So after 8 months of Oblivion you guys still argued about it and after 8 months of Arcanum guess what, you guys still argue about it lol.
The key gametype isn't mutually exclusive from a key maps design. The maps needed for the key gametype in general nerfs all players movement while yes, the key buffs a single player. Overall though, relative to normal halo maps, the player with the key is the control while the maps closed doors and lack of access is the variable. That's why I feel that the key gametype just nerfs everyone but the key holder. Hope that's understandable.
The only reason people feel like they are "nerfed" is because you literally see a door in front of you. If I just didn't portray them as doors and just used a generic block that looked like the rest of the wall that would despawn, you probably wouldn't have that feeling. It's literally just perception, it doesn't mean anything. Arcanum, without the key, is still more porous than a hell of a lot of other doubles maps out there.
Btw what's up with the staff these days? We miss about 5 weekly updates and 2 months of comm favs. You guys alright?
Well, How you perceive a map effects how you play or understand it. I can see you're very passionate about Arcanum and it's a great map but just because it's the first key map doesn't mean it's perfect and someone won't come along and do it better. Not me, certainly not Soldat, but maybe someone.
Uh. How you perceive a map does not change anything about it. That's my point. You might feel nerfed. Others feel fine. It's the same map. And I never said people wouldn't top it. I WANT to see a better key map.
How you feel about and perceive a map effects how you play it and experience it. A bad review, a good one, a trailer teasing or hyping up a map, an angry discussion about a map, and even just the look and feel of a map all effect the experience and whether people enjoy it or not. It's just like movies etc.. With some of the most hyped up maps in halo 5 you must know this.
I'm not saying it doesn't change whether or not you like it. I don't care if someone doesn't like the map. I'm saying it doesn't change what the map fundamentally is and does. Hence "the current key maps are ****" statement being ridiculous. Like lol ok.
I agree the map is not any different fundamentally but some of the reasons people were saying "the current key maps are ****" which isn't actually what anyone was saying. They were just nitpicking. I've specifically said I think the maps are great but I agree with the negative feedback to. Just because the map isn't perfect doesn't mean it's ****. Anyway some of the reasons people were saying that were stuff that could be considered a flaw in what the map fundamentally is/does. Can I just add that this all makes it very clear that you do care whether people like the map or not. That's not a bad thing. I mean, you should. I care how my maps are received
that's what I wsa going to say earlier, but couldn't find the words. ON some maps, the doors would just be decorative, and you'd be pissed there wasn't an opening. with these designs, at least sometimes they are openings. There is no solid " you map must have this many walkways and nooks and that many crannies for movement. The fact that you open up a few MORE for one player doesn't mean necessarily that there were far too FEW for all players to begin with. Edit to say, that whether the movement options feel "additive" or "subractive" could be down to map design, but hten there is no accounting for how some players will receive/perceive things.
This... The reason that I am in love with the key concept is that it creates a different experience. It feels like a different game to me. I value maps that emphisise reflex and mechanical skills, but i RESPECT (and enjoy more)maps that emphisise team strats and hard decision making
Man Doom is so cool. The pick-up-and-play level this game has is great. Cinematic intro? **** that, just climb of a table to rip a demon's skull in half. Gameplay is fun, superfast and oh so smooth. I can't wait till I get my hands on more guns and see more enemies. Much faster, more colorful and not as creepy and dark as Doom III but I can live without that. That game was scary man. But I've just started so there's a good chance I will regret these words lol. Anyway, first impression is awesome.
Sure perception could be an aspect of it and ill accept that as a valid point. To shrug off my point that key maps require restriction of all players first rather than just adding value to the key with "its literally just perception" though seems ingenuine. Take for example the disc maps. If you were to take the existing designs and make them key maps i guarantee four out of five times you add a door you'll be segmenting the map or restricting access to most players normal routes rather than accenting the key players options. Not only that but whatever options you do find to accent the key player without restricting access to others collectively wont add enough value to the map to make it key gametype worthy. Either that or the map will just become swiss cheese. This is because inherently the key gametype requires maps to be segmented, more linear, restrict open playspaces and decrease movement options for the sake of only allowing the key player access. Comparatively key maps will nerf all players more than they accent key holders. This is the best way i can describe my perception of the maps required for the key gametype as of now and why i dont enjoy the concept as a whole.
I think you are trying too hard to justify the concept Multi Yes linearity and convoluded pathing is a part of the formula, and there is nothing wrong with that. Some people simply perfer H5s map formula, it's open pathing and dense geometry capitalises on reflex and technical skills. Not everyone is going to like key map formulas and that is okay And in response to some critiuqes of Bloodlet Throne, i think my one way drops are actualy better than arcanums. I have two, one in broken tower and one in the torture chamber. Broken tower is intentionaly designed to make players feel uncomfortable, and the lack of a backstop for nades gives it a good offencive angle on the torture chamber bridge. Don't like accidentaly falling into the pit? Stop running like a chicken with it's head cut off of your spawn. The spawn is actualy angled facing down the steps, so the only way you would fall is if you intentionaly aimed towards the pit. Broken tower drop down for the key is cool because it forces the players down and out, it's a big commitment. But at the same time also forgiving, as soon as you grab the key and the waypoint disapears revealing your location; you are already half way out The other dead end is at the bottom of the torture chamber inside the jail cell, this one can be alikened to arcanums drop, in that it offers players a piece of cover they can utilise to fight back. But as appose to arcanums drop, its easily punishing because you can actualy land a nade right next to their feet Bloodlet Throne is awesome because of how many evolving push and pull engagements that can happen, all over the map. There are lots of opportunities for a coordinated team of 2 to pinch. The key doors do not offer cross-map mobility like arcanum, but instead offer high ammounts of mobility and options when jugling the three towers in the center lane. A good team possesing the key will lock down these areas dictating the pace of the match
I personally think if I started a key map from scratch I’d try and make it as porous as possible Why the **** does my thing say ONI agent someone change it lol
At the end of the day, I don't think anybody will truly understand the inner workings of a key map until they have transcended the need for a physical body.
Idk but if the profile name box isn't taken that would be awesome. If not, then just make my ONI agent spot King of Boxes or just surprise me, something with box in it tho