Open Level Design

Aside from obvious flaws I believe H5 took a great step forward in terms of the level design, especially in Osiris and sanghelios missions, in which there were loads of options to get around and use different methods to reach the end goal (e.g, vehicles, sniping, sneaking, head on) hopefully H6 develops this further

On a side note, anyone else feel like a game with gray team/ a black ops Spartan team with developed squad mechanics and level design that promotes massive variety and choice in tactics would be fantastic

I agree. There are moments where the open spaces really work for them. My only complaint is that they didn’t often take advantage of the ability to design those spaces and forgot to give you very interesting things to do in those spaces. The Kraken had so much potential but design choices turned it into a pretty ho-hum experience. Part of it was due to level and story choices that failed to build much tension before the face-off, part of it was the wrong approach of “the same but bigger”. You’ve got to earn your emotional and action beats, 343i.

That said, I think they need to keep working with the more open level design. It’s great to have multiple ways to go through a level, and when it’s at it’s best, it’s great (especially when playing with friends).

redacted

I think it’s a step in the right direction, but it could’ve been more subtle. Halo 6’s campaign levels should draw inspiration from missions like CE’s Silent Cartographer, less linear and more open, encouraging exploration across large areas.

> 2533274937693641;1:
> Aside from obvious flaws I believe H5 took a great step forward in terms of the level design, especially in Osiris and sanghelios missions, in which there were loads of options to get around and use different methods to reach the end goal (e.g, vehicles, sniping, sneaking, head on) hopefully H6 develops this further
>
> On a side note, anyone else feel like a game with gray team/ a black ops Spartan team with developed squad mechanics and level design that promotes massive variety and choice in tactics would be fantastic

totally

Actually, I felt that the game was very linear, even during the large map, vehicle sections. I don’t know why, but nothing in Halo 5 has ever given me the open world feeling of the Silent Cartographer level from Halo CE.

So much potential for great 4v4 arena maps that are open, possibly with warthogs. Greats like Standoff and Harvest

> 2690096563143386;2:
> I agree. There are moments where the open spaces really work for them. My only complaint is that they didn’t often take advantage of the ability to design those spaces and forgot to give you very interesting things to do in those spaces. The Kraken had so much potential but design choices turned it into a pretty ho-hum experience. Part of it was due to level and story choices that failed to build much tension before the face-off, part of it was the wrong approach of “the same but bigger”. You’ve got to earn your emotional and action beats, 343i.
>
> That said, I think they need to keep working with the more open level design. It’s great to have multiple ways to go through a level, and when it’s at it’s best, it’s great (especially when playing with friends).

I had an idea for a better level. Instead of the Kraken you have to chase a Scarab through the battlefield, but the catch is that its entirely up to you and how fast and skilled you are to catch and destroy it. Its like how Halo 2 kind of played out but with more choices.

I feel quite the opposite actually. Halo 5 was very very linear. Sure, it does have multiple branching paths, but it is a step down in terms of scale and openness. They basically added these extra “lanes” to give an illusion of scale. It is a step down from previous iterations, I felt Halo 4 was even more open. As someone who is familiar in this field, I say Halo 5 is terrible game design. But it is ultimately my opinion.

The game in general is too cramped. If you notice, Halo 5 feels like a corridor shooter. Like COD or Killzone. (Bad examples I know. Don’t hate. But that’s what I have to compare it to.) where you literally walk in a straight path until you reach your destination or objective. Killing enemies literally nonstop from start to finish to try to alleviate players from exploring since the games cramped and lacks openness. Enemies are randomly placed in locations that don’t make sense and are only there to fill in space and create things to shoot. Creating too much of a mechanical feel. creating a monotonous and less dynamic game. Classic DOOM is a perfect example of this, go through a short mission killing everything with one objective. (Get to the end.)

