You can’t have much verticality because only one or two people during a match have access to the grapple hook.
That is why loadouts were the better option imo instead of pickups. The new pickups available can add a ton to gameplay but they can’t as pickups because only 1 or 2 people can have the things at a time making it so they can’t make maps that actually take advantage of it. Pickups are fine for things like overshield and camo but not for the rest of the things that would allow way more creativity when it comes to map making if they were something everyone could use, as a pickup the grapple hook is damn near pointless and might as well not even be in the game imo.
So? They got to the equipment first. Isn’t it their prerogative to have an advantage?
Put more grapples, so more people have one at once. Make the timer shorter on the spawn so people can get them more often. Don’t put a grapple on the map and have players rely on ramps, grav lifts, teleporters and parkour to get up high.
Just because the map is tall doesn’t mean a grapple has to be on the map. Heck, give them a Repulsor.
C’mon man. Open your mind a little bit.
We already know from fiesta and training mode that you can let players spawn with equipment. And there is nothing stopping a forger from just littering the map with grapple spawn pads so you always have some in your inventory from just walking around. And the only reason “1 or 2 people can have the things at a time” is because 343 only put 1 or 2 grapples on any given map.
What did you expect? 10 new maps per season? That is stupid
Three maps was my personal “minimum” for season 2. I was hoping for somewhere between four and six , but thought we really needed three at least… ![]()
I thought we’d see a new golden age of Halo when Infinite launched. But I’ve come to realize we’re not going to see that until Forge launches. Infinite needs more maps!
Breaker:
The Tower, but on sand
I think the base of The Tower from the campaign would make a really good box-map with it’s surrounding high-walls for sniper and marksmen, series of hallways either side for bases and lots of cover in the middle for an intense super enclosed non-vehicle map. (I love vehicles but I think my concept would be fun)
I bet it will be my new favourite map, but I will also bet it’ll be a copy & paste from the campaign model (with tweaks) as it’ll be easier on production and the sand will make visibility > Gameplay a lot better then the dark saturated colour underbelly of The Tower we saw in the campaign.
However if that’s true then this +1 other map for the entirety of Season 1 (6 months) and Season 2 (however long this will be) is bit poor if my model theory is correct.
Really looking forward to it all the same, just want to see if anyone else thought similarly.
You need to lower your expectations, you were never going to get 4-6 maps.
You seriously expected them to double or triple the original map count, PER YEAR???
Meh, I can’t agree with this one. I am all for critique that is warranted.
However I can agree that more maps should be available this far into the build, but the ‘3 lanes, 2 bases’ design is why Halo is where it is at. It is a staple in the mapping system unless it is a BTB map. The 1 flag with the rocketship, most people hate. The 1 round flag, most people dislike because it’s not multiple angles. It’s just ‘go get flag’, and ‘defend flag’, that is boring nowadays.
We need an open space map for the BTB map. Being confined to the trails of Highpower and Fragmentations limits the vehicles’ true capability. In fact, reverse the space air vehicles enjoy for an open field for ground vehicles to go wild in.
Not under usual circumstances no. But considering data miners had found evidence of 20+ map references, I thought there might be a larger than usual number of maps dropping in the first couple seasons
20+ map references don’t mean anything, half of those were probably thrown around and then decided they weren’t to be developed and then the other half is probably in early development and the other half is being actively developed.
You are forgetting that they are working on more seasons than S2 right now
Forge is one thing but once you spawn people with the grapple to play the map the rest of the equiptment would no longer be usable since they can’t drop said grapple otherwise they can no longer play the map. If they created special modes that are required to enjoy the map that spawn everyone with an unlimited grapple they would be disabling all other equipment from being used on that map and at that point they might as well not have pickups at all.
Imagine how crap titanfall would be if wallrunning was a pickup instead of something everyone could just do out of the box. Imagine playing the game’s campaign where you only had the grapple and you had to drop it to use the shield wall or if the grapple only had a couple uses before you had to find another one to be able to get up that cliff, there is a reason they made the abilities in campaign all be available at the same time and never run out. As long as the grapple is only available as a pickup maps can never truly take advantage of it.
Recharge is great, personally my 1# map in all of Infinite.
Highpower suffers from terrible map flow,
All its verticality is wasted when majority of combat is spent in empty flat combat zones.
The maps NEEDS more zone division,
No one is ever really fighting on top of structures, or providing covering fire from enterable multilevel buildings.
The map has some super interesting spots to fight it, like back hallways, and high perches.
But you almost never see any of that in casual play.
Except that isn’t true, not even a little bit.
I’m mostly fine with 2 base maps, the classics had some level of gimmick that made them interesting to play on.
3Lane design is the Tumor that is malignant.
Zanzibar being thee most iconic maps of 2/3.
Valhalla from 3 being just a Giant vehicle sandbox for extremely dynamic combat encounters,
Ascension is just an imperfect circle with multiple layers and different way to move around.
Battle Creek is a definitive One Lane map, Two basses and a single layer’d lane.
Ivory tower is just a purely superior version of Launchpad,
3 Distinct combat zones, each with their own level of combat verticality. 1 Flag would play absolutely majestically on it.
Then there is The Pit.
among the most iconic maps in Halo. arguably the map that defined a chunk of Infinites maps.
Sure, its TACHNICALLY 3Lane.
But each lane is SO radically different from each other.
The Upper most lane is a Kill Hallway seperating 2 small bases.
The Middle most Lane is a protected combat hallway, you can’t see straight across to the other base because of specifically places map barriers, making all combat in it close and personal.
And the Lower Lane is a Multilevel Snake pit, with a bunch of different pathways and protected combat zones.
It has its own little combat donut, A central exposed area that leaves you open to attack from both towers.
Honestly, the Pit is a Master Class in Halos Arena combat design.
What Halo infinite fails to do it make any of its map design really stand out,
All its 3 lanes are utterly safe to its detriment.
All 3 Lanes on every ones of its 3 Lane maps are just Kill Hallways, with very little variation on how players engage with the map.
It lacks any of the series inventive designs.
We don’t have:
-FFA combat donuts; Heretic and Midship
-Asymmetrical Arenas; Lockout, Blackout, and Guardian
-Levels Built around tactical realism, EG: Levels that Feel like you’re fighting someplace REAL.
StandOff, Orbital, Ghost Town,
-Vehicle Arenas; Valhalla, Sand Trap, Avalanche, Rats Nest, Last resort/Zanzibar.
This idea that “3lane” is what makes Halo what it is, is fundamentally flawed.
When Bungie did 3 Lane, they did:
“3Lane, but 2 of the Lanes are 1way launch pads”
“3 Lane, but each lane is a different type of combat environment”
“3 Lane, but if you jump down from the Side lanes, you cannot jump back up to them, you’re stuck in the middle”
When Bungie died 2 Base, was never JUST two Bases.
"2Base, But MOST of the Base is completely underground, also there are sneaky underground passages
“2Base, But each base has its own unique way to being entered.”
“2 Base, But the Map is Shaped like a U, so it encourages you to play with vehicles, or be sneaky and enter the enemy base on Foot.”
That’s what made Halos 2/3/Reach Great,
And what Makes 343i’s Infinite suck.
They thought all they had to do was follow the formula,
And not spend them time to refine things to game play perfection.
Battle creek also has 3 lanes if you want to get into the enemy base:
- direct path crossing the creek → entering through door or front-tunnel entrence
- teleporter → going left → entering through the roof
- teleporter → going right → entering through the side-tunnel entrence