, spawn systems, and weapon and objective placement. Also the forger is only designing one portion of the map for which he simply copies relays to the other part(s) Path Symmetrical maps work generally the same as Symmetrical maps in regards to versatility. Path Symmetry is more fun to design as it allows for more artistic freedom for the designer. However it is more difficult to balance, etc. Asymmetrical maps are often the least versatile. However, they are often the most played and the longest lasting as far as longevity is concerned. This level design is very difficult to nail down. Many inexperienced forgers create ‘hot spots’ where the majority of players congregate instead of having an evenly flowing map. All objectives, weapons, and spawns are more difficult to place due to balancing issues. Also for less patient forgers it becomes hard to design the whole map rather than ‘copy and pasting’ pieces of it. However, for experienced forgers it allows for artistic freedom and a fun challenge. Level Geometry Where rubber meets the road, the pen marks the paper, so to speak. Level Geometry pertains to what objects are used in the making of the level and how they are utilized and placed. Geometry also refers to what objects make up the level design. Often times it how the forger creates different unique structures to enhance game play. Again geometry can be placed one of two ways. The first is to satisfy the game type forging style. In this instance objects are usually placed so as to create an honor rules free game and to enhance the game type variant. That doesn’t mean that creative geometry can’t be placed, it just isn’t stressed as much. Also again the other way to place objects is according to a pre-rendered concept. In this case the map geometry must work to keep the map versatile and interesting. Care must be taken in making the map. An example of lack of care would be sloppy walls or inconsistent placement of objects. Now here comes sort of a hot issues in map-making; the use of interlocking. Some people seem to think that maps that don’t utilize this invaluable tool aren’t good. Many of those same people judge the map based on the amount of interlocking that the map utilizes instead of judging on the map’s merit. Well forgers that’s a very wrong notion. Interlocking is simply a tool to enhance game play. Another aide in the development of game play is of course geo glitching otherwise known as merging. Merging and interlocking allow the forger to create smooth surfaces as well as very creative geometry. With interlocking the sky is the limit to what can be thought up and created. For those that do not known what these are, visit these threads! Interlocking or Merging
Aesthetics and other features Aesthetics are what really tie the map together in terms of the total package. Aesthetics are little touches of wonderment that are to be enjoyed visually and may even cause the jaw to drop. Aesthetics usually have no effect on game play but really tie the map to a central theme. It also shows the creators care and time for the map. Other features could be anything else that enhances game play such as man cannons, teleporters, or switches. Most of the time these aren’t necessary and often times forgers do not correctly implement these into their maps. However, they do add little sparks of ingenuity to the map, which may to help the creator’s map stand above the rest. Spawns, Weapons, and Objectives The final piece of the puzzle, the bread on the butter if you will. This is one the most crucial parts of map making. Any map can be good if it has good geometry and proper design, but the placement of spawns, weapons, and objectives are the single greatest impact on any player. Spawns: There is a silent rule among experienced forgers that there should be three seconds of forward movement before the player has to move in another direction. This lets the player gain knowledge of their surroundings and make a decision on where to go from there. Another unspoken rule is focal point; a player should never spawn facing a wall. This will quickly disorient the player. Every game type needs spawn areas for team play, as this prevents spawn issues and balances out the game. Weapons: The placement of weapons can be a bit tricky and is different for each map. Generally weapons of long range should be placed in harder to reach areas as well as higher elevation. Weapons of close range should be placed towards the bottom part of any map. Geometry also ties into weapon placement. Places of higher elevation provide for a superior firing position and should provide less cover for the player, vice-versa for areas of low elevation. Weapons should be balanced and easy to reach. Many times weapons are placed within site of spawning and this helps players see the weapon. Objectives: The placement of objectives is fairly easy to do. Placement of objective items should be fair for both teams as well as placed so that the intensity and game play are enhanced. Final Thoughts All of these points play a vital role in the map-making process. However, I personally stress map design. I believe that this above all else determines how poor or great a map can be. It’s been said that spawns or weapons may make or break a map, but truly it’s the layout. Is the layout unique? Does it keep you engaged? Is it fun for everyone or any game type? These are things you should ask when designing. One of the best ways to get better is practice. Take the time to learn about each object and how to properly utilize them. Practice different techniques, this will help you forge faster and better. Pay attention to other artist’s maps. ‘A great writer did not become great unless he is well read.’ The same applies with forge, the more you experience the more ideas you get and the more you learn. This will help you forge more creatively. Well I hope that this general guide has helped you in some way other than to waster your time. If you enjoyed reading this entry be sure to rate it! If there are any questions, comments, concerns, or anything that you feel needs to be added let me know. As always happy forgings! ~Rusty
Ummm this is a fantastic explanation of forge, just as useful as Furious's guide to spawns, but lol dude, you double posted in your own thread!
Nice Rusty, this guide is really helpful to the less experienced. Offers alot of tips and tricks that can really up the quality of peoples maps.
Very informative, great rusty but... I disagree, weapon placement etc is what makes or breaks a map. The layout is the map that will be made or broken. A great made map, no weapons = 8/10 at best A great made map, great placement = 11/10 at best A poor made map, no weapons faulty spawns = 1/10 at best or fail A poor made map with great weapons and working spawns = 4/10 at best. (I dont think that was a very good point but I'll keep that part) Most of what decides how good a map is and whether its downloaded, is the layout and presentation. But what keeps it on peoples hard drives is the playability ie weapons, spawns etc. But that's just my opinion