Haha thx. I gave this some more thought last night.
I think the Attacking team shouldn’t be able to score. Instead their goal is to grab the Oddball and return it to their base. If successful the round ends, and they stop the opposing team from scoring.
I stopped reading at swordbase and boardwalk. Swordbase might be the campiest map in all halos with the least amount of choice for flanking especially if you dont have a jetpack. Swat on swordbase has alot of verticality when youre shooting people on the top floors from the bottom.
Boardwalk is extremely forgettable and i have several hundred hours in reach. Also boardwalk is a three lane map. Since they are reach maps you have the extreme vertical shift of an enemy jetpacking as high as they can whenever they get in a 1 on 1
Where are the 3 lanes of The Pit? I’m assuming you’ve never played Halo 3 until you got the MCC and played it in 2019 when the matchmaker was finally fixed.
I don’t mind some maps being a pseudo 3-lane design, but it’s disappointing when that’s most or all of the maps.
In my opinion, Halo map design has been completely anemic since Halo 3. I didn’t think any of Reach’s maps were particularly good or memorable. Halo 4 had Haven, but that’s about it. Maybe Exile or Harvest for BTB.
Halo 5 didn’t really have any great maps. Closest would maybe be Plaza.
But there hasn’t been a map in the class of H2/H3 maps like Midship, Guardian, Ivory Tower, Lockout, The Pit, or Construct in the post Halo 3 era.
avalanche is getting re- imagined so youre right but i think its to fit 12v12. A lot of classic maps have to be a little different simply because of clamber making new routes. I’m ok with tweaks to the classic maps.
I honestly just want to play The Pit in a modern Halo game. It’s always my first pick when I play Halo 3 with my friends, and having it in Infinite might give me a reason to go through the hassle of trying to get a stable multiplayer party together.
Boneyard in Reachalso has these issues. I’ve been able to do the best I could with Reach MCC forge features to make it better but there’s not a lot I can do without building the map in Forge World. Hopefully infinite has a good forge tools to fix Launch Site.
So does Infinite have better maps than Reach? If so, why did Infinite lose 97 % of its players in 1 month while Reach had more players over an 8 year span than both H4 and H5?
theres nothing to laugh about. its common knowledge that reaches maps were average at best. Do you think ripping locations from the campaign and calling it a multiplayer map leads to anything substantial? we are talking about map quality, not how reach has other content that infinite does not.
Do you think basing your entire map design doctrine on Call Of Duty’s worst maps is a good idea? You’re telling us all that’s what you think.
I can only imagine you having fun by loading up quickplay, getting dogged on going 3-12, and while everyone in chat is telling you how amazing your mother treats them you just clap with tears in your eyes because Infinite has the greatest maps ever created.
Don’t really know why you need to hate that their right,
It really is a small pile in the mountain of flaws the game has.
Not really healthy to pretend that everything else is A-okay and this is the one thing you’ll begrudgingly agree with.
Honestly of the 3 Lane style maps I think Bazaar is the most interesting,
Since each, since each lane is a unique combat arena, that have different relations to each other.
One way drops are and power weapon contesting makes for really dynamic movement around the map.
Streets is just a boring map with very little going on,
Poor weapon placements, and a lack of good Power weapon placements to contest make it…
And unremarkable map.
Live Fire’s Potential is utterly wasted because of the MASSIVE walls in the center of the map denying any Cross lane interactions. If they would just get rid of the walls, it would make the map so much better.
The Massive Tower would serve a purpose, the underground section would be a second layer to the sightline Arena. Moving between lanes would be a Strategic choice of jumping from higher to lower sections.
And it has the Drop shield, thee most worthless powerup.
Aquarius is…
Eh, It suffers from terrible map flow.
Corners of the map exist for no other reason than to exist as unused floor space.
The sightline blocker at the center of the map is frankly annoying. It just makes a combat donut that is irritating to navigate around.
Its a very Generic 3lane map with a poorly optimized use of space.
Ripping maps from the campaign is Brilliant,
What are you even talking about.
Having Iconic locations from the campaign Bleed into the multiplayer experience was mind blowing.
Most people jumped straight into the Campaign when the game came out,
And then when they dipped into multiplayer, They already had a basis to understand the maps they are playing on. They were made familiar with it from the Campaign experience.
It’s a Smart use of development space,
Particularly because reach was going to be thee Final Bungie Halo.
All that time and development effort they saved building maps entirely unrelated to The themes of the main campaign went into to other areas, like… Forge. Forged worked amazingly out of the box.
Granted, they weren’t “the greatest” maps,
But my god, they were ATLEAST interesting, and took chances with how the maps might play out.
And facilitated interesting gameplay with both the weapon and vehicle sandbox.
I cannot at all say the same of Infinite,
Map quality is a huge disappointment both Thematically and Mechanically.
Again, the point of the post is that they are mostly generic 3lane maps with nothing at all innovative about them.
My god, Live Fire is literally just an Inverted Dust2.
Its so painfully generic that you cannot help but weep at the wasted potential that could have been realized.
Its like they fired the only person in the office that had any grand ideas,
But that person designed Recharge TOO well,
and it scared the rest of the staff into the a coddling safe space and complained to HR and got them fired.