It is seen as “shitty food” because people have no self control and the sophistication of an overwrought plate of olive terrine and caviar with micro greens is what’s “cool” - I’ll update with a pic of my burrito
Even though I can't see the layout, have no idea how the art will be and considering I can't say **** about how this will turn out at all... ...my map will be much better.
I'm going to have to stop you right there on the whole camping/ no camping bit because I always grabbed the shotgun on warlock and hid in the one single bush on the map. The stupidity of other players never ceased to amaze me.
My map is back on schedule. Revamping it because I'm a perfectionist and Xandrith's map looks so good, I can't fall behind. There's a lot of sick 2v2 maps coming out soon.
Probably have at one point or another haha. It just goes to show you no matter much effort a level designer puts in to prevent a certain playstyle like camping, a player like me who looks for the dark lighting on the map and a spot that has one or two good sightlines will always use that to my advantage because that's my play style squat & pop.
@MultiLockOn @Sethiroth @MartianMallCop Remember Super jumps?, perfect example of players finding a way around designs.
Waywo is proof you can enjoy shitty food, so long as it causes discomfort to those watching you eat it
Who wants to make a waywo burger? There's your ingredients Edit : For example, I made a double patty pile of ingredients just tossed together and called it the Fork Knife burger cuz I knew some of those fniters would gobble that **** up to be edgy and hip. Sold 4 of those lmao
I have another fun comparison. This time we're gonna compare Team Sports to slayer level design. So in both team sports and level design we have our constants, the player and their abilites/base starting weapons. In sports we can compare weapons to equipment. Then we have the varibles, the rules of each game and design of the field or court = "the map". Each team sports court/rules defines what base abilities/mental strategies will be most valuable and nesscary to defeat an opponent. The same can be said for level design, it's the design of the level that demands teams to play in a certain manner to defeat there enemies. Basketball, Volleyball, Baseball, Hockey, Football, Soccer. All demand differing things of there players and team strategies. But Which one is objectively better? Basketball is a high scoring game with lots of "kills" while hockey is a low scoring game with low "kills". Which is objectively better? Let's look deeper. Within basketball itself, is there a way to change the rules to make it an objectively better game for the players and audience? Making the hoop bigger/smaller? Changing the height of the hoop? Changing the size of the ball? What about adding more players or allowing fewer? Finding ways to make the game "better" is always harder and often requires trial and error, while making it worse wouldn't be hard at all. With level design we have this same issues. Are linear or open maps objectively better or worse? What can we do to improve linear maps? While nobody would argue there isn't objectivity in level design, A big issues I see here is individuals who "don't like" a certain playstyle a map/sport promotes and then cast that sport/map as objectively worse simply because it doesn't align with there personal values. It's like a baseball player saying x sport is worse because it promotes different skill sets versus there own. Map design IS that infulential. It changes a way a team is able to score in such a drastic way, each map becomes it own "sport". That why I've always been a proponent of diversity. I think a great way to start is by looking at what skill sets are important in slayer and the developing maps that isolate certian skill sets and maps that make you use all skill set/or a portion of those. I think mental maps are extremely important, but I also think maps that test raw gun skill and maps that promote both are equally important.