
Lead MP Level Designer - Clueless?
#1
Posted 08 December 2012 - 03:35 PM
Ryan would ask him BASIC questions like what gametypes would be best used on this map? And Kynan pearson would be in like a hardcore thinking mind blown nervously answering attitude.
Another, would be like, What armor abilities would be most effective on this map? And again he had a difficult time answering these questions. If he really did put in the time and play tested these maps wouldnt he know for sure right off the top of his head, what everyone was mostly picking, including himself. Also, while explaining how to use the armor abilities on the map saying the thurster pack would help get out of bad situations. NO SHIT! He couldnt even give an explanation about when to use the thurster. For example: Thruster has been most effective with players saying by the bases to protect the flags.
If this is the guy that is leading the charge for the future of MP Maps I believe we need a change.
Watch or rewatch these videos and listen to this guy, Kynan Pearson. And let me know what you guys think.
PS: Whoever was playing lost the majority of the time. While using the Assualt rifle.
#2
Posted 08 December 2012 - 03:40 PM
But yea, kynan is not #1
#3
Posted 08 December 2012 - 04:22 PM
#4
Posted 08 December 2012 - 04:30 PM
TiberiusAudley, on 08 December 2012 - 04:22 PM, said:
What does this Lead MP Level Designer actually do if Certain Affinity is in charge of "designing?"
I guess his "title" just confuses me.
#5
Posted 08 December 2012 - 04:34 PM
For example: Kynan tell CA to make a Small circular symmetrical map. CA make the rough version of the map and sends it back to Kynan. Back and forth process until Haven is made.
umad.
#6
Posted 08 December 2012 - 04:35 PM
TiberiusAudley, on 08 December 2012 - 04:22 PM, said:
From what I've gathered, they outsource a good bulk of it to them. Sadly, Certain Affinity is headed by one of Bungie's most succesful multiplayer map designers. Or so I've heard. :/
#7
Posted 08 December 2012 - 05:01 PM
And of course they choose the POV of a guy who looks like he is playing the game for the first time and is running around with an AR completely oblivious of his surroundings. I mean did they not have anyone who was at least somewhat capable of playing decent enough that it would make it a lot smoother and more enjoyable to watch? Are they all THAT BAD at 343? Do they even see that and think the guy is bad or is that how they think everyone plays...?
#8
Posted 08 December 2012 - 05:04 PM
#12
Posted 08 December 2012 - 06:30 PM
#13
Posted 08 December 2012 - 06:33 PM
Waiting for the next competitive FPS(No ADS), until then you can find me on LoL, Gw2, and occasionally H4.
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#15
Posted 08 December 2012 - 06:40 PM
iRGush, on 08 December 2012 - 06:35 PM, said:
For the love of God, anything that is FLAT would be better, every Halo 4 map is a maze fuck of geometry.
Waiting for the next competitive FPS(No ADS), until then you can find me on LoL, Gw2, and occasionally H4.
Add me on Steam+XBL!
Steam ID: XHitmanX
XBL: XHitmanX
#16
Posted 08 December 2012 - 09:30 PM
Proud owner of the 2738 year Waypoint ban.
[Halo 2 strafe was superior] [Murder Miners] [r/MurderMiners] [Let's make Halo 5] [What I would do with Halo]
#17
Posted 08 December 2012 - 10:55 PM
#18
Posted 08 December 2012 - 11:04 PM
stevomilo, on 08 December 2012 - 10:55 PM, said:
Most of the Multiplayer team is incompetent.
Member Since 04 Apr 2012
Proud member of The HALO council
Don't Like what I say? Use the ignore feature
#19
Posted 08 December 2012 - 11:05 PM
XHitmanX, on 08 December 2012 - 06:40 PM, said:
I'd rather have a map be good. But if you want flat, there's always haven. And when you're done with that, you have haven, haven and haven as well. And then you can traipse around in forge maps and then go right back to haven.

Hit me up in Halo for MLG and other competitive gameplay!
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#20
Posted 08 December 2012 - 11:08 PM
HellRazor1281, on 08 December 2012 - 11:05 PM, said:
I'd rather have a map be good. But if you want flat, there's always haven. And when you're done with that, you have haven, haven and haven as well. And then you can traipse around in forge maps and then go right back to haven.
