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How on earth is ‘art design’ of this frankly awful standard considered acceptable to send out to experienced audiences in 2015? The assets used in these four large maps are truly some of the most hideous graphics I’ve clapped eyes on in the last five years, and they are deterring me from wanting to participate in what ought to be Halo’s ‘bread and butter’ gameplay. I find the substandard visuals to be terribly distracting from the core gameplay, and to be quite honest I’m embarrassed to show the game off to any potential interest my friends might have shown in the multiplayer suite.
How is this acceptable, 343i? Look at other popular shooters on the market - they’re stunners, as they should be.
We shouldn’t be expected to have to wait for proper large maps to arrive in DLC, even if they are to be free. There ought to have been a selection on day one. I for one HATE the ugly Forge palette and if eventually the playlists are overrun by well designed but visually antiquated community maps like what happened with Halo 4 I’ll be once again ending my time with Halo there, and returning to other more aesthetically appealing titles.
For those who wish to state the obvious by saying Gameplay > Graphics, I’ll say don’t be naive; visuals very much matter in first person shooters, they always have. And in 2015 you should expect better than what 343i are asking you to make do with!
Halo 5 needs more handsome and visually interesting dev made maps, quickly. Halo 5 BTB ultimately makes me want to play other games, and that’s not good.
> 2535438136846767;1:
> For those who wish to state the obvious by saying Gameplay > Graphics, I’ll say don’t be naive; visuals very much matter in first person shooters, they always have.
Back in Quake 3, we would set r_picmip to 5, which made all textures into brown blurs, just to raise framerate and eliminate distraction.
> 2533274810140824;2:
> > 2535438136846767;1:
> > For those who wish to state the obvious by saying Gameplay > Graphics, I’ll say don’t be naive; visuals very much matter in first person shooters, they always have.
>
>
> Back in Quake 3, we would set r_picmip to 5, which made all textures into brown blurs, just to raise framerate and eliminate distraction.
Visuals are nice. But its the frame rates that really matter
> 2533274810140824;2:
> > 2535438136846767;1:
> > For those who wish to state the obvious by saying Gameplay > Graphics, I’ll say don’t be naive; visuals very much matter in first person shooters, they always have.
>
>
> Back in Quake 3, we would set r_picmip to 5, which made all textures into brown blurs, just to raise framerate and eliminate distraction.
Don’t forget the neon colored players and hitsounds which further traded graphical fidelity and audio for a competitive edge.
Having said that: if I have to buy an entirely new console just to play a game, it better sure as hell do something that couldn’t have been done on the 360.
i personally think theyre the best looking forge pieces in any halo game, theyre clean and dont have any annoying clashing texture where pieces dont match together.
Recurve, look absolutely gorgeous and so does the standoff and Headlong re-imaginations. Basin looks decent, but has too much un natural rock/terrain placements imo.
Seriosuly, these maps look alot nice than Halo 4 and Reach forge maps
Plus, these maps are quite obviously place holders to show off whats in store for forge, while they create new original maps for release, people who think these forge maps are part of the 15 free maps they’re offering are seriously, rather, silly.
That’s because they’re all forged. At least some of the 15 DLC maps we’re getting for free should be BTB maps. And I think they should be able to turn Warzone maps into BTB maps without much trouble.
> 2533274810140824;2:
> > 2535438136846767;1:
> > For those who wish to state the obvious by saying Gameplay > Graphics, I’ll say don’t be naive; visuals very much matter in first person shooters, they always have.
>
>
> Back in Quake 3, we would set r_picmip to 5, which made all textures into brown blurs, just to raise framerate and eliminate distraction.
Sure, but you and players like that accounted for less than 0.1% of video game playing audiences on Earth; not to mention Quake is probably the most competitive ‘pure’ shooter ever made. It was never mainstream and as such its visuals were less important (although back in the day Quake was visually cutting-edge, actually). My point is Quake must be getting for 20 years old and Halo 5 multiplayer in brand new. As such, it should look as ‘state-of-the-art’ as any other new shooter on the market, but it absolutely does not. As far as these BTB maps go, the ugly Forge palette is the problem. Halo 5 multiplayer simply needs better attention from its employed artists and map designers.
You do realize this is what people wanted right? Look at Reach and Halo 4’s pallet and all you’ll see are a ton of textures that overlay and make maps look weird. Jump to Halo 5 where there are next to no textures and there’s no texture overlay
> 2533274883849234;10:
> You do realize this is what people wanted right? Look at Reach and Halo 4’s pallet and all you’ll see are a ton of textures that overlay and make maps look weird. Jump to Halo 5 where there are next to no textures and there’s no texture overlay
^ much this.
@OP - The Forge blog post from a few weeks ago gives a good overview of what we can expect from Forge when it drops, the part that’s important there is the section on colors. To allow more variety in the maps we see pieces were smoothed. At first glance it may seem horrible, but it really is a great thing that’s been done here. Want a purple covenant themed map? You got it! And bringing in some of the Communities top forgers and letting them have a designed map make the game? That’s something I’d want on my CV, perfect example of 343 actively bringing the community on board with things they are doing
> - Primary, Secondary, & Tertiary Colors – The vast majority of the Forge building pieces have tunable primary, secondary, and tertiary color change sections on them. This allows objects color variations from the blatantly oblivious to very subtle. Many also support changing the matte/metallic reflective properties of the color surface as well allowing for more visual variety from location to location.
> - 100+ Colors – We have more colors in Forge this time than most people had in their crayon boxes growing up; representing a wide range of shades and hues from across the whole color spectrum.
