Remixed maps are trash.

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Stop being -Yoinking!- lazy and make a new map.

Remix maps are alright, but I would much prefer new maps. There aren’t enough good maps in Halo 5 as it is.

All the remixes play a whole lot different from their original form. It’s just like a new map. Eden is very different from Empire, just not in style. Truth and Regret are very different in both style and play.

I think Regret is a good remix. Plays very different from the original, don’t get why people claim it doesn’t.

The other remixes are pretty lazy though. Empire and Eden look pretty much the same and play very similar. Haven’t checked out Overgrowth yet.

Remixes can be good, but original maps are almost always preferable.

> 2533274804665049;3:
> All the remixes play a whole lot different from their original form. It’s just like a new map. Eden is very different from Empire, just not in style. Truth and Regret are very different in both style and play.

No they dont. Theyre have 2 different changes and play exactly the same way. Worthless lazyness. I let them pass the first time but this is garbage.

All of the maps are recycled and slightly changed. Eden and Empire are basically the exact same. Orion and Pegasus are the same basic design just change the big stairs for a rock garden and add a grav lift. Truth and Empire are the same layout with a new paint job. It’s pretty disappointing. I hope dlc’s later on add an actual real new map, not this recycled rearranged crap.

> 2533274819302824;4:
> Remixes can be good, but original maps are almost always preferable.

I just said this in another thread, but it’s relevant here as well:

From a designers standpoint, I like the idea of the remixes. It shows just how much a level can change when simple, almost unnoticeable changes are made to it. How the entire flow can be altered by simply re-pathing a certain area, adding a box here or there. It’s like getting a glimpse of the level designers mind on what they could have done, and then giving them an opportunity to do that.

Too often one can get disappointed when they release something, because it could have gone a thousand different ways and you had to choose one.

On the other hand, it also runs the risk of creating same-y environments and engagements, which is potentially stagnating, especially for an FPS. One could always take the concepts unused and apply them to other builds, though in that case they may not have the value or depth that they did in the original idea.

EDIT: Of course, doing that with every map? Probably not the best plan. That’s the sort of thing I would consider for remixing fan-favourite designs at a later date, not using it to supplement an already rather shallow map pool.

> 2533274908238201;7:
> > 2533274819302824;4:
> > Remixes can be good, but original maps are almost always preferable.
>
>
> I just said this in another thread, but it’s relevant here as well:
>
> From a designers standpoint, I like the idea of the remixes. It shows just how much a level can change when simple, almost unnoticeable changes are made to it. How the entire flow can be altered by simply re-pathing a certain area, adding a box here or there. It’s like getting a glimpse of the level designers mind on what they could have done, and then giving them an opportunity to do that.
>
> Too often one can get disappointed when they release something because it could have gone a thousand different ways and you had to choose one. Remixes give the designer an opportunity to try some of those ideas they otherwise may never have used.
>
> On the other hand, it also runs the risk of creating same-y environments and engagements, which is potentially stagnating, especially for an FPS. One could always take the concepts unused and apply them to other builds, though in that case they may not have the value or depth that they did in the original idea.

Oh wow a walkway in the center of the map. Im glad 2 slots were taken by adding walkways in one bu not the other. Who needs to put in the effort to come up with new levels when we can change a little of the map and reuse the assets.

> How the entire flow can be altered by simply re-pathing a certain area, adding a box here or there. It’s like getting a glimpse of the level designers mind on what they could have done, and then giving them an opportunity to do that.Too often one can get disappointed when they release something because it could have gone a thousand different ways and you had to choose one. Remixes give the designer an opportunity to try some of those ideas they otherwise may never have used.

Sorry to use you as collateral damage here but what BackupNebula just said has made me come to a stunning realization and I just gotta be that guy.

That’s exactly what forge was originally -Yoinking!- intended for in the first place. Before Foundry it was just a way to edit spawns and add/remove cover.

True that not all remix designs can just be made in Forge, but I’m sure something as simple as the Catwalks on Eden could’ve been. Building entire maps from the ground up with such minor changes is pointless, and in most cases is just an excuse to put in less effort while tricking the fans into thinking they’re actually getting something worthwhile when really they’re just getting The Pit and Pit Stop.

