Halo 5’s Mission Design was arguably the worst in the series. It relied heavily on Co-op play, it was very stale, it had no veriation, and it had Small, Linear missions.
Dear 343,
I want Halo 6 to have the best Campaign Ever…Ever! Halo 5 should give you a clue of what the Halo fan base wants and doesn’t want.
Halo 6 needs Diverse Missions. Think of it like this, I have two missions in front of me: The Library from Halo CE and The Covenant from Halo 3. The Library was VERY dull and stale, which resembles what halo 5’s campaign is. Halo 5 has a boring and uninteresting mission set. Now let’s look at the Covenant, this is the pinnacle of mission design. There is DIVERSITY… SOMETHING TO MAKE A MISSION UNIQUE. Halo 6 desperately needs unique missions. Every halo 5 mission was the same, 3 sets of rooms with progressively more diffuculty. There wasn’t open areas or innovative tactics to be used. Think of The Truth and Reconciliation, the idea of that mission was to be stealthy. Think of Silent Cartographer, the idea was Open World. Think of evnen 343 Guilty Spark, the idea was Spooky. This is what missions need. Something to seperate them from another!
Halo 6 needs… MUST remove the squad system. It doesn’t belong in halo. The Singleplayer should be the focus of Halo 6 Campaign. Think of it like this, the missions in Halo 5 are simply challenge rooms. This is directly designed to compliment Co-op, but when you play alone, it is the most repetitive missions you will ever play.
Lastly, Halo 6 needs Large Missions. Now… I know Bonnie Ross and other 343 employees marketed this to be Open Missions and Large-Scale battles, but let’s be real, this was just as linear as Halo 2 if not the MOST linear halo missions to date. We need large battlefields, not just larger rooms than before. I think of Enemy Lines, the kraken wasn’t a scarab all it was was an intity that moved into place then perched itself somewhere and its turrets began to shoot at you. The kraken itself doesn’t do anything. If you replaced the kraken with a building it would have acted the same way. Swords of Sanghelios was the closest mission to “Large - Scale”
Please 343, make us a good Halo Campaign. Make it enjoyable and Classic so the campaign fan base can enjoy our favorite franchises campaign…
Thank you
Did you ever try completing the Library on mythic/Laso…? I still have nightmares about that mission. 
Great thread OP, thank you. The campaign is the backbone of a Halo title.
> 2535412280615383;2:
> Did you ever try completing the Library on mythic/Laso…? I still have nightmares about that mission. 
>
> Great thread OP, thank you. The campaign is the backbone of a Halo title.
I have completed it on Legendary after a few hours of Rage, never will even try on Laso.
And yea, halo campaign is the main reason I come back to the series, without it I feel it’s less unique as a series
I hate the revival system. After your shields and health deplete, you should be dead. Not “my armor’s jaming up!” At that point you just become a inconvenience to everyone else because you cause them to become easy targets.
If anything, Halo 5’s level design was top-notch. One of few things about the campaign that was good.
In fact, I heard a good example once of the design choices made in levels. Halo 5 is meant to feel ‘cold, desolate, dark, and empty’, and this is reflected in half of it’s levels.
- Kamchatka is cold, and desolate. Populated with cold Forerunner metals, blue fog, and even blue lighting - cold.
- Argent Moon is cold, ONI, deep space. No warm lighting, just florescent lighting. Abandoned. Empty.
- Meridian is this dead place. For obvious reasons.
On the flipside, Sanghelios got the “Earth treatment” where it feels lively. It feels like a place worth fighting for. It feels like a proper place with proper ecosystems, creatures, plant-life, and all. (in many Sci-Fi settings, only EARTH ever gets this proper of a level design and presentation.) In many ways, it’s VERY similar to Earth.
And Genesis is this very biological planet - artificially. Mix-and-matched, contorted plant life and flora and fauna. Very alien. It’s… unusual, to say the least.
Nice variety there. Nice representation.
> 2533274974033696;5:
> If anything, Halo 5’s level design was top-notch. One of few things about the campaign that was good.
> In fact, I heard a good example once of the design choices made in levels. Halo 5 is meant to feel ‘cold, desolate, dark, and empty’, and this is reflected in half of it’s levels.
> - Kamchatka is cold, and desolate. Populated with cold Forerunner metals, blue fog, and even blue lighting - cold.
