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
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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.


