Forge Fundamentals

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Re-posting this in its entirety, all in one thread.



The Forge Fundamentals articles will systematically review the fundamentals of constructing good maps, beginning at the idea stage, ending at a finalized map, and discussing everything that should be considered in between those two stages. The core concepts that will be discussed are essential aspects of any solid forge map, and should always be fresh in our minds.


Part 1 - Preplanning

Let's start at the very beginning of the life of almost every great forge map - preplanning. Preplanning is an incredibly important part of designing a map which is, unfortunately, often overlooked. Preplanned maps tend to require fewer time-consuming changes in forge. Preplanning can help you increase your productivity as a map designer and improve the quality of your finished products. There are two main parts to preplanning great maps - generating ideas and developing an idea.


Generating Ideas
Ideas can be tough to come by - Sometimes they might come from places you've visited or want to visit, pictures, dreams. They might even appear in your mind without an obvious trigger. So, how can you go about creating an environment in which ideas can begin to bubble to the surface?

One logical suggestion is to look at a lot of forge maps (Check out Halo Customs Archives HERE). Another is to Look at maps from games other than Halo (Lvlworld, a Quake 3 mapping forum, is an excellent resource). You can always look to developer made Halo maps for inspiration as well. Taking a portion of a map that intrigues you and designing something completely different around it is a good exercise. Looking at buildings or at nature can often spark ideas. Taking a walk outside can help a lot - Something as simple as an interesting facade on a building or the curve of a road may be the beginning of a great map. Of course, there is also the World Wide Web. You can search through images of buildings constructed with different styles of architecture (there are numerous styles out there - check out Wikipedia's list HERE). Maybe even a tattoo or a mandala may lead to a moment of inspiration.




Developing an Idea
In my experience, there is a very strong correlation between how well developed an idea is prior to building, and the quality of the final product. Any time spent fleshing out an idea will be well worth it in the end.

Once an intriguing idea for a map has arisen, a good next step is to figure out what the basic structure of the map will look like in a decent amount of detail. Ideally, the map should be planned with enough detail that a person who sees a sketch or model of it will be able to recognize the map once it's in Forge. It's not necessary to go to the lengths of deciding which forge pieces will be used to construct each portion of the map. Going into specifics such as that can actually hinder the developmental process.

There are various ways to create conceptual designs, and the method that will work best may vary largely from person to person. Some people can visualize an entire map in their mind, while others require something physical to look at. If you're one of the former, well...lucky you. If you're one of the latter, then there are a few tools that can be utilized to help bring a map to life without placing a single block.

Drawing rough sketches on graph paper is a common practice for many forgers - if you don't have graph paper on hand, you can always use Virtual Graph Paper. Freehand drawing can also work well, especially if you're artistic. However, If you really want to understand the ins and outs of what you're going to build, a 3D modeling program like Google Sketchup is highly recommended (You can download it HERE and mess around - it's free!). There are many guides online to help you learn how to use the program if you're unfamiliar with it (Sketchup's Official YouTube Channel is a great resource - it has a lifetime's worth of videos explaining Sketchup and the process of developing ideas, plus other cool design-related stuff).



Of course, there is always the option of taking a basic idea and going right into forge to build it. There are both upsides and downsides of building maps this way - it's much easier to judge things like scaling and lines of sight when you're making a map in forge, but it takes much longer to move a wall or room in forge than it does on a piece of paper or a model. Another major downside of forging ideas straight from your brain is the risk of becoming overly attached to structures and becoming reluctant to make changes due to the time spent building them, even if it's for the better. It's generally not a good idea to jump right into forge and start building unless you can clearly visualize what you're going to make, and are absolutely certain you can do so without becoming attached to what you build.

