GhaleonEB said:
Aye, I don't envy their play testing team. I suspect that a large swath of submissions will be nixed quickly because they won't follow the instructions correctly. And from there another chunk will go because it's easy to tell a very bad map from a good one very quickly.
But from there, the only way is play testing. And that takes lots and lots of man hours, if there are more than a few hundred maps.
One of the things both making and writing about my first map really cemented for me was that building good maps is hard. Like, really hard. From the basic elements of concepting and designing sight lines to handling the variables of player movement, vehicles, spawns, objective placement, object density/game slowdown, multiple game types....the list goes on. It's a thousand big decisions and a million small ones. And then it's got to be play tested and iterated a dozen times over to polish.
And even then, lots of people will hate it.
On GAF customs, the ratio of good to bad maps is pretty small, and the number of people really iterating on their map design rather than firing off one quickie at a time are few. (Self-reminder: try the new Crown of Flies tonight.) But that's not really anyone's fault. It's just that making good maps is very hard. And play testing them will be just as tough.
I really look forward to whatever set of tools Bungie is working on to help filter community content that Urk has hinted at. I know it's taking time to put together, but it should help to find the best of the stuff that's out there.
The ease of Forge brings kind of an interesting piece to the mix, wherein putting down geometry, for a map is VERY easy, and actually pretty fun. This has led to an insane number of maps being uploaded, and never tested. There's so much garbage floating around, that it makes bubbling the good stuff up even harder.
When I first got Reach I DL'd a ton a of maps, and remakes, till I realized that 3/4 hadn't actually figured out what was going on yet, so I'm content to wait for the "Buried Treasusures" and Forgetacular results.
I've found that it's so easy to get blinded by the love for your own map. I had so much fun playtesting, tweaking, and rebuilding my first map, "Bounce." Then I went to play it 1 vs 1 after I hadn't looked at it for a while, and I realized, "Hey, this isn't really all that fun, all of the encounters are just playing out the same way , every time." That was honestly pretty heartbreaking, but that realization has taught me a lot that I'm using on my second map. At this point, I've basically given up on Forgetacular, because my maps just aren't good enough yet.
Basically any kind of good maps are going to take a really talented forger, with a lot of personal ambition and drive who can put him/herself in the right communities to get honest feedback, and invest real time in the maps. I'm not really sure if there's much Bungie can do, in fact, even a custom search wouldn't do much, as after playing some forged creations that I DL'd randomly,I would NEVER actively seek out untested/upolished forge creations.
In the end, great forge content is just going to take time, there's not really a way around that, hopefully the Forgetacular contenst is the real start of it.
I also hope my weekends sort themselves out so I can start getting into more Neo-Gaf Forge testing sessions/customs.