![]() |
![]() |
![]() |
||
![]() |
||||
![]() |
||||
![]() |
||||
Frequently Asked Forum Questions | ![]() |
|||
![]() |
||||
![]() |
![]() |
|||
![]() | ||||
![]() | ||||
![]() | ||||
Search Older Posts on This Forum: Posts on Current Forum | Archived Posts | ||||
![]() | ||||
![]() | ||||
![]() |
Why recycle environments for multiplayer? | |
Posted By: jazo <jazo41@gmail.com> | Date: 2/17/10 9:19 a.m. |
In all the Halo games there has obviously been a sense that the maps we played in multiplayer were somewhat inspired by stuff from campaign. However in none of them were we told right out "In this new Halo, the multiplayer maps are taken directly from campaign, possibly at a different time of day..." and what not. Why is this necessary? Part of the ongoing appeal of some of my favorite maps are how mysterious their location is. Damnation was unlike anything you came across in campaign and had such a unique feel as its own space. Lockout became the fan favorite and its location is almost indescribable. Valhalla conjures feelings of a Forerunner locale that you never quite made it to on the Ark in Halo 3. I guess what I'm hoping is that if this is the way Bungie is creating locations for Reach's multiplayer maps, they do so in such a way that you won't really pop in and think "Oh I remember blasting my way through here during level X". Inspiration for the maps is one thing, but drawing directly from campaign environments just feels like a step in the wrong direction to me. Thoughts?
|
|
Replies: |
The HBO Forum Archive is maintained with WebBBS 4.33. |