Sprint is not an Illusion

One of the arguments is that sprint makes maps too big and messes with the flow of the map. Also the argument is made that sprint is useless because you can travel from one side of the map as fast as you could Halo 3. This is why you hear a lot of the sprint naysayers say that sprint is actually an illusion and doesn’t get you anywhere quicker. Which means that If I sprinted from one side of Ragnarok in Halo 4 to the other I should get to the other side about the same time as if I jogged across Vahalla in Halo 3.

Now when this was explained to me at first the person use two totally different maps for comparison: Halo 3’s Guardian and Halo 4’s Haven. I found that to be extremely bias because Haven and Guardians are two different maps with two different designs. So I never put too much faith in that explanation. When I did my own test I decided for the best and most accurate results I should use maps from Halo 4 that are remakes of Halo 3 maps.

Now the only two maps that Halo 4 and Halo 3 share in common is Ragnarok/Vahalla and The Pit/Pitfall. So I ran a test on both of these first. First I sprinted across Ragnarok using the fastest straight route possible and I got to the other side in about 30 seconds. Then I used that same route without sprint and made it to the other side in 49 seconds. Now if sprint was an illusion and I am not really traversing the maps any faster than I was without it in Halo 3 then I should be able to run across Vahalla in about 30 seconds. But that didn’t happen. I ran across Vahalla in 51 seconds. The same time it took for me to run across Ragnarok in Halo 4 without sprint.

The next map was The Pit. I ran across the Pit in 16 seconds. In Pitfall I sprinted and ended up on the other side in 9 seconds. Not using sprint I made it across in 14 seconds.

So far sprint has proved ( in my tests atleast) to actually get me around the map quicker and therefore is not an illusion. I ran further test on Halo 4 forge remakes of Halo 3 maps like Blackout/Shutout and Guardian and Heretic/Halo 4 remake of Midship. And for each of these Sprint got me across the maps quicker than in 3. Now since these are forge maps and not actual maps designed by 343i you can take what I found with a grain of salt. But since my findings on these maps are consistent with Ragnarok and Pitfall then I think it would be wise to say that Sprint gets me places quicker.

So what does this mean?? According to my tests Sprint is not an illusion and does in fact does what you employ it to do. So does this mean that Halo 4 maps really are not oversized. Though I only could do test on two maps I think other Halo 4 maps will follow the same trend.

Now my findings could mean that the maps are truly bigger but the base movement in Halo 4 is increased so you could traverse the map in about the same time as in Halo 3. However most players will swear that the base movement speed in Halo 4 was decreased. That is not what I found.

Maybe sprint is not the illusion. Maybe its the size of the maps that are the illusion.

Ragnarok and Pitfall are 1:1 remakes of Valhalla and The Pit. They do not play as they previously played.

Also, this article has this quote:

> Similarly, Halo 4’s designers keep a watchful eye on distance. “We definitely have standards for the size than something can be and the time it takes from one corner of a map to the other, or one objective sight to the other,” says Pearson. “It’s to make sure we’re tuning the experience to keep the time-to-death down, or making sure that your time-to-engagement is enough to give you a breather between dying, but not so long that you’re hunting through the map and not finding people.” Again, game mechanics have a direct bearing. In Halo 3, sprinting was impossible. In Halo: Reach, sprinting was a selectable armor ability. In Halo 4, everyone’s at it, and the maps have grown to compensate.

You will not find any smaller map in Halo 4 that aren’t forge maps than Haven, and Skyline.

In Halo 3, you’ll find other maps smaller than those two in Halo 4.

> 2533274795123910;2:
> Ragnarok and Pitfall are 1:1 remakes of Valhalla and The Pit. They do not play as they previously played.
>
> Also, this article has this quote:
>
>
>
> > Similarly, Halo 4’s designers keep a watchful eye on distance. “We definitely have standards for the size than something can be and the time it takes from one corner of a map to the other, or one objective sight to the other,” says Pearson. “It’s to make sure we’re tuning the experience to keep the time-to-death down, or making sure that your time-to-engagement is enough to give you a breather between dying, but not so long that you’re hunting through the map and not finding people.” Again, game mechanics have a direct bearing. In Halo 3, sprinting was impossible. In Halo: Reach, sprinting was a selectable armor ability. In Halo 4, everyone’s at it, and the maps have grown to compensate.
>
>
> You will not find any smaller map in Halo 4 that aren’t forge maps than Haven, and Skyline.
>
> In Halo 3, you’ll find other maps smaller than those two in Halo 4.

