Forging Advice (small article)

Discussion in 'Halo and Forge Discussion' started by Duo Is Pro, Jan 20, 2011.

  1. Duo Is Pro

    Duo Is Pro Forerunner

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    Introduction:
    Hi my gamer tag is Duo is Pro and I'm an unknown forger but I always get asked to help other people forge so I decided to write up an article describing the methods I use which I believe will be very useful to the community though most experienced forgers probably know all this already so this guide is meant for those tired of their maps looking like just a bunch of blocks thrown together.

    Concept/Compromise: When going into forge I go in with out a plan and keep only about four general ideas in mind. I'll use my map Arcanis as an example: I went in knowing:
    1. I wanted both bases connected by a bridge under the map that you could drop down to guardian style.
    2. I wanted the grid flooring up top so the bridge could be seen.
    3. I wanted the map to be symmetrical.
    4. I wanted warthogs to be used.

    Everything else happened along the way. Now early in the development I noticed that the map would be fine for one warthog but too small for two, so I changed them to revenants which also ended up too big, so finally I ended up settling for ghosts which unintentionally gave the map a nice halo 3 feel yet being much less overpowered with things like grenade launchers, concussive rifles, and armorlock to stop them.

    Patterns: Know them and know them well each piece generally has four sides some pieces may have a different patterns depicted on each side. Sit in forge and memorize each piece then look at how others have use them. what you should know:
    1. All patterns depicted on each side each piece. By each piece I mean every piece available including buildings, bridges, platforms, everything.
    2. Which ones fit a certain theme.
    3. How other people have used those patterns.

    [​IMG][​IMG]
    A quick example of a forerunner patterned palette.
    [​IMG]
    And a nondescript patterned palette.

    Why should you know all this? because it will help you reach better Cohesion on maps using other methods listed in this article such as wallpapering and cropping.

    Palette: Like a painter has physical palette of colors you should have a mental palette made up of two things all the forge pieces who's pattern fit your theme and all the neat tricks(techniques) you've picked up from looking at other people's maps such as gunnergrunt's weapon holder. Don't get caught up thinking of it as plagiarism or being unoriginal, just as artists today are taught and use the techniques of famous artists from the past. Learn from those with experience just by looking at gunnergrunt's epically beautiful map ONI Ventcore I created this map ONI Courtyard to be used with my FFA Arena Challange gametype.

    Wallpapering: Is a technique used to change the pattern of an area by overlapping pieces so that the pattern you like is just a hair further in front and taking over the visible plane. Example bellow:

    [​IMG]
    [​IMG]

    Masking: Is a technique used to hide ugly forge spots by placing something over it. I most commonly use scenery to achieve this effect. Example bellow:

    [​IMG]
    [​IMG]

    Cropping: Is a technique used to display only a part of the object you want/like by phasing the rest of it away behind a wall or roof, this map MLG Conflict by JiPiSiG great cropping and Supply Bridge by mefire66 shows off both wallpapering and cropping. They're both good examples of what these techniques have to offer and why you should know your patterns.

    Symmetry+Asymmetry: Creating a symmetric structure but placing objects around asymmetrically has two special effects. One being it creates a lived in, used, or realistic feeling to your map because objects in your home/office are placed asymmetrically and each room is inhabited by a different person or used for a different purpose. The second effect it has is player orientation, if you have two similar rooms on opposite sides of the map with the exact same decorations a player may not know which side of the map he just spawned in. This effect is demonstrated on my map ONI Courtyard.

    Movement Flow: Allow players the option to keep moving forward, adding dead ends breaks the flow and can possibly create camping spots. You should NEVER use a teleporter or a gravlift/mancannon as the ONLY method of entry to an area. Bungies' map Zealot is a good example of what can happen if you do. If your map includes vehicles be sure to take into consideration the flow of their pathing too. Narrow paths and bridges should also never be the ONLY path to an area those are best used as a secondary option or a risk vs reward area to pick up an Incentive. See Dance Floors for further reference.

    Assumptions: Two things you must always assume are:
    1. What can be abused WILL be abused.
    2. The players will not know how to find everything.

    Testing/Feedback: It's very important to test your maps as much as possible and with as many DIFFERENT people as possible to gather diverse feedback and to keep an open objective mind even if you don't like what you hear keep it in mind and see if you can find a way to comfortably compromise a solution later. Save all your play test videos and watch them later though each persons' perspective to look out for things being misused or overlooked.

    Well I hope this has been useful, happy forging!
     
    #1 Duo Is Pro, Jan 20, 2011
    Last edited: Jan 20, 2011
  2. seredhras

    seredhras Forerunner

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    do you make mostly symmetric or asymmetric maps?
     
  3. pyro

    pyro The Joker
    Senior Member

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    New assumption:
    If it's worth using, it's worth abusing.

    Ground Geometry:
    People don't want to just walk over a flat surface for an entire game. Give gameplay variety by varying the height of the ground on your map instead of just dropping stuff down on it that is supposed to add height variety.
     
  4. Duo Is Pro

    Duo Is Pro Forerunner

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    Symmetric, and good additions pyro.
     
  5. seredhras

    seredhras Forerunner

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    pyro, are you talking about depressing the middle of a map and putting raised areas on catwalks and etc
    as opposed to addin buildings and crates
    so that would be tactile versus visual height difference?

    edit:
    have you ever actually used an upside town tall tower in a map
    (forerunner themed pic in OP)
     
    #5 seredhras, Jan 20, 2011
    Last edited: Jan 20, 2011
  6. Duo Is Pro

    Duo Is Pro Forerunner

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    It's upside down in the picture so the glass reflects light and shows up clearly, but many people like the spine the tower has and crop it into the map right side up or upside down doesn't matter.
     

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