Showing posts with label forge. Show all posts
Showing posts with label forge. Show all posts

Saturday, September 12, 2015

Audley's Workshop: Lockout Reforged

Lockout is one of the most polarizing maps in terms of fan perception. Some love it, some hate it. Very few neutral opinions exist about the map. Still, it is one of the most played maps in Halo history.

However, just because something is the most played does not make it the best. And in Lockout's case, the map had plenty of design issues that contributed to the hatred it received from those who did not enjoy.



Starting off by speaking of the pure default vanilla slayer settings (SMG starts and everything) on the map, Lockout was problematic.

Games were often extremely snowbally because the strongest point of the map also featured the spawn of one of the two Battle Rifles on the map. Once you had top control, you had little incentive to move. Because you had rifles.

To make matters worse, even if the players down low were equipped with rifles, their sightlines were rather limited in terms of what they potentially could see up top. The only time they had the option to engage a player from below is when the top player chose to expose themselves – there were no sneaky sightlines a player down low could use to combat someone positioned well up top.

Some of this was offset by the multiple jump shortcuts to hasten your ascent of the map, but most of these were in areas that already had strong map flow. Areas such as Shotgun or Sword spawn had extremely limited options in terms of routes you could take to leave. And by extremely limited, I mean one and two respectively. This could lead to situations of helplessness or feeling like the player has no decisions to make when traveling these portions of the map.

Because of the weapon layout and map geometry, there was also no way to balance starting spawns for players. While certain initial spawn layouts could mitigate some of the advantages and create potential tradeoffs for teams, the weightings were never quite even.

Even in the case of BR starts, the map was segmented enough that Slayer could devolve into stalemates with players afraid to even attempt peeking versus an enemy Sniper. The lack of decent flank routes on the map lended no assistance to the issue. Movement incentives were limited pretty harshly (and made worse by Halo 2's weapon spawning system ensuring a weapon did not respawn until it was dropped.)

Overall, Lockout had a number of problems.

  • Impossible to balance initial spawns versus weapon layout + map geometry
  • Weapon Layout gave too much power in the hands of the team in the lead
  • Poor sightlines from the bottom of the map to fight back up high.
  • Poor map flow / lack of decision points for lower areas of the map
  • Standoffish TS gameplay with poor movement incentives.

But before we talk about solving issues, let's also talk about what Lockout did well.

Lockout was a great ball map, with three primary set-ups: Library, Sniper, and the “blue room” strategy. This is owed partially toward how few routes there were on the map, partially to the ability to “reset” the map by throwing the ball off, and partially due to the choke points to approach any of the buildings. A team in control could keep control with a numbers disadvantage (3v4) due to the choke points keeping things straightforward.

None of the power weapons were truly in the best place to use them. So, while I say there weren't very many movement incentives, you were at least encouraged to move with power weapons. Sniper was strong at Sniper tower, but attempting to use it from S3 meant you were heavily exposed from BR tower (and at risk of being barreled).



Sniper tower was able to be controlled by a single player with either of the CQB power weapons (Sword or Shotgun). If that player also had Sniper, he could one man army the entire tower by himself. This created several high points for the player, without being overly uncounterable by opponents, so long as they had Rifles.

In short: the map was good because you were encouraged to move from power weapons, but it struggled because you were not encouraged to move from (or to occupied) power positions.

Finally, before I talk about my solutions for the map, let's talk about what H2A did with Lockdown to make the map a little more tolerable.

  • Elbow was made a bit bigger, with cover, to improve the ability for bottom blue spawners to push Snipe tower.
  • Elbow was given a Carbine to ensure even in SMG start cases low spawners had access to at least one rifle.
  • Icicles were placed above BR tower, top middle, and Snipe tower to allow low spawners to at least put pressure on sightlines they couldn't see by dealing tons of area damage.

The Elbow changes are great and a step in the right direction for the health of the map, while the Icicles are gimmicky and still leave two minute windows where low spawners are virtually helpless.

So let's talk about what we can actually do to improve Lockout.

First, let's fix the Snowballing Rifle problem. I mentioned H2A Lockdown placing a Carbine on Elbow. While this is the right idea, let's make it a Battle Rifle instead. Specifically, remove the Battle Rifle from the top of BR tower. Now let's equip bottom BR spawners. Put a Battle Rifle inside BR1 or somewhere along the Sword room. Maybe even have a Carbine replace the Plasma Rifle at the suicide spot in Snipe tower. Regardless, take rifles out of positions where players WANT to use them, and instead put them in areas where they need to pick them up to fight back against players with power position control. This will encourage (in the case of SMG starts) players who have already picked up Rifles and moved into power positions to leave power positions to refill their ammo reserves, encouraging movement on the map.