I’ve read that article before. 3 times actually.

Now I can do test runs on all the maps to make sure but unfortunately some maps are pretty hard to measure by running in a straight line. I will come back with my findings. But right now I am going to sleep. lol

Like Naqser already stated, Ragnarok and Pitfall are 1:1 remakes and hence you are of course getting around the map faster than in H3 with the help of sprint.
I think they are only 1:1 remakes though because Valhalla and the Pit kind of allowed it since they are both already quite large and open, more so in the case of Valhalla nonetheless. (for example I doubt that a 1:1 remake of Guardian would have worked properly since it is too small in its proportions)
The flow of the former H3 maps has definitely changed however since people aren’t getting as fast around them as it was intended by Bungie. If that was for the better or worse is a matter of opinion in the end though.

However, on all original H4 maps sprint will get you as fast around a map as the devs at 343i intended it (Naqser proved it with the quote) and hence sprint only gets you faster around the map in comparison to moving at base movement speed, but when sprinting from A to B you will reach B at the exact time as the dev intended you to reach it and eventually the entire argument of sprint speeding up Halo’s previous gameplay is actually a fallacy since the maps regulate the pace (and speed/advantage of movement) in the end.

> Now my findings could mean that the maps are truly bigger but the base movement in Halo 4 is increased so you could traverse the map in about the same time as in Halo 3. However most players will swear that the base movement speed in Halo 4 was decreased. That is not what I found.
> Maybe sprint is not the illusion. Maybe its the size of the maps that are the illusion.

What is happening is that the maps aren’t designed for base movement speed anymore (with the exception of the remakes) and hence moving at base movement speed feels significantly slower because everything has increased in distance.
Then the player starts to sprint and suddenly everything feels faster of course since the times to close the previously large distances have decreased.
In the end people feel slow and sluggish when moving at base movement speed and fast and just about right when sprinting because maps are designed around sprint speed and the simple speed difference between sprint and base movement is of course significant as well.

> 2533274795123910;2:
> Ragnarok and Pitfall are 1:1 remakes of Valhalla and The Pit. They do not play as they previously played.
> You will not find any smaller map in Halo 4 that aren’t forge maps than Haven, and Skyline.
>
> In Halo 3, you’ll find other maps smaller than those two in Halo 4.

> 2533274965837334;4:
> However, on all original H4 maps sprint will get you as fast around a map as the devs at 343i intended it (Naqser proved it with the quote) and hence sprint only gets you faster around the map in comparison to moving at base movement speed, but when sprinting from A to B you will reach B at the exact time as the dev intended you to reach it and eventually the entire argument of sprint speeding up Halo’s previous gameplay is actually a fallacy since the maps regulate the pace (and speed/advantaWhat is happening is that the maps aren’t designed for base movement speed anymore (with the exception of the remakes) and hence moving at base movement speed feels significantly slower because everything has increased in distance.
> Then the player starts to sprint and suddenly everything feels faster of course since the times to close the previously large distances have decreased.
> In the end people feel slow and sluggish when moving at base movement speed and fast and just about right when sprinting because maps are designed around sprint speed and the simple speed difference between sprint and base movement is of course significant as well.

So I did a test run on all the Halo 4 small maps and all the Halo 3 small maps. And this is what I found.

Halo 4:

Pitfall- 9 seconds w/ sprint. 14 seconds without.
Haven- 10 seconds w/ sprint. 17 seconds w/o.
Abandon- 10 seconds w/ sprint. 19 seconds w/o.
Adrift- 11 seconds w/sprint. 18 seconds w/o.
Relay- 10 seconds w/sprint. 14 seconds w/o.
Monolith- 13 seconds w/sprint/ 20 seconds w/o.
Skyline- 10 seconds w/ sprint. 15 seconds w/o.
Solace- 17 seconds w/ sprint. 27 seconds w/o.

On average small Halo 4 maps take 11.25 seconds to traverse with sprint but w/o sprint it took 18 seconds.

