Halo 5 Map Remakes Thought

I am constantly trying to think of fool proof ways to help H5 succeed and something that I believe has been lacking in the last few games are the maps. I think that having sprint probably was a large factor in that, but I believe maps play the biggest role in the game for me. I was wondering if you guys think it would work if 343 put 1 map from each of the previous halos upon release in their very true form. I think this could help build alot of hype and hopefully keep the gameplay very classic. I would obviously want many original maps as well, but I think this would be good. What maps would you choose?

For me:
Halo ce: Wizard
Halo 2: Midship (I cannot get enough of this map)
Halo 3: Construct or Pit, but probably Construct
Halo Reach: Zealot(I won’t include Sanctuary since it was Forge World)
Halo 4: I could see them actually not doing H4 because the game would have just ended, didn’t get good reviews, and maybe they want to show a movement away from the H4 game entirely. However, I guess I would choose Haven.

Halo CE: Danger Canyon and Death Island
Halo 2: The one game I did not play multiplayer on, so I can’ say.
Halo 3: Sandtrap and Epitlith (can’t spell it)
Halo Reach: A lot can come out of Reach, Parisido, the Cage, Boneyard, Countdown, Zealot etc. Really a lot of Reach maps could come through.
Halo 4: Exile, but modified (I hate Haven)

> Halo CE: Danger Canyon and Death Island
> Halo 2: The one game I did not play multiplayer on, so I can’ say.
> Halo 3: Sandtrap and Epitlith (can’t spell it)
> Halo Reach: A lot can come out of Reach, Parisido, the Cage, Boneyard, Countdown, Zealot etc. Really a lot of Reach maps could come through.
> Halo 4: Exile, but modified (I hate Haven)

I would not really want to include Forge maps just because they are not as well known in the community and that would defeat the purpose of hype.

Also, Paradiso? Sandtrap? Epitaph? (maybe Epitome after they got rid of those terrible shield doors) What are you thinking on these maps? These are some of the worst one in those games.

CE: Sidewinder
2: Lockout (Legit remake. Not a crappy forge redux. I can’t stand not having the blue atmosphere!)
3: High Ground (The Pit was a terrible map.)
Reach: Sword Base (I said it!)
4: Abandon

Halo CE: Wizard
Halo 2: Colossus, Midship, Lockout.
Halo 3: Pit, Narrows, Construct, Guardian, Foundry.
Halo Reach: Probably none, maybe Zealot or Countdown.
Halo 4: Haven.

> CE: Sidewinder
> 2: Lockout (Legit remake. Not a crappy forge redux. I can’t stand not having the blue atmosphere!)
> 3: High Ground (The Pit was a terrible map.)
> Reach: Sword Base (I said it!)
> 4: Abandon

How can you say Pit is a terrible map and then include Sword Base & High Ground? High Ground was a super unbalanced map, and Sword Base is probably the worst map in existence.

They did do a legit remake of Lockout for 3 by the way. Blackout, in case you thought the forge remake was the only one.

If I don’t get a Sandtrap remake, I’ll go insane.

> > Halo CE: Danger Canyon and Death Island
> > Halo 2: The one game I did not play multiplayer on, so I can’ say.
> > Halo 3: Sandtrap and Epitlith (can’t spell it)
> > Halo Reach: A lot can come out of Reach, Parisido, the Cage, Boneyard, Countdown, Zealot etc. Really a lot of Reach maps could come through.
> > Halo 4: Exile, but modified (I hate Haven)
>
> I would not really want to include Forge maps just because they are not as well known in the community and that would defeat the purpose of hype.
>
> Also, Paradiso? Sandtrap? Epitaph? (maybe Epitome after they got rid of those terrible shield doors) What are you thinking on these maps? These are some of the worst one in those games.

I can agree that Paradiso and Epitaph weren’t exactly good maps, but you’re really going to say Sandtrap is one of the worst maps? One of the best, if not the best, BTB and Custom games map of all time? If you’re more of a 4v4 player that’s fine, but don’t diss the map because it’s not your style.

> > Halo CE: Danger Canyon and Death Island
> > Halo 2: The one game I did not play multiplayer on, so I can’ say.
> > Halo 3: Sandtrap and Epitlith (can’t spell it)
> > Halo Reach: A lot can come out of Reach, Parisido, the Cage, Boneyard, Countdown, Zealot etc. Really a lot of Reach maps could come through.
> > Halo 4: Exile, but modified (I hate Haven)
>
> I would not really want to include Forge maps just because they are not as well known in the community and that would defeat the purpose of hype.
>
> Also, Paradiso? Sandtrap? Epitaph? (maybe Epitome after they got rid of those terrible shield doors) What are you thinking on these maps? These are some of the worst one in those games.

We all have our own opinions, perhaps rather than saying that they are some of the worst maps, explain why. And as far as I know of Epitaph and Sandtrap were very popular. I can proberly understand your reasoning on Paradiso even though I actually like that map.

