Halo 5 Multiplayer Coverage! (no campaign spoilers)

Could someone post an example of reused assets? UNSC design looks homogeneous in this game but not insofar as reused assets. I think the maps look great albeit a little lacking in great variety.
 
The big thing being overlooked here with regards to map design is the advancement in rendering tech. It's not a lore thing, it's a horsepower thing. Halo 3 maps have a ton more crap in them and are "busier" than CE maps because the tech of the time allowed it. The same thing is at work here now, though in my opinion (and others' it seems) it damages the atmosphere and aesthetic. There was a simplistic beauty in many of the CE-3 maps that has just been lost by the ability to cram as many things and as much detail as possible into what we see on screen now. It's particularly bad with UNSC maps because they're going for as realistic a look as possible and, well, it's just ugly and uninteresting. But if you like metal pipes and grates in your maps, it looks like you're in for a treat with Halo 5.
 
The maps do not need to be this busy.

There is way too much visual noise.

Those screenshots are from the beta unless I'm mistaken, and when you're actually running around those environments in 60fps, it's pretty easy to see what's going on. A screenshot designed to fit all the objects in from one angle looks busy, but in-game it is not an issue.
 
Maps look great to me. I don't think I'll have a problem once I've played some and have time to learn them. From what I've seen of competitive play, plenty of great players will learn the sightlines and levels just fine. Even in the worst cases, I still found identifying enemies and teammates in Halo 4 was much easier than any other shooter on the market, and it wasn't particularly close.
 
The big thing being overlooked here with regards to map design is the advancement in rendering tech. It's not a lore thing, it's a horsepower thing. Halo 3 maps have a ton more crap in them and are "busier" than CE maps because the tech of the time allowed it. The same thing is at work here now, though in my opinion (and others' it seems) it damages the atmosphere and aesthetic. There was a simplistic beauty in many of the CE-3 maps that has just been lost by the ability to cram as many things and as much detail as possible into what we see on screen now. It's particularly bad with UNSC maps because they're going for as realistic a look as possible and, well, it's just ugly and uninteresting. But if you like metal pipes and grates in your maps, it looks like you're in for a treat with Halo 5.

Because UNSC design wasn't metal pipes and grates before.

800px-rats_nest_ghostj6s0q.jpg
 
Those screenshots are from the beta unless I'm mistaken, and when you're actually running around those environments in 60fps, it's pretty easy to see what's going on. A screenshot designed to fit all the objects in from one angle looks busy, but in-game it is not an issue.

A. They didn't simplify the art direction since the beta
B. The point is it's unnecessary visual noise that can confuse new players and make the map visually unappealing. Simple, pretty and readable is better than complexity for the sake of complexity.
 
Most of the visual noise in that screenshot is in the ceiling, which you never see during gameplay anyways. Unless you're counting that little bit of steam as noise.
 
Sure it doesn't have to look like Bungies, but it should at least look like freaking halo, which used to be a grounded universe where things were visually believable for something 500 years in the future and not some awful Tron/Evangelion hybrid. 343 seems to not be inspired by Sci-Fi, but rather Science Fantasy and they seriously need to understand that if they're going to take over a universe with established rules and artistic tone that they can't just throw that in the trash while demanding respect for doing so.
Bungie's art design was clearly inspired by '80s sci-fi films.
343's art design looks like it's inspired by modern video games.

Halo's art was always derivative, but at least it used to stand out among other video games. Even though it tends to look quite nice, I can't say the same about 343's art. Especially not now that we get to play as an Isaac Clarke cosplayer.

Seeing as the changes were not needed, and that there has been massive backlash against redesigns of the Jackals, Elites, and guns like the Shotgun I would say your opinion is not one held by many in that regard.
[insert a picture of a crying Grunt, sadly sucking on a food nipple, alone and forgotten]
 
Because UNSC design wasn't metal pipes and grates before.

800px-rats_nest_ghostj6s0q.jpg

You can't actually think that that is in any way comparable to the way Halo 5 has pipes and grates everywhere, can you?

Most of the visual noise in that screenshot is in the ceiling, which you never see during gameplay anyways. Unless you're counting that little bit of steam as noise.

