This may be an odd post, but since Halo 4 was released and the most recent Halo 5. The Campaign “Out of Map” glitches like where you can run really around far and get lost has been really restrictive. The campaign out of map glitches in Halo 1, 2, 3, ODST, REACH where really neat we was able to run around the map and see more of the hard work the developers did, even though we wasn’t really able to see it in the first place. I believe that we lost that touch by BRINGING THE WALLS and really not having that vast play space outside our normal play boundaries. If we are truly going back to art style and the old ways lets bring back something that explorers like myself enjoy! Please 343 give me my outta bounds back!
Totally agree. Those death timers ruin immersion. I get that developers might not want players to access parts of the map like in multiplayer, but Bungie seemed to have figured out a way to make it more natural with the Guardians on maps like Snowbound in Halo 3. I don’t see any reason why death timers replaced the Guardians in subsequent games. As far as campaign goes, I don’t see any harm in players accessing “restricted” areas since it doesn’t interfere with anyone else’s experience.
In forge I hope instead of just giving you soft (timer) and hard (instant) kill zones they give you some of the boundaries that was used in H3 to include auto turrets, mine fields, maybe even orbital strikes. Step out of place, boom eat a MAC shot.
I agree that there is a case for elements like the death timer and “Killed by the Guardians,” bits should be removed at least from the campaign. Considering that the out of bounds areas were only ever a result of lack of of polish or developer oversight, though, I don’t think we should necessarily hope to see them again. It’ll be a happy accident if we find them anyways, but having them built in on purpose would defeat the entire novelty of them.
> 2533274824050480;2:
> Totally agree. Those death timers ruin immersion. I get that developers might not want players to access parts of the map like in multiplayer, but Bungie seemed to have figured out a way to make it more natural with the Guardians on maps like Snowbound in Halo 3. I don’t see any reason why death timers replaced the Guardians in subsequent games. As far as campaign goes, I don’t see any harm in players accessing “restricted” areas since it doesn’t interfere with anyone else’s experience.
the guardians! i almost forgot about that… im down to see those back
100% agree. We still see fantastic glitches and tricks from those older titles but nothing really from the newer ones. I guess that’s understandable but it would be fantastic to get some of that creative freedom back when exploring the world!
> 2533274824050480;2:
> Totally agree. Those death timers ruin immersion. I get that developers might not want players to access parts of the map like in multiplayer, but Bungie seemed to have figured out a way to make it more natural with the Guardians on maps like Snowbound in Halo 3. I don’t see any reason why death timers replaced the Guardians in subsequent games. As far as campaign goes, I don’t see any harm in players accessing “restricted” areas since it doesn’t interfere with anyone else’s experience.
I am slightly confident that 343i won’t be as strict when it comes to out of bounds in Halo: Infinite. What confidence I have is based off the placement of the dolls that are scattered throughout the Halo 2: Anniversary campaign. Some of them, like the one on Delta Halo, are only obtainable by going out of the games boundaries.
If the first trailer was a glimpse of what they’re planning and they will make Infinite more open-worldly I wouldn’t be mad if they went in a similar fashion as The Witcher 3, but less forced. Give a warning that you are about to leave the world space (without the world map instantly popping up and the Chief going “Guess I should head back” everytime annoying the #*$§ out of you ofc.) and if you continue you slowly start to loose your shields until you die, giving you ample time to return.
Then if you want you could install a mod akin to Sensible Map Borders that lets you stroll through the barriers no problem. I mean CD Projekt had no problem putting an easter egg on top of Mt. Gorgon in the Blood & Wine DLC that you can only view and get to by using a mod in the first place making it impossible on consoles.
> 2533274843610258;5:
> > 2533274824050480;2:
> > Totally agree. Those death timers ruin immersion. I get that developers might not want players to access parts of the map like in multiplayer, but Bungie seemed to have figured out a way to make it more natural with the Guardians on maps like Snowbound in Halo 3. I don’t see any reason why death timers replaced the Guardians in subsequent games. As far as campaign goes, I don’t see any harm in players accessing “restricted” areas since it doesn’t interfere with anyone else’s experience.
>
> the guardians! i almost forgot about that… im down to see those back
Weren’t the guardians just a gimmick though? As far as I know there was still an invisible barrier 10 meters out that would push you back so you wouldn’t go too far.
