Just spent a good while flying around that map admiring it and learning from it. It blows my mind to go from Halo maps to this. I think one of my first forge projects in Halo 5 will be recreating this map so I can get a good handle on the new forge tools, as well so I can get better at map design in general. I felt it appropriate to place this in the Forge section because I think this video can be educational or inspiring.
Definitely appropriate. I learned a lot about design through Quake III when I started forging. There's certainly a lot to be learned from other arena shooters, but you also have to keep in mind that a design from one game may not work well in another. Quake and UT maps tend to have very heavy segmentation, for example, which more often than not doesn't translate well into Halo.
Check out Unreal Tournament if you like Quake map design. It's also interesting to see the way their approach to map design has changed through each iteration. I love the simple textures in old maps. Now, for some reason, it's seems to be necessary for developers to go completely overboard with textures. Halo 5 being a perfect example of that.
I think Breakout is supposed to be for those of us that just want to play on an awesome map without trying to define it's reason for existing. " Map description: Um, it's a bloocky mess of crap, that is wicked fun to play in"
More often than not i find their maps to be a mess of jumbled nothingness called a map. However, the "competitive" maps and ones used in tourneys usually have something you can learn from. Im both UT and Quake. If their designs intrigue you, look up Murder miners, Wickland, Quake CPM, nexuiz (quake mod) and counter strike. Though most of the maps in these games wouldnt easily translate into halo, they can definitely inspire a new way of thinking. Oh, and reflex of course. Lots of the popular maps from quake and various quake mods were remade in it. And I have a official map in the game by myself and friends called monolith.
I thought this was already an established fact and to add on to what blaze is saying. Just look at different games, even non-shooters, and their approach to level design. There is always a couple good ideas in anywhere doesn't have to be a game. The trick is making it work for the game your building in.
You know the funny thing is, a truly competitive map tends to bore me. I prefer to feel like I'm having fun for the duration of my game as apposed to feeling a sense of accomplishment at the end. I think that's why I build maps the way I do. It may also be why I try to make each map stand out from my other maps. Sure maybe they aren't the best maps ever forged, but if you're there to "play" with winning as a bonus, you'll have a hellava loitta fun. Put down the BR, and come blow some **** up.