With regards to the poor sightlines from the bottom of the map to fight back when players are up high, there is one sightline that's actually pretty close to being good. From Bottom Sword, you can see the ramp along the side of Snipe tower, commonly referred to as “Shortcut” due to the jump from top middle.

A few factors limit the potential of this sightline.
  • The ramp is the same width as the rest of the balcony and the back of Snipe tower, ensuring the bottom of the ramp blocks any and all potential to shoot someone standing up there unless they intentionally jump onto the rail. If the ramp were made thinner, it would slightly expose players standing around S2.
  • The Library building overhead is too thick-walled, ensuring that the players down low cannot get a proper grenade angle to grenade the top of Sniper tower without stopping movement for a substantial period of time. Widening the “roof” of Snipe tower and shrinking the thickness of Library walls could empower good grenade-chuckers to enable a push. (Additionally, having the outer mountain wall hug the Sniper tower more tightly could improve grenade angles from down low.)
  • This area cannot see the main portion of S2, no matter how the player maneuvers. Widening the dance floor around Sword could increase the vision players at Sword are able to get, allowing some low position support fire and team shooting.

Another area where sightlines could be improved is from bottom blue's door / bridge to under glass. Some problems:
  • The enormous top middle corner toward Elbow blocks any possible sightlines of top Snipe, though it does enable sightlines to S2. This prevents a team who wants to push Snipe and double spawned Blue from having one player take pressure off an S3 Sniper from Bottom Blue while the other pushes Elbow. This portion of top middle never sees relevant gameplay and could be thinned out to improve sightlines and the ability for bottom blue players to grenade S2.
  • The railings on the bridge are not actually tall enough to use for cover unless a player is on the “wrong” side of them. Opening up the flat portion as an entrance to the danger rails could improve flow to these “wrong” sides and enable players to use the rails to BREAK sightlines as they push for a flank opposite of where the opponents are positioned, using the shortcut jumps toward S1 or BR1.
  • There is no way to break the sightline from Library Window as you push out of Bottom Blue, meaning if a player is positioned back BR and another in Window, you're likely going to die before you can make it halfway up the bridge. In this instance, this may be a “deal with it” sort of situation, though increasing the railing height at open ramp near BR2 could cut off enough of the back BR sightline to allow this to become a 1v1 situation.

The final area of Lockout needing sightline improvements is at Elbow, but H2A Lockdown handled this quite nicely by offering cover and more dance floor. If the above change to elbow top mid corner was made, shrinking that area, it's possible that combined with the H2A changes, this portion of the map could have a sightline to Library front door or Window, combined with jump shotting. This could encourage Sniper movement or simply encourage BR players to move to this otherwise suboptimal area to trade shots in stalemates.

But we still have an issue of map flow at Shotgun and Sword spawns specifically. As a general rule of thumb, players should have 3 directions from which they can leave a position once there. For both of these positions, this is not the case.

Surprisingly, the issue can be alleviated in a manner that barely requires any additional geometry on the map. By extending the Sword bridge area out toward bottom middle and creating an entrance slightly above the back of Shotgun which can drop down into Shotgun (but also allow a person at Shotgun to jump out the back and move to Sword, you've increased Sword exit options to 3 (Shotgun, Under Glass, or BR1) and Shotgun exits to 2 (Bottom Blue, Sword). You've also increased the counterplay options to the infamous Blue room strategy, as now Shotgun has two entrances, one of which is substantially safer to approach than the other. This method has yet another advantage, in that it will allow players moving from Sword to be able to see S2 as they push, giving another Low->High sightline option that was not previously available.

While this doesn't quite get Shotgun to satisfy the Rule of 3, we can mark that off as a valid tradeoff for one of the map's strongest weapons being placed in its weakest position.

This new route can also enable new flank opportunities for players not keeping a close watch on bottom middle, increasing movement incentives or potential for Slayer gameplay.

These changes to bottom middle, Sword, and Bottom Blue alleviate many of the issues that plague Lockout TS, but still don't fix the issue of the impossible to balance initial spawns versus the weapon layout and map geometry.

H2A Lockdown gave us the Library versus S2 initial spawns, but in this case, Library has the advantage opening, due to the ability to deny Sniper, get Sword, and equally contest Shotgun, while also having access to the strongest position on the map and the most important early spawns for KotH.

Moving the Library team to BR2 would give them even better chances of getting the Sniper off the start at the cost of delaying Sword (and preventing the fast Sword boost back to Library)

Moving them to BR1 would deny any chance for them to contest the initial Sniper. Moving them to Blue would deny them access to any power weapon other than Shotgun.

