In the penultimate update on Crossroads we zero in on a series of refinements, with a final polish pass on base design and vehicle movement. Click here for part 9, Back to Basics. Click here to keep tabs on the series as it progresses.
Author: GhaleonEB
After a few weeks of mostly solitary development, Crossroads gets subjected to its first round of play testing. We look at what kinds of feedback came from the sessions, and the adjustments made in response. Click here for part 8, Cut & Polish. Click here to keep tabs on the…
With the major components of the map roughed in, we add a much needed layer of polish and prepare the map for its final play test by adding in the weapons and designing the spawn layout. Click here for part 7, Battle Plans. Click here to keep tabs on the…
After another breakthrough on the design of map’s foundation, we begin the process of blocking out the major sections of the map for infantry and vehicles. And along the way, get a couple of big assists on base design from some impromptu playtests. Click here for part 6, Another Set…
After the first major redesign, we start the process of building out the bases and segmenting the sight lines, and in the process make a pair of breakthroughs which solve key problems on map flow. Click here for part 5, Home Sweet Home. Click here to keep tabs on the…
With a foundation set for the map, we test out how well suited the space is for ground vehicles, and get a hard lesson in vehicle physics. The map layout gets its first major revision to account for vehicle handling and to vary the base approaches.
With Forge stress tested to make sure it can build a big team battle map, we move on to identifying the key design goals of the map, and then constructing a foundation to achieve them.
Taking lessons learned from the budget limitations of Halo 3’s Forge, we explore the planning process for a large-scale BTB map in Reach using entirely objects from the Forge palette. In planning the foundation of the map, we test the limit of the new Forge’s ability to create enough terrain to support ground vehicles and come away impressed.
Continuing with the Forge theme of the past few articles, this is the first in what will be an ongoing series about crafting maps in Reach’s Forge mode, from tinkering to designing to play testing. In the first installment, we establish the premise for the series and look ahead to where it’s going soon.
Click here for the first installment.
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