> 2533274981196700;3442:
> Pls stop with this illusion lmao On 4v4,team arena whatever the point is valid but Dude, on any btb map no sprint is pain in the -Yoink-. If we rly comeback to classic halo, hopping trough campaing and mp all the time, its no buy for me.
I have personally never in my life felt that I would need sprint in BTB, or that BTB somehow justifies the existence of sprint.
In some cases, on-foot movement in BTB can definitely be a drag. The design of Blood Gulch and its remakes is pretty bad about this, because the only fast path anywhere without a vehicle is via the teleporter, which is not always an option. However, this is indeed just an issue with the particular design of Blood Gulch, and not a structural issue with the game mechanics. Blood Gulch has this issue because the bases are separated from the edges of the map, there is a large distance from base to base, and no fast safe way between them. The map is also very featurless which creates a sense of monotony when moving around. Valhalla adresses some of these issues by implementing the man cannons that shoot you straight into the middle of the map where there is always combat, and adds a number of features to make traversal safer and less monotonous. Some maps do not have issues at all. On Standoff, for example, the combat is always almost right in front of your base, and on-foot gameplay can be as fast as in 4v4.
There are a number of things that can be done with level design to make even large maps not feel slow. One is simply to design a map in such a way that the player is never too far from combat, as is done on Standoff. Another is to make the map movement feel more varied by avoid huge empty fields or long straight paths. Then last are a number of ways to speed up the actual movement, which in Halo are teleporters, man cannons, and Mongooses. Connecting parts of the map with teleporters can essentially make the movement arbitrarily fast. Traditional man cannons are a bit more restricted in where they can be placed, but can still be used creativity to connect parts of the map. Finally, lots of Mongooses with fast spawn timers is always an option. Some modification of the despawn rate might be needed to not litter the map with used Mongooses, but it is possible to ensure that there is always at least one Mongoose at the base ready to take the player where they want to be.
But before we go and make all of our BTB maps super fast, I want to say that BTB should always be slower paced than 4v4. With double the number of players, you simply cannot have players getting back to combat in the same amount of time as you would in 4v4, because the game would become more prone to stalemates. Avalanche is not the best designed BTB map, but it exemplifies this fact because the tunnel entrances are already prone to stalemates where players are just constantly dying and then running back to defend the entrance. It can take a number of seconds to run back from spawn to the entrance, but making the journey take even less time would create a completely intolerable situation.
For campaign, itās the same deal as for BTB: level design determines pacing, not maximum movement speed. Here of course Mongooses are traded for vehicle sections and teleporters and man cannons for enemy encounter placement. Furthermore, in campaign modulating the pacing by having sections with less action or no action can be extremely valuable for the atmosphere of the level. Halo CE wouldnāt feel like a guerilla campaign on a deserted alien world if there was just a Covenant army behind every corner. New Alexandria in Reach uses slow sections between the buildings for emotional impact as the player watches the world being destroyed around them, just to give a few examples. Games that donāt know to pace their story mode feel very shallow.