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> > > > > > > > Over the past few days I’ve been taking precision measurements of map perimeters in Halo 3 and 5 in order to compute the areas of the maps. I now have the results, which I’ve summarized in this map size graphic.
> > > > > > > >
> > > > > > > > The bottom line is that no matter which way you cut it, the median area of non-BTB Halo 5 maps is about 30% larger than that of the corresponding Halo 3 maps. However, if one looks further into how the map sizes actually distribute, there are a number of things one can notice:
> > > > > > > > - Whereas Halo 5 maps are very much bunched around the median size, Halo 3 maps are much more evenly spread in size. - Consequently, there are six maps in Halo 3 (Blackout, Cold Storage, Construct, Epitaph, Guardian, Heretic) that are smaller than the smallest map in Halo 5 (Molten). - The tail end of the Halo 3 map distribution is dominated by four maps that in their default configuration contain a Ghost as a vehicle, and are designed with that in mind (High Ground, Isolation, Longshore, Snowbound). Halo 5 with its strict arena mindset has no corresponding maps. - If we only consider strictly pure arena maps (not forged) in both games (maps optimized for infantry play with no consideration for vehicles; Breakout maps in Halo 5 excluded), the median area of Halo 5 arena maps is about 80% larger than the median area of Halo 3 arena maps. (If we include forged maps, the discrepancy becomes larger.)With these statistics, we can’t conclusively say that movement mechanics are the culprit, but this is very consistent with the principle that map size is mostly influenced by the fastest transit method available on the map, i.e., pure infantry map sizes are primarily guided by maximum movement speed, while sizes of maps containing vehicles are primarily driven by decisions revolving around vehicular play.
> > > > > > >
> > > > > > > The Sprint: Episode 1 "Balance" - YouTube
> > > > > > >
> > > > > > > from this clip, we can see thruster and clamber had a big influence on h5 map size. It also kinda explains why we got no same sized classic remakes regardless of them being big or small. i played the pit with halo 5 settings and it was completely different with clamber and thrust. I believe thruster makes clamber too powerful and breaks maps which could make small maps difficult to design.
> > > > > >
> > > > > > Sprint breaks maps even more, this is a fact and a proven reason as to why every sprint game has bigger maps than the classics
> > > > >
> > > > > debatable. sprint definitely adds its own layer of difficulty in designing maps, however classic halo maps with sprint doesnt change much compared to clamber and thruster when playing the pit. the pit isnt a small map so the smaller maps probably got more issues.
> > > >
> > > > Not debatable, a time restricted limited boost in momentum in any direction while being able to shoot is vastly different from a locked animation focused in one direction without the player being able to do anything else
> > >
> > > you are not talking about map design anymore.
> > >
> > > either way, i can cancel sprint immediately and shoot. i can’t cancel thruster plus it stops me shooting for a second with the the way h5 works…
> >
> > Man, you need to read
> > Sprint impacts map design, not debatable and easily proven by leagues of evidence. It also impacts weapon balance and the overall sandbox, not debatable.
> > Being able to shoot out of sprint isn’t the issue, cease your hate -Yoink!- for thrust and actually think about how the game works. Thrust is less intrusive and was a positive ripple in the wave of trash that was H5 as it was limited and didn’t impact map design too much.
>
> “Thrust is less intrusive and was a positive ripple in the wave of trash that was H5 as it was limited and didn’t impact map design too much”
>
> now youre back on the right track, but debatable. think about all the different ways thruster and clamber would change classic maps. you can basically thrust and clamber around corners which will make those maps feel a lot smaller when suddenly every area is a thrust and clamber away.
This leads me to the Mythic Arena playlist from H5. No sprint, nerfed thruster, no clamber, and well-designed maps imho. Not saying it’s perfect, but it was a fun playlist and an interesting H5 spin on the original Halo formula. 

. Since most people don’t even know CE has some kind of sprint. It’s actually vital to the best speed run times even
. And now that you know, it’ll help you out a lot in CTF if you take advantage of it.