> 2533274796195411;1:
> Hello to all,
>
> This may be an odd post, but since Halo 4 was released and the most recent Halo 5. The Campaign “Out of Map” glitches like where you can run really around far and get lost has been really restrictive. The campaign out of map glitches in Halo 1, 2, 3, ODST, REACH where really neat we was able to run around the map and see more of the hard work the developers did, even though we wasn’t really able to see it in the first place. I believe that we lost that touch by BRINGING THE WALLS and really not having that vast play space outside our normal play boundaries. If we are truly going back to art style and the old ways lets bring back something that explorers like myself enjoy! Please 343 give me my outta bounds back!
>
> Who else agrees?
I believe what you’re actually asking for is more solid platforms outside of maps. H4’s oobs are somewhat vast (see Reclaimer), but most of it is, regrettably, unused space (whereas Exodus and Mombassa Streets have several unexplored buildings). H4 opted for fake scenery (to a greater extent than in H2/H3) which made it hard to tell what was solid (had to shoot it or chuck a nade to check), which has carried over to CEA/H2A.
The oob in H3/ODST is by far the most restrictive of all the Halo games (H2 oobs are only difficult if you’re aiming for BAWs/ghosting), I personally wouldn’t want it back. It’s very cool when you get outside, but it was a painstaking effort to get oob (particularly against invis barriers) which was trivialized in Reach/H4 due to the soft kill zones being exploitable (on coop) and the ceiling barriers being mostly absent. Also H4 introduced soft walls (walls and ceilings that weren’t solid) so it’s not as bad as it seems, helps a ton in speedruns. Soft kill zones are in any case undesirable for Halo games, unless they’re placed really well.
LNoS furnishes excellent examples of where not to place soft kill zones. I mean really, I can’t even hide under the pier where the Wraith is deployed? Water means instant death in SP (it’s justifiable for MP i.e. Longshore)? What happened to the water in H3 on Sierra (although it was murky)?
> 2535469197642915;12:
> > 2533274796195411;1:
> > Hello to all,
> >
> > This may be an odd post, but since Halo 4 was released and the most recent Halo 5. The Campaign “Out of Map” glitches like where you can run really around far and get lost has been really restrictive. The campaign out of map glitches in Halo 1, 2, 3, ODST, REACH where really neat we was able to run around the map and see more of the hard work the developers did, even though we wasn’t really able to see it in the first place. I believe that we lost that touch by BRINGING THE WALLS and really not having that vast play space outside our normal play boundaries. If we are truly going back to art style and the old ways lets bring back something that explorers like myself enjoy! Please 343 give me my outta bounds back!
> >
> > Who else agrees?
>
> I believe what you’re actually asking for is more solid platforms outside of maps. H4’s oobs are somewhat vast (see Reclaimer), but most of it is, regrettably, unused space (whereas Exodus and Mombassa Streets have several unexplored buildings). H4 opted for fake scenery (to a greater extent than in H2/H3) which made it hard to tell what was solid (had to shoot it or chuck a nade to check), which has carried over to CEA/H2A.
>
> The oob in H3/ODST is by far the most restrictive of all the Halo games (H2 oobs are only difficult if you’re aiming for BAWs/ghosting), I personally wouldn’t want it back. It’s very cool when you get outside, but it was a painstaking effort to get oob (particularly against invis barriers) which was trivialized in Reach/H4 due to the soft kill zones being exploitable (on coop) and the ceiling barriers being mostly absent. Also H4 introduced soft walls (walls and ceilings that weren’t solid) so it’s not as bad as it seems, helps a ton in speedruns. Soft kill zones are in any case undesirable for Halo games, unless they’re placed really well.
>
> LNoS furnishes excellent examples of where not to place soft kill zones. I mean really, I can’t even hide under the pier where the Wraith is deployed? Water means instant death in SP (it’s justifiable for MP i.e. Longshore)? What happened to the water in H3 on Sierra (although it was murky)?
> 2533274796195411;1:
> Hello to all,
>
> This may be an odd post, but since Halo 4 was released and the most recent Halo 5. The Campaign “Out of Map” glitches like where you can run really around far and get lost has been really restrictive. The campaign out of map glitches in Halo 1, 2, 3, ODST, REACH where really neat we was able to run around the map and see more of the hard work the developers did, even though we wasn’t really able to see it in the first place. I believe that we lost that touch by BRINGING THE WALLS and really not having that vast play space outside our normal play boundaries. If we are truly going back to art style and the old ways lets bring back something that explorers like myself enjoy! Please 343 give me my outta bounds back!
>
> Who else agrees?
The leeches from Half-Life 2: The Lost Coast, a 15-minute tech demo to showcase the Source engine’s HDR, were one of the best ways to keep players on a linear path in my opinion. I didn’t think Halo CE handled it right by just letting you wander into the ocean with a warthog.
