Hey everyone, hear me out on this: Guardian and Lockout are good examples of well thought out symmetrical maps. The Pit too. Not perfectly symmetrical, but definitely heavy doses of it. Just enough, but not too much. I miss those design styles. These new styles have changed game play dynamics for the worse. It doesn’t feel as much like Halo as a result. The problems here aren’t due to instant re-spawn or sprint either, those old designs can be implemented to accommodate these new game play features (features I have welcomed for the most part since it adds diversity to the game). These new maps are more complicated layout wise requiring actual NAVIGATING and having to pay attention so you don’t get caught on a wall or an uneven surface. Older Halo maps felt like they were second nature to navigate and use. I appreciate extra detail and creativity in maps but they have become more “real life esqe” and less “Halo Arena esqe”, if that makes sense. This was a problem in Reach too and Multiplier play has suffered from it. I know we cant design have EVERY map like the three maps mentioned above but the fact that we have ONE, Haven, is absurd. Why do you think Haven is so popular and overplayed? Its the most like an old Halo map that we have! Haven is my favorite 4v4 map due to this but I also agree is gets grossly overused. But for good reason I dare say.
On this older Halo map style topic, Ragnorak is the only BTB map that reflects the old (and far better) design style. This is a given I know because it is just Valhalla reborn, but fresh maps with that older more open style (but still throwing in features to be used as cover so its not too open)would be fairly easy to create (of course I’d be more than happy seeing a Halo 4-ized BloodGulch for BTB). Am I totally off with all of this or does it make sense?
P.S. - I am aware of the arguments that the old maps (especially 4v4 maps) as they are would not accommodate the new Halo feature such as sprint and instant re-spawn; and old BTB maps would be broken due to the DMR’s range, my point here is the spirit of the designs. To much realism and not enough “Halo”.