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> > I think everyone would contest that H3’s movement was unnecessarily slow. I think the MLG settings even increased BMS and jump height, which caused the game to have a very decent viewing experience.
> >
> > My argument has been and always will be that Sprint/clamber/Thrusters make map design very difficult. Maps are elongated because a designer must designer around the fastest possible speed if they want to avoid map breaking jumps.
> >
> > If someone can address map design concerns while keeping all these extra abilities in it, then that’s awesome. But I just don’t see that happening. I hope Halo 6 has several new game defining maps, like how Halo CE had wizard, battle creek, H2 had Zanzibar or Lockout, H3 had Guardian and Construct. Each game had several high quality maps. Even after 2 years, none of the Halo 5 maps have really grown on me…Same for the Halo 4 maps. The main correlation I can see is the games with good maps had one BMS, the game with unmemorable maps…had sprint
>
> Actually, I love the maps in Halo 4. Ragnarok, Vortex, Meltdown, and Exile are all memorable maps to me. I mostly play BTB. Halo 5 maps are a bit unmemorable.
>
> Might be pure coincidence, but I have the most fun in the Halos with sprint(Reach, 4, and 5). Halo 1-3(TMCC) are not enjoyable for me. I get steamrolled most of the time. Unlike when I loose at the newer Halos, I have no idea what I do wrong or how to improve. It just feels like a waste of time, playing against people 10+ years ahead of me. Halo 4 and 5 feel like I have a chance even when playing against people better than me. Halo 5 is like, “I could be that good with a better team and more practice”. Halo 3 is like, “I will never be able to play like that”.
>
> Yes, I have no facts to back up why sprint is good. However, the point of games for me is fun. If sprint is in a game that’s fun, I like it. If the future Halos remove sprint but keep the multiplayer enjoyable like 4, I will be fine with that too.
>
> The whole “sprint debate” is impossible to solve because of two sets of people:
>
> A) People who use reason of gameplay speed and map design. And how sprint changes balance in a competitive game.
> B) People who don’t care about balance. They just want to “feel like a super soldier”. And have fun playing with abilities, sprint, loadouts, etc.
>
> I have never understood why game developers need to base the map around sprint. What are these “map breaking jumps” anyway? Just design good maps and worry about movement later. I obviously fall into category B. I am not as interested in the competitive side of Halo as much as the casual side. I just want a good game that isn’t impossible to play as a Noob in. With or without sprint.
People who don’t care about balance are still affected by it, and it will affect their experience.
You said yourself that playing Halo 1-3 is difficult because they are far better than you. That’s one sort of inbalance, imagine if that type of inbalance would be in the gameplay.
Second, map design. Why worry about movement? Because you need to metrics to use when designing your map. Disregarding how fast people can get from one place to another can have detrimental effects to the gameplay experience on the map, either it’s too small and the gameplay becomes chaotic, or too large and it becomes a chore to navigate the map with little action.
To put it into a different perspective.
Think of how you would do if you were to build a TV-stand with built in book- / Dvd- / acessories shelf space as well as a section for your consoles and their peripherals.
There’s quite a lot of planning and “research” to do before you have your final draft done and you actually can get to creating.
A space too small or not ventilated enough for your Xbox will mean it’ll overheat. Not hiding your power, ethernet, sound, optical cords behind the whole thing will mean massive dust gathering and a visual downgrade. Unless you make something visually appealing of them.
Movement is universal across the game. Not takigng it into account can mean a path will be short and people will get spawn trapped easily without barely any effort from the others. Or flag caps beimg very fast. A wall may be too short and easily traversible when it’s not meant to be by the designer.
Designing a good map is about taking into account the different gameplay mechanics in the game and how they affect their respective area of gameplay.