JavaScript is required to use Bungie.net

#Bungie

11/3/2010 11:36:08 PM
163

Carney's Crash Course: Map Design 101

Get your learn on. [url=/news/content.aspx?type=topnews&cid=29601] click for full story [/url]

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
  • Nah, this is all backwards. The community is the one that needs to teach Bungie how to make decent maps. Cause I swear to God, if I play The Cage one more -blam!- time.... But at least now I know what was going on in Bungie's head when they created their legion of God awful maps. That whole "isolated combat spaces" pretty explains why each map is so bad. Isolated combat spaces cannot be done outside of room-based maps. The Call of Duty style maps that encourage no teamwork other than "everyone camp in the same room." Of course, many maps in Reach do involve camping. For instance, the best strategy on Zealot is to gather everyone up and storm through the hallways. This strategy takes no thinking or adaptation, and is therefore bad for competitive gaming. It's made even worse when you start to shoot back and one of the players goes into armor lock. That's why when good players play Zealot, it's just 4 people spamming the trigger and waiting for people to pop out of armor lock. This obviously creates a very small skill gap. On the other hand, many of the maps have these isolated areas as open space that are connected with narrow bridges. These narrow bridges are a death trap for anyone who tries to pass, inevitably breaking any and all map movement. ie: on Pinnacle, people can easily camp on big tower and slaughter anyone who wants to [I]play[/I] Halo. On the Cage, people just choose jetpacks to avoid being destroyed on these pathways. Now, jetpacks do break the game in that someone flying at level can easily get 3-4 shots before being located. It also makes any of the maps cover virtually useless. So when you're in a 4v4 and 8 people are all using jetpacks, it is inherently bad. So a map like the cage that encourages everyone to choose jetpacks is inherently bad. And, of course, in Slayer Pro, people just get dominated on the bridges. And please don't say I'm just bad at the game. It's almost the opposite. Whenever I go into matchmaking, I completely dominate the average person. Only difference is that I can easily dominate. In CE and H2, I had to really try my heart out to beat people because of the subtle complexity of strategy that most of the maps provoked. Now, I can do the same simple strategy over and over again always with the same outcome. When I play customs with people of similar skill, the games ultimately end in a stale mate, 50-49 kind of game where both teams know the one and only dominating strategy, causing what is supposed to be a skillful game to be decided by this game's bloom (or any other random, luck-based factor). EDIT [url=http://www.forgehub.com/forum/forging-201/97349-map-design-theory-knowledge.html]BETTER THREAD ON MAP DESIGN[/url] ^I realize this thread is long and confusing, but frankly, the way Bungie has been designing maps lately is horribly flawed. If you ever want a map that compares to some of the glory that existed in Halo CE's maps, then you'll have to use Forgehub's tutorial, and completely forget the (and I hate to say this) garbage tutorial that Bungie threw at you. [Edited on 11.11.2010 8:07 AM PST]

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

You are not allowed to view this content.
;
preload icon
preload icon
preload icon