Variable Organic Geometric Level Design

Variable Organic Geometric Level Design

… What does this mean? To me it means that the level changes over time and in a manner that fits the motif of said level.
This change over time can come in many forms. The pressing of a button, an incoming train, the destruction of an object, the random sliding of walls and bridges, these are just broad examples of VOGLD.

Of the greatest praise I can give Halo2 is that its use of VOGLD was refreshing and immersing.
The steel planks and garage door on Turf, the bases of Containment, the crates of Elongation, the monorail on Terminal, the spire on Ascension… We know I could continue to list the levels with interaction for a long time, nearly every level in H2, and make that list considerably shorter for H3. Reach and H4, I struggle to think of even a single interactive map beyond destructible glass, man-cannons or airlifts beyond Reflection’s elevator-like lift.

I do not want the CE-H2 combat arena maps to disappear. To this day Wizard/Warlock and Beaver/Battle Creek are maps that “Classic” is written in gold calligraphy as a TM indicator. However as noted in above, especially more so with the BTB-esque maps, interaction of the maps is also very classic… And missing.
What I do want are maps that help combat function similar to the CE-H3 experience of single symmetrical non-AA loadouts by creating more than just PW powerzones and instead compliment those zones with level control preferable spots.

These spots aren’t intended to be like the hill on Valhalla/Ragnarok or sniper towers on the Pit, these spots help control their immediate or remote locations, even the map entirely in couple cases so that camping in any area is less attractive than wanting to consistently move about.

What do I mean? Well have you not wanted to turn off the bridge on Meltdown on a Mantis or group of Spartans, if only momentarily? What if the location of the switch was located in another tactically isolated location? Maybe instead in a tactically visible location?
What if a map could change into 3-5 (or more…) configurations depending on what order the scattered switches are pressed? What if PW drops/spawns or teleporters can be accessed and cut off, quick routes opened up or complete polar change from CQ/corridor combat to open-sight with little cover combat could be the Forerunner motif of the map?
What if there was a vehicle assembly line where the movement of vehicles can only be done by the remote switching of the cranes, conveyor belts, etc that moves the vehicles around? Or the reversal, they can be momentarily stopped by the press of a button.

Longshore was wicked-awesome for the variable path combat and need to get inside the defender’s base to use, but imagine the attackers have a switch that moves a boom into the way of the opened path to close the gate again. This boom can now be toggled back by a switch near Active Camo down at the docks and back again back at the attacker’s base, or simply it’s now on a timer where the gate is momentarily unblocked again.

Dominion gametype settings are great for the base shield and turret mechanics. Being able to expand on the idea of other types of interaction that is either timed or remote controlled is definitely VOGLD idealogy.

VOGLD is not intended to bring randomness to the playing field. Due to the organic part, VOGLD is very much intended to be used for the gametype at hand.
The previously mentioned Forerunner level where there could be 3-5 maps in 1 due to how the map can change, that stage should be allowed to be played in just 1 form without changing or the use of the buttons for those that may find 1 or more of those maps fun to play but not mix up between.
The toggling bridge doesn’t always have to toggle.

… It is the difference between Pro, Slayer and Infinity. Pro might not want to use any VOGLD elements, or the ones they do are very minor, like Turf’s garage and girders. Slayer might want to use most of the interactions but not ones that are intended for full AA combat. Infinity settings are full custom loadouts with fully intended interaction.
That’s just an analogy more than anything but I think it gets my point across. The level of VOGLD is up to the gametype/custom settings.

What about you?
Could use less interaction all around?
Do the interactive environments of H2 and H3 long for a return in greater interaction?
Just plain miss those maps?
Want to drop a tank into the Abyss by turning of a hardlight bridge while it’s incoming?

I would love to have large amount of interactivity in maps. Especially when you can actually make use of it.

I haven’t played the multiplayer of CE and Terminal is the only VOGLD map I have played in Halo 2 (And now I’m currently going through every map I haven’t played!). But I have played Crysis 3 where you can activate helicopter’s rotors, drop a container, raise cover and so on. The interactive objects were both hilarious at times and useful. And best of all, those made the maps a lot more memorable.

