There are few maps for SWAT and I would like to make a map that is specifically made for SWAT. I have one that is just for fun but I would like to make one that could be posted up on the community playlist. Tell me what every one thinks would make the perfect SWAT map.
Lots of cover, no long sight lines. That would cause more movement and less camping.
I think Kindom would play quite well; it has long lines of sight and unidirectional cover. Whaddaya think?
> I think Kindom would play quite well; it has long lines of sight and unidirectional cover. Whaddaya think?
I am not sure what map that is…but you have a good idea there we should ask 343 to either create some maps specifically for SWAT or let some one else create them and have the community vote on which maps should be chosen. It gives the creators a chance to show themselves and the community a chance to choose what they like the best.
> Lots of cover, no long sight lines. That would cause more movement and less camping.
Add symmetrical to that list.
Nothing like Sword base (Red spawn is just OP).
And multiple access ways to certain locations, no super corners (like next to the grav lifts on count down).
Good cover, but decent sightlines. Don’t want too much camping, but you still want to get a good view of the map from one or two postitions. Lockout is a pretty good layout. I was doing customs with some friends on a Lockout remake today, and it plays nice.
I agree, Kingdom would be pretty decent.
It has enough cover to prevent silly deaths but always has a “spare angle” left open so that camping doesn’t work.
The problem comes that when people ask for cover, designers often make it in such a way that the cover is closed on all sides… making the game a campfest. Then people complain so they remove all the cover & just turns into a long-range campfest.
To have effective cover for games like swat/snipers, you need to make it in such a way that you always have cover yet always have an extra point of attack.
Octagon
As I am a huge SWAT fan and a forger as well, I have often asked myself the same question. The best answer I can figure out is this:
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Multiple levels, there needs to be at least three levels of elevation. Boardwalk has Underground, ground level and walkways. Uncaged has a complex structure but basically breaks down to three or four levels. Sword Base has three levels. Pinnacle is technically a two level map but has three upper level vantage points (the sniper tower, the antenna, and the two story tower on the far side of the map. There is also the often overlooked lower level where the teleporter is. I believe in Slayer that is where the rocket launcher is, but in SWAT it’s just a desolate place with a teleporter.
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Cover, lots and lots of cover. Places where one or more players can take up a vantage point without fully exposing themselves. A player may have their back and left flank covered but they will always be exposed in one or two directions. Vantage points can also be considered holdout areas. The ability to to move from point to point requires cover but not too much cover. There is a reason Asylum has rocks planted all over the place. A wide open space on any type of map is just a meat grinder. The trick with cover though is if you are fully protected, you can’t score. A fully protected area is nothing more than a hiding place.
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Multiple pathways to vantage points or holdout areas. For instance; The holdout area on Sword Base seems to be the break room and airlift room. Players can access the airlift room from any one of three different directions. The airlift, of course, is one way. The stairs and the bridge offer two other options. Additionally, a player can also jump on top of the glass staircase cover and sneak into the break room. So that is four pathways in all to the airlift room.
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An ability to traverse great distances swiftly. Whether it be teleporters, cannonman, airlift or gravlift, every map includes one or more of these devices to move a player from point A to point C or D (yes, I intentionally left out point B). I guess you could consider it a pathway that skips a level or two or moves the player from side A to side B.
These design elements are, as far as I can tell, pretty much just the basics. This is all I have gathered from just running around the maps in forgeworld and taking notes on pathways, vantage points, player movement and lines of fire. I hope this helps.
How about a remake of SWAT Foundry from Halo 3? It’s not a very original idea, but the map was really fun.
Symmetrical map usually are a safe bet, but asymmetrical are good, too. There shouldn’t be any major camping spots. I like small Swat maps, but ones that still have good map flow.
> Symmetrical map usually are a safe bet, but asymmetrical are good, too. There shouldn’t be any major camping spots. I like small Swat maps, but ones that still have good map flow.
With symmetry, balance is almost assured by default. It can be done but creating an asymmetrical map that maintains balance is really complicated. I prefer a well made asymmetrical map over a well made symmetrical.
> > I think Kindom would play quite well; it has long lines of sight and unidirectional cover. Whaddaya think?
>
> I am not sure what map that is…but you have a good idea there we should ask 343 to either create some maps specifically for SWAT or let some one else create them and have the community vote on which maps should be chosen. It gives the creators a chance to show themselves and the community a chance to choose what they like the best.
Its an Arena map. Actually now that I think of it, a lot of Arena maps would play well in SWAT. Some other examples are Synapse, Select and Enclosed.
Mostly Medium range, with a bit of long and short. Plenty of cover that is still open from two or more sides. Symmetrical would be nice. Spawn trapping should be possible but very difficult.
Many Community are epic but they don’t work well in a 4 way split screen. If the requirement for matchmaking maps could be dropped to 2 way split… well more community maps would make it in.
Treasure works great in swat.
A map with overshields.
> A map with overshields.
Kinda defeats the purpose of swat, no?
> Lockout is a pretty good layout. I was doing customs with some friends on a Lockout remake today, and it plays nice.
A remade Lockout would play quite well with SWAT. It did before and it will again. I would like to see it added.
for swat i don’t like open space… so kingdom, select ecc are not good imho.
I prefer short-medium fire, with some long space.
> > Lockout is a pretty good layout. I was doing customs with some friends on a Lockout remake today, and it plays nice.
>
> A remade Lockout would play quite well with SWAT. It did before and it will again. I would like to see it added.
i agree
Here’s a link to a forum with links to all of the Team Classic maps, including Lockout:
Since they’re Bungie links, though, you’ll have to copy down the gamertags and look them up on Waypoint when 343 migrates the files. Has anyone played SWAT on Rat Race? It seems like it might be a good map. I know Lockout and Midship are both on here, and those are great maps for pretty much anything.