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Here it is, part two of the second Interviews with the Stars Double Feature! Here's a member of one of the most esteemed Forging and map reviewing groups in the Halo Community, The Halo Forge Epidemic, and their Dominion specialist: AbleSir Thomas. DD: "AbleSir Thomas, how long have you been involved in Forging in Halo?" AST: "I started forging soon after the launch of halo: reach" DD: "What interested you about Forge in Halo: Reach?" AST: "I enjoyed playing playing Invasion in matchmaking. Unfortunately 2 maps just wasn't enough, so I set out to forge my own Invasion map. My first map was called Outpost FW. It was an invasion map that spanned most of Forge World. I spent about 6 months forging it. Of course being my first map, it was a colossal failure." DD: "That sounds really cool! So how did you get noticed by The Halo Forge Epidemic and become part of it?" AST: "After about a year into reach and 2 failed invasion maps, I joined a random custom game. Oakly was host, at the time he was testing his "Island Complex" map. It looked great, but played awful. After everyone in the lobby said it was awesome, Myself and Yardbird told him it had issues. We brought him into forge and explained invasion theory. He was impressed. One thing led to another and we made our first video explaining basic invasion design on spire." DD: "That's sounds pretty awesome. Were you familiar with THFE at the time?" AST: "At the time of that custom, I had no idea what THFE was." DD: "Wow and you became part of the biggest and most knowledgable group of Forgers in the Halo Community! And what gained you the title of being THFE's Dominion Host AbleSir Thomas?" AST: "When I started playing halo 4, I immediately became fond of the Dominion game-type. It has many of the cool game-play elements from Invasion (attack and defend game-play, heavy weapons, lots of map movement, etc) but with more flexibility for forgers. I focused all of my efforts into learning and building for the game-type. I collaborated with allot of talented forgers and players. We worked to identify similarities between the Matchmaking Dominion maps. We then implemented those ideas in forge, which resulted in some quality maps. This process is still ongoing. Most of the maps we've worked on have seen hundreds of revisions, to nail that Matchmaking feel. Here are just a few of those projects. Outpost 7.4 by Unwanted soul 91 Catacombs by Wraith 2098 Corrosion by AbleSir Thomas Scrapyard by Mexican torta 7" DD: "I know Wraith and Torta and I know they're very skilled Forgers and I've actually played and featured your map Corrosion and it's not only a very good looking map but it plays very well. Thomas what do you think is the most underrated aspect of Dominion? What do people overlook most that you think if they appreciated, they'd enjoy it more?" AST: "One of my favorite aspects of dominion is base busting. Breaking an enemy's teams control over base and clearing it, is one of the most exhilarating experiences in Halo multi-player. This is achievable on all of the MM dominion maps. The basic strategy is to send players to the "weaker" base, ( the base with less players usually) have those players surround the objective and attack from multiple angles. Sometimes you can have players in a position to cutoff or delay reinforcements to a location (ghost is boss at this). At times this results in epic, almost "movie swat team" style base clears. Assessing a team's control of a map and breaking that control, with smart decision making and teamwork, is really what makes Dominion awesome." DD: "That absolutely makes Dominion sound cooler to me than it did before although I was a fan of it already. Would you argue that Dominion takes the most skill and strategy to play than any other objectives? And why?" AST: "I wouldn't argue that it takes the most strategy. Each game type supports certain elements of strategy. The strategic elements in Dominion are just different than other objective game-types. Dominion is less about individual skill and more about teamwork. Examples include: Making call-outs when ordinance is available (both friendly and enemy). Calling out enemy positions and using team-shot or ordinance to deal with aggressive pushes. Quickly moving ordinance to powerful positions to counter enemy map control. Timing an attack on a base to deny a resupply or steal power weapons as they drop. Putting pressure on a base to allow for a flank at another base. Deciding when to reinforce or abandon a base. Exploiting weaknesses in base defense setups, to allow a capture( sending a rocket guy through an unprotected doorway). Most of the strategy in Dominion focuses around communication, quick decision making, and team coordination." DD: "Very interesting! So AbleSir Thomas, what do you look at when reviewing a Dominion map?" AST: "I first check the basics. Things any map should have. Does the map have playable frame-rate? Can player orient themselves and navigate easily on the map? Is the map interesting? (height variation, visuals, theme, etc.) Does the map have good movement options? (good cover, routes, and proper sight-lines) Then the dominion specific stuff. Traits that all of the MM Dominion maps share. Alpha/Charlie segmentation (Sight lines between Alpha and Charlie must be blocked) Bravo Dilemma (Bravo is the only base with influence on both opposing bases. This can be based on sight-line control, route control or both. Bravo is somewhat difficult to hold) Alpha/Charlie flank (At least 1 path between Alpha and Charlie, that Bravo has little control over) Objective based spawning (You spawn at bases you own) Well placed Objective drops (At least 2 per base, on every resupply, in easily accessible locations) Vehicles (Must be in accessible locations. Are a part of base balance) Base layout (Proper segmentation, at least 2 entrances, and some verticality) Dominion objects (Base stripes, barricades, base shields, turrets, and monitors all add to the "MM Dominion Feel") Of course on top of all this we vigorously play-test possible features. The maps usually undergo a dramatic evolution over the duration of testing. Some maps have had massive rebuilds to accommodate feedback. While others have had a large amount of minor tweaks. My Map Corrosion has been completely rebuilt from the ground up, about 4 times. My new map Impass has already had it's Bravo base rebuilt." DD: "Wow so much more goes into Forge than I thought haha. So let's get into the knitty gritty part of being apart of quite possibly the most renowned Forge map reviewing team: The Halo Forge Epidemic. Recently you were a part of a predicament with a mapmaker who submitted their map to the Competitive Map Submissions for THFE. When you give feedback to Forgers and it's something they don't want to hear and they react in a negative way? What do you do about that? What do you say to that?" AST: " But in all seriousness I do my best to work with forgers to improve their maps. I try to clearly communicate my feedback. I will often join authors in forge after a game. To provide suggestions and seek a "compromise" to address an issue. In the case of the Submission forums, I don't have time to play maps for authors. There are just too many submissions. I look over them in forge and try to make them aware of "potential issues". I also do my best to test maps. Most of my feed back in the competitive forum invites players to submit to TNT, to get a wide variety of opinions from forgers and players after a game. FlyingShoe ILR made a very interesting write up regarding feedback, I recommend forgers read it." DD: " Great answer. So AbleSir Thomas, it's been great and it's time to end this thing and post it and give the community something very fun to read so I ask you: what is some advice you give to learning Forgers or to the Halo or Forge Community in general?" AST: "To forgers starting off. I recommend doing your best to be open to input and suggestions from other forgers. Look at whats popular (in Customs and MM), try to figure out why those maps work and try to "assimilate" those ideals into your own forging. With these ideals in mind you can add your own twist based on your personal preferences and creativity. Attend as many customs as possible, try to connect and network with as many forgers as possible. As a forger your supporting the community. When you respond to input and integrate good design you will create maps that the entire community can appreciate." Everyone please give a hand to THFE's AbleSir Thomas, the operator of Tuesday Night Tests which he mentioned in his next to last reponse. Catch TNT here. Also fun fact: in the question about Forgers reacting negatively to feedback, AbleSir originally just used the picture of Ackbar for his answer which I thought was hilarious but then later edited and added text because he wanted to give a good professional response, which he did! Thank you AbleSir Thomas for taking the time out when you could to complete this interview and thank you 343i Community Forums for showing your support in these little threads. HAIL
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