Personally, I believe maps stay interesting by little things that can be changed by the player. For example, in the Halo 2 version of headlong, the hanging steel walkway would be affected by gravity if the player walked on it. This was not included in the Halo: Reach remake and made me disappointed. The conveyor belt on Elongation is another example. I know its not that big of a deal, but the maps could be a bit more exciting if it wasn’t just a plain structure.
I agree to this entirely. I wonder if it’ll effect forge while your forging, (not to bring in a call of duty reference) i would like maps to be like Launch, or Trenches in Gears of War 3; where stuff is going on that may, or may not effect you. Making it more tense.
I agree. Moving parts in maps have been disappearing slowly since Halo 2. Although some of this may be due to graphical updates making it too hard on the game.
The gate into the garage on Zanzibar
The drop down bridge on Zanzibar
The floating platform on Midship
The Headlong support beam
The train in Terminal
The gates on Containment
The conveyer belt on Elongation
The drop down walkway on Turf
The stalagmites on Waterworks.
Those are the ones off the top of my head, add more if you know of any. And yes, these were all welcome additions that added to the depth of the maps.
> The gate into the garage on Zanzibar
> The drop down bridge on Zanzibar
> The floating platform on Midship
> The Headlong support beam
> The train in Terminal
> The gates on Containment
> The conveyer belt on Elongation
> The drop down walkway on Turf
> The stalagmites on Waterworks.
>
> Those are the ones off the top of my head, add more if you know of any. And yes, these were all welcome additions that added to the depth of the maps.
Man that train was hilarious in Terminal. Somebody would jump up to grab the sword (were rockets up there too?) and just get mowed over by a train. Haha
My two favorite examples of this was when a ghost got demolished by the train while jumping from garage 2 trying to splatter me or when I killed a banshee by shooting a stalagmite on Waterworks and it dropped down on top of it, getting me the kill.
Damn how I wish H2 had theater.
> My two favorite examples of this was when a ghost got demolished by the train while jumping from garage 2 trying to splatter me or when I killed a banshee by shooting a stalagmite on Waterworks and it dropped down on top of it, getting me the kill.
>
> Damn how I wish H2 had theater.
Truth!
After reminiscing I agree that such in map events should make a return. I hadn’t realized how they were slowly fazed out . . . Has anybody ever been “Killed by the Guardians” in Reach? How sad if not . . .
Support. Can’t believe I forgot these existed. Were there any in Reach at all?
Interactive maps are something I severely miss from Halo 2. They made the maps so much more interesting. Let’s hope we can forge some stuff like that.
The only things we can interact with in Reach are glass, computer monitors, vending machines, clay pots, cups, coat racks, and spartan teddy bears. And the occasional crate.
Everybody has already referenced all the great things from Halo 2. It’s quite sad how inferior the maps have become. I mean really, what’s not to love about giant windmill blades rotating? Magnet trains? Falling stalactites?
Oh, and you could break icicles in Halo 3. Sure not on Breakpoint… Though at least the map physically changes in Invasion with the bridge and tunnel gate.
might as well. Being the first to shoot that walkway out in Last Resort and driving the elephants are two that come to mind.
(quoting myself)
Halo 2 and 3 had interactive environments: trains, windmill, falling stalactites, gates, Zanzibar bridge, Elongation and Colossus walkways and boxes, Containment Scorpion route, destroyable Sniper post on Relic (and for fun the overloadable Midship bridge), crates that could be moved with grenades or vehicles, fusion cores which could be pushed. They affected gameplay. Other things like the Ivory tower coconuts and birds on other maps didn’t.
Reach of course removed them because they were too fun and it wouldn’t fit the morbid tone they were setting for the whole game.
> might as well. Being the first to shoot that walkway out in Last Resort and driving the elephants are two that come to mind.
Elephant BATTLE!!!
Ah, the epic objective wars that raged between those two machines. Literally stealing your opponents’ base in order to easily steal flags. Good lord, wonderful times!
I love Reach as well, but I don’t recall many, if at all, INCREDIBLE moments . . .
I think maps are a HUGE proponent in memorable game play.
> (quoting myself)
> Halo 2 and 3 had interactive environments: trains, windmill, falling stalactites, gates, Zanzibar bridge, Elongation and Colossus walkways and boxes, Containment Scorpion route, destroyable Sniper post on Relic (and for fun the overloadable Midship bridge), crates that could be moved with grenades or vehicles, fusion cores which could be pushed. They affected gameplay. Other things like the Ivory tower coconuts and birds on other maps were didn’t. Reach of course removed them because they were too fun and it wouldn’t fit the morbid tone they were setting for the whole game.
Did anybody else ADORE Relic as mug as I did? I LOVED that map . .
Arhh man, how i have forgotten about the amount of depth of the interactive parts on Halo 2 maps… The gate on Zanzibar that blocked the side entrance to the ‘garage’ was one of my favourite things about the map… i was so disappointed when it was replaced by some lame speed bump looking guards…