Halo CE: Timberland (yes I would like to see it remade twice, was wasted potential on Reach)
Halo 2: Containment
Halo 3: Guardian or Sandtrap
Halo Reach: Tempest
Halo 4: Wreckage (I really like this map and its a shame we barely get to play it)

I vote there should be no remakes of any map.

But if there has to be remakes, it has to be remakes of maps that has never been remade, and not just the maps that are popular and well known, if you focus on remaking the popular and well known maps, you might just miss out on some epic remakes.

> I vote there should be no remakes of any map.
>
> But if there has to be remakes, it has to be remakes of maps that has never been remade, and not just the maps that are popular and well known, if you focus on remaking the popular and well known maps, you might just miss out on some epic remakes.

This^

> > CE: Sidewinder
> > 2: Lockout (Legit remake. Not a crappy forge redux. I can’t stand not having the blue atmosphere!)
> > 3: High Ground (The Pit was a terrible map.)
> > Reach: Sword Base (I said it!)
> > 4: Abandon
>
> How can you say Pit is a terrible map and then include Sword Base & High Ground? High Ground was a super unbalanced map, and Sword Base is probably the worst map in existence.
>
> They did do a legit remake of Lockout for 3 by the way. Blackout, in case you thought the forge remake was the only one.

I knew about Blackout, I’ve been with the series for 9 coming on 10 years. Needless to say I hated the Human architecture aesthetics for Halo 3 however. They didn’t seem far enough ahead technologically speaking. Reach and ODST fit my vision for humanity’s aesthetics.

My problem with the Pit stems from boring scenery, and dislike for the layout of the map.

The reason I like High Ground is that every time I played 1-flag on it, it was a complete blast.

The reason I liked (and still like Sword base), is that the scenery is okay (Somewhat bland, but acceptable), the weapons on the map were fitting, and all the matches I got were fast-paced firefights that were brutal, hilarious (G-launcher caused so much win), and still just slow enough that you could think about what you were doing. If that makes sense.

> My problem with the Pit stems from boring scenery, and dislike for the layout of the map.
>
> The reason I like High Ground is that every time I played 1-flag on it, it was a complete blast.
>
> The reason I liked (and still like Sword base), is that the scenery is okay (Somewhat bland, but acceptable), the weapons on the map were fitting, and all the matches I got were fast-paced firefights that were brutal, hilarious (G-launcher caused so much win), and still just slow enough that you could think about what you were doing. If that makes sense.

I think Pit is the best multiplayer map of any game I’ve played. I couldn’t care less about scenery. I’m too busy playing the game, worrying about the other team, the objective, weapon spawn, etc to think about how pretty that wall looks, or the fact that I can see a snowcapped mountain off in the distance. The layout was one of the best. You had to be smart to play that map. Now, I’ll admit that sword room wasn’t the best, but the long sightlines with few side paths meant you had to be smart about when to move. You had to be careful going down long hall, if you get caught in there, you’ve got nowhere to go.

Just because High Ground was good for one gametype does not make a good map. It has to be good for everything. If it was a slayer game, whichever team spawned in the base typically won the game. You couldn’t use the Ghost if you spawned at the beach because the other team had the Splaser. Of the 4 other useful items on the map (Camo, Rockets, Sniper, Overshield) the team who spawned in the base had the better position to get camo, and it was a toss up for who got Rockets. OS always went to the beach team, as did the Sniper, however the Sniper could get taken out pretty easily by the guy with Camo. The only reason that map was sometimes playable was because of the grav lift.

Sword Base gave few options for getting to the top of the map, and most if not all of them were easily campable. Yellow lift, the lift in the middle, red lift, or the winding path running back and forth through the middle of the map, only to come to the stairs, which were easy to camp as well. The only reason it became a little better was because they put the Sniper back. That was fun to use across the top bridge. Everyone was up there, lining up headshots was good. But you can get that on any map with a Sniper and some long sightlines.

> > My problem with the Pit stems from boring scenery, and dislike for the layout of the map.
> >
> > The reason I like High Ground is that every time I played 1-flag on it, it was a complete blast.
> >
> > The reason I liked (and still like Sword base), is that the scenery is okay (Somewhat bland, but acceptable), the weapons on the map were fitting, and all the matches I got were fast-paced firefights that were brutal, hilarious (G-launcher caused so much win), and still just slow enough that you could think about what you were doing. If that makes sense.
>
> I think Pit is the best multiplayer map of any game I’ve played. I couldn’t care less about scenery. I’m too busy playing the game, worrying about the other team, the objective, weapon spawn, etc to think about how pretty that wall looks, or the fact that I can see a snowcapped mountain off in the distance. The layout was one of the best. You had to be smart to play that map. Now, I’ll admit that sword room wasn’t the best, but the long sightlines with few side paths meant you had to be smart about when to move. You had to be careful going down long hall, if you get caught in there, you’ve got nowhere to go.
>
> Just because High Ground was good for one gametype does not make a good map. It has to be good for everything. If it was a slayer game, whichever team spawned in the base typically won the game. You couldn’t use the Ghost if you spawned at the beach because the other team had the Splaser. Of the 4 other useful items on the map (Camo, Rockets, Sniper, Overshield) the team who spawned in the base had the better position to get camo, and it was a toss up for who got Rockets. OS always went to the beach team, as did the Sniper, however the Sniper could get taken out pretty easily by the guy with Camo. The only reason that map was sometimes playable was because of the grav lift.
>
> Sword Base gave few options for getting to the top of the map, and most if not all of them were easily campable. Yellow lift, the lift in the middle, red lift, or the winding path running back and forth through the middle of the map, only to come to the stairs, which were easy to camp as well. The only reason it became a little better was because they put the Sniper back. That was fun to use across the top bridge. Everyone was up there, lining up headshots was good. But you can get that on any map with a Sniper and some long sightlines.

