Presented here is the first grouping of maps created by our collaborative group, known as Creative Force. We are a collection of forgers (among other things), with the goal of bringing a collaborative, structured process to map design. Our process follows a relative system of Design > Blockout/Prototype > Alpha > Beta > Release, with tons of teamwork mixed in. These maps are nearly complete, and so we turn to the rest of the community to help us test them out on a larger scale. All of these maps have been a product of teamwork, many of them with weeks and weeks of design and development. In the future, we won’t be releasing so many at once, but this is just the beginning. The following maps can be found under the “Creative F0rce” gamertag (that is F0rce with a “zero”), in the Bookmarks section, all of which will be titled as “Map Name (Beta)”.
Here is a link to an album of the maps! http://imgur.com/a/47F1r
Reliquary
“It was like Midship, Zealot, and Derelict had a threesome and somehow produced offspring.”
Gametypes: Team Slayer, CTF, and Strongholds [6 - 12 players]
Lead Members: Darkprince909, WolfpackDragon, Randy 355
Design Synopsis: One large, open, circular room with bases at opposite ends as smaller rooms
Aesthetic Synopsis: Covenant structures surrounding a Forerunner artifact. Mixture of curves and purple vs angles and grey.
Reliquary builds on the success of the classic, tried-and-true Midship formula. However, that’s not to say this is a Midship “clone”. While it is a “2 base, 2 tower” design, it sort of shies away from the typical movement patterns than are expected from Midship-style maps. Beginning as basic, unused sketches for a HaloCustoms competition, Reliquary was made into forge over many, many iterations. The idea was always a covenant theme; having covenant buildings surrounding some sort of forerunner artifact, hence the name Reliquary; a container where religious relics are stored or displayed.
The map went through many changes, and there was a lot of team input from many members, especially WolfpackDragon and Randy-355. WolfpackDragon and I worked in collaboration for most of the project, and we did get a lot of testing and feedback from the rest of the team. When the map was nearing Beta stage, Randy-355 helped a lot in redesigning and polishing different elements like the reflection camera and the pink tower. The main hurdle we faced was resizing the map, which had grown very large, down to a 4v4 scale. Thanks to the new forge features like grouping, we accomplished this in about 20 minutes, versus a day or two.
Coagulation
“Recent excavations have failed to shed light on the true purpose of the outposts in this bloody gulch.”
Gametypes: Team Slayer, CTF, Strongholds [4v4 to 8v8]
Lead Members: CaptainPunch374, Darkprince909
Design Synopsis: Hilly fields and rock formations tuned for vehicle play and vehicle infantry interaction, with a base for each team.
Aesthetic Synopsis: A large box canyon with two metal bases, rocky cliffsides, and grassy fields.
The box canyon of Halo 2’s Coagulation is hands down one of the most iconic levels in any FPS game, let alone the Halo franchise, and was even the setting for a large portion of the machinima series Red vs. Blue. Originally incarnated in Halo: CE as Blood Gulch and re-imagined in Halo 2 with updated visuals, easier to navigate terrain, a basement-garage in each base for the Banshee, and overall better balanced gameplay, this BTB classic has seen multiple iterations and reimaginings.
If it isn’t immediately obvious, the level is built on Parallax. This is obscured by Near/Far Fog settings giving the blue sky and turning the normally tan Alpine terrain as green as possible under the circumstances. Special thanks to DarkPrince909 for his assistance in finding the right combination. He was also a large help in bringing other aspects of the map into focus, including working on the base upgrades from their original blocked-out shape and help managing the physics budget.
What to expect:
The terrain and rock formations are as close as I could manage to get them within the Physics budget. Invisible blockers are placed generously across the sky, allowing for high flying Banshee dog fights. Some of the original weapons have been replaced, (Hydra Launcher for Brute Shot, Suppressor/ Storm Rifle for Plasma Pistols, and Bolt Shot for Magnum. I also placed Splinter Grenades at both Shotgun spawns, and Light Rifles opposite each other at the center-map exits of the elbow ridges. The Rocket, SMGs, Snipers, Plasma Pistols, Needlers, and Frag/Plasma Grenades are all right where they used to be. Strongholds changes vehicles and other map features for balancing.
Turf
“Even years later, conflict still fills the snowy streets, as Spartans fight for control of the Turf”
Gametypes: Team Slayer, Strongholds, CTF [4v4]
Lead Members: Darkprince909, Whos Blaze
Design Synopsis: Small, square rooms connected by hallways, with an outdoor, street area
Aesthetic Synopsis: A snowy street in a human city development, with a crashed scarab in a corner.
Turf is one of the maps I knew I wanted to remake in Halo 5 (Ghost Town is the other, but that is for another day). I actually remade the map back in Halo 4, and it was very close to making it into matchmaking. So to begin for Halo 5, I started by looking at the old screenshots, gameplay, and feedback from that map. I also looked at the blueprint, above-view diagram of Turf from Halo 2. The goal was to be accurate, with some minor changes in order to compensate for the Halo 5 mechanics.
The biggest decisions revolved around the aesthetics of the map. Should it still be a human city, or could covenant be interesting? I decided to stay loyal with a human theme, but I did decide that a night-time, snowy version of the map could be very interesting. So I made it on a Glacier canvas, and began the process of recreating the map. Some minor changes were made. The very last detail, which I got some help from the Creative Force team, was the scarab design.
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