Hey all, I was wondering if you could explain your forging process for new/unique maps. Something I struggle with is choosing what objects to pick. I also find it difficult making things look aesthetically good. I'm interested to see how you do things and if you have any tips or guides you would recommend. Thanks!
you might find this thread interesting http://www.forgehub.com/threads/how-do-you-design-your-own-maps.150142/
I wouldn't worry about what object or making it aesthetically pleasing. Personally, when I am on the 1st forging stage, I use only 16x16x16s and 16x16x4s. This way I have a general layout that I could quickly iterate after a few tests where I then thin or widen doorways, paths and big layout changes. After you're 100% satisfied with the layout, then clean up with fitting primitives. Color the blocks in areas to a color call out for awareness, temperarly. Test with fiesta (when we get it) for weapons that fit the map the best. I have a team working beside me for when I get to art but while I'm testing and iterating, I (or they) start looking up references online and take pictures in campaign o what we imagine it to be and go from there. I try to work closely with the person doing art so that no gameplay specific things are changed for visuals and help add more nerdy meta-game spots. I hope this helps you. I'll edit with some things that I've been working on with this process, of the guys are cool with it. Edit: This may help a bit until then too. It's pre-forge planning. http://www.forgehub.com/threads/planning-a-h5-project-constantly-updating.148667/
I use graph paper to draw out my maps. Afterwards, I transfer my concept to forge. I usually build on from there.
First i load up an old show and run a marathon, specifically an old nick marathon (Specifically My Brother and me and secret world of alex mack for my last 2 maps) i load halo on the big tv and the marathon on the small tv I then load up a blank map (I have found my Base map, outside of regret as my to go to map now) Depending on how i want the map i create my own skybox out of 128x128 chromas and change the color to the feel of my map. (since then i have a pre load now which i will base all future maps from.) 128x128 chromas are excellent since they have a hard surface that you can use and never use up any physics or framerate (just dont group them) From here i take a swig of vodka. blind fold myself and throw **** together
I virtually never plan, aside from the odd shape or doodle here and there. I literally starting putting stuff down until I find a hook that works. Everything flows from that one piece or structure and get the basics down. Once I'm happy with the scale or shape, I pretty it up and playtesting the **** out of it.
It depends a lot for me. I know my style is not a good one, but personally I like thinking of a specific theme, with at least 3 "goals" I want for the map. I think of some cool type of layout, or an interesting building concept, or a general aesthetic theme. Then I set goals based on that, which could be gameplay or aesthetic, and then I might plan a bit. My plans are usually not block-by-block. I try to keep flexible layouts that can change, and I try to focus on the most important part first. So an example of this is my lighthouse map, Rockpoint Lighthouse. The original inspiration was to make a lighthouse map. The goals were to make a misty, foggy, rocky sea aesthetic with a lighthouse tower, on an island. From there I drew some really basic sketches, thinking mostly about the generalized layout, like shape of the island, adding a cave, making slopes and hills. etc. Basic things that can be drawn with shapes and labels. This process isn't always the best, and can make it hard to begin forging. Overall though I think it helps to begin with a theme, aesthetic, or specific idea in mind, and then be flexible and work off of that. It creates a map with a stronger sense of theme, feeling, soul.
For most of the past 8 years i have forged my maps by myself so i have never blocked it out like a lot of other people do since for me that is a waste of time. I am pretty good at developing an idea in my head and creating it in forge so i typically never sketch them out either. I also don't do those two things because my ideas will sometimes change and improve as I make them to the point that having a sketch or blocking something out would be counter productive. When I forge I build the main hallways and layout first so i can make the adjustments to the size if needed, In a way this is similar to blocking out but i use the pieces i want to make it look good rather than just blocks. I will work from one part of the map and make it how i want it before moving on to the next spot. i also get distracted easily or have ideas i want to do before i forget so i will sometimes start working on other parts of the map or aesthetics before going back to the main part. I will continue to add detail and working towards non crucial areas as I go and making changes along the way. I have a very organic way of forging I guess you can say. It is ironic that I am pursuing a career in level design yet i don't have the habit (yet) of doing the industry procedures. I like to make my maps visually pleasing and have some sort of theme so often times i will work on some aesthetic that Is either important to the game play in some way or just looks really cool early in production so i can make sure i have enough pieces that make it look or work correctly. (Holy run-on sentence Batman!) Not the most ideal forging process but it works well for me
Well I usually have a theme that inspires a piece of geometry then I abandon the theme because none of my themes are usually possible or I don't like how they look with the objects and then I think what can I do that also fits the geometry. Then I curse 343 for thinking all that matters is metal and unsc.
My maps usually come to me while I'm driving home from work. I'll be going down the freeway and see a building and say, "Hey! That place would make a great death match arena."