No it isn't, look at the center and right, there is a ridiculous amount of unnecessary visual noise.
 
You can't actually think that that is in any way comparable to the way Halo 5 has pipes and grates everywhere, can you?

No I'm saying it's always been a common theme, just that Halo 5 seems to have naturally evolved the aesthetic with more detail. It doesn't look saturated with detail to me, especially during gameplay. But maybe that's because I have good vision? I don't know.
 
No it isn't, look at the center and right, there is a ridiculous amount of unnecessary visual noise.

The pipes inside the structures? I'm not being dense, I really do not see the big deal, and during gameplay, none of this stuff ever caused me a problem, and I played the beta A LOT.
 
as long as the dlc maps are good I will be content. I would like some more variety but everything I have watched seems great.

Exact sentiments. I wanna see more variety in setting! Give us something weird like a deserted grotto, a desert temple, an alien jungle, a delapidated city, etc. There's an infinite amount of possibility in the Halo universe yet we've got a plethora of UNSC themed maps in UNSC themed areas.
 
lol such an exaggeration

lol no. There are dozens of horizontal planes on that map visible at any given moment and it conflicts with its readability.

This is not about preferring 343's art style to Bungie's. This is Level Design 101, and frankly at this point I would question one's knowledge of the subject if they are unable to discern what the problems with these maps are.
 
No I'm saying it's always been a common theme, just that Halo 5 seems to have naturally evolved the aesthetic with more detail. It doesn't look saturated with detail to me, especially during gameplay. But maybe that's because I have good vision? I don't know.
My vision is just fine, thank you very much.
The pipes inside the structures? I'm not being dense, I really do not see the big deal, and during gameplay, none of this stuff ever caused me a problem, and I played the beta A LOT.

Pipes, indents, outdents and all sorts of geometric detail that serves no purpose but for 343 to attempt to make the graphics look better because in their minds more polygons=better. It's not just about readability, it's also about it just being gaudy and ugly.
 
If we're strictly talking about visual variety here then I'm all for discussion, but I think we should all just wait for the game to be out and available for us to play for ourselves before we judge if the designs are too busy to understand. It's not like we haven't spent enough time judging Halo 5 from compressed screenshots already.
 
This is not about preferring 343's art style to Bungie's. This is Level Design 101, and frankly at this point I would question one's knowledge of the subject if they are unable to discern what the problems with these maps are.

Fkn lol, get that application into 343 and show them how it's done then. Bungie too while you're at it.
 
Visual noise was never a problem for me in the beta except for in Truth where all the fancy lighting could get in the way.
But I still don't see it as a big problem. Whenever I'm actually playing, I barely notice much of the details, but maybe that's just me.
 
I think I'd be more sympathetic to these complaints about "visual noise' if we were talking about effects that literally obstructed your vision, like lens flare from the sun on one side of the map.

But grates? Pipes?... Really? Y'all really distracted, or having difficulty navigating these maps because of things like that?

And I don't think this is a complaint exclusive to 343i; I remember similar things being said about some of Bungie's map designs as their artists were afforded more creative freedom by the improved technology.
 
I'd like a level that's a outer colony outside market. Food carts fully destructible. Rickshaws. Random civilians of human and alien races getting in the way, etc.

Not as the norm of course, but just as a one-off test map for something crazy. Like a wild card.
 
Visual noise was never a problem for me in the beta except for in Truth where all the fancy lighting could get in the way.
But I still don't see it as a big problem. Whenever I'm actually playing, I barely notice much of the details, but maybe that's just me.

Same. The level itself is the noise. Once I figure out where you can and cannot clamber up to and where the pits or edges of the map are, I'm pretty much focused and am not paying attention to graphics at all.
 
Fkn lol, get that application into 343 and show them how it's done then. Bungie too while you're at it.

It's easy to dismiss it when it personally doesn't bother you, but I'm not interested in discussing opinions when it comes to level design. I wouldn't waste my time explaining it if the subject wasn't something I was invested in. I'll be sure to share that knowledge in a more elaborate manner in the coming months.
 
Anyone else been using the 'Locke' controller and having an issue with the triggers being different from one another? As in, one having more resistance when being pushed down than the other? It's not major, but I have this annoying tendency to focus on it for some reason.
 
