BigEvilTurtle
Banned
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 maps do not need to be this busy.
There is way too much visual noise.
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.
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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.
Bungie's art design was clearly inspired by '80s sci-fi films.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.
[insert a picture of a crying Grunt, sadly sucking on a food nipple, alone and forgotten]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.
Because UNSC design wasn't metal pipes and grates before.
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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.
You can't actually think that that is in any way comparable to the way Halo 5 has pipes and grates everywhere, can you?
My sentiments, pretty much.Why I'd like more variety, the maps look great to me. Shrugs
No it isn't, look at the center and right, there is a ridiculous amount of unnecessary visual noise.
lol such an exaggerationJesus, I can barely make out the platforms in this screenshot.
Got any pics or videos of them??
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.
lol such an exaggeration
My vision is just fine, thank you very much.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.
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.
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.
The maps do not need to be this busy.
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There is way too much visual noise.
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.
Fkn lol, get that application into 343 and show them how it's done then. Bungie too while you're at it.
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.
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.
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"?
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.
That's what you get for not going with Chief
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 have them both, #teamchief. But I was unboxing the console and I just started out with Locke's for now.
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.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.
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.
Zoba you play Destiny like me right? It's the same there.
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.
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.
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.
Noisy doesn't necessarily mean massive.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.
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.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.
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.
Half this thread complains about too much noise, the other half complains it's too plain.
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.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.
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It just looks a billion times cleaner.
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.