Based on the scaling and pathing of that other map, it's fair to say regular maps arent as easy as you think they are.
Ya'll may know how to finish maps, but there's one major thing still being overlooked here that I only notice when I revisit mine.
@Zombievillan Ephasus = Unobtainable (Not on your FS) @xzamplez Xzyience = Grabbed Reflux (Updated Sandbox remake) @AceOfSpades Halcyon = Unobtainable (Not on given FS)
To be honest, it's difficult to quantify, but I do not believe it is a manner of bias. The best way I can sum it up is the word "stimulation." A lot of maps feel sterile and devoid of emotional value. I'm not referring to the blood, sweat, and tears that are poured into the precise placement of blocks and the solving of design problems. Rather, it's the emotions of the holistic composition conveyed to the player and the way their senses receive and respond to those raw feelings. When I have revisited my maps and a select few from other authors throughout the year, that presence is felt - often in small isolated areas, but rarely in the entire work. I believe this presence is tied into the geometric composition and theme and its interplay with the map's art. Lighting, in particular light placement, is the most critical aspect of this because it generates interest and curiosity, which opens up a player's mind to experience every other emotion on your level. The overall color palette supports that because colors are intrinsically tied to specific moods; those may vary between each individual, but the author is responsible for directing color in the way that suits their vision. Ambiance then plays an important role in tying everything together, and from what I read of the maps in the last contest, sound design is so often overlooked by authors. Yet, that might not be the full story. Everything from the expectations set by the map's name to the way people feel when they move and fight throughout the level can contribute to that feeling. It's those subtle cinematic scenes where you walk into an area, or engage in an encounter with another player - when each one of your senses are participating (but not to the point of being overloaded) that you're able to just sit back and say "Wow, I get this." Your map doesn't need to be "alive" for it to make you feel alive. I don't mean it in a patronizing way. Everyone works with Forge's limitations, and they obviously got to me long ago. It's more of a fascination to me - looking back - how much I prioritized the emotional value of a playspace in my designs, because I would use it as an outlet for that. I would spent most of my time asking myself how a fight made me feel, and I what I expected that area to look and sound like (or even smell like) because I wanted all of my senses to be present in that moment. I wanted to feel like I was part of the map, not just controlling a character on it. I would like to see some more ground broken in this area. I really appreciate this element of environment design and it's the reason I stuck with it for so long.
**** it, best MLG Halo 3 maps? If map porting ever becomes a thing in Halo Online it'd be cool to have some variety.
I feel it really comes down to understanding the layout, which I agree initially can be confusing. I obviously ran around it a lot. I understand Ascend's concerns but I also playeda match last night 2v2 with randoms that was very close, action packed, and we used the whole map and the key kept getting picked up and easily understood. So, I think this is a case of needing more data before you can decide if/what should change. Test test test...
I take back everything good I've ever said about dark souls http://xboxdvr.com/gamer/MultiLockOn/video/40673301 I knew I was locked on so I kept backing up until he died until the camera decided to do some bullshit 720 spin and make me walk off the edge And this THIS http://xboxdvr.com/gamer/MultiLockOn/video/40673383