Anyone else been using the 'Locke' controller and having an issue with the triggers being different from one another? As in, one having more resistance when being pushed down than the other? It's not major, but I have this annoying tendency to focus on it for some reason.

That's what you get for not going with Chief
 
If you don't care about the visual noise because you "Don't pay attention to the graphics" then why even bother replying to the people that do have a problem with it. Some of us actually care about the art direction, and if you don't then what is the point of you saying "I don't care"?
 
Fkn lol, get that application into 343 and show them how it's done then. Bungie too while you're at it.

I completely agree with him. If you guys cant see the problem then i dunno what to tell you. Ive seen this problem since Halo4. The maps all lacked an identity. There were no Blood gultches, Beaver Creeks, Ascensions or Lockouts in Halo4 other than maybe Haven. And at no time would i say "ah yes, i love this map" when playing 4. Hardly ever. That to me is a big problem.

Let me put it to you this way, if 343 asked me right now which maps from halo id wanna bring back to 5, id give them a list from Halo1-2-3 instead of picking one (other than haven) from 4.

That to me says everything about 343s map design.
 
Visual noise was never a problem for me in the beta except for in Truth where all the fancy lighting could get in the way.
But I still don't see it as a big problem. Whenever I'm actually playing, I barely notice much of the details, but maybe that's just me.

Truth is one of the cleaner maps in the game (lending that primarily to its theme), but the lighting was definitely part of the problem with its visual clarity. I think they toned that down a lot.

If you don't care about the visual noise because you "Don't pay attention to the graphics" then why even bother replying to the people that do have a problem with it. Some of us actually care about the art direction, and if you don't then what is the point of you saying "I don't care"?

Because we "look silly" or something. This is not an inconsequential discussion about armor or the BR scope.
 
I completely agree with him. If you guys cant see the problem then i dunno what to tell you. Ive seen this problem since Halo4. The maps all lacked an identity. There were no Blood gultches, Beaver Creeks, Ascensions or Lockouts in Halo4 other than maybe Haven. And at no time would i say "ah yes, i love this map" when playing 4. Hardly ever. That to me is a big problem.

Let me put it to you this way, if 343 asked me right now which maps from halo id wanna bring back to 5, id give them a list from Halo1-2-3 instead of picking one (other than haven) from 4.

That to me says everything about 343s map design.

And they would update those maps and add more noise to them. Look at the H2A maps, there's just more art every where, that's just how it is. There's a ton of maps in Destiny that are just littered with shit all over the ground to get stuck on.

You give the artists more freedom and power, that's what happens.
 
Truth is one of the cleaner maps in the game (lending that primarily to its theme), but the lighting was definitely part of the problem with its visual clarity.

Zoba you play Destiny like me right? It's the same there.

I have them both, #teamchief. But I was unboxing the console and I just started out with Locke's for now.

If you have an MS store near you maybe they can swap you out?
 
Anyone else been using the 'Locke' controller and having an issue with the triggers being different from one another? As in, one having more resistance when being pushed down than the other? It's not major, but I have this annoying tendency to focus on it for some reason.
Is it the left trigger that feels off to you? Somebody was complaining about something like that a short while back; went through multiple returns 'n exchanges over the exact same issue with these newer controllers.
 
And they would update those maps and add more noise to them. Look at the H2A maps, there's just more art every where, that's just how it is. There's a ton of maps in Destiny that are just littered with shit all over the ground to get stuck on.

You give the artists more freedom and power, that's what happens.

That's part of the reason 90% of the maps in Destiny are complete garbage - there's literally garbage everywhere. Even if it isn't on the floor, it can still exist in the walls.

Zoba you play Destiny like me right? It's the same there.

Well Bungie does it on purpose. Sun glare is a feature.

:|
 
And they would update those maps and add more noise to them. Look at the H2A maps, there's just more art every where, that's just how it is. There's a ton of maps in Destiny that are just littered with shit all over the ground to get stuck on.

You give the artists more freedom and power, that's what happens.

The H2A maps strike a pretty good balance between detail and simplicity I think. Besides, other games having a similar issue doesn't suddenly make it not an issue.
 
