This is my first concept design for an Arena Map. The design takes inspiration from the map, "Empire", as you can probably see. Even though this is my first design, it is also one of my favourites. The first concept design is a basic sketch showing the basic layout of my map. The second concept design shows the maps layout in more detail and better quality. Using the second piece of concept design, I created a 3D model of the different heights and areas of the map. I'm open to any opinions and feedback on my design. I'm looking to learn and progress my skills for my future designs. I'll also look to get this design created in the Halo 5 forge if enough people like my design. Thanks for reading and especially to anyone who left feedback. I hope to be releasing more designs soon and to learn more skills -Impure Spoiler: UPDATE 1 UPDATE:After some feedback, I feel like I need to explain some unclear parts for my map design. Explanations: 1) Using the objects on either side of the courtyard, player will be able to climb on them and jump up to top middle and the catwalks. 2) The stairs and ramps in my 3D model are not to scale. They are there more to show what will be there for the player to get from A to B. 3)Windows in my final design will be tall enough for players to get through them without bashing their heads. They are not to scale in the 3D model but again are there to show where I want the windows to be. I have also thought about some potential changes to my map design thanks to all of your feedback. Potential Changes: 1) Adding a second story window on top of the bases with a small platform they can stand on to give better sight for the player to contest with top mid. 2) Add a side platform onto the bases, similar to where the BR's spawn on Empire, which could lead to a sneaky near the top middle to outside stairs. 3) Expanding the courtyard and widening the outside area to make the map larger to suit the 4v4 game types. 4) Adding a pit in bottom middle. This change isn't really to change the gameplay of the map but more just to make it look better. 5) Adding a 3rd entrance into the bases leading out to the courtyard. Thanks to everyone for leaving feedback and giving me suggestions. Even though I'm new to this community, i feel like I've been welcomed very well! Spoiler: Update 2 The forge layout of my map is finished! Just going to add the aesthetics and the objects for the gameplay (Spawns, Weapons, etc.) then it should be done and ready for testing.
Looks pretty good. Here's some criticism that I would take into consideration unless it clashes with your design intention. Interior railings are generally bad unless utilized very carefully. The Windows having both a railing and a ceiling to bump your head on would lead to a lot of frustration forcing a recovering player to both be airborn giving up their strafe and then have the chance to get snagged on the upper part all to give up their height advantages anyway. Second would be that there seems to be no comfortable way of contesting top mid without moving into it which tends to make a lot of tug of war engagements. This isn't always bad but a lot of players believe this to be stale. Good luck if you bring this into forge.
The design looks like a combination of Empire and Torque to me. The only problem I can see from the sketch up so far is that it looks a little small for 4v4, which I'm assuming you're trying to build this for.
Thanks for the feedback! Which interior railings do you mean though? Sorry if I'm derping here but I didn't add any railings (as the concept is more for the layout) other than the ones where the stairs are. {After re-reading your comment again I realised what you mean. And yes for the Windows, I'm going to make sure they are big enough for players to be able to jump and thrust outside them} Yeah I see what you mean with the top middle, do you think making the middle pillar smaller or even removing it, then maybe even narrowing the door way from the ramps? Thanks a lot though! --- Double Post Merged, May 31, 2016 --- Yes I was going for an Empire kind of style. As for it being small, my model isn't accurate for measurements, more for how the layout of the map is most likely to be. But then again Empire itself is quite a small map in the sense of a lot of objects taking up the room. But thanks for your feedback
I think I see what Blaze means concerning the tug-of-war in the top middle of the map. I believe one way to alleviate this would be by adding a third option to reach that area. You could add a jump ups on either side, or possibly a teleporter, but it is up to you to change the design as you see fit.
Sorry. I meant the frame of the window that comes up from the floor. It's often better to be able to just walk off without having to jumps, in most cases. And as for the top. I would personally try to build a heigher position on the bases somewhere that players can use to compete against the central area and maybe get rid of the widows there entirely. Kind of like the alcove/tunnels above truth that allow you to be parallel to top mid. There are plenty of ways to manage this issue though.
