Just make your teleporters look like teleporters, people. I don't want to play a guessing game about your new avant garde way to get me from point A to point X.
It literally takes 10 seconds the first time you play a map to see if something is a tele or not. I will never, NEVER make some green glowing door frame.
I hated Legion and loved Oblivion. I always felt that Legion was a crappy 'remix' of Trinity with a oversimplified 343i forerunner theme that was impossible to have fun on. Oblivion had a great theme, interesting and creative concepts that didn't bog down flow, and was a helluva lot more fun than any other 2v2 I had played.
That Extermination map I was making was gonna have that foggy doorway thing from Dark Souls for the Teleporter.
No dude it's not a green rectangle I don't know what it does and I could never learn. Well you're right about it being a Trinity remix because that's exactly what it was lol it was early forge and it was supposed to look like purgatory or something. The shapes have aged ok but the forging hasn't I can definitely see that. But Legion is the only map that I know of that you can do nothing but play stupidly aggressive and push, and win every time. Which is why I love playing it.
No I get that, believe me. I just think that sacrificing potentially cool mechanics like the Oblivion teles for 10 seconds of accessibility isn't necessary.
If it were telegraphed better to the player, it wouldn't be that big a deal. But how often are players going to purposely jump down a random hole in the ground? On a map where there are already ways to fall to your death, albeit much brighter death pits.
Oh I'm not disagreeing with you in the least. If I were a developer I'd do a much better job at conveying that message to the players but with forge there's not much I could do with that tele that won't make it look super tacky. Believe me, I get what you're saying.
@Chronmeister I wanna enter @MultiLockOn hypothetical contest tho @xzamplez Multa was AWFUL. Yes it had bad spawns, but it also had bad flow, design, piece usage, and art. I don't think Legion was a great map, and it is very far from normal, but that is why it stands out. But I don't see why Legion was even brought up. It was built to get familiar with H5 forge, and somewhat replicate Trinity's gameplay. Even if it is overly dark, it doesn't matter because the layout is overly simple. Again, I don't like the map much, but not because it is "clunky" like you claim. My issues with the map reside in heavy team awareness, positioning, and gun skill. Now, none of those are bad things by ANY means. The reason I don't always enjoy the map is because ultimately, it focuses on making the player feel VERY uncomfortable. (Which is the main intentional way it was designed) You are forced to deal with your enemy, not abuse the map to run away. I don't even think it's possible to spartan charge someone on that map lol The floating rock (ugly as it may be) doesn't slow down gameplay lmao, it is the fastest route to the top of the map. This is naturally balanced by the restriction of player movement while using it. You feel like a sitting duck on an otherwise uncomfortable layout. But regardless, the alternating power ups were badass, and the on-map timer in the sky was badass. And before we start throwing out the "you're just brainwashed" or "You're also upset you didn't win" argument derailing bull****, I made a lame 4v4 iso-inspired pile of casual regurgitation. A map that I'm not even particularly proud of, that against my will, has been pushed for MM several times lmao. I'm saying that because I hold very high standards for any map, and I've certainly outgrown my own previous standards. @Sitri I think the only problem with Oblivion teles are the lack of in game visual effects. Hard to translate the concept well with such restrictions. I do however think it is funny how Multi's maps are constantly brought up only to be attacked or defended in every irrelevant scenario or conversation lmao.