indecisive
useful
FUCKING SPOILERS
your own fault for not playing it earlier
I don't have a 360 fuck you fags and your money >:^(
Hey wait a sec. At the end, does the master chief get split up with the arbiter when the arc collapses and the ship splits into two at the end, then they thought that the master chief died but on the legendary ending the chief is actually alive and goes into a cryo sleep then a giant forerunner planet shows up? O sorry noobinator i forgot about you, lol.
OHOHOHOH
boy you trollen???
Man, this is going to be a real good map when it comes out.
Well I wasn't really against the sky. I was mostly playing the devil's advocate. The problems with it I saw were:
the Halo was completely unknown at the time - not even the Monitor knew about it, so how would you even play on it? Avalanche even takes place after it's risen.
the sky is a huge part of a map - it would just be really awkward to be staring straight up at a planetoid that blocks the sky above.
also, due to the atmospheric conditions surrounding The Ark, the sky would have to be mostly cloudy red and dark orange. As seen at the end of The Covenant, when the ring rises, the clouds brush straight up against the structure. I think that a sky simiar to the one of "The Ark" would be best - blue, purple, "sand", etc.
F = Gm1m2 / d^2 is a big equation in this. If you are standing on the surface of Halo, you will have two Fg pulling down and one Fg pulling up. The two pulling down are closer together than the one pulling up, and since the force due to gravity decreases by the square of the distance, the Fg on the surface in this sky should be much greater (possibly 2x) than on Halo normally.
So simply factor that in. Increase the gravity global (if gravity's a global, it's been literally years so I can't remember). Failing that, just halve the jump height and make vehicles weigh more to simulate the effect of increased gravitational pull in one direction. Projectiles and grenades can arc twice as much. There you have it - an original sky, and an original factor to change the combat up a little. Rather than automatically assuming it'll break the map, think more creatively. Low-grav games seem to provide a fun change in pacing, why not go the other way for a similar (yet opposite) effect on play?
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