I am pretty much the noobiest of the noobs when it comes to forging. I used to do it a lot in Halo 3, all though I wasn't very good at it. So I was wondering if I could get some noob tricks to forge in Reach. I know the basics like the physics, rotation, coordinates ect. So any ideas for a wee lil noob? Sorry if I am messing up the forums or anything. I'm used to b.net people so.. *zips flame suit*
Just go ahead and play around with it in forge for a while just to get used to it. Usually just go ahead and put objects on phased so they can go through each other and the ground. Then for rotation I recommend using 15 degrees. For Forge Tips and Tricks check out The Halo Forge Epidemic youtube channel. Here is one of their videos about invasion: "Invasion Forging Part 1" [HD] - Forge Tips & Tricks (THFE) - YouTube
When I was new here I took a look at a lot of other's maps, saw what they did that worked well and I liked and implemented those ideas in my own way. Try looking at successful maps like once that were featured and see if you can learn a thing or two from their design. Hope that helps!
Just look at some maps that are known for good gameplay and originality. Keep your forging neat and get tips from good forgers. If you want, add my gamertag and I could help you out.
Bam. Mull over this for a bit, and if you end up running into a real hitch while forging, you can always ask us specifics.
I would say the best way to learn is to look at successful maps. choose a map that you like and take it apart. See how the forger placed and used objects, and above all else try and be creative. For instance, don't just use bridges as bridges, us them as walls or to create cover. Most of the best forgers use objects in ways that they are not intended. Other than that, you can always watch different tips and tricks videos which could help a ton also.
Things you should always keep in mind and incorporate in your maps are things like height variations but nothing to extreme. Also nothing too cramped or too open. Always think about lines of sight. And points that could be held to easily. Playability should generally always come before aesthetics. If you try to incorporate all of that into every map you make you should do fairly well. And try not to get frustrated if your map ends up sucking, because we've all made bad maps. Trial and error will be one of your best teaching tools. Hope that helps!