Reach v7/GP is the 2nd best 2v2 Halo and the single best 1v1 Halo. I still stand by this no matter how gay you think I am.
I feel as though competitive players think 1v1 suck because all theyve played is truth 1v1 and the forge community thinks 1v1 suck because "why build 1v1 when i can upscale to 2s, its the only thing the rest of the forge community builds and cares about." No one is willing to find the niche area where 1v1 can excel in the same manner breakout, exterm, 2v2 and now HCS does. You guys are so dismissive of 1v1s im concerned youre all virgins. Whatever, you guys are missing out. @AceOfSpades You got these 1v1 maps visible? Anybody got 1v1s visible? Anybody care to share the numerous 1v1s that theyre basing their opinions off of? I need 1v1 maps people! Also here is the blockout for my 1v1 to anyone who is interested. Feel free to play it and talk ****... at least thered be some discussion. Just actually play it more than a couple times first.
I think some extermination maps could serve as viable 1v1 maps, I've tested a number of them during the exterm contest and played a bunch of 1v1's while waiting for other judges to join. Was a really great experience, I suggest you look there, unforutnately they're all symmetrical. 1v1 maps don't need any kind of symmetry other than initial start balance. Its the one mode where designers can be the most creative and experimental because of how much control they have with the overall gameplay.
Ive tried this but exterm maps are the type of content that i feel would ruin peoples perception of 1v1. I kinda feel thats the type of gameplay they already expect from a 1v1, which is sad! Exterm map 1v1s are lackluster. Well i guess that explains it all.
I probably love designing 1v1 maps as much as anyone here, but I just don't see it as a viable player count in H5. I worked on several 1v1 maps, and they all had to turn into 2v2 maps. The primary problem I encountered is that open space if far too easy to traverse. As everyone knows, you can cover large distances easily. In order to somewhat control movement options, I had to increase the scale both horizontally and vertically. This would probably be okay if the utility weapon was effective at a slightly longer distance. Movement could obviously also be controlled through additional segmentation, but that creates gameplay that I find really unenjoyable. I feel like a broken record sometimes... The increased scaling required to control movement due to the built in Armor Abilities doesn't work well with a primary weapon that has mediocre range. It can work with higher player counts somewhat, but not for 1v1. I've literally not seen a single 1v1 match in Halo 5 that I thought played well, which is why I'm dismissive of it. I've felt for a long time like a really interesting 1v1 experience could be had in this game, IF there were enough difficult to use weapons AND a health system like a true arena shooter. Or, they could just get rid of the Armor Abilities like they said they were going to.
Came to pay my respects. He fell as fast as he rose. Rest in peace, Dunco. Reading this forum is like watching a soap opera. It's so predictable, but people watch anyways.
Heres my subjective mentality in the best way i can explain myself and what ive done with my 1v1. First aspect: A map that allows a player to control predictability is the biggest part of making a H5 1v1 play well. Its what makes up for the teamwork that is lost in a 1v1 and is half of the game. To do this the most important factors would be: Having single digit spawns that are exploitable. Players should be able to push eachother into spawning at certain locations. Although they should be exploitable they shouldn't be abusable. The spawning player would still never spawn in a totally weak/vulnerable position and should have a good concept of where the other player is at aswell. The spawning player still has multiple locations to appear from. Carelessness could cause you to be instakilled though. Putting power weapons in locations of vulnerability that take extra time to grab and makes your position predictable. This causes you to either lose geometry advantage or cause the other player to spawn where they would be in the offensive position. With those combined its not only about gun skill anymore, it adds a huge chess-like strategy to the game. Placing yourself close to a weapons location before it spawns is obvious but being close enough to grab it quick enough that you can escape its spawn location without trading all remaining advantage is a step further. Usually using these concepts in any higher player count creates spawn trapping and death pits. 1v1 is pretty much the only player count where it excels. Second aspect: During general gameplay the map geometry should play relatively like a seesaw. If one plays defensive, it should place the offensive player into advantage quickly and reward the one whos moving, but continuously rock back and forth. I really dont know how to explain this one when it comes to map geometry other than saying most locations have either a counter or a weakness and staying still means the other player will gain advantage during the down time. This mixed with the first aspect cuts out any set up mentality that could occur so that no strategy of using a particular area or location of geometry will last throughout a natural game. I think this is the hardest aspect of designing a 1v1 and ive only achieved it with my current map. Third: Difficult but simple geometry. This is my method of curing the increased movement opportunity that your post addresses the most. If you were to play my 1v1, traversing the map in many instances takes increased movement control. For example more difficult jumps and inclines that you have to jump onto rather than just walking up. They slow down a player tremendously if the player makes a mistake which makes the map unforgiving. If you miss a jump when defensive then youre screwed and if youre offensive then you will lose your kill. People think everything is right stick but leftsticklivesmatter. (I toned down the movement difficulty on my map because people WANT to move around quickly in H5. Surprisingly the people that are still playing H5 regularly enjoy the movement, weird i know) Dead ends also work extremely well in 1v1s: Places where if you make a misstep then youre put in a location to be totally dominated. These work really well instead of death pits and are the greatest place for power weapons in 1v1. Long hallways with a window like on dweebs map would be an example too. Simple geometry would just imply that there arent numerous escape routes and movement opportunity absolutely everywhere; no intense complexity. Otherwise 1v1s should have plenty close range and long range gameplay and the pistol is the perfect utility weapon for it even outside of zoomed RRR. You seem to totally underestimate the pistol as a utility weapon. My map is something like 320x320 and plays perfectly well with a 1 clip snipe as one of the power weapons and pistols as utility. I think the longest range engagement is probably close to full length across. Maybe my map is just meant for a more traditional 'pro competitive' style gameplay and thats what youre pointing out as not being enjoyable? I dont know. I will try to grab a gameplay clip of a really good 1v1 match for you to judge sometime. Final thought: Ive put a lot of thought into 1v1 and although many will disagree with the complexity that could come from designing for 1v1, its real and without more people to jump in and try it out then.... bummer.
Well to be blunt its the stereotypical 1v1 map that everyone ever makes and is the reason why everyone thinks 1v1 has zero depth. Little tiny boring syms with constant engagement better suited for a quick pistol warmup. The powerups can only hold ones interest for so long. Dont get triggered, im just trying to express to you guys that these types of maps are what everyone seems to imagine when they read 1v1. Its what i imagine when i think of the bulk of 1v1s ive ever bookmarked on h5.
i'm temporarily unquitting to revisit my spider map. it's my favorite design and the most unique theme i've created; and unlike some of my others, it's doable in this game because i'm not fighting natural lighting or using expensive aesthetics. unfortunately, i suck at layouts, so i have no idea what i'm doing with it. normally i can find a bit of concept art to serve as a basis, but there isn't any frame of reference for this, so i'm completely in the dark. it's both exciting and frustrating to be in completely uncharted territory. meshing its themeatic gameplay with the proper artistic framing will be insanely challenging and i'm not sure i can do it.
While I completely disagree with Dunco's actions, I thought about it further and decided to go easy on him this time. I later came to learn that he had some personal family issues causing stress which is why he overreacted. He had conflicts with two other staff members on separate occasions as well. Some people can't handle stress as well as others, its linked to the six leading causes of death including some severe physical and mental health issues. This is a time where Dunco probably needs your friendship and support the most. So he'll be back in a few weeks time.