The general consensus around these forums is probably that Halo’s multiplayer has to truly inspire in the next game. It should score and surprise positively.
I think Halo’s MP has a strong core but it has never really seen advancement upon its core but its core has been buried under more and more additions (what I think is the main issue with that Halo is currently struggling).
During the focus of adding and developing all of this “stuff” I think the most important element of Halo’s MP has been left behind: the maps.
I am of the opinion that you don’t need much stuff in Halo to create a great multiplayer experience when you play on fantastically designed maps.
I asked myself why Halo 4’s and Reach’s maps are often generally considered the worst maps in Halo’s map history.
Of course you can argue that elements like Sprint play a role in here but Sprint is just an additional factor and I think one of the major issues is the general design of the maps that likely had to suffer from too much stuff it had to consider and incorporate.
I think the map themes, the sandbox/gametype compatibility of maps and the weapon placement on maps need significant attention and advancement to increase the general quality of maps and multiplayer gameplay and to create proper spaces for Halo’s large amount of varied multiplayer elements.
Advancements in (constructional) themes
When you compare the maps, especially Halo 4’s but even older ones, you will realize a vast majority of them share the same fundamental theme. They are build around a center.
That centric design has seemed to become classical for Halo’s maps and don’t get me wrong there is absolutely nothing wrong with high quality centric design but nonetheless it has also become quite repetitive, at least for me.
You need diversity in themes when you want to create diversity in the maps and their gameplay.
Maps that share the same theme will function/play quite similar. Maps that have an individual theme will function/play individual.
Therefore, beside the centric theme I would really like to see more varied kinds of themes as well.
I.e.: linear, vertical, dissolved or special themes (i.e. special: “Forerunner theme”: a map that changes/transforms/shifts on set intervals).
Advancing the Sandbox/gametype compatibility
Over the years there were more and more varied things (gametypes, weapons/vehicles, Equipment/AAs, etc.) added to the game with that the maps had to work with.
I often see the suggestion: place it on the map and it will work and harmonize.
But simply placing it on the map won’t make that automatically happen. You have to consider that the map has to incorporate all that varied things into its design, otherwise it won’t play well or like it was intended to be played.
Now the maps have been designed to “work” with nearly everything but the more was added the more the maps lost personality and individualism, disregarding the issue that the maps struggle with handling all those varied elements of the game.
I think to advance the compatibility of maps, maps should get designed more specific and individual, what means that you pick only a handful of certain elements out of Halo’s MP sandbox and incorporate it into the design of a map.
Especially gametypes but even AAs could play major roles in that kind of design and profit from it.
Instead of implementing AAs as tools to enhance the individual player (and likely cause several issues) you could incorporate certain ones into the design of a map and therefore implement them as tools to actually enhance the gameplay experience.
For example, a map with a vertical/ aerial theme could incorporate Jetpack as a necessary movement mechanic into its design.
Advancing weapon placement
I think weapon placement is a craft in its own. When I hear that power weapons create or dictate map flow, I cringe. The map itself has to create and dictate the map flow and not an additional item. Power weapons or weapons in general on the map can either harmonize and support that natural flow or interrupt it and harm it by creating an additional unnatural flow.
When you notice that people leave the key spots (main combat zones) or “getting off track” to get a weapon then there is something wrong with the weapon placement.
I think it shouldn’t require actual map knowledge to figure out where the weapons are located. A well-designed map naturally “leads” the player to the locations and with thoughtful weapon placement it is comprehensible for the player to find a certain weapon in a certain location.
That means weapons should be placed around the key spots and not around rest areas and i.e. a sniper should be placed on a “lookout” and not inside a base.
Quantity and Quality
Of course when you advance map design in such a way it would mean that you would have to design a lot more maps for the game, what could be a potential issue.
However, the result would be unique maps with individual, interesting and creative themes that actually all play different. Each would have its own unique gameplay and combat experience, its own personality.
Plus designing “specific” maps is “easier” than designing “all-purpose” maps since you do not have to consider as much elements, hence the quality of the final results can be generally better as well.
Conclusion
Other than many other things, the maps are essential for Halo’s multiplayer. The map creates the gameplay for the most part.
That’s why I think when you want to significantly advance Halo’s multiplayer experience you have to advance its map design or rather should start with advancing its map design and of course the elements that are directly connected to it.
A large variety of individual and creative map themes should/could become a great staple of Halo’s MP.
And personally I would prefer and appreciate amazing and individual maps that offer amazing and individual gameplay over every other potential new addition.
What do you think about that?
Do you have any other ideas/suggestions of how to advance the maps?
Feel free to comment.
