Spoiler Red: dead end, hurts flow and stuff Green: I don't see much reason for this or any positive effects it would have on gameplay. Feel free to convince me of its hidden motive, hahaha. Yellow I would attempt to expand this walkway. Orange: I would move sticky det here as it's a more risky location. Here are my initial suggestions. Overall, it looks pretty solid from what I can tell. In addition to what's on the image, you should try to redesign around structural cover in conjunction with subtle height changes on both levels. As it is now, the only height changes are the connections between the two floors while the rest is flat for the most part.
First off, the dead end and a couple other places on the map will have crates that allow for you to jump up to the next level. I also plan on putting one of the more powerful weapons down there to add a slight risk/reward. The area in the back was just a quick after thought. I'm trying to think of what to add up in that one section so it isn't completely open and provides a reasonable amount of cover for the initial spawn. I'm still unsure of weapons and just put those there as an example. I'll wait until the majority of the map is done to see what feels best. I plan on having elevation changes between the different sections as well but it is hard to show that on paper. The feedback is greatly appreciated. -Zem
Here's a basic sketch I did Friday for a map I've since built. I'll probably put up a preview thread at some point, but this is pretty close to how it turned out, at least in the broad outlines. It's called Salvage and the idea is that there's a broken ring, sort of a floating docking station, that has brought in a spaceship (center) for a salvage operation. The bottom mid below, represented in red and lightish-red, is natural geo and far below the main map, functioning somewhat like the space area on Zealot (but hopefully feeling not quite so separate and campable).
Ok, heres a sketch for a symetrical map that is based of Dawn slightly and whilst quite simple, takes one new feature I havent done before which should add a bit of balance to the map (cheers to Auburn for the suggestion). Anyways here it is. This map is meant for FFA and 1v1/2v2 gameplay. As you may have noticed, it has slight resembolence to Dystopia due to the pits and upper catwalks. For those who may get a little confused at the layout, any connection with a few dashes near it (minus the middle connections, ingore those) indicate the lower level connections of a room ONLY. Shaded in areas include pillars and solid walls. Arrows indicate the direction of upwards incline. An area with horizontial lines indicates a firing slit in the wall to allow a player to fire through a wall. Confirmed Power weapons are: Sticky Detonator x1: 1-2 clips 90 secs Binary Rifle x1: 0 clips 150-180 seconds Concussion Rilfe x2: 1 clip 130 seconds Oh and upper right of the pic is some rather 'pretty' concept art for the upper atrium. Can someone PLEASE offer advice or some suggestions? The map is subject to change but I would like to hear any additional advice. Oh by the way, feel free to suggest a name for it. I thought of the names: Redoubt Refuge Evident And let's try and keep this thread alive eh?
Nutter, that's an interesting theme. Regarding the design, my intial concerns are those bottom two connections and the seperation of the top two rings. The prior because funneling the path creates those two grenade spam halls and having two identical paths adjacent to each other seems redundant. The latter because of the lack of routing (I could be mistaken given I don't understand what those little two-sided arrows represent). Additionally, the routing that is present comes from the same direction. Other than that, I think it's pretty solid. I'm a fan of circular maps, and this is no exception. Wolf, my predominant concerns lie with the various cross-map LoS. I would say the ones crossing through the center are good, but the others lining the edge of the design are going to do more harm than good I imagine. Good stuff, fellas. EDIT: So, I made a super simple design just now (not to scale, lol) Spoiler The top segment is the lower level of the design, and the lower segment is the upper level of the design. The three slashy lines show where the two levels connect. The little half circles in the corner rooms are lifts that take you to the upper level. The shaded areas are walling and the arrows are inclines. There will probably be a dropdown from the upper level to the lower in the center. Also, the upper level is only accessable by lift and stuff.
I'm feeling a little bit lazy, so Im just going to put a sketch idea up. The grey shaded areas indicate the first floor, whilst the darker grey areas are walls within the map. Any Xs you see are potential power weapon locations. The circle indicates a gravity lift. You may have noticed that it is a little bit Dystopia-inspired, only I've made the map trianglar, with the gravity lift offering a quick way up to the platform. The small extension rooms are likely canditdates for power weapons as they offer a risk-reward factor, as you risk getting cornered. If I make it, (which will likely not be made until I finish up the problems with Evident/Dawn), it would again go under classic weapons set up, no ordience drops. I've just added the post here on Spins request.
Love the look of it and so clean of a drawing I might have to start doing that!!, and what sort of power weapon were you thinking??