> - Argent Moon is cold, ONI, deep space. No warm lighting, just florescent lighting. Abandoned. Empty.
> - Meridian is this dead place. For obvious reasons.
> On the flipside, Sanghelios got the “Earth treatment” where it feels lively. It feels like a place worth fighting for. It feels like a proper place with proper ecosystems, creatures, plant-life, and all. (in many Sci-Fi settings, only EARTH ever gets this proper of a level design and presentation.) In many ways, it’s VERY similar to Earth.
>
> And Genesis is this very biological planet - artificially. Mix-and-matched, contorted plant life and flora and fauna. Very alien. It’s… unusual, to say the least.
> Nice variety there. Nice representation.
Halo 5 had horrible level design. Every mission was the same. Kill enemies in first room to progress to a BIGGER room then eliminate them to get to a BIGGER room… Nothing to set apart the missions. Sounds like your talking about environment, not level design
single player don’t call the campaign single player it never was single player
its bad split screen is no option but don’t give them ideas about single player campaign especially when we have 8 characters that may be playable. U had a squad feel in every halo game halo 5 just gave it the republic commando feel.
now I get what your saying but don’t say halo 6 campaign be single player that’s bad
> 2533274860927598;6:
> > 2533274974033696;5:
> > If anything, Halo 5’s level design was top-notch. One of few things about the campaign that was good.
> > In fact, I heard a good example once of the design choices made in levels. Halo 5 is meant to feel ‘cold, desolate, dark, and empty’, and this is reflected in half of it’s levels.
> > - Kamchatka is cold, and desolate. Populated with cold Forerunner metals, blue fog, and even blue lighting - cold.
> > - Argent Moon is cold, ONI, deep space. No warm lighting, just florescent lighting. Abandoned. Empty.
> > - Meridian is this dead place. For obvious reasons.
> > On the flipside, Sanghelios got the “Earth treatment” where it feels lively. It feels like a place worth fighting for. It feels like a proper place with proper ecosystems, creatures, plant-life, and all. (in many Sci-Fi settings, only EARTH ever gets this proper of a level design and presentation.) In many ways, it’s VERY similar to Earth.
> >
> > And Genesis is this very biological planet - artificially. Mix-and-matched, contorted plant life and flora and fauna. Very alien. It’s… unusual, to say the least.
> > Nice variety there. Nice representation.
>
>
> Halo 5 had horrible level design. Every mission was the same. Kill enemies in first room to progress to a BIGGER room then eliminate them to get to a BIGGER room… Nothing to set apart the missions. Sounds like your talking about environment, not level design
your logic here is questionable considering that mind set is pretty much every game ever made. Go here, kill some things then leave
> 2533274802109455;8:
> > 2533274860927598;6:
> > > 2533274974033696;5:
> > > If anything, Halo 5’s level design was top-notch. One of few things about the campaign that was good.
> > > In fact, I heard a good example once of the design choices made in levels. Halo 5 is meant to feel ‘cold, desolate, dark, and empty’, and this is reflected in half of it’s levels.
> > > - Kamchatka is cold, and desolate. Populated with cold Forerunner metals, blue fog, and even blue lighting - cold.
> > > - Argent Moon is cold, ONI, deep space. No warm lighting, just florescent lighting. Abandoned. Empty.
> > > - Meridian is this dead place. For obvious reasons.
> > > On the flipside, Sanghelios got the “Earth treatment” where it feels lively. It feels like a place worth fighting for. It feels like a proper place with proper ecosystems, creatures, plant-life, and all. (in many Sci-Fi settings, only EARTH ever gets this proper of a level design and presentation.) In many ways, it’s VERY similar to Earth.
> > >
> > > And Genesis is this very biological planet - artificially. Mix-and-matched, contorted plant life and flora and fauna. Very alien. It’s… unusual, to say the least.
> > > Nice variety there. Nice representation.
> >
> >
> > Halo 5 had horrible level design. Every mission was the same. Kill enemies in first room to progress to a BIGGER room then eliminate them to get to a BIGGER room… Nothing to set apart the missions. Sounds like your talking about environment, not level design
>
>
> your logic here is questionable considering that mind set is pretty much every game ever made. Go here, kill some things then leave
Not in Halo CE, 2, 3 and even some parts of 4. You had interesting set pieces to make every area unique. I think of Truth and Reconciliation from CE. It was Kill shoot and repeat, but there was a twist. Or like Silent Cartographer, open world ish. Missions need to be unique.
