> If it’s really that big of a problem then should you go after the player that turns around and sprints away instead of pulling your own hair out?
Well, the thing is that you need to sprint to keep up with a player who’s escaping with sprint. While sprinting though, you can’t shoot, so in that case there’s little point in chasing. If you stop sprinting to shoot and your prey continues to sprint you’ll pretty quick lose sight of him/her. Provided it’s not a loong straight corridor.
In the rare cases that I decide to chase a sprinting escapee, I often imagine the Benny Hill theme.
> If sprint does get removed they should at least increase the movement speed.
If you feel slow then another way to make you feel faster is to increase FoV.
> Or that overall speed was adjusted for sprint.
Halo 3’s movement speed is said to be 2,25 units per second.
Halo 4’s movement speed is said to be 2,2 units per second.
> Large-scale map design still does not necessarily have to factor into this.
I’d have to agree that larger maps do not have to take sprint into account as much as smaller maps in terms of scale. However jumps are one thing that can’t really be ignored, or corridor complexity due to the cat and mouse games that can happen. You know chasing someone while you can’t shoot compared to chasing someone you can shoot, when they’re in your line of fire throughout the chase.
Then again, large scale maps tend to have other aspects to them that allow faster travel. Teleporters, man cannons and vehicles.
> Another, non-scalable, measure would seem to be required (is distance still displayed in the sniper rifle?) because as someone who has to concern himself with being accurately quoted on a professional basis I don’t trust the developers own words (since there is a very appreciable difference between what any one of us believes of reality, or rather how any of us portrays it in sentence format, and how reality actually played out even when we’re directly involved with it. There’s intention and perception, and then there’s what happened.) 
Forge is an excellent place for measurments in terms of units.
The calculations I did based on tsassi’s measurments showed that the difference between Haven and Guardian in overview area was that Haven is 60% larger than Guardian, and that was overview. While both maps have two floors, Haven’s lower floor is almost as large as the upper floor while Guardians lower floor isn’t.
I also find it hard to interpret the developer quote in any other way than that maps were increased in size to accomodate sprint. Because it’s from a map designer, talking about map design, being quoted about a movement based feature.
> I’m going to go out on a limb and say Skyline is the most popular map in Halo 4 maybe alongside Daybreak. Both are designed quite similarly to maps from the previous games. Small-medium size and Skyline specifically is made for 4v4 games. Sprint seems to work fine. The map being small usually means the impact would be greater and everyone assumes that is automatically a bad thing.
It’s still designed with sprint in mind as is only slightly smaller than Haven.
> However, on Skyline and Daybreak sprint actually gets to function like its supposed to. A boost to get you there a bit faster in a short amount of time. Yet the maps aren’t overly chaotic. There is plenty of space in general to maneuver, but sprinting too much will bring you straight into the face of your enemy. There are natural boundaries that the game brings that make sprint less of an impact on a map that would, according to other arguments, break the map. Overall though it just speeds the game up.
Actually, that again is an illusion as the map is designed with sprint in mind. If you’re intended to get to one area to another in a specific time, say 6 seconds with sprint, it’s no different than not having sprint in the game and going from one area to another in 6 seconds. That’s the way the map was designed.
So no, you do not get there “faster”. Well, as default movement speed is slower, in that sense you get there “faster”, but compared to a map designed in a game with no sprint, you do not get there “faster”.
> There’s a little chaos factor sure, but I still don’t see how designing maps for base movement speed and still having sprint is necessarily a bad thing. The game corrects the mistakes it might make. Not every map has to be big to accommodate the “placebo” of sprinting. Let it do its job and design the maps properly without it.
But designing a map without sprint in mind can have sprint make it play alot differently than what was intended, well, it will make it play a lot differently. Pitfall plays a lot differently than the Pit.
I’d also question the decision to implement a feature of the magnitude sprint is, only to have it limited to the point where it has little use, especially when there are many other ways to make players get to other areas “faster”. Teleporters, man cannons and vehicles.