This is something that many don’t talk about from other fps games since reach about the maps. Halo 4 and 5 had invisible barriers in maps and in the campaign which makes the maps more boring and campaign feels more linear. Maps surrounded by invisible walls makes the maps less fun, many fps games are doing this and I hope halo 6 doesn’t follow on what they do. This should make the maps a bit more decent. Halo 6 shouldn’t have invisible walls.
Also kill death timers where it tells us to return to the battlefield. This has also been in their since reach, it’s less creative and make maps more boring. Players should feel more free in maps and it’s annoying when death timers pop up and it doesn’t let us explore. Halo reach,4 and 5 has that and halo 6 shouldn’t have it. It was more fun when like sand trap had the missles to shoot us to death if we go on that area and bungee knew what they were doing to make new players to know that there are visible barriers in snow bound where the turrets shoot us and sandbox where towers shoot us to death and they marked the ground green to make players know they can’t go there.
Another funny thing is that, there should be objects where can destroy just to make it more fun and more open.
What makes maps more fun?
Maps are more fun when they add something like in high ground that was a gate we can open with a control. Sand trap had elephants and CTF was so fun to play in sand trap. Going in a place where missles kill us but it was fun going there with mongooses to make us escape there. Guardian was a good map, even though it’s small, it was surrounded in a high ground where we can fall to death. Sandbox had someine at the bottom and top to make it more fun. Maps also had a small old building where we can go inside and hide even though it’s easier for players to find.
And finally, it depends on weapons and vehicles in maps like if there’s a banshe, we should we able to fund a rocket launcher or Spartan laser to kill it. In halo 5, the game tells us where the power weapon is which is less fun. In small maps like gurdian, every player is given the same weapons. Avalanche and vakhannahad awesome vehicles but also few power weapons to destroy it. If there snipers, there should be another sniper to kill him or giv e correct weapon to kill it cuz no cod ww2, gustav cannon was a dissapointing map.
Do you think maps should have invisible walls and kill death timers?
How could maps be more fun a halo game?
Great idea, I always thought exploring outside the map was so fun: Halo 2 delta halo was such a fun map to get out of!! It was so awesome to get on top of that mountain and launch a ghost off the top of it! also, I think it creates a lot of good things for Youtube content creators like Generalkidd to expound on! I thought being able to drive a seraph in halo reach was dope as well! I definitely agree! Get rid of the kill barriers, they suck the fun out of exploring!
Not sure what it will be like in H6 but mainly to hope that 343 reads this or like a lot talk about this in a forum and best thing is that lots should make videos about it.
<mark>This post has been edited by a moderator. Please do not bump.</mark> *Original post. Click at your own discretion.
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> Great idea, I always thought exploring outside the map was so fun: Halo 2 delta halo was such a fun map to get out of!! It was so awesome to get on top of that mountain and launch a ghost off the top of it! also, I think it creates a lot of good things for Youtube content creators like Generalkidd to expound on! I thought being able to drive a seraph in halo reach was dope as well! I definitely agree! Get rid of the kill barriers, they suck the fun out of exploring!
I didn’t mind the ones from sandtrap, snowbound and sandbox, they were funny and more creative.
There’s a multitude of standpoints for this argument bases on different aspects of whatever type of player is playing and what their ultimate goal is. First, you have to separate out Campaign from Multiplayer, as the modes are vastly different and have a different objective in mind, with a different focus and different challenges.
Campaign isn’t such a big deal about letting players explore the outskirts of maps. The problem is, getting outside of maps typically results in seeing things players shouldn’t see: unfinished terrain, object drawing issues, screen refresh problems (remember H3 Beta Banshee in space on Valhalla?), Etc. For developers, this makes the game look unfinished. Incomplete. Scenery is often used to hide truths in the way the game works and handles. Now, needless to say, I’m all for exploration and breaking things. After all, I’ve been an avid glitch hunter since Halo 2. I miss the days of doing things you weren’t supposed to, or seeing what you shouldn’t, however, maps in Infinite, if they aren’t open-worldly, should allow exploration into this, but make players work for that, so it’s not something that accidentally happens in the midst of the campaign.
Now multiplayer is a different ballgame. The main reason: exploits. Halo 2 was rampant with people super bouncing out of maps while holding objectives, or even just hiding with the lead until timers ran out. It was funny, but as I’ve grown up, it’s annoying to deal with. It pushes players away and makes it to where you don’t want to play anymore. With that said, I openly accept more “creative” spots to get to, but not so much that there’s no visible way to hit someone from the normal playing field. I say let people go wherever they want in multiplayer maps, but force them back in with soft kills if there’s no way to tag the player from the intended playspace. That way we avoid exploits that could be considered cheating, but at the same time, reward players skilled enough to do so. Create more setups and surprise attacks. Halo is often about strategy and more verticality than most FPS games, so why not embrace that?
