Introduction: The Hollows is a 2v2-4v4 map which currently runs slayer and strongholds. The Hollows was designed to be a simple, straight forward layout which most players will get the hang of quickly; this map is intended to be a jack-of-all-trades which (in theory) will be capable of running a vast array of modes between multiple player counts.Design Goals: After taking multiple breaks from forge and multiple attempts at this map theme over the past couple of years, I came up with this layout
This map is a cage in the cosmos, luminated by the brightness of a blue sun. Combat can be quick, but will slow down if the top is controlled cleverly. There is a pair of Plasma and Splinter Grenades, along with a Max Ammo Carbine, to fight for. Meant for 2v2, but can play 4v4 Slayer and Oddball. Here is the download: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=Oh SoulFlame#ugc_h
Last Bastion is a Halo 5 Forge Map from Jesse Duchene, AKA @Soldat Du Christ. The level was officially released near the end of 2018. Jesse then created a 'Making Of' video, and published that in June of 2020. The video is a detailed breakdown of his thought processes behind the design, and provides great insight into the type of thinking that can be used to create great levels. We recently met up with Jesse to talk about the video, further picking his brain on both the level and the video.
About Reaching Perfection
Missed Chapter 30?
Read it here: Application
Have you ever done something that made time fly without you realizing it? Ever play a game where you felt you spent only an hour, but then realize that four have gone by? Ever play a map where you were so deep into having fun and fighting the opposition that you had no time to criticize the map fully because you were so focused on playing the game that the map was made f
2020 marks the fourth October of Blocktober. During Blocktober, level designers across the world flock to Twitter to share their level blockouts with the tag #Blocktober. Launched in 2017 by Michael Barclay, Blocktober is the Level Design equivalent of Inktober. Michael wrote a summary of the first Blocktober, appropriately titled 'Blogtober' on his website, and you can read that HERE.
Now that you know more about Blocktober (or...know the same amount if you already knew about it.
What is Core?
Core is "a radically accessible game construction kit, content exchange, and game-playing platform, all in one." Put simply, it's a free to play PC based Game Development tool.
Developer Manticore Games has a grand vision which has driven their developmental process for this 'game'. In their own words, their mission is "to unleash a new wave of creativity in games by radically lowering the barriers to game making and publishing the same way that YouTube revolutionized v
Earlier this month, Diabotical was officially released into the wild. For those of you who may be unfamiliar with it, it's a free to play, fast paced, multi-player only title. The best comparison that most everyone will be familiar with is Quake. If you're interested in learning more about the game, Google and Youtube are your friends. We also published a short article about it's Beta earlier this year, which includes footage of the Map Editor. Additionally, here's a cra
Not sure I'm capable of quantifying what makes a map special, but I know that one of the prerequisites it that it not suck. I terms of Halo level design, that means a couple of really basic things off the top of my head.
First is balance. I've said this before, but balance does not mean having everything be equal, because that just makes for a boring experience. By balance I mean that each position needs to have a reasonable counter. This can be accomplished by using differing