I think he agrees about CE's map pool (it's pretty awesome) it just irked him when you said later Halo level design became boring (which it did) because of past conversations you've had. That's all.
What past conversations were those? Ive always felt that each title has provided increasingly worse and less interesting layouts (with the exception of H5 being an improvement from H4). Ive never said anything that shouldve been interpreted otherwise.
You quite literally said that you think "non-flat ground" was awkward, you've made the same 4 room map 700 times over the past 10 years, and still you have the audacity to call other peoples work boring. Someone shoot me. On another note, level design is completely subjective, so why are these maps boring? Just because they are boring to you doesn't mean they are boring to everyone. There are no bad maps. Everything is equal. (that was sarcasm, meant to make you or anyone else reading this thread realize how ****ing stupid and inconsistent everything you say is) I wasn't going to say anything, but you're a walking contradiction, and then you prodded. It's like you have the memory of a goldfish. You argue against the idea of "awkward" encounters in maps that consist of nothing more than GROUND THAT ISN'T COMPLETELY FLAT, then you talk about how subjective level design is and how there are no bad maps, and then you call maps boring. I just can't understand how you're capable of being so self contradictory from post to post. If you're going to have such stupid ass opinions, then at least ****ing stick to them. Merry Christmas.
Start off your little rant with with a mis-quote, great job. Ive explained, in depth, what makes Oblivion feel awkward to fight and navigate in. Sloping geometry being just one factor. You seem personally insulted by my personal gripes with the map. Get the hell over it. Youre right, others can find enjoyment in maps that i find boring. I can explain why i find them boring, but i dont think your purpose here is to have a legitimate conversation. Its to start ****, like you always do. I prodded lol. You posted for no reason other than to get a reaction from me. And i reacted, because i love seeing how upset you get over nonsense. So, i guess youre upset because i didnt preface the ‘later maps are boring’ with “in my opinion”. Im impressed with how petty you are.
For me, when I first played CE I found Damnation confusing and awkward. As I've gotten older and more mature and my skills in the game have advanced, Damnation has become one of, if not my favourite map in CE. New ideas and unique geometry shouldn't be shunned, it should be praised. Even if the end result isn't perfect, thinking outside the box is appreciated.
One of the many reason I love CE. I couldn't even begin to guess how many hours I've spent just F'ing around in maps trying to figure out ways to launch pickups to myself. A lot of that time was on Damnation.
Adding to this, I truly believe Damnation is the only map in the H5 Throwback playlist that still holds up and works well with H5's mechanics. Just goes to show you how versatile and genius its design is.
Well, 1: having the fast killing 3sk pistol makes just about anything work, and 2: Dammys path progression is mostly vertical and not horizontal. So sprint doesn't change too much.
I could go through each Halo and list both the positives and negatives, but I would rather consolidate this all down to what I consider to be the most fundamental principle which separates Halo 1-3 and Reach-5, this being the simplicity/complexity of the core base player traits and movement mechanics, and their impact on how the rest of the game is designed. Halo 1-3 all share a common simplicity at their core, you have a single base movement speed, consistent jump height and distance, with all players having equal starting loadouts. Because the core mechanics are so simple, there is plenty of flexibility in map design since there are few restrictive variables to be accounted for. The task of sandbox balancing is also simplified, for example, grenade blast radius' or levels of aim assist can be tuned with only one movement speed in mind. In these games, any expanded complexity added to the game (such as H3 equipment) come in the form of pickups or other interactive elements which can easily be placed on maps where they work well, or removed if they don't. Since Reach however, Halo has had to have its maps designed around a range of different movement abilities all at once. No longer do we see a creative implementation of man-cannons, teleporters, vehicles and jumps. Now we mainly rely on the core mechanics to provide alternatives to base movement. I would argue that having to expand movement options through map design rather than base mechanics leads to far more interesting maps, and again, more flexibility and variety in the experiences they offer as not every map has to support all of these features at once. I wrote more on how the addition of sprint and the complication of the core formula changes Halo in another thread: Spoiler: Halo 6 Wishlist - No Sprint Favyn made a video about innovating Halo without changing its core formula that I think helps explain these points further: I will add that by Halo 3 there were a ton of things I liked: the custom games options, game types, map variety, file sharing, A WORKING THEATER!, the party up feature, 1-50 ranking, cool armor to unlock through achievements (not micro-transactions). All this time 343 spent redesigning what was a nearly perfected core formula could have been spent better expanding Halo in these kind of areas rather than changing the base game. Expand the game but keep it simple at its core! I know I am perhaps not answering the question here and I might go through each Halo later when I get a bit more time, but if the purpose of this thread is to help establish what worked and what doesn't about the Halo games, I think the level of simplicity at the core of each of these games mechanics is essential to determining their success or failure. Really happy for you to be working at 343 Given, all the best and thanks for reading!
Halo 3. Hands down. Greatest multiplayer of any game, ever. Also if you voted for Reach, H4 or H5 I hate you.
Same argument different day with these guys. But I laughed for like a minute at Xandrith telling Xzample it's like he has the memory of a goldfish lmao.
never played halo 1 or 2 but I'll go through the stuff I liked and disliked about all the other halo's. Halo 3 - pros - I liked the easy controls, shooting enemys was a breeze. people moaned about the inconsistencies of the BR but I thought the balance of it was vital to halo 3's success. It was good but not too good. Easy to use but hard to master. I recently played halo 3, the aiming is clunky but still way easier to use than halo 5's. cons - Its a bit too simple. Its something I wished future halo's would expand on but never did. Halo reach - pros - I cant think of anything. Invasion was cool I guess, the class based abilities made more sense there. cons - ruined the assault rifle. clearly someone at bungie hated how a spray and melee could destroy people so made the game unnecessarily harder to play by having to shoot enemy shields all the way down before you could melee. Abilities were poorly designed and implemented. reach was also the dawn of overpowered precision weapons. Halo 4- pros- Core gameplay felt good again. Assault rifle was back to its old self and the aiming and aim assist felt great. loadouts were interesting but affected gameplay too drastically. It needed to be alot more subtle. cons- precision weapons still overpowered. sprint along with 0 spawn time made matches chaotic as hell so halo 4 never stood a chance. They tried to copy Cod too much. It works for cod because its highly based on individual skill rather than team work. plus loadouts are way more subtle in cod, mainly because everyone can die from a few bullets. Halo 5 - pros- equals starts, spawn time fixed. cons- basically every weapon overpowered. to combat this, 343 made weapons harder to use by removing classic aim assist which also raised skill gap in a boring way alienating fans because aiming is no longer fun but a chore. In a game where you have to consecutively shoot your enemies, lowering aim assist is a dumb move even if it does make weapons less overpowered. Here our my thoughts i posted a while back on how halo should improve. Introduce bullet travel and revert back to classic aim assist. This will make teamshooting way harder while still making weapons easy to use and will also raise the skill ceiling higher in a FUN way as you have to lead your shots depending on distance. Thats all i have to say from a casual/competitive halo fan like myself.