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#Halo

9/9/2010 3:52:52 AM
571

Forge Lessons - Lesson 49-51 (1/19/12)

[url=http://www.reachingperfection.com/p/forge-lessons.html]Download PDF w/ Lessons 1-51[/url] [LAST UPDATED: 11/22/11] [i]Join like minded level designers on my game/level design blog @ [url=http://www.reachingperfection.com]ReachingPerfection.com[/url] where I fill you in on many things in the level design world. You can also join [url=http://www.reachingperfection.com/p/forum.html]our forums[/url] to meet other people that enjoy game/level design just as much as you do. ;)[/i] [b][u]Forge Lesson Index[/u][/b] [url=http://www.reachingperfection.com/2010/08/lesson-1-first-impressions.html]Lesson 1: First Impressions[/url] [url=http://www.reachingperfection.com/2010/08/lesson-2-knowledge-is-power.html]Lesson 2: Knowledge is Power[/url] [url=http://www.reachingperfection.com/2010/08/lesson-3-path-manipulation.html]Lesson 3: Path Manipulation[/url] [url=http://www.reachingperfection.com/2010/08/lesson-4-perspectives.html]Lesson 4: Perspectives[/url] [url=http://www.reachingperfection.com/2010/08/lesson-5-deterrents.html]Lesson 5: Deterrents[/url] [url=http://www.reachingperfection.com/2010/08/lesson-6-incentives.html]Lesson 6: Incentives[/url] [url=http://www.reachingperfection.com/2010/08/lesson-7-combat-congestion-and-traffic.html]Lesson 7: Combat Congestion and Traffic[/url] [url=http://www.reachingperfection.com/2010/08/lesson-8-eye-catching.html]Lesson 8: Eye Catching[/url] [url=http://www.reachingperfection.com/2010/08/lesson-9-perspective-variance.html]Lesson 9: Perspective Variance[/url] [url=http://www.reachingperfection.com/2010/08/lesson-10-spawn-perspectives.html]Lesson 10: Spawn Perspectives[/url] [url=http://www.reachingperfection.com/2010/08/lesson-11-smooth-spawning.html]Lesson 11: Smooth Spawning[/url] [url=http://www.reachingperfection.com/2010/08/lesson-12-path-maps.html]Lesson 12: Path Maps[/url] [url=http://www.reachingperfection.com/2010/08/lesson-13-area-introduction.html]Lesson 13: Area Introduction[/url] [url=http://www.reachingperfection.com/2010/08/lesson-14-essence.html]Lesson 14: Essence[/url] [url=http://www.reachingperfection.com/2010/08/lesson-15-purpose.html]Lesson 15: Purpose[/url] [url=http://www.reachingperfection.com/2010/08/lesson-16-innovation.html]Lesson 16: Innovation[/url] [url=http://www.reachingperfection.com/2010/09/lesson-17-color-contrast.html]Lesson 17: Color Contrast[/url] [url=http://www.reachingperfection.com/2010/09/lesson-18-patience.html]Lesson 18: Patience[/url] [url=http://www.reachingperfection.com/2010/09/lesson-19-threat-zones.html]Lesson 19: Threat Zones[/url] [url=http://www.reachingperfection.com/2010/09/lesson-20-safe-spawning.html]Lesson 20: Safe Spawning[/url] [url=http://www.reachingperfection.com/2010/09/lesson-21-incentive-weighting.html]Lesson 21: Incentive Weighting[/url] [url=http://www.reachingperfection.com/2010/09/lesson-22-rule-of-thirds.html]Lesson 22: Rule of Thirds[/url] [url=http://www.reachingperfection.com/2010/09/lesson-23-static-perspectives.html]Lesson 23: Static Perspectives[/url] [url=http://www.reachingperfection.com/2010/09/lesson-24-advertising.html]Lesson 24: Advertising[/url] [url=http://www.reachingperfection.com/2010/09/lesson-25-investment.html]Lesson 25: Investment[/url] [url=http://www.reachingperfection.com/2010/09/lesson-26-nurturing.html]Lesson 26: Nurturing[/url] [url=http://www.reachingperfection.com/2010/10/lesson-27-reputation.html]Lesson 27: Reputation[/url] [url=http://www.reachingperfection.com/2010/10/lesson-28-perspective-direction.html]Lesson 28: Perspective Direction[/url] [url=http://www.reachingperfection.com/2010/10/lesson-29-degree-of-focus.html]Lesson 29: Degree of Focus[/url] [url=http://www.reachingperfection.com/2010/10/lesson-30-application.html]Lesson 30: Application[/url] [url=http://www.reachingperfection.com/2010/10/lesson-31-immersion.html]Lesson 31: Immersion[/url] [url=http://www.reachingperfection.com/2010/10/lesson-32-cohesion.html]Lesson 32: Cohesion[/url] [url=http://www.reachingperfection.com/2010/10/lesson-33-continuity.html]Lesson 33: Continuity[/url] [url=http://www.reachingperfection.com/2010/10/lesson-34-peer-review.html]Lesson 34: Peer Review[/url] [url=http://www.reachingperfection.com/2010/10/lesson-35-failure.html]Lesson 35: Failure[/url] [url=http://www.reachingperfection.com/2010/11/lesson-36-simplicity.html]Lesson 36: Simplicity[/url] [url=http://www.reachingperfection.com/2010/11/lesson-37-orientation.html]Lesson 37: Orientation[/url] [url=http://www.reachingperfection.com/2010/11/lesson-38-dance-floor.html]Lesson 38: Dance Floor[/url] [url=http://www.reachingperfection.com/2010/12/lesson-39-dedication.html]Lesson 39: Dedication[/url] [url=http://www.reachingperfection.com/2011/01/lesson-40-foreshadowing.html]Lesson 40: Foreshadowing[/url] [url=http://www.reachingperfection.com/2011/01/lesson-41-consistency.html]Lesson 41: