MrBig said:
What is going to happen to Community Cartographers? I have no idea of the selection process in there, but is it actually based on playtesting maps before they get placed into MM, or is it just from certain communities pushing certain maps? In my areas of Reach I have seen more junk come out of it than good. This leads me to believe the latter.
I understand the complexities of it all, but however it worked didn't actually work. Maps with bad framerates and poor gameplay were not filtered out and tested on multiple gametypes. Poor design is left intact out of respect of their authors when it could be fixed by a more experienced designer and let it help the gameplay of the map.
Maps can't just be added in for the sake of getting community stuff out into mm, they have to be added in where they are needed. No more non-specific maps. Why be scared of returning to the H2 style of maps designed around a designated playstyle? This results in a better experience in their respective gametypes while preventing it from being a detractor in others. Are Payload maps in TF2 used as Deathmatch arenas? No, because that is just absurd. Did headlong accel at Team Slayer? No, because it is an assymetric objective map at heart. But because that is what is what is designed for, that is what it is known for as being one of the best maps in Halo. The same can be said for many of the maps in H2. So why let in that sub-par experience just so that there is more choices? Quantity is the ruination of quality.
A few thoughts on the Cartographers.
First, I'm sad to see whatever process Bungie had planned for map integration into matchmaking fall through. Remember this,
from Urk's inaugural Incompetent Cartographer entry:
Over the course of the next seven or so weeks, Im gonna do just that. Im going to load up Forge World, Im going to use Forge and attempt to build a multiplayer map, and Im going to bug Chad and Carney to give me insider tips to help me through the tough times. When I'm finished, Im going to submit my creation through some of the same channels and mechanisms youll be using post-launch so you can see what the process might be like in Reach. Ready?
Whatever that submission process was the entry point to never materialized.
Brian had a plan for jumpstarting community maps into matchmaking. The first part was the Forgetacular contest, and the second part was Community Cartographers. My understanding was both of those were intended to be stop gap solutions until a more systematic approach was ready. But that last part, the one I think Urk was also alluding to, never materialized.
The results from the Forgetacular contest probably shaped the role the Cartographers had. Bungie was clearly taken aback by the volume of maps they got hit with, and by the amount of time it took to evaluate them. Think about what goes into playtesting a map, the time and people involved, and multiply that by hundreds. The delays the Forgetacular results saw were from that enormous resource draw. As an exercise in crowsourcing content, it exposed the need for a filter.
That filter was the Cartographers. We were picked help scout out the most promising maps, in either our judgment the judgment of the community we represented as a whole. Bungie is in tune well enough to know the host of active, focused communities they could engage with and pulled in a few people from many of them. That was the first filter. The second filter was feedback from fellow Cartographers in the private forum.
The last filter was Jeremiah and his test team. And even with all those filters applied, many of the maps that made it in were spotty. I agree that Wayont is a poor map, it's not dynamic or interesting to play on at all. But I'm sympathetic to its inclusion because of what the process entails to build and test a good map.
I know how hard it is to make a good map in Forge. I've used Forge extensively in Reach - hundreds of hours - and I only built out two finished maps. It's really, really freaking hard to make a good one. Beyond getting things like basic assembly right, there are design elements such as sight lines, flow, navigation, base design and weapon placement. Then there is a whole set of other factors. Frame rate issues, spawn placement and influencers, kill zones, game types to set up and configure, etc.
What my experience as a Community Cartographer did was make me realize how hard it is not only to build maps, but to evaluate them. Maps that look promising in screenshots can be horrible to play. Maps that play well in the first test can have huge flaws exposed later. And that's before realizing that 90% of Reach's player base never touches Forge, and for the maps that are built through to completion, 90% of those are just not suitable for matchmaking. So how do you find the ones that are? I think Bungie made a good crack at it with the Cartographers system.
I have some ideas how the Cartographers concept of screening crowdsourced content could be expanded, made more transparent and built into a sustaining mode where the community is engaged in submitting content to a large group for peer review. But no matter the approach, it's going to take tons of manpower and organization, and even then the results won't be universally loved maps.
I hope Halo 4 has more thought and resources put into getting an infrastructure in place around content sharing than Halo Reach had. From little things like being able to show a user-supplied preview picture to custom maps (so they're not all that one Forge World pic) to a more robust process to peer review content, there is some ground work that can be laid to apply some filters before throwing human resources at community map integration. But even then, it's going to take lots of people to find, test and fix maps before bubbling them into matchmaking. There's no easy solution.
(There are a lot of ways Forge can be made much more accessible as functional as a map editor as well, even without reimagining the concept from the ground up, but the more accessible it is, the more content will be generated - which just adds to the need for systematic ways to evaluate it.)
PsychoRaven said:
Wait so now the Banshee is broken too? How is it broken? This is the first I'm hearing that it's broken.
Please tell me you are joking. :lol
It's one of the most universally recognized elements of Reach that need fixing.