Reaching Perfection consists of a series of short articles on Level Design, written by Ray Benefield over the course of several years. The articles were originally published on his website (www.reachingperfection.com), and are republished here on Next Level Design with permission from the author. The subject matter is wide ranging, covering everything from Threat Zones, to Peer Review, to Cohesion, and many, many other aspects of level design.
- These articles are a snapshot of the authors viewpoint at the time they were written, and should not be interpreted as 'truth' - take them as food for thought, and an impetus for discussion on the various topics.)
- The website these articles were published on was focused exclusively on the Forge mode within Halo 3 and Halo: Reach, so there will be many references to Forge, and to these specific games.
Chapter 1: First Impressions
Do you know how powerful a first impression is in everyday life? Sure it can’t make someone
love you right out, but a good first impression will encourage them to give you a second date at least. On the flip side a bad first impression can make someone not want to see you ever again. As harsh as that may seem, it is very true. So your first goal in presenting your map to the community...encourage your players to go on that second date.
When it’s bad... it hurts
So I can tell you that a bad first impression can mean the difference between life and death for your map, but I don’t think that will hit home unless I give you an example. Have you ever looked at a map’s screenshots in its published thread and decided “That map doesn’t really look that great, let me go look at a new one.”? The author of that map just lost a potential fan that could help support the map all because his screenshots weren’t appealing. That one person could have shown his 3 main forge friends and they could have shared it with their other 10 custom game friends and so on and so on. But no... those extra fans of the map have now been lost because the first impression just wasn’t up to par. Think about the hundreds of maps that you scroll past everyday. Quite a bit, eh?
Every little piece counts
There are SOOO many things that could make a first impression go wrong. The map name could be offending, unoriginal, or just not that interesting. POOF! There goes a bunch of fans. The screenshots could be entirely unsatisfying and uninformative. POOF! And there goes the next 20 or so fans. The format of the map thread could be completely unorganized. POOF! And away those next 30+ potential fans go.
And all of that is just the map thread, what about when they first play your map? Some player may be swarmed by warthog turrets and not be able to find any of the three spartan lasers on your map. POOF! You’ll never see that guy again. Some guy could be spawn camped on his first play-through by someone else who knows the map like the back of his hand. POOF! No fun equals no more playing this map. Some pro may be repeatedly rocked by some random with a sword because the sword is too hidden to be found on the first time through unless you know beforehand. POOF! The pro goes to play some of his favorite MLG maps instead.
Why is looking good so important again?
Some may argue that a bad first impression won’t always lose you that player for good. Sure I can agree with that. However have you seen the amount of maps that are pushed out every day? It is more important than ever to give players that good first impression to stand out in the crowd. And it is only going to get worse with the ease of Halo: Reach’s Forge World. Everything you do for a map has to be considered as a potential risk for making a bad first impression. Even just one good impression will earn you some sort of credibility. So if that spartan laser ain’t easy to find on the first playthrough, you may want to rethink its placement because it could be the difference between two replies/comments and getting on the new Bungie Favorites.
Read Chapter 2: Knowledge is Power
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