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Everything posted by SaltyKoalaBear

  1. So did you work on developing your encounter idea map that you already had a trailer for or have you just been painting furniture and walls and stuff?
  2. I probably should huh? Then I'd truly be a level design philosophy God! What I've learned over the years, watching the rise and fall of many great design evaluators, is that context isn't important. Just evaluate everything through a narrow lense and reach maximum neural enlightenment.
  3. I see density, hard corners and a few pillars.... Lacks integrity, scrap it and start over if you want to be valued as a moral designer.
  4. Yes I stole it and tried to pass it off as my own. I knew posting it here I'd be safe from people copy pasting it into Google.
  5. Lawl, fuck no. I just have a really good eye for nuance and subtly so I love maps that demand the same out of players. Tightly scaled maps in H5 punish sloppy careless movement and use of abilities so they are my jam.
  6. As always, the one-trick pony's here, so quit your sulking Born efficient, got ambition, sorta vicious, yup, that's me Not artistic, unrealistic, chauvinistic, not those things Go the distance, so prolific, posts are cryptic, move swiftly Unsubmissive, the king of mischief The golden ticket, rare sight to see I stay committed, embrace the rigid I'm playful with it, yeah, basically Too great to mimic, you hate, you're bitter No favoritism, that's fine with me Create the riddles, portrayed uncivil Unsafe a little, oh, yes, indeed It's plain and simple, I'm far from brittle Unbreakable, you following? I'm Bruce Willis in a train wreck I'm like trading in your car for a new jack I'm like having a boss getting upset 'Cause you asked him for less on your paycheck I'm like doing headstands with a broke neck I'm like watching your kid take his first steps I'm like saying Bill Gates couldn't pay rent 'Cause he's too broke, where am I going with this? Unbelievable, yes, yes, inconceivable See myself as fairly reasonable But at times I can be stubborn, so If I have to I will rock the boat I don't tend to take the easy road That's just not the way I like to roll What you think's probably unfeasible I've done already a hundred fold, a hundred fold It's probable that I might press the envelope Ideas so astronomical Sometimes I find them comical Yeah, incomparable, replay value phenomenal map selection remarkable, slowing me down, impossible.
  7. Bop Update So far one of the more difficult parts of the design process has been evaluating what is a difficult fight/encounter vs what is an unfair fight/encounter. It feels so wrong to me designing this map, but it's fun to try and think in others shoes. At 740 hard objects (does not include lights, invs blockers, Spawns, weapon or cromas) for a near complete playtest build. Basically my goal for this one will be to create something out of my comfort zone that rewards forward thinking over reactive thinking and allows players to use clever macro movement and forethought to defeat there opponents vs micro movement and Geo manipulation (will still be present but to a much lesser degree) Really interested in how @Soldat Du Christ @Westin @MultiLockOn critique my design choices on this one! Wip screenshots coming soon
  8. I made an "integrity map" ..... What has become of me? We will see how it actually holds up in playtests before I give the seal of bopism.
  9. I think trope implies a combination of design elements used in a specific manner to create a recognizeable form or pattern, but the specific element itself isn't a trope. Like a ramp is just a functional piece of geometry that serves a specific purpose. But ramps used in x,y, or z manner can become a trope. Get what I'm saying?
  10. As someone who I took as a firm believer in the objectivity of words(Personally I think words point towards objective meaning and arent objective in and of themselves), id guess others are just holding you to your own standards. I knew what you meant, but I dont think trope was the best use of words. Possibly recurring design elements?
