a rascal cat writes:
Inspiration. Dedication. Recreation.
We're kicking of the new year with, Preserve by WhtButterflyLiz. Liz did an incredible job of describing her map in the interview below, so I'll let you check that out for yourselves. Enjoy!
Q. Who are you and why do you Forge?
A. Well hey there. My name is Liz, I'm an architect by trade and a WorkPLacer by night. Why do I Forge? Because it's fun! =) The building blocks and canvas we've been given with Forge World, combined with all the new tools like phasing and snaps mean you're pretty much only limited by your inspiration in making maps for Reach. It's fun to build spaces you can run around in, and then share it with your friends.
Q. What was your inspiration for Preserve?
A. Well, the first thing I did when I booted up Forge for the first time back in September was spend an hour or so flying around the map looking for spaces that interested me. I found the little ledge where Preserve is situated above the canyon and thought it would make a great starting point for a semi-suspended map. Then turning around and looking at the beautiful view I had at my feet, I thought "Wow... this would be a great place to have a wildlife preserve." I could just imagine Forerunner lions lurking the canyons below. So I organized everything on the basic principal that it was an observation deck. So we have the glass railings at the very edge, some holes in the deck to look directly down on different wildlife on the slopes, a stepped design as you move back from the edge, and hopefully a sense of respect for nature with the rock garden and walkways that avoid treetops.
Gameplay-wise, I wanted something that was large enough to host 5 or six on a side, but wary of the DMR's deadly accuracy at range, I wanted a curve to the basic design so the bases were protected from one another. I wanted an element of height that served the verticality brought to Reach by jetpacks, but I personally really REALLY dislike maps in which the upper levels dominate the lower levels so much that there's no point in going down there. So I tried to get a great variety of pathways to and from each level worked into the natural flow around the map, and I put a copious amount of cover on the lower deck while leaving the upper walkways pretty exposed. Hopefully this keeps all three levels engaging.
Q. Anything else people should know before they download?
A. Preserve was designed with 1-Flag in mind, so I would say that and Team Slayer are the optimal gametypes to give a shot on it. I also set it up for Headhunter since that's one of my favorite new gametypes, and King of the Hill since I felt there were distinct strategies to holding specific parts of the map that changed significantly based on where the hill was, so it should stay challenging. It was my very first attempt at the Forge in Reach, so it has a few wrinkles that weren't ironed out, and a few gametypes not supported, but I'm pretty proud of the overall product, and I hope you all enjoy playing on it!!! =)
Lastly I'd like to give a shoutout to The WorkPLace, who make Halo fun every night and are an awesome group of people to just hang out with, and The T00L B0X, who give me the playtesting support and constructive feedback to turn my maps from pipe dreams into really fun playable spaces.
Thank you so much for answering our questions, and constructing this remarkable map, Liz.
Note to the community: Be sure to download the Preserve Map File below!
Map File: Preserve