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

Halo CE and Halo 2 had 18 each.
Halo 3 and Reach had 30.
Halo 4 had 29.
No idea about H5G.

How many of those default colors did we get in Halo Infinite for free…

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All of them.
*puts on pirate helmet with parrot armor visual effect

h5 gave us 60 default colors.

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Halo 5 launched with a total of 20 maps OP, yes it’s THAT bad.

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In Halo 5, there exist 10 default Armor Coatings for the Mark IIV and Mark V [B] Armor Core and 1 default Armor Coating for the Yoroi Armor Core. In summary, 343 Industries has given out 1 or 10 default colors based on which Armor Core that is used.

It’s no more a new engine than gamebryo to creation. It’s just an improvement on Halo 5s engine, which was built off Halo 4s, and so on. It’s still the blam engine that Halo’s always been made with. The development time even after scrapping the triple-down hero shooter sh*t they were planning isn’t an excuse for a lack of content. 3 years for a 2021 AAA game should be more than plenty if CE and Halo 2 could be crunched out in about 13 months; spaghetti code be -Yoink!-.

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How many of the Halo 5 default colors have they tried to sell us…

I know of a red color that they attempted to sell us 3 different times…

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I haven’t simply kept track on which base colors they have attempted to sell in the store. On the other hand, I would guess that it is a relatively small proportion compared to the total number of default colors if we exclude from the Yoroi core.

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I say quality over quantity. And I like the quality of what we have now. Definitely look forward to new maps though, of course. Less than 10 would’ve been iffy, but I think 10 for launch is acceptable. As you stated, 2 and 3 had 11.

Quality over quantity? If you didn’t like the colors of your Spartan or elite in any previous title, then that’s your fault; you chose them.

Yes. Yes you can get very close, especially if most of the features were planned out in advance. Any experienced studio would plan their features out in advance and have functional prototypes within a year so that production that depends on those assets can move forward without excessive worry about major changes.

And you do not even consider making the final draft of a map until you have all the gameplay features working in at least the prototype stage.

Normally, if you were the sole level designer in a small team of under 100, you would be finishing the semi-complete maps while the cinematics, animation, and sound design teams get their remaining tasks done because they honestly have more work to do, and you could already have everything in a semi-complete state and just prepare for minor adjustments prior to shipping the product. In fact sometimes you need to wait for cinematics to give you more work to do for their final set pieces, and in the meantime you are making multiplayer map prototypes and having the testers go at them.

I don’t know for sure what happened at 343 these last two years, but it seems to me that they must not have had a team dedicated to making the multiplayer maps, or were barred from doing so because gameplay mechanics hadn’t been fleshed out yet… but seeing as they were prepared to ship the game in 2020? I find that scenario entirely unlikely. Unless there is a perfectionist hobgoblin sitting on your shoulder nitpicking every little detail relentlessly, crafting multiplayer maps is normally a fun and iterative process that takes one person maybe a week to make a decent one based on concept art, and from there it’s a tentative process as tester feedback trickles in.
Unless the map designer was particularly unintuitive in his design philosophy, he would have had a lot of time on his hands the last 2 years with only 10 maps to ship.

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You quoted my paragraph statement asking if the user understood the intricacies of designing a map and asking for every map to be both original and yet nostalgic, which is the current design model of Halo Infinite. On top of that, maps go through multiple design drafts, with Sand Trap being the one in the series with the most known drafts as you can find like four different versions of the map before we got the glorious final rendition.

Having 10 maps that are each different in how they challenge the tactics of each match, it makes me wonder how many drafts for each exist?

Have you PLAYED Launch-site, Deadlock, Fragmentation, and Behemoth?
They’re not the best.

And the others are too focused on being competitive-friendly to be fun for casual games.
Remember Sand Trap? Not a great map, all things considered, but driving the Elephants around and breaking things with the Brute Choppers and getting caught in the tunnels was still an enjoyable time, and since there were many more maps than Infinite, I probably was going to be in a very different map the next 3 games anyway, so it was hard to get good and truly sick of it.

Funny. I didn’t like Sand Trap very much. I don’t think it was terrible, though. Luckily there were many more maps to cycle between and so I only had to play it once in a while.

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Eh to each their own. Lemme guess, you preferred Sand Tarp instead of Sand Trap?

They aren’t all that different in terms of tactics. They’re all very intuitive and easy to understand.
I’m particularly a fan of High Power’s cliffside, even though it’s rarely challenged by more than 3 people and is too far away from where most of the action is. Much of the fighting happens in the doorway in the center or between the rocks where the cliffside can’t see.

BUT I digress. The problem I have with them is that most of them are TOO refined. And therefore too restrictive.
Remember Blood Gulch? Very simple map to understand. Also my favorite recurring design in the series. Wide open center, winding cliffside paths with large vulnerable pathways leading in and out… Fragmentation doesn’t even come close. Despite its size it restricts the center and forces the map into 4 narrow lanes.
With the Skewer and S7 spawning as frequently as they do on that map they had to restrict it… but they could have simply made the Skewer and S7 only spawn in the treasure rooms on the sides. That would have allowed them to COMPLETELY open up the center and spawn tanks right away on both sides instead of after 10 minutes.

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I don’t even know what you’re talking about now.
Did they change something in H3 MCC?

Did you read my reply? I think we’re both mistaken here. I thought the guy I was replying to was talking about the color/coating tangent and not talking about the Map count/quality.

Regarding maps I enjoy them but our roster is still too small. I like Streets, and objective modes on Behemoth, but 7 maps for all 4v4 modes and 3 for the one 12v12 mode we have isn’t acceptable; especially when Forge won’t release for seven more months.

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Yes I think I assumed you were going off on a tangent instead of addressing the map issue. My bad.