Yes I did, because it is. The addition of the tomb area doesn't change that. That shape you drew to show how unique oblivion was utter nonsense, I just didn't feel like saying it at the time. I'm saying it now.
How is it nonsense if its an integral part of the map lmao. That's like if I said lockout was just an open square because the rest of the map is just added on. Does anyone have that top down of the map salty took lmao I'd love to post that duty right now
If I could describe my sketch map in two words they would be: towering abortion. It's a square with two separate semi-circular spiraled figure-eight flows, with two badly-marked team-specific teleporters, with elements of boarding action, damnation, and that other one with tombstones. Couple that with the massive height differences and the current spawning locations, and you've got a big mess with little to no cohesion but lots of neat little areas to have encounters in. I almost want to tear it apart and make a smaller version with prefabbed elements of what I already made - something less rectangular though. Meanwhile, I'm working on my own novel - stay tuned!
I think he means this, but based on how it felt when I ran around, that's not exactly how it would play, it's more a chase/maze that forces directional choices in movement much like a Pac-Man layout than a U map that gathers at the bottom and open end of the ring. But then again, I haven't played any real matches on it, so I couldn't give a great description if I tried..
--- Double Post Merged, Jul 15, 2017 --- That's a C. But you're right, it plays nothing like a U, and looks nothing like a U. which is why xzamples' claim is wrong. In every argument to date, he consistently broadens the definitions of terms so that he can continue to be technically correct. Literally every reply so far has been "what I meant was..." and so on. We keep exposing his contradictions, and he keeps moving the goalpost.
Speaking of 'U' shaped maps, you guys might like this video of Hardy Label talking about how he designed Sidewinder.
@icyhotspartin that's not exactly it, but close enough. That is the shape. Natural geometry circling the catwalk that ends just before connecting. Nothing new. You simplify Optic Prison into two lines, then can't take it when someone oversimplifies your map.
Optic prison literally plays like two sides shooting each other. Then you cross and shoot down your own side. It's a style we've seen before. Offer me that simplistic of an explanation of how oblivion plays. You know what nevermind I really don't want to have this conversation
With the way guns feel and look in Halo 4 and 5, I don't think that any 343i employee has EVER used or fired a gun. On a related note, if anyone in the DFW area is looking to work on a game that has a sandbox similar to H3, a kill time similar to H:CE, and a movement speed similar to the Old School gametypes that I believe are made by Kell, hmu. Also, the guns have to feel like their weight and size in game.