So sometimes I get this issue with my maps in the planning phase, where I get the center mapped out and then can't figure out how to make the map bigger while keeping continuity. One sort of example is on a CTF map I made last year, called Vantage- please forgive me, it was my first BTB map. http://halocustoms.com/maps/vantage.1374/ So I had a couple ideas going in that I wanted to focus on: 1. Warthog jumps, and free vehicular movement except at the High Ground (eg in Asphalt from Reach) 2. Tug of War infantry battle across the bridges 3. VERTICALITY As you can see, most of the map is just flat. Granted I needed that vehicular freedom. But stuff like this sometimes happens on maps that don't even have any vehicles. How should I fix this?
I'd recommend starting a practice map. A lot of times if you start out knowing that it's not going to be a full map, it's easier to experiment and be open minded. Just throw a bunch of random ideas together. You don't need to feel any obligation to make them work with each other either. That's the great thing about practice maps. You can then take the things you like and incorporate them into your real map.
i too have this issue, you have a base you work on it and have one thing planned but as you get going it changes from your original concept, this is a NORMAL occurance and is standard in most of my maps. the few maps its not is if im recreating another map. What i do in your instance is start a new map and freshen your mind, i could have 12 maps open and maybe 6 of those will ever be finalized, until the next halo comes out, working on them at different moods and stages in my life.
It's a pretty common problem amongst Forgers. In NO world will I say I anything more than mediocre at Forging, but I'll offer my opinion. Sometimes it is good to just go through the list of items in Forge, and some that you think look cool or interesting, and then combine them together in different ways. Suddenly you can find something that looks like a really cool wall or doorway or something. Keep in mind how you want the perimeter of your map to look, as that is surprisingly non-trivial. Maybe you could try Forging something that has a similar theme to what you already have, and then either connect the two things somehow, or try to draw inspiration. None of this really answers your question. I guess it's primarily about not beating yourself up for not having the ideas, and rather to just continue Forging ("This is a cool block, I wonder how it would look if I lined up FIFTY OF THEM!!!!". Disclaimer - I do not take responsibility for weird maps that result from this...)
Thanks for the advice. Fortunately, I've figured out one design and am now halfway through it. Unfortunately, I started forging it on someone else's map so I'm just going to be the "most recent editor". I think it'll play nicely though- really chaotic and unconventional, but I was aiming for that. --- Double Post Merged, Feb 4, 2016 --- Yeah, I tend to do that too.
I would recommend having the entire map planned out before bringing it into physical form. It always helps me to visualize the map in its entirety before even pursuing the design. Revisions can always be made during and after the creation process, but it's beneficial to have a completed design as a starting point. Keep in mind everyone has their own process, and you'll eventually find what's best for you. I'm just telling you my process. You just have to ask yourself how you want your map to play. You see what the center of your map is, so ask yourself: What role does it play, and how does it interact with the rest of the map? Answering those questions should get you starting to generate ideas.
This is something I've been experimenting with. I have the same problem as OP, but recently I've been starting maps and not pressuring myself into finishing them. Of course, at some point I will need to finish a map, otherwise I'm not being productive, but right now, I think it's okay to experiment with half maps since I'm still trying to get a handle on map design.
I like to lay out the big terrain pieces as squares first, which helps with the "all flat" problem. I'll end up building terrain over them, with the overall elevation in mind. Only thing to be careful of here is "smoothing" the transitions between the squares so it doesn't feel blocky.