Previous games had you uncover what you were doing by yourself. Halo 5 feels like an old school game where you get your objective up front, then you race to the end to get it. Like Mario. Previous installments put you in large spaces and gave you an option. For Example, Halo: Reach on ONI Sword Base. You can go get a COMMS relay first or turn on AA cannons first.

Halo 5 feels less organic and more mechanical. The extra branching paths feel too sudden and too convenient. Why would all the height advantages and arching hills or natural cover just be facing towards Blue and Osiris so they get an advantage in all fights. Everytime? I understand it’s for gameplay purposes but it creates a scripted combat scenario where every fight is the same. After you say “okay we have three options. We can go there. There. And there.” You exhausted almost all options without dynamics. Previous games had natural environments with enemies that populated them in a logical sense creating different firefights every time. In Halo 5 you question why everything is set up the way it does breaking immersion.

Even vehicle sections are on rails feeling cramped and scripted not taking you anywhere meaningful with no impact. each one barely lasting even ten minutes. Not only are the vehicle sections linear too. There’s only two. previous installments had large open areas with Halo CE giving the illusion of open world with huge spaces and dynamic weather and time of day after every objective.

The only real Halo feeling level in Halo 5 was the Argent Moon one. Not only was it the most open combat section wise. It was also the only interior space in the game.

In my honest opinion Halo 5 is a chore to play with no dynamics in combat and every combat section being the same with little to no replay value. The game feels like a rush to the finish except Argent Moon. The game also lacks meaningful objectives like previous installments or objectives that break up the pace. Even missing a core defend this objective. Some examples would be. (Secure a crashed pelican for resupply and marine support, escort something, control a MAC cannon, turn on autoturrets, warthog runs, space battles Ect.)

on your next playthrough, try mentally mapping out the level and objectives. You’ll see that the game is far too mechanical and less organic and natural. But that’s just my two cents. Agree with me? Or don’t disagree? It doesn’t matte. I had waaaay more to write and can argue this topic all day.

> 2533275013144329;9:
> I feel quite the opposite actually. Halo 5 was very very linear. Sure, it does have multiple branching paths, but it is a step down in terms of scale and openness. They basically added these extra “lanes” to give an illusion of scale. It is a step down from previous iterations, I felt Halo 4 was even more open. As someone who is familiar in this field, I say Halo 5 is terrible game design. But it is ultimately my opinion.
>
> The game in general is too cramped. If you notice, Halo 5 feels like a corridor shooter. Like COD or Killzone. (Bad examples I know. Don’t hate. But that’s what I have to compare it to.) where you literally walk in a straight path until you reach your destination or objective. Killing enemies literally nonstop from start to finish to try to alleviate players from exploring since the games cramped and lacks openness. Enemies are randomly placed in locations that don’t make sense and are only there to fill in space and create things to shoot. Creating too much of a mechanical feel. creating a monotonous and less dynamic game. Classic DOOM is a perfect example of this, go through a short mission killing everything with one objective. (Get to the end.)
>
> Previous games had you uncover what you were doing by yourself. Halo 5 feels like an old school game where you get your objective up front, then you race to the end to get it. Like Mario. Previous installments put you in large spaces and gave you an option. For Example, Halo: Reach on ONI Sword Base. You can go get a COMMS relay first or turn on AA cannons first.
>
> Halo 5 feels less organic and more mechanical. The extra branching paths feel too sudden and too convenient. Why would all the height advantages and arching hills or natural cover just be facing towards Blue and Osiris so they get an advantage in all fights. Everytime? I understand it’s for gameplay purposes but it creates a scripted combat scenario where every fight is the same. After you say “okay we have three options. We can go there. There. And there.” You exhausted almost all options without dynamics. Previous games had natural environments with enemies that populated them in a logical sense creating different firefights every time. In Halo 5 you question why everything is set up the way it does breaking immersion.
>
> Even vehicle sections are on rails feeling cramped and scripted not taking you anywhere meaningful with no impact. each one barely lasting even ten minutes. Not only are the vehicle sections linear too. There’s only two. previous installments had large open areas with Halo CE giving the illusion of open world with huge spaces and dynamic weather and time of day after every objective.
>
> The only real Halo feeling level in Halo 5 was the Argent Moon one. Not only was it the most open combat section wise. It was also the only interior space in the game.
>
> In my honest opinion Halo 5 is a chore to play with no dynamics in combat and every combat section being the same with little to no replay value. The game feels like a rush to the finish except Argent Moon. The game also lacks meaningful objectives like previous installments or objectives that break up the pace. Even missing a core defend this objective. Some examples would be. (Secure a crashed pelican for resupply and marine support, escort something, control a MAC cannon, turn on autoturrets, warthog runs, space battles Ect.)
>
> on your next playthrough, try mentally mapping out the level and objectives. You’ll see that the game is far too mechanical and less organic and natural. But that’s just my two cents. Agree with me? Or don’t disagree? It doesn’t matte. I had waaaay more to write and can argue this topic all day.

