Halo 2 & 3 only had 11 maps at launch, is Infinite having 10 really that bad?

Yeah but who cares about them? They’re like, 5 guys, using megaphones, so you feel like there are more of them.
Blood Gulch is a tried and true map design that was perfect for vehicular shenanigans, and not having some recognizable version of it makes it feel less like a Halo game.

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Feels like a 1-lane map, but it’s still 3-lane.

3-lane.

It’s mostly Master Chief talking to new Cortana and fake pilot, and listening to the Ultimate Brute’s retirement speeches.

They don’t seem much better than Halo: Reach’s art style and Halo 5’s graphical quality.

Which means they only had a year where they were working from home.

Yet a lot of AAA-games with far more content than Infinite exist…

Adding more polygons isn’t that difficult.
Also, there seems to be less realism in the style and physics of this game.

That’s a good joke, as there’s no way that’ll happen.
To investors, it seems like there’s no such thing as getting their money’s worth.
If that’s what a price reduction is relying on, you won’t see one until people stop buying items because they’re playing other games.

Definitely.
The tools are very user-friendly and feature-rich now.

I remember 4v4 on those maps.

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Their new engine is bad, just look at hit detection problems and desync, a new engine isn’t an excuse for the lack of content, especially when it’s poorly made

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Having 10 maps isn’t so bad unto itself. The problem is that many of the maps are underwhelming.

And then including Behemoth and Launch Pad as arena maps is horrible. Trying to work thru a Tactical Slayer challenge, and having these maps come up is rage inducing.

What I am saying is that without the maps being designed with so many narrow pathways and without you being equipped with specific weapons, Vehicles are OP. I mean many times I get into a Ghost and go on a killing spree cause most players are not equipped to defend themselves… and forget trying to frag them. Warthogs are also pretty easy, gunning down defenseless players as they run for their survival, lmao. Wasps and Tanks are just a pain in the -Yoink!-… everyone just hides until a player finally shoots it out. Imagine how bad it would be without 343i adding so many tools on the map to kill them (that’s not a good way to create balance, and never was a fan of Bungie doing it either)

It could be worse, like Halo 2 SMG-level starting weapons lmao
They lack zoom/range. Luckily the maps provide closer-ranged areas to fight… am I right? :sweat_smile:

CE’s starting weapon, by Default, was map-specific. So, for example, Hang 'em High had you start with M6D, but Blood Gulch had you start with Plasma Pistol. I don’t remember if there was a secondary. Most of us who played it back in the days used variants with M6D+AR starts.

It’s not 1 lane.

It has 2 flanks with the loot caves left and right of the map, and the central area is split into two with a contested pickup/bunker in the middle splitting the middle road. It can be more accurately described as a 4 lane map, but the terrain mirrors of each side kind of switches up the movement options enough that you have some asymmetry when going down the lanes from each side.

It’s not.
For one, one base has a straight up power position access to the sniper ledge, but they also have the risk of the pit. The middle gate/ramp highly favors the side without the pit because its terrain is steeper, providing more vertical advantage if both sides were to clash there, not to mention the middle gate is in full view of their vantage point which has 1 Dropwall, 1 precision, 1 launcher spawn.

The side lane where the Overshield/Camo spawns favors the pit base because it’s facing them behind the wall, and they have vertical advantage overseeing it, and this is also the case with the other Overshield/Camo at the other side of the map because it’s more accessible to the pit base while the non-pits have to run through a “death canyon” in order to access it.

The non-pit side is more disadvantaged in map control but make up for it by having 1 power weapon easily accessible to them. The Power weapon on the cliff overlooking the Overshield/Camo on one side, while they also have an off-route mancannon shooting up to the ledge. While they may not beat the opponent to the sniper ledge, that man cannon has more cover, which makes it safer to access without being straight up sniped as you are taking the mancannon up.

For all these reasons, even if they “feel” like a 3 lane, they don’t necessarily play like one.

But all in all, Halo maps aren’t supposed to play like “lanes”, especially for BTB.
They should be more open and more breathable for players and vehicles alike. This is what 343 has not delivered so far which makes the Halo experience lacking.

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They also had forge at launch

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They launched with campaign co-op, too.

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The maps are really killing the replay value for me. I mean I’m locked to 4v4s since it won’t let me que for BTB, so it’s either ranked or quick play or slayer…
We’re gonna need atleast a new one soon otherwise I don’t see the playerbase stopping it’s bleeding.

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Why doesn’t 343 ever reuse maps? Bungie did it all the time and some older maps actually play better in later games. Damnation was amazing with Reach’s jetpack IMO. Imagine grapples or repulsors on Narrows.

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Plus they were all pretty much garbage in terms of layout and gameplay. Even remakes of old maps sucked because jetpacks could go anywhere any time

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That is the beauty of a plot summary. If you write one down, it is just a writing prompt. Hand a writing prompt to a dozen writers, and then rank their quality from one to twelve. Twelve being the loser of the competition and one being the winner.

