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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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  • Just a quick question: Are these lessons designed to be read in order? Just a yes or no would cover it. Thanks!

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  • I have another question. How do you make it so people can not turn into the spark? After I am done with the map I want to save and lock it, can this be done? [Edited on 12.31.2010 4:15 PM PST]

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  • Actually I haven't covered this topic specifically, but I do follow it as a theory and I will definitely be covering it very soon because a lot of designers make this mistake, especially those at Forgehub. Sure aesthetics are nice, but too much can hurt. I cover the topic lightly at the end of eye catching where I mention that too much can actually cause harm to a map. I also cover it lightly in Simplicity. Most of us RP members refer to instances like that as making a map "busy" and it can really distract from your maps gameplay. I will definitely be covering this when I restart the lessons on Jan 1st. Thanks for bringing it up bro. I've added this to the list of topics I still need to write about.

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  • Godly, I am sure one of your lessons covers this, but I need to say something I realized more so today than before. Most maps have a lot of little details all over the place. They create visual noise. I think that aspect is usually distracting and a negative, especially for someone trying to learn the map the first time. Exodus is a map that is simple, and does not suffer from this problem. As I think about it, so is Helix to an extent. The point is that clean maps that are not cluttered with small details at every turn are sometimes much more fun to play on, because they don't distract or clutter your vision with too many details to process.

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  • [quote][b]Posted by:[/b] Godly_Perfection I highly suggest using Tempest because it will keep your map unique. The great thing about forge is learning to overcome limitations like that it forces you to be creative and helps you be a much better designer. It will definitely give your map personality.[/quote] Got it. I may end up just making 2 maps, and just have the same isolation wall thing on both.

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  • I highly suggest using Tempest because it will keep your map unique. The great thing about forge is learning to overcome limitations like that it forces you to be creative and helps you be a much better designer. It will definitely give your map personality.

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  • Hey. Remember about my isloation style map I was working on? I have a dillema. I can either make it on forge world's island, or on Tempest. Tempest has the more fitting visual astehtic, with a almost desert like tone, as well as a more open space for me to work with or build upon, but it would require more total built structures. The island affords a greater total area, as well as more already built hills to build upon which would save space and time, and more variation in theme. But it is a little too colorful in theme and is rather restrictive in what I can control as far as player movement. Which do I use?

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  • [quote][b]Posted by:[/b] baby ghuta [quote][b]Posted by:[/b] UnhingedBear Is there one that tells how to do maps for specific game types?[/quote] I amsure there is. The best way to figure this out is to look at the Bungie maps in forge. [/quote] I write a Blog covering every Technical Aspect of Forge. Godly and I play together often. You can find a link in the Original Post here by Godly Perfection under his Index of Lessons.

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  • Keep up the good work ;D Most of my maps are machinima based though, but this should still help. Thanks for the help :D

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  • Why not try screenshot tuts im really stuggling just look at my fileshare

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  • [quote][b]Posted by:[/b] UnhingedBear Is there one that tells how to do maps for specific game types?[/quote] May I redirect you to >[url=http://forge-life.blogspot.com/2010/09/tag-your-it.html]here[/url]< It's a full list of tags and how to make a map work for it's specified gametype. In other words, it shows you do to make a map for the specific gametype you want to build. Tags-When forging on a specific gametype, you can hit X on an object, go to advanced, and edit its tag to basically "tell" the object what to do or be. Hope it helped.

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  • [quote][b]Posted by:[/b] UnhingedBear Is there one that tells how to do maps for specific game types?[/quote] I amsure there is. The best way to figure this out is to look at the Bungie maps in forge.

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  • Is there one that tells how to do maps for specific game types?

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  • [quote][b]Posted by:[/b] Akdave420 Thanks for the great resource, I never forged before. The information you have amassed is awesome. I have a few questions. Why can't I get my elevations to be true? I use grids and slow motion movements with the pushed left toggle, what gives? Why can't I add AI enemies? If i can, how? Why no ammo dumps? I think the most important thing would be ammo, players need to reload, not find another gun. Once again, and thanks in advance.[/quote] Maybe I can help a bit - amatuer that I am. For matching elevations, your best bet is to use the grid system, which is edited by using the "Edit Coordinates" option. You can find this by grabbing and object with (A), and pressing (B). You'll see the option near the top of the list. It'll snap the object to a precise point within the map, letting you easily get a uniform height across the map. (Note, this is not the "Grid" object, but a built-in part of Forge. You'll get the hang of it quickly if you haven't already.) AI enemies are not possible, as programming intelligent AI is a complex task and is most-likely near impossible with the Forge UI. In short, Bungie didn't include it in the game. Finally, Ammo Dumps can be accomplished by placing more of the [i]same[/i] weapon on the map. For example, if you want more Assault Rifle ammo, place more assault rifles on the ground. Alternatively, you can just place one starting gun on a starting spawn location with as many clips as you can fit into the gun. This will give players max ammo, but will unfortunately run out on the next death, so it's not the best solution. You're better off having a couple spare guns on the map so that players can "fill up" there. It's also important to keep in mind that enemey players will drop common weapons, perhaps removing the need for starting weapon ammo locations such as the assault rifle and the magnum. It really depends on the map though, so playtest! Hope that helps you out a bit, and good luck! [Edited on 12.08.2010 1:47 AM PST]

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  • Thanks for the great resource, I never forged before. The information you have amassed is awesome. I have a few questions. Why can't I get my elevations to be true? I use grids and slow motion movements with the pushed left toggle, what gives? Why can't I add AI enemies? If i can, how? Why no ammo dumps? I think the most important thing would be ammo, players need to reload, not find another gun. Once again, and thanks in advance.

