What you want in a competitive map.

Discussion in 'Halo and Forge Discussion' started by Yobo, Sep 12, 2011.

  1. Yobo

    Yobo Forerunner

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    Hey there, so I'm here to ask the community what a good competitive map should have,
    if you have any ideas and comments feel free to say it.
    So after I gather enough info from this thread, I'm gonna forge a map depending on what the community want.
     
  2. Jakisthe

    Jakisthe Forerunner

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    Personally, and this might be just me but I like to think otherwise, I like very complex levels. Multiple layers, having to keep your attention on all 3 planes as opposed to just 1 makes things much, much more interesting.
     
  3. WWWilliam

    WWWilliam Forerunner

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    Agreed. As long as the main design of the map isn't a maze so people who don't know the map can still play it and figure stuff out logically.

    For BTB I would like a vehicle map where more often then not you in a vehicle. But as for what I would generally like in BTB maps are more rockets/spartan lasers and less snipers and come to think of it more unusual weapons instead of having AR/DMR/Pistol/Sniper/ on every map make use of the complete weapons arsenal available on Halo Reach. (use them wisely so they will actually be used not just randomly placed.)
     
    #3 WWWilliam, Sep 13, 2011
    Last edited: Sep 13, 2011
  4. Yobo

    Yobo Forerunner

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    well actually i made a btb map with two gls on each side it worked great
     
  5. Spicy Forges

    Spicy Forges Ancient
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    I like medium to large sized maps with a combination of open spaces for vehicle use and close quarters for up close and personal combat.
     
  6. Overdoziz

    Overdoziz Untitled
    Forge Critic Senior Member

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    -Small to medium-sized.
    -Symmetrical.
    -Simple, easy to grasp design.
    -Design that encourages player movement. (so people don't camp in their base or at a power weapon spawn)
    -Power weapons that fit the map.
    -A clear distinction between each side of the map for easier orientation.
    -A lot of space to move around. An entire map build out of 2-unit wide catwalks isn't a great idea
    -Lines of sight which make it easier to get different angles are certain areas and thus encouraging people to spread out more.

    This is all I could come up with so far.
     
  7. GrenadeGorilla8

    GrenadeGorilla8 Forerunner
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    This.
    With good height differences preferably not more than two or three levels. A good mix of long sight lines and cqc without it being easy to snipe or to easy to camp. Playability should always be above aesthetics. But every area should be recognizable so you know where you are at all times. So basically you need to find the perfect balance in EVERY area of the design.
     
  8. Overdoziz

    Overdoziz Untitled
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    And drop-spawn for power weapons.
     
  9. Audienceofone

    Audienceofone Forerunner
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    I dont mind asymmetrical as long as you can get a good orientation going, but other than that I agree with this list Overdoziz made. Also adding I like nice atmospheres. For instance my most recent release and the ones I wish to release soon all are unique in that one is in the dark collesseum, one is in the skybox, and another in the cave. This makes them all feel very distict from one another and I found that I like that rather than another map in the same place so many use with new objects.
     
  10. Exile

    Exile Forerunner

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    Decent spawns, enough cover but not to much to turn it into a CQC map, set up locations like the old Halo maps had, decent bases for objective, not just an area where you initially spawned.
     
  11. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    The thing I look for is creativeness/uniqueness/originality. You can make a great symmetrical 4v4 map with fun, balanced gameplay and good aesthetics, but it's nothing special. It's been done a million times before. I like maps that stand out from the crowd and bring something new to the table, which is something I strive to do with each of my maps.
     
  12. Overdoziz

    Overdoziz Untitled
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    If you combine this with a unique lay-out I'm sold.
     
  13. Dizzyman572

    Dizzyman572 Forerunner

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    If you want to make a great competitive map, then you need to have variances in gameplay. You'll find yourself sick of your own map if it only relies upon people spamming their DMRs in long-drawn out hallways.

    Players need strategies, and not just in terms of Power Weapons, but in layout as well. Remember how many ways there were to get inside of HighGround's Fortress in Halo 3?

    There was an under- passage, a broken wall of which leads to a simple pipe system, heck there was even a deployable grav-lift you can use to scale the walls with your team-mates. Weapons are also an important part of variance and not as simple as putting a Rocket at the center of a map.

