So as you know there probably will be destructible environments in halo 4. I’d love to see it play a larger role than just immersion though. I think certain key areas should be completely destructible. For instance, lets say there is a bridge. If you shoot a rocket at its weight support it will cause a gap in the bridge a precise size. It could be enough so that you could either only grenade jump across, jump across normally but a flag carrier or one with a support weapon can’t, or that you can get across with ease but it prevents vehicles from getting across. Would you like things like that in Halo 4? Also I think there should be more interactivity on maps. Halo 3 had great maps with cool things aiding map control like a button to open a gate for vehicles or a moving platform. I think they should add more of these things on each map as well. Such as Each base has lockdown controls, A middle gate has bridge controls, and then some platfroms that shake when hit with something like a rocket or grenade. (which would be good for power weapon rushing. You could tilt a platform enough for a power weapon on it to fall.) So please discuss your thoughts on any of these ideas and any changes you would like to make.
i like it, i think everything should be destructible. imagine it. playing on a map thats totally destroyed by the end 
How about a map with crane controls, and someone uses them to get a flag carrier across the map?! I’m kidding. But yeah, your ideas seem okay.
> i like it, i think everything should be destructible. imagine it. playing on a map thats totally destroyed by the end 
I don’t think everything should be destructible. If everything was destroyed you’d just have a map that is plane with no cover in the end. That’s why I suggested certain areas. Like lets say there is 2 paths in a map. One path won’t change no matter what, but then on another path you can shoot a sign that will fall off and block that path. Then you can destroy that sign to reopen that path but it takes some time to do so, like several melees or a couple of grenades. Then you only have to worry about that other path for the time being. That won’t drastically change the environment but it is a way to buy time by being resourceful enough to shoot the sign. Like being rewarded for shooting a fusion coil next to your enemy.
> i like it, i think everything should be destructible. imagine it. playing on a map thats totally destroyed by the end 
thinks about it
shudders
This is why you’re not in charge of map design.
I don’t like the idea of destructible sections that alter map flow. I personally think it’s “dumbing the game down”. For instance, if a bridge was destroyed you’re denying access to a route. So, say the map originally had 4 routes, then when the bridge blows up the map only has 3 routes left, making it easier to predict player movement.
I don’t want environments to be COMPLETELY destructible. It would suck if someone blew the entire back wall off a base
I wouldn’t mind some more interactive maps. For example opening gates and turning on and shutting off bridges. Although I think some of these thing should require teamwork to pull off. For example one person operating said control in another and one person handling it another area in order achieve such functions. It puts much greater emphasis on map control and little bit of teamwork.
Or maybe we could incorporate some interval like system. For example there was a map on Halo wars called Terminal Moraine. The bridge would go down for a minute then up for a minute. Its funny watching people fall to their doom because they didn’t look at the clock.
> > i like it, i think everything should be destructible. imagine it. playing on a map thats totally destroyed by the end 
>
> thinks about it
> shudders
> This is why you’re not in charge of map design.
>
> I don’t like the idea of destructible sections that alter map flow. I personally think it’s “dumbing the game down”. For instance, if a bridge was destroyed you’re denying access to a route. So, say the map originally had 4 routes, then when the bridge blows up the map only has 3 routes left, making it easier to predict player movement.
In my examples I didn’t mention it closing off the section completely. It just either temporarily stopped your enemy for maybe 3-8 seconds max or it made it accessible to specific people. Imagine an enemy has a flag but you don’t know where he is. The map has 2 paths. You can block one temporarily then go to the other path. If he isn’t there you can return back to the path that you blocked off and it would have slowed him down enough for you to catch up to him. IMHO I think that’s great thinking and decisions like that is what Halo is all about. But keep in mind that maps would be made with previous map flow and possible map flow in mind. I agree that if implemented improperly that it could have horrendous outcomes. But I think if implemented properly it could add a new meaning to map control.
> I wouldn’t mind some more interactive maps. For example opening gates and turning on and shutting off bridges. Although I think some of these thing should require teamwork to pull off. For example one person operating said control in another and one person handling it another area in order achieve such functions. It puts much greater emphasis on map control and little bit of teamwork.
>
> Or maybe we could incorporate some interval like system. For example there was a map on Halo wars called Terminal Moraine. The bridge would go down for a minute then up for a minute. Its funny watching people fall to their doom because they didn’t look at the clock.
I like your idea of a time based bridge. I completely forgot about time factors. I loved looking at the time to figure out when the camo spawned in Halo 3. This also adds more depth to the game. You get a thank you sir.
As far as destructible maps go, I think that there should at least be a way to throw grenades at a wall at least twice or 3 times to making a doorway sized hole into a building. I think it should only be in some parts of maps though, so the technique couldn’t be overused.
Also I think that in general, there needs to be more original maps for multiplayer. Bungie flaked after Halo 3, the last 3 game’s multiplayer experience has honestly had zero improvement, and there’s even been less maps on each game. Like seriously, 6 maps for the Anniversary of Halo 1? Great Job Guys, Way to take the easy route, and also it makes it obvious you just want to make money off map packs.
Hey how about since everything looks the exact same in Forge, in Halo 4 there’s different styles of every single object, that way people can actually use creativity to make cool looking maps and not grey hallways.
okay i havent read em all i just want to say 2 maps i realy want to return… VALHALLA and SANDTRAP… ELAPHANT TILL THE END
> okay i havent read em all i just want to say 2 maps i realy want to return… VALHALLA and SANDTRAP… ELAPHANT TILL THE END
Ummm… Did you read the OP? That isn’t what this is about.
Frankie said that it wont be a major game feature, the game wont rely on DE like BF, Red Faction… etc…
a
> Kids and their gimmicks…
Gimmicks would be something like AA. More Destructable Environment in some locations could be of great strategical benefit and make for interesting map control.
I could see so much glitches and horrible and slow gameplay coming out of destroyable environments, also destroyable enviornments only work on extremely large maps and I absoulutely hate spending more time walking from point A to point B then actuallly having my finger on the trigger so no destructabe enrironments for me and interactive maps e.g. elevators and collapsable bridges work much much better
Halo does have a past of some dynamic parts being incorporated into the environment around focal points of action. Most obvious are gates you are able to open in one-sided objective games on quite a few maps (highground, last resort/zanzibar, orbital, etc). Destructible parts of the environments is a concept that should be approached carefully, it would be hard to do really well and still have the map maintain the controlled feel that is usual to Halo. I’d like to see it in some form in the future, or at least more possible with the use of Forge objects. The Omega Journey (popular Halo 3 infection game) obstacles come to mind on that last bit.
This isn’t battlefield, Halo is fine the way it is without destructible environments.
I would like a very classic looking blood gultch, maybe in another forge world but… I didn’t like how all of the 5(ish) maps in halo reach had the same green and silver through out. It felt very, very, repetitious.