Don’t get me wrong on thinking about weapons placement, tactics, and the objective. That usually is my primary concern for building or playing a map, but I just get a really bad case of OCD when this map comes up. I don’t know why, but I really can’t stand the scenery. To be fair however I have NOT played Pitfall, so that may be this map’s saving grace with me. Although the mechanics of Halo 4 will probably screw it up.

High Ground I will give you that it was supremely one-sided, but I cannot get enough of one-flag and there are hardly ever any maps built for it that play it well.

Sword Base. I never had trouble getting to where I wanted to in a jiffy with Sword base. (Never was a Jetpacker once in my Reach career. In fact I was a sprinter.) Maybe it’s by chance that almost all the campers never had the shotty/sword, and that they were decent players, but I never had trouble getting through areas that those players controlled.

> Don’t get me wrong on thinking about weapons placement, tactics, and the objective. That usually is my primary concern for building or playing a map, but I just get a really bad case of OCD when this map comes up. I don’t know why, but I really can’t stand the scenery. To be fair however I have NOT played Pitfall, so that may be this map’s saving grace with me. Although the mechanics of Halo 4 will probably screw it up.
>
> High Ground I will give you that it was supremely one-sided, but I cannot get enough of one-flag and there are hardly ever any maps built for it that play it well.
>
> Sword Base. I never had trouble getting to where I wanted to in a jiffy with Sword base. (Never was a Jetpacker once in my Reach career. In fact I was a sprinter.) Maybe it’s by chance that almost all the campers never had the shotty/sword, and that they were decent players, but I never had trouble getting through areas that those players controlled.

I can tell you that Pitfall disappointed me a little. Most of it was Halo 4’s mechanics, however the added a little caveat to OS tunnel, right behind where OS spawns, and put a mancannon up to sword. It just gives you an easy escape. Without that, you had to be smart about when to go down there, because there was pretty much no escape if you got caught. You’d have to win the fight to get away.

High Ground wasn’t bad for 1-sided objective games. However, I don’t think I’ve played a 1-sided objective game yet in Halo 4, so if their gametype trend cntinues, I doubt there would be any gametypes that would play to this map’s strengths.

Sword Base could get slow. You can get up top pretty easily, but only on your side. If you control red lift, it’ll be easy to get up there. But there was never any flanking ability. You’d have to have a head on fight. And of course, we can’t forget the terrible spawns on that map. Red team’s starting spawns were far, far better than Blue. If you looked at the stats, I’d say red team won on sword base 80% of the time.

[/quote]
I can tell you that Pitfall disappointed me a little. Most of it was Halo 4’s mechanics, however the added a little caveat to OS tunnel, right behind where OS spawns, and put a mancannon up to sword. It just gives you an easy escape. Without that, you had to be smart about when to go down there, because there was pretty much no escape if you got caught. You’d have to win the fight to get away.

High Ground wasn’t bad for 1-sided objective games. However, I don’t think I’ve played a 1-sided objective game yet in Halo 4, so if their gametype trend cntinues, I doubt there would be any gametypes that would play to this map’s strengths.

Sword Base could get slow. You can get up top pretty easily, but only on your side. If you control red lift, it’ll be easy to get up there. But there was never any flanking ability. You’d have to have a head on fight. And of course, we can’t forget the terrible spawns on that map. Red team’s starting spawns were far, far better than Blue. If you looked at the stats, I’d say red team won on sword base 80% of the time.
[/quote]
I can understand that frustration on Pitfall.

Lets hope that the current trend dies with this iteration of the series, because one-sided objectives had to be my favorite besides Halo 2 oddball.

Sword base could get slow, I acknowledge that, but one of the other things I felt about this map was that it’s real beauty was the head-on fight. Not many maps do this in Halo, and those kinds of things I crave sometimes because they don’t show up enough.

Halo CE: Wizard
Halo 2: Midship
Halo 3: Guardian
Halo Reach: Spire or Boneyard
Halo 4: Haven.
ALL FORGE CANVASES RETURN!!

Terminal.

Avalanche,High Ground,Guardian,Construct, and last resort or Valhalla. these maps were awesome.

from reach i would like hemorrhage (i think thats the name.) and boneyard.

i hope they really upgrade forge so that we will be able te recreate exact copies of these maps. such as letting us have access to the textures and make it so that we can possibly animate objects.