We’ve actually known about this for a while, it’s been discussed several times and tests have been done by various people. While Pitfall seems to be a near direct remake of The Pit, many of Halo 4’s default maps take longer to traverse from one side of the other at base speed than maps from previous games.
However, it’s also been noted that sprinting across Halo 4 maps is faster than walking across the general majority of Halo 3 maps. The problem with this is that the chances of you ever being able to sprint across the entire map without getting shot and/or having to engage someone is inecredibly unlikely. You likely won’t be moving at max capacity all or even the majority of the time. In comparison, would could (theoretically) traverse all of Halo 3’s maps while engaging in combat and never move slower than max speed.
Granted, that is situational and debatable, not particularly a solid argument, but it’s worth noting.
So in short, 4v4 maps in general are larger than before, however due to sprint they are usually the same if not faster to traverse assuming you are un-impeded while sprinting.
With sprint being unlimited in Halo 5 and there being no slow down, the above argument could change.
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> Yet halo 4 has sprint, the map plays beautifully in Halo 4.
I’ll admit my experience with pitfall is limited to probably 4-5 games, and the players I was playing with weren’t particularly knowledgeable on how to play the map, but from what I have played it didn’t exactly run very smoothly. I found it rather chaotic, similar to Halo 4’s Rumble Pit where it was just constant engagement with little or no time to defend or set up anything. This was especially noticeable in the objective games I played where it was near impossible to get a flag going anywhere without getting shot by someone or some thing.
Then again that’s not too different from Abandon or Haven. Solace and Adrift didn’t play objective too badly, other than both having extremely campy bases, especially in comparison to the rest of the map. Nor is it necessarily the mark of a bad map, as midship and Onslaught played very similarly. It just doesn’t play as well as the original Pit did (in my opinion).
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> That is absolutely false, if the purpose of sprint is to travel similar distances in a short period of time, then stretching the map would make sprint redundant.
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> Sprint serves for one fundamental reason: to shorten the gaps between action moments, to raise the encounter rate. That is why sprint exists in any shooter and its something Halo desperately needs. Halo 4 matches were action packed, fun and unpredictable. That is how an online experience should be.
You only get around as fast as the map maker intends. If the map maker wants you to get across the map at an average of 15 seconds, you will. Sprint or lack-there-of not withstanding.