> 2533274850869596;2:
> Care to elaborate on what you mean here by ‘evolving’?
It really could mean anything (open world battlegrounds, unlockable in-game territories, interactive elements, underwater, space). The options could go anywhere. Those are just some basic examples. I would think there are much higher level directions it could/should go.
> 2535447371726695;3:
> > 2533274850869596;2:
> > Care to elaborate on what you mean here by ‘evolving’?
>
> It really could mean anything (open world battlegrounds, unlockable in-game territories, interactive elements, underwater, space). The options could go anywhere. Those are just some basic examples. I would think there are much higher level directions it could/should go.
There’s already plenty of open battlegrounds, like Standoff and Sidewinder. That’s the very definition of most Big Team and Warzone maps, and Dominion tried the in-game territories thing *(For whatever reason though, Warzone watered those elements down)*Halo 2 Anniversary had interactive elements.
We’ve had maps set in space, complete with some low-grav sections.
> 2533274850869596;4:
> > 2535447371726695;3:
> > > 2533274850869596;2:
> > > Care to elaborate on what you mean here by ‘evolving’?
> >
> > It really could mean anything (open world battlegrounds, unlockable in-game territories, interactive elements, underwater, space). The options could go anywhere. Those are just some basic examples. I would think there are much higher level directions it could/should go.
>
> There’s already plenty of open battlegrounds, like Standoff and Sidewinder. That’s the very definition of most Big Team and Warzone maps, and Dominion tried the in-game territories thing *(For whatever reason though, Warzone watered those elements down)*Halo 2 Anniversary had interactive elements.
> We’ve had maps set in space, complete with some low-grav sections.
Yes, there are maps that have some of the elements I mentioned. What I’m wondering is, how do you take them to the next level so they are fresh and cutting edge? Think back to when Halo first came out, how new and refreshing the game approach was. Better graphics and player control are to the point of diminishing returns. Map gameplay, such as in Fortnite, that offer an evolved perspective, seems the logical frontier needed. Not to say I want Halo to become like Fortnite, as it shouldn’t.
I am hoping for more interactive maps with buttons that do things or environmental tricks like in the anniversary map version of lockout I believe it’s is. The falling ice one
I think the plan is 343 makes maps for competitive Halo using their pro team to playtest (smaller, typically symmetrical) and then unleashes the power of Forge to let the community “evolve” the maps how they want.
> 2533274795938680;7:
> I think the plan is 343 makes maps for competitive Halo using their pro team to playtest (smaller, typically symmetrical) and then unleashes the power of Forge to let the community “evolve” the maps how they want.
That’s a solid plan for customs, but social and ranked maps are what I’m really talking about. On that note tho, let’s hope the customs interface for matchmaking improves a lot.
The way the maps and Halo itself should have evolved is as follows… Maps… More maps like torque that are just an awesome over all setting and it has platforms that move. Maps need more action like that. More doors and platforms that can be player controlled. “Classic” maps were mostly stationary…having maps that change during battles is excellent… Then instead of loadouts/armor abilities/Spartan abilities… They should have just expanded in equipment pick ups on the maps. Limited use jet pack, we had a grave lift pick up why not a man cannon version of it? Halo could have kept it’s identity and evolved but they had to go down the road of “what other games were doing”…
> 2533274816788253;9:
> The way the maps and Halo itself should have evolved is as follows… Maps… More maps like torque that are just an awesome over all setting and it has platforms that move. Maps need more action like that. More doors and platforms that can be player controlled. “Classic” maps were mostly stationary…having maps that change during battles is excellent… Then instead of loadouts/armor abilities/Spartan abilities… They should have just expanded in equipment pick ups on the maps. Limited use jet pack, we had a grave lift pick up why not a man cannon version of it? Halo could have kept it’s identity and evolved but they had to go down the road of “what other games were doing”…
What do you thing about multi-jump to increase higher ground play in maps? I thinking other games have done that to an extent, tho I can think of which ones. For example: jump to a wall without grabbing ledge, then boost off wall vertically to an opposing higher wall.
> 2535447371726695;10:
> > 2533274816788253;9:
> > The way the maps and Halo itself should have evolved is as follows… Maps… More maps like torque that are just an awesome over all setting and it has platforms that move. Maps need more action like that. More doors and platforms that can be player controlled. “Classic” maps were mostly stationary…having maps that change during battles is excellent… Then instead of loadouts/armor abilities/Spartan abilities… They should have just expanded in equipment pick ups on the maps. Limited use jet pack, we had a grave lift pick up why not a man cannon version of it? Halo could have kept it’s identity and evolved but they had to go down the road of “what other games were doing”…
>
> What do you thing about multi-jump to increase higher ground play in maps? I thinking other games have done that to an extent, tho I can think of which ones. For example: jump to a wall without grabbing ledge, then boost off wall vertically to an opposing higher wall.
I don’t think Halo needed any type of stuff like that. That is what grenade jumps or the temporary gravlifts or man cannons could have been for. Or the map could have ledges that move or could controlled.
