Fathom(Forge Topic) Who designed it?

So, I have a couple main questions about Fathom. First off: Who Designed Fathom? Now keep in mind I’m not ranting about fathom here, I sincerely would like to know. Second: Why, is there a closed off corner in both bases that’s not accessible, but viewable(from red base only) that leads from the closed end of both bases out and around towards either Tree House? Did they make these pathways and then decided they didn’t like it? If so why was it left in? Did they find it did not flow well with the rest of the map? If so, could they explain why it did not flow properly with the rest of the map. I’m Just curious more than anything. I’m thinking of forging Fathom from scratch and implementing these “Extra” pathways in, just to see how it would have functioned. Let me know what you guy’s think, whether it’s personal opinion, or if they have talked about this else where that I’m unaware of. Thanks!

If it’s not functional, I wouldn’t add it in to the accessible part of the map, but you can add it as an asthetic.

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> If it’s not functional, I wouldn’t add it in to the accessible part of the map, but you can add it as an asthetic.

Yeah but that’s why I would put it in. We don’t know if its functional because they didn’t initially include it but I do see what you mean all the same.

There are a lot of places 343 could’ve added little branching pathways/side routes to improve gameplay IMO… one that I’ve thought for a while now is like a sneaky, more of an elbow 90% ramp/corner feature running from Bottom Stage/Lift on Riptide, up to Top Blue Tree/Top Sand…

It’s such a dead end down there sometimes… and Blue is such a powerful set-up.

Also the way Torque forces players up top (or bottom) for nearly the entire length of the map… it’s better now in Proving Grounds where the side lifts up to the Streets are open, but there could’ve been like a cool “wing” feature running from Red/Blue shottie/Hammer down towards the opposing base, and wrapping down into the opposing yard or something.

I mean, as a designer what, you just cut out a section of the wall in both locations? Model up the surfaces and maybe give the upper walls and ceilings a curved, glass atrium feel for the art guys to touch up? Break up the scenery a little… Man, that’d be so much fun!

Idk, these maps can just feel really straightforward at times… anything to give them a little bit of character!

> 2533274873580796;4:
> There are a lot of places 343 could’ve added little branching pathways/side routes to improve gameplay IMO… one that I’ve thought for a while now is like a sneaky, more of an elbow 90% ramp/corner feature running from Bottom Stage/Lift on Riptide, up to Top Blue Tree/Top Sand…
>
> It’s such a dead end down there sometimes… and Blue is such a powerful set-up.
>
> Also the way Torque forces players up top (or bottom) for nearly the entire length of the map… it’s better now in Proving Grounds where the side lifts up to the Streets are open, but there could’ve been like a cool “wing” feature running from Red/Blue shottie/Hammer down towards the opposing base, and wrapping down into the opposing yard or something.
>
> I mean, as a designer what, you just cut out a section of the wall in both locations? Model up the surfaces and maybe give the upper walls and ceilings a curved, glass atrium feel for the art guys to touch up? Break up the scenery a little… Man, that’d be so much fun!
>
> Idk, these maps can just feel really straightforward at times… anything to give them a little bit of character!

Yeah man exactly. There is just so many of there maps where it’s like where is this or where is that. Like I can’t expect them to add everything obviously, But in fathoms case its already there but for some reason it’s blocked off.

Well it’s not a forge map so a map designer at 343 made it. I’m guessing it was probably that map guy who you see in ‘The Sprint’ videos that works with Quinn.

Honestly though, I find Fathom to be one of the better maps… not much I’d change about it.

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> Honestly though, I find Fathom to be one of the better maps… not much I’d change about it.

Oh, I didn’t mean to make it sound like I didn’t like the map. I’m just curious as to why those corner halls were left in the map and then just blocked off.

If it’s a 343 maps sometimes those are ripped from campaign. And those might have just been part of the surrounding? Or am I completely wrong?