Regardless of which method is used to develop an idea, there are a few things that are helpful to keep in mind throughout the developmental process. Firstly, know what game types and player count the map will focus on. It's also a great idea to build areas meant for spawning into the geometry of a map. As the map is developing, it's wise to watch out for design flaws like scaling problems (Is the map too big or small to fit the desired player count? If so, should the map or the intended player count be altered?), poor lines of sight (can one area dominate all entrances to another?), too much or not enough cover (can a player get from point A to point B without being exposed to more than five angles on the map, and without awkwardly running around crates). These types of things can become plainly obvious when looking at a sketch or a 3D model. As the old saying goes, knowledge is power. Use the tools at your disposal to ferret out problems early on in the developmental process. Make thorough assessments as a map progresses, testing out various solutions based on feedback, and being willing to make the necessary adjustments.


Making Adjustments
This brings us to the final subject for this article, which any serious forger should be serious about - being open to constructive criticism. Viewing your map with an inflexible bias towards its current state, and being resistant to feedback as a result, almost guarantees mediocrity. It’s a good practice to spend more time analyzing what can be improved than admiring what's already good. Approaching forge with the right attitude can make all the difference in the world. A beginner with an open mind and the willingness to listen and learn can quickly attain the knowledge and skill necessary to build a better map than someone who is experienced but resistant to feedback. To make the most of feedback, view designs as flexible pieces of clay rather than solidified bricks.


Looking for more insight? Read another take on the subject of preplanning here:
From Idea to Form: Forging the First Piece by xAudienceofone
 

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Part 2 - Spawning
At first glance, placing spawns seems like a simple endeavor. Just place spawn points around the map, right? If only it were that easy. Sometimes poor spawning alone can mean the demise of a map. The goal of this article is to go over some of the fundamentals of creating an effective spawn system to maximize the potential of a competitive map.


Starting Spawns
When it comes to placing initial spawns, there are no absolutes . There are, however, some good guidelines that can be followed which have proven to work well. When placing initial spawn points, both teams should be placed on equal ground whenever possible. Spawning one team closer to a power weapon or power position than the other team can end up being the difference in who wins the game. On symmetrical maps, initial spawns should be placed in identical positions on either side of the map. On asymmetrical maps, starting spawn locations should be balanced, inasmuch as it's possible, taking into account things like power weapon placements, power position locations, and any other factors that may provide an advantage.


Respawns
The best location for a respawn point is in a relatively well protected area - placing them near or directly behind cover is always a good policy. A player should never spawn out in the open without the ability to reach a protected area before dieing. Giving players a fighting chance should be a top priority. The positioning of respawn points is not the only factor to consider - the orientation of spawns (which direction they face) is equally important. A player that spawns facing a wall can find it very disorienting. Anyone who has spawned looking at a wall, turned right and left in an attempt to ascertain their location, and then died before even having a chance to move should understand the importance of orienting respawn points correctly. Aiming spawn points so that players will spawn looking at main pathways or open areas of the map is of the utmost importance.



There are many theories about how respawn points should be dispersed throughout a map. Those theories can range from using every respawn point available, to severely limiting the number of respawn points. There are many factors which may go into deciding which strategy is best for a particular map. A small 1v1 map obviously doesn't need over 250 respawn points on it. On the other hand, overly restricting the number of respawn points can result in spawning that is too easily punished. Respawn points should not be restricted to one or two sections of a map. As a general rule, in team games the majority of respawn points will be located in bases since they are generally more protected and allow players to respawn safely. However, an ample number of respawn points should also be placed in other areas of the map. Though this is probably an extreme example, if all of the respawn points on a map were located within bases, it could result in an unbreakable spawn trap.



Spawn Zones
There is much that could be written about spawn zones. Rather than attempting to go into great detail, this section will focus on covering some of the basics of the subject. On symmetrical game types like CTF (where each team is designated one side of the map) the best way to guarantee that each team will spawn on their side of the map is to put 3 identical spawn zones on each side, assigned to the team that should spawn on that side of the map. For some extra assurance, an Anti Spawn Zone can be placed on each side also, assigned to the team that should NOT spawn on that side of the map.

