How fast or slow a map plays in 1v1 is dependent upon the players more than it is with any other player count. I've played maps that go lightning fast against one player, and don't even reach the kill limit before the game ends against another player. I also think 1v1 is where there's the largest variance in what people see as an acceptable pace of play. In H2 some people played Lockout and Sanctuary 1v1's religiously. Same can be said of Guardian in H3. On the other end of the spectrum we have the people that think if a map gets much larger than an octagon it's not fit for 1v1's. I can appreciate both extremes, but I guess my preferences are somewhere in the middle. BTW, I checked the weapons on Rapture. The Sniper was on a 90 second respawn with 0 spare clips. The Hydra, however, hadn't had the ammo adjusted, and was definitely spawning with too much. I've removed the OS, moved Camo to mid bridge, put a 0 spare clip Hydra where the Camo was previously, and put the Brute Plasma Rifle where the Hydra was. I wish the Grenade Launcher was released already...I'll probably put that in place of the Hydra. I don't plan to reduce the number of pick-ups on the map too much, because the maps really designed around the pick-ups. Ideally, the majority of battles should involve pick-ups rather than being pistol battles. In 1v1's, I essentially consider the pistol to be a secondary weapon. I can't see myself re-scaling the map. The movement options it would open up would make it no longer play the way I intend it to. If it ends up being better fit for 2v2 with the current scaling, then so be it. I'd also consider making my own 1v1 gametype, or just going with BR starts, rather than adjusting the scaling.
I used my channel level design videos as part of my level design portfolio. When several game studios emailed me letting me know they were looking through my portfolio content I put some videos on private for the time being. Kinda hard getting hired somewhere when you have several videos that literally say "**** 343". I'll make them public again when I stop getting responses from studios. @a Chunk people have had different preferences and play speeds for all player counts for all halos. Not really seeing your point.
"I freed the slaves for this map" -Abe Lincoln You might want to consider setting up a separate portfolio website for that. Put up special cut-down versions of the trailers, and maybe upload layout drawing and other stuff, too.
I've found just putting my portfolio into pdf form is easiest for everyone. I've already got the Treyarch job so they'll probably be up soon anyways but I'm always looking for new opportunities
Yeah, absolutely. My only point was that I think those preferences have a far wider range in 1v1's than they do in 2v2, 4v4, 8v8, or FFA.
I think the real question is are those preferences worth supporting. In the same way most of the veteran forgers value cycling and movement and aggression over stagnation like Guard and Lock, why are 1v1's that move at near snail pace acceptable. Not talking about you or your maps in particular, just a trend worth noting. Slow in a 4v4 is a sin, but slow in a 1v1 is tactical? I'm not even promoting for endless combat, but there always needs to be a reason for the down time. If it means weapon retrieval or movement than so be it. I just don't think players need to spend time hunting each other, so much as out playing one another.
I think they're worth supporting...for the people that enjoy them. I don't personally enjoy 1v1's that play at a pace like that. The main reason I brought it up wasn't to debate what pace is okay for 1v1's. It's because I don't think Rapture plays at a pace that's even comparable to the maps I listed. I think it will play at a pace that's acceptable to ME. Of course, I haven't played on it in this game yet, so I can't say that with certainty. Congratulations on the new job, btw.
OKAY SO what we have here is the map I've been working on tonight. It's for BTB CTF/Slayer, maybe Strongholds as well, and is set around a downed UNSC ship of indeterminate class. It's not done yet. It's kind of a vehicle playground, there's lots of open space. Maybe too much, but we'll see. I'm currently trying to make a Scorpion spawn a couple of minutes into the match, but the bastard thing keeps spawning at match start anyway which is...annoying. And it keeps forgetting its scripts. Which is also annoying. Map is currently called Roswell, but hopefully when I wake up in the morning I'll have a better name for it.
My ski resort village infection map is coming along nicely. Got the main structures done, going to work on piece optimization because theres some frame rate issues in a few spots and I need to put down skybox terrain (ski slopes ) and gameplay stuff (spawns, blockers etc.) Hopefully I can get some tests on it soon, but in the meantime heres a new few pics.
Bad ass! I'm a snowboarder and was really hoping someone would make a map with this theme. Well done bruh...marijuannaaaa oh oh I love it my brotha!