Tsk tsk.
I watched igns review. It brought up some good memories. It also is flawed but I digress. Lets dive deep into this shall we?
You have to understand that a map by itself is boring layers of “skins”, “textures”, and the occasional bloc tag for scenery.
So what else encompasses a map?
Well there are 2 main sub groups in my opinion “things that spawn on the map” and things that effect gameplay.
Well what spawns on the map?
Depending on which halo health, weapons, vehicles, power ups and in some cases interactive objects.
So in this subgroup what makes a good map?
In my opinion maps that are consistently replay able encompass similiar traits.
Such as:
Limited power weapon spawns (generally snipe at each base, rockets or similiar central)
Power ups as pickups ( this promotes map movement and discourages camping/ stalemates)
Vehicles (these can provide variety to strategies and satisfy that overwhelming desire to push for the flag or the like).
Interactive objects (similiar to vehicles these provide strategies and changing tactics to the game encouraging the player to look at a scenario differently ) unfortunately since halo 2 there has been a lack of interactive objects, Zanzibar being my primary example (dropping bridge, opening gate) allow you to approach the situation differently.
What out of that subgroup makes maps play bad:
Power ups / AAs on spawn
Too many power weapons
Vehicles nulled via too many power weapons
No interactive objects to make the map play well.
In my second subgroup you have the actual core game mechanics that make a map play well.
Good maps incorporate:
Balanced sandbox
A good, useful but not op sidearm (HCE pistol)
Fast default speed with or without sprint
Weapons on map, on timers.
Different weapons sets for different maps: having a big sandbox is not bad but you should not showcase every weapon on each. This leads to chaos. Think if midship or warlock had dmr starts :0.
A reason to push, or map movement.
Fast kill times
Respawn timers
Etc
Mechanics in h4 that makes maps appear worse:
Flinch
AAs on spawn (camo, pc, jet pack)
Motion tracker is ridiculous
Too many power weapons at unknown intervals
General map design and flow.
Now with that being said halo 4 has many good maps that are tarnished by the mechanics of the game, exile being one. Another worthy note is that for every decent map you will make ten crappy ones.
My assessment of previous halo maps:
I can’t put them in a top ten because I simply loved too many but I can put why I remember them. I will note that I think the first 2 halos had better maps than the rest of the series due to their replay ability, balance, creativity, and fun factor.
For team slayer 4v4:
Chill out: this is the definition of great map design. It flows so well. You have a reason to go into or control each room and there is no dead space. It plays well in all gametypes but set the standard for 4v4.
Battle creek/ beaver creek: one of the only good outside 4v4 maps. A very iconic halo map for 4 v 4 , ball rumple pit, 1v1 and koth.
Wizard/ warlock/ sanctuary: hard to imagine competive halo without these two.
Derelict: yet another good example.
Hang em high: a cult following of its own with great lines of sight and ample cover. Played 4v4, FFA and ball very well.
Turf was an honorable mention here.
1v1
Midship: this map was the perfect size and balance for a good 1v1.
2 flag/ btb:
Blood gulch: the most played and iconic map in halo ever bar none.
Sidewinder: though its siblings weren’t as repeatable as Valhalla the original sidewinder was a great map.
Waterworks: assault on this map was amazing.
1 flag/ 1 bomb:
Zanzibar: because you were able to change tactics and map flow.
Headlong: so much interactivity without pressing buttons.
Ivory tower: smaller but such a good map, swat was fun as well.
Ascension: another premier example
Relic: very fun
Quirky fun maps:
Infinity: race gametypes
Prisoner: rockets
Chiron: anything
Boarding action: sniper flag
There are many more but every map on halo ce or 2 was decent. Can we say that about the last few games?
Sure H4 raised the bar compared to reach or 3 but that bar was so low a cripple could hurdle it.