It seems that these threads are all the rage these days. I've been hesitant to write one myself, due to the sheer amount of time it would take to adequately cover my forging history. In the end, I decided that this would be worth doing, if for no reason other than for me to take a retrospective look at something which I've been doing for a few years now. Hopefully some of you will find this interesting and actually read enough of this for it to be in some way helpful. I'll try to keep everything to-the-point, but there is still a lot to cover.
Part 1: Halo 3
I started forging in Halo 3 before I owned the game. I would just make goofy variants of maps like Guardian and Valhalla, before Foundry was even released. Throughout this write-up, I'm going to be skipping a lot of maps that didn't mark any real sort of milestone, otherwise this would take ages to write.
Catwalks: This was the first true competitive map I made. Built on Foundry, Catwalks was an inversely symmetrical arena map which sported some rather extreme height variation. There were lots of jumps, and the grav lifts that could be acquired on the ground floor were very important. The map was rather open, and the ground floor was quite flat. Much of the map was segmented by distance (keep in mind, this was before the days of the DMR) rather than by line of sight. Sadly, this map never received adequate testing due to me not being active within the community at the time and only playing with friends.
Such verticality, much broken, wow.
Leaning Tower/Geometric: Leaning Tower was a map with an interesting premise. The map took place within a tower slanted at 45 degrees, allowing players to walk up the walls. from a design standpoint, the map was a nightmare for anything but small FFA games, but it was an interesting premise. King Arthur 11 helped me remake the map as Geometric in what would be my only co-forge in Halo 3. We used ghost-merging to make the map as visually seamless and clean as possible.
Did anyone order a case of motion sickness?
Desert Fortress and Desolate: These maps were my first forage into BTB forging. Inspired somewhat by maps like Utah Mambo, i set out to create classic style BTB maps on Sandbox. Both maps were, like most forged BTB maps back then, rather flat with structures scattering the main level of Sandbox. These were maps akin to some of the mediocre, flat BTB maps that are attempted today on Forge Island. Still, the warthog was something that had caught my interest ever since playing Standoff for the first time, and this would prove to be an area I would return to quite a lot in the future.
That's right, I made bad BTB maps before bad BTB maps were cool.
U-Turn: In many ways, U-Turn was probably the best map i made in Halo 3 (that's not saying too much, though). This map set to create a unique playground for vehicles in Sandbox's skybox. The layout was simple, with two adjacent horse shoe tracks for vehicles with bases on the end and an island in the middle. This map came to be the basis for S in Halo: Reach. Despite being a registered member at ForgeHub, i was still not very active within the community and this map did not receive adequate testing as a result.
It's half of a backwards S!
Heresy: Inspired by the structure that the Halo 2 campaign missions The Arbiter and The Oracle were set on, Heresy was a BTB map built around a large spider-like Forerunner structure. The map attempted to solve the flatness issue which came with building on the main level of Sandbox by breaking up lines of sight and incorporating more verticality. If I remember correctly, i actually got a test on this one with 10 players or so and got some feedback. I never got around to making all the changes that i should have after receiving the feedback, however. There was still some potential here. This map really wanted to be like Noxiw's Multicog.
This could have actually been cool had I kept with it.
Omega: This was an asymmetrical Sandbox map inspired by the likes of Prismer (which was in turn inspired by Prisoner and Hang 'Em High, i forget who made it). This was the kind of vertical 2v2 map that would become all the rage about a year later in Reach. This was certainly the best use of verticality that any of my maps had yet seen, but the map still had its share of design problems. Still, it was visually the most impressive map of mine thus far, as it used ghost merging to great effect. This was also my first taste of some real feedback on a map, as I submitted the map to ForgeHubs Review Hub. Noxiw, a forger who I had a lot of respect for at the time, gave me some solid feedback.
Hey, this one doesn't look too bad.
The following maps are less notable, but still interesting.
Awesome Town:
Awesome town, bad map.
Rig:
This was a creative use of Blackout if nothing else.
Traxus:
It's a pun, geddit?
Blacktrack:
inb4 racism.
Battlebox:
See, it's a box that you battle in.
Hierarch:
Why yes, there is a sniper rifle placed atop that sniper tower!
Temple:
2spooky4me.
This is all i'm sharing from Halo 3. There were loads of other maps that i made, including two racetracks, two or three Guardian/Lockout inspired maps, an Infection map, a few more failed BTB concepts, and numerous bad Foundry maps. None of them were particularly important to my overall story, and I don't remember the details for many of the maps anyway. Halo 3 had given me yet another reason to love the Halo series, and I couldn't wait for Reach. I knew my way around Halo 3's clunky forge rather well, and I was starting to get a bit better at designing. This put me in a pretty cool place for Reach.
In an attempt to pull some meaning out of all of this, I have a few important things to say about my time forging in Halo 3. I had never built up a group of "Halo friends" during this time who were interesting in testing maps. For much of the game's life, I was relatively cut-off from the greater Halo community (which is to say ForgeHub). I never got much testing done on my maps, so my ideas tended to be half-baked, coming to life in maps that no one would ever play. My design knowledge was woefully limited, but I did have a few breakthroughs (particularly with U-Turn). Every map I made in Halo 3 really ended up being a learning experience for my future forge endeavors.
