One Idea I saw float around and has been requested a lot was dynamic maps and map events. Halo 5 started to dabble in this a bit when they had stuff you could shoot and it would move a platform.
An example could be a small space that is anti gravity and when you walk through it you start floating. Basically map elements that affected the player instead of the player affecting the map.
I saw a lot of people actually ask for this and not Equipment.
I think this is far more interesting than equipment because it would allow more organic maps. More natrual looking maps. More immersive maps
When it came to Halo infinite I thought this was the route they were ganna go with but instead all of the maps are super bare. Super big. Nothing really going on visually. All of this is due to Sprint and how equipment effects the gameplay and imo itās boring because of it
You can walk into a glass balustrade on Streets and watch it realistically explode with the slightest of touches.
Not to mention the wooden railings around the stairs in Bazaar that also explode, because wood definitely explodes when you walk past it.
And⦠erm⦠and⦠no thatās it but how could you forget that immersive feeling those railings gave you?!
But seriously, in H5 forge thereās gravity modifiers that make what you mentioned very easy and the maps that made it into matchmaking with floors and doors etc that move were all forge maps.
Hopefully infiniteās forge will make these easier to do, more reliable and more imaginative but definitely not guaranteed with the launch weāve had so far and hopefully future developer maps have some interactive things.
Barely any of the things on walls in this game even have any collision compared to being able to jump on or at least off of literally every switch, bump, sign, pipe, everything in the previous titles, quite disappointing.
he means things that H2Anniversary had in some of its multiplayer maps I think, dynamic triggers that hinder the enemy team/help the allied team if done.
To be fair, you can do an awful lot in H5s forge so if we get that and more plus the known bugs from H5s forge removed it should be good but absolutely not counting any eggs before they hatch.
that is true, helps to keep expectations measured, I know some here hope Infiniteās forge is like the second coming of LBPās level creator (you could do A LOT with that one let me telll you.) if Infiniteās forge is Halo 5 2.0 in functionality but improved interfacing and less glitches with the presets. then mwah, chefs kiss.
I miss the days where maps had a big, memorable setpiece.
Zanzibarās windmill, destructible cover, window covers, and bridges were all so awesome.
Even non-interactive ones like Ascensionās big rotating satellite dish. I feel like nearly every map in Halo 2 or 3 was one you would instantly remember something unique about aside from āoh itās the boot camp mapā or āoh, itās the street levelā.
Infiniteās BTB maps got this right, with the giant AA turret, or the Loot Caves. But nothing super sticks out about most of the 4v4 maps aside from Behemoth and Launch Site. Like whatās the cool setpiece of Aquarius? Itās just kind of a neat location but thereās nothing specific to grab your attention and make you remember it.
I kinda feel infiniteās BTB maps kinda blend together due to the shared setting, but I do get what you mean via āobjective completed triggersā for each map, those are neat.
I wouldnāt say the maps are bare at all or even big for that matter. The maps are much smaller (aside from Launch Site and Behemoth) due to sprint being scaled back considerably and movement being confined to specific forms of equipment rather than infinitely in your back pocket (as was the case for much overall larger maps due to advanced movement mechanics in Halo 5). So this is starting to sound like a misinterpretation at best or revisionist history at worst,
I think the human maps have a real CS feel to them rather than a Halo feel which makes them less visually interesting. In fact the map that has the most variation and flavor according to your analysis is the one players hate the most (Behemoth), which is unfortunate because itās really a fun CTF map.
I would like to see more flavor added in the form of atypical map design (asymmetric/non 3 lane designs). 3 lane maps are good, but I think we also need more true symmetrical maps as well.
Citadel from Halo 3 is a good example of an inverted symmetrical map that takes inspiration from a 3 lane map, but sprinkles factors in that divert you away from the usual lanes of combat.
Construct takes a large level and instead of expanding it outward, heightens it across several levels, allowing for changes to combat flow and approach to dealing with players who might have a good vantage point.
Orbital would honestly work spectacular with Infiniteās sandbox allowing for traversal of the asymmetric arena and turning what was once a pitfall nonissue into a flanking route if youāre skilled enough.
All three of these maps in their own way would spice things up considerably by thinking outside of the box in terms of typical map design.
Yeah, I love things like this, especially for CTF. Like a base could have doors or shielding that can be destroyed. Iād even love it if it could be repaired, etc.