Maps for remake pack at some point?

I’d like to hear what people would like for a re-make map pack in Halo 4?

> I’d like to hear what people would like for a re-make map pack in Halo 4?

Personally :confused: idk why, but a fan of sandtrap and Sand box(halo 3)

Id like to maybe see a tornament within halo 4 to fight for certain maps that would like to be made, the players choice kind of thing and how badly you want it to happen

But put aside, i wouldnt want too many re-modified or remade maps,

Would like some good ones with more different variety and environments and thats just me

~me da best noob
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Every map from past Halo’s will play horribly with Halo 4’s mechanics. See Anniversary map pack for example.

> Every map from past Halo’s will play horribly with Halo 4’s mechanics. See Anniversary map pack for example.

EVERY map? How would you know? Have you even played Halo 4 at all? You most certainly haven’t played old Halo map on Halo 4, so how would you know? You can only speculate. So, let’ not pretend like you know for a fact, shall we?

> I’d like to hear what people would like for a re-make map pack in Halo 4?

Halo 3 Map Pack…? :stuck_out_tongue: Love the idea…

> > Every map from past Halo’s will play horribly with Halo 4’s mechanics. See Anniversary map pack for example.
>
> EVERY map? How would you know? Have you even played Halo 4 at all? You most certainly haven’t played old Halo map on Halo 4, so how would you know? You can only speculate. So, let’ not pretend like you know for a fact, shall we?

I know because all those maps were not designed for sprint, or for jetpack, or for weapons like the DMR.

I don’t have nothing against remakes but I’d like 343 to focus on creating new maps.

> > > Every map from past Halo’s will play horribly with Halo 4’s mechanics. See Anniversary map pack for example.
> >
> > EVERY map? How would you know? Have you even played Halo 4 at all? You most certainly haven’t played old Halo map on Halo 4, so how would you know? You can only speculate. So, let’ not pretend like you know for a fact, shall we?
>
> I know because all those maps were not designed for sprint, or for jetpack, or for weapons like the DMR.

…and?

That’s not good enough. Just because they weren’t designed with AA’s in mind, doesn’t mean they won’t work.

Explain to me why Blood Gulch wouldn’t work? Explain why Waterworks or Sandtrap wouldn’t work? Not just “oh, cause they weren’t designed for jetpacks”; I mean SPECIFIC reasons why they wouldn’t play well? How exactly will sprint and jetpack ruin either of those maps, specifically?

I’ll wait…

I’d like to see The Pit, Construct and a completely forgeable Sandtrap.

Just judging by the speculation for Ragnarok, it would seem that the community really wants Terminal, Sandtrap, and Relic more than anything else.

As long as the map pack doesn’t include Isolation I’ll buy it… but as for some maps, mine would be something like Guardian, Construct, Narrows, Pit, Heretic… pretty much some MLG Maps…

I hated that they wasted my favorite map of all time, Headlong, on -Yoinking!- Reach. On a map pack nobody bought, in a playlist doomed to be removed due to nobody having the damn pack.

> > > > Every map from past Halo’s will play horribly with Halo 4’s mechanics. See Anniversary map pack for example.
> > >
> > > EVERY map? How would you know? Have you even played Halo 4 at all? You most certainly haven’t played old Halo map on Halo 4, so how would you know? You can only speculate. So, let’ not pretend like you know for a fact, shall we?
> >
> > I know because all those maps were not designed for sprint, or for jetpack, or for weapons like the DMR.
>
> …and?
>
> That’s not good enough. Just because they weren’t designed with AA’s in mind, doesn’t mean they won’t work.
>
> Explain to me why Blood Gulch wouldn’t work? Explain why Waterworks or Sandtrap wouldn’t work? Not just “oh, cause they weren’t designed for jetpacks”; I mean SPECIFIC reasons why they wouldn’t play well? How exactly will sprint and jetpack ruin either of those maps, specifically?
>
> I’ll wait…

Take HemmoRage for example, one thing is the DMR, with it’s long range, people do not move around much if they’re on foot and games simply turn into staring contests, unlike it’s predecessors where you had to move around because only the Sniper was able to cross map. This would be the same for any other large map like Sandtrap or Waterworks.

Sprint requires room, this is why Reach and Halo 4 maps are a much more open then say Halo 3 maps.

Jetpack has obvious reasons that I should not need to explain.

I’ll put this part first, because the rest is probably worth a big fat TL:DR.

I’d absolutely love remakes of Narrows, Guardian, Sidewinder (moar cover plz), Zanzibar, and Relic.

I think the point that remakes don’t work well in “new” Halo depends on your point of view. For example High Noon was an excellent SWAT map. The addition of the extra tunnels to Battle Canyon added a whole new strategy to the map, and a lot more room for sprinters. IMO that made it just as good for Team Slayer as it has been in previous Halo’s. I always enjoyed Breackneck in Reach BTB, well, except for heavies. The Guass Hogs are just too much for that map. Although there are a couple of fail remakes too. Hemorrhage was awful after the nostalgia wore off, and Pinnacle WAS totally broken by Jet-Packs. (although it was a blast on multi-team Crazy King, I’ll give it that)
Remaking a map doesn’t exactly mean it HAS to be a direct port. For example, Sidewinder was obviously a direct influence on Avalanche, but they have their differences. Battle Canyon IS Battle Creek, just with a few extra square feet. Gephyrophobia was re-imagined as Narrows. They actually shrank it, and it worked even better. Lockout was both re-made and re-imagined in Halo 3, as Blackout and Guardian.
Besides, even if a map WAS remade, it’s entirely possible that it could just be stretched out a little bit to account for sprint.

lockout anyone?

