Old maps you would want in H5G

So everybody what classic maps would you like to see in H5G?

My list would be:
Damnation
Prisoner
Rat Race
Terminal
District
High Ground
Anchor 9

Every single level ever and a million more

Guardian from Halo 3. I personally feel like this map was one of the best competitive maps in the series, and was superior to Lockout (although people are free to disagree).

With all the ramps, corridors, and ledges, I feel like it could be remade into something that can incorporate sprint, thruster, and clamber really well.

I also want to see Sandtrap make a return.

High Ground

> 2533274839169051;1:
> So everybody what classic maps would you like to see in H5G?
>
> My list would be:
> Damnation
> Prisoner
> Rat Race
> Terminal
> District
> High Ground
> Anchor 9

Any remakes will obviously have a lot of changes and wont feel exactly the same due to the new game mechanics, just look at truth and how different it is compared to previous versions of it

Guardian
Last Resort/New Zanzibar
Lockout
The Pit
Blood Gulch
Epitaph
Cold Storage

To name a few.

> 2533274812240562;3:
> Guardian from Halo 3. I personally feel like this map was one of the best competitive maps in the series, and was superior to Lockout (although people are free to disagree).
>
> With all the ramps, corridors, and ledges, I feel like it could be remade into something that can incorporate sprint, thruster, and clamber really well.
>
> I also want to see Sandtrap make a return.

Agreed. Guardian was my favourite map and where I spent most of my training time in custom games, AR or BR starts on the map? No problem. It’s easy to familiarize yourself with while sizable enough to support full 4 v 4 carnage with a fight happening every 5-7 second.

Bring back Guardian! (and other favourites) XD

Gemini

turf, epitaph, foundation
or
Monolith, Exile, Daybreak

or… just make new maps instead of keep rehasing old maps

With a remake already in the game and these remixes making new designs less relevant (unfortunately) , I would rather they actually made new maps.

Lets move on from the old maps. Most of the maps that incorporates sprint and clamber, to an extent, are Reach & Halo 4 maps. None of those maps in those games are very good. We move on now.

just a few

slayer
hang em high
battle creek
burial mounds
backwash
zanzibar
isolation

breakout
longest
ratrace
chiron
the pit
foundry

btb
gulch
sidewinder
boarding action
waterworks

Construct and Narrows from H3 and Monolith from H4.

Countdown and Reflection from Reach

Anything, but a already rereused map from other halo games. I’m tired of seeing maps being reremade; it’s lazy & shows lacktivity.

ex lockout… ffs -Yoink-'s been remade in almost every halo game tf?.. laaaazy

You got every map already in MCC. For once I’d like a Halo game with all original maps, or spiritual successors a la Blood Gulch to Valhalla.

> 2533274832096511;16:
> You got every map already in MCC. For once I’d like a Halo game with all original maps, or spiritual successors a la Blood Gulch to Valhalla.

Thank you; exactly

Guardian.
elongation,
Cliffhanger,
Sword base,

Relic constrict and burial mounds.

none because i like new things, though if it can be a “spiritual successor” like lockout to guardian or construct to countdown then these are the maps i’d like to see further re-iterated, only keeping the most basic element but changing everything else. the maps i’m listing i feel could be pushed in new ways as their general structure could be furthered.

  • damnation - map where 1 quarter is top control and the opposing diagonal is bottom spawn
  • rat race - room based, needed mor interaction between rooms and elevation
  • chill out - good map, i’d just like to see another asym of this size with this much depth
  • derelict - a 2 base sym that nearly feels like a 4 base sym
  • chiron - remove teleporters / sections to make it slightly more open, aka an asym room based map but really compact and complex
  • terminal - just a great attack/defense asym
  • relic - also a great attack defense. it needed more options though
  • orbital - needed more interaction between areas
  • rats nest - could do with more openness to the outside track and more ways to approach
  • stand off - could do with something else on the sides instead of those dishes

oddly enough the most interesting for me was reach, i feel many maps failed but had some cool design approaches, i feel powerhouse, anchor 9, sword base, boardwalk, zealot, countdown, condemned, tempest, breakpoint, highlands, spire and boneyard aka most of reach’s maps had an interesting design.

i thought powerhouse was ruined because of the ring, it needed less prominence, the issue was the buildings were too campy and there wasn’t enough interesting fighting areas due to paths of movement and line of sight

i thought swordbase wasn’t too good because there was not enough risk to being at the very bottom and that the lifts and bridges caused camping at higher level games and slowed it down, however i did like it for that connected fight between the 2nd, 3rd and vent area

you could split boardwalk in two and make both an awesome 4v4 map and an 8v8 map, while it wasn’t bad at either with some restructuring it could be better at either, same goes for condemned, except that map wasn’t good at anything

zealot needed to stray away from midship and ditch space if it wanted to succeed, by being a replica many of the more interesting parts of the map (like the ring, bridges and health pack area) failed. same goes for anchor 9 but replace midship with the pit

countdown needed to be less like construct as well, the verticality was cool but the parts that resembled construct weren’t fun because they weren’t accommodated properly

tempest just needed more interesting encounters

breakpoint was great though i’m sure it could be much better if it wasn’t designed to be an invasion map, same goes for spire and boneyard

highlands needed to be a sym, but it also needed more compact and interesting encounters.