Guess it's time to read up on 1v1 map stuff such as spawns and weapons. To some degree. Then make a map I think I'd like, hopefully catch the judge streams and soak my bed in tears. Seriously though, think I may attempt this even though I haven't dabbled more than an hour or two in H5 Forge.
Different people will probably have different preferences, but this is what I understand of 1v1: Spawns should be predictable but not exploitable. You likely only need a single digits worth of spawns on your map, well distributed, and in places that allow the spawning player enough options to counter their opponent without being too easily trapped. Pickups that take some degree of skill to use are recommended (a sniper is a better choice than a shotgun!) and place them sparingly with little ammo. Pickups shouldn't spawn too frequently to ensure that the majority of the match is determined by Pistol vs Pistol, since as of now it is about the only fair weapon in Halo 5 to be killed by. Map flow is the key aspect to nail in a 1v1. You probably don't want stagnation in your match where one player is simply camping and baiting their opponent. A good 1v1 should feel like a serious back and forth chess match but with guns! The victor of a fight should not be determined by a single move, but through a series of smart decisions informed by a blend of skill and map knowledge. Design your map so that when your opponent gets the jump on you, you don't just die but have an opportunity for counter-play, and that if successful, your opponent has an opportunity to counter-play your counter-play and so on... This is what constitutes a true duel and not a game of who saw who first. Typically with 4v4 and larger player counts, designers like to keep their maps quite controlled in both pathing and sight lines so that you may keep track of players without creating too much unpredictability. But with 1v1 there is only one other player to keep track of. This gives you much more freedom to not be too reserved with the movement opportunities you create. Ensure each area offers distinct advantages and disadvantages depending on the situation, meaning that every area is useful but never powerful enough to lead to camping. An area might offer height advantage over one spot but be very exposed to a sight line from elsewhere. Another example might be a position which is in a low area, offering little power but perhaps has overhead cover, making it a stealthy route from one side of the map to another. To summarize, both players should know why there are using the routes they are taking. Of course, there are exceptions to every rule. The more daring your concept, the greater your map is likely to be when finally balanced and resolved. Hope this is of some use. Good Luck!
Choosing the best 5 maps out of a pool and letting the community vote for the winner of that pool is better than a judging panel of basically the loudest judge pushing their own best map.
No it's not. We might as well just have the community vote on the whole thing if they're going to choose the winning map like that. not to mention, the top 5 maps will probably have a decent sized discrepancy between quality, why would they all earn the same money.
Letting the community vote is just silly. Not only will the majority have not ever even played the maps, but it completely undermines what the judges are even picked for in the first place. The first place winner in any given competition is by far the most exciting and important element, and letting forge kids decide who that is would probably be the worst idea since smg starts.
Y'all should put pad-glitched weapons on your maps. Figure out what's balanced and make it. Don't limit yourself to just a small number of weapons.
Wow you know me and a few others were just experimenting with this today. The best thing we came out with was a BR that acted like a gunfighter magnum.
On my map, I have a sniper that is combined with a Whiplash. So, the sniper only has two bullets in the chamber and two to reload.
Spitfire + needler was a good one i discovered. has a large spread if you spam but if you pace shots it can be quite effective
Tartarus' Gavel + Magnum/Rain of Oblivion/any good 1v1 weapon = increased jump height when it's out and has ammo reserves. I recommend it for sure.
Yeah pretty much a large number of possibilities. Hopefully people include some glitched weapons so we aren't stuck using hydras and sentinel beams for every single map
Regular Hydra? Screw that. Put the Incineration cannon onto the Hydra to make in a two direct/three splash kill with arched projectiles. It only shoots out the incin's smaller projectiles, so no mega BS there.
lol, I literally just placed one on a map. I don't like them for any player count because they give away a players location. I just happened to find a scenario in which I think it could work. I'll probably regret this later.