Alright i'm wondering what people prefer in relation to the design of a map. When I forge i find it difficult to not build symmetrical levels for some reason. but i dont know if people really enjoy symmetrical levels that much, and seeing as how none of the launch maps are symmetrical is this true? Should I try forging alot more A Symmetrical levels than Symmetrical levels? and what do you like better and why?
Zealot is symmetrical, and it's my favorite map. Symmetry is very easy to balance, which is why so many forgers prefer it. But, if you can manage a balanced asymmetrical map, then they tend to be much more enjoyable, because there's so much more variety.
I would agree, asymmetrical maps are generally more interesting to play on. The issue with symmetrical maps is that you have essentially only half of a map to discover. It may work well when you initially play, but as you go through more iterations of play, symmetrical maps have the tendency to become less interesting, because they are easier to predict. I personally think that if you are making a map, unless you have a truly interesting symmetrical map idea (like Zealot, whose grav lifts and interweaving staircases and walkways give the map staying power), you are better off putting in the extra effort to make an asymmetrical map.
I prefer symmetrical maps mainly because its very easy to learn the map quickly and with almost no previous knowledge. This goes for everyone playing as well, which just makes for better games in my opinion. There's a reason countdown ALWAYS plays well, and you ALWAYS know exactly where you are without thinking about it. also, hate to be a grammar ****, but if i didn't say something i wouldn't be being true to myself: asymmetrical is one word.
Countdown's quality isn't immediately attributable to its symmetry. It's easily navigable because its different sections have differentiated visual styles. The basic color scheme of light metallic tones and matte orange highlights offers itself to variation that, while maintaining a cohesive visual scheme, also makes it easy to tell where you are. That's not an issue of symmetry vs. asymmetry, its an issue of aesthetics assisting gameplay. I do realize that symmetrical maps can be good though. Countdown is one of my favorite Reach maps, and it is, as previously stated, symmetrical. I've also seen symmetrical forge maps that work well, but they have to be generally as nuanced as an asymmetrical map, in a way that doesn't become stale through iterated play.
I would LOVE to make an asymmetrical map, but all of my maps seem to turn out more and more symmetrical the more I iterate them...
Asymmetrical maps are hard to design. No, wait... good asymmetrical maps are hard to design. Symmetrical maps have left and right sides balanced automatically so you only really need to worry about the balance between the top and bottom. But I'd rather play on a good asymmetrical map. Sometimes with symmetrical ones I just think that the forger has had a good design but wasn't sure how to balance it, so they just flipped it over!
A third alternative is the symmetrical map with asymmetrical asthetics. Not the easiest thing to pull off in forge though. For example I saw one map where blue base was built into the default rock face and built out of rocks, the other was bulit from more basic blocks built into a colliseum wall. They had the exact same gameplay properties.
A symmetrical map with asymmetrical aesthetics is still just a symmetrical map. It may be more visually interesting, but as you said, the gameplay is the same. I applaud the forger for their inclusion of visual variation, but as has been said, unless the gameplay isn't balanced and interesting, both vertically and across the play-space, the map is going to get stale.
Not sure if you are thinking of my map in particular but I did something like that a while ago with Arctic Outpost (link below). It was a bit of a challenge but I think it makes the map a lot easier to navigate right from spawn, and more visually interesting on top of what is honestly a fairly simple layout. To weigh in on this thread though, I prefer a good asymmetrical map over even the best symmetrical ones. My favorite Halo maps are all asymms: Lockout, Guardian, Damnation, Chill Out, and others. It's just harder to make them balanced and playable, but if you are capable of it, it's very much worth the effort. Symmetry can make even a bland or crappy idea into a vaguely playable map, but it's a lot harder to build interesting gameplay into them. For instance I think Halo's symmetrical arena maps (Warlock, Midship, Zealot, and the like) have all provided good and competitive games, for the most part, but as a strategist I don't find them that interesting at all.
yeah countdown to is symmetrical haha what was i thinking when i started the thread [br][/br]Edited by merge: My latest symmetrical map. it's mirrored though so everything is opposite i dont if thats a certain type of symmetrical or not lol
Each have their own strong points. In my view, I have a personal likeness toward one sided maps. Think back to Halo 2 with Zanzibar, Burial Mounds, Terminal, and Relic. Standout maps that can be played solidly with Slayer, 1-flag, and 1-bomb gametypes. If needed, vehicles can work but not getting overloaded with them is key. My map Reliance is similar in stature.