People seriously need to not create these "arguments" over some very obvious miscommunication/different use of terminology.
Anyone else find it ****ing hilarious that r/halo is just forge maps/remakes based on aesthetics only.
This is my understanding as well, aPK. Happy to read that I am not the only one who views verticality and height variation as separate design concepts, and I imagine that many forgers from the MLG Forge Forums/The Halo Council have a similar understanding. Though verticality and overlap are not exactly synonymous, they are often mentioned in tandem when describing how the vertical levels interact. I strongly support your post several pages back regarding map criticism videos by the way, and feel free to completely tear my maps apart As Korlash just described, Midship is an excellent example of verticality and height variation complimenting each other within a compact space. My Starlight WIP is simply an attempt to pull off that same complimentary relationship within a completely different type of design--a vertical, catwalk-based asymmetrical space with death pits. The map has 3 vertical levels with a "Pink 3"-esque 4th level that players can access via both hard and soft routes. I am quite happy with the design in its primitive mass out state, but there is most certainly room for improvement, and I have already cut off certain routes through the central building to eliminate the swiss cheese effect there. To be clear, I am in no way attempting to rebrand concepts, nor am I claiming ownership over the ideas. Just sharing knowledge that I have accumulated through my interactions with others in this community and through my own personal design experiments/study of game design concepts. And yes Haunted, good map design enables heroism. I am just describing how you can be conscious of the specific types of heroics possible within your space as you design @A 3 Legged Goat @Given To Fly Would you have interest in helping me with aesthetics/environment art? This offer is open to anyone with interest in helping art my map, by the way.
They're neat to look at but remakes just don't do it for me as I enjoy playing on original-made maps. The /r/halo community rubs me the wrong way most days.
Team Beyond special "Looks good, not competitive" "Put into HCS asap, what, frame rate, nah put it in HCS"
I don't to jump into these debates often but hey. These are views you may agree or disagree Vertically is how vertical your map is along the z axis. Height Variation is that, the variation between the heights of the map. Examples. Prisoner is vary Vertical but only has 4 different heights. Midship on on the other hand is not as vertical as Prisoner but has 7-8 different heights depending if you count P3.
Think this is what i was going for, but it was late and i was busy going through thesaurus.com to translate @The Fated Fire's post. On that note, dunno if i'll have time to oversee aesthetics but I wouldn't mind helping to develop themes. I think we've seen a good amount of diversity in aesthetics at this point so everyone should have a good palette to work with. @Yekkou's map for instance is brilliant for indoor urban structures and its piece usage can easily translate to an outdoor futuristic setting should the map go that route.
@Seth: That's exactly what Ben just said, you noob. I think the use of 'heroism' is just symbolism. The heaven/hell symbolism is just a story that's tied to a basic principle of map design: risk vs reward.
The heroism symbolism would be okay, except that its not a widely used and accepted term. At all. So using the term as if people know what it means doesn't communicate much of anything. On verticality: I think a key here is interaction between different levels where certain levels are harder/slower to get to. If travel between levels is as easy as walking around on one level, then there isn't much difference between the two. Which can still be really cool, as it can present way more options to the player.
making an interesting middle point is harder than it sounds. feels like most maps either go one of three ways: 1. the middle is meant to be held down (or camped) 2. the middle is quick and transitory 3. the middle is ignored entirely
I'm determined to get enough done tonight on my map that I'll be able to show you all a quick run through tomorrow night.