@Chronmeister im sure ill do it eventually. Multi and me are on good terms now. @purely fat why are you concerned with peoples ‘estimation level’ of you? You know, i was happy to see that sega map feedback from you, because i feel like you make an effort not to give feedback. Your point about imposing your philosophy is agreeable, but it also depends on how impressionable the person receiving the feedback is. Basically what im saying is i want more feedback from you when were running around one of my layouts. Having a hand in improving a map is something that should be encouraged and that i welcome. You cant make a design decision without some form of influence, and its part of why i love level design.
I don't want people to think anything of me. It is not my goal to be someone that people pursue info from. I have my reasons so just say I am a dooog and move on.
I was able to make a new working iteration of Eclipses with some of the feedback provided. I’m looking forward to testing it out in my lobby soon. Thanks for taking the time to run through it and giving an outside perspective on it’s design. Appreciate it.
Took a month, but finally found the time to get some work on my map on a friday! here are some pics from tonights progress. I'd love any input really, its still early and in the block out area still.
You shouldn't force your rules on people but some general pointers can always be helpful. It's down to each individual to decide what advice/feedback resonates with them and what doesn't. This recent discussion inspired me to write down a few things, all have exceptions probably but thought I'd do this for fun... - A good design decision is usually justified in at least two ways. - The more multipurpose your geometry, the more interest and depth you can add to a map without it becoming too cluttered/confusing. - Understand the difference between structural cover and lazy cover. - Structural cover is usually preferable to lazy cover. - Lazy cover is not lazy but I like the term. Use it when it makes sense to. - Don't make massive open maps where once you start getting shot at there is nothing you can do... you can't strafe for **** in Halo 5 so please STOP. - If a sightline is long make it narrow. - If a sightline is short make it wide. - The previous two rules have a ****-ton of exceptions! - White reticle pistol duels make people 15% more likely to commit suicide so think carefully about how often they occur on your map. - When not contesting for pickups, people like to drift towards either high positions or the edge of the map as these are places where they will seek safety. Make sure people aren't going to cling to the edges of a map like bitches and make high positions appropriately exposed/risky. - Fusion coils used to be cool for adding risk but fusion coils in Halo 5 are ****. - Form and function are one. Art is not an afterthought, think about how it impacts readability of the space and callouts for example. - Pay attention to the dimensions you use. Consistency in the proportions and spacings throughout a map will go a long way to making the space harmonious and unified. - All parts of a map should relate to each other in some way. - Ensure that floors and walls use different colours/textures to make them easily distinguishable. - Don't just throw random details everywhere like 343 did with Empire, use art with as much purpose and intent as you should with the layout itself. - On the subject of details... floors are for walking on! Avoid excessive bumpy **** and lines on any surface that is walkable. - Use lighting to draw the eye to areas of importance and make less important areas darker. - Unless you're and expert with natural lighting, use chroma boxes to help you avoid getting ****ed over. - MythicFritz and his knowledge of cube map locations will help you avoid even more ****ery. - Don't use Barrens. - Occasionally use Barrens if you're ready... - Don't use Depths. - This game has one of the worst sandboxes in any FPS ever so don't care about balance when placing weapons. - Place a Needler and I will like your map.
I'll add one. Avoid the swiss-cheese syndrome. If you are lacking walls in your map completely, try again. If you have way too many windows in those walls, try again.
@SgtSlaphead General pointers are fine, the idea of imposing your philosophy onto someone happens when giving feedback to a specific element of a specific map. I try to explain why this element may provide less than ideal gameplay, then hope the recipient will be able to make an adjustment based on my assessment (if they agree with it). @Max Extra id have to walk around on it
So did anyone play the MW beta? Im curious how player retention and general reception will turn out for this title a year from now. Im very unhappy with my experience but this seems like a love it or hate it title. The reboot and nostalgia factor will create a diehard community but gameplay-wise I think it would be very hard to take this one seriously. ...and when it comes to level design i dont think there was any.
I enjoyed realism mode a lot and gunfight was ok but I didn’t like that we didn’t start with a pistol.
Supposedly they tested two different types of gunfight. I dont know which you played but the one they removed after day 1 was the community preferred. Gunfight was what I was most excited for but I wanted to experience 6v6 first. You know how when in a relationship when you stop caring enough to argue? That's kind of how I felt afterwards. I was just like... man I dont even care about this ima go play minecraft. Gonna cancel my preorder and maybe buy it later on for campaign and spec ops.
I like that the game punishes stupid aggression, haven't really had a cod or battlefield really do it to the degree this game does it. Think that the maps could be streamlined a little bit to help aggressive players learn the maps and how to play the game. Otherwise this will definitely be one of the more polarizing cods.
I played the second one, it was ok. Realism mode sold me, they just need to get rid of uav and red nameplates imo