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cRi7iCaL

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  1. I can see Halo being played at multiple MLG events. Puckett would be the first to say yes to a return of Halo, I mean his whole career is based on this game, he loves Halo. A good way to kick things off is to host a launch event with some (former) pros, e.g. the Ogre twins, Walshy, Roy, Lunchbox and so on. Before the matches they could show some highlights of older events, like showing the best scenes of CtF on Midship, and then play the same map and mode. Player Interviews about how they felt when they won their first tournaments etc. Just ride the nostalgia-train. This would appeal to old fans and new fans as well showing them the glorious history of competitive Halo. The demographic of gamers seems to change. The casuals of yesterday became the competitive-minded players of today. The rise of popularity of franchises like CoD and Halo have reached their zenith and the market for eSports is growing. The biggest challenge is to make Halo popular again.
  2. I could see the Racing Community going ape shit, if there wasn't forge to create Racetracks. Just a reminder: Just because we got what we want (a Halo game that supports eSports) doesn't mean we should left others out. I mean it doesn't hurt anybody, does it?
  3. Just gonna copy my Waypoint post in this thread in here: I don't see the problem with this since Halo 3 made it the right way. It's just a matter of map design: You need to have powerful positions and powerful weapons. Rule 1: You cannot see power-weapon-spots from power-positions. Rule 2: Powerful weapons are placed in relatively high-exposed positions. Rule 3: Getting the power weapon means you lose the powerful position. Rule 4: Getting the powerful position means you lose the power weapon. That makes up a big part of the game inside the game. You need to evaluate if you rather hold your position after you gained map control to keep it or if you rather leave your position to get the power weapon which isn't even guaranteed. I think that's something that Halo 3 has done very well with most medium/small size maps. Snowbound is a perfect example for this: You wanted map control, you stay on top of the base. You wanted power weapons/ups, you give up map control and get into dangerous places. If you have two equally skilled teams with a high amount of meta-knowledge you would see that the team without power weapons/ups tries to break the opponents map control. But if you would match up two teams with different amounts of meta-knowledge than the better team would win anyway, with or without power weapons (in 99% of all cases). This is really simplified and there's much more to it! But it's almost the same as the complex version of it. (Player trade, positioning, angles, map control, movement, etc.) Complex layers of the meta. This is really simplified and there's much more to it! But it's almost the same as the complex version of it. (Player trade, positioning, angles, map control, movement, etc.) Complex layers of the meta.
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