Guide to Map Layouts/Design (work in progress)

Discussion in 'Halo and Forge Discussion' started by Debo37, Jun 24, 2009.

  1. Debo37

    Debo37 Ancient
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    This is a work in progress and will eventually be posted to the guides section of my Bungie.net group if you guys deem it good enough. Please give me some feedback! :D I've written this guide based on information I've gleaned from other guides in addition to my own personal experience.

    The biggest problem with mapmaking in its current form isn't the vast amount of maps that are being made - it's the quality of those maps. People tend to become so obsessed with the technical side of Forge (interlocking, geomerging, teardropping, etc.) that they neglect to even consider basic principles of map design. This guide is one of many that I plan on writing to help remedy this problem.

    The purpose of this guide is to inform potential map designers of the various "standard" map layout types that have worked for level design, as well as to explain each layout type in detail. Map designers should not feel limited to only using these layout types, however!


    Atrial Map Layouts
    The most common (and often the most effective) layout type for competitive Halo maps is some variation of an atrial design. Atrial maps are maps based around one or more atria - maps with multiple atria often connect them in interesting ways to promote movement about the map.
    There is no concrete definition of what constitutes an atrium; however, an atrium is generally considered to be a large, somewhat open playspace with great height differences that encloses the player physically by means of outer map geometry. When thinking atria in the standard sense, think of a big, multi-storied hotel lobby.

    Single Atrium Design
    Single Atrium design is as it sounds: the map is based around one large atrium. Single Atrium maps often feature tunnels and other sub areas that all somehow link to the main atrium. Usually it is located at the center of the map, with the other (smaller) areas surrounding it. These maps tend to be smaller than other Atrial maps, and usually they're smaller than Natural maps as well. Versatile Single Atrium maps usually have many stories to them and promote vertical movement.
    Pros: Easy-to-learn layout for newcomers, easily balanced, easy to build
    Cons: Difficult to support large amounts of players, concentrated flow can lead to "kill zones," fast gameplay makes objective games less strategic
    Examples: Assembly, Boarding Action, Chill Out, Cold Storage, Colossus, Construct, Damnation, Derelict, Desolation, Elongation, Epitaph, Foundation, Foundry, Gemini, Hang 'em High, Heretic, Isolation, Ivory Tower, Longest, Midship, Prisoner, Rat's Nest, Tombstone, Warlock, Wizard

    Double Atrium Design
    Double Atrium design revolves around the concept of two interconnected atria. Double Atrium maps aren't seen often, but usually tend to be symmetrical. These maps are usually of a medium size. There are usually two somewhat vertically oriented atria connected horizontally.
    Pros: Excellent for symmetrical map construction, excellent for symmetrical objective games
    Cons: A lack of large neutral spaces means that chaotic fighting is effectively halved, atrium-to-atrium flow can create "kill zones" in the connections between the atria if they are not designed properly
    Examples: Sanctuary, The Pit

    Triple and Greater Atrium Design
    These types of maps have three or more atria, which means that they're huge in traversable size. Not only that, but often their layouts provide for interesting combat encounters the likes of which aren't typically found in Halo gameplay. This layout can provide very strategic gameplay, but at the cost of fairly dispersed flow and few "hot spots." Combat on a map with this many atria is usually of the long-range sort, as engagements are harder to come by. A map built in this manner will be flatter than other styles of map, and won't have more than 3 (or so) distinct floors and height levels.
    Pros: Strategic gameplay, combat is varied, interesting lines of sight
    Cons: Difficult-to-learn layout for newcomers, difficult to build
    Examples: N/A


    Suspended Network Layouts
    A design style that has proven to be a fan favorite in Halo, Suspended Network Layouts are among the most difficult layouts to design properly but can also be the most rewarding and interesting to play. Suspended Network Layouts are maps constructed from varying catwalks, small rooms, and open hubs that are suspended above some sort of death barrier that penalizes players for falling off.

    A good Suspended Network Layout will be a noticeably three dimensional space. There should be multiple changes to elevation as well as interesting inter-level lines of sight. Rails should be placed around almost all death barrier-exposed edges. There should usually be at least one large hub in the center of the map connected to other areas of the map. The rest of the map should consist of catwalks and small rooms interconnected in an asymmetric manner.
    Pros: Fun and memorable gameplay, varied combat, interesting lines of sight, good verticality
    Cons: Difficult to design, difficult to build, difficult to balance, usually sub par for symmetrical objective games
    Examples: Ascension, Blackout, Guardian, Lockout


    Natural Layouts
    Pros:
    Cons:
    Examples:


    Linear Map Layouts
    Pros:
    Cons:
    Examples:


    Flat Map Layouts
    Pros:
    Cons:
    Examples:
     
    #1 Debo37, Jun 24, 2009
    Last edited: Jun 24, 2009
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  2. apesap0

    apesap0 Ancient
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    I do entirely agree that there are many maps being made which are not of ecceptional quality. Although I really suck at making a competitive map with lines of sight and stuff, this guide, like other guides, explains very clearly the types of maps made and I find it very helpfull. I think that Avalanche and sydewinder belongs to the 2-atria type of map.
     
  3. Debo37

    Debo37 Ancient
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    I added Suspended Network Layouts, which are your standard Lockout/Guardian type designs. Tell me what you think.
     
  4. Jimbodawg

    Jimbodawg Ancient
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    I can already tell this is going to be a great guide Debo.
    I can't wait to see the finished product because I'm sure this will be a great help to many newer forgers, and even the experienced ones.
     
  5. Mr Garfunkle

    Mr Garfunkle Ancient
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    What would a map like blood gulch or valhalla be? I suppose it's one big atria, with multiple points of interest. Or maybe between each hill is an atria? Great guide though, really. Never heard of an atria until now. A triple atria map would seem very interesting, maybe an idea for a new map.
     

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