*are --- Double Post Merged, Jun 3, 2017 --- As much as I disagree with multi on **** he's 100+ the designer you've proven yourself to be, and 100 + 0 is 100. Believe that.
Jesus Christ comedy is dead here. Nobody can take a joke. We need to be 100% serious all the time and take offence to every single thing. Obviously I dont really think he has zero talent.. I feel like I would have killed the joke if I explained that, but it looks like you did that anyway.
Well it's hard to distinguish between all your stupid opinions. How do I know which is serious and which is a joke.
You mention me a lot in your messages Multi, If you have a crush on me then just say so, stop with all this senseless foreplay, you are being such a tease
Um, v7 didn't have Armor Ability starts though. Jetpack was a pick-up that was rarely seen on maps anyway. v7 plays like classic (Actually it kind of just "is") and the community maps made for it were really good. Especially for 2s and 1s might I add.
I completely agree with this statement. If you go back and read what some of the original bungie developers would say about their design decisions for their maps you can see they actually thought through the game player experience at levels we would never think about, even though we engage their maps as the maps were intentionally designed. Halo 4 (and from what I gather of halo 5) did not require the same level of thought because the game play made them irrelevant. But more importantly I doubt 343 has any developers that could articulate some of those concepts. The emphasis beginning with halo 4 has been to create a painting rather than a map. I also think that forge introduced the community to level design as a discipline that without forge we would never have had. In the context of halo 3 and reach it began for some of us a journey to learn even from outside halo (e.g., counter strike). What i have learned from bungie puts 343 to shame. When they say all the H5 abilities are to immerse us into being the super hero, they confirmed for me they were attempting to justify their design decisions with fancy words that leave us in awe while all along demonstrating they didn't understand the basics of applying that word to their own game.
I'm aware of that. V7 was great and it truly did make Halo feel like Halo again. I think you've missed what I was hinting at. I believe that reach would've had a much higher skill celiing and in depth gameplay, albeit much different then classic Halo gameplay, if ALL players started with the jetpack loadout and the maps we're entirely designed and balanced around this principal. Would it be Halo? Aboslutley not, but I believe it would of been something that would require more mechanical skill then V7.
Random: I swear the next time someone that I hooked up with back in my teen/bar star days posts that they are now a *******, I'm totally gonna reply "inB4 *******."
First off, I recognize that this wouldn't be good for a Halo main title. Secondly, jetpack usage DOES NOT at any point In its usage stop you from shooting like sprint, thrust, shoulder charge, slide, clamber and ground pound do. Lastly, the maps would have to be designed ground up to cater to this constant. Yes, I believe a game identical to reach NBNS where everyone starts with the jetpack and all maps/gametypes designed around it would require more mechanical skill and strategical skill then V7 reach.
Evade is a far better gameplay mechanic that thrusters, especially in map design. I'm only talking about the fact that it is more consistent for evade launchers versus thrust launchers.
No, but here goes... Level Design provides the opportunity for sufficient mental masterbation to temporarily relieve boredom. The End