Two things to share with everyone. 1. A new co-forge WIP between me and @xzamplez titled "GRAPH" here's a sneak peak below. As you can see it's nearly 100% finished and will need a few talented artists to polish it when it's done. We're thinking about going the doom route @MultiLockOn 2. I was able to aquire a time machine on criagslist for a really good price and here is a sneak peak at the final state of "Widows Veil" by @A 3 Legged Goat before H6 launch. (H6 blows btw)
Working on this for the 1v1 contest: The green circle is the main atrium. Within that atrium there's a lift that designated by the red oval. The elevation on the top level flows upward from right to left (as indicated by the light blue arrows. The blue arrows are the two ramps that wind around the main atrium, with the arrows showing which way is up. The right side of the image has two overlapping levels. On the lower level will be a 2-way tele (blue rectangle) that will connect with the lower level on the left side (other blue rectangle). I'm about ready to start on the art for it. Hopefully I can get it to a presentable state before the deadline.
Designing around a panic knife because of a 5-man meta strat >>> Allowing maps to be designed with more interesting engagements + less infuriating close quarter encounters
Thrust charge as a movement utility is literally the least of my reasoning for keeping Spartan Charge. But yes, it is a viable movement tech when your thrust is down. The bulk of the reason it's there is because it doesn't make sense to literally remove ONE ability and leave the rest. So every time people play 1v1s we're going to disable Spartan Charge and throw on custom settings? Why would we not tweak the entire game at that point, especially considering ground pound is infinitely more harmful to level design (verticality) than Spartan charge at literally any level. Why would we not max out strafe acceleration, reduce thrust distance, remove GP clamber spartan charge hover. Because it's literally a different game at that point, and we're going the distance to create our own settings then we might as well hold the contest in the Unreal Tournament editor. Yes, charge is annoying. So is literally every corner of the Halo 5 sandbox, deal with it. It's a Halo 5 forge contest what the **** are you actually expecting from the gameplay. This isn't Reach or Halo 3 where we have MLG backing unified competitive settings with million dollar tournaments. There are no agreed upon 1v1 settings. There isn't even a consensus on anything in Halo anymore because the community is so brain dead after 7 years of **** games. So yes, we're going to make maps for Halo 5. It doesn't make sense to remove literally a single ability. It doesn't make sense to have a tournament for maps that you need to stop a disable a mechanic for every time you load it up. It's a 1v1, you should always have a good idea where the enemy is. Just don't give them the corners to abuse the mechanic. Yes, it's annoying. Halo 5 is annoying. You know what's more annoying? Building maps pretending that they aren't made for Halo 5. In Halo 5. And before someone inevitably brings up the fact that we're removing radar/AR but not charge: Radar isn't a mechanic, it's literally just information given to you. Imagine if right next to your own HUD and health it also showed the enemies health, their weapons, grenades, etc. You don't do anything with radar, it's not a button you press. It's not a mechanic to activate. It's just information given to you that alters your decisions. Information you shouldn't have. If I could disable hitmarkers I would do that too. No AR is reflective of current competitive settings. But even if that weren't the case it's not the same as literally removing a button on your remote. Removing charge is no different than removing crouch jumping or the grenade button of your controller at the heart of it.
saying "literally" a lot doesn't make your post any more true. it is in this case, but that's not the position you appeared to take 10 odd days ago when we were discussing whether i should upscale my map or not. i said pretty much what you're saying now: "you're not going to get ARed on my map because HCS doesn't play with the AR anymore, so why should we?" "it's halo 5, so who cares about spartan charge?" "it's 1v1, so if you aren't positioned to know where the enemy is, you're probably not playing smart and you deserve to be spartan charged anyway" maybe you were just playing devil's advocate, or maybe you agreed. either way, this is the truth at this point. it's a 1v1 contest in halo ****ing 5. don't make a map with obviously glaring flaws and you'll be fine.
Sounds like you've flipped the conversation. I said to upscale the middle of your map and build around Halo 5. Not remove Halo 5 mechanics to make your map play better. As for AR, the higher the player counts the less I mind it. I like what the AR does, we should have a fast killing CQC weapon; it just shouldn't dominate the pistol. In 4's good teams can lock down. In 2's there's give and take but we've seen plenty of maps that do just fine with pistol/AR even given the imbalance between them. It's a bit trickier in 1's but again I could go either way, but considering this player count has always had a disproportionate skew towards mechanical skill it makes sense to get rid of it. The last thing anyone here wants to watch/see are two players dueling with AR's again, and again, and again. When it comes to breaking setups in any other player count it has its place. I could care less which way people skew with starting weapons in 2's - 8's. For 1's, let's agree to use our brain here and remove AR for the sake of literally every encounter.
the middle of the map was built so you didn't have to put your gun down to move across it. i don't like thrust jumps and i don't like excessive clambers, and i especially don't like using extra pieces to change the scale of an area because tom french decided to count in multiples of 8.
And I never claimed you said otherwise. My comment was that if a map can be built to accommodate both the AR and the Pistol, it should. That's my end all be all. If you want to remove the AR secondary that's your prerogative. I like that it rewards hard pushes, I don't like what it does to pistol encounters. That's all.
meh. I don't see the point in discouraging the usage of the AR. I don't believe in an objective 'honorable playstyle', so perhaps that is why. The pistol to me isn't any more or less interesting than the AR because at the end of the day it's Halo 5. Nothing takes skill and the game is garbage at its core. But HCS doesn't play with the AR, so there's no reason to accommodate it anymore. I have other CQB weapons on my map to fill its niche without giving it to you off of spawn.
I don't think you actually believe that. There is a clear difference in skill between the pistol and every other weapon in the sandbox, you know that. Otherwise Goldleaf would be a great map. Sounds like you're being disingenuous to justify your design honestly.
I vote in favor of this. I've been saying for a very long time that this game needs entirely different settings for 1v1 to be viable in it. Honestly though, I was just being a smartass. I'm not expecting the settings to change, and I'm okay with them. I'm just glad I don't have to play them, lol.
Because the Pistol has less auto aim than everything else. Obviously a headshot weapon takes "more skill" to use than an automatic weapon by virtue of requiring a smaller target to hit for the optimal kill time. But I think the difference is negligible in Halo 5 because the game more or less aims for you. The pistol is only "hard to use" when shields break and your target gets smaller. Goldleaf was an AR fest because every room was free flowing and open air, and every transition into those rooms was a small doorway that you couldn't check until you were in the door. It is disingenuous to compare two completely different designs just because they are "small". The two places you can AR your way to success on my map are strict linear paths which force you to commit to being in that area ahead of time. And again, since we're not playing with an AR, the only weapon you'll have on my map to do that with is the Sentinel Beam, which is weak until you get the Damage Boost. If the size of my map ultimately poses to be too small, I'm prepared to make adjustments. But I don't see the point in investing more time into fighting objects to do it preemptively when the problem - if it even is a problem - is virtually non existent outside of theory.
Again it sounds like you're not being totally honest about the credibility of the AR. But I digress. Finish your map.