If anyone is interested in where I "learned" most of this from

Hardy Lebel, one of the designers for Halo Combat Evolved, did a webinar about Map Design earlier this year for ForgeHub.

http://teambeyond.net/forum/topic/8945-free-level-design-webinar-with-hardy-lebel/
https://www.youtube.com/watch?v=xEhdyzjVVqk
https://www.youtube.com/watch?v=Knb-1uJJktA
https://www.youtube.com/watch?v=UbhAPBM7d8M

His blog: http://www.hardylebel.com/2015/01/level-design-webinar-free/

So i'm not talking out of my ass. If we want to talk about credentials, I'd listen to this guy. In particular, he mentions art style and how it pertains to a map being clear to the player.
 
I think I'd be more sympathetic to these complaints about "visual noise' if we were talking about effects that literally obstructed your vision, like lens flare from the sun on one side of the map.

But grates? Pipes?... Really? Y'all really distracted, or having difficulty navigating these maps because of things like that?

And I don't think this is a complaint exclusive to 343i; I remember similar things being said about some of Bungie's map designs as their artists were afforded more creative freedom by the improved technology.

Yes. Honestly, Halo 4 and 5 are more annoying than other Halo's for me when it comes to visual fidelity. The lights, smoke, and constant little ledges and things make me thing there's a solid object where there might not be and vice versa.

I don't ever remember complains about Bungie's maps like that besides detail messing up nade throws.
 
And they would update those maps and add more noise to them. Look at the H2A maps, there's just more art every where, that's just how it is. There's a ton of maps in Destiny that are just littered with shit all over the ground to get stuck on.

You give the artists more freedom and power, that's what happens.

Then they need better artists.
 
Seeing as the changes were not needed, and that there has been massive backlash against redesigns of the Jackals, Elites, and guns like the Shotgun I would say your opinion is not one held by many in that regard.
Noisy doesn't necessarily mean massive.


Yes. Honestly, Halo 4 and 5 are more annoying than other Halo's for me when it comes to visual fidelity. The lights, smoke, and constant little ledges and things make me thing there's a solid object where there might not be and vice versa.

I don't ever remember complains about Bungie's maps like that besides detail messing up nade throws.
That's a big one. In Halo 3, every piece of real estate was useable. Less so in Reach and even less in Halo 4.
 
Zoba you play Destiny like me right? It's the same there.



If you have an MS store near you maybe they can swap you out?

Is it the left trigger that feels off to you? Somebody was complaining about something like that a short while back; went through multiple returns 'n exchanges over the exact same issue with these newer controllers.

Yeah, it's the left. Just seems to be the norm then, no point in swapping them out (seeing as I have no MS store near). It's a slight difference, but it's still noticeable.
 
Half this thread complains about too much noise, the other half complains it's too plain.

People are complaining because everything looks the same, the Human aesthetic is plain because it's white and metal and it has very little verity, the large amounts of visual noise doesn't make it not plain. It looks boring, there isn't anything visually interesting or pleasing in the human aesthetic.
 
Yep. And its not just this map, almost every map looks way too cluttered.

Compare that to some of the Halo 3 stuff, same theme of modern buildings, ledges, walkways etc.

Halo3_Last-Resort_Environment-04.jpg


ThePit-Base1_Overview.jpg


It just looks a billion times cleaner.
I get what you're saying.... but those screenshots are last gen. If they released something so bland as this now, people would be whining about it being last gen and not innovative.

Sometimes developers just can't win it seems.
 
If anyone is interested in where I "learned" most of this from

Hardy Lebel, one of the designers for Halo Combat Evolved, did a webinar about Map Design earlier this year for ForgeHub.

http://teambeyond.net/forum/topic/8945-free-level-design-webinar-with-hardy-lebel/
https://www.youtube.com/watch?v=xEhdyzjVVqk
https://www.youtube.com/watch?v=Knb-1uJJktA
https://www.youtube.com/watch?v=UbhAPBM7d8M


His blog: http://www.hardylebel.com/2015/01/level-design-webinar-free/

So i'm not talking out of my ass. If we want to talk about credentials, I'd listen to this guy. In particular, he mentions art style and how it pertains to a map being clear to the player.

Fantastic, I can't wait to watch!
 
Top Bottom