Forging 201 Balancing Weapons (Part 2)

Discussion in 'Halo and Forge Discussion' started by cory21, Aug 19, 2009.

  1. cory21

    cory21 Ancient
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    ThatRandomBoi wrote a nice, small article about balancing weapons. I'm just going to go a bit more detailed. Also, criticism is welcomed, since we all have different views on this topic.
    Weapon placement is one of the most crucial parts of a map. A lot of maps can have great aesthetics and map design, but still end of being just another bad map due to bad weapons placement. A lot of people underestimate the importance of deciding where to place weapons. Hopefully this guide will help you

    Risk v Reward

    This is one of the most basic ideas that should be implemented when placing weapons. Simply put, if a weapon is a challenge to obtain, it should give a greater reward to that player or team. 'The Pit' is a great example of this. Right when the game starts, players are forced to fight for the Rocket Hallway. If a team doesn't fight for that, they are already put at a disadvantage, since Rockets can clear out most areas on that map very efficiently. While Snipers are closer to each base than other weapons on that map, there is a clear line of sight from each sniper, which presents only a second of danger. If two players go for each sniper on each side, usually one will come out alive.

    You don't necessarily notice having bad Risk V Reward until you actually test the map. A map I tested a while ago was an example of this. It was a nice map and had a nice design, but the weapons were placed in really odd positions. The sniper spawned at each base; and since each base was visible across the map, the snipers were generally overpowered. The team who lost their sniper first was instantly put at a disadvantage. Then, there was a base that connected each base. Camping on that bridge guaranteed success for that team, while the other team was put at a severe disadvantage.

    Weapon Spacing
    Another key element is how far each power weapon is spaced throughout the map. This concept is easy to understand. Basically, if an area has no appeal to the player, your map, or more specifically, your weapon placement isn't working correctly. 'Assembly' is a great example of this. Although not one of the popular maps these days (which surprises me), the weapon placement is flawless. In the middle is the Active Camo and Hammer, which can be a threat on that map due to all the CQB. On the side of the map is the Rocket Tower which gives a small height advantage, but there are plenty of areas where a player can sneak up on someone up there. On the opposite side of the map is the Regen Platform. This is the only open area of the map, and generally, the team that controls this area tends to win more often (in my opinion). To aid that team is the powerful regenerator. Since only fully automatic weapons and grenades are really the only viable counters (and rockets, I guess), this gives a team a huge advantage in a hot situation.

    Map Flow
    While not exactly relating to weapons, this concept can still be influenced by weapon placement. A good example of this is the FFA map, 'Epitaph'. Say you start at the Shotgun. The way the map was designed makes sure you keep moving, since camping there will only get you a few kills, if any. The Rocket launcher spawns on the Platform which does give you a great height advantage until a player goes in the Man Cannon and starts BRing you, then you're at a dissadvantage.

    There, I hope this small guide helps you design your maps a little more efficiently.
     
  2. RedNeck

    RedNeck Ancient
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    Excelent idea for a guide, but it has been done. If you could maybe get some new ideas rolling.

    This is what I was talking about. It is titled differently but covers the same points.
     

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