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SaltyKoalaBear

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SaltyKoalaBear last won the day on June 15

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About SaltyKoalaBear

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  1. You lost me at "compete with industry standards" I believe the general pace of Bungies Halo's (1,2,3 and Reach) to be at the very core of Halo's identify. It has a charming methodical rhythm I don't want to see leave the franchise. Once you start ramping up movement speed, giving players tons of extra movement abilities and decreasing avg ttk of utility weapons the entire identity of the combat loop begins to change and the level design with it. Even the art of the game is tied to it's pace imo as the pace alters how you emotionally perceive the spatial environments you navigate through. I will agree that increased responsiveness in the things like strafe you mentioned could definitely be a positive for the franchise. Idk, identity on products is such an interesting topic. Halo 5 was actually an insane game for skill gap, but was held down by it's sluggishness and poor aiming mechanics. Even tho the game really wasn't Halo, I sure am gonna miss the hell out of it. Designing for it was so much fun, I honestly don't see Infinite being as fun to design for... Okay screw it I agree with you. HYPERBOOST Halo Infinite, it's time to evolve to new heights of Godhooudness.
  2. Slow motion? Halo has never been a high movement speed game, not ever. It's always been a fairly slow paced and methodical shooter sans Halo 5. I prefer Halo this way personally, I don't need to be inputting a million things into my controller just to move efficiently around a map, or to have the base pace be so fast I get worn out after 15 mins looking at blurs on my screen. Ever play hyper scape, ut, doom or diabotical? I could see those games being up your alley. Halo is not, and wasn't ever, a "high paced" game imo nor should it be.
  3. Look at the movement he makes to the right after he gets the hammer kill, is that a normal strafe with the hammer animation making it look like a thrust or an actual thrust?
  4. gen·re a category of artistic composition, as in music or literature, characterized by similarities in form, style, or subject matter. Do genres of maps within fps games exist?
  5. I hope everyone is impressed by my extraordinary ability to be unimpressed by everyones wips and maps. It makes me feel special, unique and important being so unimpressable. It's what I always tell people when they talk about design, just impress me, that's all I really ask. If you can impress me it means your map has value. If you can't..... No value, no integrity, no worth.
  6. "integral moral level design" = maps that cater to grown babies that can't control there emotions enough to handle stressful combat scenarios that test the resolve of actual mentally/mechanically skilled players. tHiS mAp DiDn'T aLloW mE tO sUcCed" No bitch you didn't allow yourself to succeed because your a whiny simp bitch that dosen't know how to take advantage of geometry that doesn't scream it's purpose in bold fucking letters that even a moron could understand. Dog community.
  7. I mean your not wrong.... I'm extremely amused by the designers that talk but don't actually walk. Dudes will make like 3 maps and think they have ascended pure neural enlightenment haha Level design is actually sweaty AF and the understanding of it is still in it's infancy for the ENTRIE community me inculded.. to understand level design is to understand human nature at it's core... And any man that claims to know that is lying to themselves. We've only just begun to understand the very edges of it. I really hope Infinite brings some actual competition not clowns that pose as Gods. I so desperately want to be impressed.
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