Honestly think that's the best way of forging. Too many maps these days have so many little random routes just for the hell of it (esp. the dev maps) and I find it much more intriguing and challenging to create spaces that require some actual FPS skill to master and do well on.
Goat I think you're misinterpreting what I mean by small scale designing. And on the whole I think Halo 3 forced people to be more creative. The "best" Reach maps I always thought were boring.
Well you never clarified after that so I assumed you referred to things that allow players to dynamically change an encounter within a playspace.
I admire the creativity and patience that went into forging H3 maps, but honestly, I really don't think many of them stand up to Reach (aside from the lack luster grey color that plagued Reach).
I just never understood how we could budget glitch sandbox & hit the item limit without frame rate issues but Reach was terribly plagued with it.
Nothing will be as bad as the FOV in filter. Like ever. As for the whole Macro/Micro thing; I've always preferred maps with a more deliberate flow to them than pretty much all of 343's maps. All of theirs end up super swiss cheesy and engagements suffer because of it.
Anyone seen this? https://twitter.com/Danayoub/status/756214028175745025 I've been staying tuned for 2 damn years now Dan.
I refuse to get my hopes up. Not believing anything they say about it until I actually see it and it actually works correctly.
They freaking need to fix Reach first on the Xbox One... Around 50k people would still play it, if it was working correctly. Microsoft and 343 just try to forget about it, once again. I don't ****ing know, why this isn't a bigger deal to all the people!
THIS! "Remember Reach" I know Halo 6 should take priority, but...Reach shouldn't have that frames issue. It's bad.
Halo 5 map preview: Tide Pool This coastal research station seems an unlikely place for a battle. But this serene setting is unfortunately in a perfect postion to launch future attacks from. Can you defend the station or will it in become yet another casualty to the war? *Still a work in progress.*
This is what I got out of the whole Macro/Micro thing. @MultiLockOn @SaltyKoala The Red line is a Macro path between the two buildings. From what I am understanding, Macro simply refers to the predictability and deliberate decision making within that playspace, and the opportunities available to a player when they commit to that area. That path is Macro because there are no obstructions, drop downs or ledges to influence the combat on that path. As soon as you decide to walk on that path, that's it - you're on the path. So you either win all your encounters on it or you leave it. If there was some kind of obstruction where the blue box is, that would add some Micro gameplay to the path by allowing you to change the gameplay or prolong the encounter. The rock with the red box around it is also a Macro path because once you're on it, you're on it. But when we look closer at that rock, things get a little more interesting. The pillar portion supporting it would be a Micro element for the path on the bottom level because it is a line of sight obstruction. Some version of this rock have also had portions jutting out to allow players to jump off of, which creates dynamic gameplay down there. Thus, you have options available to you even when you commit to being down in the pit. The building on the left is mostly Macro; however, there are 3 ledges like the one shown in the green box inside the building that the player can jump on. Thus, you may be inside the building, but you can still utilize elements of the building to your advantage. You said Spellbound doesn't have this within its rooms and you would be correct. The map is incredibly Macro because there is a lot of playspace to cover, therefore I didn't think the player should be able to spend too much time in one area. On that map, it keeps the combat moving and forces people to use the flanks, which is something I will enhance as I continue to polish the map. The map pictured above however is much smaller and much more of the playspace is visible to you at any given moment. Its design is based moreso on vertical encounters, and I think what will facilitate that is to make sure the Micro elements are weighted more towards the bottom portions of the map. There are a lot more Micro structures in that design, but most of the paths remain very Macro. I didn't take it to mean "nerd ledges" necessarily, although I think that is part of it. But this definition makes sense to me, and it's something i noticed when playing Purple Reign. The back hallways on that map function like Micro elements while the rooms themselves are largely Macro. When you mentioned "small scale" stuff I figured that you were referring to the little geometric details that add to the play in the design, and those are indeed more difficult to accomplish with terrain. However, I could always implement a rock ledge on that red path if I wanted to shake things up. Feel free to clarify if I am still interpreting it wrong. I do think what I've illustrated here though is pertinent to map design nonetheless.