Levels should be like Silent Cartographer...

and less like the linear levels in Halo 4.

All the halo games had these kinds of levels where you could take different paths to the objective.

Halo CE: Silent Cartographer, Assault on the control room
Halo 2: Delta Halo
Halo 3: The Ark, The covenant
Halo Reach: Exodus, New Alexandria

The linearity of the gameplay levels in halo 4 campaign bored me. I was intrigued by the story, but gameplay wise it felt generic and bland, no real immersion.

You just listed a whole bunch of linear levels because Halo has always been a very linear game in the sense that you have to fight the same encounters.

It game you just enough freedom to approach it in different ways, but it has always been linear in any real sense. So the problem with Halo 4 isn’t that it was linear. Its that it had boring play areas and very generic encounters.

Yes It should. Levels should primarily be open plan, especially the outdoor levels. With multiple way to approach an objective as well as hopefully multiple ways to approach it tactically from a gameplay sense.

I made a post similar to this a while ago. I think Halo should just become a true sandbox game. Linear games are becoming things of the past.

I would like an actual open level. Well, a far more open level would be nice. I doubt Crysis 1 levels are happening anytime soon. But C2 and 3 type of open levels would be amazing. II want to choose between blasting through or sneaking past. Or maybe finding a plane and dropping down headfirst into the objective. All these ways let you play the way you want and have varying levels of risk. All viable. That would be really fun.

None of the levels you listed are anything like The Silent Cartographer…

> None of the levels you listed are anything like The Silent Cartographer…

This.

Oddly he doesn’t even list the level Halo from h1, which even let you completely pick the order of your objectives (even if they were all pretty much the same).

> > None of the levels you listed are anything like The Silent Cartographer…
>
> This.
>
> Oddly he doesn’t even list the level Halo from h1, which even let you completely pick the order of your objectives (even if they were all pretty much the same).

The level was named “Halo” ironically enough.

And yeah. I forgot about that one. I correct myself. That one was as nonlinear as anything we’ve seen. But the Assault on the Control Room was about as linear as it gets. A huge chunk of the level takes place on bridges and identical connecting rooms.

Getting to choose whether you attack the wraith from the top of a ledge or from behind some rocks doesn’t constitute nonlinear.

Likewise, the Silent Cartographer lets you circle the island, but there is only one access to the interior parts of the island, and you spend the majority of your time making your way up and down ramps… go down. Push button. Come back up. If that isn’t linear, I don’t know what is. In fact, that is the kind of level design that people complained about in Halo 4. This is testament to the fact that it is creating interesting encounters that is important, not letting you choose what encounters to fight.

I agree, but pretty sure I’ve seen a post linking to the developers talking about how they purposely made levels more “focused” or something and less open.

> and less like the linear levels in Halo 4.
>
> All the halo games had these kinds of levels where you could take different paths to the objective.
>
> Halo CE: Silent Cartographer, Assault on the control room
> Halo 2: Delta Halo
> Halo 3: The Ark, The covenant
> Halo Reach: Exodus, New Alexandria
>
> The linearity of the gameplay levels in halo 4 campaign bored me. I was intrigued by the story, but gameplay wise it felt generic and bland, no real immersion.

Requiem and Reclaimer are somewhat similar. My favoritve level in 4 is Composer howeve.

OP i really think you meant to say levels that give you more freedom on how you want to attack. Halo CE two had alot of that until half way point then it got to the point where “this wasn’t the only option but the smartest option.”

Halo ODST’s open world put this to the maximum for an FPS IMO. Reach got it well too but if you ask me it lacked in Halo 3. Halo 3 was mainly move in wipe out next but it was still fun as hell.

Halo 4 had no missions where you can change your angle of attack without.

I remember playing Halo 2 and when you move yo bring down the first bridge at the Delta Halo you could attack from just about everywhere.

You Could Warthog charge, you can ambush the patrols, ranged combat, sneak in through the downstairs, let marines harass he covies while you move in through the roof activate the bridge and run out with even being spotted and let Johnson give you a tank and blow everything up. You could also move around the base and steal the Covies parked ghost. This wasn’t a totally lore charging story defining moment this was just getting over a gap. A moment i’m sure many people have at teh back of their minds yet it is how we remember Halo. Mainly because at the time no game would let you choose how to attack.

Spartan Ops did it well but not the Halo 4 Campaign. I only felt like in Spartan Ops there were only a few missions that i couldn’t have complete tactical control of.