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Gunplay

What is gunplay, and what makes for 'good' gunplay? This article is a breakdown of the mechanics of gunplay, and the impacts of various approaches (ex: Projectiles vs Hitscan).

Map Feature: MAAR DÚN

A 2v2 slayer level for Halo 5, set in a Wraith City called MAAR DÚN

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  • Piercing Wind (2v2)

    Hey everybody, got another map here. Still in H5 because god forbid we have finished products. I originally wanted to make an accompanying video that featured wide, panning shots with the Phendrana Drifts track, because as you should be able to tell, this is an original layout, stylized as that location from Metroid Prime. I thought that it would really suit the map, and it probably would have, but I just ended up not feeling like it. As for the original upload date, it was going to be on Christ

    Cheese Nibbla
    Cheese Nibbla
    RELEASED PROJECTS 4

    These are my maps

    https://www.moddb.com/games/unreal-tournament/addons/goldeneye-grit-complex https://www.moddb.com/games/unreal-tournament/addons/chemical-tank https://www.moddb.com/games/unreal-tournament/addons/mystic-pyramid https://www.moddb.com/games/unreal-tournament/addons/deck16-modern https://www.moddb.com/games/unreal-tournament/addons/deck16-industrial https://www.moddb.com/games/unreal-tournament/addons/nali-arena https://www.mapraider.com/maps/search/legodeck/5932/Legod

    Zero Khan
    Zero Khan
    RELEASED PROJECTS 1

    Senshi no Kyujo

    Hello everybody, got another core style map (however I'm really pushing the envelope on that definition) and I have an original layout that is best played ONLY slayer, and is good for 2v2 or FFA up to 8 players. It should also be stated that once again the layout is asymmetrical but all placed items are symmetrical. It will always take players the same amount of time to get to each item from that player's spawn.   What is to note is that this map's architecture and visual style is deri

    Cheese Nibbla
    Cheese Nibbla
    RELEASED PROJECTS
  • Halo 2: Legendary Map Design

    Andy 'BravoMLG' Dudynsky is an Esports commentator and former Community Manager at 343 Industries. Max Hoberman is the Founder and CEO of CertainAffinity, and the former multiplayer, online, and UI design lead for Halo 2 and Halo 3.   Together they are discussing various aspects of Halo 2 in a series of videos.  In this episode they talk all about the legendary maps of Halo 2.   Check out this Twitter thread for the images referenced in the talk: https://twit

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    Articles

    The Making of Last Bastion: A Level Design Documentary - Jesse Duchene

    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.

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    Articles

    Reaching Perfection, Chapter 31: Immersion - Ray Benefield

    About Reaching Perfection     Missed Chapter 30? Read it here: Application     Intro 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

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    Articles

    Blocktober 2020

    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.

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    News

    Core - Game Creation Kit

    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

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    News 1
  • a Chunk's Forge Anthology

    Dusk A remake of Sol. 4v4 sym.  I was able to incorporate some things into this that I couldn't in the reach version (added a lower level to the bases, along with some additional routes in other areas). But on the whole this is one of the levels I'm least proud of, and most of the changes made to it were for the worst.  I don't regret building it because I learned from doing so, but I honestly wish I had not released this one.       [gallery640x480] [photo=

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    DESIGN DISCUSSION

    a Chunk's Forge Anthology

    Atlas This was a room based 4v4 asym.  It marked the first time I had fully planned out every detail of the layout, weapons, etc. before starting anything in forge. It was a great learning experience in that regard. The map played decently as a fast paced slayer map, and probably worked best with Extraction.  Ultimately I wasn't satisfied with certain aspects of the design, and changed it into a 2-4 player map, which I'm sure will be shared later in this series.    

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    DESIGN DISCUSSION

    a Chunk's Forge Anthology

    For the life of me, I cannot recall what order I released the rest of my H4 maps in, so I'll just be making my best guess...   Epicenter Boring symmetrical arena map.  Not much else to say. No, actually this was a very momentous map, as it was my first co-forge.  @Westin and I had worked together on numerous projects prior to this, but always with one of us as the clear cut designer, and the other offering significant feedback.  That was not the case on this one - it was very

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    DESIGN DISCUSSION

    What Are You Actually Working On Tho?

    I don't have any experience with this type of design.  I would recommend playing games that have this feature to learn about what works well and what doesn't.  Here are some games that have destructible environments: https://www.gamesradar.com/games-incredible-destructible-environments/   You might also find something helpful in this video on the Destructible Environments in Control.  

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    DESIGN DISCUSSION

    a Chunk's Forge Anthology

    Spaz I'd gotten into a pattern of alternating between 4v4 and 2v2 maps, as I felt it was a good way to challenge my thought processes and incorporate learnings from on player count into another. Spaz continued this trend, being designed for 2v2 slayer. The initial design (of which I believe all traces have since been deleted) consisted of 4 distinctive elevations. This turned out to be too extreme, and I ended up toning down the verticality significantly.  One of the other major thought exp

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    DESIGN DISCUSSION
  • Mario Botta Model Selection 4.jpg

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    Member Albums

    Mario Botta Model Selection 3.jpg

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    Member Albums

    Public Library Constitution 5.jpg

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    Member Albums
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