I am sorry to break it to you but Halo 5 maps suck. They are all rectangles/circles with map designs that are not to original. The remixes do not help any bit. They all play similar unlike the old halo maps. If you told me that Ascension played any thing like Zanzibar I would simply Laugh at you. Where halo 5 maps are all vertical and clustered witch makes the arena lack in replay value. The maps are also not memorable when you think of them you think Ice map, Lava map, space map, sand map urban map, etc. Where in old halo games you would think beach, giant turbine, large electrical base and all of these come from one map called Zanzibar. That one map sounds way more unique then lava map(Molten) or ice map(Stasis). I have played a lot of halo 5 and the maps do fill the same compared to the old games. For example terminal and cold storage feel nothing alike, they do not look the same and they are original, there is a wraith on terminal what is more original then that. Another point is that all the maps in Halo 5 are the same size, we should receive big and small maps for more replay value and different types of gun fights. I hope you agree with me that these arena maps are just bad and unoriginal. Warzone maps are amazing though except for the over usage of UNSC structures.
Is this a troll post? Cause that last sentence, Warzone maps are amazing though, makes me curious as to what you call amazing. If not all, most of the WZ maps feature the same structural layout, UNSC space station-style, and almost entirely compromise the same feel and flow as the previous map. I’m not against you, I think maps drawn by a 5 year old blindfolded whipping a paint brush in the air would give these current ones a run for the money, but you are not at all concerned about the lack of creativity when it comes to their biggest, newest, precious Warzone? Concerned indeed.
So because they’re actually symmetrical arena maps they suck? That’s what I loved about the older maps, now they’re back.
I I just don’t see it when people say they’re bad or play the same. Yea that remix maps, but I’ll take it over a remake of pit .guardian, Valhalla, or sanctuary because they’re new at least and they actually do play different even if they’re remixes. Compare torque to stasis. Torque is more played on the outside due to sniper control and you can see the invis and sword spawns while watching the mid section of the map and you can see the other teams spawn. Stasis on the other hand is more mid section centered where o/s and rockets are key while the outside is generally left alone. You get the shotgun to push mid or the hydra to clear it out and then push.
I agree about the arena maps, not in the way you put it but a series low in my opinion. Even as much hate Halo 4 has, it still managed to have a few good maps like Exile, Haven, Solace and I am sure I am missing 1 or 2 more. Warzone maps are okay except that either the Armory or Garage being used for every map.
The biggest problem with Halo 5’s maps is that every square in of space is over-designed as if by a small child with ADHD to make Spartan Gimmicks like clamber constantly relevant and often essential. Every space has to be honey-combed with entrances. Every room has to be full of clamberable objects and ledges. Every map is full of tight spaces and cover to make abusing bullet hoses and thrust easier (the monstrosity that is Empire, for example). Seriously. It they had just designed the maps around the core Halo abilities and focused on making GOOD layouts, they could be so much better. Instead, every map is an advertisement for the terrible additions they made to the core mechanics. Like Truth, which is Mid-ship stretched for sprint, cluttered for clamber and thrust, over-designed by their art team, and filled with 343’s trademark easy, overpowered weapons.
> 2533274923562209;3:
> So because they’re actually symmetrical arena maps they suck? That’s what I loved about the older maps, now they’re back.
>
> I I just don’t see it when people say they’re bad or play the same. Yea that remix maps, but I’ll take it over a remake of pit .guardian, Valhalla, or sanctuary because they’re new at least and they actually do play different even if they’re remixes. Compare torque to stasis. Torque is more played on the outside due to sniper control and you can see the invis and sword spawns while watching the mid section of the map and you can see the other teams spawn. Stasis on the other hand is more mid section centered where o/s and rockets are key while the outside is generally left alone. You get the shotgun to push mid or the hydra to clear it out and then push.
No they should feel all different with some symetrical some attack and deffend. They play different but not like the old ones and there is nothing u can do in one map that u cant do in the other. Eamples: narrows gravity cannons, ivory towers elevator, snowbounds two covnent bases bases, sand traps elephants, warlock, sidewinder/avalanche U style shape witch are my favorite ctf maps. Think about all those examples and how they look, feel, blueprints on the loadings screen and how different all those things are and now look at halo 5 the changes from empire to fathom the only differnces are sight lines, jumps, and weather there played more on the outside or the inside. Halo 5’s maps are the worst things about its mp.
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> The biggest problem with Halo 5’s maps is that every square in of space is over-designed as if by a small child with ADHD to make Spartan Gimmicks like clamber constantly relevant and often essential. Every space has to be honey-combed with entrances. Every room has to be full of clamberable objects and ledges. Every map is full of tight spaces and cover to make abusing bullet hoses and thrust easier (the monstrosity that is Empire, for example). Seriously. It they had just designed the maps around the core Halo abilities and focused on making GOOD layouts, they could be so much better. Instead, every map is an advertisement for the terrible additions they made to the core mechanics. Like Truth, which is Mid-ship stretched for sprint, cluttered for clamber and thrust, over-designed by their art team, and filled with 343’s trademark easy, overpowered weapons.
