im in no position of authority, but here is my opinion about 1v1 in halo. i mentioned this in one of the discussion threads so ill keep it brief: a good 1v1 map has a variety of encounters and ample opportunity to outplay, outposition and outthink your opponent. im seeing a lot of maps with virtually no ability to change up the encounter and a lack of variety in those fights on top, so you're just going to end up doing the same exact thing over and over until someone loses. at that point, the map will devolve into who picks up a better weapon vs who has the worst spawn - neither of which are compelling displays of halo 5's gameplay. focus on encounters/sightlines, not paths. then you can go over them and apply checks and balances like shrinking playspace, angling sightline blockers, to create flow, etc. paths and flow are characteristics (adjectives) of your hard geometry which is responsible for your encounters (and your art, but that is another story) just my 2 glimmer
Researching ways to apply the golden ration to level design and gameplay. I have noticed a pattern... fun action games have your actions being performed in different quanitities, primary and secondary. In Halo, you are using your gun roughly 2/3 66.6% (that's the golden ration btw) of the time, and grenades sparingly. In overwatch you have your primary fire being used most of the time, with cooldowns as secondaries In the witcher 3 you have your primary attacks, and a cooldown attack. In map design, true ballence is inballence, symetric maps are boring, maps that have segments that are used more than others are the fun maps. Every square inch of your map should not be utilised 100%, but instead 2/3 of the map should be desireable, while the remaining segments are not as desireable Halo Ce introduced the aiming reticule 2/3 the way down on the screen, not directly centered. This is actualy genius! In a fps game it allows players to keep an eye on verticality while tracking enemies on our plane
EVERYONE STOP WHAT YOU'RE DOING RIGHT NOW!!! SOMEONE HAS TIED CHRONMEISTER FOR MOST ACTIVE AUTHOR!!! The end is upon us. Press "x" to pay your respects
Get outta here wi'dat boullshiet If I published every map prefab and gametype on my fileshare then I'd own the site by now
can we feature another map already so I don't have to keep looking at pyromancer on the front page thanks