I can't wait 'til M$ disables my DLC maps...

… so they will stop showing up as choices for BTB, Dominion, etc.

Holy crap these maps are so bad. Like I couldn’t really get into the maps that shipped with the game, but wow. These maps are almost unplayable. Well, I guess you can play on them if you want, but they’re certainly not enjoyable.

You can have your crappy maps back, -Yoink!-. I’ll be glad to be rid of them.

/good riddance

[EDIT]: I know I could delete them. Not the point.

Agreed, I bought the map packs and I put them on my thumbdrive so I can unplug it when I feel like playing BTB without getting stuck with these -Yoink- -Yoink- maps.

If I hadn’t already bought the map pass in good faith (Faith which has been proven to be misplaced), I wouldn’t buy another map pack after Crimson.

20 mantis stomp kills? 20 turret kills? WTF? Yeah it’s SOOOOO fun always having people blow up the team’s Mantis the moment somebody hops into it.

The base on Harvest…what the hell? Who -Yoinking!- designs a building like that? If I were a real Spartan and were stationed in that cluster -Yoink- of a base, I would go AWOL.

These maps aren’t intelligently designed at all, they may even be worse than some of the Reach maps, which would be a feat in itself.

What is it that you don’t like about them? Is there anything constructive in your post at all? No, no there is not. So I will include something actually informative and of some value:

The new maps are pretty cool. Wreckage is playable for any game mode, while Shatter and Harvest seem to be tailored to CTF. Wreckage is also the only asymmetrical map of the bunch. I am hoping that Shatter replaces Ragnarok’s spot as one of the more popular BTB and CTF picks, as it has more depth while still permitting the heavy vehicle use that so many people enjoy.

> What is it that you don’t like about them? Is there anything constructive in your post at all? No, no there is not. So I will include something actually informative and of some value:
>
> The new maps are pretty cool. Wreckage is playable for any game mode, while Shatter and Harvest seem to be tailored to CTF. Wreckage is also the only asymmetrical map of the bunch. I am hoping that Shatter replaces Ragnarok’s spot as one of the more popular BTB and CTF picks, as it has more depth while still permitting the heavy vehicle use that so many people enjoy.

It’s mostly the tremendous amount of clutter on all of these maps, perhaps particularly Shatter. Lines of sight are just atrocious, and free-flowing vehicle play is really inhibited.

Already deleted mine.

> It’s mostly the tremendous amount of clutter on all of these maps, perhaps particularly Shatter. Lines of sight are just atrocious, and free-flowing vehicle play is really inhibited.

Shatter has strong LoS down all 3 lanes, with bases being CQC. This is what I would expect. It’s true that vehicles can get stuck in one corner of the map or another, but I think this gives some strategic depth. One game I was sniping from small base and the enemy Mantis came all the way over to attack me… Even if I would have died, it would have been worth it just to get the mantis out of position (though this was clearly never my intent).

Wreckage definitely has more cover, but if you watched the map preview it was intentionally built that way. I actually really enjoy the layout of this map. You have a lot of control and LoS if you have the high ground. In slayer there are clear choices as to which areas are best to control given your weapon layout. What is interesting is that although I have more cover, there seems to also be more vantage points. It’s an interesting mix.

Harvest’s LoS are intentionally down the sides and across the middle isles. I like how there’s a desire to stand on the side of the map to get some good shots, but at the same time you are in danger of getting assaulted by enemy vehicles. Of all the maps I think that the most thought went into this one. Wreckage would be a close 2nd.

shipwreck is pretty fun for CTF and BTB.

> > It’s mostly the tremendous amount of clutter on all of these maps, perhaps particularly Shatter. Lines of sight are just atrocious, and free-flowing vehicle play is really inhibited.
>
> Shatter has strong LoS down all 3 lanes, with bases being CQC. This is what I would expect. It’s true that vehicles can get stuck in one corner of the map or another, but I think this gives some strategic depth. One game I was sniping from small base and the enemy Mantis came all the way over to attack me… Even if I would have died, it would have been worth it just to get the mantis out of position (though this was clearly never my intent).
>
> Wreckage definitely has more cover, but if you watched the map preview it was intentionally built that way. I actually really enjoy the layout of this map. You have a lot of control and LoS if you have the high ground. In slayer there are clear choices as to which areas are best to control given your weapon layout. What is interesting is that although I have more cover, there seems to also be more vantage points. It’s an interesting mix.
>
> Harvest’s LoS are intentionally down the sides and across the middle isles. I like how there’s a desire to stand on the side of the map to get some good shots, but at the same time you are in danger of getting assaulted by enemy vehicles. Of all the maps I think that the most thought went into this one. Wreckage would be a close 2nd.

with all due respect you talk like there has been some thought put into these maps, there hasn’t. it’s just randomness put together by the art team. the standard of this games maps is quite frankly shocking, haven is the only good map and that gets played to death.

The maps aren’t great but they’re OK for the most part, from the little I’ve played. What I really want to know is what delusional fool decided to release a map pack of only large maps when Halo 4 is starved of 4v4 maps. THAT’S the main problem.

Oh, and the person who commented on the base design on Harvest was totally correct. WTF?

I agree, I can’t even look at half of Wrecked with all the -Yoinking!- sun glare on that map.

