Doubles & Head to Head: Why these maps?

I know I’ve ranted before on these forums regarding the doubles playlist, but the fact that head to head just got added again makes me need to rant again.

If anything, I would really like to know how to make a suggestion to change the maps, or understand the reasoning behind it. If there is some type of poll, please let me know disregard this.

Head to Head:
I would like to state that I find enjoyment out of the round based games. What I don’t understand is the balancing of the spawn time in the game. This is most notable in Cepheus. The sniper is positioned at a risky place, which is understandable for a power weapon on this map. What doesn’t make sense is the way to retrieve said sniper and actually use it. The only figurative scenarios I can think of (because they haven’t happened in my games) would be that either the player 1 killed player 2 while on the sniper spot, or player 1 gets the weapon while player 2 is getting the powerup or can’t somehow notice you taking the lift and standing out in the open. Even in the first scenario, I find that once the opponent is killed, I need to move as fast as possible to survive, because the opponent spawns before the shields come back. Maybe this is due to a higher skill curve, but it is bizarre.

Devotion:
This map has not been playtested or this map was designed to be exploited. The spawns aren’t in the best positions, and it allows players to manipulate the spawns and use a exploit the teleporter for a better advantage.

Fautline:
Everytime I play this map, win or lose, it just doesn’t feel satisfying. The map is just pushing for top control for the sniper and the most options, and it seems like any player is able to just run away from the opponent the entire time. Personal preference, however, the spawns are slightly better than Cepheus and Devotion.

With those maps out of the way, I would like to say I enjoy Junglerock because of the arbitrary sound effects of the water that just make absurd noise and listening for footsteps is slightly discouraged. Third Gear seems okay, and Transgression seems alright.

Doubles:
And the other map, which I think is absurd for both playlists would be These Walls.
This map feels like it can be manipulated with ease and there is nothing preventing this. The map seems to small and in general I don’t know how it would make it into the map pool, especially after the first time. The map may be in a way aesthetically pleasing, but not to the point I would want to play the map.

Molten: I would like to congratulate whoever decided to move the camo to a different location. I may be misremembering but thank you for also removing the red plasma rifle (if that was in there, I forget).

What happened to the original maps? Even if they have been changed slightly like Plaza has, it was always better than the other maps. Molten is still for sure ahead of all the forge maps. I thought that HCS Doubles would have been added, but apparently not? I know this current playlist caters towards casuals, but at some point, this is sub-optimal. I just want to have fun again in the playlist. If I’m in the minority here, please post so I can understand your point of view.

Thanks.

As an avid player of the doubles playlist I truly think it’s time to bring back the vanilla maps of halo 5 to doubles. I hope I’m not the only one that is truly worn out on the refresh maps (cybercide, hazard, these walls, & veil). I Think another refresh with classic halo 5 maps is needed asap.

We need the old Maps , Not these customs -Yoink-

Hazard would be better if there was easy ways to climb onto the bridge, always find myself stuck underneath. The hole up by the sniper is rarely climbable and it keeps messing up the flow of the map. This elevation problem makes the map so much more campy than it has to be. So less parkour mastering and a few newb friendly boxes would fix it.

These walls is like octagon. Just spawn into combat over and over. To small, to predictable.

I haven’t played much head to head so I can’t really judge the maps atm.