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> > > > > > > > > > > > > > > > > it speeds up the overall pace of the game
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> > > > > > > > > > > > > > > > Except it doesn’t. This has been proven countless times, in this thread and otherwise. It’s amazing how kids still don’t understand the difference between "player speed
> > > > > > > > > > > > > > > > and “game speed”. Just because your spartan can move really fast at the touch of a button, doesn’t mean that the pacing is all of sudden sped up, as well. It’s not. It’s actually the opposite. The pacing of modern Halos (Reach-H5) is actually much slower than that of traditional Halos (CE-H3) due to the slowed down base movement speed, as well as the addition of numerous easy-mode DEFENSIVE mechanics, such as sprint, which make bad players feel good. They draw out engagements and make matches slow and boring. CE and H2 are objectively the two fastest (paced) Halos ever. Fax.
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> > > > > > > > > > > > > > > 2.It actually does speed up the game speed due to the base options allowing for smart movement such as spartan charge, clamber and ground pound all of which contribute to heightening the speed of the game, so please, at least try to bring a better argument next time as your facts have zero credible evidence and your argument is sloppy, hence I overall no longer respect or recognize the significance of your opinion, therefore causing any future options provided by you on this matter shall be considered invalid or void
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> > > > > > > > > > > > > > All movement related mechanics a player has access to are taken into account by map designers when they design the maps.
> > > > > > > > > > > > > > For instance, the fastest time your going to get places from another, is dependant on what the map designer thinks is a good time for you to get there. In order to get a proper time, the distance needed to be travelled is based on the fastest by default available way a player can move.
> > > > > > > > > > > > > > So, if you do not have sprint in the game and the base speed was 10 m/s and the map designer says you can go from A to B in 10 seconds, then the distance is 100 metres. Now if you then have a game with sprint and the same scenario, but sprint is 20 m/s but the time remains at 10 seconds, then the distance is 200 metres.
> > > > > > > > > > > > > > As a result, sprint does no get you places “faster”. You get there in the fastest time possible decided by the map designer.
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> > > > > > > > > > > > > > Clamber follows the same suit. If a map designer doesn’t want you to get over a wall or reach a certain place. Actions in the map making will be taken in order to prevent you from clambering, such as higher walls, ceilings or wedged edges that can’t be clambered on. As a result, clamber does not allow you to scale walls you shouldn’t be able to jump over, because the map designer just allows you to scale those walls either way.
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> > > > > > > > > > > > > > Measurements.
> > > > > > > > > > > > > > Map design Article.
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> > > > > > > > > > > > > > So, would you now please elaborate how movement mechanics taken into account with map design, i.e you now knowing that map design allows you access to different routes and not the abilities themselves allowing it, speed up the pacing of the gameplay?
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> > > > > > > > > > > > > The mechanic allows for faster paced gameplay due to map scaling, hence if you account for the ratio, average map traversal time and the consideration of how the map sizer are similar to that of those from past halo games you will see that the skill gap as well as the split second concept between jump times and distance scaling you will find that the mechanic gives an overall faster TTK for both teams due to in animation vulnerability, this speeds up the rate in which a opposite team player can be reached and eliminated, hence progressing the gaining of points and the overall speed of the average game time
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> > > > > > > > > > > > Maps in Halo 5 are actually bigger than maps in the games without games. They are also built for the sprint speed so, if anything, you traverse the maps at a slower pace than previous games since you’re obviously not always sprinting. That being the case, it means players are not always traversing at the proper speed the map was built for which causes encounters to happen less frequently than previous games (whether it be a lot or very little), which obviously results in games progressing slower.
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> > > > > > > > > > > Avalanche infinity sidewinder blood gulch and just about every other ce map are equal (bigger when it comes to infinity) to warzone maps.
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> > > > > > > > > > For one thing, I was referring to Arena maps. BTB has little relevance to the sprint discussion. Also, I think you’re seriously overestimating the size of past BTB maps.
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> > > > > > > > > Go play infinity on ce mcc, the map was literally blood gulch times 10, it was honestly too big, I’m just using it to show how games with no sprint can still have big maps. Look up a video of it if you don’t have the mcc. I am against sprint, I’m just showing that you don’t need sprint to have big maps, something 343 clearly dosent understand as they still give us bad forge maps that arent even big enough to handle scorpions. But that’s probably just them shoving warzone down our throats
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> > > > > > > > Even if Infinity were 10 times bigger than Blood Gulch, it still doesn’t matter because every other map is still much smaller than Warzone and Infinity wasn’t even a good map and was more favored as a racing map anyway.
> > > > > > > >
> > > > > > > > I never said games with no sprint can’t have big maps, I said sprint forces maps to be bigger and causes games to become slower paced and, before you respond, I’ll again say that BTB doesn’t matter in the sprinting discussion. So please stop bringing up BTB maps.
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> > > > > > > Btb is completely relevant although for different reasons, the maps feel way to small for btb and vehicles like the scorpion are useless due to the entire paper vehicles thing. And I’m really not overestimating the size of the ce btb maps, all of them except hang em high and maby blood gulch could be made into wz maps, hell they would be better than the current warzone maps
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> > > > > > Yeah, releveant for different reasons. Reasons that I’m not discussing because they have no bearing on the typical 4v4 experience and the issues with the 4v4 experience have little bearing on the BTB experience. All in all, whatever you’re talking about is irrelevant to what I’m saying.
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> > > > > > Warzone maps are multiple times the size of previous BTB maps. The only comparable map - aside from Forge World or other canvases -is Boneyard from Reach which was massive and even that, I believe, is smaller than any Warzone map.
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> > > > > Please go back and play the ce btb maps if you think they aren’t that big, most of them are absolutely massive
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> > > > No, they’re not.
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> > > What ones, hang EM high was semi small but sidewinder, infinity, ice fields, blood gulch, death island and timberland are all similar size to warzone maps, they may not feel as big because of teleporters but they are. There is no argument for you to make because the map sizes are there.
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> > No, they’re not. I’m not arguing because there’s no argument to be made, you’re just wrong.
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> > If anything, Warzone maps just feel smaller because of sprint, vehicles and every other way to traverse the maps.
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> Nice try repeating my argument, but since your acting like a child I’m no longer replying to this thread, if ce had forge we could easily add bases into those maps and make them wz maps.
I’m not being a child. If you told me the sky was green, there would be no arguing because you’d be wrong. No argument necessary. Same applies here.