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Old 08-07-2008   #1 (permalink)
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Default Forging Philosophy, What Makes a Good Map?(Guide)


This thread lays down the law on what I think makes a great map and provide some suggestions for finding inspiration. I also hope to get into some good discussion about other things that make a good map and how to get ideas.

Firstly I'm going to talk about what I think is missing from many of today's maps. Most people have come to expect a few common things of good maps. Many just go through a checklist of these things and then publish without thinking much about making their map design original. They go interlocking, check, geomerge, check, neatness, check, escape-proof, check, publish.

Reinforcing this are people who go on to competitive maps, go through the same checklist, and say 5/5 gj. I'm not trying to call anyone out, but this kind of thing is just bad for the community in general imo. If you go about making maps like this and then have a bunch of people say it's perfect then you will continue to make the same quality maps. This makes people feel like they dont need to innovate and the community is filled with maps that are well-made, but are unoriginal.

Some people have commented recently saying something to same effect as this, but usually they dont offer anything that would add orginality to a map, because if they had some genius idea, the would have already made a map around it. And of course it's not original if you read it in a forum and put it in your map. So, instead of laying out specific ideas I'm going to throw out some ways you can add originality to your map that will hopefully spark some creativity in you.

1. Build you're map around a story

If you've got a great story why not make a map about it? Forget specifics of walls and bridges, try to think of a good story and THEN think how you could put the setting into a map. You might want to look at other stories for inspiration, posted on here, in a halo book, or incorporate a story from some other genre that you particularly like. Here is the story I used for my map High Altitude:

It has been twenty years since the covenant and flood were destroyed once and for all. Recently, probes have discovered a new forerunner ruin hidden on the top of a mountain on the icey planet Harvest. When an investigative team of spartans from the rekindled program arrived, half the team was sent inside to do some exploration while the other half remained outside making short work of the meager sentinel force that had been left to guard the place. The exploration team found a new and strange technology at the center of the structure. What appeared before them was a triangular screen that allowed each spartan to see through the eyes of one of his fellows.
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Aparently they discovered a forerunner research facility that was trying to develop a technology capable of tapping into, and possibly controlling, the mind of other organisms. Before the goal could be completed, the flood landed on Harvest and threatened to destroy the unfinnished mechanism before it could be used on the Gravemind. In an act of desperation, the scientists in charge ordered the entrance to the facility destroyed and the whole place buried under a sentinel beam induced avalanche be employed to hide their work from view under heaps of snow.

Their sarifice payed off. The flood came and went, killing all of the forerunners on the planet, but leaving the planets most valuable secret untouched. Years later when the covenant discovered the planet the facility was near destruction once again. A section of the planet near the facility was glassed, melting all the snow and exposing it to the naked eye. Now,years laters, new invaders have arrived to threaten the facility
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Commander Sanders blinked. He had no idea how all this information had gotten into his brain. All he knew was that the master was under attack and had to be protected. He grabbed a sentinel beam and led his spartan squad out of the chamber. He looked down at the oddly familiar invaders who had just finnished dispensing with his fellow robotic protectors. One of them, Jeff, raised an arm in salute. Sanders didn't know how he knew the man's name and he didn't care. All he knew was that the man threatened the master. Sanders brought his gun to bear and fired a solid jet of orange right into the chest of his former squadmate.

2. Look for inspiration in existing map geometry

Seeing maps put into the same square space in foundry gets old real fast. Push the limits and look for an area of a decent forge map that is unused or overlooked and looks appealing to you. Hopefully something will click in your head. Being able to get out of maps can be a good skill to have here

Good examples of this are Cold Front and Lunar Chronicle

3. Showcase a new technical feature or structure

Think of new switches or arrangements of items, then build your map around it to focus gameplay on the idea. Or just think of a new kind of structure that hasnt been done.