So, here's a new 2v2 design I like to call Donut Map Supreme. As you can see, it's comprised of two cleverly stacked donuts. I attempted to give it a sewer theme, but that obviously didn't work out, hahaha. Sorry, I added a bunch of colors to make things more clear, but it seems that it may have the opposite effect lol. Light Blue is the line of symmetry, I was thinking Speed Boost here, Sniper here, orange shows the lower staircase, green shows the upper staircase, the red ramp is a connection between this room and the central atrium, and purple are balcony like things overlooking the orange staircase. The small area that the green staircase leads to has LoS into the center atrium but not the blue room beyond a small window. The solid shapes portray solid walling aaaand the drawn in red lines on them mark windows. There's a teleporter that takes you from the blue room to the previously mentioned small area above. Finally, the dashed lines show overlap. If that didn't make sense, let me know. Any feedback would be appreciated
I have a difficulty understanding the depth. [br][/br]Edited by merge: Alright, people, this is another time for this sketch thread to rise in importance. As we all know, Forge Island is coming out on April 11th. The pallet is going to be beautiful, the miniature holes in pieces are going to be removed, the map is going to be as large as Forge World, and we only have twenty days before hundreds of thousands of people will attempt to integrate their ideas. Our job is to plan our moves wisely before we strike, effectively allowing some of us to make ForgeHub history before others can even formulate the layout! Imagine now! Invest in your illumination and FORGE!!
Honestly, this. It looks incredibly simple. And the textures are similar to Ravine. No new palette. Palette = objects.
To make you forget that mistake, here is a sketch for a 4v4-6v6 map. The placeholder name is Crazy Shapes. Red- spawning level Blue-above spawning level Green-below spawning level Pink-gravity lift Brown-spawns Purple-power weapon Please be aware that all four of the hexagons are enterable buildings. What do you think, ForgeHub?
I've been thinking about moving on from the 'Topia' style maps and making some larger, more open maps whilst still maintaining small teams. (I will put something up on a blog later or something...) So, I have decided to put up two map sketches up for more team based action. Heres the sketches: This map would involve vehicles and involve multiple levels of approach down a linear path between the bases. The interesting thing about this idea was to build the middle in such a way so you could move on top of a platform, then drive of it like a ramp and go UNDERNEATH it into a tunnel set up. Heres the second sketch (the one my gut tells me to look at). This idea was inspired initially by courtyard based maps but gradually evolved into a Battle Creek modification. The structures I put up a while back will make an appearance on this map. Bridges would cross a small rock wall, with players either forced to enter the centre that goes through the wall, through a cave or near a middle outer ramp and platform (could evolve to a full blown building). This is also likely to be an interesting location to use a Uptoia style ramp. I'm proberly going to wait first until the Forge Islands come out before I make it to give it a more natural feel. Any feed back would be appreciated. More is likely to be added to these maps so don't worry if they are abit bare on the sketches.
I am glad you are finally breaking away from the “Topia” series and testing out new ideas. That sounds like an interesting idea, but I find it difficult players would want to give up their height advantage and surprise element on enemies below without strong incentive. I do not know how I would feel about a Battle Creek branch-off. There are plenty of other people who can talk about modified remakes, so go find them.
Here is a work in progress. 4v4/5v5 Map Inspired by Counter Strike: GO's "Dust II" Map. Looking for a Co-Forger. Let Me Know If You Are Interested.
KEY: Blue=Bottom level Yellow=Ramp Orange=+1 forge unit up from bottom level Green=+2 forge units up from bottom level Black=Wall/obstruction Red Line= Underpass Also spawns will be on either side north or south. Let me know what you think. This is a first sketch, and also the first symmetrical map I will build on Halo 4. Excuse the stupid colors. Weapon Ideas so far: No sniper shotgun/scattershot Needler Rocket Launcher/Railgun?
Looks very cramped. Not sure what the scaling is like but I'm assuming many of those spaces are only 2 forge units wide. Needs more dance floor, much more.
Yeah, thats what I was thinking too lol. But there is only one way to find out... and thats to build it lol. FYI its like 38units vertically, I knw that was good sizing in Reach, but honestly havent forged enough in Halo 4 to know
I would say that's kinda 5v5 (because of the lack of dance floor and long LoS) but it could work for 4v4 if you make it more open and spacious.
So I finally took it upon myself to learn Sketchup today. After a brief 10 minutes or so of figuring out how to work with odd angles, everything suddenly became clear and I realized just how simple this thing is. The program isn't complicated at all, yet it's perfect for designing forge maps. I really encourage everyone to give Sketchup a shot if you haven't already. It's definitely worth it. After 10 or 15 minutes of playing around you'll have it mastered. So this is my first Sketchup doodle, which I was able to do in almost no time. I'm not really looking to get any feedback on this (seeing that it's unfinished and will probably stay that way), I just wanted to show you guys my trial run I suppose. Spoiler
I need to upload Sketchup, but I have used colours to make this sketch easier. It is an inverse symetrical map that involves bridges spanning the edge rooms, with the occassional pillar to fight around on the lower level. A sewer looking area appears in the Central Atrium with No catwalk, though balconies are present. Key: Green is the ground floor Red is the first floor Blue is water Purple is the balconies. Shaded in Squares are columns Shaded in circles are teleporters for the balconies. Xs are power weapons. Triangles are team spawn points. Clear Circles are objectives. This is going to proberly have some changes to it so give me some advice please.