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> > 2533274919101675;2:
> > If it’s not functional, I wouldn’t add it in to the accessible part of the map, but you can add it as an asthetic.
>
> Yeah but that’s why I would put it in. We don’t know if its functional because they didn’t initially include it but I do see what you mean all the same.

I played on Fathom and saw what you were talking about. I’m pretty sure they are there just for aesthetics to help show the map’s theme, but it would be kind of cool for you to add that into the map.

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> If it’s a 343 maps sometimes those are ripped from campaign. And those might have just been part of the surrounding? Or am I completely wrong?

In this particular case the map has not been pulled from campaign.

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> > 2533275020723541;3:
> > > 2533274919101675;2:
> > > If it’s not functional, I wouldn’t add it in to the accessible part of the map, but you can add it as an asthetic.
> >
> > Yeah but that’s why I would put it in. We don’t know if its functional because they didn’t initially include it but I do see what you mean all the same.
>
> I played on Fathom and saw what you were talking about. I’m pretty sure they are there just for aesthetics to help show the map’s theme, but it would be kind of cool for you to add that into the map.

I mean it might just be aesthetic, But why make it in full detail and have doors, in appropriate spot’s. I do see what your saying but it just doesn’t make sense.

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> > 2533274873580796;7:
> > Honestly though, I find Fathom to be one of the better maps… not much I’d change about it.
>
> Oh, I didn’t mean to make it sound like I didn’t like the map. I’m just curious as to why those corner halls were left in the map and then just blocked off.

I just meant that as a continuation of my previous post really… there are some maps that could’ve maybe used some additional work/thought, but I was just adding that, on the other hand, I think Fathom is pretty good how it is.

Picturing it in my head, I don’t think those hallways would really add anything useful to the map.

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> Picturing it in my head, I don’t think those hallways would really add anything useful to the map.

It keeps you from getting trapped in your own base. I think that’s pretty useful. But hey that’s just me lol

I’m in the game now looking at these rooms, and I don’t think it would work because it’s too easy to leave your base and go to the tree house with the big vat in the way blocking the lines of sight. Running the flag that way would be a lot easier with less risk. That’s probably why they closed them off.

I think the more interesting part is the blocked off basement room with all the supplies in blue base. I wanna go down there to check it out.

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> > 2533274919101675;10:
> > > 2533275020723541;3:
> > > > 2533274919101675;2:
> > > > If it’s not functional, I wouldn’t add it in to the accessible part of the map, but you can add it as an asthetic.
> > >
> > > Yeah but that’s why I would put it in. We don’t know if its functional because they didn’t initially include it but I do see what you mean all the same.
> >
> > I played on Fathom and saw what you were talking about. I’m pretty sure they are there just for aesthetics to help show the map’s theme, but it would be kind of cool for you to add that into the map.
>
> I mean it might just be aesthetic, But why make it in full detail and have doors, in appropriate spot’s. I do see what your saying but it just doesn’t make sense.

Emersion.

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> > 2533275020723541;12:
> > > 2533274919101675;10:
> > > > 2533275020723541;3:
> > > > > 2533274919101675;2:
> > > > > If it’s not functional, I wouldn’t add it in to the accessible part of the map, but you can add it as an asthetic.
> > > >
> > > > Yeah but that’s why I would put it in. We don’t know if its functional because they didn’t initially include it but I do see what you mean all the same.
> > >
> > > I played on Fathom and saw what you were talking about. I’m pretty sure they are there just for aesthetics to help show the map’s theme, but it would be kind of cool for you to add that into the map.
> >
> > I mean it might just be aesthetic, But why make it in full detail and have doors, in appropriate spot’s. I do see what your saying but it just doesn’t make sense.
>
> Emersion.

I mean yeah ok, But let’s say that is the case. Why have it visible from only Red Base? Or on the flip side Why is it not visible on both sides like blue base. I’m not trying to argue with anyone here it just doesn’t make sense to me.