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> > > Halo CE-3 seemed more focused on small and medium maps, with the larger BTB maps feeling stretched out and playing really slowly. Halo Reach-5 seem more focused on medium and large maps, completely eliminating small maps because they don’t suit the gameplay. I’d rather have a game that only focuses on doing two map sizes really well than a game that tries to do all three sizes and one of them ends up playing poorly because of the mechanics.
> > >
> > > Who cares if the map metrics are physically larger than previous Halos if the mechanics offer gameplay at a pace that feels just as compact?
> >
> >
> > But it’s not compact?
> >
> > Larger maps, with greater speeds ala’ sprint, tend to have longer sightlines. Meaning close encounters are rarer than before because of the distance, despite moving at the relative right speed.
> >
> > I never experienced Haven or Skyline as compact despite being the smallest maps in Halo 4, then again that’s me.
> > I also never got very far on my HtH commendation, then again, that’s just me again.
>
>
> The maps themselves aren’t as compact, but the combat encounters that occur on them are. Skyline doesn’t have long sightlines at all, and I think Haven’s longest sightlines are on the red and blue curved sections, depending on your angle (maybe from the Mohawk to the top-middle area?).
>
> I melee just as often in Halo 4 as I do in other Halos, which means that I have to consistently be having close-proximity encounters. The maps are larger, but they are designed for combat to take place in compact areas.
How is it compact if the general combat distance is increased?
The distance still plays a role when combat happens at the same speed, or close to same speed atleast, in two games, one with sprint and the other without, despite the map being designed for the travel speed.
Let me elaborate.
If we take the same exact map, but enlarge it to accommodate sprint speed, and put it in a game with sprint, then that map is physically larger, yes?
Then we take the base speed and make it identical in both maps.
So, 10 metres would become 20, 20 metres 40 and so on and so on. If we use that as an example.
You’re moving and fighting around a map without sprint at the speed the map was designed for. You are engaging in combat and can move about at the same rate you would on the sprint map, without sprint, meaning corridors are relatively shorter while in combat than while in combat on the sprint map.
On the sprint map, you slow down in order to engage in combat, you’re not moving at the relative speed of the non-sprint map. Unless you managed to close distance while sprinting, the combat will most likely happen at an extended range.
More over, as an effect of that, the target will look like it moves less because the longer the distance is, the smaller the angle will be that you have to adjust your aim.
That’s not to say close encounters won’t happen.
So I’d say the compact mapyness we’re discussing would apply if you doubled base speed and doubled map size, but in this case, combat speed is not the same as top speed.
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> > > Halo CE-3 seemed more focused on small and medium maps, with the larger BTB maps feeling stretched out and playing really slowly. Halo Reach-5 seem more focused on medium and large maps, completely eliminating small maps because they don’t suit the gameplay. I’d rather have a game that only focuses on doing two map sizes really well than a game that tries to do all three sizes and one of them ends up playing poorly because of the mechanics.
> > >
> > > Who cares if the map metrics are physically larger than previous Halos if the mechanics offer gameplay at a pace that feels just as compact?
> >
> >
> > But it’s not compact?
> >
> > Larger maps, with greater speeds ala’ sprint, tend to have longer sightlines. Meaning close encounters are rarer than before because of the distance, despite moving at the relative right speed.
> >
> > I never experienced Haven or Skyline as compact despite being the smallest maps in Halo 4, then again that’s me.
> > I also never got very far on my HtH commendation, then again, that’s just me again.
>
>
> What he’s saying is, if the scale being used to determine how big maps should be is player speed then map size between sprintless halo and halo w/sprint is relatively the same.
But as I said, wouldn’t that only apply if you were to increase base speed and increased map size by the same rate.
Extreme example:
Say we take Battle Creek and have normal base speed
Then we take Blood Gulch and increase base speed by 300%
I could agree that in this case, combat could be regarded as compact.
But if we take Blood Gulch again, and have sprint on it with a speed of 300%, then I wouldn’t agree because combat happens at a reduced speed than what we can move about on the map.