On asymmetrical gametypes like Oddball, King of the Hill, and Extraction, it's often best to have no spawn zones at all. This means that players will not be restricted to spawning in particular portions of the map. Slayer is a unique case - the choice to setup a map with no spawn zones (dynamic spawning) or with sided spawns (static spawning) is often a matter of personal preference. On symmetrical maps, it's always a good idea to test both options and see which works best. Asymmetrical maps should almost always use Dynamic Spawning.

There are additional ways to use Spawn zones also. As an example, if one or two respawn points on a map prove to be problematic, the easy solution is to delete them. However, another possible solution is to surround them with either an Anti or Anti-Weak Spawn Zone, which would allow those respawn points to remain on the map, but result in them being utilized less frequently.


For a more in-depth discussion on spawns zones, check out these links:
Forging Halo 4 | indepth articles on forging Halo 4 by MrGreenWithAGun
Audley Enough: Respawned by Tiberius Audley
 

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Part 3 - Cover
Cover is an essential element of a good map. Properly implemented cover should allow players to spawn safely and move fluidly, while also contributing to the desired type of gameplay. There are numerous factors to consider when trying to ensure that the cover on a map works well.


Lazy Cover vs. Structural Cover
There are two main types of cover - lazy cover and structural cover. Lazy cover refers to any piece of cover that isn't a functional part of the structure of a map. Lazy cover generally serves only one purpose - providing cover. A random piece sticking out of the ground in the middle of an otherwise open area is an obvious example of lazy cover. The mohawks on Narrows and the crates on Solace could both be considered lazy cover. While lazy cover can be effective, and is often better than having no cover at all, it is far from ideal because it generally looks unnatural and often impedes natural movement.

The second type of cover is 'structural cover'. Anything that is a functional part of the structure of a map and also provides cover qualifies as structural cover. There are many ways of implementing structural cover - angles or indentations in walls, changes in elevation, or doorways and pillars incorporated as part of an architectural theme can all provide cover on a map.



Cover Influencing Immersion
Forethought is necessary in order to successfully implement structural cover into a map. As a beginning forger, the tendency is to construct the basic layout of a map first, and then add cover afterwards. Maps constructed in this way are often filled with lazy cover, and lacking in structural cover. This can result in a map that looks like a bunch of pieces that were thrown together haphazardly. As a forger gains experience, there is generally a desire to make something more immersive. While making an immersive play space can seem daunting, structural cover can go a long way towards creating a sense of immersion because it makes a map feel and look more real. The ability to implement structural cover into a map is something that generally comes with experience. Whenever possible, structural cover should be built into a map during the preparation period rather than being added at the end of the process. The difference WILL be noticeable.


Catering Cover to the Desired Gameplay Style
When designing a map, it's helpful to keep in mind the type of gameplay it's intended to foster. If the gameplay will focus on close quarters combat (a lot of melee battles and short range weapons), then it should be designed with a lot of tight spaces and sharp corners. If the focus will be on long range battles, then there should be an abundance of long, open lines of sight. Most competitive maps focus on mid-range battles, since they are the type of battles that best test a players skill while reducing the effect of the built in randomness of weapons as much as possible.



When the focus is on mid-range battles, a map should be constructed with that desired range in mind. If during the building process it becomes apparent that there is a line of sight that is too long, then the structure of the map needs to be adjusted to shorten that line of sight. There are many ways to incorporate structural cover to create mid range battles. If, for example, there is a long straight hallway, there a few ways to reduce the line of sight to the desired distance. The hallway can be angled or curved, or an elevation change can be implemented within the hallway. Either of these options will result in a better looking, better playing map than taking the easy way out and simply placing an object in the middle of the hallway to break up the long line of sight. In fact, placing blocks or pillars in the middle of main pathways is something that should always be avoided because they prevent players from being able to strafe freely. Cover should complement movement, not impede it.


