Battle of Noctus - First Impressions

Hi, All. Just to give myself a quick introduction, I am a very heavily level design focussed player and study the subject really rigorously. I have always had something to say about level design in games and usually bring up things people usually don’t talk about, so I wanted to bring a change in scenery and provide some viewpoints on the new map from the perspective of a level design fanatic.

I’m going to eliminate bias here and try to take a really neutralized stance on this and try to target features and concepts used for a fair review. Obviously I haven’t myself played the map, so I will just have to provide various hypothesis on how I feel these features make an impact, Good or Bad.

Firstly, I’ll mention that I have had a lot to criticize in Warzone before. It’s a wonderful modern concept for a game, but it’s pioneering into the Halo franchise was barely going to go off without a hitch. I’ll mention a few of the issues level design created that I have indeed mentioned before:

Less than well optimized use of space: Most of the time, we found, in maps like Apex and Stormbreak, there was a lot of mindless sprinting for one objective. The map layout promoted a strategy approach that involved charging blindly at the nearest base, otherwise, you’d have to spend a lengthy period of time navigating barren regions of the map to cut out the stalemates. This was the case with All Warzone maps. Arc was build more efficiently, so this kind of short cutting was a bit more forgiving time wise. We always had massive areas outside bases that were never really used, and just ended up being a long track for players to sprint across.

This size optimization was quite poor and resulted in much smaller battles. Hardly anyone was in a similar place at once, so battles were mostly just picking off lone spartans.

A.I Placement: This kind of system broke up gameplay too severely, players ended up running away from objectives to shoot down point buckets that were never really a threat in the first place.

Repetition in Layout: Each map used the same generic layout. This really made the maps feel less adventurous and more grinding, as you felt like you were just using the same strategies for each map.

Building Repetition: Similar issue, the same side bases were used for each map. They quickly got pretty boring to use and be around. Especially since their design was incredibly simple.

Man-Cannon Abuse: The man-cannon’s only purpose before was to blur the lines of these massive empty spaces of land. They were just sweeping the dust under the rug with these, as they are simply there to cover up bits of land that don’t get used. They could’ve been used more creatively to build interesting combat opportunities for Spartans to lean in on and should be there to cut out areas of the map that are only briefly inactive, rather than areas that shouldn’t really be there to begin with.

Where are we now?

Well, after seeing the gameplay on the new Warzone map, it’s easy to see where some of the problems have been dealt with.

First off, the Generic layout is gone, we are facing something more experimental. It does appear to break up combat more as it gives players more options (Not the best thing). But the way Man-cannons have been optimized makes amazing use of the world’s space and allows players to quickly focus their combat potential in areas that are quite distant. Yet, they are barely traversing areas that are not combat lively, as we see players soaring over heated vehicle engagements.

The issue where the same Side-buildings have been used has been partially dismissed. But we are presented with a slightly problematic solution. Firstly, this is not a new building, it’s more interesting architecturally, I’ll give them that, but it’s still a repetition issue, and it seems to be too substantial for a side base. It should be more compact in it’s design as it is unlikely (more likely than before, however) to get as heated as central base. Yet, it’s a similar size. It’s functionality is on the right track as we have, before had to decide whether to spawn in a dangerous place for a vehicle, or painfully far away. This option is much more satisfying.

On the brighter side, the placement of A.I spawns is far more intuitive. They are placed in ready active parts of the map in order to escalate the engagements already happening on the field. The Phaeton is able to harass players across the map and other foes are dropped in vital battle areas. So we are seeing better use of A.I foes.

My biggest criticism has been fulfilled; Map space is used much better. This map is clearly much smaller than our average map, but vertical space and map gadgets make sure every battle is a heated one. There are plenty of areas where on-foot players can navigate, high or low, and a vast multitude of different options to traverse the map encourage more sophisticated and diverse use of different strategies.

My Final Verdict:

It’s extremely reassuring that 343 has tackled some of the big level designing issues that were present before. This map feel much more well rounded, and I’m incredibly happy to see the original plans for the map scrapped as the new design compliment game-play much better.