> 2533274816788253;11:
> > 2535447371726695;10:
> > > 2533274816788253;9:
> > > The way the maps and Halo itself should have evolved is as follows… Maps… More maps like torque that are just an awesome over all setting and it has platforms that move. Maps need more action like that. More doors and platforms that can be player controlled. “Classic” maps were mostly stationary…having maps that change during battles is excellent… Then instead of loadouts/armor abilities/Spartan abilities… They should have just expanded in equipment pick ups on the maps. Limited use jet pack, we had a grave lift pick up why not a man cannon version of it? Halo could have kept it’s identity and evolved but they had to go down the road of “what other games were doing”…
> >
> > What do you thing about multi-jump to increase higher ground play in maps? I thinking other games have done that to an extent, tho I can think of which ones. For example: jump to a wall without grabbing ledge, then boost off wall vertically to an opposing higher wall.
>
> I don’t think Halo needed any type of stuff like that. That is what grenade jumps or the temporary gravlifts or man cannons could have been for. Or the map could have ledges that move or could controlled.
Yeah and it’d look kind of… Odd wouldn’t it? A Spartan wall-jumping or something? I mean I can get behind the stabilizers, portable gravlifts, and maybe jetpacks and stuff but double-jumping / wall jumping / etc just… Feels out of place.
I like the idea of a red vs blue mode where the game never ends. Where red and blue are fighting over territory, whichever team successfully captures the territory pushes back the other team (to a new map area with unique/new terrain). Like an ongoing tug of war. And you don’t get to choose which team your on, aside from whomever is in your fireteam. Your Spartan gets xp/rp based on the zones, whether it’s gained or lost territory, from moment joined. The team on defensive would have strong interactive defensive land weapons. Maybe even ground attack vehicles to use. That would balance gameplay to avoid unstoppable forward moment from the advancing team. Randomized bot enemies/Spartans when needed to balance the teams to an even number. Maybe 25vs25 per territory.
IMO, the charm of Halo’s multiplayer is the simplicity of the level design. Moving objects and interactive elements are great for campaign but feel a little gimmicky for multiplayer.
If they keep the level design but really focus on creating an immersive aesthetic I think it would be perfect.
> 2535431933064458;14:
> IMO, the charm of Halo’s multiplayer is the simplicity of the level design. Moving objects and interactive elements are great for campaign but feel a little gimmicky for multiplayer.
>
> If they keep the level design but really focus on creating an immersive aesthetic I think it would be perfect.
I fully agree, Design and relevance is key but focus on a immersive aesthetic for the Maps is a great idea, and i gree, it would be perfect.
Climate as in different aesthetics but same map design, kind of like what ElDewrito 0.6 did with changing the skyboxes in Forge? I believe it would for sure give some variety to the gameplay, as long as it stays immersive.
Hopefully, Infinite Forge will take some inspiration from the improvements ElDewrito brought so that custom maps will become even better. I think 343 did a good job with Halo 5 as I was pretty pleased with the diversity of custom maps. Forge is one of the great strengths of the franchise.
> 2533274928975609;17:
> Climate as in different aesthetics but same map design, kind of like what ElDewrito 0.6 did with changing the skyboxes in Forge? I believe it would for sure give some variety to the gameplay, as long as it stays immersive.
> Hopefully, Infinite Forge will take some inspiration from the improvements ElDewrito brought so that custom maps will become even better. I think 343 did a good job with Halo 5 as I was pretty pleased with the diversity of custom maps. Forge is one of the great strengths of the franchise.
Yup. Maybe even a concept of time as it relates to time of day and seasonal changes. Snow, wind, rain that is interactive. Lot of possibilities.
> 2535447371726695;1:
> I’ve been wondering lately how game companies are looking at, and should be pushing forward, mapmaking.
>
> Game Series (like Halo) in-particular tend to fall victim to the one dimensional approach of how maps are setup and to be played.
>
> Any change from what would be considered “Classic Halo” will obviously anger hardcore fans, however, keeping Halo relevant is an obvious concern.
>
> How should Halo multiplayer maps evolve (non-customs)?
I liked interactive environments similar to Halo 2 or maps like that space map from Halo 4’s DLC. I also liked maps that tell a story for example in Highlands you see Covenant ships glasses the background, a downed Pelican, and abandoned bases.
> 2533274812438213;19:
> > 2535447371726695;1:
> > I’ve been wondering lately how game companies are looking at, and should be pushing forward, mapmaking.
> >
> > Game Series (like Halo) in-particular tend to fall victim to the one dimensional approach of how maps are setup and to be played.
> >
> > Any change from what would be considered “Classic Halo” will obviously anger hardcore fans, however, keeping Halo relevant is an obvious concern.
> >
> > How should Halo multiplayer maps evolve (non-customs)?
>
> I liked interactive environments similar to Halo 2 or maps like that space map from Halo 4’s DLC. I also liked maps that tell a story for example in Highlands you see Covenant ships glasses the background, a downed Pelican, and abandoned bases.
That does add a sense of scale to the maps you wouldn’t get with stationary background objects.