There are some good suggestions about cover in this article:
Tips on Good Map Design by NaStY
 

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Part 4 - Flow
"This map has really good flow."
"The map just doesn't flow very well."
These types of comments are frequently heard when discussing the merits of a map. What does 'flow' mean, and what can be done to create the elusive 'good flow'?

Flow generally refers to the direction and pace of movement through a map. While there is no secret formula that guarantees a map will flow well, there are some good standards that can be followed.
  • Player movement should be smooth.
  • The pace of play should be neither hectic nor stagnant.
  • Connections should be intuitive and have a clear purpose.
  • Power weapons and power positions should encourage players to constantly be on the move.


Movement
There are 4 basic methods of movement in Halo - walking, jumping, taking a gravity lift, and teleporting. Each of them affects map flow differently. Teleporters can move players long distances in an instant. They can be effectively used to improve movement in areas where it's lacking, but they can also result in teleporter camping and leave players feeling disoriented if implemented improperly. It's generally best if teleporters are set up so that players exit moving the same direction they were going when they entered. The teleporter to top gold on the MLG version of Zealot is a good example of how not to implement a teleporter, as it is unintuitive and disorienting to exit a teleporter facing the opposite direction from which you entered. Also, a teleporter exit should have a clear path leading from it with plenty of room for players to maneuver - people shouldn't be left staring at a wall, unsure of where they are once they walk through.



Silent vertical lifts can be created with one-way shield doors. The decision to use this style of lift instead of a regular gravity lift usually is a matter of personal preference, but there may be times where the presence or absence of a sound cue will have a clear impact upon flow.

Tactical jumps (also called tac jumps, trick jumps, or jump ups) are another common type of movement option incorporated into maps. They are often quick but exposed routes to a higher elevation which offer a tactical advantage to a player. Tactical jumps can greatly benefit flow if used properly, but shouldn't be overused. They sometimes require players to stop moving horizontally in order to gain a vertical advantage, which can result in erratic movement. Therefore, tactical jumps should generally be a secondary means of movement to an area to throw off unsuspecting players, not the sole or primary means of movement to an area.



The best method of movement is walking. Pathways that are designed for walking are frequently referred to as 'hard routes'. The main paths on a map should almost always be hard routes. Hard routes are optimal because they give players total control over their character. They result in smoother, steadier movement than the other options, while also producing more interesting battles. A battle where one player is traveling on foot and another player is traveling on a lift, for example, become repetitive since the movement of the player on the lift is very predictable.

If the 4 types of movement were prioritized according to how frequently they should be used, the vast majority of a map's movement options should consist of hard routes, with the occasional tactical jump being implemented to add some depth to movement. Lifts should be used more sparsely, and teleporters should be the least used movement method.


Connections
Connectivity is another factor that determines how well a map flows. Both the number of connections and the way in which those connections are implemented should be taken into consideration.



Too many connections (or routes) can create hectic, unpredictable gameplay, while too few can result in stalemates and slow gameplay. While having 3 routes into and out of each "area" of a map is a good standard to follow, there are certainly times where having more or less than 3 routes is the right decision. To decide how many connections should be in any given area, it's necessary to first know what purpose that area serves.

Is it a flanking route?
A flanking route through the middle of a map will often consist of numerous movement options, while one on the exterior of a map may offer a very limited number of options.

Is it home to an objective?
The ideal number of routes will vary greatly depending upon which type of objective it is, and where it is located on the map. For example, a 'neutral flag' location should generally be more accessible than a traditional CTF flag location.

Is it a power position?
Power positions can derive their power from a variety of attributes. The number of routes to an area is a significant factor in determining whether or not it works as a power position - too many ways to access a power position lessens its strength, while too few can result in it being overpowered.


