1v1 size?

Discussion in 'Halo and Forge Discussion' started by DC, Aug 9, 2012.

  1. DC

    DC Ancient
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    So im planning out a 1v1 map right now, and I'm wondering how big do you guys make your 1v1 maps? I was trying to make one yesterday and it ended up being a fairly large team slayer map lmao. So like 1 or 2 wall coliseum's or something?
     
  2. Eightball

    Eightball Forerunner
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    This is such an odd question. I think you should draw one out if you don't know. Re-scale it if you feel it is too big. Don't rush the map design either..There's a lot involved in making a 1v1 map flow/ play properly.

    Also, if you're not sure on map size, you could always check out some of the other 1v1 maps posted on the site. I'm sure you can find some good xzamplez.







    Lol...
     
    #2 Eightball, Aug 9, 2012
    Last edited: Aug 9, 2012
  3. Korlash

    Korlash Remember Isao
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    There is no established size for a 1v1 map. You could make a map slightly bigger than a coliseum wall and add many floors to the map. Likewise, you could build a map almost the size of the entire coliseum and limit the flooring on the map. There are good examples in each category that I can show you.

    The thing you're concerned with is depth on the map, or else the volume (l-w-h) of it. Although for your sake, you would be best off making a box out of coliseum walls, making the size range from 20x20 to 25x25 (or larger if you want) then forge in there. I don't know what kind of designs you go for, but it's hard to build a 4v4 map out of that (The smallest map I've made to support 4v4 is 26x26).

    Hope that helps you out.
     
    #3 Korlash, Aug 9, 2012
    Last edited by a moderator: Aug 9, 2012
  4. xzamplez

    xzamplez Ancient
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    What Ben said is true in a general sense in terms of the scaling, and as Eightball said: This is an odd question. There really is no scaling guidelines for 1v1 maps. Rorak Kuroda has a very large open map with long lines of sight (can't think of name), and Ace has Raia: A very small map with separate areas overlapping eachother. It all depends on the characteristics of the map.

    Like Eightball said: If you really have no clue how large to scale your map, look at some other forged 1v1 maps. There are many forgers that have 1v1 maps to refer to: Nexn, Ace, Kuroda, Eightball, Erupt, Waldo, Tyrant, Remember Isao, myself, etc. Just look around.

    I could help you more if you posted a picture of the map that you are creating.
     
  5. DC

    DC Ancient
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    thanks for the feedback guys, i think i understand after looking through the maps here, and i dont have a picture but im trying to make a multi-tiered (3 or 4 levels) map but for 1v1 so i think ill just draw a bunch of ideas, i drew one earlier, started building it, and its already to big haha
     
  6. Korlash

    Korlash Remember Isao
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    With multi-tier designs, the only tip I can think of for approaching 1v1 size is to make sure that the upper tiers don't heavily overlap the lower ones (even if the map is incredibly small). Not only would it take longer to reach players, it defeats the purpose of having height advantage over the other player.

    A great 1v1 example is Aerowalk, which is a map originally designed on quake. Also, I made a map called Antagonist (which is a few threads down in here) that is 3 if not 4 tiered, but it most likely plays 2v2 instead. Regardless, Aerowalk is the GOAT of 1v1 maps
     
  7. Dax

    Dax Mhmm.
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    Blatant advertising is blatant.

    I kid, I kid :) But really Isao makes a very good point. With a multi tiered map you don't want to make the high ground extremely overpowering, but at the same time you still want to make sure it serves its purpose of providing higher ground.

    It's good that you're sketching out some of your designs on paper. That's really helped me a lot recently. Post your sketches on here so we could get a general idea of what you're going for.

    I actually may do that too. Xzample, make that map sketch thread you suggested :D
     
  8. xzamplez

    xzamplez Ancient
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    What Ben said: Too much overlap can negatively impacts the map's play pace if it isn't designed appropriately.

    Generally, the more tiers you have, the more compact the map should be. You need to promote traffic in certain areas to ensure that players will find eachother quickly, but you also need to have enough separation to have safe spawning.
     
  9. Auburn

    Auburn a dope soul
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    Athough having plenty of height and overlap is good, be wary of too much overlap.
     
    #9 Auburn, Aug 9, 2012
    Last edited: Aug 9, 2012
  10. cluckinho

    cluckinho Well Known
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    Could you guys explain what you all mean by overlap. Like one floor on top of another?

    -------
    -------

    Like that?
     
  11. xzamplez

    xzamplez Ancient
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    Yes, when one floor completely overlaps another. Ex: Initial spawns on Countdown have a floor over and under that has no possible interaction with eachother. The trick is to know where the two floors should be able to interact with eachother.
     
  12. Blaze

    Blaze Sustain Designer
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    Size isn't exactly what you should design a map around, it's more the lines of sight that change how many people the map can support.
     
  13. Korlash

    Korlash Remember Isao
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    Pretty much

    V The first pic here is essentially levels in a parking garage.

    [​IMG]

    ^ And the second pic allows for fights to occur on different floors, thus emphasizing height advantage / map control, as well as good fields of vision.

    These pics were taken from an amazing design guide from a Quake 3 perspective that I can provide the link for.

    Edit: Well hey, here it is
     
    #13 Korlash, Aug 10, 2012
    Last edited by a moderator: Aug 10, 2012
  14. Ratman

    Ratman Ancient
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    Opal?
     
  15. xzamplez

    xzamplez Ancient
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    Yes, Opal.
     

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