The Cheat
08-01-2009, 03:11 PM
Anatomy of a Forged Map (Part 1) - The Eight Sacred Rules
Hello XForgery, I would like to start off this little guide with a warning:
*THIS DOES NOT CONTAIN ANY PICTURES!!! LOOK AWAY IF YOU ARE OFFENDED BY SUCH MATERIAL!*
Now that's over with, I would like to say that I've been a member of both XForgery and (before) Forge Hub for a while, and I've seen lots of map submissions. A good amount of these have been decent, but, another equally large chuck of these maps were poor constructed or lacking in proper planning. This part of guide is strictly for those who do not know or fully understand the basics of a good forged map. This is the first in a few guides that I will be writing, in hopes of helping new members and forgers alike.
Now, I'm going to start listing what makes up a good map:
Interlocking (Not really required)
Geomerging (Again, not required)
Smart Weapon Placement
Smart Spawn Placement
Well thought-out Geometry
Correct Objective Placement
Balance
Uniqueness
Now, while most posters manage to get Numbers 1 and 2, they usually fail at Numbers 3 - 8. So, I will define each of these aspects and go into some detail on why their important.
1. Interlocking:
This is the pinnacle of Forge Techniques, and one of the first ones forge cadets learn. Since it has been implemented, the overall look and quality of maps has increased. It also stops grenades from slipping through cracks in the floor or walls. This is important to your map mainly for Aesthetic instances, but it has minor affects on gameplay as well. On Foundry Maps, it's almost a must because it helps gameplay, but with the addition of Sandbox, it's lost some of it's importance.
2. Geomerging:
Another all-star in the Forge Technique line-up. This technique is important for keeping grenades from slipping through the space underneath boxes. This is a relatively difficult technique for new forgers, and it is often overlooked, because of this difficulty.
3. Smart Weapon Placement:
Without this you map WILL fail (assuming it needs weapons). It is important to make sure your weapons have correct spawn times, and have balanced locations. Sure, putting the Rocket Launcher and Sniper on one side of the map may seem like a good idea, but if there is nothing to balance it out on the other side, it will make your map unenjoyable.
4. Smart Spawn Placement:
A worker at bungie once said: "every place we think there should be a spawn point, we put two." This should be everyone's motto when placing spawns. Although some user-made maps have great spawns, Bungie's spawn placement is the most balanced I have ever seen in a FPS.
5. Well Thought-out Geometry:
Another EXTREMELY important feature in a map, is the map itself. This goes hand and hand with Smart Spawn Placement & Smart Weapon Placement, because no one wants to play on a map where one team has a castle and a tank, and the other has a pallet and some pistols. Remember to keep balance as a number one priority, and try to make movement around your map easy and fast, to prevent gameplay from slowing down or stopping.
6. Correct Objective Placement:
Although it does not matter as much in games like Slayer or Infection, Correct Objective Placement is important. Make sure each objective node has the right settings and is placed an equal distance from others. This is pretty straight forward.
7. Balance:
This was touched upon in Numbers 3,4,5 & 6. Balance can make or break your map! Remember that a power weapon should be an equal distance away from each team's starting spawn, OR there should be another weapon that can counter that power weapon, if you map should be Asymmetrical.
8. Uniqueness:
The selling point of your map, you should always endeavor to be different in your map designs than anyone else. Giant Castles may be cool in Infection, but every kid on Xbox Live has done it before! If you can't stay away from these types of maps try to add something to them!! Remember that uniqueness doesn't have to just be adding cool geometry. Try adding a timed map event, or perhaps a few aspects of danger, to keep players on their toes.
Remember these rules, and you're maps quality will improve! In fact, just by reading this your maps have decreased by 20% in PHAIL POINTS*.
*Not likely to be true. Offer not available in all 50 united states. Some side-effects such as aching, dizziness, drowsiness, and explosion of the head may occur. PHAIL POINTS is not for everyone. Ask you doctor if PHAIL POINTS is right for you!
