Yo dweeb I got a sick new 2v2/4v4 map that's gonna surpass the airport map In about everyway. It's theme is a beachside mansion cabin/house that's a summer home and is currently foreclosed. (Don't have to furnish it this way) the map focuses on cycling battles wich take place on decks, catwalks and interior open air staircase/balcony rooms. The entire map will be split by a interior waterfall Creek/stream the decks will border and catwalks will criss cross. Glass and slit wood walls will be a big theme with the map and allow players visual infromation about the enemy teams whereabouts
I doubt many of us would be much use doing things other than level design. Idk maybe I'm not giving enough credit to our members, but I don't think too many of us have much experience with animation, writing, or character design.
@MultiLockOn H:CE doesn't have fast movement. I don't want lightning fast movement, but my game still has a 3.125u/s walk speed as compared to Halo:CE's walk speed of around 2.25 u/s. The air control is a higher value in my game, too, but that's not important right now. Oh, and my game may have 33% longer kill times, but it's still only .8s. That's plenty fast to make individual plays while giving a smidgen more benefit to team shotting than CE does. I may be a careless map designer, but I'm not a careless sandbox designer. tl;dr the game feels like 'Old School' by Kell and Slaphead with a faster TTK
I think kill time potentiality is important. That's why I love non-hitscan games. I think its great when a player is able to get a extremely quick kill time with a primary, but due to other factors it rarely happens that way. Every halo after H3 (besides reach random bloom crap) lowered that ability, where the quickest kill times became the norm not the extreme. This was due to how easy the weapons we're to use. Personally Id MUCH rather have slow kill times if there is gonna be little to no mechanical skill required to aim. That's why COD has never really appealed to me.
Ya that's the Problem. We're all pretty much level designers. I have some experience in programming but I can only really do 2-D games with that currently.
I'm sure it would be less popular but I'd also never use popularity as a merit of quality. When I say "good game design" I'm referring to the fact that they're flexible, so just keep that in mind. And by that I mean you take any Quake map and put it in Halo, no matter how it's scaled, it will never play the same or anywhere near as well. Put any Halo map in Quake and it would transition flawlessly. And that's primary attributed to 2 factors. The fast base movement speed, and the individual empowerment. Small rooms in small maps play the same no matter how you tweak the movement. And by that you could imagine how a map like Chill Out would play pretty similarly in Quake as it does in Halo. LARGE maps however are all salvaged. Every ridiculous open and stupid map that doesn't work in Halo like Gephyrophobia is no longer a problem, because the large spaces you traverse quickly and the small spaces are fairly unharmed. It takes a thousand and one tricks to make maps work in Halo 5 because it's so easy to escape, where effectively problem in level design is flat out solved by 1: fast base movement, and 2: empowering the individual player. It's like chunk has said multiple tine times - nothing plays good in Halo 5. It's just bad inflexible game design. And for the sake of example, I'm pretty sure if you increased movement in CS radically it would only help pushing and being aggressive. There's no sprint to compromise forward pushes but all the other metagame remains untouched. It would just be really odd visually. But I can bet if you decreased the player speed it would hurt the game. In fact I can't think of any FPS that would benefit from decreasing base movement, just like it's hard to find anything that WOULDN'T benefit from an increase. And quake is kind of moot because at a certain point it's just beyond human reaction and Quake is already insanely fast. But if you go to quake world you'll see most people there speed up movement in just about every quake mod. Exactly. This is why I said "base movement". It's not fast base movement but it is individually empowering. The weapon sandbox keeps just about every map in check. Pretty much. You're getting into the whole "fast perfect kill with slow average kill times" philosophy that defines just about every successful shooter in the last two decades That's good game design. --- Double Post Merged, Apr 5, 2017 --- Let's make a game
@MultiLockOn I'll take time to fully respond to your post once I'm off and I DO agree with many or your points but until then consider this. Increasing base movement decreases the sense of accomplishment of forward progression through large areas. You can be here, snap your fingers, and be there. This is great for some games, but for others (primarily battlefield) it reduces the importance of tactical progression and that is a HUGE negative in my book. Many other players and fans of the franchise would be quick to agree. Being locked down by your base movement speed is core to what makes the game what it is. Since you can't be usian bolt on crack in Bf, you need to use vehicles, covering fire from teammates or other geometry in your vicinity to progress, which imo provides a more intimate and personal realtionship with your teammate and immediate surroundings on the map around you.
Oh battlefield is a whole different beast and I wouldn't dream of compromising it's formula. I'm talking about games that use arena style maps. Not even necessarily arena shooters but anything that doesn't use massive battlegrounds..like battlefield.
Lols playing a Battlefield map in quake would be like drive or die in Halo 3. Players just zipping around everywhere.
Like I said it would be like playing Tribes basically. Giant ass maps with crazy base player movement. That is tribes. --- Double Post Merged, Apr 5, 2017 --- Are we good for anything?
In no particular order, I am proficient or at least familiar with fbf animation, writing, character design and rigging, 3D modeling, concept art, cinematography, storyboard pre viz, sound design, score composing, UI design, sandbox design and of course, level design. But **** if I know anything about programming.