The best available solution in Lockout's case (and in any Asymmetrical map where balanced initial spawns are not an option) is to delay the initial power weapon spawns – leave only the neutral one (Shotgun) up for grabs at the start, and place teams away from power positions (Spawn them at Sword / Elbow or something of the sort.) This lets them vie for whichever positions they value most and prepare for a delayed spawn of power weapons once the match has gotten underway and initial battles where neither team had a distinct weapon advantage have resolved.

With these changes, Lockout would be in a much healthier state for gametypes that aren't Oddball, enabling the map to feel less like having teeth pulled when selected for Slayer or other options.


And with that, this visit to Audley's Workshop is finished.

Tuesday, August 24, 2010

Hephaestus, Spartan God of the Forge.

Okay, so the title's a bit of a stretch this time to get a really horrible pun in. But this episode of Audley Enough will focus on helping you take advantage of one of Reach's biggest improvements from Halo 3: Forge 2.0 and ForgeWorld.

Map design is a tricky business. The smallest hitch in an otherwise well-designed map can ruin its ability to be played effectively, but today I'm going to be ranting on a few of the missteps map makers may have in their attempt to assemble an awesome map. You won't become a master forger by reading this, but it may offer a few thoughts that help you rethink your design and improve your map.

First, let's talk about Lines of Sight, and breaking them. There are four basic degrees through which you can break lines of sight. The first is through the main geometry of your map. Walls, partitions, blocks, and the like will always serve to separate your players' abilities to shoot at one another. Every map you'll ever make will establish its main lines of sight through the design you give your walls, bridges, floors, ceilings, walkways, and caves. Once you get those established, it's time for the less prominent, but even more important ways to block lines of sight.

Up next is natural cover, or geometrical cover. This is still a part of your map's intended geometry, but rather than being intended as just a wall to establish your map's form, these are intended to be used by the player as a form of significant cover. The best example I can give of these are the rocks on Standoff. They block large amounts of sightlines from your opponents, and provide safety from grenades and enemy fire, while allowing you to still fire upon your opponents when you choose to peek out. They are a perfect example of cover that is intentional from a design standpoint.

This leaves us with two more methods of blocking lines of sight. Both of these are pretty similar from the standpoint of appearance, but the functionality given by them is what separates them. The first is often called "lazy cover," but I prefer to simply call it CLUTTER. Clutter are pieces of your map that block lines of sight for very short periods of time, but cannot be used to hide behind, move around your map effectively, or offer any sort of control for the person present there. The latter, although it may be an identical piece of map geometry, are what I call Micro-Breakers. A Micro-Breaker is a very small break in your line of sight (or a very small opening in an otherwise blocked line of sight) that allows higher skilled players to micromanage the sightline in order to use effectively.

Clutter is very rarely a good thing to have on your map. It should never be added prior to play-testing your map -- if you end up needing it, don't fret. Sometimes areas of your map ARE too open and need some form of brief respite such as a small rock you can fit behind. But when it comes to clutter, remember that LESS is MORE. If you've got an area of your map that needed clutter to be safe, chances are you're not really expecting your players to be going there often anyway. A map with an example of excessive clutter is the BTB map/Sandbox variant Vindictive. The Brute Towers, the tunnels, the Crow's Nest, and the pillars on top of the base are all examples of clutter. They block lines of sight, but offer very little safety for players trying to pass through that area of the map.

On the other hand, Micro-Breakers are a great thing to have on your map. The Pit and Narrows are two maps that show a great amount of Micro-Breakers, from the yellow padding, to the holes in the partition walls, to the slots on the ceiling of sword room in the Pit, and the different holes and openings littered all around Narrows that allow highly aware players to see positions newer or less-skilled players wouldn't bother to use. Micro-Breakers help your map to establish a skill gap, which is absolutely great if you wish your map to garner competitive merit.

Our next topic is elevation. We all know map flow is important. That's a given. One way to improve your map's flow is to improve the variation of elevation. Especially as we move into Halo Reach, where you'll have to keep the Jetpack in mind (assuming you allow default loadouts), elevation is key.

One mistake newer forgers tend to make is to follow a three-tiered elevation scheme: "Floor, One Block, Two Block." While this can work out for a very basic design, it's not creative and eventually the gameplay becomes very predictable.

There are a few ways to alleviate this. The most elementary of these, throw in a height of half-block! Ha! That'll show those critics...right? Well, maybe.