  11. My favorite part of the video was your orbital Jump comparison, but for a slightly different reason then you highlighted. So in order to keep that jump as impressive as it was in Halo 3, one would need the space to be comparably treacherous to pass. In Halo 5 this would mean increasing the vertical and horizontal distance to retain the same feeling of accomplishment.... This of course would not only change how the sightlines worked, but also the spatial proportions/geometric ratios of the area which in turn would affect how the player EMOTIONALLY feels about the space. We are always thinking about how sprint/clamber/thrust and stabilize effect the gameplay, but I find its effect on how we artistically/emotionally perceive spaces in the game to be just as egregious if not more so. Spaces, like the gap shown in the orbital jump video, had certain emotions tied to there geometric proportions based on the limitations of you as the character. With Halo 5, those same spaces don't convey the same emotional meaning as they aren't threating in the same way as they once were. So In order to provide a similar emotional feel, the space itself would have to be enlarged greatly. Put shortly, the link between emotional perception of areas is quite different in Halo 3 versus Halo 5. Compare this to something you remember being larger then life as a child, versus how the same things (sledding hill, creek, stairs in house, roller coaster at an amusement park etc) feel so much smaller as an adult. Our perspectives changing affect how we feel about the world and space around us and this also holds true in the videogame realm. Thats why sprint/thrust/clamber/stabilize are so much more damaging to the identity of what Halo is and was to us then most players even realize. I mean just look at the spatial differences between Truth and Midship . Midship is this cozy space that gives us x.y,z feelings while truth is the large imposing atrium that gives you a whole different set of emotions,yet functionally the spaces operate quite similarly. The counter video that popped up in response to this, Tackles the functional aspect, but completely ignores the emotional transgressions that the space provides. A bit of a rant, but wanted to say well done on the video and It is kind of making me want to make a video of my own on this topic!
  12. Sounds like he was subverting the designers intentions. Was the course designed to allow/encourage this type of play or was it a result of an unforeseen failure in the course's strucal integrity? (Tear/hole in the net that wasn't present during it's intital construction)
  13. "It seems pretty obvious to me" I think this is where your judgement falls short, something that SEEMS obvious on the surface layer may actually not be in reality. This is what I've been trying to drive home in my last few post's, sometimes our lack of understanding can cause us to make errors in judgement and things that seem obvious can easily be a result of our own shortcomings. Surface layer reads can be quite deceiving. If you are referring to beating down as pushing a button twice, and correlating that to victory on Day of Defeat your missing all the mechanical and mental skill that even facilitates being able to do that against a competent opponent. I challenge you AND your teamate to not use your pistol and just push a button twice to win on Day of Defeat. It simply will just not happen against equally skilled opponents, and if it does, you've used an insane amount of mental and mechanical nade/movement skill in order to engineer situations that allowed you to "push a button twice". The pistol fights on the map are actually extremely challenging due to the amount of geometry that can uniquely and abruptly obstruct your ability to shoot at a dynamic rate. Whenever me and purely come close, or beat, @Box_Hoesand @S0UL FLAME I can promise you it ain't by relying on beatdowns alone, rather we have to use cordinated tactical approaches to situations and ALOT of pistol work to suppress there movements and clever /skillful nade usage so we can close In for a kill. Do the closed in kills sometimes, even more often then not result in a beatdown delivering the final damage blow? Sure!!!! But your absolutely ignoring all the mechanical and mental skill that lead up to that point which is arguably higher then alot of other "pistol maps".
  14. I think FPS maps need to start having difficulty ratings and or skill requirement ratings associated with them. In my opinion FPS maps are essentially competitive logic puzzles that you can use mechanical and mental skills to solve. Each map is going to require differing levels and skill compositions to solve. Certain players actually require MORE challenge in certain categories of skill in order to stay stimulated, interested and engaged. When it comes to FPS level design, I DON'T think the one size fits all approach really works. Some user somewhere is going to take a loss. Be it the map not beinf challenging/engaging enough (boredom) or the map being to challenging/engaging (anxiety). It nice for a product to exist that can hit that sweet spot for it's consumer. I believe that any product not "sized" for it's consumer, has the potential to be damaging and even downright dangerous to it's participant. This is true of any product, but especially those meant to challenge us (FPS games/maps) Take for example expert only ski runs. Should they not exist as an expirence offering simply because they have the potential to damage the participant? Are they immoral, unjust, or lack intergirty because a lesser skilled skier could get seriously hurt attempting them? Are they bad design? I recently had a discussion with @MultiLockOn and In part of that discourse we talked about my map Day of Defeat. He explained how he found that as an agressor on the map, he could do 7 things right (wether they were actually the right things are up for debate, but for the sake of the example will assume they were) and 1 thing wrong and get punished for it. (Same type of logic can occur on double black diamond ski runs, you can be doing everything right but making a singular mistake can be fatal) He asserted this was bad design, and the map was too punishing and rewarded disproportional skills (in reference to his skill hierarchy). I disagreed that it was bad design, but agreed that the map was very punishing. I also understood how he could view it as disproportionally rewarding skills, as it does, it stresses certain skills way higher then others versus the on "par" map. I explained It was intentionally designed this way as a niche psychological and mechanical challenge for those willing to participate and those seeking a unique map that challenged a unique composition of skills. I understand how he could come to the conclusion that the GOAL of my design is poor, but I asserted that the design itself was "good" as it fulfilled my design goals. So what do you guys think? Should maps have difficulty/skill ratings associated with them? Is it wrong or bad design to design for specific target audience groups? Should one size fits all design be the objective goal of fps map design? If so, how to we determine what that mean skill level is? Answer all or none of them, I'd love to hear anyone's take on this!!! Edit: I want to make it clear that I acknowledge there is a responsibility of a designer to create something that is within the reasonable boundaries of human capability. Obviously it'd be unjust if a double black diamond course had a unavoidable 500 foot cliff drop, but the lines become quite blurry as to what is too challenging and what is not challenging enough, and that will vary from person to person. It's also worth noting that while pioneering challenges that teeter on these boundaries the potential for over stepping them is there.
