Mindful Cartography Vids - Two New Videos 6/7

Video Index

[/li]- [06/02/12] Introduction

Resource Link Library

[/li]- Forge Lessons

Description

Sup guys… GP here and I’ve started a new video series centered around level design. This new video series is called Mindful Cartography [MC] and it is created with the intention of discussing level design concepts to help forgers get their maps in matchmaking in Halo: Reach as well as preparing you for forging in Halo 4. In addition I’ve timed this to help the forgers that are participating in the Community Cartographers Objective Forge Contest.

I am one of the handful of Community Cartographers [CCs] here on Halo Waypoint. We look through community maps and submit the best ones that we come across to 343’s Matchmaking Team for consideration for matchmaking. This video is strictly from my own point of view and my views do not represent the views of the other CCs. Each CC is different and just because I look for certain things doesn’t mean that the rest of the team looks for them as well. For those curious it is because of the CCs that most of the community maps are in matchmaking now. If you don’t agree with the maps then this could be your chance to see at least my point of view on things and possibly bring up some superb maps that are laying around that we may have missed.

Like I said this series will also serve to help forgers transition towards Halo 4 forging. Forge is already confirmed in Halo 4 and odds are that there are enough similarities between Reach and H4 that there is nothing wrong with preparing now. There are design concepts that transcend many games and by learning these design concepts prior to Halo 4 you will be much more prepared to hit the ground running once H4 hits shelves on November 6th.

I hope you enjoy the series and I hope you leave me some feedback. I will try to push out as many videos as I possibly can quickly for the contest.

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hmm… I was not a humongous fan of those forge lessons, as they were really more stating some things that are just common sense than actual tips and tricks. They seemed to be more along the lines of " asthetics are very important. They define every map and shold be made to be asthetically pleasing". Now, i’m not saying that they weren’t helpful to some people, but they just seemed very vauge and never actually told you how to improve anything, like stating which blocks are good to use in conjunction with the majority of ramps (generally 2x4s are a good choice), or how to prevent a map from becoming too flat.

Now, before you get defensive about your foreg lessons (everyone gets a little defensive when it comes to something that they worked hard on), but this is feedback and it will come in every shape and form, incuding things that you might not want feedback on.

Anyway, i’m stating this because I think that it might be better off actually teaching people how to do something, something specific and explain what the effect of something similar to whatever it is you’re discussing on a map. If (or when) you decide to do a video on the framerate of a map, you might wish to not only discuss what it is, but also why it is an issue, what the triggers are, and how you can avoid them without sacrificing any part ofthe overall layout of the map.

I admire the fact that you’re releasing these things in order to improve the quality forgings of the entire community, and that this series is about how YOU go about doing things, but being a little less vauge and rambly while being more informative and to the point might help you out a little. I understand that this series isn’t just about Reach forging, and dabbles into Halo 4, but the plain fact of the matter is that we honestly bon’t know anything about Halo 4 yet. Try and keep the series as relevant as possible to what we are working on NOW rather than something no one has, and will not have for quite a while except for the developers.

Oh, yeah and I forgot one thing:
First

Don’t mistake me for getting defensive, because I do know where you are coming from.

The point of the Forge Lessons was never to be specific. They aren’t intended to go deep into depth on topics, but instead to introduce topics as important. The lessons are also intended to have forgers look at things from a grander perspective, rather than a narrow perspective. There are already dozens of guides on how to avoid framerate with specific forge objects or what objects mesh together well. Not only that when you focus on forge specifically then you lose the coverage of something like UDK where the same rules do no apply. A tutorial on framerate in forge does not cover UDK, while a forge lesson on the topic of performance as a general topic does cover UDK. That’s just a simple example. I wanted forgers to start thinking as level designers, not as forgers.

In addition to that specific cases almost always have exceptions. Many people will tell someone that you should never use glass objects or complex objects because it affects framerate, but that isn’t always the case. Chateau uses 42 Walkway Covers, one of the most performance taxing objects in the forge palette, yet it still performs well enough to be in matchmaking. Using specific cases goes against the philosophy of “Give a man a fish, feed him for a day. Teach a man to fish, feed him for a lifetime.” Rather than telling people specifics, I wanted to cover the idea behind it and let people figure it out for themselves. If you have a somewhat logical mind you can find examples that I will never cover. Teaching an idea rather than teaching a solution promotes discussion and exploration of a topic.