And there all the same vertical for ground pound, no where to fall off the map for thrusters. Just made that to beef up ur argument.
It’s just the maps arn’t intresting, there flat and there are no really diversity to them.
> 2533274890584596;5:
> The biggest problem with Halo 5’s maps is that every square in of space is over-designed as if by a small child with ADHD to make Spartan Gimmicks like clamber constantly relevant and often essential. Every space has to be honey-combed with entrances. Every room has to be full of clamberable objects and ledges. Every map is full of tight spaces and cover to make abusing bullet hoses and thrust easier (the monstrosity that is Empire, for example). Seriously. It they had just designed the maps around the core Halo abilities and focused on making GOOD layouts, they could be so much better. Instead, every map is an advertisement for the terrible additions they made to the core mechanics. Like Truth, which is Mid-ship stretched for sprint, cluttered for clamber and thrust, over-designed by their art team, and filled with 343’s trademark easy, overpowered weapons.
Pretty much says it all IMO. Welcome to the “Halo had to evolve” ideology, where some will relentlessly defend all the gimmicky Spartan abilities and turn a blind eye to the fact that all the “crappy maps” are a result of those changes.
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> > 2533274923562209;3:
> > So because they’re actually symmetrical arena maps they suck? That’s what I loved about the older maps, now they’re back.
> >
> > I I just don’t see it when people say they’re bad or play the same. Yea that remix maps, but I’ll take it over a remake of pit .guardian, Valhalla, or sanctuary because they’re new at least and they actually do play different even if they’re remixes. Compare torque to stasis. Torque is more played on the outside due to sniper control and you can see the invis and sword spawns while watching the mid section of the map and you can see the other teams spawn. Stasis on the other hand is more mid section centered where o/s and rockets are key while the outside is generally left alone. You get the shotgun to push mid or the hydra to clear it out and then push.
>
>
> No there should feel all different with some symetrical some attack and deffend. Tey play different but not like the old ones did there is nothing u can do in one map that u cant do in the other. Eamples: nartows gravity cannons, ivory towers elevator, snowbounds two covnent bases bases, sand boxes elephants, warlock sidewinder/avalanche U style shape witch are my favorite ctf maps. Think about all those examples and how they look, feel, blueprints on the loadings screen and how different all those things are and now look at halo 5 the changes from empire ito fathom and the only differnces are sight lines, jumps, and weather there played more on the out side or the in side. Halo 5’s maps are the worst things about its mp.
The only issues with h5s maps are just the requirements of clambor to me. I’m not about looks cuz they don’t make me play better, it’s also why I don’t mind forge made maps as long as they play good (which many don’t). I’m also not a fan of asymmetrical maps and h5 gets that right as well for the most part. If we’re going off older maps, I can probably name 5 cuz really they weren’t memorable to me lol. H5s aren’t as well but they aren’t all bad either.
Define how how one map should be defense but a different one being offense? All maps can be played both ways reguardless of how they’re built, and really defense only comes into play when you’re playing an objective mode where you’re forced to play defense or attack the oppositions point. Second: “ant do in the other. Eamples: nartows gravity cannons, ivory towers elevator, snowbounds two covnent bases bases, sand boxes elephants” what? If we’re talking about special effects or ways to move around a map I’ll agree h5 lacks that but man lifts were never what made a map memorable to me, h5 even has them as well on only a select few maps which should help make some different than the ones that don’t have them. H5 also lacks vehicle play in 4v4 but that’s one thing h5 did well if you ask me. The elephant was trash in h3 that people simply goofed off.
I couldn’t agree more, the maps in Halo 5 are all bland at best, they have no personality at all.
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> > 2533274903141535;6:
> > > 2533274923562209;3:
> > > So because they’re actually symmetrical arena maps they suck? That’s what I loved about the older maps, now they’re back.
> > >
> > > I I just don’t see it when people say they’re bad or play the same. Yea that remix maps, but I’ll take it over a remake of pit .guardian, Valhalla, or sanctuary because they’re new at least and they actually do play different even if they’re remixes. Compare torque to stasis. Torque is more played on the outside due to sniper control and you can see the invis and sword spawns while watching the mid section of the map and you can see the other teams spawn. Stasis on the other hand is more mid section centered where o/s and rockets are key while the outside is generally left alone. You get the shotgun to push mid or the hydra to clear it out and then push.
