General Halo 4 Multiplayer Discussion

Okay, so I have created this Thread for anyone who would like to discuss anything involving Halo 4’s MP, or “Infinity”.

Anyway, I’d like to get the ball rolling and ask a question: Do you think there will be a nice variety of map types in Halo 4? I mean, watch the First Look trailer, they showed us two MP maps, “Warhouse” and “Wraparound” - in my opinion they look similar, to an extent. I must say though, the lighting on Wraparound is beautiful. But anyway, do you reckon we will be seeing various, exotically located maps like we had in Halo 3?

As I said, this is a place to discuss. Feel free to join in, and don’t get too rowdy. :]

I honestly say that unlike Reach, Halo 4 will have a more diverse map selection. You don’t say your creating unique maps from the ground up in one video and the other half of the maps edited sections of Campaign functioning as MP maps. It’s how you build a bad reputation for being inconsistent :P. I don’t think 343 is going to do that.

However, how these map flow during combat is going to be the key factor in determining a pass or fail grade.

Protip: Wraparound and Warehouse are NOT the final names to these maps and are merely placeholders.

> I honestly say that unlike Reach, Halo 4 will have a more diverse map selection. You don’t say your creating unique maps from the ground up in one video and the other half of the maps edited sections of Campaign functioning as MP maps. It’s how you build a bad reputation for being inconsistent :P. I don’t think 343 is going to do that.
>
> However, how these map flow during combat is going to be the key factor in determining a pass or fail grade.
>
>
> Protip: Wraparound and Warehouse are NOT the final names to these maps and are merely placeholders.

I just wanted to say Bungie designed their maps for Reach as actual MP maps, and then edited them and placed them in campaign, to create a deeper background story than just 3 lines of description. Not the other way around.

OT: Yes, I believe 343i is capable of creating beautiful and varied maps. It’s one of their strongest points, because i basically like every map they did for Halo 2, 3 and even Reach. I don’t think Halo 4’s maps will be as epic as their Halo 2’s maps, though, the cause of that being sprint.

I’d like to initiate a new subject. My biggest concern at the moment is the 5-shot BR, which makes killtimes slow even in the classic playlists. I’m hoping 343i has the common sense to either make the BR a 4-shot and balance everything else around that, or simply add a 110% damage modifier (and maybe 110% movement speed too) to the classic playlists and hope sandbox balance is preserved. I would prefer the first option, as it is universal and balanced out better.

Because having the slow killtimes we’ve seen in some footage will never work combined with sprint and high movement speeds. (even with the sprint nerf) Assuming they increased strafing effectiveness (yes please!) the average killtime will be higher, so the max killtime must be shortened.

> > I honestly say that unlike Reach, Halo 4 will have a more diverse map selection. You don’t say your creating unique maps from the ground up in one video and the other half of the maps edited sections of Campaign functioning as MP maps. It’s how you build a bad reputation for being inconsistent :P. I don’t think 343 is going to do that.
> >
> > However, how these map flow during combat is going to be the key factor in determining a pass or fail grade.
> >
> >
> > Protip: Wraparound and Warehouse are NOT the final names to these maps and are merely placeholders.
>
> I just wanted to say Bungie designed their maps for Reach as actual MP maps, and then edited them and placed them in campaign, to create a deeper background story than just 3 lines of description. Not the other way around.
>
> OT: Yes, I believe 343i is capable of creating beautiful and varied maps. It’s one of their strongest points, because i basically like every map they did for Halo 2, 3 and even Reach. I don’t think Halo 4’s maps will be as epic as their Halo 2’s maps, though, the cause of that being sprint.
>
> I’d like to initiate a new subject. My biggest concern at the moment is the 5-shot BR, which makes killtimes slow even in the classic playlists. I’m hoping 343i has the common sense to either make the BR a 4-shot and balance everything else around that, or simply add a 110% damage modifier (and maybe 110% movement speed too) to the classic playlists and hope sandbox balance is preserved. I would prefer the first option, as it is universal and balanced out better.
>
> Because having the slow killtimes we’ve seen in some footage will never work combined with sprint and high movement speeds. (even with the sprint nerf) Assuming they increased strafing effectiveness (yes please!) the average killtime will be higher, so the max killtime must be shortened.

You certainly know your stuff. I agree with you that the BR should be 4 shot rather then 5. Also i persoanly dont like the sound of the BR that we have seen so far. It sounds silenced and nothing like the BR we all know and love.

1337 zombie maps pl0x

My only concern is bleedthrough.

I don’t think 343 have said anything on the topic but this is the most important thing to me.
The one thing i hated most in Reach was not bloom or AL but the health system and lack of bleedthrough.

If Halo 4 is to be as fast paced as everyone wants it to be then bleedthrough is a must.

