Making a map blockout in forge and then sharing it with everyone is the Halo equivalent to taking a picture of food and posting it on social media. You may get a few meaningless likes here and there, but nobody really cares and it makes you look pompous.
Respect your fellow forger regardless of skill or title, seems like a lot of forgers don't seem to stay true to that these days.
Likewise, sacrificing aesthetics for gameplay is not necessarily a good idea. You can have a map that plays very well but will not be memorable if it just looks like a bunch of blocks.
This thread is too tame. Red and Blue coloring plastered all over a symmetric map has not and will never look good.
Well thats definitely not an unpopular opinion, but you are right. --- Double Post Merged, Mar 4, 2016 --- alright, I got some. "solo maps" are lazy and boring. a Chunk is corrupt. Forge isn't worth personal quarrel. purely is an extremely healthy individual
I've never heard this one before. I mean, we do have the most active thread on the site dedicated to this exact thing, so it's certainly an unpopular opinion. Halo CE pistol can work with the sandbox if treated like a power weapon.
Not enough custom maps make it into matchmaking. Also there should be a way to set up parameters for custom games to behave just like matchmaking. Example, Forge maps get screened by the various Forge communities for validity and put into a couple categories, then players will match depending on the settings used
There is a big difference between a blockout picture and a map progress picture. People who go around posting pictures of blockouts are usually looking to feel validated about themselves as a forger. I have nothing against people who make blockouts for design reasons that ultimately turn into an actual map. If it works for you, keep doing it. My unpopular opinion is that posting pictures of blockouts in that specific thread are unnecessary egotistical contributions to a thread that is otherwise filled with wonderful map progress pictures. If I was going to show a picture of a blockout, I would only do it when the map is completed and post it in the description of the map thread. That way people can see how far you've come through the design process by comparing the blockout with the finished product. There are going to be times when a blockout looks nothing like the finished product. There will also be times people completely scrap blockouts and we never see them again because they were too caught up in a process that ultimately isn't necessary. Like I said, this is an unpopular opinion. Probably one of the few that will actually get posted in here.
What if people want feedback? There is a big difference between a blockout picture and a map progress picture, but what does that have to do with anything? When I post a picture of a blockout, I am showing people what I am working on. That is the point. Maybe I am egotistical and pompous, but you don't think you might be overreacting a bit?
I hate that people think that any map that plays 2v2 slowly and more tactically is a bad map, its just a different type of map. Not every goddamn map needs you to find an enemy directly off of spawn. Likewise, I think that you shouldn't strictly build around RRR. There is such a thing as horizontal segmentation using distance; just look at older maps like hang em high and valhalla. You can eliminate engagements from certain point by just making them too far away to accurately engage, allowing you to see the enemy and predict the direction they are going but not shoot them. This can actually allow you to direct engagements elsewhere.
True, but I really don't think that detracts from my point. Sure you can maybe get 2 shots on them from past RRR, but I wouldn't call that an accurate engagement in any fashion. You still can't reliably get perfect kills outside of RRR, as long as your sightlines are managed properly. Obviously if it is a larger open area, then you will more likely be able to kill someone there. Basically, it won't work in all situations, but it has worked before and can again.