No, you definitely don't have to push. All the catwalks except for the highest serve as walls, and the teleporter can be used to cycle. Legion definitely wants you to push, but I don't feel forced, I feel rewarded.
Right, but not in the context of the map because there's no 'bad' spot on Legion. There's just better spots, contextually. Any spot can make sense in the right moment and scenario, so you're not being guided through the map on the whim of a doorway you can't watch or a ledge you can't reach. You're guided on account of the other team shoving a frag up your ass if you don't counter their own movements.
I love slayer as a primary game mode. It's the most solid way to design, and it provokes the most thought when doing so. If it'll work for slayer, it'll almost definitely work for objectives like hill or ball. I really don't even want to design for flag or (cringe) strongholds. Purpose building is cool and all, but If I find a map I love, I want to play everything on it. Not just isolate my experience to multi flag. **** that. Not to mention 4v4 gameplay sucks compared to 2v2.
I don't know what this means but it doesn't sound like it disproves what I'm saying. I don't see a difference between forcing one team to move because they dont feel safe and rewarding the other team for making them move on that map. Seems like they're the exact same thing in that context.
Out of fairness to competitive players, who sometimes rightfully get a bad rap for their opinions, most of them are in agreement that Slayer is terrible in H5. It's still used primarily because there aren't enough other good game types, and because spectators as a whole still enjoy watching it.
I began re-forging my old map, Interchange, when Halo 5 first came out. I probably forged on and off for 4 months or so, then started up again once or twice when updates came out. I don't think I've forged anything for over a year now because I've been too focused on other things. Anyway, I'm thinking since Halo 6 is so far off, I don't want to put off finishing at least one map in Halo 5. I've finished the overall block out of the map and am probably done with 50% of the aesthetics. The map is a figure 8 design, so it's symmetrical. I think the layout looks cooler than it probably plays, but it has a nice mix of vehicle paths and foot paths. For anyone who's seen or played it, what are some ways it can be improved to make it more competitive and fun. I mostly started it so I could focus on learning Halo 5's forge without having to think about a new design, but now that I have it so close to being done I think I'll finish it and hopefully improve upon the original. If I can muster it, I'll post a few pics this weekend.
i have to agree Edit I meant I would put legion before the others but I don't agree its his only competitively viable map
In addition to Interchange, I've also come up with a ton of cool concepts for a new Cubeskew map and have tried a few things in forge. Do the rotation scripts still operate inconsistantly? That was one of the things that discouraged me from really beginning the new Cubeskew map.
i wouldnt trust what they said about map design, but when they bring up a problem, its usually because somebody abused it. ideally a halo game has maps geared towards high leve play, less serious maps, and then the whacky stuff. all of them should play well regardless of their target audience, but the wider you go the more variables you can add to shake things up. best example of this is action is smash bros. bunch of fun stages but most competitive matches are played on the simple ones
There's not really a hard line between the two but the best example I can give is Shurima and Legion. Shurima you literally don't have a choice to play anything but fast because of how small it is, you're not really making the choice to do anything. You spawn and they're in front of you. And if you're not making the choice then you don't feel rewarded. Legion is pretty big. I remember joining a btb lobby during the 2v2 contest and fated joked "I've heard you've got a big team map in the works" talking about Legion. Yet it plays at a faster pace when played properly than any other map in the contest. When youre aggressive on Legion it's because you chose to cross the gap, and you get that instant gasification of knocking the other player off the catwalk.
What I've learned from the daily novel: -largerfiends' ACTUAL ***** MAP (teleporter is literally in the same place as the sketch) still hasn't been addressed -2v2 is bae
--- Double Post Merged, Jul 7, 2017 --- You can't rush perfection. Edit: oh **** that map.. Nobody is sapposed to know that exists. Mainly because it plays shitty and I don't feel like fixing it.