Okay yeah but thats just mechanics that drag down gameplay. You should still be designing Halo maps to function like Halo maps. I hate H5 but its still more like Halo than cod or battlefield.
My shot was KRISPY last night, also I would like to play with someone other than the same 4 people, message me if you want to play 2's http://xboxclips.com/xXandrith/6c30a82a-7ea5-42dc-8bf8-4d072b157323
Why are we arguing about where our inspiration comes from or if the maps resembles something from another game? If the map is great for the game you want it to be played on, I'd call it a great map.
I think that replacing gravity lifts and man cannons with ring/thruster launchers would help with forcing the flow wanted by gl/mc in map design. Unfortunately ground pound still exists though... Also, Ian McCollum is best dad
lighting is part of set dressing which includes "painting" and "local lighting" as separate entities.
Because it misses the point People have varying interpretations of what is considered a "great map" because Halo 5 is a very divisive game. For the most part, all of the Halo games prior didn't pose many challenges to design for and maintained similar design principles. In the case of Halo 4, maps simply had to be "upscaled" and stretched horizontally to account for Sprint. But now we have so many different mechanics to balance on top of an arguably broken weapon sandbox (on account of hitscan and ease of use relative to the pistol), and it leads to conflicts within those established principles. Sure, one could argue that "there are no rules" as far as what you can or should attempt to do with a map; however, there are still constants that provide a base level of playability and those are often subject of debate. Things like player escapability, movement opportunities, safe spawning, height variation, red reticle ranges, pathing length and witdh - all of these are drops in the stream of collective design consciousness that ebbs and flows with the change of each Halo game. And in Halo 5, it happens to be rocking violently. Coincidentally, Forge has evolved so far ahead of previous games that we're seeing that divide exacerbated by the diversity in map designs as well.
That Midship remake alone almost made me want to play Old School again, let alone launch Halo 5. @darkprince909, good **** my guy. Actually **** it, I'm going to go look at it if it's visible.
I'm just tired of maps being called bad because it doesn't follow a formula. A map can be good even if it only has to levels or a long corridor. I've been forging quite a bit for halo 5 even though you probably never heard of me lol and I've discovered that anyone can make a decent map following the principles but a map becomes great ones you leave them and do new things. Which I am yet to do.