> > > > > Every map from past Halo’s will play horribly with Halo 4’s mechanics. See Anniversary map pack for example.
> > > >
> > > > EVERY map? How would you know? Have you even played Halo 4 at all? You most certainly haven’t played old Halo map on Halo 4, so how would you know? You can only speculate. So, let’ not pretend like you know for a fact, shall we?
> > >
> > > I know because all those maps were not designed for sprint, or for jetpack, or for weapons like the DMR.
> >
> > …and?
> >
> > That’s not good enough. Just because they weren’t designed with AA’s in mind, doesn’t mean they won’t work.
> >
> > Explain to me why Blood Gulch wouldn’t work? Explain why Waterworks or Sandtrap wouldn’t work? Not just “oh, cause they weren’t designed for jetpacks”; I mean SPECIFIC reasons why they wouldn’t play well? How exactly will sprint and jetpack ruin either of those maps, specifically?
> >
> > I’ll wait…
>
> Take HemmoRage for example, one thing is the DMR, with it’s long range, people do not move around much if they’re on foot and games simply turn into staring contests, unlike it’s predecessors where you had to move around because only the Sniper was able to cross map. This would be the same for any other large map like Sandtrap or Waterworks.
>
> Sprint requires room, this is why Reach and Halo 4 maps are a much more open then say Halo 3 maps.
>
> Jetpack has obvious reasons that I should not need to explain.

Alright, let’s delve into how wrong you are on all accounts:

  1. The DMR doesn’t break Hemorrhage at all. People still move around plenty. Maybe not in the games you’ve played on it, but definitely in the one’s I have played. Almost NEVER has there been anyone “standing around”, and CERTAINLY not whole teams. So that argument is just incredibly thin at best. More often than not, people are in vehicles, parading around, etc. And the map is ESPECIALLY great for Territories, CTF, Crazy King, and Assault, which all REQUIRE you to move around. So again, moot point completely, especially considering that the BR is almost just as effective as the DMR at long range, and is JUST as effective at mid-range, and has been around since Halo 2, as well as the Carbine. So you’re whole “long range weapons break the map” concept only holds water as far as the FIRST Halo game, and not Halo 2 or Halo 3. Also, the Halo: CE Pistol worked just as well at long-range (scoped in) as the DMR does in Reach. Actually, it works better, because even at long range, it’s still a 3-shot kill weapon, and no bloom means it’s just as easy to use at long range as the DMR is in Reach (which DOES have bloom and makes it wildly harder to use). So really, your whole argument is invalid in ever sense. Moving on…

  2. There are PLENTY of really HUGE Halo: CE, Halo 2, and Halo 3 maps that have more than enough room for Sprint. So even if your 'sprint needs room" statement were valid (which it isn’t, not even a little bit), it’s still a moot point because Blood Gulch is huge (Halo: CE), Terminal is large (Halo 2), Last Resort is plenty big (Halo 3), Avalanche is huge (Halo 3), Rat’s Nest (Halo 3) is REALLY large and has TONS of unobstructed, straight running room, Containment is huge (Halo 2)… I mean, do I need to go on? Have you even PLAYED these games? Besides, sprint doesn’t “need room”. It’s not as if you can’t use it in close-quarters; what planet are you living on? Sprint works just fine on Reach maps; on ALL of them. How is it that sprint works fine on Sword Base (despite it being a terribly bad layout for a multiplayer map), but wouldn’t work in Sandtrap or Waterworks, which are MUCH bigger and have way more open space? Again: invalid argument. Completely.

  3. Jetpack doesn’t “break” anything. It’s such an easy cop-out to say, “oh, jetpack would ruin it, but it’s so obvious so I won’t even say exactly how”. No, go ahead and say how, I’m interested to know. I’m a really smart guy; I have a job that requires me to be. I’m also a designer/programmer by profession, and I just don’t see how jetpack would “not work” on any of the maps I named. How would it not work in Waterworks? Why would it “break” that map? Why, because people can get to the second floor of the building 2 seconds quicker than they could by running up the stairs? Oh boo hoo… that doesn’t “break” anything, and it also leaves them WIDE open for a snipe or to put some DMR/BR shots into. Anyone dumb enough to do that is going to pay for it dearly.

So I ask again: what SPECIFICALLY would not allow those maps to work? Because so far, you’ve named ZERO things that make any sense at all. I don’t mean to be mean; that’s not my intent. I’m simply trying to figure out what exactly you think it is that makes any of those maps unplayable/poorly playable in Halo 4. Not to mention, they could easily include said remakes in Slayer Pro, which does NOT include AA’s and thus would eliminate your argument all together…

High Ground, Colossus, and Containment

These 3 would work the best with Sprint, JetPack, and DMR. It adds two 4v4/6v6 maps, and one 8v8 map. Perfect.

Other options instead of Containment could be Relic or Terminal. But I picked Containment out of these 3 BTB maps because:

  1. I love Containment
  2. JetPack would work best for it, and wouldn’t do so well with Relic; Terminal is a mix for this
  3. Containment is the biggest, so Sprint would work very well with this map
  4. Enough hills, tunnels, flanks, and cover makes the DMR not overpowered
  5. Variety; This map has two Sending and Receiving Teleporters at each base; Bridges need a control to be hit to be lowered, but come back up by themselves after a while
  6. There’s plenty of CQB areas for AR’s to work

While I would love Guardian to be remade, it is simply too small for Halo 4’s gameplay.

For every remake we could get a new map instead, so I rather don’t have any remakes at all…