For example -
The Master Chief learns that Cortana is still alive. Desperate to reunite with one of his closest companions, John-S117 defies orders and goes AWOL. Spartan Locke and his team is sent in to hunt down The Master Chief and his allies to bring him in for questioning. A dual narrative perspective story of The Master Chief defying orders in an attempt to reunite with a friend thought dead and the team with the difficult task of hunting down humanity’s savior.

Give that writing prompt to 1,000 writers and you will get 1,000 versions of the same story, some greater than others. Sadly the penultimate loser of this hypothetical writing competition who wrote it as a fanfiction of
My cool Spartan OCs show off how cool they are by saving The Master Chief from his A.I. ex-girlfriend, who is now a tyrant for some reason.

For some reason, this was the script that they used for the plot of Halo 5.
Over-glorified fanfiction tropes of “super-cool OCs” that take up the majority of the screen time to show how “awesome” they are, while throwing in the main characters on occasion to justify it being within the universe that the fan-fic writer desired to use as their setting rather than making their own setting.

To show how much better the story could’ve been, below I posted a link where I restored the original script that Halo 5 WAS SUPPOSED to have to the best of my findings, while tweaking the final act to lead into Halo Wars 2 as a personal challenge of myself to fix the broken nonsensical narrative we were presented with in 2015.

A simple detailed plot summary.

  • https://docs.google.com/document/d/1SgMQ0hbk3BFofkeWSE7zv5TAJiz4phZfYQGuhP3DsCQ/edit?usp=sharing

Every single map you listed from 2 & 3 gives me a dopamine hit.

Every infinite map doesn’t have that effect.

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That is the drug of nostalgia kicking in.
Fond memories give you rose tinted glasses.
These new maps are good too I would argue. I could see them being added to the classic games for the most part.

They did.

Halo 4

  • Ragnarok - a recreation of Valhalla from Halo 3
  • Pitfall - a recreation of The Pit from Halo 3

Halo 5 Guardians

  • Basin - another recreation of Valhalla.
  • Deadlock - a recreation of Standoff from Halo 3
  • Guillotine - a recreation of Headlong from Halo 2
  • Recurve - a recreation of Longbow from Halo 4
  • Mercy - a recreation of Haven from Halo 4
  • Entombed - a recreation of Burial Mounds from Halo 2
  • Truth - a recreation of Midship from Halo 2
  • Regret - a remix of Truth, which is a recreation of Midship

They do recreate maps.
They just have yet to do so in Halo Infinite.

EDIT -
Forgot Fracture, a Halo 5 map recreation of Halo Reach’s Breakpoint.

EDIT 2 -
And who knows how many multiplayer maps Certain Affinity had planned to be in Halo 4, given the cut roster here in the link below.

  • https://www.halopedia.org/Cut_Halo_4_levels
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One word: Grappleshot. Boarding a scorpion is the easiest and cheapest way to kill it and it only requires that you wait for an opening. I don’t know if we can still board the back of a scorpion, since even in my 200 hours I’ve only seen maybe 5 scorpion tanks and everyone always boards from the cockpit side because they want to try and steal it.

Maybe just maybe.

The new maps are okay but for me (and this is entirely just my own opinion and completely subjective really.)

The maps lack uniqueness. Most of the competitive maps have 3 lanes and follow the same formula with different levels of verticality. I don’t feel the uniqueness i feel the gameplay loop is very similar to each of the others ones.

Streets
Live Fire
Bazaar
Aquarius

I play a game on Construct i know i have to get up the lift, but which lift is safe? Maybe sneak behind sword legs? Even a G2 ramp push could work.

I play a game on Lockout and need to push BR, do i go bottom mid/top, perhaps push lift? maybe an S3 push to library?

I play a game on the pit i can push rocks/camo/bottom bridge/sword/under sword.

i play a game on streets, it’s right left or mid with no real choke and that’s what it ultimately becomes.
RIGHT - LEFT - MID - BOTTOM mid.

I am discounting recharge here but i think recharge is just a bad map.

I just think these maps really limit player choice. Again it’s my opinion but to this day when i go back to MCC and play lockout i still get that hit.

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Yeah most of the “defenders” don’t actually know anything about game design or asset creation pipelines.

Like how most of the models in-game are low-polygon versions if ultra-high detail sculpts that are too complex and unoptimized for any game, or movie, to animate and render properly. And so the polygon count being higher is a reflection of our new hardware freedom, not a reflection of how much work they put into it. In fact it is easier to make a higher-polygon retopology of a sculpt than to make an ultra-low polygon retopology that still looks good.

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Sandtrap was never used for 4v4 in MM. But Valhalla and Last Resort were, just not in ranked.

Social eventually became 5v5 in Halo 3, not sure how many people remember that. But it was originally 4v4.

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True.

Those are forge maps which players probably would have done anyways.

Wasn’t that just a forge palette?

I guess what I saying is that Bungie didn’t perfect some of their maps until much later games. And seeing 343 mostly never return to some of their maps is disheartening. Haven/Mercy might be their best map and I’m surprised it’s not in Infinite especially since they seem pressed for more maps.

I feel like it could have saved them some time to reuse a map or two. But maybe they’ll add them down the line.

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