Halo 3:

The Pit: 16 seconds
Heretic: 12 seconds
Blackout: 11 seconds
Guardians: 11 seconds
Assembly: 15 seconds
Citadel: 15 seconds
Cold Storage: 11 seconds
Construct: 14 seconds
Epitaph: 14 seconds
Narrows: 26 seconds
Snowbound: 25 seconds

On average it takes 15.5 seconds to travel a small Halo 3 map.

This tells me that indeed Halo 4 maps are bigger than Halo 3 maps but not by much. This also tells me that on average Sprint still gets you around the map faster than 3 by an average of 4 seconds. Now I did not include big maps because, well, I did not think it was necessary. But you all want me to, I will do tests for those.

Halo 3 has a slower movement speed than both ce and 2, compare the speed of halo 4 to those games.

> 2535443515466656;6:
> Halo 3 has a slower movement speed than both ce and 2, compare the speed of halo 4 to those games.

I wish I could. But I don’t have CE or Halo 2, unfortunately… :frowning:

sprint has the illusion of making games feel faster, they game is as fast as the developer intented.

i see you get that a little wrong, yes it makes you traverse the battlefield faster, but it also gives the illusion of faster paced games.

so you are indeed right that you can traverse a battlefield faster but does it make the game more faster paced?

would you say that a game of pit on halo 3 is slower paced then pitfall on halo 4? i would say they are equally paced.

> 2533274944243845;8:
> sprint has the illusion of making games feel faster, they game is as fast as the developer intented.
>
> i see you get that a little wrong, yes it makes you traverse the battlefield faster, but it also gives the illusion of faster paced games.
>
> so you are indeed right that you can traverse a battlefield faster but does it make the game more faster paced?
>
> would you say that a game of pit on halo 3 is slower paced then pitfall on halo 4? i would say they are equally paced.

In theory it does suppose to make things faster, especially since you can travel the map faster than 3. But it really comes down to experience and opinions. Personally, I find Halo 4 more intense and faster paced. Halo 3 is more moderate pace but is still intense. Just not as intense as 4.

The game is as fast as the developer intended? Isn’t that the case for all games? Isn’t everything you do in the game what the developer intended or at least allows?

> 2533274909396865;3:
> > 2533274795123910;2:
> > Ragnarok and Pitfall are 1:1 remakes of Valhalla and The Pit. They do not play as they previously played.
> >
> > Also, this article has this quote:
> >
> >
> >
> > > Similarly, Halo 4’s designers keep a watchful eye on distance. “We definitely have standards for the size than something can be and the time it takes from one corner of a map to the other, or one objective sight to the other,” says Pearson. “It’s to make sure we’re tuning the experience to keep the time-to-death down, or making sure that your time-to-engagement is enough to give you a breather between dying, but not so long that you’re hunting through the map and not finding people.” Again, game mechanics have a direct bearing. In Halo 3, sprinting was impossible. In Halo: Reach, sprinting was a selectable armor ability. In Halo 4, everyone’s at it, and the maps have grown to compensate.
> >
> >
> >
> >
> > You will not find any smaller map in Halo 4 that aren’t forge maps than Haven, and Skyline.
> >
> > In Halo 3, you’ll find other maps smaller than those two in Halo 4.
>
>
>
> I’ve read that article before. 3 times actually.
>
> Now I can do test runs on all the maps to make sure but unfortunately some maps are pretty hard to measure by running in a straight line. I will come back with my findings. But right now I am going to sleep. lol

If you’ve read it, then you’d understand that sprint doesn’t actually do anything to get anyone from A to B, “faster”. It does when sprint is involved but seeing as the maps are made for sprint, scaled, then the point of having it to traverse maps in a faster fashion kind of works against itself.

When I measured a couple of maps in Halo 3 I used a hill marker, put it at on wall of the map, and increased it’s one side so that it touched the other side of the map. Then divided that number in half, because it expands both ways. The number is in “units”, which is what is used for length unit. I’ve lost the paper where I wrote down the numbers long ago though.

In Halo 4 though, you can use the co-ordinates of items to calculate the length between them. I did this quickly to check which maps were smaller or bigger then the other, in terms of length from one side to the other.

