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KAC 361

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    USA
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    Video Games, Halo, Movies, Music, Art, Animals with Jetpacks, Fast Food, Design Philosophy, Zombies, Creature Study, Explosions.

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    KAC 361

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  1. The more visually appealing your map is, the more a player will be encouraged to explore. Aesthetics can also aid the player in navigation by becoming more familiar with landmarks.
  2. Hi guys, i want to start this topic first by saying that i do not consider myself a pro forger. And that these ideas are by no means set in stone. But i do firmly believe that these are good things to keep in mind when designing a serious competitive multiplayer map. I find that following this mental checklist really helps when coming up with good designs. 1) Start with a good idea, but dont be afraid to deviate in a different direction mid way through. Often times you will have a rough idea in your head, maybe even a a bit of fiction behind it. Abandoned Warhouse, Forerunner Base etc. But when you start building it, it may turn into something else. This is okay, structures will often change in reality depending on where you build them. So that wherehouse that you wanted might be to big to fit in the cave you chose to build in. But you already spent hours laying down a foundation? Don't worry, just adapt and go with the flow. I know it sounds weird, but let the map build itself later in development, the hardest part of building a map, is starting it. 2) Create an interesting flow and unique sight lines. This is what really helps to establish your map more than anything. Make the map have interesting geometry that encourages players to explore. Don't just make a hallway, add some inclines, maybe a few open windows then give it some color. But be sure to keep it simple and still easy to navigate. It makes a difference as to wether or not that hall will be a safe flanking route, or a grenade pit of death. Also create interesting lines of sight, never make a spot on the map that can see the entire rest of the map. This just results to everyone flocking to that one area thus creating a repetetive and usually boring scenario. Make it so different locations offer different choke points and vantage spots. It helps to divide your map up into sections, and focus how combat will play out on that specific section. 3) Make navigation easy with little learning curve. When your in a live fire excercise, you don't want half the battle to be figuring out where you are or where you are going. If your doing an enclosed map, use lights and color to help indicate location and direction. Make rooms look different from each other using interesting geometry. No two rooms should ever look exactly the same. And make floors and inclines smooth with no bumps or hiccups. Players should know where they are at all times. 4) Carefully consider weapon placement, dont put power weapons in the area that they would be most usefull. Make players work to get their weapons in an advantageous position. Put the Rockets in an open chamber instead of the enclosed corrider. Place the Sniper on the ground instead of the sniping tower. This will encourage power weapon usage in other areas of the map thus resulting in a more interesting and dynamic experience. Balance is key. 5) Make the map look nice. I know this one sounds weird and unimportant, but it's true. I find that players will want to explore a map more if it looks visually appealing. And encouraging exploration will result in the player learning the map more intricatly and getting better at playing on it. To help do this you can add some ascetics and by smooting out the rough edges. Add some key structures and landmarks to explore. 6) Balance, balance, balance. I can't say it enough, it's what will literally either make or break your map. There's not a lot of tips i can give for this one aside from telling you to use your best judgment, and common sense. Know the strengths and weaknesses of the weapons and vehicles. Don't give one team a Gauss hog and the other team a Banshee and expect a fair fight every time. Be sure to create plenty of flanking routes, and make sure every area has at least two ways in and out. Don't give high ground spots too much cover, and if there is a power weapon in the center of the map, make sure each team starts within equal running distance. You can make an asymetrical map and make it well balanced. Just make sure each team has an equal amount of advantages and disadvantages. It will make the map experience much more fun in the end. 7) Don't get too repetetive with the design. If your putting down the same block for the 20th time in a row, STOP! You don't want to build the same thing over and over. Keep the design fresh but still consistant. Mix it up, if you keep doing the same thing over and over it's going to make the map boring and feel uninspired. Experiment with different blocks, change it up to make a more visually engaging project. These are just a few tips, mostly the basics. I hope this helps someone, and if anyone wants more advice please feel free to contact me (KAC 361). I will also help with any testing you may need, and try to provide you with as much constructive criticism as i can. Please feel free to add to this list if you feel thati left anything out.
  3. Im looking for testers, any testers for competetive multiplayer maps. I will also help test maps in return. If interested please send me a message my gametag is KAC 361. I will also accept friend requests for future testing.
  4. It's still good, despite a few shortcomings. There is no monitor zoom or fine tuning. But using magnets you can work around it.
  5. This has happend to me multiple times, though only the first one actually affected me. After that I always make backup or copy files. So say I make a map called "Sweet New Map" I would make another called "Sweet New Map_2" to have a backup. It has saved me quite a few times.
  6. Sounds cool, the only thing I don't like about a lot of custom game nights is the abundance of racing and party games people play. Neither of which I care for, I'm just to old school slayer and CTF. Not because I consider myself competitive, but because I play Halo to shoot things. Not play hockey or the Daytona speedway.
  7. The topic title is pretty self explanatory, so I won't really over elaborate on this. Has anyone else noticed a rising trend in what seems like blind hatred for Halo Reach? I personally think that Reach is an amazing game. And a ground breaking entry into an already awsome franchise. I suppose many people don't like it because it is so different from the previous games. But it's different for the right reasons. It's better to embrace change and to adapt with it. Than to stagnate on the same ideas over and over again. What are your thoughts?
  8. Reach is my second favorite Halo game. Right next to CE/Annoversary.
  9. I played a BTB match the other day, I nabbed the sniper at the start, and sure enough a team mate was hot on my tail trying to kill me for it. But this time I brought my friend with me to watch my back. He quickly backed down when he realized that he would have to mess with two of us this time. I then followed up by submitting a negative player feedback report.
  10. - Multiple forge canvases on launch. - Broader color pallette. - Terrain altering tools (albeit that's stretching it) - Civilian vehicles. - More than 2 lights. - Weather effects, to add different moods to the maps. - A filing system for saved maps. - More diverse landscapes. - The Target Locater (if it's in the game) - A better way to advertise maps. - Larger File Share. - Less of a learning curve for the game type labels. - Switches for doors and other objects. - More corcular or spherical objects.
  11. I just wanted to start this topic in order to vent my frustration at the major epidemic that is team killing. How many of us have suffered a match on Hemmorrhage, in which we obtain the sniper rifle at the beginning of the match. Only to be struck down by your own team mate immediately after. This is such a huge and out of control problem that it's not even funny. So I encourage all my fellow Reach players to rise up and take a stand to this. I really hope that 343 is aware of this ongoing issue, and find a way to resolve the problem for Halo 4, ie please do away with friendly fire. Every other shooter has.
  12. In Halo Reach on the mission "The Package" the last chapter of the mission is called "This cave is not a natural formation." As a nod to Halo CE.
  13. I want to thank everyone who participated in the contest, voters and submitters. I received a lot of great feedback from everyone, so thank you very much. I also want to give a special thanks to the moderators for assembling the contest. I don't consider my map better by any means, every map in the contest was awsome in it's own way. So thanks again everyone.
  14. I prefer the DMR for it's pin point accuracy.
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