Competitive map forging theory

Discussion in 'Halo and Forge Discussion' started by 2woFace, Jul 10, 2009.

  1. 2woFace

    2woFace Ancient
    Senior Member

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    FORGE THEORY
    This is a forge discussion thread about competitive maps, and what should be considered when making one. I made this because there seemed to be a lack of discussion about the theory of what you’re forging and more about how to do it.

    So beyond the ability to be able to seamlessly merge objects together and make cool looking structures there is one thing that is often forgotten. That's thing is game play.

    Yeah sure you thought about a way you can sneak into the base and not be seen. whatever ... But what about the full package. Being able to offer a map that will be played again and again due to its smooth game play and a map layout that allows for real strategies to be employed.
    So use this thread to discuss things you note or notice about maps that set them ahead of others...be it about layout of maps, weapons, or small details.

    -----------------------

    -I noticed that levels with sub levels always do well and are fun and competitive, let me explain.
    Let’s take a look at The Pit. Even on the "ground floor" there are three different elevations. This makes it harder to just set your cross hair at head level and run around, and makes battles more challenging.
    [​IMG]

    -Avoiding one way entrance rooms. Having one entrance rooms can always go wrong. The solution if you must have one entrance rooms is a grenade vent or two.

    -Maps made on the ground level on sandbox that have extremely open centers. So you may have put a hog and your map and you want it to be a little more open. That's fine. But remember to give people cover. Nuff said.

    -skybox maps where I fall off the edge due to poor design. This happens more than you would think. But maps with solid potential are often ruined due to lack of hand railing. Or in some cases the poor quality of the forging will send players tripping to their death.

    I'd love to hear what other advice people have or just share your state of mind when forging a competitive map.
     
    #1 2woFace, Jul 10, 2009
    Last edited: Jul 10, 2009
  2. V ii r t B R

    V ii r t B R Ancient
    Senior Member

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    You have to consider line of sight. Line of sight is basically the overview of the map from one spot. Like if the line of site of a sniper tower is too great, that spot will be to much of a power position and will thus be overused and over traveled. I know there's a thread like this but after I find it I'll post a link.

    EDIT: Here it is, probably the best map making guide ever:
    Forgehub's Collaborative Guide to Map Design!
     
    #2 V ii r t B R, Jul 10, 2009
    Last edited: Jul 10, 2009
  3. Given To Fly

    Given To Fly MP Level Designer
    343 Industries

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    I understand what you mean, and that makes me think about how many maps really have a slight floor elevation without having to jump, like in the pit.

    I might have to experiment with this in order to make a well rounded map,

    also check out the link ^
     

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