On a flip-side, 343 is still suffering under the issues of Architectural repetition and the use of A.I is still to be maximised. Considering that this is a game mode that replace Halo’s typical co-op mode, A.I hasn’t been utilized in a satisfying enough way. Fighting enemies needs to feel more rewarding. I am leaning more into a mechanics field here, but I feel it will stimulate the use of level design if this feature is properly introduced.

My final words are, Progress is still Progress. I am not seeing a map that is totally satisfactory, but I can see that 343’s designers are at least generally aware of the issues that Warzone has incorporated since launch. I am simply appreciative that we haven’t been presented with another map that follows the scheme of the first 3 (Which was dangerously close to happening judging by the original plan.) I’m interested to see how to map will feel to play, but it’s very clear to see, already, that this is a step up.

I have been pretty harsh on the map but it looks a LOT better than ARC or stormbreak,

my biggest issue is re-using assets, same garages, same home bases, same bosses, it just doesn’t bode well in terms of keeping the gameplay fresh and exciting beyond the first few matches on the map

> 2684064956505966;2:
> I have been pretty harsh on the map but it looks a LOT better than ARC or stormbreak,
>
> my biggest issue is re-using assets, same garages, same home bases, same bosses, it just doesn’t bode well in terms of keeping the gameplay fresh and exciting beyond the first few matches on the map

I second your concerns. The Same enemies does make sense to a moderate degree, however. There are only so many enemies in the game to work with, and from what I’ve witnessed they’ve used every single one of them in warzone. But they need to use them more creatively. You think about all the times we encountered Hunters on the campaign, the different context and situations made it feel more intense and different each time. But they use them in pretty much the same way each time in warzone. Instead of dropping them in an uninteresting part of the map, why not make it a bit more creative?

I’m talking:

  • Get Sniper Jackals at vantage points.
  • Have Hunters in a dark lower room in one of the bases.
  • Have Phantoms fly over bases and drop troops inside.
  • (They Already god the Camo Elites in the caves so right, why is there not more of that?)
  • Have an Actual Battle between Prometheans and Covenant break out.
  • Drop in a skilled squad of specialist elites that roam the map hunting spartans.There are much more interesting ways they can use enemies, and it wouldn’t really require much extra work, just more consideration on where they place them.

The visuals look bland but it looks fun regardless.

> 2533274974984138;4:
> The visuals look bland but it looks fun regardless.

The visuals are brilliant architecturally, but the greyness used in the colour of all the buildings does look pretty gross, so I certainly agree. But the thing is, it is a Sci-Fi city, and this is exactly how many Halo Cities have looked in the games. If you want to go for a Halo 2-Esque style it does look cooler, but also too modern. This is 600 years in the future, but I do agree it needs a little bit extra. ore diversity palette wise with the buildings could go a long way.

Bases and objectives should vary from map to map. A bomb to plant or a flag to capture (As simple suggestions) wouldn’t go a miss.

As far as first impressions go, Noctus has some promise. Problem is, no matter how they first present it, it’ll always end up in a different image once player populace find all the ideal loopholes and strategies. Honestly, one thing I do appreciate is that the map has more objects (being the object vehicles) on the field that make for a lot of covers for anywhere that isn’t the high ground, which I guess I appreciate. And this time, it’s no longer a case of “Central base controls all of the map” scenario, though the reused assets is a lazy design choice.

One thing that I really dislike is that this map, as in every other Warzone map, promotes a focus on BR thanks to the open space battles. As much as it’s reasonable, it gets really stale when a BR is more reliable than REQ weapons.

I do like your feedback on the map, a lot of it is a sound argument.

It would be cool when a certain boss spawns then waves of standard minions would spawn and assault the nearest base. This could only be stopped by taking out the boss at that location. This could make interesting encounters where one team could use the bombarding enemy waves to their advantage .

Alternate objectives would be cool. Capture this area and gain shield doors. Capture this building and spawn friendly marines to aid your side.

lots of little things like that would make it cool. Might make it too complecated however and take away from the simplicity of war zone .