> >
> >
> > No there should feel all different with some symetrical some attack and deffend. Tey play different but not like the old ones did there is nothing u can do in one map that u cant do in the other. Eamples: nartows gravity cannons, ivory towers elevator, snowbounds two covnent bases bases, sand boxes elephants, warlock sidewinder/avalanche U style shape witch are my favorite ctf maps. Think about all those examples and how they look, feel, blueprints on the loadings screen and how different all those things are and now look at halo 5 the changes from empire ito fathom and the only differnces are sight lines, jumps, and weather there played more on the out side or the in side. Halo 5’s maps are the worst things about its mp.
>
>
> The only issues with h5s maps are just the requirements of clambor to me. I’m not about looks cuz they don’t make me play better, it’s also why I don’t mind forge made maps as long as they play good (which many don’t). I’m also not a fan of asymmetrical maps and h5 gets that right as well for the most part. If we’re going off older maps, I can probably name 5 cuz really they weren’t memorable to me lol. H5s aren’t as well but they aren’t all bad either.
>
> Define how how one map should be defense but a different one being offense? All maps can be played both ways reguardless of how they’re built, and really defense only comes into play when you’re playing an objective mode where you’re forced to play defense or attack the oppositions point. Second: “ant do in the other. Eamples: nartows gravity cannons, ivory towers elevator, snowbounds two covnent bases bases, sand boxes elephants” what? If we’re talking about special effects or ways to move around a map I’ll agree h5 lacks that but man lifts were never what made a map memorable to me, h5 even has them as well on only a select few maps which should help make some different than the ones that don’t have them. H5 also lacks vehicle play in 4v4 but that’s one thing h5 did well if you ask me. The elephant was trash in h3 that people simply goofed off.
No, Zanzibar is attack and defend map one team starts on the beach and the other spawns in the base and it works grate for one flag ctf. Those maps are my favorite in my opinion. another example is Terminal. And I loved the elephant.
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> > 2533274903141535;6:
> > > 2533274923562209;3:
> > > So because they’re actually symmetrical arena maps they suck? That’s what I loved about the older maps, now they’re back.
> > >
> > > I I just don’t see it when people say they’re bad or play the same. Yea that remix maps, but I’ll take it over a remake of pit .guardian, Valhalla, or sanctuary because they’re new at least and they actually do play different even if they’re remixes. Compare torque to stasis. Torque is more played on the outside due to sniper control and you can see the invis and sword spawns while watching the mid section of the map and you can see the other teams spawn. Stasis on the other hand is more mid section centered where o/s and rockets are key while the outside is generally left alone. You get the shotgun to push mid or the hydra to clear it out and then push.
> >
> >
> > No there should feel all different with some symetrical some attack and deffend. Tey play different but not like the old ones did there is nothing u can do in one map that u cant do in the other. Eamples: nartows gravity cannons, ivory towers elevator, snowbounds two covnent bases bases, sand boxes elephants, warlock sidewinder/avalanche U style shape witch are my favorite ctf maps. Think about all those examples and how they look, feel, blueprints on the loadings screen and how different all those things are and now look at halo 5 the changes from empire ito fathom and the only differnces are sight lines, jumps, and weather there played more on the out side or the in side. Halo 5’s maps are the worst things about its mp.
>
>
> The only issues with h5s maps are just the requirements of clambor to me. I’m not about looks cuz they don’t make me play better, it’s also why I don’t mind forge made maps as long as they play good (which many don’t). I’m also not a fan of asymmetrical maps and h5 gets that right as well for the most part. If we’re going off older maps, I can probably name 5 cuz really they weren’t memorable to me lol. H5s aren’t as well but they aren’t all bad either.
>
> Define how how one map should be defense but a different one being offense? All maps can be played both ways reguardless of how they’re built, and really defense only comes into play when you’re playing an objective mode where you’re forced to play defense or attack the oppositions point. Second: “ant do in the other. Eamples: nartows gravity cannons, ivory towers elevator, snowbounds two covnent bases bases, sand boxes elephants” what? If we’re talking about special effects or ways to move around a map I’ll agree h5 lacks that but man lifts were never what made a map memorable to me, h5 even has them as well on only a select few maps which should help make some different than the ones that don’t have them. H5 also lacks vehicle play in 4v4 but that’s one thing h5 did well if you ask me. The elephant was trash in h3 that people simply goofed off.
Yeah but its not all about you its about every one if they have a whole bunch of different things and that adds replay value simetrical maps here and a simetrical maps there. Veritety me and most other people like both not just one or the other.
Sorry about my typing i did it on my phone and diddnt read through it LOL ill fix it.
Dont be selfish kids.
Not bad… just different.
Much more memorable and fun to play on than the majority of Reach/H4 maps.
Warzone maps are trash, what are you talking about.
