I have my own opinions about this but I'd like to hear others. Obviously Halo has had a number of well-loved maps through its three versions, and everyone has their specific favorites. I always liked Chill Out and Damnation (from CE), Lockout and Ivory Tower (from 2), and - well the jury's still out on 3. I've tried to identify what I like about these maps so I can emulate their basic traits when I build my own maps. And I wish more forgers out there did the same. Here are the things I think are important to a flexible (non-gametype-specific), deep Halo map: - Designated areas for offensive and defensive bases. Some maps that I like suffer from having one weak base - e.g. High Ground. It's a good map but the beach base is too easily dominated by a good team sitting on the wall and controlling the weapons. - Multiple points of access into each play area, without overdoing it. I think three is about right for any room/area - it should be enough that a controlling team can't too easily guard them all, but not so many that you're constantly assaulted from unexpected angles no matter where you are. It should also be enough that you can't be easily pinned down in an area. This is most important for the bases; I try to have three entrances always for these rooms, unless budget or lack of space prevents it. Halo: CE maps sometimes had too few points of access which encouraged camping. Halo 2 and 3 have been better about this, though I think they went too far with Guardian - there are at least five points of access to both of the "towers" (the gold lift room and the room above the sniper rifle), which results in me spinning around like mad trying not to get snuck up on. - Verticality. Personally I love maps that require you to look above you, and allow sneakier players to drop down from above on the less wary - Lockout and Damnation are classics in this mold, as was Prisoner. I always found the less-dimensional maps (e.g. Rat Race) to be kind of dull playing experiences. Two or three levels with plenty of interaction between them are good, but as you'll see if you look up the maps I've posted here, I like to go as high as possible. If Foundry was six stories tall I'm sure I'd be using all of it. - Non-linearity. My favorite maps let you move between different areas with some freedom, it's not just a long slog in a straight line. This is why I'm not crazy about Narrows - man-cannons aside, it's a boring concept. Lockout was near-perfect in this aspect; Guardian is good also. - Base separation. For various objective games the rooms or areas you've designated as bases need to take some time to move between them. If you violate this you immediately wipe out several types of games that can be played on your map. Even small maps that are good separate the bases well: think Longest/Elongation. This was Chill Out's only failing IMO - the bases were too immediately accessible to each other (especially going from the invisiblity room to the shotgun room - it was a straight shot, downhill). It made CTF less fun than it could have been. - Variety in play area size and texture. If you have 6 rooms but they're all the same size and look the same, it's dull. If they have different sizes and looks, it quadruples the map's replay value, and makes players with different play styles happier - snipers can snipe in the large areas and straighaways, close-up guys can stay in tighter quarters with their shotguns. - Weapon balance, weapon variety, and not too many power weapons/powerups. The first two are obvious. The third was a key to many classic maps (especially in CE) and a failing of some new maps - I don't think Bungie realized quite how much people were going to bounce between the various power weapons and deployables, or how powerful some of these weapons really were. Guardian for instance quickly because mauler/shotgun/hammer fest, before they removed the maulers from the playlists. Construct gives me the heebie jeebies online, especially in regular slayer and free for all matches, where it just turns into people camping all the lifts with one-shot-kill weapons or power drainers. When I do a forged map now the first thing I think about with weapon placement is how many power weapons I want to allow, what they will be, and how often they should respawn. That's about all I can think of at the moment - care to add on, or comment on these ones?
Wow, el megapawn, where do I start? First, I agree with everything you said. I've considered starting a thread like this and it would have included pretty much everything you mentioned. I remember watching a Bungie documentary about design for multiplayer levels and one of the things that they said was most important was creating encounter areas that were fun the first time and fun the 100th time. Sometimes I place scenery with no rhyme or reason and then change into player mode and test it out a little. What are the lines of sight past the object, can I jump on it to get to interesting places, can I bounce grenades off of it to land at an enemy's feet? I think it is very important to think of the map from the point of view of many different styles of players. Like you said, you need to design parts of the map for the sniper, parts for the camper, and parts for the run-and-gun player. It's important to balance these areas correctly, so that you can get past the sniper, avoid the camper, and defend against the run-and-gunner. It's about putting options in front of the player, and letting him or her select the one that they believe is best. I totally agree with your point about multiple points of access. Two, at the very least, and five at the very most, depending on how many players the map has been designed for. Think about one of the most basic maps in Halo, Battle/Beaver Creek. Each base had a front door, two lower side entrances, and two holes in the ceiling. Foundation had only one, and it led to some really long boring stalemates. Give the players options. Verticality, I like the word, but my spell checker doesn't. How about, "build in three dimensions"? Combining multiple points of access with high and low areas makes really interesting maps. Non-linearity. I think Ivory Tower is the best example of this. There were so many ways from point A to point B if you knew and could execute the right jumps. Lockout and Terminal were also good examples. There need to be clearly defined avenues of travel, but also obscure shortcuts that require skill to keep players interested in your map. Base separation. This is important, but there is some freedom here as long as it is balanced enough. Think about Relic. Getting to the flag was a real pain, but once you got it off the ledge, the game suddenly got much easier. There was a definite shift in play styles as soon as that flag hit the ground. Weapon Balance. It's incredibly important. Thankfully Bungie did a much better job with the inherent weapon balance of Halo 3. But it's still important to think about how each weapon will be used or abused. Putting a shotgun right next to a bubble shield might be a bad idea. Giving a player a sword, active camo, and a radar jammer is almost certainly a bad idea. Also, there should be enough power weapons that each player can "go" for a weapon at the start of the round. Like Zanzibar... each round was "I'm going for sniper; I'm going for shotgun; I'm going for camo; I'm going for rockets." People could choose tactics that suited them, and change those tactics on the fly if something wasn't working for them. But like Lance001 said, spawns are another really important aspect. I think this is the only area that Lockout failed at (attackers would always spawn in that one room). To summarize, I agree with your opinions of what makes a good map, and I wish more people thought about it. For now, I'm off to see what maps you've made, because it sounds like you put a lot of thought into them.