> 2533274867788841;3:
> - Get Sniper Jackals at vantage points.
> - Have Hunters in a dark lower room in one of the bases.
> - Have Phantoms fly over bases and drop troops inside.
> - (They Already god the Camo Elites in the caves so right, why is there not more of that?)
> - Have an Actual Battle between Prometheans and Covenant break out.
> - Drop in a skilled squad of specialist elites that roam the map hunting spartans.
> There are much more interesting ways they can use enemies, and it wouldn’t really require much extra work, just more consideration on where they place them.

This is actually an awesome idea. I had been wondering about sniper jackles for a while. I think having the AI drop in every now and again as just little interactions with the map instead of just points would be cool. Maybe at the first third and second third of the match we run into the snipers just chilling out.

Sometime in the middle we get that battle between two factions to happen with a general for each side. 50 points a general.

have just all these diffrent AI’s that will apear in the game. It doesnt even have to be the same AI either. It can also be one game you got sniper jackels just chillin out. Another game camo elites or a covenant squad dropped in. (squad being 1-2 elites, 2 jackels, 3-4 grunts)
Just try to switch things up each game.

as a side note and I have seen this post before and will keep talking about this. Maybe bring in the flood or make a flood map. I know its alot to ask for because it requires new models but damn that would be cool. Or even have some brutes apear. Maybe a more realistic idea would be insurectionists. Human AI that spawn with a tank, warthog, ect. and it could represent rouge spartans. If we didnt get that then maybe make it heretic elites like we had in reach firefight that used human equitment.

> 2533274805578773;6:
> Bases and objectives should vary from map to map. A bomb to plant or a flag to capture (As simple suggestions) wouldn’t go a miss.

I did actually mention something like this in another post. I’d love to see Side-Objectives occur based on whoever has control over certain bases. If Red-Team controls the monument, Imagine if a Pelican gunship crash-landed outside and an objective to retrieve the black box occurred. Blue team could attempt to blow up the wreckage to prevent the data-download for red team, therefore stopping them from earning points.

Also think about if a Core was present on the map (Much like invasion) and one team had to secure it and return it to base much like a CTF objective. I enjoy the fundamental design of the Warzone gamemode. But a little bit of signature work for each map would be really nice to have.

> 2533274867788841;3:
> > 2684064956505966;2:
> > I have been pretty harsh on the map but it looks a LOT better than ARC or stormbreak,
> >
> > my biggest issue is re-using assets, same garages, same home bases, same bosses, it just doesn’t bode well in terms of keeping the gameplay fresh and exciting beyond the first few matches on the map
>
>
> I second your concerns. The Same enemies does make sense to a moderate degree, however. There are only so many enemies in the game to work with, and from what I’ve witnessed they’ve used every single one of them in warzone. But they need to use them more creatively. You think about all the times we encountered Hunters on the campaign, the different context and situations made it feel more intense and different each time. But they use them in pretty much the same way each time in warzone. Instead of dropping them in an uninteresting part of the map, why not make it a bit more creative?
>
> I’m talking:
>
> - Get Sniper Jackals at vantage points.
> - Have Hunters in a dark lower room in one of the bases.
> - Have Phantoms fly over bases and drop troops inside.
> - (They Already god the Camo Elites in the caves so right, why is there not more of that?)
> - Have an Actual Battle between Prometheans and Covenant break out.
> - Drop in a skilled squad of specialist elites that roam the map hunting spartans.
> There are much more interesting ways they can use enemies, and it wouldn’t really require much extra work, just more consideration on where they place them.

Yes, there are so many ways to make fighting enemies in warzone more fun, there’s also these things that were in H4 called Liches, kinda the same concept of a scarab, multiple ways to board, kill the passengers and destroy from within and they would fit easily on every warzone map and hardly move around, kinda seems like a no brainer…

if someone from 343 is reading this…seriously guys…we are practically doing your jobs for you and making your company money at this point, run to your design leads office! run as fast as you can!

Honestly, this map looks more like what I actually imagined Warzone to be from the beginning. Looks way better than Stormbreak and Apex 7.