Yes I actually do agree when you put it that way, I guess if that was the only element that stood out to me as a positive, then it just shows how dreadful the campaign really was, but yes as you said and as others have said before, it doesn’t feel natural at all, and it does feel like instead of areas that feel logical/ lived in, most maps do seem like simply a tunnel to get to each firefight and progress the story, Miridian being the best example there. I have played each halo like 10 times but after doing H5 legendary I don’t think I’ll want to play again

But back to my earlier points even if the options were an illusion to open maps, they did have potential in the halo series, I feel like if 343 could learn from this and merge large scale, dense environments with options incorporating Spartan abilities from H5 it would be a step in the right direction

> 2533274937693641;1:
> Aside from obvious flaws I believe H5 took a great step forward in terms of the level design, especially in Osiris and sanghelios missions, in which there were loads of options to get around and use different methods to reach the end goal (e.g, vehicles, sniping, sneaking, head on) hopefully H6 develops this further
>
> On a side note, anyone else feel like a game with gray team/ a black ops Spartan team with developed squad mechanics and level design that promotes massive variety and choice in tactics would be fantastic

…Be careful. I have heard little to no complaints about single-player level design. Heck, I have no real issues with it.
But the multiplayer level design has been very… debatable to say the least.

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> >
>
>
> …Be careful. I have heard little to no complaints about single-player level design. Heck, I have no real issues with it.
> But the multiplayer level design has been very… debatable to say the least.

Haha yes the only mp map I really like is truth, which is a remake of a bungie map I believe

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> > > 2533274937693641;1:
> > >
> >
> >
> > …Be careful. I have heard little to no complaints about single-player level design. Heck, I have no real issues with it.
> > But the multiplayer level design has been very… debatable to say the least.
>
>
> Haha yes the only mp map I really like is truth, which is a remake of a bungie map I believe

It is. I forget whether it was the one from Halo 2 & 3, or the one from Reach. I think 2 & 3 though.

Even if the levels are somewhat linear, I found most of them not memorable at all especially merdian. Finally a glassed planet and no atmosphere at all, what a wasted.

The campaign missions were beautifully designed but I feel that since the campaign was disappointing anyway they should have devoted more time into getting us better arena maps, more arena maps, and more warzone maps.

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> > > 2533274887968151;11:
> > > > 2533274937693641;1:
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> > >
> > >
> > > …Be careful. I have heard little to no complaints about single-player level design. Heck, I have no real issues with it.
> > > But the multiplayer level design has been very… debatable to say the least.
> >
> >
> > Haha yes the only mp map I really like is truth, which is a remake of a bungie map I believe
>
>
> It is. I forget whether it was the one from Halo 2 & 3, or the one from Reach. I think 2 & 3 though.

It is a remake of Midship from Halo 2. It is much larger than Midship, however, because of the Spartan Abilities, which promotes more longer range engagements.

They need to make better mm maps