> Base movement is slightly faster, and field of view does not affect how quickly a player can traverse the map.
yes it does, field of view and faster movement speed effect a lot in the maps, the faster movement speed maps it easier and quicker to get from cover to cover on smaller maps making it very hard to actully get some good fights going but instead have a lot of obstructions around, this requires a larger scale map in order for the gameplay to play fluently, the field of view as some slgiht impact on how the lines of sight work because it effects how much you can see on your screen, halo 4s field of fiew is higher up and i think wider which requires a different line of sight set up then we had in reach, 3, 2 and CE, the wider field of view also effects how you percive players to be moving around the maps because the more pixles a player has to move on your screen the slower and mroe sluggish they’re going to look.
these 2 things combined alters how you go about designing maps, the maps we’ve seen in halo 4 may look bad based on what we know from previous halos but because of these different traits they might actually work and from what i’ve head, they do work.
> And these new maps offer this, too. You cannot rely solely on premade terrain anymore, though.
thats the problem though, the terrain on errosion is actually designed so you don’t have to problem solve around them, instead its all done for you so you can slap a few blocks down, some spawn points and call it map, i don’t want this, not at all, i won’t work either because the terrain is designed to offer complete gameplay which means the gameplay is already pre-set, there is nothing there to be expanded upon and built upon, instead you’re relying soley on the terrain that they have provided you with.
what would have been nice is terrain that was designed to be incomplete, that offered the height varitions and hills for us to explore and build our maps around, this isn’t relying on terrain but actually relying on our ability to design maps because the terrain isn’t offering any actual gameplay but an enviorment for us to create our gameplay on, it just gives us something that we aren’t able to create through forge peieces because no forge peice is a hill, or a cave, it is blocks and rocks which is impossible to create actuall terrain with, it actually takes a lot more effort and knowledge to build upon the terrain as well.
> You cannot use that excuse. Reach had the majority of Forge World being a “fill in the blank” area. The Pillar, Canyon, and Quarry are examples of this. While Erosion may not be the best, Ravine and Impact offer enough plain terrain.
i can’t use the “excuse” that the terrain, the actual gemotry of these 3 forge enviorments offer little to nothing? why? they don’t offer anything, errosion is a pre-built complete playspace, impact has a giant UNSC structure obstructing the only real usable terrain area and raviene has a nice forunner dip in the center of the terrain where it would be the most usefull, to top all of this off we aren’t even given actuall terrain objects so we cannot expand and fill in those “intimidating” gaps making the actuall gemotry of the maps wortheless with nothing to offer.
of course forgeworld had a lot of open space, but it did contain usuable areas that worked well in the right hands, the emense amount of open space was just a bi-product of creating such a large map, allthough there is way to much water.
> You keep saying that, but it doesn’t make it true. Reach was either Canyon, Colosseum, Quarry, or sky. Of all that space, so much went unused.
care to provide a well explained logical reason based around gameplay mechanics and map design or are you just going to throw out pointless comments that don’t actually provide any strong counter point all the time?
> So you complain about Reach having more usable geometry than Halo 4, but then go to state that good BTB forgers made their own playspaces from scratch. Tell me what makes this impossible in Halo 4?
i said that the gemotry in reachs forge offered a tone for 4v4 gameplay but almost nothing for BTBs gameplay, i also went on to say that this problem is made worse in halo 4, it isn’t hypocritcal as you’re making it out to be, you’re just being nit-picky.
i’ll put this very basically since you’re obviously not taking the time to read what i’m saying but skimming through and picking out things that catch you’re attention. in reachs forgeworld, it offered a tone for 4v4s but offered little for BTB in comparision, in halo 4s forge it offers almost nothing for 4v4s and BTB.
the invasion forgers also demonstrate quite well how forgeworld offered a lot, if you look at why things were done in a certain why, how the lines of sight work, height elevation and such you should notice that forgeworld actually offered a good base for larger scaled maps to be effective, invasion maps also are larger then BTB maps because of how invasion works.
the good BTB forgers built there maps in the air because they where being too restricted by the gemotry of forgeworld, certain aspects were getting in the way of there designs and the vehicle gameplay was none existant so building a map in the air was actually much much easier and more effective to do, how ever if there was a tone of versitality with the gemotry of forgeworld itself then they would have actually used it a lot more.
> Because different skyboxes, terrain, and a few exclusive items. Not every map is going to be purely forge pieces. Nor will every map be BTB. These environments were not built with BTB in mind and nothing more.
oh, those sky boxes that map gemotry is mostly going to obstruct? worthless, the theme of the objects themselves don’t actually fit in with the skybox either, i don’t mean structual theme but textural theme, the new objects are looking to be nothing more then specialized peices to actually fit the map a little better and so that forge builds the maps for you, this is if the objects they showed in the first video on impact are anything to go by because they were nothing but pre-fabricated buildings.
the maps aren’t built with BTB in mind? well, i’m pretty sure that 343i gave the impression that we could build anything from 1v1 alll the way up to 8v8 if we so please, now we’re finding out that this isn’t exactly the case and there is a big BTB following which has now been screwed over with forge, these maps are meant to used to create brand spanking new maps so they should be built to allow this, how ever none of these enviroments have actually done this but instead try and do it for you or obstruct and restrict everything.
the skyboxs aren’t enough to warrent these 3 individual maps when forgers are only going to be using the same forge peices on each of them obstructing there view of the skybox and having the same theme everywhere you go.
> Stop repeating yourself. Each time you do, it does not make you any more right.
i also provide another point in that paragraph, i’m not merely repeating myself but providing multiple points, these 3 enviorments are completely useless and were a complete waste of time and resources when no one is actually going to be using the enviroments.