> 2533274802109455;7:
> single player don’t call the campaign single player it never was single player
>
> its bad split screen is no option but don’t give them ideas about single player campaign especially when we have 8 characters that may be playable. U had a squad feel in every halo game halo 5 just gave it the republic commando feel.
>
> now I get what your saying but don’t say halo 6 campaign be single player that’s bad
All I’m saying is that halo 6 needs to focus much more on Singleplayer, solo, by yourself gameplay…
> 2533274860927598;9:
> > 2533274802109455;8:
> > > 2533274860927598;6:
> > > > 2533274974033696;5:
> > > > If anything, Halo 5’s level design was top-notch. One of few things about the campaign that was good.
> > > > In fact, I heard a good example once of the design choices made in levels. Halo 5 is meant to feel ‘cold, desolate, dark, and empty’, and this is reflected in half of it’s levels.
> > > > - Kamchatka is cold, and desolate. Populated with cold Forerunner metals, blue fog, and even blue lighting - cold.
> > > > - Argent Moon is cold, ONI, deep space. No warm lighting, just florescent lighting. Abandoned. Empty.
> > > > - Meridian is this dead place. For obvious reasons.
> > > > On the flipside, Sanghelios got the “Earth treatment” where it feels lively. It feels like a place worth fighting for. It feels like a proper place with proper ecosystems, creatures, plant-life, and all. (in many Sci-Fi settings, only EARTH ever gets this proper of a level design and presentation.) In many ways, it’s VERY similar to Earth.
> > > >
> > > > And Genesis is this very biological planet - artificially. Mix-and-matched, contorted plant life and flora and fauna. Very alien. It’s… unusual, to say the least.
> > > > Nice variety there. Nice representation.
> > >
> > >
> > > Halo 5 had horrible level design. Every mission was the same. Kill enemies in first room to progress to a BIGGER room then eliminate them to get to a BIGGER room… Nothing to set apart the missions. Sounds like your talking about environment, not level design
> >
> >
> > your logic here is questionable considering that mind set is pretty much every game ever made. Go here, kill some things then leave
>
>
> Not in Halo CE, 2, 3 and even some parts of 4. You had interesting set pieces to make every area unique. I think of Truth and Reconciliation from CE. It was Kill shoot and repeat, but there was a twist. Or like Silent Cartographer, open world ish. Missions need to be unique.
its still the same goal u can get pretty backgrounds or variations on a mission but at the end of the day your still doing the same thing shooting anything non human not to mention the only halo game that could get away with shealth is odst
> 2533274860927598;10:
> > 2533274802109455;7:
> > single player don’t call the campaign single player it never was single player
> >
> > its bad split screen is no option but don’t give them ideas about single player campaign especially when we have 8 characters that may be playable. U had a squad feel in every halo game halo 5 just gave it the republic commando feel.
> >
> > now I get what your saying but don’t say halo 6 campaign be single player that’s bad
>
>
> All I’m saying is that halo 6 needs to focus much more on Singleplayer, solo, by yourself gameplay…
let me ask u these two things give me a reason why that’s good
first all halos have been about playing with friends second the campaign unlike other shooters have supported co-op
but u want 343I the company that already has its back against the wall to focus more on things u can do alone (though things like forge should have offline modes)
> 2533274802109455;12:
> > 2533274860927598;10:
> > > 2533274802109455;7:
> > > single player don’t call the campaign single player it never was single player
> > >
> > > its bad split screen is no option but don’t give them ideas about single player campaign especially when we have 8 characters that may be playable. U had a squad feel in every halo game halo 5 just gave it the republic commando feel.