Consistency[/url] [url=http://www.reachingperfection.com/2011/01/lesson-42-polish.html]Lesson 42: Polish[/url] [url=http://www.reachingperfection.com/2011/01/lesson-43-lasting-impression.html]Lesson 43: Lasting Impression[/url] [url=http://www.reachingperfection.com/2011/02/lesson-44-aesthetic-noise.html]Lesson 44: Aesthetic Noise[/url] [url=http://www.reachingperfection.com/2011/03/lesson-45-pacing.html]Lesson 45: Pacing[/url] [url=http://www.reachingperfection.com/2011/04/lesson-46-active-engagement.html]Lesson 46: Active Engagement[/url] [url=http://www.reachingperfection.com/2011/04/lesson-47-kleenex-testing.html]Lesson 47: Kleenex Testing[/url] [url=http://www.reachingperfection.com/2011/05/lesson-48-veteran-testing.html]Lesson 48: Veteran Testing[/url] [url=http://www.reachingperfection.com/2011/10/lesson-49-exposure.html]Lesson 49: Exposure[/url] [url=http://www.reachingperfection.com/2011/11/lesson-50-navigation.html]Lesson 50: Navigation[/url] [url=http://www.reachingperfection.com/2011/11/lesson-51-audience.html]Lesson 51: Audience[/url] [b][u]The Short Version... for us lazy folk ;)[/u][/b] The short and skinny of it is that all of the above lessons are level design theories that are used by level designers in order to make their maps play better. Sure anyone can make a map now in Reach, but can you make a map that will get into matchmaking and be better than everyone else's? These lessons cover advanced design techniques that aren't your normal forging tutorials. They will actually improve your map's spawns (Smooth Spawning and Spawn Perspectives), weapon placement (Incentives), and gameplay. I will be updating as I release each of the BNet threads. Use this one as a reference and save it somewhere. [url=http://www.reachingperfection.com/p/forge-lessons.html]Original Source[/url] [b][u]The Longer Version for more info[/u][/b] Are you ready to jump into the powerful tool that is Forge 2.0 to start making maps for you and your friends? Did Halo 3's system frustrate you too much to even try it? Do you aspire to get your map into matchmaking? This will get you prepared for all of those. Let's all admit that with the new Forge system anyone can build a map. No more geomerging, no more interlocking, or any other painful methods. But just because anyone can make a map easily now doesn't mean that the map is going to play well and people are going to enjoy it. I want to help all of you make your maps and gametypes better. I want to help make your maps play well enough to get into matchmaking. You can't even find this much quality map design help at Forgehub, I guarantee it. I write this series of level design theory lessons called "Forge Lessons" to help all designers make their maps play the best that they can. They will teach you about how to make your spawns smooth, how to place your weapons (and other incentives), how to get your map noticed, how to fully control every step that your player takes, etc. I cover advanced level design topics used by professional level designers in all games... though I may name the techniques differently ;). Eye catching, perspectives, incentives, deterrents, path manipulation, color contrast, innovation, and area introduction are just some of the topics I cover. I write a new lesson about once a week, sometimes slower. Some of you may need to ensure that I am actually qualified to teach people. My old GT was AZN FTW. I was one of the original 6 members of Forgehub that turned it from a wordpress blog to a vbulletin forum. I created one of the most popular and iconic gametypes in Halo 3, Conquest. I am one of the two designers of Ravinia, one of the 50+ community maps that got into matchmaking. I am also the designer of Affinity in Halo: Reach's matchmaking system. I have taught many forgers and aspiring designers. These lessons have been used by teachers to teach high school and college game design classes. Several of them have been featured on Gamasutra and various other game/level design sites. But I'm not going to tell you how good they are. I'll let those who support these lessons tell you. Keep an eye on this thread for testimonials of the lessons from all that read them. Many well known figures amongst the Halo community will take their time to stop by here to let you know what they think about these lessons. If you don't want to trust me, then trust what others have to say for them. I will update the top of this thread with a link to all of the lessons as I post them and reply to this thread when I post a new one, so save this thread somewhere. You can find all of the original postings with summaries of the lessons on my blog @ [url=http://www.reachingperfection.com/]ReachingPerfection.com[/url]: [url=http://www.reachingperfection.com/p/forge-lessons.html]Forge Lessons[/url] I hope these lessons help you as much as they have helped everyone who has read them. Enjoy my fellow Halo fans! [Edited on 01.19.2012 11:02 AM PST]
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#Halo #Reach