Power Positions and Power Weapons
Power positions can have an enormous impact on how players move around the map. Clear power positions can offer a great incentive for players to move. However, a position that is too powerful becomes detrimental to flow, turning matches into a linear game of attacking and defending one position while the rest of the map lies nearly unused. The right balance encourages players to gravitate towards power positions, but also makes them challenging to maintain control of. A good example of a balanced power position is top mid on Wizard/Warlock. It offers the best lines of sight on the map and has a fair amount of cover. It's also difficult to stay alive there for very long.



Power weapons are another element to be aware of. They are one of the biggest influences on player movement on any map. Placing them in the right positions and having them respawn at reasonable intervals can do wonders for map flow. The next article will cover the subject of power weapons more thoroughly. Until then, go with the flow.
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For a thorough commentary on flow and connections, read this excellent article from an experienced forger:
Map Design: Flow, Connections, Verticality, and Asymmetry by Darkling Ninja
 

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Part 5 - Weapons
The subject of weapons is a broad one indeed. This article is going to focus primarily on power weapons and powerups, covering weapon spawning methods, respawn rates, and weapon positioning.


Weapon Spawning Methods
The three methods of spawning weapons are ordnance, drop spawn, and traditional placement.
Traditional weapon placement entails simply dropping weapons onto a map. The main advantage of placing them this way is the ability to control the amount of ammo. A possible disadvantage is that it makes the respawn time of a weapon more difficult to predict. While traditional placement allows a forger to set the respawn rate for weapons down to the second, those weapons will respawn according to when they were picked up rather than at a static rate. If the respawn rate on a traditionally placed weapon is set to 2 minutes, it will respawn 2 minutes after it was previously picked up. This can be more confusing than having a weapon spawn every 2 minutes on the spot, and can potentially create a cascading advantage for the team that initially obtains the weapon. However, it could be argued that this rewards awareness and communication more than Ordnance or Drop Spawns do.



Drop Spawning is the third weapon spawning method. To setup a drop spawned weapon, hold it in mid air and set the physics to 'fixed'. After releasing hold of the weapon, highlight it by placing the selector over it (don't grab it) and press the X button to bring up the options menu. Change the physics back to 'Normal'. This will result in a weapon that spawns in the elevated position and then immediately drops until it hits a solid surface. When the weapon comes to rest, the game will register it as having been picked up. Drop Spawning has been commonly used for power weapons over the last few Halo titles. It offers the ammo count control of traditional placement and the respawn time consistency of Ordnance drops. Drop spawned weapons despawn very quickly in Halo 4 (as quick as 12 seconds in some cases), meaning that there is a decent chance that nobody will actually obtain a drop spawned weapon before it despawns.


Power Weapon Respawn Rates
How fast should a power weapon spawn? This is a difficult question to answer, and there are widely varying opinions on the subject. Many factors must be taken into consideration such as map size and player count, the total number of power weapons on the map, and the relative power of the weapons. Rather than discuss every possible scenario, let's go over some good general guidelines.

The main purpose of placing power weapons on a map is to instigate confrontation between teams. Staggering power weapon spawn times increases the number of confrontations between teams. More frequent confrontations results in exciting, fast paced gameplay. In order to maximize the number of potential confrontations between teams, it's generally better to avoid having two power weapons spawn at the same time. There are exceptions, of course. One example of where spawning two power weapons at the same time makes sense would be the Sniper Rifles on The Pit. In instances where each team has an identical power weapon spawning on their side of a symmetrical map, the spawn times on those weapons should be the same. However, using The Pit for another example, it would probably not be good to have the Rockets and the Overshield consistently spawning at the same time because each team could obtain one of them without even needing to engage the opposing team. The goal is to create confrontations for both of those weapons. The way to do so is to stagger their spawn times. The majority of the time, neutrally spawning power weapons should spawn at different times, while symmetrically placed power weapons should spawn at the same time.



As a general guideline, the more powerful a weapon is, the longer it should take to respawn. Rockets are usually the most powerful weapon, and easiest weapon to use on a map. They also normally take the longest to respawn. Respawn rates for power weapons can range anywhere from 1 to 3 minutes. Generally speaking, if a weapon has to respawn at a slower rate than 3 minutes to work on a map, then the weapon is just too powerful for that map.

