Yes, I know that. That's why that kind of map is getting tired. Having a dropoff or undergruond portion of a map, or even aboveground portions of the map (Lockout, as an example?) adds a lot more depth to the gameplay than the usual Halo formula of *spawn, pistol pistol pistol death*, because you have to look up, down, and all around for enemies. Less open space and more dark corners also means much less long range pistol sniping and makes the gameplay more frenzied. What really kicks ass in a map is to have paths that utilize every facet of three dimensions. Indoor, outdoor, below and above. Danger Canyon did that, and Yoyorast Island did that. That's why you still see servers running those maps. I'm not sure why people like Blood Gulch so much but it follows the same basic formula. It has indoor portions, outdoor portions, tunnels valleys hills and cliffs. Maps like Hugeass which are nothing but large outdoor areas get old fast, and that's why that map was a fad you never see played anymore. A map has to cater to all the different playing styles of potential players, or few people will be playing it.
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