> 2533274909396865;5:
> So I did a test run on all the Halo 4 small maps and all the Halo 3 small maps. And this is what I found.
>
> Halo 4:
>
> Pitfall- 9 seconds w/ sprint. 14 seconds without.
> Haven- 10 seconds w/ sprint. 17 seconds w/o.
> Abandon- 10 seconds w/ sprint. 19 seconds w/o.
> Adrift- 11 seconds w/sprint. 18 seconds w/o.
> Relay- 10 seconds w/sprint. 14 seconds w/o.
> Monolith- 13 seconds w/sprint/ 20 seconds w/o.
> Skyline- 10 seconds w/ sprint. 15 seconds w/o.
> Solace- 17 seconds w/ sprint. 27 seconds w/o.
>
> On average small Halo 4 maps take 11.25 seconds to traverse with sprint but w/o sprint it took 18 seconds.
>
> Halo 3:
>
> The Pit: 16 seconds
> Heretic: 12 seconds
> Blackout: 11 seconds
> Guardians: 11 seconds
> Assembly: 15 seconds
> Citadel: 15 seconds
> Cold Storage: 11 seconds
> Construct: 14 seconds
> Epitaph: 14 seconds
> Narrows: 26 seconds
> Snowbound: 25 seconds
>
> On average it takes 15.5 seconds to travel a small Halo 3 map.
>
> This tells me that indeed Halo 4 maps are bigger than Halo 3 maps but not by much. This also tells me that on average Sprint still gets you around the map faster than 3 by an average of 4 seconds. Now I did not include big maps because, well, I did not think it was necessary. But you all want me to, I will do tests for those.

I wouldn’t say a mean average is the best way to compare map sizes between the two games. It doesn’t really tell you much about the maps themselves, or what’s been changed between the two games. It could simply be a design change in terms of map design with a bigger focus on slightly bigger maps, not because of sprint but because of a change in direction.

Not only that, Snowbound isn’t exactly a small map, and narrows is an elognated one, wouldn’t either regard it as a small map. I’d say there’s a similarity to Valhalla and Narrows in their design, both can be played well with teams of 4, because the narrow design push both teams towards each other. They’re long but thin which allows smaller teams despite their large sizes. A map’s length is as much part of the design as much as the width. Narrows also has convenient fast man cannons.

Either way, leaving what we regard as small or medium maps behind, seeing as we might end up in a dispute as to where the lines are for what a small or medium map actually is, rather than talk about sprint.

Disregarding the article, if we look at your results, it’s quite evident that the times of travel are very close to the same, but quite different if you look at non-sprint times. There are then three conclusions we can draw from this:

A: Maps have grown in size to accommodate the sprint travel times, basic movement speed remained the same.
B: Maps haven’t grown at all, sprint speed is what the base speed previously was and basic movement speed has been decreased to accommodate sprint speed.
C: A mixture, of both A and B.

I personally say A, because I’ve read somewhere that the base speed was modeled after Halo 3, then again, I can’t remember where, or even if it’s a credible source. Nontheless though, A is something I strongly believe in.

Either way, sprint’s affect on map design nullifies it’s own existence in all three conclusions. The fastest times are the same regardless. Thus, it makes itself an “illusion”. It’s not an illusion in Halo 4, because it does indeed get you places faster, but it’s purpose of faster travel is null due to actions taken to keep the travel times consistent with non-sprint game maps.

We’ve also lost the smaller maps in the process, we do not actually have “Halo 3 small size” maps in Halo 4 anymore. In that sense, the average you present us with doesn’t really matter. Travel times are not the only thing in a map, you also have encounter distances that are generally longer due to longer sightlines, or less effective grenades due to larger corridors and the ability to quickly dash away out of the radius and so forth.

Edit: Regarding the “units”, there’s some question if they’re consistent in length through CE-4, meaning, is a Halo CE unit the same length as a Halo 2-4 units? Or do each game have different lengths on their units? So that a Halo 2 unit could be 1.3 times longer than a Halo CE unit? That’s the one thing I’m still wondering about, because it’d bring something new to the table regarding “bigger” maps. I’ve worked off the assumption that all Halos use the same length for their Unit, something that to me sounds both reasonable and logical. Question is what will happen in that regard with Halo 5. I’m also a little uncertain if it’s documented somewhere if they’re equal or not, and if there would be some sort of experiment or test to verify them being equally long.

