What You Want in Competitive Maps

Discussion in 'Halo and Forge Discussion' started by Given To Fly, Aug 1, 2009.

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How do you think this thread is going over?

  1. This is a good idea

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  2. This is an okay idea

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  3. It's been done before

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  4. This won't work

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  1. Given To Fly

    Given To Fly MP Level Designer
    343 Industries

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    I know we all get sick of threads were people ask for ideas for their map. I know you can get upset, but that is not why I'm here. I'd love to explain to you what I mean through Interpretive dance, however I can't dance through text, so instead I'll just ask what it really is that you want in a map. I know there have been threads before this about the same, but none really answer the true question that is, What you want in a map. Not ideas, but what you truely want a map to be like. Now if you can't tell the difference, let me clear that up.

    Map Ideas:
    • Make a catwalk above your base.
    • Put in a couple Blue and Red columns to clarify bases.
    • You need to interlock those two things together for Grenades.
    What You Want in a Map:
    • I want a lot of cover to back around when in hot situations.
    • There should be many different height variations.
    • Lines of sight blocks, to not ensure you get sniped.
    *Note* These are just made up suggestions, speak anything you want.

    If you still don't fully understand, Map ideas are different, because they usually tell you to use a speciffic structure or item. But, what you want in a map is different because it basically talks about geometry. Slopes/Height/Etc.

    Now I made this thread for advice to fellow forgers on how to make a gameplay pleasing map. This thread will hopefully take off and show the things needed to create a well designed map. Now on to the Examples.

    Archaic ~ By HezbollaHector and Goatnuts420

    [​IMG]

    From this photo alone of the map, you see different lines of sight, height variations, originallity, and multiple paths. Notice the rails to keep from falling on the sides.

    This is an excellent example of what should be in a map.

    Avarice ~ By squidhands

    [​IMG]

    This picture also shows different height variations even to the smallest degree, blocks of lines of sights, and multiple pathways, and railings to keep from simply backing up off the map.

    Both of these maps are good examples to follow. No matter how you see it, whether it be a Gameplay dream, or an Aesthetic masterpiece, both are detailed in appearance and gameplay.

    The whole idea of this thread is to get a feel of what is great, and what can be great. So, I encourage you to post your thoughts on here about what makes and brakes a map. Hopefully many forgers new and old will get the idea behind this and help them to make better Competitive Gameplay maps. Once more this is for helping people, don't post here if you have nothing good to say about it.

    Thanks,

    - Given To Fly
     
  2. Dow

    Dow Ancient
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    Aesthetics

    Rails (Sky bubble)

    Interlocking

    Geomerging

    Those are the 4 main things that people have forgotten to add since sandbox came out.
     
  3. Donii

    Donii Ancient
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    Just a little typo i noticed..


    I think the one thing that makes a great map great, Is Originality
     
  4. Given To Fly

    Given To Fly MP Level Designer
    343 Industries

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    That's a couple good examples that would make a map much better. Forgehub has been laacking originality lately. I'm glad to see the new 1v1 maps coming out, because you can tell some of them are special. :D Originality.

    Aesthetics are an important part of a map. Geometry is also a great input, so put them together and thats the key.
     

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