Spartan Abilities & Good Map Design

I think this is a perfect example of good map design and spartan abilities and how they all fit into the new Halo. Please take a moment to watch this short footage of some gameplay on Fathom showing how slide, sprint, clamber and ground pound can all be put to good use with great map design in Halo 5.

If someone could link this properly for me that would be greatly appreciated;

https://www.youtube.com/watch?v=JdLc3smbH8o&feature=youtu.be&t=12m14s

They integrated spartan abilities into the flow of the map. Fathom had a huge sense of vertically from the camber it was insane, it didn’t look clunky at all. Moving looked so smooth I’m glad you pointed this out.

> 2533274862903872;2:
> They integrated spartan abilities into the flow of the map. Fathom had a huge sense of vertically from the camber it was insane, it didn’t look clunky at all. Moving looked so smooth I’m glad you pointed this out.

No problem I don’t how many people may have already seen the footage but I think it shows very well how good map design can make the game flow well and make sure that all spartan abilities fit and have their uses, learning all the shortcuts jumps etc on the map should really raise the skill gap between players who focus on using there spartan abilities and learning the layouts of the maps.

I still see a looooooot of giant, empty rooms and long sightlines.

I don’t envy the job of the people who have to create maps for a game that has shields and sprint.

> 2535473351107538;4:
> I still see a looooooot of giant, empty rooms and long sightlines.
>
> I don’t envy the job of the people who have to create maps for a game that has shields and sprint.

Yes but some of the best maps of old have long sightlines and empty rooms, for example Lockout and Midship are small maps filled with long sight lines and empty rooms/spaces.

You can also see the improved strafe speed and the reduced medals.

> 2535464008080244;5:
> > 2535473351107538;4:
> > I still see a looooooot of giant, empty rooms and long sightlines.
> >
> > I don’t envy the job of the people who have to create maps for a game that has shields and sprint.
>
>
> Yes but some of the best maps of old have long sightlines and empty rooms, for example Lockout and Midship are small maps filled with long sight lines and empty rooms/spaces.

2v2 Hang 'em High anyone?

> 2533274896750290;6:
> You can also see the improved strafe speed and the reduced medals.

Yes plus one instance of how hover may possibly be used to good effect in certain scenarios.

Sorry I’m late with the lazy link.

It was a good video in general, but I thought the player sprinted a little too often. I didn’t sprint that much in the beta, and now base movement speed is even faster. Maybe he felt like he had to because he could. I don’t know.

> 2533274810150284;9:
> Sorry I’m late with the lazy link.

Thanks man :).

I thoroughly enjoy that brief clip. The pacing is right, there are tons of interesting angles to approach combat, the movement abilities offer so many new options. Love it.

Oh man that looked sweet.

Whether I like all Spartan Abilities or not, I can admit that the map looked like unconventional movement paths had been fairly well implemented. However, I can’t say it showed much in terms of integration of Spartan Abilities into gameplay. The only path that would really only make sense in Halo 5 was when the player sled through the low opening. Aside from that, all the jumps could’ve been designed without Spartan Abilities.

hat map looks incredible! Also did anyone notice this detail of the plasma caster? It seems like you can charge it up and fire multiple stickies that adhere to a single location and rain down/ spread out on detonation I can imagine some sweet combat scenarios using that :wink:

Thanks for posting the link, I had been looking for some actual gameplay (not Conan’s) on fathom for awhile, and it looks really good. It definitely seems like the Spartan abilities at depth to the experience when utilized correctly, and that gameplay was awesome.

> 2535464008080244;5:
> > 2535473351107538;4:
> > I still see a looooooot of giant, empty rooms and long sightlines.
> >
> > I don’t envy the job of the people who have to create maps for a game that has shields and sprint.
>
>
> Yes but some of the best maps of old have long sightlines and empty rooms, for example Lockout and Midship are small maps filled with long sight lines and empty rooms/spaces.

There are only two rooms on either of those maps that I would consider large and empty. There are also very few long sightlines.

> 2533274825830455;13:
> Whether I like all Spartan Abilities or not, I can admit that the map looked like unconventional movement paths had been fairly well implemented. However, I can’t say it showed much in terms of integration of Spartan Abilities into gameplay. The only path that would really only make sense in Halo 5 was when the player sled through the low opening. Aside from that, all the jumps could’ve been designed without Spartan Abilities.

True, but would it be as interesting or feel as interactive to the player? That’s a whole other debate.

> 2533274833600810;17:
> > 2533274825830455;13:
> > Whether I like all Spartan Abilities or not, I can admit that the map looked like unconventional movement paths had been fairly well implemented. However, I can’t say it showed much in terms of integration of Spartan Abilities into gameplay. The only path that would really only make sense in Halo 5 was when the player sled through the low opening. Aside from that, all the jumps could’ve been designed without Spartan Abilities.
>
>
> True, but would it be as interesting or feel as interactive to the player? That’s a whole other debate.

I think it would be a whole lot more interesting. It frustrates me to no end how 343 keeps adding mechanics that force me to stop shooting.

If I see someone and I want to jump up on to a higher ledge to shoot him I can’t shoot while doing it. One of my favourite things about Halo was being able to make jumps while firing. Now it’s essentially removed. And for what reason? To add yet another COD mechanic? It baffles me.

> 2535473351107538;16:
> > 2535464008080244;5:
> > > 2535473351107538;4:
> > > I still see a looooooot of giant, empty rooms and long sightlines.
> > >
> > > I don’t envy the job of the people who have to create maps for a game that has shields and sprint.
> >
> >
> > Yes but some of the best maps of old have long sightlines and empty rooms, for example Lockout and Midship are small maps filled with long sight lines and empty rooms/spaces.
>
>
> There are only two rooms on either of those maps that I would consider large and empty. There are also very few long sightlines.

What about maps like Foundation, Elongation, Colossus, Gemini, Epitaph, Narrows, Construct and Orbital?

> 2535473351107538;18:
> > 2533274833600810;17:
> > > 2533274825830455;13:
> > > Whether I like all Spartan Abilities or not, I can admit that the map looked like unconventional movement paths had been fairly well implemented. However, I can’t say it showed much in terms of integration of Spartan Abilities into gameplay. The only path that would really only make sense in Halo 5 was when the player sled through the low opening. Aside from that, all the jumps could’ve been designed without Spartan Abilities.
> >
> >
> > True, but would it be as interesting or feel as interactive to the player? That’s a whole other debate.
>
>
> I think it would be a whole lot more interesting. It frustrates me to no end how 343 keeps adding mechanics that force me to stop shooting.
>
> If I see someone and I want to jump up on to a higher ledge to shoot him I can’t shoot while doing it. One of my favourite things about Halo was being able to make jumps while firing. Now it’s essentially removed. And for what reason? To add yet another COD mechanic? It baffles me.

Not everybody is so obsessed with being able to shoot at all times though.