1:ew halo 3 4runner > reach sorry 2: both of 343s are ugly. Besides that halo 4 pic is concept art, everything in game looks significantly uglier
That's not concept art. Everything I just posted are official screenshots, but Cauldron looks more or less the same in game. I like the Halo 4 Promethean stuff but my favorite is the last bit of Delta Halo stuff from Halo 2
That's fine. There are at least a dozen different variations of Forerunner and Promethean architecture across the games. Bungie made some ugly **** too
Team Regicide on Outcast in Halo 4 was the greatest gametype of all time. It was like hunting bin Laden in his caves.
Yeah I know that's why there was no halo 4 covenant maps. I feel like there is so many possibilities for types of maps with a covenant theme. Layout and art. I don't see many forge cov maps, it makes me sad
I hope 343 removes Clamber from Halo 6 and replaces it with a Double Jump. I don't mind the Thrust mechanic on its own, but Thrust + Clamber just opens up too many game breaking maneuver options and it makes map movement stupidly unpredictable. The only way to account for that is by scaling vertically, which disadvantages the player on the bottom moreso than they were in previous Halo games because the player up top can ground pound, and they have no risk involved with falling down because there's no fall damage. Double Jump would have been a much better mechanic than Clamber because it has offensive capabilities. You can still access areas or "make a jump you feel like you would have missed" with Double Jump, and you can still change map scaling to block off certain areas. But at least in the aforementioned scenario, the player on the bottom would be able to outmanuever the player on top by using his second jump ability. We could also have fall damage back too because then players would be able to break their falls. Obviously fall damage is not a popular gameplay option, but it breeds smarter level design and more risky power positions, which would balance the increased movement. There's no punishment for moving erratically or "going everywhre from anywhere" in this game beyond delaying your shield recharge, and that quite simply isn't enough.
If by good you mean "less **** than the rest", than yea. I helped the HaloWheelMen out with the Invasion maps before they went in the playlist and Floodgate was definitely the strongest of that particular batch (although I had a New Mombasa map that was much more fun and it didn't get in because it was modded). The problem with Floodgate and the rest of the maps was that they're way too easy to spawn kill on. And unlike the other maps, Floodgate was ridiculously open and flat, so it was even easier.
Floodgate was the only non conforming invasion map. There was no visible mechanical barrier to bring down. I pointed this out but it was Sarge's favorite so it got in. So sad...
I agree with this. I feel like people have gotten lazier with their infection designs tbh, putting more effort into aesthetics and not thinking about gameplay and flow.
The BR should remain as the golden standard utility start in every future Halo game. Also Magnum starts without a scope is ****ing disgusting.
People treat forge like a job where you need to come up with something big to get a promotion, some don't even take advice of any sort at all and complain when they specifically ask for feedback. There are testing lobbies I would never bother joining because a fairly decent amount of forgers are jealous condescending, assholes. They don't see good content as inspiration or as a way to make a kickass map, they see it as a threat to their imaginary career.