HigherLevel
Member
Since we're talking about sights.
[tweet]https://twitter.com/Greenskull/status/350023286635237377[/tweet]
:/
I wish this dude wasn't real.
Since we're talking about sights.
[tweet]https://twitter.com/Greenskull/status/350023286635237377[/tweet]
:/
People make me giggle... It doesn't drastically reduce skill... It shifts the importance of very specific skills. If people are going to go to the trouble of creating cartoon graphics they should at least understand the words they are going to use to try and make their point.
If one is going to argue which skill sets make a better competitive shooter... Cool, but his ultimate statement is silly.
Since we're talking about sights.
[tweet]https://twitter.com/Greenskull/status/350023286635237377[/tweet]
:/
http://majornelson.com/2013/06/26/live-activity-for-week-of-june-17/
Halo 4 is now 7th on the charts.
Ever since they butchered Infinity Slayer my friends and I hardly ever get on H4.
Ever since they butchered Infinity Slayer my friends and I hardly ever get on H4.
Ever since they butchered Infinity Slayer my friends and I hardly ever get on H4.
I wonder how many COD games need to get ahead of it for them to realize to never ape its mechanics again.http://majornelson.com/2013/06/26/live-activity-for-week-of-june-17/
Halo 4 is now 7th on the charts.
awww my opinions still make you sad!
http://majornelson.com/2013/06/26/live-activity-for-week-of-june-17/
Halo 4 is now 7th on the charts.
Man, that art looks sexy. And yeah, a full on Apex map would be awesome.
Or a MP map set on Apex.
Hm, we never got a lava MP map.
I see Battlefield 3 did overtake it since May.
Hmm.
PM Me.
Halo 3 is available. : )
Wow that tweet by Dan is just meh... If you clearly don't understand the mechanic or its implications, don't comment and generalize negatively against those who do.
I always wondered where the hate came from, now I know. I still think he's a really nice guy, but damn.
ADS on Halo is RIP for the franchise
One hundred and... god dammit Speedy what is wrong with you.Speedy's video is being used as a prime example of how Avatars were a gold mine for MS on a gaming side discussion lol.
Damn $110 on an avatar Speedy. I think I spent like 240 points total when I bought some shoes for the character when it was new, didn't even care about avatars afterwards and I'm glad they're gone.
I buy avatar stuff if I have that awkward <200 points left over
Greenskull can't be serious.
Battlefield 4 gives you 2 sights heheheheheThey really need to give you ironsights for your ironsights
When is RTX?
someone should send him that picture tawpgun posted as well as the ADS post hired noobs made before Halo 4 came out.
Fixed.
Halo 5 to launch with Sword Base remake as only playable 4v4 space. All other maps dedicated for invasion and Big Team Slayer.I had a dream last night about Halo 5. It was a mega-success hit.
Here were some things I could remember.
You can double jump because of thrusters.
You can grab onto ledges and pull yourself up if you don't make a jump. Like Titan Fall.
Armor abilities were either limited or removed.
I played it for 6 hours straight in my sleep.
what could they talk about at rtx.
I think I'm going to be sick.
Halo 2 Anniversary.
Halo 1-3 Steam
Halo iOS
Speaking of... in all seriousness... how do I play the other Halo 4 non-majestic DLC maps in MM?Halo 4 maps.
Ask either 343 or Respawn the first thing they think about when designing a multiplayer map, and they'll tell you the same thing. No map is designed in isolation. No one map can be all things to all players. Variety is vital. "You know that you're going to have multiple maps, so you want to make sure that the assortment of maps covers all different gameplay types based on the modes, objective types, or the weapon sets and vehicles that you have," says Kynan Pearson, lead multiplayer level designer at 343.
In the case of a Halo title, designers will ask themselves if a map should be large or small, the size influencing the ideal number of players, the engagement distances and the weapons best suited to them, and the suitability of vehicles.
As fundamental is the choice between so-called symmetric maps and asymmetric maps. Symmetric maps tend to have either mirror or rotational symmetry about their center, with two opposing teams spawning at opposite ends presented with essentially the same landscape before them. Such maps are particularly suited to end-to-end objective-based game modes such as capture the flag, Pearson explains, affording neither side an advantage due to superior elevation or cover.
Asymmetric maps by their very nature allow for a greater diversity in topography, which lends the maps to other sorts of objective based games that eschew team bases in favor of designated positions to be captured and held. Depending on game mode, these positions may number from one to many, may remain static or change location, or any permutation thereof.
"When it's on paper it's cheap and easy to riff on and iterate," explains Mike Clopper, lead level designer at Certain Affinity, who collaborated with 343 in the making of Halo 4. "If you start out with an initial basic line drawing, and that's really concentrating on the flow of the map and the main spaces we want to facilitate conflict in. Where are these great clashes going to happen? What are the directions that people are going to take to make those things happen?"
t's on paper that the flow of a map emerges. Flow. Halo 4's designers describe it as an invisible force continually impelling the player onward, and it's a word that recurs again and again in conversation with them. "We tend to describe things based on the idea that the player is a camera, and what the camera sees and what the camera can perceive just running forward without any additional information lets you know where you're able to go," says Pearson.
Similarly, Halo 4's designers keep a watchful eye on distance. "We definitely have standards for the size than something can be and the time it takes from one corner of a map to the other, or one objective sight to the other," says Pearson. "It's to make sure we're tuning the experience to keep the time-to-death down, or making sure that your time-to-engagement is enough to give you a breather between dying, but not so long that you're hunting through the map and not finding people." Again, game mechanics have a direct bearing. In Halo 3, sprinting was impossible. In Halo: Reach, sprinting was a selectable armor ability. In Halo 4, everyone's at it, and the maps have grown to compensate.
Fundamentally, though, 343 and Certain Affinity simply want to know if maps are fun or not. "Honestly, initially, there aren't a lot of performance metrics we're really looking for," says Clopper. "It's very hard to describe, but when you're in a play-test room and people are moving around a map and having an amazing time there's a sense of fun you can feel in the room. People are yelling, people are having a great time. They're shooting their coworkers. These amazing battles are happening, and that's the great thing about Halo: crazy stuff can happen with the physics."
Further into the development process, Halo 4's developers adopt a more measured approach. "You tend to use the metrics based on playtests to refine the map and define the areas that might have been weaker into more powerful positions," says Pearson. "You never want to have a map that has dead ends or areas of the map that go unutilized, because then it's wasted space and it's not worth the effort of creation. Those tend to get whittled down and worked out so that you start prioritizing areas that get less play to make them just as usable and just as versatile."