Generally Speaking, Which of Halo's Past Map Selections Would Translate Best into Infinite?

Vote for your opinion and explain why.

  • Halo Reach’s Maps
  • Halo CE’s Maps
  • Halo 2’s Maps
  • Halo 3’s Maps
  • Halo 4’s Maps
  • Halo 5’s Maps
  • None

0 voters

Personally, I think H4s, which may be controversial but I really don’t have an issue with the way most are played in any modes.

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Definitely Halo 5.

They have enough verticality to keep clamber and grappleshot interesting.

And they are on the bigger side… so sprint and slide would work off the shelf.

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I think there’s a handful of maps across the series that would probably work really well in Infinite:

CE

  • Damnation (Reach’s Jetpacks were amazing for CE:A)
  • Prisoner (Grapples and Repulsors on the ground floor would be hectic)

Halo 2

  • Breakneck (LOTS of tall structures)
  • Zanzibar (Wheel + Grapple)

Halo 3

  • Epitaph (Catalyst is proof of this)
  • Guardian (Repulsors)
  • High Ground
  • Construct (Grapples to beat those grav lift campers)
  • Narrows (Go in the lift, grapple the bridge to surprise people)

Reach

  • Grapples on Boardwalk could be interesting.
  • Countdown (Verticality)
  • In general Reach didn’t have too many hard kill boundaries, so taking advantage of geometry was common.
  • Zero G sections on Zealot, Anchor 9 & Condemned have some potential.

Halo 4

  • Haven (just a timeless map IMO)
  • Complex (Tall building in the middle)
  • Skyline (just great for gunplay)

Halo 5

  • Plaza
  • Coliseum

Teleporters

Teleportation nodes work a little differently in Infinite, so maps that have them could be a good fit like Chill Out, Derelict and Battle Creek.

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I object this claim, as I think the smaller maps in H4 played just fine.

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Dont really want to test this theory tbh.

The reason I chose H4.

They are not necessarily contradictory opinions.

H4 maps were on the sprinty side of design.

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I mean, you were able to traverse from cover to cover pretty fast, meaning that was the speed of the map they had in mind.
The necessity to sprint is in h5 way more prevalent in the map design imo, find myself having to spam movement tech a lot more there to just not get caught out in the open where in H4 you’ll take a few hits with slight snare then maybe get chased.

Pros apparently helped make H5, which surprises me, because it means they want to catch people out in the open and have them die for trying to make movement development/progress. Lots of H5’s engagments compared to older halos is just really fast cheese peeking.

Which to be fair also describes Halo 1-3. You movement was so slow and options so limited that once your opponents had established map control (high ground, power weapons, and spawn lines) then it was suicide to venture into the open.

Naw, I feel like it was way easier to juke shots out, so long as you aren’t expecting spamming jumps to save you.

This is way worse in h5. Personally when I play H3, I don’t really feel snowballing this hard.

Grab equipment, only push in with team.
Equipment and not being the enemies only target makes all the difference in the world in terms of how a gunfight will play out.
In 5 equipment doesn’t exist, just movement abilities but they still hit you after the 0.5 seconds you activated thrust, and power weapons are like 10 times stronger in 5.

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Repulsors could work on Construct too.

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I wouldn’t say any particular game… But a couple maps that come to mind would be Truth from H5 and Colossus from H2. With enhanced mobility maps really do need to be the larger maps. Waterworks from H2 BTB would be cool as well.

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Get out, truth from h5 was one of the worst remakes I’ve ever seen.

Disagreed, the maps are TOO big, the mobility isnt even that advanced unless you’re doing trick jumps and slide glitches.

Maybe, I’d give this a try but not H5s rendition of midship.

Maps are too big? the majority of the maps in infinite are small and compact. That is probably why they introduced that horrible 'phase through"… Majority of the maps all favor CQC style play where camping pays off big time. I know players today need constant action, gotta be entertaining for twitch I suppose. Can’t have any time for shields to recharge or anything since every one is in such small areas. Maps like truth were way more fun to play on. Plenty of room to actually maneuver and use actual tactics instead of the basic hectic button mashers cramp maps.

Halo CE: Beaver Creek, Prisoner, Hang em’ High, Damnation

Halo 2: Headlong, Ivory Tower, Burial Mounds

Halo 3: The Pit, Guardian, Citadel, Longshore, Construct

Halo Reach: Powerhouse, Swordbase, Boneyard, Highlands

Halo 4: Abandon, Exile, Perdition, Solace, Wreckage

Halo 5: Plaza

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Maybe port 2 favorites from each game and then focus on making new ones.

If I have to limit the selection to one game it would mos def be Halo 5.

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I feel like Halo 4 maps get underrated a lot, particularly the BTB maps: Exile, Wreckage, Shatter, Outcast. Would like to see them and a number of others make a return as I think they’d translate rather well to Infinite.

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I said ‘none’ because I don’t believe it’s as simple as port maps from ‘Halo X.’ Every game has both good and bad maps.

Anything that is ported is going to need to be tweaked.

I would love for Countdown and Narrows to make an appearance.

Best maps for a Blood Gultch>Valhalla type thing? List is way too long. Best copy/paste? Reach.

I mean they just have a lot of really open, nearly flat spaces, halo has always had open spaces, no man land areas, which aren’t really my cup of tea, but they always had hills or something to mostly break it into sections, think Blood Gulch.

CQC ≠ Close Quarters Camping.
It has more to do with shape of rooms than anything, and how many flank routes exist.

Battle Royale is the most popular genre on twitch besides just chatting, it has nothing to do with twitch.

Not at High SBMM, if youre good with spawns and moving, you just catch people in the worst spots for kills as they spawn in, it’s not super skillful and it’s why i got tired of playing social slayer.

Plenty of room to try to move to mid and catch up with your team just to get caught out in the open by an enemy thats doing nothing for his, since snare exists.

Idk which ones you mean, a lot of the maps in h5 that arent forge dont require you to push a million buttons to traverse.
Plaza sets out to do what truth does, but way better. Lots of areas to facilitate gunfights that arent completely barren and arent the easiest to camp in because they can get flanked easily.

After the 3 lane disaster we have had delivered to us… it’s gonna take a few maps to regain my trust in their map building.

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