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> I didn’t design any or my maps on paper. I did it in forge. I can also tell you that inside of Halo Reach we had the ZBNS settings. This was the same game, and ZBNS settings required different map designs than default Reach simply because ZBNS had no sprint.
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> Your experiences on Truth are much different than mine. I found it played much different than midship did. I actually had 3 or 4 games time out with full 4 v 4 teams. Due to the massive expanses between the bases and towers I actually found the map to play closer to something like lockout than midship.
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> The pit is a rare example of a map that doesn’t necessarily need to be touched up for sprint because of the fact that it already was made up of large hallways. Though I will have to take your word on pitfall, because I never actually played it. However, I can tell you that MLG’s forged remake of the pit in Reach was enlarged. Valhalla and Ragnarok are also 1:1. Those maps play very, very differently though. Both because of the oppressive long range power of the DMR and because of sprint. Ragnarok would have played much better had it been enlarged.
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> You’ve pointed out two maps that were not enlarged. But I can easily counter that with reflection, pinnacle, and countless bungie made forge map remakes. All enlarged.
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> I don’t really get how I can show you basic math and you just ignore it.
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> > > > > I wish pro sprint people could come up with decent rebuttals. Or at the very least have a baseline understanding of all aspects and effects of sprint. It would atleast make the forums more interesting.
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> > > > > Atleast when we used to argue things like BR vs AR spawns, I disagreed with AR spawns but a lot of people that did like AR spawns actually understood the effects of both sides and could form coherent thoughts.
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> > > > > “I like it”
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> > > > > Well, Id like crystal -Yoink!- if I had no understanding of the negatives it comes with and only saw the immediate effect.
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> > > > well if the players against sprint weren’t so blind sided… they hate it so refuse to accept any answer from players who like it and even come up with stuff like oh you aren’t “moving faster with sprint” as ways to try to convince themselves that sprint doesn’t add anything to the game. its all matter of opinion. its so funny people trying to justify whether you should like it or not.
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> Measurements of maps is anecdotal evidence?
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> Since when?
Well, again, if you actually pay attention to what I’m saying, I’m not just ignoring your “simple math”. I simply take issue with it, because it’s not that simple. My video evidence actually directly refuted your math. Oh, but how could I forget that it didn’t? The Pit and Valhalla just happen to be some of the few exceptions to the map making rule that don’t require map size compensation for sprint. Haha, ooookay.
Your examples may be valid, but can you actually link them to the sprint mechanic? Perhaps they just feel bigger because, admittedly, Halo: Reach had a glacier-like base movement speed. Or, again like you said, maybe the oppressive long-range DMR can account for that size increase. Who can say? Either way, do you get it yet? You can present examples, I can present examples to the contrary, and you can counter with more examples. We can both give valid examples to demonstrate our theories. How could you possibly construe that to mean that your theory on how they make their maps is correct? There are examples that go both ways.
I also take issue with the fact that you’re implying that 343 Industries uses your math to build their maps. Or that Bungie ever did. Your computations of cover and travel times may work pretty well to make your amateur maps, but I’m not talking about your maps - that was simply a flawed example that you brought to the table. What I’m talking about are the maps that 343 Industries crafts. And, frankly, the way that you craft your maps in their map making tool is not at all verifiably linked to the way they craft their maps with their own, more advanced, map editing tools.
You didn’t give me any objective measurements of maps, to be fair. And you won’t. You can’t possibly. It’ll be next to impossible to document and categorize in similar terms all of the multiplayer maps from across the Halo saga and account for the size differences with specific mechanic-level reasons. So, yes, your theoretical “measurements” of maps (your original research) is absolutely anecdotal.
And besides: Since when have rules always absolutely informed map design? How many Halo maps can we name that have broken some fundamental map making “rules” and turned out successful anyways? I know there are a number of them. I could dig up examples if you disagree. It absolutely goes to illustrate that there exists more than one single map design philosophy. And that alone invalidates what you’re trying to say to me.