![]() ![]() Wow, so much thought and work goes into the map before you ever start building it. Whether that idea is a gimmick, a rough 2d sketch or even a set of goals you know that you need to accomplish with the design. To answer the question more directly, It usually always starts out with an idea and a quick block-out to test the waters. There’s always a chance that it won’t turn out the way that you picture it in your head. Though, not every map starts with the same plans and not every plan, regardless of how it comes up, comes to existence. It was just a bonus that it had already been tested in a similar sandbox and that I had plans greater than what the H2a forge limitations would allow. It just so happened to fit the role that I needed. In this case, I had a previous iteration of the map in my back pocket. For instance, Judgement, I knew that I needed a fast-paced, 2 base 2 tower, 4v4 map to replicate some of the feelings from the iconic midship map since that style of map wasn’t in the team's plans as of yet. Since I do mostly originals and Installation 01 is supposed to mirror the essence of classic Halo games, this was particularly important to capture the feel of iconic maps but in a new and exciting way.įor a specific map, I usually start out with a set of goals. The first thing that I did was figure out the roles that I had to fill with each map. Well, since I joined the team after there were already some maps in progress and same others planned out, I had to go about this a little differently than I would with my own personal projects. I’ll hope you find more to enjoy than you dislike, however. Indeed, I will be the guy you can yell at. Where does one even start when building a map? So as a level designer you're an essential part of the multiplayer experience and to some extent the overall gameplay balance. Of course, thank you for sitting down with me today Blaze! So a level designer, eh? That means I can blame you when I don't like a map right? And I don't know if I would call the block-out tiles beautiful, but to each their own haha. I also assist with any internal debates related to gameplay as I have a good amount of experience building for the Halo sandbox that we have come to love. This is a great way to save time in the later stages, as you’ve already found the feel that you are going for and can quickly iterate on the basic shape and flow of the level to patched up any significant exploits, and issues early on. They are made for the first testing phases to find a balanced, fun and overall solid experience before art gets their hands dirty. To anyone unfamiliar with the pipeline, they may look reasonably boring, but these block-outs are relatively important. If you see a basic block-out with a beautiful tiled texture plastered all over it, that’s more than likely my contribution. I primarily do level design for Installation 01. Who are you and what do you do here on Installation 01? ![]()
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