> 2533274819302824;9:
> > How the entire flow can be altered by simply re-pathing a certain area, adding a box here or there. It’s like getting a glimpse of the level designers mind on what they could have done, and then giving them an opportunity to do that.Too often one can get disappointed when they release something because it could have gone a thousand different ways and you had to choose one. Remixes give the designer an opportunity to try some of those ideas they otherwise may never have used.
>
>
> Sorry to use you as collateral damage here but what BackupNebula just said has made me come to a stunning realization and I just gotta be that guy.
>
> That’s exactly what forge was originally -Yoinking!- intended for in the first place. Before Foundry it was just a way to edit spawns and add/remove cover.
>
> True that not all remix designs can just be made in Forge, but I’m sure something as simple as the Catwalks on Eden could’ve been. Building entire maps from the ground up with such minor changes is pointless, and in most cases is just an excuse to put in less effort while tricking the fans into thinking they’re actually getting something worthwhile./

I was going to say the same thing but didnt type it.

> 2535471340455032;8:
> Oh wow a walkway in the center of the map. Im glad 2 slots were taken by adding walkways in one bu not the other. Who needs to put in the effort to come up with new levels when we can change a little of the map and reuse the assets.

I didn’t say it was a good idea in practice, just that I appreciated it from the perspective of a designer. It doesn’t excuse the lack of interesting and/or unique maps in Halo 5.

(But seriously, one walkway can have a significant impact on how a map plays. Imagine if there were a walkway from Sword to S2 on Lockout, or an extra, smaller bridge connecting the two non-lift sides of Narrows… especially if it had vertical cover. Them Flag Strats though. EDIT: Oooh, and the side bridge could connect to the main bridge at the centre via a ramp leading to the Rockets…)

> 2533274819302824;9:
> > How the entire flow can be altered by simply re-pathing a certain area, adding a box here or there. It’s like getting a glimpse of the level designers mind on what they could have done, and then giving them an opportunity to do that.Too often one can get disappointed when they release something because it could have gone a thousand different ways and you had to choose one. Remixes give the designer an opportunity to try some of those ideas they otherwise may never have used.
>
>
> Sorry to use you as collateral damage here but what BackupNebula just said has made me come to a stunning realization and I just gotta be that guy.
>
> That’s exactly what forge was originally -Yoinking!- intended for in the first place. Before Foundry it was just a way to edit spawns and add/remove cover.
>
> True that not all remix designs can just be made in Forge, but I’m sure something as simple as the Catwalks on Eden could’ve been. Building entire maps from the ground up with such minor changes is pointless, and in most cases is just an excuse to put in less effort while tricking the fans into thinking they’re actually getting something worthwhile when really they’re just getting The Pit and Pit Stop.

Now if only forge didn’t suck on non-forge specific maps, then I’d agree with you :stuck_out_tongue:

Anyway, I do agree. I just think the concept is nice. Now that you mention it, I’m extremely disappointed that they didn’t apply forge for that use. Would have made far more sense in the long run, they could have categorized it under map variations like Reach rather than giving the community false hopes of unique and/or individual experiences. The remixes didn’t differentiate themselves enough from their counterparts to really justify being considered full fledged maps.

That application of forge by the developers would make far more sense than the creation of entire levels with it. I’m looking at you, Pegasus/Orion/Whatever-those-reach-ascension/sanctuary-remakes-were-called.

All of these maps are designed around 4 vs 4 arena play with Halo 5s maneuverability. It makes sense they are all somewhat alike in arena. What is most important to me is that they all offer a bit of a unique vibe and experience. Which so far they do, the weapons they put on the maps can really make a difference. I hope we get a map with a SAW machine gun on it, because right now the SAW is absent from every single arena and breakout map…and it blows my mind.

> 2533274831364893;12:
> All of these maps are designed around 4 vs 4 arena play with Halo 5s maneuverability. It makes sense they are all somewhat alike in arena. What is most important to me is that they all offer a bit of a unique vibe and experience. Which so far they do, the weapons they put on the maps can really make a difference. I hope we get a map with a SAW machine gun on it, because right now the SAW is absent from every single arena and breakout map…and it blows my mind.

I dont mind how they play. They are solid. But I dont want 2 maps that are nearly identical in setting.