A couple of final notes on respawn times... Initial Ordnance drops take 4 seconds to drop, so Initial Ordnance respawn times should always be set 4 seconds faster than the desired spawn time. For example, if the weapon should spawn every 2 minutes (120 seconds), set the respawn time to 116 seconds. Drop spawned weapons also have a couple of seconds delay built into them. Traditionally, drop spawned weapons have been set to about 2 seconds less than the desired time (set to 118 seconds for a 2 minute respawn rate), but the exact time varies depending upon how it takes for the weapon to come to rest after spawning, and may require some experimentation.


Power Weapon Placement
Now that the methods and timing of spawning weapons onto the map have been covered, let's discuss weapon placement.
Power weapons should very, very rarely be placed in power positions. A power weapon should only be placed in a power position that is also VERY vulnerable. The reason for this is that in addition to creating confrontations between teams, the other main purpose of power weapons is to encourage movement. Placing a power weapon in a desirable location significantly reduces the likelihood that a player or team will ever move from that location. It's very likely to result in gameplay that is either standoffish or too lopsided in one teams favor.



Power weapons should be positioned according to their power. If the Rocket Launcher is the most powerful weapon on the map (which it almost always is), it should usually be placed in the most vulnerable of your potential power weapon positions. On the other end of the spectrum is a powerup like Speed Boost, which would probably be placed in a more advantageous position than Rockets.

One final thing that was previously mentioned in the article on spawning, but bears repeating here. The initial spawns should always be balanced as fairly as possible by giving each team an equal opportunity of obtaining power weapons at the beginning of a game. On symmetrical maps this means placing power weapons exactly the same distance from each teams initial spawn location. Power weapon placement on asymmetrical maps is not so simple, but should also be as balanced as possible.


For a wider perspective of how weapons can impact your map, check out this article:
Incentive Weighting by GodlyPerfection
 

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Part 6 - Aesthetics
We all know a beautiful map when we see one. Building a beautiful map can prove quite challenging. A couple of the main obstacles along the way are dynamic lighting and piece restrictions. There's really not much that can be done about the piece restrictions except staying flexible and being sure pieces are used wisely. To avoid breaking the dynamic lighting, get familiar with this guide: A Guide to Dynamic Lighting by WARHOLIC


Visual Theme
When a player first sets foot on a map, there are essentially 3 potential reactions that they could have to the maps appearance. They could notice how spectacular it looks, how bad it looks, or they could be indifferent to its appearance. One of the goals of a map maker is to create an immersive experience, and the appearance of a map is the main factor in determining whether or not they are successful. Before a forger can create a map that is truly immersive, though, they must first learn how to avoid making a map that looks bad.

Every forger knows that a bad looking map detracts from a players experience. However, most lack the understanding of how to create a map that doesn't look bad. Without that understanding, the zeal for creating a spectacular looking map can result in a map that looks spectacularly bad. The main thing that results in a bad looking map is inconsistent and/or sloppy piece usage. Overlooking something as rudimentary as orienting objects the same direction and making sure they line up correctly can prove distracting for players.

Shirley_zps0358faea.jpg


While consistency in orienting and lining up objects is the first step towards beauty, the next step is consistent piece usage throughout an entire map. Using the same pieces for similar structures throughout a map will greatly enhance its appearance. Using one piece for the floors, and another piece (or handful of pieces) for the walls will result in a clean looking map. There are, however, occasions when it can be beneficial to give different areas of a map different appearances as a way to help players quickly recognize where they are. One side of a map could be inside a rock cave, while the other side extends out from the cliff side and is open aired. As another example, each level of a multilevel map could have it's own look. Even then, it's wise to make sure that any type of structure that appears more than once on the map (windows/doors/ramps) should have a consistent look in all locations. This consistency results in a cohesive looking map with a clear visual theme.


