New maps are garbage

What’s up with these new arena maps being awful? Overgrowth and Riptide may possibly be the worst maps in the Halo franchise, definitely in the top 5 worst. They were a waste of an update. Highly disappointed in the 343 mapmaking. I know I can’t be the only one who is thinking this.

Riptide is terrible I agree. I don’t understand all the hate for Overgrowth though, I actually like that map better than that damn map with the whale sounds…Fathom.

As far as Warzone goes, Battle of Noctus is terrible. Without taking the monument it’s near impossible to win. It’s just way too open for my liking.

It’s always helpful if you can be specific about why you dislike something. I know why I won’t ever play a match on Riptide, but I’d be curious to know why you hate it.

Overgrowth I don’t mind.

Pegasus is worse, has zero character, it’s too simple, too linear. The map favors snipers and campers and offers very little game play outside of that.

Riptide offers a lot of character but to me is just to open. You may be attacked from absolutely every angle with little cover. I also feel it is a bit too large for an Arena map.

Overgrowth issue is mainly too many power weapons in such a closed space. Favors campers and people that hide around corners with said power weapons. Riptide seems to favor campers too. Too much going on in that map. Neither map seems like a Halo map.

> 2535442524021067;5:
> Overgrowth issue is mainly too many power weapons in such a closed space. Favors campers and people that hide around corners with said power weapons. Riptide seems to favor campers too. Too much going on in that map. Neither map seems like a Halo map.

Cannot disagree with a single word.

The main problem here is 343 just remixing maps and reusing assets already in the game instead of making new original maps.

> 2533274841319028;7:
> The main problem here is 343 just remixing maps and reusing assets already in the game instead of making new original maps.

Not sure if I agree here. The differences between Overgrowth and Plaza, or Fathom and Riptide, are far greater than their similarities. As an on-again, off-again forger, I can attest to the desirability of using an existing project as a jumping off point for a new one. I don’t think I ever made a map where I said, “That’s it. This is finished. I’ve said everything I have to say on this subject.”

I always like to take a look at what the designers had in mind. That gives me a lot more context before I criticize it, since I can identify what their motivations were.

Since they were shooting for the classic map feel, it makes sense that it’s a bit larger to accommodate the increased mobility afforded by Halo 5. That said, I think it was executed poorly. The sight lines are kid of awkward, and you either find yourself in a place that’s way too safe with very little ability to cover your team, or a killbox with a lot of sight lines, but limited ability to counterplay. I’ve discovered that the most efficient strategy is to try to predict where the enemy team will be located, then take the quickest route to flank them while they deal with the rest of my team head-on. This backfired a couple of times when I couldn’t get into position quickly enough and my team was overwhelmed, but when it works it’s like catching a bug between two mallets. This, in my opinion, is another negative thing, since the rest of the maps encourage you to keep track of enemy movements to try to outsmart them. This map simply requires that you force the enemy team into a spot where they can’t run.

It’s also just hard to get around quickly on the map. All of the other Arena maps make excellent use of the increased Spartan mobility to jump, boost, and clamber your way around, but I feel like I have to take massive loops around this map just to re-position. It’s irritating.

If the map was scaled down and the sight-lines were modified (remove that elevated chunk in the center that has no defensive fall-back options and disrupts the flow of the map) I think it could be really fun.

> 2535442524021067;1:
> What’s up with these new arena maps being awful? Overgrowth and Riptide may possibly be the worst maps in the Halo franchise, definitely in the top 5 worst. They were a waste of an update. Highly disappointed in the 343 mapmaking. I know I can’t be the only one who is thinking this.

I don’t get excited to play any map in halo 5. They are over saturated with details that create too many obstacles instead of promoting a steady flow

> 2535442524021067;5:
> Overgrowth issue is mainly too many power weapons in such a closed space. Favors campers and people that hide around corners with said power weapons. Riptide seems to favor campers too. Too much going on in that map. Neither map seems like a Halo map.

This game doesn’t seem like a Halo game

> 2533274920020146;9:
> I always like to take a look at what the designers had in mind. That gives me a lot more context before I criticize it, since I can identify what their motivations were.
>
> Since they were shooting for the classic map feel, it makes sense that it’s a bit larger to accommodate the increased mobility afforded by Halo 5. That said, I think it was executed poorly. The sight lines are kid of awkward, and you either find yourself in a place that’s way too safe with very little ability to cover your team, or a killbox with a lot of sight lines, but limited ability to counterplay. I’ve discovered that the most efficient strategy is to try to predict where the enemy team will be located, then take the quickest route to flank them while they deal with the rest of my team head-on. This backfired a couple of times when I couldn’t get into position quickly enough and my team was overwhelmed, but when it works it’s like catching a bug between two mallets. This, in my opinion, is another negative thing, since the rest of the maps encourage you to keep track of enemy movements to try to outsmart them. This map simply requires that you force the enemy team into a spot where they can’t run.
>
> It’s also just hard to get around quickly on the map. All of the other Arena maps make excellent use of the increased Spartan mobility to jump, boost, and clamber your way around, but I feel like I have to take massive loops around this map just to re-position. It’s irritating.
>
> If the map was scaled down and the sight-lines were modified (remove that elevated chunk in the center that has no defensive fall-back options and disrupts the flow of the map) I think it could be really fun.