> - Reference Colors – Objects placed in the level generally pre-assigned come with colors that point to “reference colors” that are tunable in the options. Changing these colors in the map settings will immediately update the colors on all of the objects referencing them. It’s a great way to experiment with map coloring quickly and easily without having to edit a bunch of individual objects.
That’s a little more encouraging… in the longterm, thank you for the information. The total lack of detail on the building blocks is very disappointing, though. It all looks so bland.
Remember the days when Halo games would have an excellent balance of 8-player maps and 16-player maps at launch, instead of relying on post-game launch updates/DLC and gimmicky Forge maps to fill the void?
> 2602973356072471;5:
> i personally think theyre the best looking forge pieces in any halo game, theyre clean and dont have any annoying clashing texture where pieces dont match together.
> Recurve, look absolutely gorgeous and so does the standoff and Headlong re-imaginations. Basin looks decent, but has too much un natural rock/terrain placements imo.
>
> Seriosuly, these maps look alot nice than Halo 4 and Reach forge maps
>
> Plus, these maps are quite obviously place holders to show off whats in store for forge, while they create new original maps for release, people who think these forge maps are part of the 15 free maps they’re offering are seriously, rather, silly.
> 2535438136846767;13:
> That’s a little more encouraging… in the longterm, thank you for the information. The total lack of detail on the building blocks is very disappointing, though. It all looks so bland.
It can be very disappointing for those who do not forge or care much for it but you have to keep in mind that this is something that community has been asking for since Halo 3. What’s a gray, boring mess for many is a dream come true for some. Just wait for the full forge to be out so that everyone can truly mess around with the new features and create maps that will look amazing.
> 2533274813317074;12:
> > 2533274883849234;10:
> > You do realize this is what people wanted right? Look at Reach and Halo 4’s pallet and all you’ll see are a ton of textures that overlay and make maps look weird. Jump to Halo 5 where there are next to no textures and there’s no texture overlay
>
>
> ^ much this.
>
> @OP - The Forge blog post from a few weeks ago gives a good overview of what we can expect from Forge when it drops, the part that’s important there is the section on colors. To allow more variety in the maps we see pieces were smoothed. At first glance it may seem horrible, but it really is a great thing that’s been done here. Want a purple covenant themed map? You got it! And bringing in some of the Communities top forgers and letting them have a designed map make the game? That’s something I’d want on my CV, perfect example of 343 actively bringing the community on board with things they are doing
>
>
> > - Primary, Secondary, & Tertiary Colors – The vast majority of the Forge building pieces have tunable primary, secondary, and tertiary color change sections on them. This allows objects color variations from the blatantly oblivious to very subtle. Many also support changing the matte/metallic reflective properties of the color surface as well allowing for more visual variety from location to location.
> > - 100+ Colors – We have more colors in Forge this time than most people had in their crayon boxes growing up; representing a wide range of shades and hues from across the whole color spectrum.
> > - Reference Colors – Objects placed in the level generally pre-assigned come with colors that point to “reference colors” that are tunable in the options. Changing these colors in the map settings will immediately update the colors on all of the objects referencing them. It’s a great way to experiment with map coloring quickly and easily without having to edit a bunch of individual objects.
To what extent are those colors and their uses demonstrated with the new maps? I’ve yet to play them.
Last night felt like putting on an old pair of my favorite sneakers. I couldn’t care less about palettes when I was splattering everyone with a ghost last night.
I’m enjoying this Halo just as much as most of them. Can’t wait for cartographers to start adding maps to the playlists. Weapons feel balanced, controls and new features feel smooth. It’s too bad your letting your 4k mentality prevent you from seeing everything that’s great about this iteration.
> 2533274823519895;18:
> > 2533274813317074;12:
> > > 2533274883849234;10:
> > > You do realize this is what people wanted right? Look at Reach and Halo 4’s pallet and all you’ll see are a ton of textures that overlay and make maps look weird. Jump to Halo 5 where there are next to no textures and there’s no texture overlay
> >
> >
> > ^ much this.
> >
> > @OP - The Forge blog post from a few weeks ago gives a good overview of what we can expect from Forge when it drops, the part that’s important there is the section on colors. To allow more variety in the maps we see pieces were smoothed. At first glance it may seem horrible, but it really is a great thing that’s been done here. Want a purple covenant themed map? You got it! And bringing in some of the Communities top forgers and letting them have a designed map make the game? That’s something I’d want on my CV, perfect example of 343 actively bringing the community on board with things they are doing
> >
> >
> > > - Primary, Secondary, & Tertiary Colors – The vast majority of the Forge building pieces have tunable primary, secondary, and tertiary color change sections on them. This allows objects color variations from the blatantly oblivious to very subtle. Many also support changing the matte/metallic reflective properties of the color surface as well allowing for more visual variety from location to location.
> > > - 100+ Colors – We have more colors in Forge this time than most people had in their crayon boxes growing up; representing a wide range of shades and hues from across the whole color spectrum.
> > > - Reference Colors – Objects placed in the level generally pre-assigned come with colors that point to “reference colors” that are tunable in the options. Changing these colors in the map settings will immediately update the colors on all of the objects referencing them. It’s a great way to experiment with map coloring quickly and easily without having to edit a bunch of individual objects.
>
>
> To what extent are those colors and their uses demonstrated with the new maps? I’ve yet to play them.
Yes, there’s a good mix of colors shown of on the new maps but if you really want to see a wide selection of colors, check out the Breakout maps. The BTB maps use the colors mostly for identifying which base you are in, be it red or blue, Guillotine does have a good amount of yellow though. The Breakout maps are all forge maps on their own canvas with a specific pallet per map using some of the 100+ colors we’ll see in December when Forge releases.