Creating an Immersive Experience
The next step towards visual mastery is to create a truly immersive play-space. This is accomplished through the creation of a realistic setting. That can mean recreating an actual locale like the pyramids in Egypt, or designing something unique based upon a theme such as an abandoned town or a space station. Individual creativity can really help set a map apart from others.

Impact and Ravine offer the best contrast between light and dark pieces.


Erosion has a rusty, grungy look.


Forge Island has an abundance of rocks, trees, and water.


A modded canvas can enable even further immersion.





An important element in a 'real' feeling map is structures that look realistic. If there is a long bridge, it should have pillars supporting it from underneath. If a balcony is implemented, it should have railings around the edge. Floors and walls should look real whenever the edges of them are visible. The best way to accomplish that is to use pieces that are at least the thickness of a 'short' block. 'Thin' block pieces, or other relatively thin pieces should be avoided whenever possible in those instances.


Utilizing Aesthetics to Improve Flow and Communication
Aesthetics can be used for more than just making a map look good. They can be implemented to highlight weapon locations, or be utilized to make callouts more intuitive. The Implementation of weapon holders can be an excellent way to highlight power weapon locations. While weapon holders are essentially only aesthetic touches, they can also positively impact map flow by making the power weapons easily identifiable.



Forgers generally address the issue of callouts by color coding sections of a map to differentiate them and to make in-game communication easier. This is perfectly acceptable. It's more than acceptable; it's a good rule of thumb to follow. However, using aesthetics to allow players to differentiate areas of the map from each other can work just as well, or even better. Using a visual theme that incorporates a different look for each area of the map can make color coding completely unnecessary. Even a map that's completely symmetrical with matching pieces used on both sides of the map can use aesthetics to assist with orientation and communication, perhaps by building one side of the map next to a towering cliff. When playing on a map for the first time, if a player makes a callout referring to the 'cliff base', it will immediately be obvious which part of the map is being referred to, while it may take a moment longer to ascertain the location with a callout like 'red base'.

Don't forget that there are more than just structure pieces at a forgers disposal. For a few examples, a Dominion Base Terminal can be a great weapon holder, Extraction Cylinders are an excellent way to add color to a map, Dominion Base Shields are perfect for color coding Teleporters, and Base Stripes make good railings. Use all the tools available. Think outside the box. See if an object can be used in a way nobody has ever used it before. Strive to strike a balance of creativity and consistent piece usage, while also making structures look realistic.


Here is another article by GodlyPerfection with some additional perspectives on aesthetics:
Aesthetic Noise by GodlyPerfection
 

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Nov 14, 2013
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Part 7 - The Total Package
When the phrase 'The Total Package' is mentioned, the first thing that comes to mind is obviously...Lex Luger. This article isn't going to be about Lex Luger, though (sorry, wrastlin' fans). This is the final article in the Forge Fundamentals series, and it's all about pulling everything together to make a forge map that kicks almost as much ass as the aforementioned grappler...almost.


PDCA
There is a 4 step business management method called PDCA that’s designed to refine processes/products. It’s a method that can be applied to the forging process with spectacular results. PDCA stands for Plan, Do, Check, and Act. We will go over how this tool can be utilized for the development and refinement of a map, by going through each step of the process one by one.

Plan – Establish the goals and basic layout of the map.
Do – Make the map.
Check – Study the results. Look for differences between what is desired and what is actually happening.
Act – Implement fixes for any problems that are found during the ‘check’ stage.


Plan
Thinking through a map in a decent amount of detail before building it can significantly improve the final product. The fact that each aspect is so inextricably interwoven with the others makes some degree of preplanning all the more important. Prior to beginning building, it’s essential to decide the map's desired size player count, and its intended game types. From there, a forger can come up with a basic layout by utilizing some of the tools mentioned in the article on preplanning. Once the basic layout is decided upon, starting spawn locations and power weapon locations can start to enter the thought process. It’s also wise to think about how different sections of the map will connect to each other, and how those connections will impact the maps overall flow. Another thing to consider is the aesthetic theme – is it possible to create recognizable landmarks within that theme that will help players orient themselves and communicate with each other?