Don't forget the classic standby map, Haven.
Member Since 04 Apr 2012
Proud member of The HALO council
Don't Like what I say? Use the ignore feature
#21
Posted 08 December 2012 - 11:16 PM
You have to wonder how maps like Complex are made and how much thought actually goes into a mechanic like random power weapons.
#22
Posted 08 December 2012 - 11:57 PM
#23
Posted 09 December 2012 - 12:33 AM
Ragnarok Fyre, on 08 December 2012 - 11:04 PM, said:
I thought about this and this is what I have to say about assessing the work of the multiplayer contributors:
Sound: ABSOLUTELY sublime, this lead designer deserves to stay on (I think its the Japanese guy)
Sandbox: I will say that the weapons are fairly well balanced. Maybe the dmr, br, carbine need some minor tweaks, but Id give the overall weapon designers a B for their work. Shocking, I know.
Movement and strafe: Considering its substantially better than Halo Reach, its okay.
Maps: 2 out 10. Those designers have to go.
Gameplay: Whoever decided to incl things like sprint and instant respawn, plus the flag (although I personally dont mind it as much), oddball should go as well. I wonder how much of a say Josh Holmes and Kiki Wolfkill had in these calls.
#24
Posted 09 December 2012 - 02:15 AM
#25
Posted 09 December 2012 - 02:16 AM
stevomilo, on 09 December 2012 - 12:33 AM, said:
Sound: ABSOLUTELY sublime, this lead designer deserves to stay on (I think its the Japanese guy)
Sandbox: I will say that the weapons are fairly well balanced. Maybe the dmr, br, carbine need some minor tweaks, but Id give the overall weapon designers a B for their work. Shocking, I know.
Movement and strafe: Considering its substantially better than Halo Reach, its okay.
Maps: 2 out 10. Those designers have to go.
Gameplay: Whoever decided to incl things like sprint and instant respawn, plus the flag (although I personally dont mind it as much), oddball should go as well. I wonder how much of a say Josh Holmes and Kiki Wolfkill had in these calls.
/thread. You sir win.
#26
Posted 09 December 2012 - 03:55 AM
#27
Posted 09 December 2012 - 03:58 AM
#28
Posted 09 December 2012 - 06:34 AM
no disrespect tho.
umad.
#29
Posted 09 December 2012 - 01:20 PM
Join the movement and play Shadowrun: http://www.halocounc...lay-this-again/
#31
Posted 09 December 2012 - 01:28 PM
iRGush, on 09 December 2012 - 01:22 PM, said:
http://www.joystiq.c...soft-opens-cam/
#32
#33
Posted 09 December 2012 - 01:46 PM
iRGush, on 09 December 2012 - 01:32 PM, said:
Besides, it's blatantly obvious that we have the things we hate about halo 4 simply because cod took away all their players and the people who sign the checks wanted them back. Its really REALLY obvious. Hmm, what game came out when Halo 3 was popular and knocked Halo from the top spot on XBL after 4 years of dominating it? HMMM, what game had sprint, ordnance drops / killstreak care packages, flinch, one gametype per playlist, press X to spawn (instant), emphasis on 6v6 and higher games (no small maps), kill cams, loadouts, progression/experience-based ranks? HMMM WHAT GAME WAS THAT AGAIN?
Yet all of these things ended up in Halo because some deluded prick who drives a maserati thought that all the CoD kids would come running back to halo as soon as they saw it had those things too.
Guess what asshole? thats not how it works. You just alienated all the people who liked halo for what it was and all of the CoD fans are still playing CoD cause you left the kill times insanely long. Thats why they left for CoD, not for your bs. They left cause they can point a gun and actually kill something instead of pinging a sprinting shield for an hour.
The map design is just a small, small part of a much bigger, depressing picture.
http://www.halo1forum.com
#34
Posted 09 December 2012 - 04:52 PM
I'm going to send 343 an envelope full of shit with a note calling for the severed heads of Kevin Franklin and Kynan Pearson to be erected on pikes somewhere public.
#35
Posted 09 December 2012 - 05:07 PM
I felt bad for the interviewer at points because he seemed to have a deeper understanding of the game just from watching footage, not developing it.













