While I do realize that the level design is probably done by now, I’ll submit my idea anyway for future consideration. The thing is, halo has a linear campaign (with the exception of ODST). This requires the player from going from point “A” (start) to point “B” (finish) to complete a level. Usually, in halo, the path is narrow to provide a straightforward view of where to go. Even if the path is wide and open, it is still clear where to go. What I think should change though is how the player get from point “A” to point “B”. My solution is multiple pathways, so the player has more choice of how to go traverse the level. For example, The player can either get to the crashed pelican to save marines by either taking a path across a lightbridge, flanking the covies with a scorpion, or taking a path up a ridge. This is but one example of how I think missions should be slightly more vague, so that the player chooses how to get to the objective. This allows the mission to still be linear, so cutscenes can play, and does not affect the story.
I like the sound of that, sort of like the part in Assault on the Control Room where you can either take the tank through the cave or go around the outer pathway to tackle the Covvies from whichever direction you choose.
Reminds me how much I miss the old Halo games level design.
> I like the sound of that, sort of like the part in Assault on the Control Room where you can either take the tank through the cave or go around the outer pathway to tackle the Covvies from whichever direction you choose.
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> Reminds me how much I miss the old Halo games level design.
I miss Halo CE’s illusion of an open world in some area even though it was mostly empty space and the mysteriousness the stone structures in Halo 2.
CE had a lot of nice times you could go about things in different order. The levels Halo and Silent Cartographer are probably the best examples.
The facility in 343 Guilty spark also isn’t super intuitive for direction, so you spend some time exploring it. At the same time its designed well enough that you don’t get lost and frustrated. I thought the arrows added in Anniversery for the Library let you keep on track, while reminding you that this fascility is huge and its purpose is more than just making you go in a weird spiral.
Despite the fact the level Requiem is clearly trying to invoke memories of the level Halo, it seems to completely miss what made that level interesting.
I always love options like those in the map and adds more variety. Good post OP