I think what you are seeing is a result of far more experience with the Halo engine (why there is a lack of explorable non-playable space) , and the result of a more streamlined work process.
Where as in the early games they would build something into the engine proper somewhere just to play with it or see how it fit , and if it never got used or it wasn’t going to be seen and it didn’t use up more resources than they needed to complete the area or render a scene then it just got left.
Now , I suspect most of the experimental / creative things that don’t make it into the game are never built into the engine proper to begin with. They are built on a side program or a secondary engine. And a lot of the maps / play spaces are drawn and planned before they ever start building it in engine , so there aren’t “unused” areas , from where the developers where playing with terrain or geography.
> 2533274973155628;14:
> > 2533274796195411;1:
> > Hello to all,
> >
> > This may be an odd post, but since Halo 4 was released and the most recent Halo 5. The Campaign “Out of Map” glitches like where you can run really around far and get lost has been really restrictive. The campaign out of map glitches in Halo 1, 2, 3, ODST, REACH where really neat we was able to run around the map and see more of the hard work the developers did, even though we wasn’t really able to see it in the first place. I believe that we lost that touch by BRINGING THE WALLS and really not having that vast play space outside our normal play boundaries. If we are truly going back to art style and the old ways lets bring back something that explorers like myself enjoy! Please 343 give me my outta bounds back!
> >
> > Who else agrees?
>
> The leeches from Half-Life 2: The Lost Coast, a 15-minute tech demo to showcase the Source engine’s HDR, were one of the best ways to keep players on a linear path in my opinion. I didn’t think Halo CE handled it right by just letting you wander into the ocean with a warthog.
I mean, to be fair, who gets in a Warthog, looks at the ocean and goes “man, I want to drive out there with my Warthog! :O”
Definitely not my first thought on The Silent Cartographer lol
> 2533274879757912;16:
> > 2533274973155628;14:
> > > 2533274796195411;1:
> > > Hello to all,
> > >
> > > This may be an odd post, but since Halo 4 was released and the most recent Halo 5. The Campaign “Out of Map” glitches like where you can run really around far and get lost has been really restrictive. The campaign out of map glitches in Halo 1, 2, 3, ODST, REACH where really neat we was able to run around the map and see more of the hard work the developers did, even though we wasn’t really able to see it in the first place. I believe that we lost that touch by BRINGING THE WALLS and really not having that vast play space outside our normal play boundaries. If we are truly going back to art style and the old ways lets bring back something that explorers like myself enjoy! Please 343 give me my outta bounds back!
> > >
> > > Who else agrees?
> >
> > The leeches from Half-Life 2: The Lost Coast, a 15-minute tech demo to showcase the Source engine’s HDR, were one of the best ways to keep players on a linear path in my opinion. I didn’t think Halo CE handled it right by just letting you wander into the ocean with a warthog.
>
> I mean, to be fair, who gets in a Warthog, looks at the ocean and goes “man, I want to drive out there with my Warthog! :O”
>
> Definitely not my first thought on The Silent Cartographer lol
My point is you could totally do that with no restrictions.
> 2533274973155628;18:
> > 2533274879757912;16:
> > > 2533274973155628;14:
> > > > 2533274796195411;1:
> > > > Hello to all,
> > > >
> > > > This may be an odd post, but since Halo 4 was released and the most recent Halo 5. The Campaign “Out of Map” glitches like where you can run really around far and get lost has been really restrictive. The campaign out of map glitches in Halo 1, 2, 3, ODST, REACH where really neat we was able to run around the map and see more of the hard work the developers did, even though we wasn’t really able to see it in the first place. I believe that we lost that touch by BRINGING THE WALLS and really not having that vast play space outside our normal play boundaries. If we are truly going back to art style and the old ways lets bring back something that explorers like myself enjoy! Please 343 give me my outta bounds back!
> > > >
> > > > Who else agrees?
> > >
> > > The leeches from Half-Life 2: The Lost Coast, a 15-minute tech demo to showcase the Source engine’s HDR, were one of the best ways to keep players on a linear path in my opinion. I didn’t think Halo CE handled it right by just letting you wander into the ocean with a warthog.
> >
> > I mean, to be fair, who gets in a Warthog, looks at the ocean and goes “man, I want to drive out there with my Warthog! :O”
> >
> > Definitely not my first thought on The Silent Cartographer lol
>
> My point is you could totally do that with no restrictions.
Considering even the Mark V I believe was designed to withstand certain water pressure levels, they just figured it wouldn’t matter. It was also likely just easier to let you reach the edge of the playable field than to force you to stay somewhere and put kill barriers everywhere.