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  • [quote][b]Posted by:[/b] X El BaZzA X [quote][b]Posted by:[/b] Godly_Perfection helping people get their maps into matchmaking through waypoint[/quote]God forbid you get to decide, your maps are awful and I hope you never forge again.[/quote] Teeheehee

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  • [quote][b]Posted by:[/b] Godly_Perfection helping people get their maps into matchmaking through waypoint[/quote]God forbid you get to decide, your maps are awful and I hope you never forge again.

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  • [quote][b]Posted by:[/b] RC Clone [quote][b]Posted by:[/b] HOOBLA 911 Some of the URL's in the OP are messed up, you might want to change that. Nice effort, good stuff :)[/quote] He left this site 3 months ago. He won't be back to fix anything that's wrong.[/quote] I'm still here every once in a while. ;) Been busy with my new son, developing a game, helping people get their maps into matchmaking through waypoint, and hanging out @ RP. I just fixed the three url links and added the latest 3 lessons that I've written. Hopefully I'll write a couple more soon. [quote][b]Posted by:[/b] Sven Nietzsche [quote][b]Posted by:[/b] A 3 Legged Goat [quote][b]Posted by:[/b] Sven Nietzsche[/quote] I love you guys and it was fun to build think twice, but I don't think we should work on maps together anymore because of how different our play styles and forging abilities are. Still doesn't mean we can't help each other out here and there though. I'm still the healthpack hero :P I miss running customs with you all. We should host another custom day sometime soon! [/quote]Agreed on all counts. [/quote] What you guys said.

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  • [quote][b]Posted by:[/b] Sven Nietzsche We designed maps that we found enjoyable.[/quote]Except for anyone with more than 3 brain cells they're not enjoyable. A bunch of tunnels culminating in a cluster-blam!- of random spawns and no map control or spawn trapping is fun if you're 6. Still, it's only in Team Slayer, so I guess it appeals to that population pretty well.

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  • [quote][b]Posted by:[/b] A 3 Legged Goat [quote][b]Posted by:[/b] Sven Nietzsche[/quote] I love you guys and it was fun to build think twice, but I don't think we should work on maps together anymore because of how different our play styles and forging abilities are. Still doesn't mean we can't help each other out here and there though. I'm still the healthpack hero :P I miss running customs with you all. We should host another custom day sometime soon! [/quote]Agreed on all counts.

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  • [quote][b]Posted by:[/b] Sven Nietzsche[/quote] I love you guys and it was fun to build think twice, but I don't think we should work on maps together anymore because of how different our play styles and forging abilities are. Still doesn't mean we can't help each other out here and there though. I'm still the healthpack hero :P I miss running customs with you all. We should host another custom day sometime soon!

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  • [quote][b]Posted by:[/b] xBADMAGIKx [quote][b]Posted by:[/b] X El BaZzA X Holy -blam!- OP made Affinity too?! Jesus Christ I'm never reading this Forge advice. Think Twice and Affinity are two of the worst maps I've ever played. They're just AR rushing bundles of cluster-blam!- with no areas of map control or strategy other than running around mindlessly until you get to the next encounter. Which I'm told by Goat is OP's playstyle anyway.[/quote]Pretty much sums it up. OP and his cronies have single handily helped contribute the self destruction of this game and the franchise as a whole. It's pretty sad that a small few can destroy something that was once so great. Bazza, OP also never really plays MM, which is hilarious to me because if he did, he would make better maps gameplay wise.[/quote]We designed maps that we found enjoyable. I'm sorry they didn't mold perfectly with the "competitive" play style that seems to dominate the Halo franchise. I now see that it was selfish to make a map that I enjoyed, one that brought back the silly feel that LAN Halo CE had. To play the game for fun, for good times with friends; to pick up a new alien weapon and explore new environments. I suppose this type of gaming has died. I should apologize for my hand in destroying such an esteemed franchise. [i]I'm sorry.[/i] People take [b]games[/b] much to seriously. I can't help but feel sorry for those who've lost sight of what a game is, what Halo was. I wish I could do something about this, but it's to ingrained into the "online" culture of modern gaming; the faceless enemy. Oh well, I guess I tried by being apart of these projects. I will learn from my "failure" and move on. We appreciate the feedback. P.S.- "Cronies" wouldn't do my relationship with Goat, Godly, and Jonzors justice. I'd say "true friends" is better. Despite going our separate ways I consider them to be this. Just because we represent a different view on map making doesn't warrant you the right to attack our relationships. [Edited on 01.13.2012 10:35 PM PST]