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  • Hey there, Godly! I stumbled across this gem of yours (already had ReachingPerfection.com bookmarked) and felt I should stop in and say hi. Keep up the good work, these lessons are fantastic and they've certainly brought up some interesting things I never would have thought of. See you online! -Sangheilioz

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  • [b]********** NEW LESSON **********[/b] If you hadn't noticed these lessons have slowed down to one a week for various reasons. I hope you are still enjoying the series and supporting it. That means like sharing it with your friends and other communities and what not. ;) lol... anyways enjoy today's lesson. Also if you missed it, I released my first competitive map in Reach. It is called [url=http://www.bungie.net/stats/reach/filesets.aspx?set=20780&pxd=4FUnDJYROy77qdNUUnCYEQ%3d%3d]Helix[/url]. I am going to be adding my creations to the OP as sort of a credentials and an example of how I do my spawns and follow my own forge lessons. Enjoy. [url=http://www.reachingperfection.com/2010/12/lesson-39-dedication.html]Lesson 39: Dedication[/url] ------- ([url=http://www.bungie.net/Forums/posts.aspx?postID=53800930]BNet Version[/url]) * Map design is a practice like many others that requires a seemingly never-ending cycle of iteration * In order to improve in the field of level design sometimes you've got to sacrifice some of your free time * Devoting yourself to the world of creating maps for players can lead to a variety of payoffs to reward you

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  • Brilliant!

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  • I don't know why I didn't save this thread earlier, but I am now. Thanks, this will be so useful for my upcoming maps!

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  • [quote][b]Posted by:[/b] Terror Q Aaight, Thanks´ It helped alot, again. And Lego is awesome. Best Toy ever. [/quote] No problem. Least I could do. Just ask around. This community is good at answering questions. [Edited on 11.30.2010 8:02 PM PST]

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  • [url=http://www.mtgfanatic.com/?ForumReferrerID=107430 ]everyone should click thie!!!![/url]

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  • Aaight, Thanks´ It helped alot, again. And Lego is awesome. Best Toy ever.

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  • [quote][b]Posted by:[/b] OldLegoexpert ......glitch. It only occurs with [b][i][u]certain objects[/u][/i][/b] in the palette. [/quote] Other objects that this glitch does not occur on would be objectives and objects underneath spawning. This is only what I know so far from forging regularly.

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  • I want this thread to be stickied.

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  • [quote][b]Posted by:[/b] Me (OldLegoexpert) ......The forerunners tried to contain it and they did for a while, but then they tried killing it with the halo rings. But obviously, the flood still survived past the Halo 3 era....... [/quote] By killing the flood, I didn't mean they tried destroying the flood itself. The forerunners (also a rank in Halo Reach) tried to starve the flood by destroying all organic lifeforms (including themselves). 343 guilty spark (also known as the forge monitor) was built by the forerunners. An interesting thing I noticed is that spark has the marathon symbol as his eye. I think I've mentioned it before in this thread. If anyone wants more information on this(forerunners, spark, etc.), just ask and I'll try writing it down for you. P.S. I don't know of any website with this info, my friend just gave me a lecture on it a few months ago.

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  • [quote][b]Posted by:[/b] Terror Q [quote][b]Posted by:[/b] OldLegoexpert [quote][b]Posted by:[/b] Terror Q I don't know if you already answered this one before, but if I place a block, and then press B to set coordinates, my object flips, and I'll have to reset it again... Do you got any intel on that?[/quote] It's a glitch in the game. You can't get rid of it but you can avoid it. To avoid it you can take off the rotation snap. The problem occurs when you have rotation snap on and you're using coordinates. This issue really bothers me when forging. Instead of going back and rotating to where it was before, I use the rotation in the coordinates. You'll probably used to it eventually.[/quote] Alright, thanks! It does help, and I'll try getting used to it. Any idea where this glitch came from? There's probably a reason. Either way, it really helps. thanks again[/quote] No problem bro. Glad I can help. I don't have any clue on where the glitch came from. The only thing I know is to remember to [i]not[/i] use coordinates with rotation snap, [i]unless[/i] I have a way past it or I find an alternative, which I'll explain later. Here's the strange part about the glitch. It only occurs with [b][i][u]certain objects[/u][/i][/b] in the palette. Ex: I'm making an invasion map. I start making a UNSC frigate. I get to the drop pods. I spawn a baricade large. I put it to phased or fixed. I rotate it to 90 degrees to the spot that I want it. To be more exact I use coordinates. The barricade goes upside down...................I pick up a tunnel long to cover the drop pod I made. I use rotation snap and then go to coordinates. What do you know, I doesn't rotate in some other direction! Example of an alternative: The barricade is a special issue. This is because if you rotate it sideways and then take off rotation snap, it leans to an angle. You might ask, "Alright, so how do you place it where you want then without the problem?" The answer simple yet complicated my friend. What I do is I use coordinates. And when it flips, I go to the pitch, yaw, and roll. I go through those tools to rotate the object to where I want it. Then I use the other parts of the coordinates to move the object where I want it. Example of going past the problem without incountering it: (Might only work in certain cases) This might be the most simplest answer, you'll probably laugh. Go into slow motion forging. I know a lot of people already know how to do this but in case anyone who reads it doesn't know how to do so. When forging you can go into a slow motion forge that allows you to forge more precise than using coordinates. You can do this slow motion forging by picking up an object and while you're moving it, [b][i]hold[/b][/i] the left stick down as if it were a button. And in fact, it does count as a button [at least it does in playstation (I learned about it myself by pllaying SW Battlefront II)]. Sadly, there is no way of getting rid of this glitch. A good comparison would be the flood. The forerunners tried to contain it and they did for a while, but then they tried killing it with the halo rings. But obviously, the flood still survived past the Halo 3 era. I hoped this extended information helped you and anyone else who read it. :)

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