I loved Midship in Halo 2, my favorite map by far. I loved how you could disappear on it, I was a ninja in Halo 2, always just sneaking around and disappearing/appearing out of nowhere to kill people, that's also why I loved Chiron TL34 from Halo, it was so fun to use the teleporters combined with various angled walls to hide or attack.
It has to include something thats unusual, something that takes skill to forge, it must be a unique feel playing the map, and it has to be balanced.
Thanks Furious D, obviously you & I are on the same page. You're totally right about this, especially about Foundation - all four of those corners needed another exit. Even once you were out of the room you still just had two options: left or right. It eventually wrecked a map that I enjoyed when it first came out. Battle Creek is a great example of getting it exactly right. That's right - I think at some point when you start adding different ways to get in you almost need another level to make it interesting. Think the red base on Damnation - you had the obvious entrance from the shotgun area, but also one level down (teleporter or rocket launcher pit), two levels down (from the overshield room), and also a level above (dropping down from the sniper ledge - worked best with the crouch landing technique). Yes, and I loved that about that map. It was a really unique design. If you do look up my profile, check out Fractured first - I think it incorporates everything we're talking about here and turned out really well. My group had a blast on it last week. Wirerollers Inc. is a smaller and more limited map - I ended up with just two entrances to each base due to budget and space limitations. But I tried to at least offset that with a few spawns in places where you won't get instantly spawn-killed in the base on either team. I have yet to give that a group playtest - hopefully it will work out as planned. (Halo 3's spawn system is a little goofy, so sometimes it does not.)
This is a good topic, I agree with what has been said so far. I'd also like to add that originality in your map design is one of the most important as well. If someones map is just a remake of a map that's been made before, or has a very similar design, then it's not something new and exciting to play. If bungie already made Foundation, then don't make it. The Labyrinth, whch was featured on this site, is a good example of what a good map should be like. Well balanced, original, good design, multiple levels and good map aesthetics.
Aesthetics are important definitely. I know it's hard with the limited textures on Foundry, but too many maps coming out look just alike. They just turn into this hodgepodge of boxes and walls, whatever will fit in that space at that time. I try to make my play areas look different from each other as much as possible - one room surrounded by walls, one room by boxes, one room with fence flooring and walls, etc. Whatever you can do to make it visually interesting will help people get used to it and like it. On that front, I hope Bungie adds more objects in future Foundry-type maps. I'd like to see more textures and colors, or even lighting fixtures that would add a certain hue to the space they are placed in (a la the red light in part of Foundry). Ambitious map designers need some help making their maps look different from the horde of mediocre ones.
I agree with you on almost all points. However, if you have a map where the bases are close to each other then the flow will change depending on what gametype is being played. For example, in a CTF match the flagruns will get intense to say the least. In an oddball game the playing area may be shifted to another part of the map due to where the ball spawns. In KOTH you force the players to concentrate on different parts of the map. And so on. - If you make a map that features various levels, be sure to go by the rule: The higher you go the less cover you get. You can't have both height advantage And lots of cover. - And be sure to take the time to polish your map before you release it. In the end you probably will gain from it.
That's a great point, gorebound. Height itself is an advantage, and ought to be taken into consideration. You naturally have cover up to your knees when shooting from above, thus providing your opponent with a smaller target. Also, as someone mentioned, aesthetics play a surprisingly large part. Despite what anyone may argue, no one wants to play a map repeatedly if it looks like it fell out of a dumpster...regardless of how amazing your gameplay is.
