Symmetric asymmetric games halo
When designing a symmetric, concepts are very, very easy. In addition, balance is also easier to create. Which is why symmetric maps tend to be better in general because they're easier to make, therefore there are more good symmetric maps than there are asymmetric ones. But, asymmetric maps give you twice the amount of creativity, and twice as much possibility.
To me, asymmetric maps, GOOD asymmetric maps, are better, simply for the reason that they are more diverse in their nature, so gameplay becomes more diverse and interesting. Messages: 3, Likes Received: I make asymmetrical maps because I usually can't make each side the exact same lol.
They're also more of a challenge to balance and what not. It's just a more fun map making experience imo. TCD Promethean. Assymetric is extrmly hard to make. I am making one now and its turning out decent. I just have to finish geometry and remove camping spots. Now im not a guy fOr LoS but I basically go like this. HRHR high risk, High reward areas have many lines of sight leading into them. What you should make depends on the gametype.
Two sided objective games, Team games and Invasion Slayer work best on symetric. Draw the Line Forerunner. Messages: 3, Likes Received: 1. Technically speaking, you can take map geometry that favors one side of a map and use weapon placement to balance everything equally.
So if you find you have built a map that's a bit one sided in terms of advantageous areas, you can partly fix that by weighting that area with fewer power weapons. Or you could change geometry, either way.
It's a bit harder to find that perfect balance in asymmetric maps, but given enough play testing, just about any map can achieve it. I used to build symmetrical maps, but now I've been building asymmetrical maps for Reach. I find it to be more fun, personally, from a forger's perspective. Nutduster TCOJ. A well-balanced asymmetric map is a thing of beauty.
It's just so damn hard to make one. But they feel like real spaces and they tend to be unpredictable and varied in their gameplay. The vast majority of symmetrical maps feel vaguely like they were pumped out of a machine for a perfect, perfectly boring gameplay experience.
I've had some enjoyable games on symmetric maps of course. But every map I've ever really loved was asymmetric or what I call "fake-symmetric," where a lot of aspects of the map are duplicated in different areas, but there are still major differences between them so that you can easily tell which side you're on, and the cover and strategy for the two sides is not identical. Messages: 2, Likes Received: Symmetrical is exactly the same on both sides. Asymmetrical is when there are differences, no matter how subtle, on either side, making them not the same.
Avalanche looks and feels symmetrical to me. Zero G Try taking hill from lake base if you're playing any kind of a decent team. Not gonna happen unless you have pelican as well.
Nate Gardner. IMO, symmetry is defined by each spawning area being very similar to the other, and paths between spawning areas also extremely similar. Each spawning area would have equal ability to complete the objectives killing, CTF, KOTH, etc , and would also have equal ability to complete minor objectives like getting to a power weapon or a better place. Asymmetry does not always disadvantage one side, but simply is defined by either side being different, having different advantages, or being closer to certain areas, even if the map is very balanced.
Asymmetrical maps should have multiple different ways of gaining access to the oposite side, two tubes that run paralel is not an example of this , and should have different, yet balanced advantages and disadvantages.
This encourages players to explore the map and use different strategies. Maps with one side advantaged and the other disadvantaged are not considered Symmetrical or Asymmetrical in my opinion. They are unbalanced and should have their own category. They can be balanced with gametypes, for instance, high ground, having a gate and easy to guard entries, sucks for two flag CTF, but owns as an infection map , and then become symmetrical or asymmetrical, although I'd still consider them unbalanced even when balanced by a gametype.
You're such a nerd, you. Examples of the assymmetry in these maps are numerous: On Standoff, especially on heavies gametypes, the team that spawns on cliff side as opposed to the side with a missile silo in the rear of the base is at a noticeable disadvantage because the enemy Banshee can drop below the cliffs and out of sight, popping out to pick off enemy players. Additionally, it is much easier for a Gauss Hog to sit up behind the cliffside base and spawn kill.
On Snowbound, the team that spawns at "high base" has a natural high ground advantage. On Avalanche, the team that spawns on the right facing the direction you face when you start the game has an advantage in going for the Spartan Laser, easily the most important weapon on that particular map.
As I said, this difference occurs over all gametypes but is particularly noticeable on heavies gametypes. If the geometry of the map is not an exact mirror image when you divide the map in half, the map is asymmetrical.
As gameplay becomes more advanced, small differences in a map that is "mostly symmetrical" become far more noticeable. Symmetrical, as explained above, that the sides are the same, but flipped from each other.
If you had an overview of the map, and split a line in the middle, it would be the same. Asymmetrical is the opposite, where no two sides are placed in an equal fashion.
It's like saying that a light bulb is "sort of" on. A map is either symmetrical or not. Standoff, Snowbound, and Avalanche are not symmetrical. You are correct; Valhalla is not symmetrical. Synthetic Ronin. As for Snowbound and Avalanche, I've never had those issues.
Spartan Laser is usually a good fight at the beginning. Then again, I haven't played online in a while, so the way people play may have evolved again. The Warthog also has a much easier time traveling up into that area, rather than the same area at the Missle Silo Base. On Snowbound, where the Rocks are by the Cliff that run down the side of the map, the lower side has more rocks than on the high side. Also, Low-Side has a small tunnel that covers up that side's power-up, where High-Side's power-up is out in the open.
High-Side also has more cover behind it's base, allowing a better Objective defense than you'd get at Low-Base. Bright Side has a more developed side base, where you can use the area below the bridge as a way to hide for a moment.
Dark Side is generally more open, and less hilly. In the definition of symmetric, it wouldn't work, but when you are playing, they function the same.
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