> 2533274909396865;1:
> One of the arguments is that sprint makes maps too big and messes with the flow of the map. Also the argument is made that sprint is useless because you can travel from one side of the map as fast as you could Halo 3. This is why you hear a lot of the sprint naysayers say that sprint is actually an illusion and doesn’t get you anywhere quicker. Which means that If I sprinted from one side of Ragnarok in Halo 4 to the other I should get to the other side about the same time as if I jogged across Vahalla in Halo 3.
>
> Now when this was explained to me at first the person use two totally different maps for comparison: Halo 3’s Guardian and Halo 4’s Haven. I found that to be extremely bias because Haven and Guardians are two different maps with two different designs. So I never put too much faith in that explanation. When I did my own test I decided for the best and most accurate results I should use maps from Halo 4 that are remakes of Halo 3 maps.
>
> Now the only two maps that Halo 4 and Halo 3 share in common is Ragnarok/Vahalla and The Pit/Pitfall. So I ran a test on both of these first. First I sprinted across Ragnarok using the fastest straight route possible and I got to the other side in about 30 seconds. Then I used that same route without sprint and made it to the other side in 49 seconds. Now if sprint was an illusion and I am not really traversing the maps any faster than I was without it in Halo 3 then I should be able to run across Vahalla in about 30 seconds. But that didn’t happen. I ran across Vahalla in 51 seconds. The same time it took for me to run across Ragnarok in Halo 4 without sprint.
>
> The next map was The Pit. I ran across the Pit in 16 seconds. In Pitfall I sprinted and ended up on the other side in 9 seconds. Not using sprint I made it across in 14 seconds.
>
> So far sprint has proved ( in my tests atleast) to actually get me around the map quicker and therefore is not an illusion. I ran further test on Halo 4 forge remakes of Halo 3 maps like Blackout/Shutout and Guardian and Heretic/Halo 4 remake of Midship. And for each of these Sprint got me across the maps quicker than in 3. Now since these are forge maps and not actual maps designed by 343i you can take what I found with a grain of salt. But since my findings on these maps are consistent with Ragnarok and Pitfall then I think it would be wise to say that Sprint gets me places quicker.
>
> So what does this mean?? According to my tests Sprint is not an illusion and does in fact does what you employ it to do. So does this mean that Halo 4 maps really are not oversized. Though I only could do test on two maps I think other Halo 4 maps will follow the same trend.
>
> Now my findings could mean that the maps are truly bigger but the base movement in Halo 4 is increased so you could traverse the map in about the same time as in Halo 3. However most players will swear that the base movement speed in Halo 4 was decreased. That is not what I found.
>
> Maybe sprint is not the illusion. Maybe its the size of the maps that are the illusion.

very good point! :smiley:

Its not an illusion on direct remakes. Those direct remakes also play like -Yoink- with sprint though.

> 2533274909396865;1:
> One of the arguments is that sprint makes maps too big and messes with the flow of the map. Also the argument is made that sprint is useless because you can travel from one side of the map as fast as you could Halo 3. This is why you hear a lot of the sprint naysayers say that sprint is actually an illusion and doesn’t get you anywhere quicker. Which means that If I sprinted from one side of Ragnarok in Halo 4 to the other I should get to the other side about the same time as if I jogged across Vahalla in Halo 3.
>
> Now when this was explained to me at first the person use two totally different maps for comparison: Halo 3’s Guardian and Halo 4’s Haven. I found that to be extremely bias because Haven and Guardians are two different maps with two different designs. So I never put too much faith in that explanation. When I did my own test I decided for the best and most accurate results I should use maps from Halo 4 that are remakes of Halo 3 maps.
>
> Now the only two maps that Halo 4 and Halo 3 share in common is Ragnarok/Vahalla and The Pit/Pitfall. So I ran a test on both of these first. First I sprinted across Ragnarok using the fastest straight route possible and I got to the other side in about 30 seconds. Then I used that same route without sprint and made it to the other side in 49 seconds. Now if sprint was an illusion and I am not really traversing the maps any faster than I was without it in Halo 3 then I should be able to run across Vahalla in about 30 seconds. But that didn’t happen. I ran across Vahalla in 51 seconds. The same time it took for me to run across Ragnarok in Halo 4 without sprint.
>
> The next map was The Pit. I ran across the Pit in 16 seconds. In Pitfall I sprinted and ended up on the other side in 9 seconds. Not using sprint I made it across in 14 seconds.
>
> So far sprint has proved ( in my tests atleast) to actually get me around the map quicker and therefore is not an illusion. I ran further test on Halo 4 forge remakes of Halo 3 maps like Blackout/Shutout and Guardian and Heretic/Halo 4 remake of Midship. And for each of these Sprint got me across the maps quicker than in 3. Now since these are forge maps and not actual maps designed by 343i you can take what I found with a grain of salt. But since my findings on these maps are consistent with Ragnarok and Pitfall then I think it would be wise to say that Sprint gets me places quicker.
>
> So what does this mean?? According to my tests Sprint is not an illusion and does in fact does what you employ it to do. So does this mean that Halo 4 maps really are not oversized. Though I only could do test on two maps I think other Halo 4 maps will follow the same trend.
>
> Now my findings could mean that the maps are truly bigger but the base movement in Halo 4 is increased so you could traverse the map in about the same time as in Halo 3. However most players will swear that the base movement speed in Halo 4 was decreased. That is not what I found.
>
> Maybe sprint is not the illusion. Maybe its the size of the maps that are the illusion.