However, I wouldn’t go as far as change the entire map or something. Interactive objects fit a lot better as small details in my opinion. Changing the layout of the map can get a bit annoying when it comes to memorizing the map.

> Want to drop a tank into the Abyss by turning of a hardlight bridge while it’s incoming?

Yes, or infantry for that matter.

Just so long as the button to turn off the bridge itself is vulnerable.

Map interactivity is a good thing. If executed right, it leads to more depth. If executed wrong, it leads to imbalanced and crutchy gameplay.

Well, actually the new Forerunner concept of hardlight used by the Didact/Prometheans could be used for this. Having roadblocks forming up in areas or disassembling doors.
If done right, it could be pretty interesting for all maps.

And I definetly agree, it’d add more depth and a better flow to the maps as you try to strategize and plan your engagements by using the map peices to your advantage. Even if they have like a roadblock or bridge on a timer, so you have to be ready, would add some new fun as you try and time it right.

There could be customizable options in the menu and forge to disable or enable these map hazards or changing environments. Forging them would be interesting too.

I can’t agree more that it is a very fine balance to find between rhythm, flow and addition.

Something like the HL-bridge would need to give a 5sec or so shimmer, dimmer, whatever effect to let players know that death is possibly coming.

This why I agree the idea of when and where to use such things is important. The longer the bridge and/or the greater possibility for death, the greater the timer should be to let players know of a possible fall.
Slow vehicles near the middle are screwed, perhaps even infantry. But if fast vehicles book it or the infantry and slow vehicles are near the ends, they can move to safety. A jetpacker may have extra range to survive if they’re in the middle but they’re likely easy skeet-shooting :slight_smile:
The greater the potential power of the bridge being on and utilised, the more open the switch should be. But at the same time, the switch shouldn’t be so open that it can be stopped/engage from any angle.

At the same time as the above, no area should be so powerful in tactical advantage that PW’s or objectives can just be ignored and/or kills farmed.
Like PW’s, interactive parts of the map should promote movement more so than camping if it can be helped.
Places to hold need be less attractive than places to move around to. Camping Sword Room on the Pit… We could have done without. Having to grab the SRS99 from the middle platform where you’re open season from so many angles on Hang’em High… Hell ya :slight_smile:
The same idea on interactive parts. Opening a base like Stand Off is great but I really have to wonder what combat would have been like if at the silos there were panels to close the gates. A reason to leave the base, if only to remove just 1 way in.
I truly believe it’s never any one thing, it’s all the little things and how they add up. Just that little option on Stand Off or Longshore to keep the gates toggling IMO could create an in-game tug-of-war where there really is an objective to a map no matter what gamemode you play (unless you don’t like that or it turns out to not work and we need to roll it back :wink:

To throw it out there Forge wise, pressure sensors/tiles/whatever that activate HLS barriers on different types of activation and timer methods… Hmmm not only can that have potential for weird ways to utilise combat areas, ie, hold a room, keep a wall up to protect a buddy, if you fall, the wall drops and your buddy is in the open, but racing maps with variable paths and/or stage combat can be created.

Obviously, it’s a simple matter of execution. Interactivity can make or destroy a map. Although I have to say that this seems like something you wouldn’t necessarily want to do on the smallest of maps. It’s more suitable for larger, vehicle based maps where, for instance, vehicle flow can be stopped without disrupting infantry flow.

But when it comes to smaller maps, I cannot see a way to add interactivity without being too disruptive to flow. For example, man cannons could be controlled through interactivity. However, on a map like Haven or Guardian, and I would be inclined to say Narrows too, it would severely hinder flow of the maps.

But when it comes to larger maps where there are more routes and opening and closing certain routes only makes certain areas slightly easier to defend, it would definitely offer interesting mechanics.

And that’s not even mentioning map hazards like the train on Terminal, the stalagmites on Waterworks, the dish on Ascension, and the supposed windmill on Zanzibar. What is there to not like about these objects.

Yes. A hundred times yes. VOGLD all the way!