using the disc maps as an example, your analogy is relying on viewing a key door as a door in a place we currently have open, but what if one of those walls opened up and there was a new way to move? That is essentially what the argument is boiling down to, viewing it one of these two ways. If the player feels restricted all the time, and they fully understand the map's options, then they might have a valid gripe that it is too restrictive. But that might be a point about the map already not having enough movement options? If it did, the ADDITION of new doors opening up new variations would not feel as bad. At least that's the way I see it. I understand why some don't...
re: bloodlet... it would be really nice to have a jump up from that torture room, where the 3rd key spawns. Just somewhere in that back area, because some will find the existing jump up on the other side to be somewhat awkward (though, a little practice shows that a simple crouch jump gets the job done 100% of the time) and can feel stuck down there, or maybe you want them to feel uneasy there
exactly! If a key map is not pourous enough when the doors are shut, then it's not pourous enough, period. But, the preferences and intentions of the author can change what is "enough", so of course all things are somewhat subjective. The inner workings are in the script brains Anyone can examine and transcend (j/k I know that's not what you mean)
The way Multi designed Arcanum is how he would design a normal Halo 5 map. Convoluted pathing is NOT a side effect of the key alone, but it's how he designs around the spartan abilities. The only reason that non-key players feel nerfed is because they know the key guy exists somewhere. That's the only reason. If you played the map without key, it would play faster than a lot of 2v2 maps out there because the geometry was designed WITH and WITHOUT key in mind. Also, I don't get how people complain about something as mild as a positioning advantage when they paint their maps with swords, shotguns, snipers, incineration cannons and ****ing req weapons
This Key argument is dumb. I have a proposition. Make a map that requires a Key, but make the locks more interesting. Soldat created gated doors so a player without the Key can still shoot through the doorway. Xandrith created Portals that made you zoom across the map at ludicrous speed. There is more potential for what the Key unlocks, or how it unlocks. Make it open a gated chute. Make it open a lift. Make it shift geometry. Make it access to a ****ing turret above the whole map. If you're gonna complain about the design of the original Key map, then prove that you can make your Key map work better. Otherwise? Get over yourself.
Considering the no of options on current key maps it is indeed more like blocking of routes you expect to be available rather than making more. But that just my opinion
Ok. We get it. multi has awesome map design videos. Doesn't mean his map is perfect. No map is perfect. You don't need to stand up for him. He can, and has, defended his own choices. People still disagree. It's just subjective
Btw, I’m jk about the lighting. It’s all I’ve got man let me have it. Also, that portal is some new level shite Xandrith.
Ran around on Xandrith's map good ****ing work on those teleporter lifts. My only complaint without playing the map is that I wish the platform you teleport to when the key is used up was wider. Not much wider just enough to avoid the possibility of falling off if you go through a key door a little skewed.
That wasn't at all the point I was getting at. He literally states in the first section of that video that he intentionally designs convoluted pathing to stave off all the bullshit that comes with spartan abilities.
I ran around it too. Not that my design opinion means anything but I really loved it. Coolest map I've seen in a while.
Goat, I'm glad you're back around here man. You help turn what could be straight flame wars into meaningful design discussion.