> > > It’s mostly the tremendous amount of clutter on all of these maps, perhaps particularly Shatter. Lines of sight are just atrocious, and free-flowing vehicle play is really inhibited.
> >
> > Shatter has strong LoS down all 3 lanes, with bases being CQC. This is what I would expect. It’s true that vehicles can get stuck in one corner of the map or another, but I think this gives some strategic depth. One game I was sniping from small base and the enemy Mantis came all the way over to attack me… Even if I would have died, it would have been worth it just to get the mantis out of position (though this was clearly never my intent).
> >
> > Wreckage definitely has more cover, but if you watched the map preview it was intentionally built that way. I actually really enjoy the layout of this map. You have a lot of control and LoS if you have the high ground. In slayer there are clear choices as to which areas are best to control given your weapon layout. What is interesting is that although I have more cover, there seems to also be more vantage points. It’s an interesting mix.
> >
> > Harvest’s LoS are intentionally down the sides and across the middle isles. I like how there’s a desire to stand on the side of the map to get some good shots, but at the same time you are in danger of getting assaulted by enemy vehicles. Of all the maps I think that the most thought went into this one. Wreckage would be a close 2nd.
>
> with all due respect you talk like there has been some thought put into these maps, there hasn’t. it’s just randomness put together by the art team. the standard of this games maps is quite frankly shocking, haven is the only good map and that gets played to death.

And you talk like you know exactly how the map was developed. You don’t.

Great maps are great, can’t wait to get the other two packs that I pre-paid for.

I enjoyed all the maps. I’ve had a lot of great games on them. The LOS makes teams think of splitting their players to attack from multiple directions or flank.

> Wreckage definitely has more cover, but if you watched the map preview it was intentionally built that way.

I watched all of the walk-throughs for the new maps, and it basically sounded like them saying “We thought this’d be really cool, I guess.” I’m genuinely happy that some people who’ve paid for the map pass seem to be enjoying these new maps; otherwise I’d feel really bad for them. But I just don’t have a lot of faith in 343’s conception of what map elements make for enjoyable gameplay.

Thank you SO much, i hate these maps there rubbish, i never thought of deleting them to get them out the play list :smiley:

STOP FARMING STUFF OUT 343i unless it is bungie…

Don’t mind the new maps…I actually enjoyed playing other game types besides slayer on them.

The maps are okay I guess, but some of the achievments are stupid.
20 Mantis stomps- Okay
20 Detached turret kills- Dumb
Get a kill while airborne in a hog- near impossible without a rocket or luck
and the rest just seem they don’t want to unlock…

Anyway, Shatter is horrible, the lag on it is worse than being on dial up… Without that, its got too many vehicles on it and is a bit too dark in terms of lighting. Too much cover too, get rid of a few rocks, that might help…
Wreckage- Probably the best, although reducing the glare on it would help, same goes for Blue base on Ragnarok…
Harvest- Nice map, too many vehicles. Enough said.

Personally I think the DLC are better than some of the crappy stock maps like Abandon and Solace, but they’re not the best maps either…

> I agree, I can’t even look at half of Wrecked with all the -Yoinking!- sun glare on that map.

Same here.

I’ve been telling people the lighting in a lot of Halo 4 maps is ridiculous. Its not just Wreckage, Shatter is just soaked in green so much so you can barely see colors on the map itself. If you pick up speed boost, you don’t even see the blue lighting because the green map lighting is so intense.

Maps with overly strong, INTENSE lighting in Halo 4:

Abandon
Erosion
Impact
Shatter
Solace
Vortex
Wreckage

These maps have lighting that is too dramatic to the point it interferes with players’ ability to see well on the maps. Some Halo 4 maps such as Abandon, Vortex, and Shatter, are so bad it feels like trying to play ODST firefight maps all over again to me… in other words it feels like I’m almost blind running around on them.

As for the map pack maps…

This is definitely the worst map pack in Halo’s history.

Wreckage:

Lovely nice DIRT theme, with no layout or design at all, just junk thrown all over the place. Its like an over-sized, sunlight-blinding version of Burial Mounds. This map should be called “How Burial Mounds Could Be Bad.”

Shatter:

Lovely nice DIRT theme, again. The routes are extremely awkward on this map. Its like you’re forced to run around huge *** buildings through main roads that are low on the ground, when you thought there would be an entrance to the building. So then you either end up killed by a vehicle on the road, or you get ambushed by a player camping in some really high up spot you didn’t even know existed, that you have no idea how to get to, and later find out is only accessible from the other team’s side any way.

To top it off, you’re nearly blinded from a **** green light fog covering the map, which is so strong it makes the map itself look green so that you see no color anywhere other than GREEN. Brownish, blackish dirt? NOPE GREEN.

Harvest:

Lovely nice DIRT theme, AGAIN.

Would it have killed the designers to put in a small waterfall, a stream going through the middle road between the bases going off the cliff, a small water fountain in each base, several cherry trees instead of some of the rocks, or just regular trees??? I would even accept little dancing gnomes to breathe some life into this BLAND GENERIC BORING theme.

The bases are really strangely shaped too. I’m really tired of this “We can just lay down walls to block sight lines, then cover it in an aesthetic to make it resemble a wall.”

NO! You CAN do that, but just because an object is themed like a wall does not mean it will look like a wall!

For example, if you have an open space, people don’t just stick a sole random wall there with nothing even near it! If you do that on a map, it WILL LOOK STUPID.

That design mentality dominates Harvest. Why are there such strangely shaped hallways going barely sideways and barely up or down and so on? Why do we even have walls when everything is just outside? What is the point of all those walls?

Harvest does not feel like it has real bases on it, at all.

This is just a terrible map pack all around.

They are ok for free… about all I can say about them.

What is wrong with these maps?