Problem with remakes in 5 is that sprint and new movement options make it necessary to build larger, but at the same time the weapons are now hitscan so it changes how the map plays, it is a lot harder to segment via distance (still totally possible, just harder) So, it makes the map look too big in comparison. That said, it does look a tad large even with upscaling in consideration. In particular, the jump to sniper building from the main square seems too far.
The utility weapon has abysmal range. Combat scaling should probably take precedence over movement scaling.
Hey doods i just posted the first update to my map Recluse, check it out! http://www.forgehub.com/maps/recluse-beta-v-2.2514/ Also working on a smaller remixed version of this map, a really dope infection map, and a city map. Lotta work to do!
No, I wasn't being sarcastic. Say you scale Lockout "for sprint" and make it larger. Then what? The pistol is too shitty to actually apply pressure tower-to-tower cross map (the one redeeming quality of Lockout) so no one can actually kill each other, and at that point you've changed the map's entire playstyle just so you can move across it in the same unit of time, but can you even? Does it even matter if literally no other aspect of Halo 5 can scale with the movement? Keep Lockout proper size and what happens, the pistol can still cross map (kinda), the grenades can still flush out rooms, you still have normal room to room encounters, skill jumps remain intact, even the pacing is more similar to traditional Lockout. The only difference is that people can run away and thrust at a whim, but guess what? That's Halo ****ing 5, that's what people LIKE about this game. In fact, that's all Plaza is. Peek shooting, thrust back, nade spam around a corner until someone runs in your face with an automatic and it's a cluster ****. That's what plays "good" in this game. So choose between combat ready chaos, or meaningless crossmapping that STILL results in people hugging corners and thrusting away, only this time the map is 2x as big so you can't even run towards them to punish them. The ONLY way this game plays "good" is with a map that's porous enough so that you can't necessarily GET everywhere, but you can apply pressure from anywhere. EDIT: Halo 5 also has a smaller FOV than H2. Meaning any map with identical scaling will feel smaller.
Well my exact quote was Obviously there isn't going to be some catch all scaling rule to design by, but in the case of remakes (ESPECIALLY lockout which relies on cross mapping) you're going to need to preserve combat. For unique maps you're free to design as you want
Yeah, I pretty much said exactly this same thing shortly after the game came out. I don't necessarily think the weapons or movement are completely broken on their own. The combination of a starting weapon with relatively limited range and movement options that make finishing battles difficult pretty much forces us to pick our poison when designing maps, though. I think it's nearly impossible to strike a balance that results in gameplay I truly enjoy. I naturally gravitate towards overscaling my maps, just because I've always believed that poor movement and decision making should result in death. I probably need to let that go though, because I don't think the new movement options are going anywhere. If only they would've actually made the CE Magnum function like it did in CE... I imagine a starting weapon with a faster optimal kill time (on a weapon that's hard to get a perfect kill with) would have gone a long way in balancing out the new movement abilities.
It's not hard to scale for Halo 5 after you figure out what needs to be changed in the first place. At the most, your maps will only need a ten percent increase in horizontal movement, but even that isn't necessary. Sprint isn't as big as a deal as people are giving it. What you should focus on is not making the maps wider, you have to make them taller. Clamber opens up freedom for a player to traverse floors faster than Sprint will ever do. You can create original maps and remakes by scaling a bit of the horizontal and vertical planes. You don't need to excessively stretch maps like so many people are doing. It's not necessary. I thought this was discovered already. Guess I was wrong in assuming that.
If there's one thing I'd love to see in matchmaking, it would be a top-notch Lockout and/or Guardian remake/remix that plays as well or better than the original. I'm too nervous to attempt it myself as I am a bit of a wee noob forger...
Nothing plays competitively with multiple player speeds and multiple utility weapons. I still can't understand that after 15 years of Halo, we're still getting experimental mechanics. We know what works... @MultiLockOn told you you wouldn't finish.
This is something that has quite confused me. I see players praising the H3 BR for having a more limited range by not using hitscan, then see players criticizing the H5 Magnum for being too short ranged.
I would not be one of those players. Halo 3 is my least favorite Halo game for a variety of reasons, but primarily because of the BR. Also, the H5 Magnum isn't bad solely because of its range. It's bad because the range doesn't complement the movement. The range could be fine in a different sandbox.
I tend to scale upward outside of my map Amphitheatre. I think that well done verticality makes sprinting impractical and slower to traverse a map, but I may just be addicted to ring jumps. :/
Scaling in H5 is very interesting indeed. I think the magnum is excellent at range and magnum vs magnum battless outside RR csn be quite fun. I think ppls views of it being terrible at range come from the other rifles being op and magnum vs (br,dmr,carbine, LR) being extremely unbalanced. This causes maps that include these rifles that are larger scaled terrible to play. I don't think forgers shld place BRs or DMRs on maps and LR and Carbine should be used as tier 2 or tier 1 powerweapons