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> > 2535442890132936;2:
> > Great idea, I always thought exploring outside the map was so fun: Halo 2 delta halo was such a fun map to get out of!! It was so awesome to get on top of that mountain and launch a ghost off the top of it! also, I think it creates a lot of good things for Youtube content creators like Generalkidd to expound on! I thought being able to drive a seraph in halo reach was dope as well! I definitely agree! Get rid of the kill barriers, they suck the fun out of exploring!
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> I didn’t mind the ones from sandtrap, snowbound and sandbox, they were funny and more creative.
I think this is exactly the issue I have with kill timers and invisible barriers. With the ones you listed above, you can tell the developers put thought and creativity into it, whereas timers and barriers just seem lazy.
Every Halo game had Invisible walls on their MP maps. The death timer really is a bummer, but sometimes it used as for balance. The power weapon timer is much more fun than just spawning weapons. There are some doors and stuff you can control so are them on smaller maps but is true that the guardians were funnier than death timers. Stop antogonizing Halo 4 and 5 lacking stuff when it actually had it. Halo 4 had a lighting rod map that electrocute the enemy base. I have to give you the right of reason with that of getting out of the maps on campaign.
I don’t mind it if it’s outside of the map. Like valhanna where invisible walls are outside the map and it’s surrounded by water and a bit far.
I don’t expect allowing us to go outside the map but thing is that there are invisible walls and death timers inside the map.
I got out of the maps in Halo 2 more than I played the levels normally.
While it’s not the path I chose, at the time it got me very interested in game design. To be able to step outside the box and see how all these systems work, how you can avoid or manipulate trigger volumes for loads to do things the game didn’t intend to happen. It was all very fun and I hope that level of openness returns in Halo Infinite.
Same, even though some disagree, It restricts our freedom, sandtrap has missles to shoot us if we go outside the map, best way is also to focus outside the map and let is explore. Or better, maps surrounded by rocks or water we can’t go past.
I agree! I never liked the invisible walls. I wanted to jump on a column in Sanghelios mission. That column was blocked by an invisible wall. Why? It was well within the area of action! Why???
Invisible walls are bad, easier way is to like either surround it by ricks where we can’t break out ir a cliff where we fall to death. Invisible walls should only be at water far like last resort, or rocks like vahanna at the top of the rocks are invisible Walls and that had a better map design. In campaign, it’s fun to explore like Halo CE but invisible walls only at the end of the map design at the edge and it needs to be big instead of linear.
Also,few objects we can destroy like explosive barrels. Easier way is to follow CE-3 on how they did well on preventing players breaking out the maps. H3 did the creative way of the guardians killing is from breaking out the map instead of just timers.
Getting out of maps in H2 was such stupid fun. I remember the countless hours of trying to get out of Turf, the giant floating body thing on Burial Mounds and just all of the stupid stuff in the campaign levels. It was just so disappointing to not being able to do that in the newer games.
I genuinely feel that part of making Halo more popular again lies in giving players back some of that fun to explore and trying to break the rules of the game. Especially in the streaming era. That might be more effective than going back to barebones Halo to please the old school fans.
Developers do it to balance the game but making a good map without it is just near perfect or if they want to add kill barriers, add the guardians to like shoot us and it gives us a warning sign or else the guardians shoot us to death. Timer is just kinda lazy.
I hate invisible walls in campaign, I feel like there is (almost) always a clever way to avoid them. I feel like a lot of them are just plain lazy. For example, in Halo 2, at the end of Outskirts, you fight on a beach and there is an invisible wall literally 10 feet off of the beach. It’s so close that the enemy AI sometimes hit it during regular game play. There are two easy ways to fix this: either simply make the ocean drop off into a death pit like in “Relic” or put the wall way the hell out there so that you only hit it if you’re already well outside of the regular playing field like Silent Cartographer. It’s a campaign, why can’t I just be allowed to run around wherever I want? I think the purpose of invisible walls is to prevent players from accidentally going outside of the boundaries, but if I’ve already climbed up onto the mountains of The Great Journey, I’m already way out of the map, why is there a wall preventing me from getting to some of the summits?
With death timers, it ruins the exploring, remember in Kenya in a sandoff map from halo 3, it didn’t have it, it was a push barrier, i hope 343 removes the timer.
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Do you guys remember the foundry map from halo 3, that map was so fun for custom games, one time, i broke out the nap, that was hilloirios,bungie also worked outside the map and it didn’t look unfinished.
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> I wouldn’t mind something like Halo 3 with the turrets or mines. I thought it was an interesting way to keep contact contained.
Yes, sometimes it was fun to get killed by them. Towers one was my favourite.