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Subject: What sets a map apart for you?


Posted by: P3P5I
Needs Gmod or Warcraft 3 World Editor.

Or bfme2 worldbuilder

  • 02.06.2012 6:10 PM PDT
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*wonders how New Clan Recruitment For Shadow Pack thread gets 55 replies*

*reads "Hi I'm Ashley. . ." *

[Question Answered]

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Posted by: Wumpa Warrior

Posted by: Sgt Commando
Vehicles. Everything else can suck it

Balanced vehicles though?
Honestly, I dont give a -blam!-. Can never go wrong with vehicles unless you try to.

  • 02.06.2012 6:13 PM PDT


Posted by: Sgt Commando

Posted by: Wumpa Warrior

Posted by: Sgt Commando
Vehicles. Everything else can suck it

Balanced vehicles though?
Honestly, I dont give a -blam!-. Can never go wrong with vehicles unless you try to.

Any map with vehicles needs enough counters though. So like paradiso, yes lotsa vehicles, but not enough counter vehicle weapons near main spawns.

  • 02.06.2012 6:15 PM PDT

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At this point in Reach's lifespan most forgers know how to build really good looking maps (for forge at least). The maps that shipped with Reach looked great but nearly everyone of them played terribly. For me what sets a map apart at this point would be one that feels like a classic.

I hate to toot my own horn but people posted that maps like Jackal Creek and Pioneer had their own unique feel to them that set them apart from other maps. Granted these maps had their own problems but there was a certain essence that I managed to capture in their framework.

Hopefully sometime in the near future I'll rebuild them

  • 02.06.2012 6:16 PM PDT
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*wonders how New Clan Recruitment For Shadow Pack thread gets 55 replies*

*reads "Hi I'm Ashley. . ." *

[Question Answered]

*proceeds to read on, shakes head, and gently laughs*


Posted by: Wumpa Warrior

Posted by: Sgt Commando

Posted by: Wumpa Warrior

Posted by: Sgt Commando
Vehicles. Everything else can suck it

Balanced vehicles though?
Honestly, I dont give a -blam!-. Can never go wrong with vehicles unless you try to.

Any map with vehicles needs enough counters though. So like paradiso, yes lotsa vehicles, but not enough counter vehicle weapons near main spawns.
Solution: DMR start
k?

  • 02.06.2012 6:18 PM PDT

Welcome to the internet. Joy dies here.

It's easier to recall what set maps apart as being below average. Like aesthetics on anything forged on Forge World. Balance like Sword Base. Vehicles like the banshee combined with objective gametypes.
Good maps generally have positive element of all the points you mentioned, aside from vehicles which are size restricted.

  • 02.06.2012 6:20 PM PDT


Posted by: A 3 Legged Goat

Was waiting for your reply :) I agree to a certain extent. Sometimes classic maps don't cope well with newer mechanics.

  • 02.06.2012 6:20 PM PDT

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Posted by: Wumpa Warrior

Posted by: A 3 Legged Goat

Was waiting for your reply :) I agree to a certain extent. Sometimes classic maps don't cope well with newer mechanics.


I agree. Hopefully when I rebuild/hybridize Jackal Creek/Pioneer I manage to make it play better for Reach's mechanics.

  • 02.06.2012 6:21 PM PDT


Posted by: Sgt Commando
Solution: DMR start
k?

True.. But at times, it's difficult to focus on one vehicle. Example: Paradiso. I search alone, so if I focus on the banshee, I'll get killed by the tank. Or sniper. Or warthog. Or other DMRs

  • 02.06.2012 6:22 PM PDT


Posted by: A 3 Legged Goat

Posted by: Wumpa Warrior

Posted by: A 3 Legged Goat

Was waiting for your reply :) I agree to a certain extent. Sometimes classic maps don't cope well with newer mechanics.

Yeah. Standoff was a great map, but I think you pointed out the fact that DMR's would ruin the map.
I agree. Hopefully when I rebuild/hybridize Jackal Creek/Pioneer I manage to make it play better for Reach's mechanics.

Yeah. Sandbox was a great map, but I believe you pointed out that it would be ruined by the DMR.

[Edited on 02.06.2012 6:24 PM PST]

  • 02.06.2012 6:23 PM PDT

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