I actually hold the title for the most immature person on forgehub. Stop letting them steal my glory ace!
You gotta be really strong Dude what lol you've been here long enough to know that's not true. I regularly type novels and make longer reasoned posts than most people are even willing to read. But when someone blatantly insults me I'm not going to bother. Everything purely has said thus far has basically been "I play a lot of ow and watch pro gameplay and so and so is the best" --- Double Post Merged, Jun 3, 2017 --- The bible
I've seen nothing but butterfly kisses and winky notes being passed between them all, where indeed are these insults? So what if they're just a little more into s&m than the rest of us?
People miss understood reach too. If we embraced reach and created maps to cater to the highest skill celiing possible, they'd be jetpack maps designed around everyone starting with the jetpack loadout. Yea, I said it. Challenge me negros.
Not really sure of your intentions with this post but to give a straight answer, I am 10x the designer I was before H5 came out. Seriously anyone that can design around all the bullshit in this game and come out with something decent will probably excel anywhere. I'd probably say Halo 5 is the hardest shooter to design for, maybe ever. I can't think of another game with as ridiculous of movement and shitty utility weapon and stupid weapon sandbox and dumb kill times as Space Shooter 5
If a designers goal is to create Slayer maps that play like the pervious bungie halos sans reach I'd 117% agree with you.
Ok, so I'm thinking of adding swimming to my game for certain maps. One of them is supposed to be in a tropical storm in the Hollywood hills (weather manipulation facilities are part of the lore, so that explains the wetness). The estate has a pool that players can barely make out enemies in because of the heavy rain/wind disrupting the pool's surface. Also, being outside then moving inside fogs up glass optics. There's a tonne of clear and frosted glass that can be shattered, some opening sightlines and some opening up movement routes. I'm thinking of an asymmetrical atrium layout with multiple levels. Thoughts?
I don't think anyones goal is to make anything play exactly like any Bungie maps. I think people just like "good maps." Over time most people here have probably come to agree on terms that define what's good. Ie a map where no one moves is not good. A map that is so dense you can't find other players is not good. If you're getting at what I think you're getting at, which is that designing for Halo 5 means following the developer precedent is the correct way to design, then you're wrong. Partly because I think most people will agree that corner camping automatics is not the ideal way to make maps for a game franchise that has typically not rewarded that, and partly because the developer doesn't even know what message they're trying to send. And even if they did know, that doesn't make it the best message. Of course anyone is free to say "its Halo 5 this is how maps should play now" which essentially boils down to blah blah well that's just your opinion and we get nowhere. In essence there's no point in following a developer precedent for level design just because they're a developer. It makes sense to reward level design for principles that the majority (or smarter bunch) of Halo players deem you be worthy of reward. And of course you're free to say "yeah well what's wrong with rewarding crouching with automatics" and I would probably just stop replying.
Hell no. The designer precedent is exactly the wrong direction Imo. It was 343is attempt to make Halo 5 feel more like Halo by designing the maps In the manner that they did. Halo 5 is NOT Halo and appeals to an entirely different player base then what bought the game. Its clear they based the game around objective 12v12 warzone gameplay. Im of the belief that Halo 5 maps shld be made for 6v6+ objective tactical slower gameplay. I've yet to design a map that truly embraces this thought process because I'm a puasy but I'm in the process of creating a map and gametype for "H5 domination" a slayer/strongholds varient with a complimentary map. Most people will find it aids, and the reason being is that Halo 5s strengths appeal to a very different player base's interests then what H5 was marketed towards.
If anything Halo 5 was designed around nothing but 4s, but at the end of the day the point is that the game is very inflexible. I remember playing their doubles playlist when it first went up and I was mind blown at the blatant crouch fest everything was. Not only were the maps clearly 4v4 exclusive but every single gun was made to be completely op to turn the tides of a campy 4s match. Sniper, railgun, plasma caster, os, whatever.
Edit:[WARNING] this joke is highly offensive. If you get offended easily, please avoid reading further. 0 x 10 = 0
Microtransactions would like a word with you. Follow the money trail and it will lead you to the truth.
Ive said it once, I've said it twice, I'll say it a million more times. H5's totally busted aimng mechanics and weapon sandbox is what makes the game suffer the most as a FPS. (Followed by poor map/gametype design) A whole slew of reasons make it suffer as a "Halo" main title.... Think about it, I mean really think. Do you honestly believe melinnals would have the patience for the cash crop milk cow that is warzone without Sprint?