Forge Theory Post #1
I would like to discuss competitive forging in a more deeper level. When making a map, I notice people tend to make mistakes on the player count of their map and the overall layout.
Map Size
So we all know that there are BTB maps, 4v4 map, objective exclusive, etc. But what defines a map size and how many players fit in each category?
After seeing all the maps Bungie and 343i made so far, I found a pattern in all maps. Lets look at some from Halo 4:
This is Adrift, one of Halo 4's smaller maps. Not much to see here.
The map is small, has a lot of indoor close-quarters combat and a few longer vantages but still within sprinting distance. A small map is easy to recognise because all it really is, is a small combat area. No vehicles are ever present in this map size mainly because its too small to have any room for driving, which leads me to my next point.
Here is a view of Complex, the awkward medium map.
Its essentially a small map wrapped in a vehicle circuit. Some categorise it as a small map, but at the same time its makes 4v4 games much more slower paced than if its played 5v5 or 6v6. But gets too chaotic at 7v7 or more. These are medium maps, recognised by having a small vehicle circuit, usually consisting of Mongooses and Ghosts.
Why not Warthogs? Medium maps like this one, as told by the Halo 4 lead map designer Kynan Pearson, Warthogs cannot work on a map like Complex because the Infantry Combat Area is much more influential than the Circuit, meaning that the circuit is much smaller and tighter compared to other maps.
6:40 ->
Of course, every rule has its exceptions. If you have a smaller combat area and a larger vehicle circuit you end up with a map like Harvest, which does allow Warthogs. Clearly seen to have large open roads with ramps, Harvest is able to support these vehicles.
The vehicle circuit is balanced by having indoor areas where vehicles can't access but where infantry can access the vehicle circuit. What this means is that vehicles are out in the road, but at the same time, they do have some cover and alternate paths to take. Many maps encourage Infantry-Vehicle interaction.
Here is our most beloved map in Halo 4, Exile and all its beauty.
This is clearly a large map, considering that it bears the mighty scorpion, and in some gametypes, the wraith and banshee. It can easily support 8v8 and takes a while to get around on foot, but we've seen maps that are bigger.
Like the medium maps, it has the inner combat area and the vehicle circuit. All a large map really is, is a medium map plus extra combat area.
When designing a BTB map you would want to keep in mind that if you are going to have heavy vehicles, you are recommended to have the circuit sandwiched between infantry exclusive combat areas so that the vehicles aren't overpowered. Otherwise you'll end up with a tank sitting backed up to a wall doing target practice, which is why you usually encounter the scorpion tank back down at the clearing by the blue base against the wall.
On small maps, there is usually one or two power weapons in the middle of the map. On large maps like these, that won't cut it due to the large amount of vehicles on-map. It is recommended to have at most one or two power weapons at each base initially and a few a bit closer to the centre. This would make the teams more balanced in case the other team gets a hold of the central power weapon/heavy vehicle.
Remember this is only a theory, there are always exceptions.
I hope this helps, reply if you have any questions involving map size and try to integrate these concepts into your map.
Next Post: Player Count
I would like to discuss competitive forging in a more deeper level. When making a map, I notice people tend to make mistakes on the player count of their map and the overall layout.
Map Size
So we all know that there are BTB maps, 4v4 map, objective exclusive, etc. But what defines a map size and how many players fit in each category?
After seeing all the maps Bungie and 343i made so far, I found a pattern in all maps. Lets look at some from Halo 4:
This is Adrift, one of Halo 4's smaller maps. Not much to see here.
The map is small, has a lot of indoor close-quarters combat and a few longer vantages but still within sprinting distance. A small map is easy to recognise because all it really is, is a small combat area. No vehicles are ever present in this map size mainly because its too small to have any room for driving, which leads me to my next point.
Here is a view of Complex, the awkward medium map.
Its essentially a small map wrapped in a vehicle circuit. Some categorise it as a small map, but at the same time its makes 4v4 games much more slower paced than if its played 5v5 or 6v6. But gets too chaotic at 7v7 or more. These are medium maps, recognised by having a small vehicle circuit, usually consisting of Mongooses and Ghosts.
Why not Warthogs? Medium maps like this one, as told by the Halo 4 lead map designer Kynan Pearson, Warthogs cannot work on a map like Complex because the Infantry Combat Area is much more influential than the Circuit, meaning that the circuit is much smaller and tighter compared to other maps.
6:40 ->
Of course, every rule has its exceptions. If you have a smaller combat area and a larger vehicle circuit you end up with a map like Harvest, which does allow Warthogs. Clearly seen to have large open roads with ramps, Harvest is able to support these vehicles.
The vehicle circuit is balanced by having indoor areas where vehicles can't access but where infantry can access the vehicle circuit. What this means is that vehicles are out in the road, but at the same time, they do have some cover and alternate paths to take. Many maps encourage Infantry-Vehicle interaction.
Here is our most beloved map in Halo 4, Exile and all its beauty.
This is clearly a large map, considering that it bears the mighty scorpion, and in some gametypes, the wraith and banshee. It can easily support 8v8 and takes a while to get around on foot, but we've seen maps that are bigger.
Like the medium maps, it has the inner combat area and the vehicle circuit. All a large map really is, is a medium map plus extra combat area.
When designing a BTB map you would want to keep in mind that if you are going to have heavy vehicles, you are recommended to have the circuit sandwiched between infantry exclusive combat areas so that the vehicles aren't overpowered. Otherwise you'll end up with a tank sitting backed up to a wall doing target practice, which is why you usually encounter the scorpion tank back down at the clearing by the blue base against the wall.
On small maps, there is usually one or two power weapons in the middle of the map. On large maps like these, that won't cut it due to the large amount of vehicles on-map. It is recommended to have at most one or two power weapons at each base initially and a few a bit closer to the centre. This would make the teams more balanced in case the other team gets a hold of the central power weapon/heavy vehicle.
Remember this is only a theory, there are always exceptions.
I hope this helps, reply if you have any questions involving map size and try to integrate these concepts into your map.
Next Post: Player Count