"Almost anything can be made in forge. Proper planning and careful production can cause this." As the quote says one can literally make anything they want in forge. What a forger can achieve is measured by their perseverance towards creating map geometry. Map geometry does not completely make a map but it does go a long way as well as contribute to other sections of map making. For example, map geometry is mostly used to hand craft your battleground but it can also be used to draw attention to certain weapons and create easy access throughout your map. The bolded selection in the above text is the definition of a result of proper map geometry. Your map must flow well with multiple entrances and exits to every structure from several different angles. Another key aspect of map geometry is aesthetics, which can really add to the enjoyment of playing on your map. Not only must the player love your map gameplay wise but it must be aesthetically pleasing as well. A third region of successful map geometry is design. For inspiration look for maps like reflex which have a simple but efficient design. Design is a rather large category containing everything from catwalks as seen on Centopath to double box ramps as seen on phoenix. However, it is probably one of the more important of the three main aspects. Okay let's review what we know so far. 1) Flows properly 2) Aesthetically pleasing 3) Creative design "The three main aspects of map geometry." Now that we know what the main points of good geometry are lets look at what you can do with one. Shock Theta's H3 Foundation Here is an example of what a forger can do when they mess around with map design and aesthetics. Everything in this map is just like the halo 2's foundation. It has the turrets the incredible centerpiece and the overall scaling and layout is precise and perfect. Supply depot by A snorkel This is a bad example. After playing on this map it is boring and un-original. So we will now look at our check list and see if it meets the criteria. Aesthetics, This map does not have good aesthetics. Does it flow well? No it is just a bunch of vertical walls strewn along each side of foundry and divided by a thicker wall. Creative design. no it is unoriginal and unsatisfying to play. __________________________________________________________________________________________ So, now you have seen the bad points of successful map geometry. It is time to look a little more in depth at map design and geometry. Every really good map starts with good planning. Take a look at the genius behind moon waffle and ell me that he did not probably make and remake that elevator 100 times before he found the best one. Every good map has lots of lay outing involved. Here is a good strategy for planning your maps geometry in a 2-D perspective. Try and start out with a very basic overview layout that is literally just boxes and circles representing you structure placement. Now that you have the position of your structures all thought out you should do the same overview layout except making it more detailed this time. (Show the basic shape and immovable object placement of your buildings) Now you can go into extreme detail on each base one at a time and showing even the smallest details such as weapon and movable object placement. Right now you have everything you need to go into forge and start creating you masterpiece. However, many good planners like to create a 3-D model of their map to give them a better understanding of the elevation and perspective of different angles on their map. The following are links to the download and information threads on google sketchup components. This Includes both fritzer's as well as phoenix's. Fritzer's foundry components The Phoenix 9's foundry ___________________________________________________________________________ Okay so now we have taken a terse look at the three main points of successful map geometry as well as an in depth look at planning and layouts of map geometry. Next are some examples of good and bad map geometry just like before except we will incorporate our knowledge of successful planning into our vision this time. Paragon by TDH One of the best known maps just for its amazing architecture is paragon. Paragon uses incredible map geometry techniques to create the feel of realistic and perfectly curved walls. Take a look at the walls. They look like they were planned many times before they reached their final version. What he was looking for when he created this architecture was probably good aesthetics as well as smooth geometry. And he has captured this feel quite well. The walls are actually so smooth and perfectly curved that a sniper bullet can ricochet many times off of it. Assurgent by sir toppum hat This is a map with some upsides and some downsides. On the downside i don't believe the overall size and maneuverability of the map was planned out that well. This is an incredibly 3-D map. when you are playing on it your screen is probably crammed tight with different immovable objects. However as you move away from the center gameplay becomes less intense. Although I don't think that sir toppum hat visioned this as well in a 3-D manner he did it quite well in 2-D and I think that may have been the problem this time. B.o.a.b by super trooper BE ADVISED: What I am about to say is from an MLG standpoint. This is a good example of a bad map. No offense to super trooper as this was his first MLG map so don't think I am trying to insult you. Movable dumpsters on an MLG map are a no no. Any research on the MLG forums would have shown that. Usually MLG maps have a basic structure with 3 neutral bases down the middle and 2 bases on the side like in both Amplified and Onslaught. Also MLG maps should take advantage of elevation and your map is mostly built on ground level with a few floating bridges above. ______________________________________________ Okay now that we have seen the goods and bads of planning and the incorporation of the three main points into the map we will talk about techniques for good map geometry. Geo Merging Geo merging may be the most important technique when it comes to geometry because it allows you to do practically anything. The ability to have half of an object sticking through foundry's floors opens up all sorts of opportunity. With enough practice anything is possible. Interlocking Possibly being the second most important forging technique interlocking allows you to get two objects stuck together. This allows for extremely detailed structures and smooth floors. There are many different techniques as to how one can do this but I believe this one to be the most accurate. Distortion by buddacrane I decided to show you this screenshot because it is a good example of interlocking and geomerging masterpieces. I am going to stop here for tonight and finish tomorrow. Tell me what you think and if this is a successful guide and what else i should include in it. Expect more by tomorrow afternoon.
Reserved for the probably possibility that i will need more room for info. mods don't delete this I have many more pictures to post tomorrow.
This to me is just a big link to all the tips in Forging 101. Try doing stuff you thought of yourself, not to be too harsh or anything but new tips is recommended.
Well i didn't think I should re-write everything that has all ready been stated I am just trying to explain what it takes for a map to have good geometry and I did write most of it myself so I don't know what you are talking about.
FYI, Dumpsters are allowed in MLG. They have such heavy mass that they are in practice immovable objects (no weapon can move a dumpster, other than vehicles, which are not allowed in MLG anyway), however not enough to be interlocked or geomerged the normal way.
I wouldn't say that's 'old'. That's the method I personally use, except for easy stuff. It gets it all in one push instead of tons of little ones.
Well this thread to me has served it purpose: to refresh the veteran forgers who are slowly developing worse maps, and to teach the little "13 year-olds who seriously almost have girlfriends" who probably haven't looked around on FH and joined only to learn about forging. Instead of bringing up multiple tabs and switching inbetween thread, forgegod117 has created this one-stop thread to making a decent (at least) map. I don't know how many people will actually READ this thread, but if it helps at least one person out, then in my opinion, it's served its purpose. I thank you, forgegod117.