Precisely, that's exactly why people should take their time when making a map. If you want an experience that's gonna last until the 100th playthrough you better make your map look good. In the end it's always worth it.
Lately, I have seen some people saying that we should use maps besides Foundry for our creations, saying that it's easy to make a unique map on Foundry but really great Forgers make their creations in other maps too. I wanted to reply to that sentiment, and I thought I'd do it here. Sorry if someone thinks it doesn't fit here. I agree with el megapwn. Foundry is the best tool we have to work with right now, so why not utilize that tool? True, sometimes you want to see what people can do when they are given limits, and so you're interested in what they can do in maps other than Foundry. But to make the best maps, we should use the best tool, and that's Foundry, at least for now. Why make a good map on Rat's Nest when you can make a great map on Foundry? I'll agree that if two maps are otherwise very similar and equal, the one made outside of Foundry should get bonus points for doing it with limitations. However, I don't think we should force members to work outside of Foundry where their Guilder application is concerned.
Meh, that's a valid point, Furious. However, I think they're saying that they want to see something new on Foundry as well. The Estate, for instance, really captured that desire. It's on Foundry, yes, but it feels like a mansion, not Foundry. The problem lies in the maps that all feel the same, despite varying geometry.
I agree, and I think it has more to do with the limited amount of scenery we have to work with in the Scenery Objects list. Our scenery consists of forklits, trucks, crates, wire spools, barriers, road blocks, pallets, barrels, dumpsters, and street cones. Did I forget any? It's hard to use those in ways that look different. I'll agree that The Estate did it very well. I mean, that kitchen is awesome! I love the fridge. But in the end, in my opinion, it isn't a beauty contest. It's all about the gameplay, baby!!!
You're right, but in kind of a wrong way. ;D What I mean is, it IS all about gameplay, without a doubt, but aesthetics also enhance gameplay. If you make a map that plays well but has crooked lines and things stacked poorly and a complete lack of differentiation (both between different areas of the map, and between the map as a whole vs. all other Foundry maps), then people just won't feel like playing it - and that kills gameplay, no matter how marvelous it ought to be in theory. I've actually been struggling with this on a new map I'm working on - when I got the layout finished and exhausted my budget once again, I found that at least half the spawns left the player wondering where the hell he was and what he was looking it. It's a very enclosed map with a lot of corridors (meaning open boxes and walls) so that's kind of natural, but you have to fight through it. I'm about to post the finished result - hopefully I succeeded. I find that non-traditional use of familiar scenery can help, and those A and B signs can be good friends in a time of need. My larger hope is that the next canvas-style map Bungie releases has more varied scenery on it, and maybe even some things we can do to change the whole look (skins, lighting, whatever). Right now what is happening on Bungie is that the Foundry maps that look distinctive are getting the most downloads - see for instance the highly popular "man-made warehouse" map, which is just a small warehouse surrounded by a fence. Gameplay-wise it's boring as anything, but people see it and like how it looks, so they download and play it. That's a natural reaction in a flood of fifteen thousand look-alike maps. Some of the best maps on paper are getting some of the least attention, which is where an eye for aesthetics becomes important - you have to sell your map, not just to downloaders but also to people who may play it over and over, and need to remember what it looks like. Obviously I agree with this completely. It would be impossible to make the kind of maps I'm making (or trying to make anyway) on any other map but Foundry. You can do a lot of cool things on other maps but I have not yet seen something that looked and played like an entirely different map from what it started out as (except for some of these "off or under the map" maps, which usually play badly). The ones that feel very different tend to be smaller, gametype-specific ideas, and that's not what I'm interested in designing, personally. I would hope that this "unofficial guideline" about applications would stay very unofficial, and that people would be judged on the merits of their maps - whether they were made in Foundry or otherwise. Maybe it should just be considered naturally harder to distinguish yourself with only Foundry maps - and if so, I would gladly make the attempt.
I love it...ill be using this for my maps more often...I just made a map that I'm about to post that uses most of this except for distance of bases which doesn't make a really good objective bases map...Im tallkin only CTF and Assualt...but its still fun
I had not thought about it like that. You're right. I guess they are equally important. It's difficult to have great gameplay without at least good aesthetics, both because they immerse you in the game and orient you in the map.
And that, my friends, is how to turn my fifteen paragraph ramble into one concise sentence. ;D Thanks Furious, that's exactly what I was saying.
it was a lot to read, but i read every paragraph posted by anybody in this topic. i found it very interesting to read. everything with what makes a good map was pretty much covered here. i'm big on originality when i think about my previous favorite maps in halo. i hate seeing the same thing over and over again, which leads me to the reason foundry based maps bother me. i agree its the best way to forge a map, but seeing bridges and boxes and fence walls over and over again gets old...