> 2535416767381913;540:
> that’s a great idea, though I’m not sure what you mean by sub-par DLC maps.
I mean the splitting of map pools/mode specific maps that only output a heightened sense of value to their respective player-bases… I’m more of a traditional, Arena player. I rarely play Warzone, for example, so there’s a part of me that’s like:
“Wow… man, I really wish 343 didn’t put all this time in content that I don’t enjoy so much, and maybe implemented large maps in a way that also benefited Arena modes as well! Hmm, let me think… there are no dev BTB maps, that’s a shame. What if there were and Warzone was just another game mode like it would’ve been if this were, say, Halo 3, and it just used larger BTB maps?” A logical solution… maybe Warzone would need some tweaking to and player-counts would need adjustment to be supported on somewhat smaller maps relative to BTB… or maybe you find a compromise and bump traditional BTB player counts up to 10v10, and design accordingly? 343 has that ability and freedom, so long as they can make it work. They can do anything. They just need to get their priorities in line and know what the customer is going to like, and where they will accept compromise.
They’d ultimately a developer upholding an old formula of content development, where design, creativity, and integrity was upheld, as EACH and EVERY map was unique and designed from the ground up. None of this split/recycled design process that is an obvious attempt at cost savings because of the splitting and allocation of resources into separate experiences where there is no cross-benefit. Because of how things are structured now, we have content pools that lack in the creativity and design integrity aspect. You have maps like Overgrowth and Plaza, where you walk around the outer ring of the map, and it’s like you’re nearly playing the same map… Torque and Stasis, nearly the same map. They just added snow to one and moved a few things around and raised/lowered a few platforms. One map was built off and semi-completed off of the framework of another.
And idk if you’re an HCS fan, but all supported HCS maps are launch maps… no post-launch DLC was deemed good enough to bring into the competitive rotation, otherwise it would have been. Most maps are heavily segmented, lots of blind corners… CAMPY corners and areas… they toned down the autos and radar a bit thankfully because you could abuse the camping strategy to a far greater degree than what ought to be “competitively viable.” And you know what? Quite a few of Halo 5’s maps are good… I enjoy many of them quite a lot, but you still have similar and lazy map design creeping its way into things after a certain point, and maps start to feel similar after a few games… map ratios are still skewed towards newer maps even thought they’ve been out now for over a year, some of them… Why isn’t someone at 343 spending an hour or two (or three if it even takes that long) and just adjusting the map appearance ratios in MM? It’s long, LONG overdue. I STILL play Mercy 10x more often in Slayer, than I even get to play The Rig anymore and The Rig is FAR better design than Mercy. Are we still excited about playing the “new” map Mercy where it needs to have like a 50% likelihood of loading up in a given playlist? Absolutely not… It affects the experience every single play session. It just doesn’t feel like 343 cares after a certain point (which was a long time ago).
Anyway, to sum it up… if launch maps are good enough for HCS, who’s to say DLC maps couldn’t be either? Where’s the time spent going into the fine-tuning and creative aspect of developing and perfecting these maps? Maps that provide fun, new approaches to gameplay? Intelligently designed sight-lines and counter-positions? Tight corners and routes where necessary but don’t feel campy and promote cheap tactics? Maps that would actually EFFECTIVELY support staple/traditional competitive Halo game modes… Oddball, KOTH, Ricochet, etc.?
This is a AAA skill-based, competitive shooter and the maps just aren’t always receiving the proper treatment. That is a management issue on the developer side of things. More has obviously been left to be desired, in certain aspects… in the map design philosophy itself, and in ways the maps interface with other content and support traditional game modes and tie into the formulaic structure (or don’t)…