Good examples of this are Pallet Parade, for its innovative conveyor belt and Reflex, for its unique structures

*************

Notice how most of the maps that have these features are very popular(all except mine lol)? I will update these suggestions with more that are offered. Also, I feel that if "Best Story Incorporation" and "Best Use of Existing Geometry" are added to the next best of forge awards it will encourage more people to think out of the box, giving the community more variety. That's all for now.

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Old 08-07-2008   #2 (permalink)
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no offense. but its not like your some really good forger



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Old 08-07-2008   #3 (permalink)
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He doesn't have to be an amazing forger to write a decent guide. I thought it was a good guide. I'm going to put a story into my next map, but it won't be as long as yours. Maybe give a better explanation of your story however.


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Old 08-07-2008   #4 (permalink)
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the story is further explained in the thread for my map. I didnt want to make this post consist of mostly my story. So if you want to know more about it just click on the link.

@stin

I wrote this guide for people who have trouble finding inspiration for map ideas, as I noticed a decent demand for such a guide.
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Old 08-07-2008   #5 (permalink)
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I think your guide applies mainly too aesthetic type maps or maps that empahsize aesthetic quality over gameply. I didn't see where you thought weapon balance was important or good use of cover. You emphasized map geometry over general level design which is another characteristic of maps that utilize the wow-factor, but no the fun-factor.

Not to be mean but I think your philosophy is rather shallow. You seem to be easily impressed by good looks and mundane gameplay. Also you emphasize the award that comes with making a map that looks good instead of teh joy people have on one that play's great.


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Old 08-07-2008   #6 (permalink)
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Originally Posted by stin10 View Post
no offense. but its not like your some really good forger
Why so negative?
I think this is a great guide and very helpful indeed. That story is amazing and it is a really good idea to base your map around a story. I allready do that but most people don't.

Thankyou for creating this guide. Stuff like this makes forgehub what it is.


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Old 08-07-2008   #7 (permalink)
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i respect your opinion, but i think a story with your map serves no purpose at all but to take up space on the thread. when i look at a map, i am not interested in a story about it. i am more concerned with functionality, gameplay, and, although less than the other two, aesthetics. but your other two things i completely agree with.



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Old 08-08-2008   #8 (permalink)
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Originally Posted by rusty eagle View Post
I think your guide applies mainly too aesthetic type maps or maps that empahsize aesthetic quality over gameply. I didn't see where you thought weapon balance was important or good use of cover. You emphasized map geometry over general level design which is another characteristic of maps that utilize the wow-factor, but no the fun-factor.

Not to be mean but I think your philosophy is rather shallow. You seem to be easily impressed by good looks and mundane gameplay. Also you emphasize the award that comes with making a map that looks good instead of teh joy people have on one that play's great.
I definitely see where your coming from. I dont mean to undermine gameplay. This is more about the creative process--thinking of new aesthetics AND gameplay--rather than the nitty-gritty. There have been enough guides about gameplay. I dont see the need to say "make sure you include cover in your maps and balance the weapons, time the spawns for certain weapons like this..." Those things ARE important, but they have been covered thoroughly by other guides so I took it for granted that you would know to do this, just like I didnt say "make sure you interlock evenly 'cause it makes things look ugly."

My suggestions are meant to apply to both gameplay and aesthetics. I am impressed with good looks, but if something just doesnt play well i delete it from my hdd. This is supposed to help people create maps that play well AND look nice, like the examples I listed. For example with my award suggestions, if u made a map that correlates with a story nicely, but plays horribly, it wouldnt win. It would also need a gametype that fits with the story.

@lawful chill

Yes for some a story is irrelevant. IMO having a story with your map is only a plus, as some appreciate them and some dont. Those that dont can just skip to the part about gameplay and functionality, which I believe maps should have.

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Old 08-08-2008   #9 (permalink)
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*bla bla bla bla rant rant rant rant I like to ruin the fun of others by bad mouthing everything that one suggests*

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Old 08-08-2008   #10 (permalink)
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*bla bla bla bla rant rant rant rant I like to ruin the fun of others by bad mouthing everything that one suggests*
Really. What are you doing on this site, again?



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