So, ive never been a really active forger, i'd try my hand at things and learned the tricks but thats about it, but with halo 4 coming along i want to actually learn how to forge a solid competitive map. So i sat down and just started forging this, primarily inspired by a part of my school. I figured it'd be a 1v1 or 2v2 with a good mix of long LoS and some cqb that i plan to finish in halo 4 weapon list (i didn't touch the spawn timer and extra clips yet, because i don't exactly know how to balance that ****) Needle rifle GL DMRx3 Plasma gnadex2 Shotty Sniper Some pics (dont mind the spawns, i kind of just placed them there, because i dont know how to do balanced spawns either haha) overview from right side Sniper spawn (right side of map in the background, lift from ground level on the left of the pic) Grav lift Ramps (this is the part in my school i was inspired by lol) another view of ramps, looking at shotty alley shotty alley So i mostly wanna know what i can improve on, what i should avoid, and how to balance my ****, and any criticism would be much appreciated. Oh and by the way, This map is not ascetically pleasing at all, but by not paying attention to ascetics i still have like 6500 budget
The map looks pretty cleanly forged, except a few spots. A few things I noticed from the pics: There is a lack of structure in the first picture on the second level of the map. You have one 1x1 tall and thin column, which isn't really a good idea because if a player has low shields and needs to take cover from their opponent, they have nowhere to go but to sit behind that stand alone column. The opposing player could easily take a few steps to one direction and finish off his opponent. The thing forgers need to know about forging a map, especially a 1v1, because there is more contact between players, is that the map itself should provide the structure for the map. Columns and crates do not provide sufficient structure for players to make escapes and regain their shields. Another thing I noticed is the lack of height variation throughout the map. This is, in most cases when forging a 1v1, one of the most important aspects for a 1v1 map to have. You have a top floor, and a bottom floor, which in turn, could provide players with a boring, bland, and repetitive gameplay experience. Not a badly forged map, though, by any means. Structure, and height variation is what you need- Hope this helps. If you'd like to invite me sometime, I can show you what I'm talking about. GT: iEightball Edit: Oh, and one more thing- You should try to make an original, and consistent aesthetic for your map. It really helps make it stand out from the crowd and give it a look that will attract attention, and an atmosphere that people will like.
Thank you for the comment, so should i just change the overall geometry to add cover and heigh variation?
I would have to take a good look at the map, but if you can, try to keep some of the things you like about the map. My guess is that you are going to have to change most of the geometry of the map to have proper structure, and height variation. The map itself looks fairly small and open, so spawning could be an issue as well. Like I said, hit me up on xbox sometime. I'm fairly busy at night, so I'm not sure when I can get on.
I think there should be a banshee/power weapon in the middle, or a middle base. surrounded by some "SPIRE'S" from the natural category for covor. It would help it alot