PATHING: Linear: The majority of the paths restrict the players movement to predefined routes. This favors predictable gameplay. Free Flowing: The majority of the paths do not restrict the player's movement. This favors chaotic gameplay. SIGHTLINES: Porous: The map features many sightlines, making the player feel exposed in any given area. This favors cycling gameplay and cross mapping with your teammates. Segmented: The map features limited sightlines, making the player feel safer in any given area. This favors push-pull gameplay and moving with your teammates. LEARNING CURVE: Forgiving: The player is often able to rejoin the battle after making a mistake. This makes maps easier to learn. Punishing: The player often dies after making a mistake. This makes maps more difficult to learn. PACING: Fast paced: Combat is constant right off of spawn. Medium paced: Combat ebbs and flows throughout. Slow paced: Combat is sporadic and more methodical. Feel free to suggest additional categories
I like Free-flowing and porous in this game, but still enjoy a few areas of the map that are punishing. Think my answers would be different for different Halo games though.
I can't even pick. I like all of them. I think the best maps include a mixture of all of those attributes.
For paths, I prefer linear maps. I like knowing where other players can travel from any given location, and as a designer I like creating paths that give the player certain visuals. When it comes to free flowing maps, I tend to prefer them for larger player counts. For sightlines, I would pick porous over segmented every single time. I like maps that allow me to pick up a sightline quickly or manuever into another position to push on players. There is a limit however, and a map that is extremely open can also be a turn me off unless the sandbox is tailored towards it. For example, I enjoyed open maps in Halo 3, but dislike them in every other game. I also prefer forgiving maps over punishing maps. Damnation is a punishing map and I really enjoy it, but that's because the sandbox supported that style of design. For a game that is more team oriented, I'd rather play maps that don't get in the way. As far as pacing goes, I think I enjoy medium paced maps the most. I like it when the action occurs in waves so you can regroup and reposition.
I am a Free Flowing, Porous, Forgiving, Medium Paced creature. EDIT: I guess this guy is no paced. It's still okay though.
Favorites for certain games: -Free Flowing, Porous, Punishing, and Fast Paced (Quake & BTB H1-Reach) -Linear, Porous, Punishing, and Medium Paced (Non-BTB H1-Reach) -Non-existent (H4-5)
Each has its place, if you ask me. But what Ihate is when people load up a map with too many players for its sight lines etc. General rule I propose - The more sightlines exist, the fewer the players needed. Too many causes one to never be able to get their bearings as they spawn in, and likely have people sniping at them from multiple angles within a couple seconds. Then they leave...
I definitely prefer porous. I prefer cycling the players through the play spaces and make all the power positions more situational on what the enemy team is doing so that promotes movement. I feel that each power position needs to have a weakness. Just my thoughts. I don't like definite power positions or base gameplay because it makes me feel powerless when transitioning to and from those locations. Any weak position in my opinion should have a pay off by leading to an advantageous position or flank.
No problem. I was just suggesting another category. If I were forging again I would want to focus on play between elevations. I had a WIP on a blender map I was playing with, but I don't know what I did with the video. It was to experiment with an inverted Solitary design where the main multi level structure was in the center surrounded by each teams bases.