Are having Asthetics in a Map important?

Discussion in 'Halo and Forge Discussion' started by Mister man 1217, Jul 17, 2010.

  1. Mister man 1217

    Mister man 1217 Ancient
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    It seem alot now a days, alot of map are implying major asthetics in there maps to give feels of designs like Bungie and other gaming compaines do with there maps to give a certin feeling when playing on it. (ex. Anceint, Spooky, Abandoned, ect)

    So my question is, is it really important to have Asthetics in a map? If so, how far should I take it?
     
  2. Spawn of Saltine

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    While Halo 3 is nearing its end....Aesthetics are pretty much a must have for all competitive maps. It doesn't have to be a complete overhaul, but a map has to have some eye candy.

    The best ways of incorporating aesthetics in my opinion is to actually have them flow with the map....

    examples: Trees for cover, Strange rock structures for blocking LoS...
     
  3. o0 IMatt 0o

    o0 IMatt 0o Forerunner

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    When constructing a map, try to get it to a point where Gameplay will work and where everything functions properly. Make sure spawns work and also try to make sure your map is fun and balanced :viral: or that the LoS are good and that weapons are balanced (Competitive). After all of the above is good go crazy with Aesthetics. Try to make everything blend in though. Fore example using gold Columns correctly on sandbox can greatly improve the look of your map. Dont confuse Interlocking with aesthetics. Interlocking does make a map look good but it can also affect gameplay. It can make ramps/paths bumpy and can also affect where your grenades go, So don't consider interlocking part of aesthetics, instead think of it as a "Must Have" in your map. I take playability and Durability over Aesthetics any day, but I also try to balance Gameplay and aesthetics as much as I can.
     
    #3 o0 IMatt 0o, Jul 17, 2010
    Last edited: Jul 17, 2010
  4. Jex Yoyo

    Jex Yoyo POETRY, bitch.
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    Gameplay > Aesthetics
    Gameplay & Aesthetics > Just Gameplay.

    See where i am going with this? You need to focus on gameplay, but aesthetics are important too. Find balance.
     
  5. Oo iRoNy oO

    Oo iRoNy oO Ancient
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    What I do is I keep reconstructing a map until the gameplay fits my personal needs. Once I finish the map gameplay wise, I take a little bit more time to make the map appealing to the eyes. Don't get me wrong though, I love aesthetics, it's pretty much what I focus on when I make my maps. But to me good gameplay comes first.
     
    #5 Oo iRoNy oO, Jul 17, 2010
    Last edited: Jul 17, 2010
  6. Jex Yoyo

    Jex Yoyo POETRY, bitch.
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    This is not the best stratagy; you want your aesthetics to fit with the map, to feel as if they were built into it. Not added as an afterthough. It should feel like the map grew and nothing is just for random, but if you add aesthetics afterwords it can modify gameplay because they have a lot of effect on that. And it can change how players move (you would much rather enter a room made of gold than a boring stone one.) They also just look better when properly included.
     
  7. MetaWaddleDee

    MetaWaddleDee Ancient
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    50% of a map's enjoyment is Gameplay, and 50% of a map's enjoyment is Aesthetics, and Uniqueness is Extra%
     
  8. Oo iRoNy oO

    Oo iRoNy oO Ancient
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    No I think you're getting me all wrong. I don't just put aesthetics into my maps, I redo the map so that I incorporate both aesthetics and good gameplay at the same time. The gameplay does obviously change, but for the better. You always gotta make sure the map isn't just pretty, but also plays good as well.
     

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