> > I honestly say that unlike Reach, Halo 4 will have a more diverse map selection. You don’t say your creating unique maps from the ground up in one video and the other half of the maps edited sections of Campaign functioning as MP maps. It’s how you build a bad reputation for being inconsistent :P. I don’t think 343 is going to do that.
> >
> > However, how these map flow during combat is going to be the key factor in determining a pass or fail grade.
> >
> >
> > Protip: Wraparound and Warehouse are NOT the final names to these maps and are merely placeholders.
>
> I just wanted to say Bungie designed their maps for Reach as actual MP maps, and then edited them and placed them in campaign, to create a deeper background story than just 3 lines of description. Not the other way around.
>
> OT: Yes, I believe 343i is capable of creating beautiful and varied maps. It’s one of their strongest points, because i basically like every map they did for Halo 2, 3 and even Reach. I don’t think Halo 4’s maps will be as epic as their Halo 2’s maps, though, the cause of that being sprint.
>
> I’d like to initiate a new subject. My biggest concern at the moment is the 5-shot BR, which makes killtimes slow even in the classic playlists. I’m hoping 343i has the common sense to either make the BR a 4-shot and balance everything else around that, or simply add a 110% damage modifier (and maybe 110% movement speed too) to the classic playlists and hope sandbox balance is preserved. I would prefer the first option, as it is universal and balanced out better.
>
> Because having the slow killtimes we’ve seen in some footage will never work combined with sprint and high movement speeds. (even with the sprint nerf) Assuming they increased strafing effectiveness (yes please!) the average killtime will be higher, so the max killtime must be shortened.

I tend to mix the two around during raging at uninspired maps. Thanks for the correction.

Either way, i found the default Reach maps to be lacking as they were neither original nor inspired (despite the fact that Relection was a remake of sorts).

Halo 4 will IMO be much more inspired and original in the map department and that’s the way it should stay.

I just hope they don’t have maps where vehicle inclusion is unbalanced. For example, when I play on Breakneck of the Anniversary map pack, it gets annoying when everyone just tries to use the gauss warthog and kill the other team. From a design point, I think they should have balanced that through removing it or replacing the banshee with another one. Cause that damn gauss warthog is annoying as heck.

Just me ranting a bit. But in all seriousness, they should NOT have maps similar to Breakneck where vehicles are OP.

> My only concern is bleedthrough.
>
> I don’t think 343 have said anything on the topic but this is the most important thing to me.
> The one thing i hated most in Reach was not bloom or AL but the health system and lack of bleedthrough.
>
> If Halo 4 is to be as fast paced as everyone wants it to be then bleedthrough is a must.

Damn it! I hate bleedthrough, but I love Halo MOST when the gameplay is fast-paced. And what you say about these topics is totally right…-Yoink!-, Damn you!

Forerunner and Covenant based maps are where it’s at. Reach’s maps were terrible because most of them were human based, with zero forerunner.

> > > I honestly say that unlike Reach, Halo 4 will have a more diverse map selection. You don’t say your creating unique maps from the ground up in one video and the other half of the maps edited sections of Campaign functioning as MP maps. It’s how you build a bad reputation for being inconsistent :P. I don’t think 343 is going to do that.
> > >
> > > However, how these map flow during combat is going to be the key factor in determining a pass or fail grade.
> > >
> > >
> > > Protip: Wraparound and Warehouse are NOT the final names to these maps and are merely placeholders.
> >
> > I just wanted to say Bungie designed their maps for Reach as actual MP maps, and then edited them and placed them in campaign, to create a deeper background story than just 3 lines of description. Not the other way around.
> >
> > OT: Yes, I believe 343i is capable of creating beautiful and varied maps. It’s one of their strongest points, because i basically like every map they did for Halo 2, 3 and even Reach. I don’t think Halo 4’s maps will be as epic as their Halo 2’s maps, though, the cause of that being sprint.
> >
> > I’d like to initiate a new subject. My biggest concern at the moment is the 5-shot BR, which makes killtimes slow even in the classic playlists. I’m hoping 343i has the common sense to either make the BR a 4-shot and balance everything else around that, or simply add a 110% damage modifier (and maybe 110% movement speed too) to the classic playlists and hope sandbox balance is preserved. I would prefer the first option, as it is universal and balanced out better.
> >
> > Because having the slow killtimes we’ve seen in some footage will never work combined with sprint and high movement speeds. (even with the sprint nerf) Assuming they increased strafing effectiveness (yes please!) the average killtime will be higher, so the max killtime must be shortened.
>
> I tend to mix the two around during raging at uninspired maps. Thanks for the correction.
>
> Either way, i found the default Reach maps to be lacking as they were neither original nor inspired (despite the fact that Relection was a remake of sorts).
>
> Halo 4 will IMO be much more inspired and original in the map department and that’s the way it should stay.

That’s why in the OP I referred to Halo 3 instead of Reach, much more variety of maps, which I loved. Reach’s MP maps were a bit boring, too much of the same. However you have to remember that the game takes place (for the most part) on Reach, a human colony, and as such most of the MP maps they designed had to be of human design and setting. Only one map (two if you count spire, which is an amalgamation of human/covenant design) in the stock roster of MP maps is covenant themed. So I do see where you are coming from, but you should consider the factors taken into account when creating maps for multiplayer

> So I do see where you are coming from, but you should consider the factors taken into account when creating maps for multiplayer

While I’ll do that, I still don’t like seeing the same environments. It just seems lazy, no matter how it’s done.

> My only concern is bleedthrough.
>
> I don’t think 343 have said anything on the topic but this is the most important thing to me.
> The one thing i hated most in Reach was not bloom or AL but the health system and lack of bleedthrough.
>
> If Halo 4 is to be as fast paced as everyone wants it to be then bleedthrough is a must.

I hope H4 has it Reach not having it made me sad …

As long as we have a decent forge then I’m good. I’ve seen a lot of incredible competitive forged maps in Reach, if they pick a few of the best from the community we shouldn’t have any problems, even if the maps they make leave something more to be desired.