Any map tips please?

Discussion in 'Halo and Forge Discussion' started by tEn Of SpAdE5, May 14, 2011.

  1. tEn Of SpAdE5

    tEn Of SpAdE5 Forerunner

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    I was wondering what makes maps stand out and what features people enjoy seeing, coz I have two maps out now and no one has replied. Any tips?
     
  2. stouf761

    stouf761 Ancient
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    First off I can tell you your best bet for this thread is in Forge Discussion.

    Some unique, new feature can help
    Aesthetic beauty must go with it
    Just avoid making it a cookie cutter map
     
  3. RedNeck

    RedNeck Ancient
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    Moved to Forge Discussion.
     
  4. Blaze

    Blaze Sustain Designer
    Forge Critic Creative Force Senior Member

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    Gameplay and flow over looks and aesthetics in every case.
     
  5. Plasma Blades

    Plasma Blades Ancient
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    Well this kind of topic is very subjective - For one it varies greatly based on the type of map. Interesting architecture works better for competitive maps (CTF, Assault, etc.), whereas new and engaging twists in gameplay work well for casual games (Infection, Mini-games, etc.). For architecture, look at the world around you. For example, I got an idea for a particular design in one of my upcoming maps from a broadway show. As far as twists in gameplay go, try thinking of something that you like to do, or something you've always wanted to do - Then recreate it and amplify it to colossal proportions.

    I could go on and on about this, but the key thing is to make it interesting, both to yourself and to other players. Hope this helps.
     
  6. Rorak Kuroda

    Rorak Kuroda Up All Night
    Forge Critic Senior Member

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    Aesthetics draw attention. Gameplay holds attention.

    Often times, creating a theme can attract attention, and it also makes a map more memorable. Try designing maps beforehand, and create aesthetics that are built into the map itself.
     
  7. raexe

    raexe Forerunner

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    Very nice aesthetics and good gameplay and map flow makes a map truly unique and awesome.
     
  8. Matty

    Matty Ancient
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    Just **** off now..

    I suppose the most important thing is to understand the limitations of Forge World.
     
    #8 Matty, May 30, 2011
    Last edited: May 30, 2011
  9. broccollipie

    broccollipie Ancient

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    ????? That seemed unprovoked.....?
     
  10. Xun

    Xun The Joker

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    Im no expert on the matter, but the main things you want to focus on have already been outlined in other replies. The main guideline you want to adhere to can be subjective based on the person, but I usually go for gameplay > flow > aesthetics.

    When I make maps I tend to make a basic version first until I feel the flow is right, then change things with more interesting pieces and design, and when Im happy with how it works I add in the visual element to make it interesting. No one likes bland, grey maps, so try to use colour. But, unfortunately about 90% of the Forge pieces are grey, so its hard to incorporate colour. Making an open map outside is a good device for breaking up the monotony of grey, but can cause lag issues in certain places. Enclosed maps are ideal for reducing lag, but begets aforementioned greyness.

    It can be hard to strike a good balance, but once you 'get' Forge, it gets easier. Also try to play test with other people as much as you can to get their feedback and ideas. When you get too engrossed in making a map it can get hard to see the flaws, so an outside opinion is always a good thing.

    Apart from that, just keep forging. The more you do it, the better you get at it.
     
  11. Nutduster

    Nutduster TCOJ
    Senior Member

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    I guess I'm going to be the cynic at the party. From what I have seen around here over a pretty lengthy membership (stretching back to Halo 3), what gets you lots of replies to your thread and lots of downloads is one of two things:

    1. Very striking aesthetics
    2. Some wild new feature that is creative and has never been done before

    And that's it. "Gameplay and flow" don't make maps popular because the vast majority of people browsing forums like this don't understand the concept to begin with, and even if they do have a vague notion of it, they are still distracted by bright, shiny baubles. Thus some of the best gameplay maps I've played (often made by MLG guys with a clean but plain look) settled at a few thread replies and 30 downloads, while most of the heavily popular maps here (with pages of replies and literally thousands of downloads) were neat-looking or unique but didn't play well.

    When Rorak says "gameplay holds attention," that's only if you can get people on your map in the first place.

    Personally, I still build maps for gameplay first, second and third. But I also prepare myself for my maps to be mostly ignored. I try to do what I can on the sales pitch - video, good screenshots, clean forging, a few light aesthetic touches, etc. Occasionally I've gotten lucky. Not really here, but if you play with enough people that like and recommend your map to friends (through the "recommend" feature in Reach), you can get into the top downloads list at bungie.net, and that will automatically give your map a lot more DLs that it would have had otherwise. I had a couple maps get very popular that way. But then again, the last map I released died young. If you want to be a gameplay guy, reconcile yourself to it now.
     
  12. Jex Yoyo

    Jex Yoyo POETRY, bitch.
    Senior Member

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    Make a map you enjoy, and give a damn what other people think.
     
  13. Equin0x

    Equin0x Forerunner

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    1) Themes for aesthetics create memorability.
    2) Gameplay>Aesthetics
    3) Aesthetics will draw peoples attention, so they have to be good.
    4) Test your map, I connot stress how important this is.
    5) Provide good cover.
     
  14. Xun

    Xun The Joker

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    Cover! Yes, FOR GODS SAKE, COVER!!!1!oneoen You must put cover in your map. Dont overdo it, like cover every which way and then some, just in key points. And if you have a power weapon on your map, try not to put cover around it as that may cause people to camp there. But that falls under playtesting I guess, if it works to have cover around your PW, then by all means, do it.
     

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