try not sprinting and you’ll probably get there faster in Halo 3. Also as Naqser and others said they are exact size remakes, of course they’re going to faster to traverse with sprint. The better comparison is hemorrhage to coag. I booted up bloodline and immediately noticed the size difference.

> 2535419612702113;12:
> Its not an illusion on direct remakes. Those direct remakes also play like -Yoink- with sprint though.

with Sprint the DMR those maps play nothing like they did in Halo 3. I was excited when they said they remade Valhalla only to realize how screwed the gameplay would be along with them removing assault entirely…

What I would like to add and what is perhaps interesting (at least that is my impression) is that H4 does actually not play faster than H3, in the sense of that kills happen much more frequently and eventually matches end much sooner in comparison, what might be logical considering that the maps compensated for sprint speed, but ironically Halo 4’s remakes do not play faster than the originals as well, even though you get around H4’s Pit and Valhalla faster than around H3’s.

Yet you hear people saying Halo 4 plays faster, mainly because of sprint. Why?
I would say because of the combat pace sprint generates and the illusion/feel connected with that.

In Halo 3 the continuous base movement generates a constant, smooth (combat) pace what can also feel kind of monotonous though and with that eventually slow, even lethargic over long and open distances even though you are actually not moving slow, similar as if you drive at a constant 130km/h on an autobahn for a longer period of time.

In Halo 4 you have two speeds, what generates a dynamic pace some would say, though I would rather say generates a hectic and chopped pace what automatically feels as if the game plays way more faster because you have that constant switch between “slow” and “fast” movement, but, and that is the point, you do not have a switch between “slow” and “fast” action because the actual action what leads to the (slow or fast) progress of the game only happens at the “slow” (H3) speed.
So in the end all you are actually accelerating with sprint is solely the simple movement but not the combat action.

> 2533274909396865;9:
> > 2533274944243845;8:
> > sprint has the illusion of making games feel faster, they game is as fast as the developer intented.
> >
> > i see you get that a little wrong, yes it makes you traverse the battlefield faster, but it also gives the illusion of faster paced games.
> >
> > so you are indeed right that you can traverse a battlefield faster but does it make the game more faster paced?
> >
> > would you say that a game of pit on halo 3 is slower paced then pitfall on halo 4? i would say they are equally paced.
>
>
> In theory it does suppose to make things faster, especially since you can travel the map faster than 3. But it really comes down to experience and opinions. Personally, I find Halo 4 more intense and faster paced. Halo 3 is more moderate pace but is still intense. Just not as intense as 4.
>
> The game is as fast as the developer intended? Isn’t that the case for all games? Isn’t everything you do in the game what the developer intended or at least allows?

you can travel the map faster than 3, but what about maps like boneyard from Reach or Vortex? Do you think they’d be anywhere near the size they were if sprint weren’t in the game.

It should also be said that you cannot shoot while sprinting which slows down gunplay which, at least in my opinion, slows down gameplay as well since I believe game pace is based off much more than movement speed.

> 2533274831961512;16:
> you can travel the map faster than 3, but what about maps like boneyard from Reach or Vortex? Do you think they’d be anywhere near the size they were if sprint weren’t in the game.

To be fair, personally I don’t know what Bungie was thinking when designing Boneyard anyway. There are so many large dead spaces all around the map it is not funny anymore. I mean for example the large section where the Gauss Hog spawns in Heavies is just one big wasteland during the entire match.
I think Boneyard’s design and size has not much to do with sprint (what was still an optional/selectable AA/ advantage at that time and likely did not have an real influence on map size anyway I would assume) but rather with just bad general design.