Too many maps are built to encourage lurking

I like riptide but I’m very disappointed that all 343 can make is flip-flopped versions of existing maps… I really want to see some classics like Zanzibar, Valhalla, guardian and even some from halo 4 like settler ,vortex and complex. In fact most of the maps from halo 4 were enjoyable. Hell, bring em’ all back!

> 2533274875901332;12:
> > 2533274920020146;9:
> > I always like to take a look at what the designers had in mind. That gives me a lot more context before I criticize it, since I can identify what their motivations were.
> >
> > Since they were shooting for the classic map feel, it makes sense that it’s a bit larger to accommodate the increased mobility afforded by Halo 5. That said, I think it was executed poorly. The sight lines are kid of awkward, and you either find yourself in a place that’s way too safe with very little ability to cover your team, or a killbox with a lot of sight lines, but limited ability to counterplay. I’ve discovered that the most efficient strategy is to try to predict where the enemy team will be located, then take the quickest route to flank them while they deal with the rest of my team head-on. This backfired a couple of times when I couldn’t get into position quickly enough and my team was overwhelmed, but when it works it’s like catching a bug between two mallets. This, in my opinion, is another negative thing, since the rest of the maps encourage you to keep track of enemy movements to try to outsmart them. This map simply requires that you force the enemy team into a spot where they can’t run.
> >
> > It’s also just hard to get around quickly on the map. All of the other Arena maps make excellent use of the increased Spartan mobility to jump, boost, and clamber your way around, but I feel like I have to take massive loops around this map just to re-position. It’s irritating.
> >
> > If the map was scaled down and the sight-lines were modified (remove that elevated chunk in the center that has no defensive fall-back options and disrupts the flow of the map) I think it could be really fun.
>
>
> Too many maps are built to encourage lurking

That’s the problem though… I’m not a designer. I’m a player. I understand trying to give 343 the benefit of the doubt but I’m not them, I don’t have their views. I have my own.

Yeah give us more btb maps or bring halo 4 maps back.

> 2535431730549103;11:
> > 2535442524021067;5:
> > Overgrowth issue is mainly too many power weapons in such a closed space. Favors campers and people that hide around corners with said power weapons. Riptide seems to favor campers too. Too much going on in that map. Neither map seems like a Halo map.
>
>
> This game doesn’t seem like a Halo game

For one, overgrowth has had the shotgun taken out and replaced with a carbine, I think it should be the halo 2 BR, but that’s just me. As for camping, camping is non existent. There’s no such thing as camping, it’s called map control. “Camping” as we know it is a word some guy or gal made up because they kept getting their butts kicked by this process. Just like the idea that’s the world is flat, it was made up to support a cause and provide an excuse to those who keep dying in games.

> 2533274910061886;4:
> Overgrowth I don’t mind.
>
> Pegasus is worse, has zero character, it’s too simple, too linear. The map favors snipers and campers and offers very little game play outside of that.
>
> Riptide offers a lot of character but to me is just to open. You may be attacked from absolutely every angle with little cover. I also feel it is a bit too large for an Arena map.

But this can change from player to payer. My team and I often win most games on riptide. (About 60-70%) there’s always a strategy to every map. You just have to find it

> 2533275008405049;14:
> > 2533274875901332;12:
> > > 2533274920020146;9:
> > > I always like to take a look at what the designers had in mind. That gives me a lot more context before I criticize it, since I can identify what their motivations were.
> > >
> > > Since they were shooting for the classic map feel, it makes sense that it’s a bit larger to accommodate the increased mobility afforded by Halo 5. That said, I think it was executed poorly. The sight lines are kid of awkward, and you either find yourself in a place that’s way too safe with very little ability to cover your team, or a killbox with a lot of sight lines, but limited ability to counterplay. I’ve discovered that the most efficient strategy is to try to predict where the enemy team will be located, then take the quickest route to flank them while they deal with the rest of my team head-on. This backfired a couple of times when I couldn’t get into position quickly enough and my team was overwhelmed, but when it works it’s like catching a bug between two mallets. This, in my opinion, is another negative thing, since the rest of the maps encourage you to keep track of enemy movements to try to outsmart them. This map simply requires that you force the enemy team into a spot where they can’t run.
> > >
> > > It’s also just hard to get around quickly on the map. All of the other Arena maps make excellent use of the increased Spartan mobility to jump, boost, and clamber your way around, but I feel like I have to take massive loops around this map just to re-position. It’s irritating.
> > >
> > > If the map was scaled down and the sight-lines were modified (remove that elevated chunk in the center that has no defensive fall-back options and disrupts the flow of the map) I think it could be really fun.
> >
> >
> > Too many maps are built to encourage lurking
>
>
> That’s the problem though… I’m not a designer. I’m a player. I understand trying to give 343 the benefit of the doubt but I’m not them, I don’t have their views. I have my own.

If you read the entirety of my post, you’d note that I dislike the map, and I suggested changes to make it more compact and interesting. I just thought it would add some flavor to the discussion if I took the angle of the designer (since I design for the web for a living). You’re totally right, as a matter of principle, the gamer (end user) should like it. And reuse it. That’s the test, but if you want to try to find solutions, you need to dig into the theory behind the creation of the product instead of just saying “i rly think this is dum and i want it fixed. screw u 343 i h8 dis.”

I don’t think they’re bad, just a bit small.

the new maps are in no way bad imo
overgrowth was too melee focused because of sword and shotgun, but that is fixed now after they removed shotgun.

the problem is only 1 arena map for each “map pack” im not complaining about “free” stuff, but i dont see the harm in adding or swapping out some of the forge maps.