I'll be filling this in with more screenshots and continuing on to Reach soon. Let me know what you guys think, I can always include some different points in these posts if you guys have any ideas. it'll be much easier to provide more detail on things like time spent on a map as we get more recent. This post is merely the foundation, and the Reach post will likely be much more interesting. If you've actually read this entire post, I am impressed. Have a cookie.
Part 1: Halo 3
I started forging in Halo 3 before I owned the game. I would just make goofy variants of maps like Guardian and Valhalla, before Foundry was even released. Throughout this write-up, I'm going to be skipping a lot of maps that didn't mark any real sort of milestone, otherwise this would take ages to write.
Catwalks: This was the first true competitive map I made. Built on Foundry, Catwalks was an inversely symmetrical arena map which sported some rather extreme height variation. There were lots of jumps, and the grav lifts that could be acquired on the ground floor were very important. The map was rather open, and the ground floor was quite flat. Much of the map was segmented by distance (keep in mind, this was before the days of the DMR) rather than by line of sight. Sadly, this map never received adequate testing due to me not being active within the community at the time and only playing with friends.
Such verticality, much broken, wow.
Leaning Tower/Geometric: Leaning Tower was a map with an interesting premise. The map took place within a tower slanted at 45 degrees, allowing players to walk up the walls. from a design standpoint, the map was a nightmare for anything but small FFA games, but it was an interesting premise. King Arthur 11 helped me remake the map as Geometric in what would be my only co-forge in Halo 3. We used ghost-merging to make the map as visually seamless and clean as possible.
Did anyone order a case of motion sickness?
Desert Fortress and Desolate: These maps were my first forage into BTB forging. Inspired somewhat by maps like Utah Mambo, i set out to create classic style BTB maps on Sandbox. Both maps were, like most forged BTB maps back then, rather flat with structures scattering the main level of Sandbox. These were maps akin to some of the mediocre, flat BTB maps that are attempted today on Forge Island. Still, the warthog was something that had caught my interest ever since playing Standoff for the first time, and this would prove to be an area I would return to quite a lot in the future.
That's right, I made bad BTB maps before bad BTB maps were cool.
U-Turn: In many ways, U-Turn was probably the best map i made in Halo 3 (that's not saying too much, though). This map set to create a unique playground for vehicles in Sandbox's skybox. The layout was simple, with two adjacent horse shoe tracks for vehicles with bases on the end and an island in the middle. This map came to be the basis for S in Halo: Reach. Despite being a registered member at ForgeHub, i was still not very active within the community and this map did not receive adequate testing as a result.
It's half of a backwards S!
Heresy: Inspired by the structure that the Halo 2 campaign missions The Arbiter and The Oracle were set on, Heresy was a BTB map built around a large spider-like Forerunner structure. The map attempted to solve the flatness issue which came with building on the main level of Sandbox by breaking up lines of sight and incorporating more verticality. If I remember correctly, i actually got a test on this one with 10 players or so and got some feedback. I never got around to making all the changes that i should have after receiving the feedback, however. There was still some potential here. This map really wanted to be like Noxiw's Multicog.
This could have actually been cool had I kept with it.
Omega: This was an asymmetrical Sandbox map inspired by the likes of Prismer (which was in turn inspired by Prisoner and Hang 'Em High, i forget who made it). This was the kind of vertical 2v2 map that would become all the rage about a year later in Reach. This was certainly the best use of verticality that any of my maps had yet seen, but the map still had its share of design problems. Still, it was visually the most impressive map of mine thus far, as it used ghost merging to great effect. This was also my first taste of some real feedback on a map, as I submitted the map to ForgeHubs Review Hub. Noxiw, a forger who I had a lot of respect for at the time, gave me some solid feedback.
Hey, this one doesn't look too bad.
The following maps are less notable, but still interesting.
Awesome Town:
Awesome town, bad map.
Rig:
This was a creative use of Blackout if nothing else.
Traxus:
It's a pun, geddit?
Blacktrack:
inb4 racism.
Battlebox:
See, it's a box that you battle in.
Hierarch:
Why yes, there is a sniper rifle placed atop that sniper tower!
Temple:
2spooky4me.
This is all i'm sharing from Halo 3. There were loads of other maps that i made, including two racetracks, two or three Guardian/Lockout inspired maps, an Infection map, a few more failed BTB concepts, and numerous bad Foundry maps. None of them were particularly important to my overall story, and I don't remember the details for many of the maps anyway. Halo 3 had given me yet another reason to love the Halo series, and I couldn't wait for Reach. I knew my way around Halo 3's clunky forge rather well, and I was starting to get a bit better at designing. This put me in a pretty cool place for Reach.
In an attempt to pull some meaning out of all of this, I have a few important things to say about my time forging in Halo 3. I had never built up a group of "Halo friends" during this time who were interesting in testing maps. For much of the game's life, I was relatively cut-off from the greater Halo community (which is to say ForgeHub). I never got much testing done on my maps, so my ideas tended to be half-baked, coming to life in maps that no one would ever play. My design knowledge was woefully limited, but I did have a few breakthroughs (particularly with U-Turn). Every map I made in Halo 3 really ended up being a learning experience for my future forge endeavors.
I'll be filling this in with more screenshots and continuing on to Reach soon. Let me know what you guys think, I can always include some different points in these posts if you guys have any ideas. it'll be much easier to provide more detail on things like time spent on a map as we get more recent. This post is merely the foundation, and the Reach post will likely be much more interesting. If you've actually read this entire post, I am impressed. Have a cookie.