The Academy map and Recharge both have multiple lanes of combat and verticallity. Pretty well done IMO.
Bizaar is bad. The only fight centers are the courtyard and that little tunnel. This needs a change. It feels like you can control the map by watching the courtyard from the balcony with no need to move. I think it should have the tunnel expanded and another route added on the other side by the stairs in the courtyard.
I disagree as it gives bazaar its own identity. The 3 lane map design is pretty basic and gets boring quickly once multiple maps start having similar lay outs. Live fire is the most basic 3 lane design they could have done, and I think thats fine as it fits its identity. Bazaar isnts a training ground, its a bazaar. It having a lane format does not fit the maps identity. If it did, it becomes just another version of live fire only with more dirt. Bazaar is essentially the 1st example of a extremely symetrical map in infinite and it having a more open mid space makes it play very differently to maps like live fire.
Once everything starts using the same design mentality, all maps begin playing the same and thus become uninteresting.
As for the overall maps design, I think you are ignoring a lot of other aspects of the map. You could make an argument on how you can control the map from the perches on both sides of the map and thats true. Except you then have to also consider how to control rockets and grapple and how those can be used to counter those up top. You also have to consider though, Halo is very much about map control. You need to fight to keep the power items but also the power zones of a map. In this case, the high ground given there are actually a decent amount of counters to those zones. Spawns will flip constantly and players will need to push from behind or the sides to gain access to those perches.
> 2533274840624875;3:
> I disagree as it gives bazaar its own identity. The 3 lane map design is pretty basic and gets boring quickly once multiple maps start having similar lay outs. Live fire is the most basic 3 lane design they could have done, and I think thats fine as it fits its identity. Bazaar isnts a training ground, its a bazaar. It having a lane format does not fit the maps identity. If it did, it becomes just another version of live fire only with more dirt. Bazaar is essentially the 1st example of a extremely symetrical map in infinite and it having a more open mid space makes it play very differently to maps like live fire.
>
> Once everything starts using the same design mentality, all maps begin playing the same and thus become uninteresting.
>
> As for the overall maps design, I think you are ignoring a lot of other aspects of the map. You could make an argument on how you can control the map from the perches on both sides of the map and thats true. Except you then have to also consider how to control rockets and grapple and how those can be used to counter those up top. You also have to consider though, Halo is very much about map control. You need to fight to keep the power items but also the power zones of a map. In this case, the high ground given there are actually a decent amount of counters to those zones.
There are more designs besides 3 lane, true. However, bizaar is not it. They could have made the bizaar center itself the focus or added a few alleyways. Rn Bizaar feels very congested and like you can’t move around the combat area. The fighting is focused on the center. If you’re getting damaged just back out of the center and you’re fine. On Live Fire and Recharge, the fighting can be anywhere. You have to keep moving to stay safe.
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> > 2533274840624875;3:
> > I disagree as it gives bazaar its own identity. The 3 lane map design is pretty basic and gets boring quickly once multiple maps start having similar lay outs. Live fire is the most basic 3 lane design they could have done, and I think thats fine as it fits its identity. Bazaar isnts a training ground, its a bazaar. It having a lane format does not fit the maps identity. If it did, it becomes just another version of live fire only with more dirt. Bazaar is essentially the 1st example of a extremely symetrical map in infinite and it having a more open mid space makes it play very differently to maps like live fire.
> >
> > Once everything starts using the same design mentality, all maps begin playing the same and thus become uninteresting.
> >
> > As for the overall maps design, I think you are ignoring a lot of other aspects of the map. You could make an argument on how you can control the map from the perches on both sides of the map and thats true. Except you then have to also consider how to control rockets and grapple and how those can be used to counter those up top. You also have to consider though, Halo is very much about map control. You need to fight to keep the power items but also the power zones of a map. In this case, the high ground given there are actually a decent amount of counters to those zones.
>
> There are more designs besides 3 lane, true. However, bizaar is not it. They could have made the bizaar center itself the focus or added a few alleyways. Rn Bizaar feels very congested and like you can’t move around the combat area. The fighting is focused on the center. If you’re getting damaged just back out of the center and you’re fine. On Live Fire and Recharge, the fighting can be anywhere. You have to keep moving to stay safe.
again, that means bazaar plays differently then live fire and recharge. Going into the center is a hot zone putting you at risk from above. But it also gives access to grapple which shortcuts everything, OS and rockets. Adding more lanes or allies doesnt add anything besides potentially removing risk of mid combat.
That overall is the point of having different maps. You want them to play uniquely, something that their previous h5 failed to really do. Additionally, maybe we should play actual pvp befor demanding map changes as bots in themselves are more chaotic and players are not really playing the map as they normally would. Its fine if you don’t like it, but map changes are not gonna happen and we should move away from pushing maps to adopting similar combat identities (not every maps needs to push combat to all areas)
Bazaar is pretty obviously set up for objective play, which I think it will do good at. Slayer VS bots, theres no reason to be anywhere but the center of the map. Once theres flags to push for, or bombs to carry in, it will play VERY different.
Bazaar has been maybe my favorite map so far, and Recharge. There is a lot that happens in the center yes, but every match I’ve played on this map after the first 2 has been well rounded. A lot of back alley and upper rooms/hallways and even a little in the lower corridors where the spike grenades and shotguns are. The last match I played was almost all the outskirts of the map closer to the spawn points.
One thing I do find interesting though is nobody seems to go for the rockets. I have gotten them every match without struggle, get 3-4 kills per 4 shots, then pop off to the other areas and fight. Grab some spikes and the shotgun and loop back up to the upper halls and clean house. Would be even more fun with a sword thrown in to the mix.
I think when we are able to play pvp and objectives there will be a little less focus on the middle as the bots always come through the center door to start, much like the left corridor on Live Fire or the lowest level center on Recharge. Those maps have their hot spots as well, as every round I’ve played on Live Fire focuses mostly on the left and center corridors, and Recharge seems to be mostly center and right where the pillars and upper ledge are, though I do think Recharge feels the most balanced in using most of the map. That has been my experience anyway.
Edit: Wording
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> The Academy map and Recharge both have multiple lanes of combat and verticallity. Pretty well done IMO.
>
> Bizaar is bad. The only fight centers are the courtyard and that little tunnel. This needs a change. It feels like you can control the map by watching the courtyard from the balcony with no need to move. I think it should have the tunnel expanded and another route added on the other side by the stairs in the courtyard.
Agreed 100%