  15. No need to get defensive, I acknowledged it could have been a miscommunication. It appears it was, that simple. We talk about everyone's takes on the map that has given one, your not a special case. As you said you played it 2 or 3 times, I'm not condemneding you calm down. I completely agree that actual skill in the game doesn't have a direct relationship with how good of a designer you are. My point was never this. Rather that skill in the game, and game KNOWLEDGE will give a person a better understanding of how gameplay within a map will manifest itself. Someone with lesser knowledge may believe only A, B, C are possible in an area while A, B, C, D and E options are. The more game knowledge you have, the better you can understand how your applied logic will manifest itself in game. I just don't see you having the same understanding of the actual game as he does, but again I could be wrong. In fact this is where the hole in any philosophy lie. I could be 100% accurate about my goals for a level Design, but if I lack understanding of objective geometry functions, that's going to skew how that philosophy is applied or interpreted. Ill reiterate. Let's say I believe all maps should allow for multiple ways to push a position. Based on my hypothetical assessment of a map and my own playtests, I determine that the map doesn't allow for enough ways to push and is therefore unjust. I share this claim with another group of designers, but they disagree. Not with my belief that only a few ways to push is unjust, but with my premise that there ARE only a few ways to push. They show me high-level gameplay and as it turns out the players were pushing in ways I never assessed properly in my hypotheticals or playtests. This oversight arose due to a fundamental lack of my own understanding of objective geometry functions. See my point? Your core beliefs can be gold, but it you don't understand what your judging with your core beliefs it can create huge gaps in understanding. This is the fallible and ambiguous part of your philosophy, not the philosophy itself. I see you on World of Warcraft often, is that game more productive then Halo 5 and forge? Let's not point fingers at people for choosing how they spend there entertainment time, your making this all too personal my man.
  16. Once one realizes where your perspective and understanding falls apart, all the past wounds are healed. In fact, it makes you wonder why there were any wounds in the first place... Really quite silly in retrospect. Im 99% sure @Box_Hoes wants to hear your explanation because he in part finds it amusing and in part is actually confused about your takes. I think what has thrown him off is your inability to accurately asses logic/gameplay functions of geometry on maps, specifically his own . I could imagine the frustration of a player with lesser skill and game knowledge in Halo 5 asserting how something functions when you as the better and wiser player know it doesn't function that way with reasonable certainty. Were talking about they guy that watches hours of high level 2v2 gameplay for the sake of studying movement and combat patterns alone. It's all a bit comical to me, I actually laugh at how much care and investment I've had in my peers opinions in the past, I can thankfully say I'm finally over it. Im guessing this is just a miscommunication, but Is it true that you believe holding the inside of the pyramid on Nomad to be a viable strategy?
  17. @Box_Hoesnew map Nomad based off the flow/layout of a pinball table (spawn, launch, cycle, repeat) Is easily one of the best maps of its kind in Halo 5. Well done. I'll be posting the top down of the actual map for everyone to check out in a subsquent post.
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