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> I am sorry to break it to you but Halo 5 maps suck. They are all rectangles/circles with map designs that are not to original. The remixes do not help any bit. They all play similar unlike the old halo maps. If you told me that Ascension played any thing like Zanzibar I would simply Laugh at you. Where halo 5 maps are all vertical and clustered witch makes the arena lack in replay value. The maps are also not memorable when you think of them you think Ice map, Lava map, space map, sand map urban map, etc. Where in old halo games you would think beach, giant turbine, large electrical base and all of these come from one map called Zanzibar. That one map sounds way more unique then lava map(Molten) or ice map(Stasis). I have played a lot of halo 5 and the maps do fill the same compared to the old games. For example terminal and cold storage feel nothing alike, they do not look the same and they are original, there is a wraith on terminal what is more original then that. Another point is that all the maps in Halo 5 are the same size, we should receive big and small maps for more replay value and different types of gun fights. I hope you agree with me that these arena maps are just bad and unoriginal. Warzone maps are amazing though except for the over usage of UNSC structures.
I suppose I am in the minority for this subject (at least in this thread), but I must disagree. Now, take this with a grain of salt because map design and quality are all dependent on personal opinion, but I believe that Halo 5 has some of the best maps in Halo to date. And this is from someone who has been playing multiplayer since CE. Each title has it’s share of winners and losers for map design, but I think that people are too quick to jump on the nostalgia train to appreciate anything new. Halo 5 has some solid maps; here are some of my favorites…
Empire
Tyrant
Coliseum
Plaza
The Rig
Stasis
Not to mention some of the best forge maps we have seen. However, while I argue that the design of these maps are solid, I will concede that there should be more variety in aesthetics. In short, many of the maps look the same, but few play the same.
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> The biggest problem with Halo 5’s maps is that every square in of space is over-designed as if by a small child with ADHD to make Spartan Gimmicks like clamber constantly relevant and often essential. Every space has to be honey-combed with entrances. Every room has to be full of clamberable objects and ledges. Every map is full of tight spaces and cover to make abusing bullet hoses and thrust easier (the monstrosity that is Empire, for example). Seriously. It they had just designed the maps around the core Halo abilities and focused on making GOOD layouts, they could be so much better. Instead, every map is an advertisement for the terrible additions they made to the core mechanics. Like Truth, which is Mid-ship stretched for sprint, cluttered for clamber and thrust, over-designed by their art team, and filled with 343’s trademark easy, overpowered weapons.
Again, I must disagree. It’s not that the maps are bad, it’s that they are designed for a different type of Halo. A Halo whose gameplay I greatly enjoy and whose maps are designed to compliment that gameplay style. In that regard, the maps are actually really well designed to match the gameplay style of Halo 5.
The large walls of text in this thread is too much to read so ill just post my two cents.
If the Halo 5 maps are so bad, why not go into forge and make maps you like?
Sorry I didn’t read . . .
In terms of maps, I really don’t like the remastered Truth/Rerget. Instead, I’d rather play the likes of Plaza as that’s one of my favourites. Fits H5 much better imo.
I agree completely. Asides from Truth (which is a remake, so it doesn’t really count) and, to a lesser extent, Regret, none of the maps feel any bit interesting at all. They’re all the same size, as you said, and are built around the same philosophy : paths on the outside, a bit of stuff on the inside with a lot of open ground. Gone are the truly interesting maps like Guardian/Lockout, Ascension, High Ground or Hang 'Em High. Every map feels pretty much the same and uninspired. None of the maps really have any interesting geometry that wows me. The only exception to this is Tyrant, which feels like it was taken right out of Halo 2. Perhaps it’s because it’s a simpler map layout without all the complications of other maps, and is more closed in.
Are they bad maps? No, they’re perfectly “competitive”. Are they interesting, memorable maps that I would love to see again? Not at all.
My biggest problem is the aesthetics, usually. 343i really tries to make them look nice, but that’s part of the problem. They overcomplicate the hell out of most things. See that block on the map, make it a solid colour, maybe add a blue line across the bottom, and done. Unfortunately, 343i will add wires, weird handle bars, and things on it that are there for no reason. Similar to some of the armour variants. But that is another rant, for another time.
Now, as for maps, I do like quite a few of them. I don’t detest any of them. The problem is that many of them are incredibly mediocre. They don’t really stand out. Some do, but they are few and far between, and most maps are cluttered hallways meant for CQC encounters. Now, if I were to take one of your examples, such as Ascension, that map was open in the middle, yet also supplied cover so that many different encounters could take place with it. There was a sense of openness to most of those old maps, and CQC only maps weren’t hated, because they weren’t the only type of maps. I mean, hell, even the BTB maps are cluttered, for the most part. We need more diversity in the maps. Even Halo 4 managed that, despite its other shortcomings.