As for the talk on Halo 4, we may not know much on it yet but that doesn’t mean that certain philosophies don’t still apply. Incentives are the same in every game. Talking about incentives as a whole allows you to think in a bigger picture that allows you to plan better for Halo 4. For example say there is no Rocket Launcher in Halo 4. In Halo: Reach you can tell people that the Rocket Launcher fits best here and here and this is why. If the Rocket Launcher isn’t in Halo 4 then that info isn’t helpful. However if you talk about incentives and how they affect a player’s movement you not only cover Rocket Launchers, but you also cover Power Ups, Armor Abilities on maps, Drop Spawns, etc.

Another example is Continuity/Fluidity of Movement. When walking there is a different rules of continuity than a warthog. A map with Warthog continuity needs wider paths and more cyclical paths that allow a warthog driver to keep its movement without stutter… like having to stop and turn round. The same isn’t the case for walking or sprinting because you have more control. So instead of covering the walking or warthog continuity, you cover the concept of continuity in general and make people understand that it is about creating smooth un-interrupted movement. This covers all forms of movement including jetpack, sprinting, banshees, ghosts, warthogs, evade, etc. For players on foot, a curb forces players to jump. However if the player is on a hovercraft that curb is no longer important in terms of continuity because the hovercraft just hovers over it.

And now one more point. Common sense is subjective. For myself and a few other forgers it is common sense for us that when a player hits a man cannon the audio cue makes other players turn towards the nearest known man cannon landing and thus fully changes how people are playing. An amateur forger doesn’t see that as common sense. A good common example is spawning facing towards a wall. Many forgers start out and don’t think about the downsides of spawning facing a wall. Yet after someone points it out then it becomes common sense. My goal is to cover what may seem obvious for some, but not be obvious for others. Color Contrast is another good example, some people still lay DMRs next to dark surfaces and don’t realize that they are difficult to find and should be placed on a more contrasting lighter backdrop.

Like I said, I’m not being defensive at all. The goals of the Forge Lessons are completely different from what you were expecting from them. They are written in a specific way for a reason.

Now this series will be a bit different. This series will do a mix of the two expectations. Each video will introduce a particular topic like the forge lessons do. Unlike the forge lessons I will then follow it up with a couple of examples of the concept from various games… not just Halo. If I cover incentives I can use health vials from unreal tournament as well as a bomb plant point in COD. When I cover lighting I can use a dark game like amnesia in addition to a brighter game like mario. So examples will be used, but I will let the viewers translate the concept into Halo or find other examples that are in Halo. This forces people to think and learn rather than me just straight telling people the answer. It is the equivalent of a teacher telling you where to look for how to solve a math problem rather than telling you to multiply by the reciprocal.

Not only that I am adding other resources to help out as well and see it from a different perspective. Other articles by other people from other games. Hopefully that helps as well. :slight_smile:

This series has the added bonus of being a video… meaning it will be much easier for me to present examples and explain them without taking too much time out of my day.

Hopefully you see where I am coming from and I’m hoping this new series tickles your fancy more and meets is more helpful in the eyes of the general public. Part of the reason I am doing this is to improve upon the Forge Lesson formula… I’ve learned what worked and what didn’t work so now I’m trying something new. I know that the Forge Lessons were too vague and weren’t very friendly to those who didn’t understand that particular way of thinking. So this is my way of saying I messed up and I can do better… let’s try again. And I hope I have your support, in addition to the rest of the community, in continuing to improve.

Just posted the first two actual videos (not including the intro… that is video 0 lol) of my new Mindful Cartography video series for those interested:

Debunking “Common Sense”
Incentives

If you haven’t seen this series yet let me explain it just a bit. It will cover a wide array of level design topics to help people improve their skills for this contest, Reach maps intended for matchmaking, or Halo 4. It is strictly from my perspective right now, but I plan on interviewing some of the other CCs in the future. I’m hoping that these promote deeper discussions and that they encourage people to go deeper than most forgers by reading outside level design articles. I try to add in reference articles from around gaming industry to help forgers expand their knowledge by seeing things in a less Halo specific point of view. Hope you guys enjoy…

Btw you can blame E3 for the lateness. :stuck_out_tongue: lol…

I also added the relevant resource links.

I’ve pretty much given up forging. I simply don’t have the patience to test and perfect a map so thoroughly, but I will definitely watch all this when I have the time for it. I’t would still be quite interesting to learn more about how the maps are selected.

Watching.

Edit:
Looks good thus far. I found that running through my level while listening was beneficial. I’m looking forward to the upcoming videos.

So I’m out on vacation visiting my family. I thought I was going to be able to find time to do a video or two in the past couple weeks, but real life has proven me wrong. I’ll jump back on this next chance I get. :slight_smile: Love you guys and sorry that I won’t be as much help as I hoped for the contest.