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a Chunk

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About a Chunk

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  1. Pretty sure I've said this publicly about a 100 times over the years, but as Xandrith says, it was a co-forge. I had the initial idea for it in a VERY rough sense. He fleshed out the design, adding a lot of the more interesting parts, and then we iterated on it together. I have also made sure to note that it was a co-forge every single time I've posted it on a forum (Forgehub Link). As he already stated, we've both made better maps since then. We were probably on equal footing at the time we worked on Epicenter together, and he has for sure grown as a designer enormously since then. He is a much better level designer than I am at this point. And regarding forgers participating on this forum, I think that for most long time forgers that bridge was burned long ago (there used to be Forge Forum here. It didn't end well). Yes, forgers are capable of having deep discussion on design. However, deep understanding of a subject often goes hand in hand with greater attachment to your observations and interpretations. They disagree and argue a lot. They have heated discussions. They hold grudges. They're human, and display all of the traits of humanity, lol.
  2. Those screenshots are from a fan project. The developer of it confirmed this on Twitter shortly after the 'leak'. I didn't save the link to the tweet, but the screenshots are 100% confirmed to NOT be from Infinite. Knowing that the screenshots were taken from another game and passed off as leaks makes the accompanying info unreliable as well, imo. Edit: Here's the Twitter account of the developer I was referring to - https://twitter.com/Glitch597O And YouTube account: https://www.youtube.com/channel/UCuYwXHmGpFayZpNcjjsgIbw Looks like the developer actually showed the images to Halo Follower, who mistakenly believed they were from Infinite. Hmm...
  3. Not holding out hope on this, but perhaps sprint will be implemented as an equipment pickup. That's about the only way I could see it working (and to be clear, I still don't like it one bit, and would definitely not want it used).
  4. I hear you, but it's not a bug in the sense that it was unknown, overlooked, and unintended. They for sure knew that it was like that, and it's a result of the way that the information is saved. From my understanding, in order to get completely accurate copies of a map after saving, it would require them to design it so that both the saving and downloading processes would take much, much longer than they do currently. Basically what the current system does is save the data points associated with each object. When it comes to the object location, it's looking at the 'origin point', and plotting it to a point within the world. Most times these points don't align perfectly, and the action of saving the map aligns them (which results in slight movements of the objects). I may be not completely right in that explanation, but that's essentially my understanding of why the misalignment happens in Forge after saving and reloading a level.
  5. How on earth do you add spread to a single shot weapon? Spread requires multiple bullets. But of course there are innumerable ways to F up weapon functionality. Changing just one aspect of how a weapon functions doesn't guarantee is will be good.
  6. Movement speed doesn't NEED to be increased. What you interpret as 'abysmally slow' movement can be remedied simply by having appropriately sized levels and appropriately balanced weapons. They COULD increase movement speed, but if the map scaling and weapon functionality aren't designed around it, it won't help much.
  7. Battle Creek does NOT have caves, and in fact does not have the ramps up the sides either (uses ladders instead). From a design perspective, Battle Creek is better suited for 2v2 matches and Beaver Creek is better suited for 4v4 matches. I really prefer no ramps when playing 2v2 because it encourages movement toward the center of the map, while also making it more dangerous. Battle Creek also works very well in Halo 1 because of the weapons and mechanics. Camo is MUCH more valuable in Halo 1 than Overshield is in Halo 2, and Rockets are more valuable as well (though I know many disagree with this). The Battle Creek design would not work nearly as well in Halo 2 because it would be too easy to maintain map control once you have it (again, this is assuming 4v4 play which is Halo 2's forte). Beaver Creek would also not work as well in Halo 1. I think this is one case where both designs are actually quite good for their respective games. Regarding remakes, I don't really have a strong stance one way or the other. The one map that I think I'd be okay with in every Halo game would be Midship (though I would keep it basically identical to the original design rather than making variants like those we saw in Halo 5). Maps like Sanctuary and The Pit should not be remade, imo, simply because their formula is so simple that it can easily be recreated in a fresh way that maintains the spirit of the original. There are SO many ways to make a mostly flat inverse symmetrical level akin to Sanctuary, or a symmetrical 3 lane map like The Pit. The designs themselves are generic enough that if they were to be implemented repeatedly they should be done in a fresh way. In general, whether or not a remake will work in a game depends entirely upon whether or not the mechanics and the design of a given level are compatible. You can't take a Counter Strike Map, insert it into a Halo game, and expect it to play well 'because it's a good design'. 'Good design' is always relative to both the play space and the mechanics used within that space. For that reason, sometimes remakes work well, and other times they can be a disaster.
  8. My hunch is that part of a Halo reveal would include an announcement that the release date is going to be delayed.
  9. Though I can't find the link at the moment, I saw confirmation on Twitter that the leak you shared with the blurry screenshots of a map that looked somewhat like Citadel is footage from this fan project. Here's a link to the Twitter account of the creator: https://twitter.com/Glitch597O
  10. It can be frustrating at times, but even with the inconsistency I enjoy it much more than anything else. We should keep in mind that console online gaming networks didn't exist when it was made, and it wasn't designed to be played online at all. Considering that, and the fact that it's a port of a port of a 20 year old game, I think it actually does reasonably well. But then again, I've been gaming since far before online gaming existed, and was around to experience some really bad connectivity issues along the way, so to me this is pretty minor in comparison. I realize not everyone has this same context.
  11. For those too lazy to click the link...
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