Halo 4 Path Division

Halo: Reach

When playing Halo Reach i can’t have the feeling of being forced out and straight into battle. Like there is only on path i can follow straight into the action!

Let’s take a look at the map Condemned It felt like as soon as i spawned i was forced out into the open and it was just go in and shoot That’s how i felt Halo Reach played like. Of course there is more than one path just it felt as you spawned there was just no where to go but forward into the fight.

Halo 3

Halo 3 had a great feeling to it making it having more than one path when spawned. I liked the fact that every gun was placed in balance and key into the maps. Take for instance Guardian it looked amazing; and played amazing as well! The map placement and the different routes made it so diverse and meaningful that you could have tactics and not be weapons over brains.
Halo 2

Halo 2 started this with the advantages from Lockout were amazing! I could jump from one sector and find another path that would lead me to another over crossing pass! This made the game play brilliantly with the diversatity of variations to the paths and different sandbox of weapons.
My Proposal for Halo 4

I suggest by using a tactical type mapping in Halo 4 like using Halo 3 maps or Halo 2 maps to feature some great map techniques in those games such as weapon placement it worked well in Halo 3 and Halo 2 why change it? Having advantages over the opposing team will disrupt the balance in the playing field so the weapon sandbox and vehicle sandbox needs to be even on both sides. I hate it! So make the playing fields even and have wonderful paths!

Map design is definitely one of the most important aspects of the game. It really defines how you play the game. And the flow of course is one of the biggest aspects of map design. I think Halo 2 did well with most maps and Halo 3 with some. Reach on the other hand relied too much on armor abilities and thereby the map flow felt horribly awkward because you couldn’t utilize the map completely with a single ability (just look at a sprinter vs. Jetpacker situation on a map like Swordbase or Countdown).

Anyhow, Halo 4 can utilize even better map design than Halo 2 or 3. If I can throw in a bunch of blocks in Forge and make a map that flows like a dream (granted, it’s not very suitable for 4v4 gameplay or bigger and looks dull), I expect people who do it as their job to be able to create maps that are balanced, flow like a dream, offer deep gameplay, are nice to look at, and support a variety of gametypes.

I want Halo 4 to have maps where you find new short cuts even after you have played the map hundred times. I want the maps to play differently on low level gameplay vs. high level gameplay. And last of all, I want the maps to look astonishing and intuitive. These are the steps to building a good map.

Yes i loved the feeling of looking out some where and seeing the sky box and seeing the background and standpoint of where a map was originated from. Be it campaign or maybe just a remake. I like to see how a map is so diverse than other maps and it’s not the same thing repeated over and over.