> > >
> > > now I get what your saying but don’t say halo 6 campaign be single player that’s bad
> >
> >
> > All I’m saying is that halo 6 needs to focus much more on Singleplayer, solo, by yourself gameplay…
>
>
> let me ask u these two things give me a reason why that’s good
>
> first all halos have been about playing with friends second the campaign unlike other shooters have supported co-op
>
> but u want 343I the company that already has its back against the wall to focus more on things u can do alone (though things like forge should have offline modes)
I think your misunderstanding what I’m trying to say. Halo 5’s campaign was ONLY enjoyable on Co-op and even then it was brutal. The entire mission design was design specifically for co-op. This is a HORRIBLE thing for solo campaign players. Missions should be designed for Solo AND co-op players. You do this by creating creative mission designs. Instead of the stale missions we have in halo 5, as a result of that solo campaign is much more enjoyable as well as co-op. The missions in halo 5 are very linear and boring because ever mission plays out the same. Small room then big room then bigger room and so on. Missions like Silent Cartographer had something unique. Missions that I feel have good design that would fix this:
Ce: Halo, Truth and Reconciliation, Silent Cartographer, Assualt on the Control Room, Two Betrayals, and Maw
2: Outskirts, Metropolis, Oracle, Delts Halo, Regret, Quarantine Zone, and Great Journey
3: Crows Nest, Tsavo Highway, Storm, Ark, Covenant, Halo
4: Forerunner, Reclaimer, Composer, and midnight
5: Swords of Sanghelios
Hopefully this makes since. These are the missions that are great Solo as well as Co-op. They are unique and enjoyable.
what I got from this
u want halo 6
to have a campaign which compliments both solo and coop like the other halo games do
u want levels that give u more of an excitement, variation in approach, more memories to be made
> 2533274802109455;14:
> what I got from this
>
> u want halo 6
> to have a campaign which compliments both solo and coop like the other halo games do
>
> u want levels that give u more of an excitement, variation in approach, more memories to be made
Exactly. More focus on campaign in general
hmmm as long as u be careful with using linear as a description your point will be clearer

> 2535412280615383;2:
> Did you ever try completing the Library on mythic/Laso…? I still have nightmares about that mission. 
>
> Great thread OP, thank you. The campaign is the backbone of a Halo title.
That mission drove me to madness, I almost had to be hospitalized for 3 weeks after that.
Late night gameing said these exact things on one of his videos… either you two are very like minded or you should of mentioned him in your message. Good points either way.
> 2533274966370088;18:
> Late night gameing said these exact things on one of his videos… either you two are very like minded or you should of mentioned him in your message. Good points either way.
How did you know 
Yea I happen to watch him and completely agree with almost everything he says lol
> 2533274860927598;1:
> Halo 5’s Mission Design was arguably the worst in the series. It relied heavily on Co-op play, it was very stale, it had no veriation, and it had Small, Linear missions.
>
> Dear 343,
> I want Halo 6 to have the best Campaign Ever…Ever! Halo 5 should give you a clue of what the Halo fan base wants and doesn’t want.
> Halo 6 needs Diverse Missions. Think of it like this, I have two missions in front of me: The Library from Halo CE and The Covenant from Halo 3. The Library was VERY dull and stale, which resembles what halo 5’s campaign is. Halo 5 has a boring and uninteresting mission set. Now let’s look at the Covenant, this is the pinnacle of mission design. There is DIVERSITY… SOMETHING TO MAKE A MISSION UNIQUE. Halo 6 desperately needs unique missions. Every halo 5 mission was the same, 3 sets of rooms with progressively more diffuculty. There wasn’t open areas or innovative tactics to be used. Think of The Truth and Reconciliation, the idea of that mission was to be stealthy. Think of Silent Cartographer, the idea was Open World. Think of evnen 343 Guilty Spark, the idea was Spooky. This is what missions need. Something to seperate them from another!
>
> Halo 6 needs… MUST remove the squad system. It doesn’t belong in halo. The Singleplayer should be the focus of Halo 6 Campaign. Think of it like this, the missions in Halo 5 are simply challenge rooms. This is directly designed to compliment Co-op, but when you play alone, it is the most repetitive missions you will ever play.
>
> Lastly, Halo 6 needs Large Missions. Now… I know Bonnie Ross and other 343 employees marketed this to be Open Missions and Large-Scale battles, but let’s be real, this was just as linear as Halo 2 if not the MOST linear halo missions to date. We need large battlefields, not just larger rooms than before. I think of Enemy Lines, the kraken wasn’t a scarab all it was was an intity that moved into place then perched itself somewhere and its turrets began to shoot at you. The kraken itself doesn’t do anything. If you replaced the kraken with a building it would have acted the same way. Swords of Sanghelios was the closest mission to “Large - Scale”
>
> Please 343, make us a good Halo Campaign. Make it enjoyable and Classic so the campaign fan base can enjoy our favorite franchises campaign…
>
> Thank you
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