Here are just a few things that I hope for the future of Halo. Maybe not specifically Halo 4, since some of these are too large scale to change so close to release (unless they’re already included), but some are meant for Halo 4 directly. Lots to read here, for anyone really bored and wanting to indulge in theoretical Halo fun. Here goes:
I’d love to see 4 or 5 different, smaller “forge islands” instead of 1 huge world. This will allow for different map styles:
a) Snowy/winter, with forge pieces that have a bit of ice/snow on them.
b) Rainy and/or thunderstorm (darker, thunder in the background, flashing lighting, etc.) with forge pieces that have water puddles and such on surfaces.
c) Desert/sandy with slight “heat wave” type effects in the distance and maybe some light sand blowing around like in the “Hang 'Em High” map remake, with forge pieces that have sand and such on them.
d) A regular, “summer” style like what currently exists.
e) A “wasteland” type; sort of “post-apocalyptic” set with matching forge pieces. Either that, or…
f) A “Covenant” set. I realize they’re no longer the main enemy, but we never really got to create a covenant style map from scratch before.
Each of the different island types should include a natural flat section, a mountain region, and a square-room type like Reach’s Forge had embedded in the mountain. Obviously each island would be smaller than Reach’s Forge world, to accommodate for space and such.
We should also be able to modify overall lighting. Meaning, if we don’t want it to be super bright or dark, we can adjust “main light source” colour, intensity, etc. And having more than 2 light options would also be good; another possibility if each island were smaller and had less items to keep track of (to save for memory).
Lastly, a “snap-to-object” control that automatically snaps a currently held piece to another nearby piece. This would make aligning walls, floors, etc. much easier. That is currently the bane of my map-making existence.
The thing that made Halo great for me, was the “unknown mystery” of it. It seems Halo 4 is returning to this slightly, but how much is yet to be seen. I loved the idea in Halo: CE that you landed on this unknown object, no clue what it was, who was there, or what you had to do. It unfolded as you went along, and it all seemed fluid. You never knew what was next, and you were creeped the hell out most of the time (playing 343 Guilty Spark & Library at midnight with all the lights off, anyone?). The first time the flood broke into that tiny room and bombarded you, your adrenaline was pumping, and when you made it out, you were like, “WHAT THE $@%$ was that?!?”
Halo needs this again. I haven’t see that since. Of course, partly because Halo: CE was new and every game after that was just expanding on an already-established universe, but they definitely could have done more to keep your on your toes. Halo 2 & 3 just felt like going through the motions, for the most part. Especially Halo 3. I almost never got excited, and almost always knew what was coming. We need to be thrown a few curveballs; kept in the dark. Not constantly told “here’s where we’re going and what is gonna happen on our way there” narratives; that ruins the experience.
Halo: CE had a very “Super Metroid” feel to it. Let’s bring that back, shall we? Thanks.
More diverse playlists, please! When I want to play SWAT, that doesn’t mean SWAT Magnums, or SWAT 3 Plots, or SWAT Potato, or whatever the hell. It means SWAT. Period. SWAT should have it’s own playlist with different variants to choose from (I.E. the above). If one or more variants doesn’t get many consistent players, oh well… what does that tell you? It tells you that you shouldn’t mix it in with variants that DO get a lot of attention.
They should definitely create a “Classic” style playlist that adheres to more classic Halo play styles (i.e. no nerfed handgun, no armour abilities, no bloom, etc.). This, combined with bringing back the BR, jump height, player speed, etc. to a more “Halo-like” setting, will please everyone: fans of newer styles can play regular playlists, fans of older Halo play styles can play the “Classic” playlists.
And there should be more than just 1 “Slayer” variant on the “Classic” group: Classic Slayer, Classic Objective, Classic SWAT, etc. Diversity! Variety is the spice of life,. 343.
Also, more “open” maps. One thing I think plagued Reach was the maps were so over-complex. Too many things blocking your view, limiting where you could go and shoot from, always having too run around something that is in your way. Look at Halo: CE thru Halo 3: ever been walking through a map and have something obstructing your view? Hardly ever. The maps weren’t littered with a bunch of crates, decorations, and randomly placed objects for no reason (“Powerhouse” is one of the worse offenders). It felt more open and free; Reach felt very constricting; like they felt the need to include more stuff on the map to make it look better or something. This resulted in the best maps being the most simple ones; ones that harkened back to classic maps.
Dude… the pistol sounds like garbage in Halo 4. Change it back to something a bit more badass. By all means, re-do the sound from scratch. Just make it sound like a pistol and not a nerf gun. Pretty please.
Feel free to add to this, or comment on anything I’ve said, good or bad… I don’t care