Stay tuned for Part II, which will cover Correct Weapon placement in greater detail!
Hello XForgery, I would like to start off this little guide with a warning:
*THIS DOES NOT CONTAIN ANY PICTURES!!! LOOK AWAY IF YOU ARE OFFENDED BY SUCH MATERIAL!*
Now that's over with, I would like to say that I've been a member of both XForgery and (before) Forge Hub for a while, and I've seen lots of map submissions. A good amount of these have been decent, but, another equally large chuck of these maps were poor constructed or lacking in proper planning. This part of guide is strictly for those who do not know or fully understand the basics of a good forged map. This is the first in a few guides that I will be writing, in hopes of helping new members and forgers alike.
Now, I'm going to start listing what makes up a good map:
Interlocking (Not really required)
Geomerging (Again, not required)
Smart Weapon Placement
Smart Spawn Placement
Well thought-out Geometry
Correct Objective Placement
Balance
Uniqueness
Now, while most posters manage to get Numbers 1 and 2, they usually fail at Numbers 3 - 8. So, I will define each of these aspects and go into some detail on why their important.
1. Interlocking:
This is the pinnacle of Forge Techniques, and one of the first ones forge cadets learn. Since it has been implemented, the overall look and quality of maps has increased. It also stops grenades from slipping through cracks in the floor or walls. This is important to your map mainly for Aesthetic instances, but it has minor affects on gameplay as well. On Foundry Maps, it's almost a must because it helps gameplay, but with the addition of Sandbox, it's lost some of it's importance.
2. Geomerging:
Another all-star in the Forge Technique line-up. This technique is important for keeping grenades from slipping through the space underneath boxes. This is a relatively difficult technique for new forgers, and it is often overlooked, because of this difficulty.
3. Smart Weapon Placement:
Without this you map WILL fail (assuming it needs weapons). It is important to make sure your weapons have correct spawn times, and have balanced locations. Sure, putting the Rocket Launcher and Sniper on one side of the map may seem like a good idea, but if there is nothing to balance it out on the other side, it will make your map unenjoyable.
4. Smart Spawn Placement:
A worker at bungie once said: "every place we think there should be a spawn point, we put two." This should be everyone's motto when placing spawns. Although some user-made maps have great spawns, Bungie's spawn placement is the most balanced I have ever seen in a FPS.
5. Well Thought-out Geometry:
Another EXTREMELY important feature in a map, is the map itself. This goes hand and hand with Smart Spawn Placement & Smart Weapon Placement, because no one wants to play on a map where one team has a castle and a tank, and the other has a pallet and some pistols. Remember to keep balance as a number one priority, and try to make movement around your map easy and fast, to prevent gameplay from slowing down or stopping.
6. Correct Objective Placement:
Although it does not matter as much in games like Slayer or Infection, Correct Objective Placement is important. Make sure each objective node has the right settings and is placed an equal distance from others. This is pretty straight forward.
7. Balance:
This was touched upon in Numbers 3,4,5 & 6. Balance can make or break your map! Remember that a power weapon should be an equal distance away from each team's starting spawn, OR there should be another weapon that can counter that power weapon, if you map should be Asymmetrical.
8. Uniqueness:
The selling point of your map, you should always endeavor to be different in your map designs than anyone else. Giant Castles may be cool in Infection, but every kid on Xbox Live has done it before! If you can't stay away from these types of maps try to add something to them!! Remember that uniqueness doesn't have to just be adding cool geometry. Try adding a timed map event, or perhaps a few aspects of danger, to keep players on their toes.
Remember these rules, and you're maps quality will improve! In fact, just by reading this your maps have decreased by 20% in PHAIL POINTS*.
*Not likely to be true. Offer not available in all 50 united states. Some side-effects such as aching, dizziness, drowsiness, and explosion of the head may occur. PHAIL POINTS is not for everyone. Ask you doctor if PHAIL POINTS is right for you!
Stay tuned for Part II, which will cover Correct Weapon placement in greater detail!