Vertical gameplay and Halo.

This thought came to me from reading a previous thread about sprint. Why does CoD and Battlefield and other FPS NEED sprint? They are mostly 2-dimensional. To explain this you should think about what Halo since the beginning has offered, which is maps with several floor levels. The maps were small in terms of length and width but they always had height. That reason combined with the speed of jumping from the top floor to an enemy on the bottom floor was how Halo was faster paced even without sprint. I think Vertical oriented maps that are also decent sized in the length and width department are ideal for that classic Halo gameplay feel.

The following is my post on the other topic which gave me the idea.

I want for sprint not to be needed. If the maps become a favorable for jumping more and offer multiple layers than sprint would no longer be needed. Remember Epitah from Halo 3? That map was good and fast paced and it was kind of large. It did well because there was fast paced movement built in, and that was through jumping from the top floor to the bottom floor. That is a movement option as well and one that needs to be promoted.Note: that I said I don’t want sprint to be needed, not removed. The fact is that now Halo gameplay needs sprint compared to previous Halo’s. 343i can keep sprint in the game but maybe limit it to BTB only. Sprint on Avalanche back in Halo 3 would have been much appreciated.

https://forums.halowaypoint.com/yaf_postst249601_Halo-5---Map-Design.aspx

I get what you’re saying, but I don’t know of any reason that you can’t have verticality through jumping, horizontal mobility through sprint/thruster, and combinations of the two for fast + upward movement. That can still combine to make a good and competitive game on smaller pvp maps. It just requires a different kind of design, one that’s simply not focused on only catering to one possible method of movement, but to allow players to use all types to traverse intelligently. I feel like, if done correctly, that leads to an environment where events and movement is still dictated by level design, but player movement is not as static and predictable. If the pacing of combat encounters is balanced to account for that, a skillful, fast-paced, and different kind of game can emerge.

I don’t know exactly what 343’s planning, but I’d imagine their thinking is somewhat similar to mine. All new elements should be able to be stripped out or tweaked in custom settings, of course, but I don’t think that’s as much of an issue with the actual Halo 1 and 2 coming to XBL now.