Another way to improve your height variations is to offer alternate passages between areas where "2 Block" meets "1 Block." For example, you could have a slow grade (slope) leading up behind 2 Block, while you have a series of jumps, or a lift on the other side (more exposed), that allows the player to scale straight up. (See: Pit Sniper Tower)

Keep in mind that your entire map doesn't have to be flat. I'm not saying go crazy and make nothing flat, because that would be a profoundly annoying map to play on, but remember that slopes are a way to offer varied elevation, and with Halo Reach's "Fixed" and "Phased" options of placement geometry as well as the ability to turn things one degree of one unit at a time, being able to make hills and ramps out of pieces that aren't hills and ramps will be much easier. Take advantage of this. Angle your tunnel so it comes out in a way that puts the person coming out of it slightly higher than those who came into it. Now you've got a map of Floor, One Block, 1.15 Block, and 2 Block! It's variety, it's depth. It's a start.

As a final note on this subject, remember what I said about Micro-Breakers? They can be applied to elevations as well. As I mentioned the Pit's yellow pads, little subtle ledges that can be jumped on for slight advantages are a great way to add temporary elevation to higher-level play on your map. Little columns that can be jumped off of to traverse from one elevated portion of your map to another are also great, and can add even more of a skill gap to competitive play on your map.

To avoid writing a novel on general map design, I'm going to limit myself to one last topic before I wrap this entry up: Symmetry versus Asymmetry.

Symmetrical maps are ALMOST ALWAYS better for establishing balance from the start to the finish of your map. That doesn't mean you cannot make an asymmetrical map that is fair to both teams. There are four general types of maps, in regards to symmetry:

1) Totally Symmetrical: One side of the map is either a copy of the other side, or a mirrored image of the other side. Narrows, Pit, Midship, Warlock...all of these maps are symmetrical maps all the way to their core. Whether your map is symmetrical four-ways, two-ways, or flipped-symmetry (like Citadel), a totally symmetrical map offers the exact same opportunities to both sides starting the game.

2) Functionally Symmetrical: The two sides are...almost...the same. They work out pretty the same for both teams under most circumstances, but they're not EXACTLY identical. Standoff is an example of a map like this. The differences between the sides aren't enough to affect the two teams' playstyles. The only real differences in a Functionally Symmetrical map are aesthetics.

3) Mostly Symmetrical: The two sides have the same general features, but the different geometry forces teams to have to play their side differently. Valhalla in Halo 3 is the prime example of this type of map. Beach side needs Pelican to retake the hill, while Waterfall side needs Turret to retake the hill. Mostly Symmetrical maps tend to have equal opportunities for the START of the map, but begin to differ once the initial rushes have played out. MLG's Construct also falls in this category.

4) Totally Asymmetrical: No form of symmetry at all in terms of geometry or starting positioning. It is almost NEVER okay to have two-sided objective gametypes on these maps, but properly designed asymmetrical maps can work beautifully for Slayer, Oddball, or King of the Hill, as well as one-sided objective gametypes.

The important thing to keep in mind when making an Asymmetrical Map (for anything except One-Sided objectives) is to offer relatively balanced opportunities off the opening of the game, as well as equal opportunities for control and safe spawning throughout the game.

This doesn't mean "Red Player A" and "Blue Player B" both have to have perfectly equal travel times to the power positions or power weapons. In fact, that's not a requirement at all. What IS a requirement, however, is that if Player A can get to a power position faster than Player B, that Player B has at least one potential counter to player A rushing that position, whether it be a good sightline on the exposed pathway leading there, or an easier way to obtain a power weapon such as Sniper to attempt to Snipe Player A out of the power position. Likewise, since Player B is given easy access to a Sniper, Player A would have to have some way to harass Player B (such as an accessible DMR from the power position) in order to keep the two positions balanced, and allow the better player to come out on top.

It's important to remember on asymmetrical maps that power positions and power weapons should never be contiguous unless being in that power position is highly exposed and dangerous. Don't place your Sniper Rifle at the top of a tower at the highest point of the map with a ton of cover. Don't place your Rockets on a top middle platform with clear sightlines on everyone on the bottom of the map.

Make sure that there's not only one area of interest on the map when forging an Asymmetrical map. You don't want both teams sending everyone they have to a single location, leading to a clusterfuck off the start. The more paths and choices that can be made from the start, the more that players who display intelligent decision making can shine.

That should wrap up today's entry. I tried to keep it short, because as I said, a novel could be written on Map Design that still wouldn't cover enough to ensure every map ever designed was good. But hopefully, you've read the topics I've covered today and thought, "Audley Enough, he's right! Clutter DOES suck...and I need to add more areas that skilled players can take advantage of, even if casual players would just ignore them!"

Be sure to tune in next time, where I'll talk about [insert future subject here.] That's right, Audley Enough, I still don't know what I'm doing here.

Oh, P.S., if you wish this had pictures to go with it, too bad. I'm a writer. If you want someone to spruce these articles up with illustrations, send all hate messages to Anubis x MT.