    Let's say a Red team remember is camping in the tower in High Ground with the Spartan Laser keeping Blue team opponents at bay, you know just doing his job. Now there of course a few strategies that Blue team can employ to deal with the camper.

    1. Take the Sniper Rifle and headshot the little twit.
    2. Lob grenades, if he doesn’t move in time, the fusion coils will ignite and take care of the rest. Plus, how awesome would it be to stick someone from that far.
    3. Rockets almost never fail. :)
    4. Scale the tower with a grav-lift and give the little pest a shotgun blast to the face.

    See plenty of ways to deal with the camper, this in my opinion acts as balance. But it also forces players to enforce some good amount of cleverness, (Wheatley quote!) and gives them a sense of mixing it up as they go.

    Of course, this wouldn't work as well in Reach prior that there would be a major amount of problems, (as you could imagine) thanks to the armor abilities. So thus, you will need to make sure that the map you make takes full advantage of each AA abilities, without being to much of a problem. You can figure that one out four yourself.

    So basically what I'm trying is have fun with it, imagine what kind of map you want to make. Is it the next FFA map, 4v4 Slayer, One-Flag/OneBomb! Another important thing to remember about map making, is to not make an everybody map. I'm talking about grey-maps, Lockout/Blackout remakes and what not. So think of a theme for your map and exploit it. Thus, you will find it a whole lot easier to come up with a map layout and various gameplay opportunities to boot.
     
  14. MUDNUB

    MUDNUB Forerunner

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    I have to say mate, I find this an artistically weird thread. I made Abyss because I really desperately wanted to make it, because there wasn't a map that was scratching my particular itch for a 2v2 based around a large death pit with sprint jumps aplenty. /self promotion

    I agree with the above, you should make maps you want to make.

    That said, if you're looking for some inspiration... make a map designed for 3v3. I haven't seen that done before. Balance the weapons etc specifically for 3 player teams.
     
  15. Rsvi Etzudee

    Rsvi Etzudee Forerunner
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    Yeah, i don't understand how you have an eagerness to forge a particular kind of map, i just get inspiration and forge, and quit when i'm bored. The 3v3 idea sound interesting btw.

    OT: Symmetry, Balance, Good spawning, and something special that catches the eye without destroying gameplay.
     
  16. Scobra

    Scobra Ancient
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    First, go play the maps Damnation, Derelict, and Wizard from Halo 1, Midship and Lockout from Halo 2, and finally, The Pit from Halo 3.

    Nest, you must now remake them and add/remove things until you get something that plays the same but looks like a different map.

    The final step, is to forget everything I just said and make maps that you like to play on, like to make, like to look at, and you feel actually brings something to the table.

    Whether it be some interesting weapon layout or some sort of out of this world structure, or even anything between. Don't just be like everyone else and rehash the same ideas or designs that people have been making non stop since Forge was created. Yeah, they work and all the maps I listed are really great and have excellent design decisions but the fact is, everyone lifts those concepts and puts them onto their own creations every chance they get. I rarely hear a person not describe their map using the phrases "Like 'X' but different" or "Inspired by 'X'" and sometimes, even I'm guilty of it too. Unless you really, really want to play it in the safe zone, just use your imagination and make people go "wow, I wish I would have thought of that" or something to that extent.

    Also, aesthetics > gameplay.
     
  17. Overdoziz

    Overdoziz Untitled
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    Competitive
     
  18. Audienceofone

    Audienceofone Forerunner
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    I completely agree. For instance my recent maps that are just now being released these weeks are for when I dont have a large group- only about 3-5 people in customs. This happens to me a lot so I decided to try my hand at 2v2 maps, a new concept for me at the time. The other goal was to make them simple as dirt- no crazy tricks and easily traversal.

    Just find something you havent tried before, or something you feel you should make and give it a shot. Build that 3v3 map (which I think sounds quite interesting) or a multi-team map. Just do what you like, like what you do.
     
  19. EpicChief117

    EpicChief117 Forerunner

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    I want a map that provides movement controlled by weapons (like the shotgun in Asylum) but not too much power. Something that has long range sights and short range sights. And some medium range sights too. Something that has a lot of neat forge tricks but uses them in a unique way. Just something that everyone can be proud of.
     

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