Variable/Dynamic Multiplayer Maps

What makes a Halo map interesting? What makes a Halo map good? What makes a Halo map fun?

These are all questions that are subjective, and up for debate.

My personal opinion is that Halo Reach lacks the dynamic maps that made other Halo installments more memorable. What do I mean by dynamic? Simply maps that are interactive, or variable. For example, Ivory tower has a lift (So does Reflection), Ascension has a rotating antenna. High Grounds and Last Resort have a gates, and Last resort also has a large spinning wheel, etc. These unique elements that may seem to do nothing, apart from adding additional map routes, are, in my opinion, one of those things that make a Halo map great.

In Halo 4, I would love to see more maps with switches and gates (possibly implemented into the forge, similar to a teleporter, where you can set channels), and other dynamic parts. Such as rotating bridges, sliding platforms (vertical, horizontal, or custom), etc.

What is your opinion, Waypointers?

Conveyor belts on Elongation, the bridge on Zanzibar that you shoot to open, the pane in the base on Highground that you melee to break open, stalactites that can be shot off the ceiling on Waterworks, the ramped gate on Containment…

Interactive maps are more fun as they change over the course of the game.

> My personal opinion is that Halo Reach lacks the dynamic maps that made other Halo instalments more memorable. What do I mean by dynamic? Simply maps that are interactive, or variable.

I understand what you are saying fully,

Yes, Reach did lack such interactive elements in which you speak off. These functions do offer a variable on the map in different degrees which in turn cause gameplay to differ if it is involved. If it is purely this in what you mean and wish to see in Halo 4 matchmaking to create a more dynamic map and experience then yes more could be implemented.

However, in my opinion such elements do not entirely determine how dynamic a map is. A map to become dynamic to me needs to involve a wide range of possible scenarios based on human actions. For example, if i choose to pick up sniper i may face the other team who chooses rockets and they therefore has a advantage if capturing a flag in ‘certain’ location e.g small room. I on the other hand will have an advantage in defending my captured flag ‘if’ they run into a ‘certain’ location e.g open corridor.

It may seem complicated but what I’m trying to say is the map/game-type should be able to be played differently based on what decisions the player decides to make. I don’t know much about map design but adding variables such as a variety of weapons, sight angles, routes etc could increase the dynamics of a map to me.