It's hard to notice, which was one problem with the design, but either side of the courtyard are objects to be able to jump to top mid and the catwalks --- Double Post Merged, May 31, 2016 --- So similar to top red window on Eden where you are able to shoot over at catwalk? As for the window thing I entirely understand where you're coming from, but similar to the Empire, my design was so players could jump from the courtyard into the bases. The reasoning for the Windows edges to slow the gameplay a little, give players a little cover when trying to protect the base. But thanks
UPDATE: My idea at the minute will be to process the 3D model into Unreal Engine so I can go inside the map and move around inside it. With this I will look to create a YouTube video which will allow me to explain some unclear parts of the design and to also show some key areas that are important for my design. Thanks for all the feedback though
This looks very nice, and I appreciate the cad work; it helps tremendously to understand the layout better. My only concern with this is that most of the stairs in the model (namely the back corners) look closer to a 45 degree inclination as opposed to the standard 30 degrees that the stock stairs have; it's been a community preference to limit inclines to 30 degrees to promote comfortable firefights across them. Understand I am not saying you can't have a 45 degree incline, I simply want to make sure you are aware that the stair pieces given have that 1:2 ratio and you may have to redesign those stair segments depending on how it feels. Best of luck, will be watching for progress on this.
Empire meets Regret in my opinion. It looks like something I remember from Halo 3 which is always good It looks like it would be a 2v2 map from the layout. It is not very complex, but could be easily added to. Personally I really like the windows. as long as they are tall enough the head bumping should not matter, and I'm all for railings in them because it removes sight lines from below the player has when behind that window. It can be used as a lip to get an even higher jump; say to top middle, but only if you jump off the railing. And it forces player to jump into the windows rather than just backing up when challenged. Like the windows on Empire would be terrible if you could just walk out them. Overall I say this looks pretty solid but could def use a little bit more complexity to the layout, and maybe some side halls or rooms.
Is it really much faster to sketch out the design in a modeling tool than to forge it without any textures?
Thanks a lot! and yes I should've made a disclaimer about this. All my stairs, ramps, Windows and stair railings are not to proportion. They're more there so people know what i intend place for the player to get from A to B. But thanks for the info! --- Double Post Merged, Jun 1, 2016 --- I take it looking quite a like a Halo 3 map a big compliment, thanks! and yes, I intend the windows to be similar to Eden's and Empire's so no head bashing should occur. I was also aiming for that, i feel like the player protecting the base should have the upper ground and more protection, so thanks for agreeing Ok, quite a few people have mentioned it doesn't look the size of a 4v4 map so I'll look to extend it in the designing process when I get around to it. Thanks a lot though!
The concept is for the structure of the map, so I didn't really focus on the aesthetics. I'll be sure to make it look good in the designing process ; ) --- Double Post Merged, Jun 1, 2016 --- For this model I used a software called 3D Builder which is free and comes with every PC that has Windows 10. As I'm new to forge I struggled getting it the way I wanted to I just took an alternate route The best part with 3D builder is that it is simple for Level Concepts and you are able to load images in which it can construct the basic outline for you
I don't have much prior experience with 3D modeling, but that looks really cool. I can't wait to see this translated into forge! If you do create it, I'd like to check it out in game. I do agree, it looks a bit like a Halo 3 design, which is always welcome in my opinion. I also agree about the window design. Since the windows are so large, just leaving the floor bar out (making it a wide door/ledge) would add another area for flow and movement. But overall, great work, looks very nice!
Thanks a lot man! It will hopefully to start being created in forge over the next week, so ill be sure to update you on when it's finished.
You used 3D Builder to create this render of the map correct? I'm new to using it and it seems pretty difficult to build something like this in that application.
I used the vector image I created and loaded into 3D Builder, there you it can automatically make the basic layout of the design
The forge layout of my map is finished! Just going to add the aesthetics and the objects for the gameplay (Spawns, Weapons, etc.) then it should be done and ready for testing.