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  • lol

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  • [quote][b]Posted by:[/b] HOOBLA 911 Some of the URL's in the OP are messed up, you might want to change that. Nice effort, good stuff :)[/quote] He left this site 3 months ago. He won't be back to fix anything that's wrong.

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  • Some of the URL's in the OP are messed up, you might want to change that. Nice effort, good stuff :) [Edited on 01.01.2012 11:47 PM PST]

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  • [quote][b]Posted by:[/b] X El BaZzA X Holy -blam!- OP made Affinity too?! Jesus Christ I'm never reading this Forge advice. Think Twice and Affinity are two of the worst maps I've ever played. They're just AR rushing bundles of cluster-blam!- with no areas of map control or strategy other than running around mindlessly until you get to the next encounter. Which I'm told by Goat is OP's playstyle anyway.[/quote] Pretty much sums it up. OP and his cronies have single handily helped contribute the self destruction of this game and the franchise as a whole. It's pretty sad that a small few can destroy something that was once so great. Bazza, OP also never really plays MM, which is hilarious to me because if he did, he would make better maps gameplay wise.

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  • Holy -blam!- OP made Affinity too?! Jesus Christ I'm never reading this Forge advice. Think Twice and Affinity are two of the worst maps I've ever played. They're just AR rushing bundles of cluster-blam!- with no areas of map control or strategy other than running around mindlessly until you get to the next encounter. Which I'm told by Goat is OP's playstyle anyway.

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  • Most people want tips on how to forge better. and who can balme them :3 its fun to forge! but you must remember! the co-ords system is [u]NOT[/u] as good at you at putting the pieces in the right place! its your map! if your able to be more exact than co-ords then Great! im close to being like co-ords but im not :( im just proud to say ive forged maps that are very fine and im porud of them :3

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  • OP after you made Think Twice I don't ever want to read your Forge advice.

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  • those lessons are horrible

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  • these are pretty handy lessons I'm going to have to save this thread

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  • Forge is a great on Reach, hope it comes out in Halo 4 that would be EPIC! And good lessons. [Edited on 09.12.2011 11:29 AM PDT]

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  • Good lessions u give thanks.

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  • This thread is best to visit often for making Matchmaking maps, and [u][b]informative[/b][/u]. Nice work.

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  • Great informative thread man ! Keep up the great work!

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  • I really liked Chateau. Kills the crap out of Cliffhanger and all the other FW maps.

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  • [quote][b]Posted by:[/b] NICE MAULER KID forge.......for the bad kids[/quote] Lol, ironic because you play on those SAME maps in MLG.

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  • i was just hopin can anybody tell me how to make an infection compadible map

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  • [quote] Posted by: nitwitcoffee10 what annoys me the most while forging is that I can never seem to get blocks making up floors to line up perfectly smooth, so that you dont feel a bump walking over them, especially when I need stairs that are longer than just a ramp large peice. [/quote] I'm just cutting my teeth on Reach and Forge. Luckly Godly's tips are handy as I dive into designs. One of the biggest things I discovered figuring out Forge, is that when it comes to lining things up, moving them by hand is pretty much a waste of time. I place everything using the "edit coordinates" tool (at least as a last step). Even if it's a large initial piece alone, go to edit coordinates for a final nudge. This will align the piece to the overall numbers of the map. Later pieces (using the edit coordinates) can then be matched to the same height, depth etc. For speed, using the rotation snap is useful as well to get a bunch of pieces to the same orientation. Hope that helps. Again, I'm fairly new at this myself but it was the biggest bit of useful info I figured out on my own at the beginning. BTW: It probably still needs some work, but I'd love feedback from anyone on my one contribution to fileshare so far. Map: [u]Port Facility 3Kilo[/u] Took easy route on a basic slayer map until I get proficient at customizing for specific game types. [Edited on 07.04.2011 9:14 AM PDT]

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  • Wait a second... I played one of your maps on the Team Squad playlist. Nice!

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  • Too much reading, bye

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