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> > Ragnarok and Pitfall are 1:1 remakes of Valhalla and The Pit. They do not play as they previously played.
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> > Also, this article has this quote:
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> > > 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.
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> > You will not find any smaller map in Halo 4 that aren’t forge maps than Haven, and Skyline.
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> > In Halo 3, you’ll find other maps smaller than those two in Halo 4.
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> I’ve read that article before. 3 times actually.
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> 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.
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> 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.
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> Halo 4:
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> 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.
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> On average small Halo 4 maps take 11.25 seconds to traverse with sprint but w/o sprint it took 18 seconds.
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> Halo 3:
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> 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
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> On average it takes 15.5 seconds to travel a small Halo 3 map.
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> 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.