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> > > I would like to say this: Many of the Halo 5 maps are clones from prior games (before sprint was introduced) so I do not believe those were actually stretched to compensate. Not by much anyway, if they were stretched at all.
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> > Many? Such as? Truth is a Midship remake (and we know based on measurements that it has been stretched), and Mercy is a remake of Haven which is a Halo 4 map, but that’s already from the sprint era. That’s about all I can come up with.
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> Is the size increase in proportion to sprint’s bonus movement speed, or does the map just happen to be a tad larger than it used to? Because if what you’re saying is true, you’re going to see similar numbers such as (for example) Truth might be 50% larger than Midship and sprint might provide 45% more movement speed. And it should be the trend with most maps in that way as well.
If I can believe the hardcore forgers it’s generally speaking a bit less than what sprint provides. So if sprint and clamber through shortcuts adds a 45% increment of speed the additional space should be around 30 to 40% larger in proportion (talking solely in covered distances) and with additional cover situations in between.
The reason for that is quite simply balance, so not just for the sensation of speed like other tried to imply a few pages back. The devs have to consider that the additional space can also be used as a battle zone were players shoot and don’t run, therefore the distance between one connection point to a focal zone can’t be identical to prior titles - even if the design philosophy of providing mid-range battles between one focal point to the other from H1-3 still prevails. Also because clamber tooks away the possibility of shooting more cover positions in connection zones are needed as well to provide situation were the function can be used instead of just jumping, as well as encourage thruster evades. … incorporated jail-break-free-cards, yeeeeaaaahhhh. 
Reason why level design in H5G should be drasticaly different to H4 as well even though both are sprint heavy. My guess would be that distance covered and sprint are more or less proportional to each other if not for more corners to give players a chance to leave sprint and take a shooting stance? (*Haven’t enough experience there though. Haven’t play much H4 and barely touched forge there, so my contact with other way better forger than me was limited as well! Below is what I can remember was critized back than.*💁)
For the rest the rest the game is much more vertical with the tendacy of having a three levels circular map. Lower and long connection on the outside with differend low jump elevations, two to four climbing spots mid-way to the connection dircted back to a focal or base point, an open high point with two entries and an escape route in the middle, as well as two focal base points in between somewhat directly connected to each other through wide jumps and mid- to wide-range battle situations.
That’s pretty much how I would describe map design in Halo 5 Guardians. Below the others in comparison to understand why areas got different sizes in different chapters, even though they get the same layout of older maps.
4v4 level design
HCE - H3 >> map design movement coverege based on floaty movement and fast strafe in core spaces, close quarter situations in connection points in between focus areas and surrounding pathways, mid-range battles between focus areas, no single exit or entry in focus areas to encourage constant movement
Reach >> same core design concept for focus points, but less wide interior spaces due to slower strife, more elevation but less hight differences between them due to lower max jump hight and jet-pack, more space and higher distances for outside pathways surrounding focus points to accomodate AA sprint, more high distance combat situations even in 4v4 due to additional sprint spaces on map borders
Halo 4 >> more corridors as connection-situation between focus points, secondary pathways become increasingly vertical and intricated instead of outside areas -> because of a higher ledge distance only achivable with sprint-jump (meaning more sprint and less combat), more edges to grant coverege from bigger explosion areas and make x-ray vision worth, wider focus points due to a faster strife, cover to corner map-design
Keep in mind that H4 is just an assumption, I really haven’t played it much! But that was the general consensus when it was released! 