> It should also be said that you cannot shoot while sprinting which slows down gunplay which, at least in my opinion, slows down gameplay as well since I believe game pace is based off much more than movement speed.

I think it doesn’t necessarily slow it down but it definitely doesn’t speed it up either.
But yes there is definitely much more to it when it comes about regulating combat/game speed, though all what I personally wanted to get across is that sprint does not have any significant and actual influence on it, but simply or rather mainly generates a certain and different combat feel/illusion.

> 2533274831961512;17:
> It should also be said that you cannot shoot while sprinting which slows down gunplay which, at least in my opinion, slows down gameplay as well since I believe game pace is based off much more than movement speed.

This seems very illogical. No offense but it does.

Reason being is that Sprint is solely used for increasing movement speed. Sure you can’t shoot while you sprint but you can pull up your weapon and shoot any time you want. It is not like you are locked in sprint. Sprint does not effect gun play because it does not stop you from shooting when you find your self in engagements. If anything sprint gets you to your gunfights quicker. At least quicker than 3 gets you.

Now the question is Sprint really necessary? Yes and no not really. Halo 1-3 did fine without sprint. But their is nothing wrong with the concept of sprint in Halo. In my experience it does not break map flow and it does not destroy map control. I have played games where me and my team (or the other team) won the game because we controlled strategic parts of the map. Sprint is not what destroys map control. AAs and PODs do an awesome job at that. I am not saying that all AAs are bad but most of them were.

Another issue with sprint is that players can run away from engagements forcing players to have to run around for him/her. I can see how that might slow things down. But in my experience that barely happens. I can count on my one hand how many times I remember somebody performing the about face when we were in an engagement. People usually tend to stick it out till the end. Now I don’t know what your experience is but I can not in good conscience say that is what makes Sprint bad because it happens so little.

Anyway this is about Sprint being or not being an illusion.

Now let’s just assume that everybody agrees sprint is an illusion. Let’s assume that you do travel the map in the same time frame as previous Halos. How does that break map flow and control? According to the theory of sprint being an illusion it can in no way be possible. An illusion is something that appears one way but is actually something less exotic and plain. Of course you know that. So if sprint is an illusion, its not real, we are not really moving any faster than in previous Halos therefore the flow of the map would be pretty much the same. Only way for sprint to actually break map flow is if it were not an illusion.

Now let’s just assume everybody agrees that sprint is not an illusion. Does that automatically mean that it destroys map flow. No. Only way for that to happen is if sprint was two times faster than it is and the maps a little smaller. That is a recipe for disaster.

Sprint in its Halo 4 form was not detrimental to gameplay. Was it necessary? Again I say no not really. But neither is duel wielding and equipments. But a majority of Halo fans love those. I personally hate them both with a passion but that doesn’t stop me from enjoying the game.

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> > > sprint has the illusion of making games feel faster, they game is as fast as the developer intented.
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> > > i see you get that a little wrong, yes it makes you traverse the battlefield faster, but it also gives the illusion of faster paced games.
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> > > so you are indeed right that you can traverse a battlefield faster but does it make the game more faster paced?
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> > > would you say that a game of pit on halo 3 is slower paced then pitfall on halo 4? i would say they are equally paced.
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> > In theory it does suppose to make things faster, especially since you can travel the map faster than 3. But it really comes down to experience and opinions. Personally, I find Halo 4 more intense and faster paced. Halo 3 is more moderate pace but is still intense. Just not as intense as 4.
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> > The game is as fast as the developer intended? Isn’t that the case for all games? Isn’t everything you do in the game what the developer intended or at least allows?
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> you can travel the map faster than 3, but what about maps like boneyard from Reach or Vortex? Do you think they’d be anywhere near the size they were if sprint weren’t in the game.

Reach is a different animal. Their big maps were too big and Boneyard was atrocious. Vortex is atrocious as well. I hate both of those maps with an equal passion. In fact I have grown to dislike a lot of big team maps. I rather play in small or medium maps so that is where my attentions lie.

Given that reach was a selectable ability, I don’t think it had much bearing on map size. Like Swift said it had to do with bad map design. I can’t say there is a Map in reach that I really like except for maybe boardwalk.