Map Feature: SECLUSION by Given to Fly

Discussion in 'Articles' started by WAR, Apr 11, 2016.

By WAR on Apr 11, 2016 at 12:51 AM
  1. WAR

    WAR Cartographer
    The Creator Forge Critic

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    seclusion.jpg

    Seclusion is an asymmetrical map designed by Given to Fly that is loosely inspired by the map, Isolation from Halo 3. Out of all inspirational successor maps, this has to be one the most interesting reinterpretations I have ever seen. The map provides for some of the most enjoyable strongholds experiences currently offered in Halo 5 while presenting some of the finest execution in the process. This map was originally submitted for the recent 2v2 Throwdown contest, however after some play test sessions, Given revisited the map and provided an updated version to accommodate a 4v4 player count. The new sandbox and objective treatment has really payed off and has landed Given't first Halo 5 map feature with us. We've had the pleasure to sit down with this fine forger and ask him a few questions about his latest creation and his design process. Please welcome Given to Fly.

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    VIDEO FEATURE


    WARHOLIC: You've been forging since forge first launched with Halo 3. What was your first creation and did you ever think that your interest and passion in level design would evolve to what it has become today?

    Given to Fly: My first “creation” actually took place on Narrows. I thought the map was beautiful and wanted to make it function very differently. I used crates, jersey barriers, teleport frames, and weapon holders to essentially block off the main bridge of the map, and create a play space that only utilized the bases that were connected via the man cannons and two way teleporters. Back then I felt like a developer for something so simple and silly, but it truthfully played a fun game of 2v2’s, at least in my opinion!

    WARHOLIC: Have you ever considered designing for other games? What is it about Halo that has created such a persistent interest in level design?

    Given to Fly: I would love to design for other games. I will most likely be designing maps for the new DOOM release. I highly enjoyed the closed beta and am pretty excited to see what the map editor is capable of. I must say though, having recently discovered the amazing gameplay of Gears of War, I am itching to create worlds within that universe! The art style is breathtaking, and I have some ideas floating around about how to introduce verticality in a game where it hardly exists. When it comes to Halo, however, I was captivated by the gameplay. It was a relatively simple FPS that allowed for virtually endless possibility of varying game types, map designs, and artistic directions. I’m still in love with the essence of Halo, and always will be.

    WARHOLIC: Your most recent map, Seclusion was your first project in Halo 5. Was this something that you've been planning to build prior to the release of Halo 5?

    Given to Fly: Seclusion was an idea I had in the back of my mind since Halo 3’s Isolation. I always remember people talking down on that map but there was such a charm to it I had felt. Once I saw the initial Halo 5 forge reveal and what we could do with terrain, I busted out a notebook and began sketching. My design on paper was more of an improved Isolation, but once I got heavy into forging the actual map, I began to realize I once again had limitations. I struggled with that map for well over a month before SaltyKoalaBear told me to make it fully asymmetric. So after major redesigning, and countless hours in forge, I decided to take different directions both visually and structurally. I had a ton of feedback while building from fellow forgehub members. All their little ideas sparked a fire that burned the path to Seclusion.

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    WARHOLIC: This map was submitted to ForgeHub's 2v2 Throwdown contest. When did you realize that the map could support a higher player count? What are the gameplay differences between the 2v2 and 4v4 versions and what do you feel is the most successful player count experience?

    Given to Fly: When I was designing this map, I specifically had 2v2 in mind. I wanted battles to take place around the central hill rather than on top of it. That’s why the top is much more flat and open compared to Isolation. For 2v2 games, the pace slows down a little bit which I personally find relieving. It gives teams a chance to strategize and really pick their plays rather than just sprinting right back into the action. To me, it felt more traditional. Now people who hadn’t played it at the time thought it was a BTB map… This confused and worried me! I had no intentions of testing 4v4’s on it, but I believe it was actually you, Warholic, who mentioned it would play great for a higher player count. I was skeptical but decided to follow through and see what it was like, and to my surprise, it worked out fantastically! After that test I decided to optimize pieces and weapons to act as a bridge between the two player counts. I think the map in it’s current state pleases the community as a 4v4 map, but there will always be a place in my heart for playing 2v2’s on it.

    WARHOLIC: The ghost provides for some extreme maneuverability throughout the central structure and vertical outdoor surroundings. With such a dominant presence in gameplay, was the space intentionally created around this vehicle?

    Given to Fly: Once I started making the map more asymmetric, I decided that the ghost was going to be very important in the development. I spaced out areas and structures to revolve around the ghost. It can go almost anywhere, and is meant to. There are some player specific areas on the map for escaping certain situations, but in turn put you in a weaker position respectively. The ghost may be able to traverse almost everywhere, but that does not mean it is useful everywhere. There was plenty of thought behind the scenes.

    WARHOLIC: Seclusion pays inspirational tribute to the Halo 3 map 'Isolation'. In Halo 3, this map was received with mixed reviews from the community. What was it about 'Isolation' that inspired you to design a version of your own?

    Given to Fly: I think the charm of Isolation stemmed from the center. Everything was an uphill battle and I thought that was something that hadn’t been done much. Personally, I loved Isolation for what it was, but can clearly see people’s issues with it. Not only the upward flow inspired me either. The art style was beautiful. The greens, pinks, and browns really struck a chord with me. I wasn’t able to make it look nearly as similar to the original art style in Halo 5, so I decided to head off in my own direction of a chilly autumn forerunner facility. The tower was the main thing that helped it stand out from the original, and I couldn’t be more pleased with how it looks for my first design in the game.

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    WARHOLIC: When using the new forge tools in Halo 5, what was the most challenging or restricting part of the creation process and did it affect any of your decision making in regards to 'Seclusions' final design?

    Given to Fly: On the first day forge released I was so excited only to be riddled helpless to the new control scheme. I was in a party with 3 or 4 other people and we were all essentially deer taking our first steps. After a few hours of cursing 343, we began to adapt to the new layout and have all accepted it to be superior in every way. Initially it was somewhat restrictive to the design, but the more comfortable I became with it the more I could tweak things and redesign. I actually had to go back and rebuild many things because I would keep discovering a piece that would fit better.

    WARHOLIC: You have been extremely passionate about Halo and have been producing an excellent video series analyzing the future direction of the Halo franchise. What is the direction you would like to take for your own life and career? Have you ever considered working in the games industry before?

    Given to Fly: My ultimate goal is to become apart of 343 industries to contribute anything I can to this franchise. Art style, mechanics, level design, storytelling, modes; You name it, I believe I would contribute great things to this universe. I have thought about working in the gaming industry for many years now. More specifically on Halo titles, but my love for level design has pushed my boundaries out farther and would love to work on games such as Gears, DOOM, Tomb Raider, Destiny, and many more. I have the creative vision, I just need a shot to prove my worth.

    WARHOLIC: Thanks for taking the time to share your story, passion for games, Halo and level design with us! Could you let us know what you will be working on next so we can look forward to your next project?

    Given to Fly: Of course, and I would like to thank you for giving me an outlet to express my views on all of these topics. I currently have two projects I am extremely excited about. A 4v4 scaled covenant environment designed for CTF that pays homage to Snowbound’s art style, as well as a 2v2/4v4/FFA human facility that I’m paying extremely close attention to detail on. I’m striving to make both maps a believable environment within the Halo universe, and prove their designs are noteworthy as well!
     
    #1 WAR, Apr 11, 2016
    Last edited: Apr 11, 2016
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Discussion in 'Articles' started by WAR, Apr 11, 2016.

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