During the planning stage, a forger should create their map on a smaller scale. This generally means producing the map either on paper or on a modeling program. Doing so can bring to light problems that may have otherwise gone unnoticed and resulted in hours of wasted time.


Do
This is the construction phase. The limitations inherent in forge can make this a challenging part of the process. Most of the skill required to efficiently forge a map only comes through experience, as the result of trial and error. It’s important to remain flexible while building. While preplanning is a vital tool that should be utilized, it's the beginning of the design process, not the end. Even maps made my professionals rarely end up exactly the same as the original design. The best policy is to plan well, then adjust where necessary.

Don’t wait until the building is complete before making adjustments – Make them immediately.


Check
When the initial building phase is done, it's time for testing. Here at Halo Evolved, there are testing lobbies which anyone can join to get their map tested, as long as they are willing to return the favor. Getting involved will prove very beneficial, because thorough testing is one of the main ingredients that set great maps apart from decent maps. Though playing on a map is obviously an essential step, the main purpose of the ‘check’ stage is to pinpoint problems. To this end, analyzing gameplay in theater mode is an extremely valuable tool for a forger. Information that went unnoticed while playing on a map can become quite obvious when re-watching a game in theater. When in theater mode, it’s vital that attention is given to the performance of the map rather than the performance of the individuals playing on the map.



One of the main things that’s smart to investigate is spawning. Watching every respawn for every player in a match can highlight a problem with one or two particular spawn points, which could then be adjusted accordingly or removed. Spawning can also be watched in a broader way. From overhead, it may become apparent that players are respawning in one particular area of the map too frequently. Perhaps reducing the number of respawn points in that area, or surrounding it with an anti-spawn zone could solve that problem. Another point of focus is power weapons. Following each power weapon from when it’s picked up until it’s out of ammo can provide valuable information on both the positioning of the weapon, and the amount of ammo it spawns with.

One of the most difficult things for a forger to learn is how to discern whether or not something is actually a problem. Discernment generally comes with experience. If somebody complains about being spawn killed, it doesn't necessarily mean there is a spawning problem on the map - perhaps they were playing with too many people on the map, or the teams were uneven. The fact that somebody complained about something doesn't automatically mean it needs to be fixed. However, all feedback should be taken seriously. Most good forgers have the ability to build great maps because they welcome and encourage critical feedback. The best attitude to have when analyzing gameplay and feedback is one of non-attachment. If a forger has already decided that their map is perfect, it's very likely that they will overlook critical gameplay problems.



Act
Acting means applying changes to fix any problems that are uncovered. That may mean changing the location of a power weapon, breaking up a line of sight, or adjusting respawn points. It could also mean completely re-designing a portion of a map. Whatever problems are found in the ‘check’ stage of the process should be addressed one by one, beginning with the larger problems first. If you have some bad spawn points in a section, but that same section also requires a major re-design, then it wouldn’t make any sense to adjust the spawn points first.

Once a potential fix for a problem has been implemented, go back to the ‘check’ stage to determine whether or not the fix has worked. If the problem still isn’t fixed, then it’s back to the drawing board. If the problem is fixed adequately, move on to the next problem and repeat the same process - this is the way to a kick-ass forge map.


Conclusion
Alas, We have arrived at the end of this series. We've only scratched the surface of what’s available and ready to be learned, so if you're hungry for more check out the following two articles - one is written by some fellow forgers and focuses on Halo design, while the other focuses on Quake design but discusses theories that can be utilized in any First Person Shooter, including Halo:
Carney's Crash Course: Map Design 101 by Chris Carney
Competitive Design Guide by Joel McDonald