Jump to content
Sign in to follow this  
LegitLegend

Halo and Interactable Map Environments

Recommended Posts

We saw in the lockout video, over BR Tower, you can shoot snow to go down over (not sure of the effect), but do any of you believe in this direction for Halo? I think subtle, balanced interractions could spice up strategic map movement outside of typical weapon/pu control and spawn traps. Any one have any ideas of interactable enviornments that could work on past Halo maps?

 

I know it's not entirely knew, but the direction is interesting and opens up new gameplay without having to add perks/loadouts/aa and I think it could benefit the "We Back" movement. ;p

  • Upvote (+1) 2

Share this post


Link to post

I think it just depends. I'm not a fan of the Forerunner Shield Ascension has... neither of Sanctuary's waterfalls.
But Lockout's Ice seems interesting and as Brutally said: it's something a player will get used to it with ease and without a problem, like a fusion coil.

It just depends.

Share this post


Link to post

Litmus test: 

 

Is it an element that is not random? 

 

Does it require thought to perform?

 

Does it require strategy? 

 

Is there a counter play?

 

Does it not drastically change core play? 

 

Does it accomplish something that adds depth? 

 

Is it difficult to do?

 

Does it add to teamwork?

 

 

Ideally, the answer to all of these would be yes. There are more questions but this is a start to think about it. 

  • Upvote (+1) 3

Share this post


Link to post

I'm a fan of the shield on Ascension (was able to push out to little tower numerous times because of it) but the waterfall I'm not so sure about. Then again, I haven't really used it so I can't really comment on its usefulness. I can see the ice chunks at the top of BR3 give players a chance to take out snipers who are setting up some campfires in that position.

 

Overall, I'm not against it based on what I've played thus far and I'm never opposed to new ideas.

  • Upvote (+1) 8

Share this post


Link to post

I'm a fan of the shield on Ascension (was able to push out to little tower numerous times because of it) but the waterfall I'm not so sure about. Then again, I haven't really used it so I can't really comment on its usefulness. I can see the ice chunks at the top of BR3 give players a chance to take out snipers who are setting up some campfires in that position.

 

Overall, I'm not against it based on what I've played thus far and I'm never opposed to new ideas.

I thought it all looked great, but 343 needs to keep in mind that maybe they shouldnt be used as ways to lower your shield...but as obstacles to use against opponents. 

Share this post


Link to post

I only see that piece of ice playing a role in very casual games. I know at the start of any lockout game where i get br spawn, i'll go top br like always, but instead of just blowing up the barrels, i'll shoot down that rock for my own safety.

I do think it's a cool new feature though. And as long as they stay very simple like this, i'm cool with it. 

 

Reminds me of waterworks.

  • Upvote (+1) 1

Share this post


Link to post

I do wonder if they are continuing with that, or if it's more about fulfilling the spirit of what Halo 2 had originally been meant to have.  (obviously bungie wished they'd gotten more interactive map stuff in)

 

I can't really think of how Midship or that other map we saw in the H5 vidoc would have interactive elements.

Share this post


Link to post

I would rather see motion based map objects like the Zanzibar wheel or the Ivory Tower lift than what they are doing to these maps. Or interactive elements that open up new routes to take. The H2A stuff just seems a bit forced to me.

  • Upvote (+1) 1

Share this post


Link to post

I was down for unlocking doors like in Standoff that opens up alternative routes and strategies. Not really down for gimmicky stuff like what I've seen in the MCC.

 

Basically I would like some interactive things that open up alternative strategies rather than net you instant kills or shields.

  • Upvote (+1) 1

Share this post


Link to post

As cool as they may look and seem right now, i just find them pointless and stupid. In 6 months I know I'm gonna be bitching at someone for bringing down the fucking waterfall.

 

The ice on lockout don't look so bad.

Share this post


Link to post

Zanzibar, Standoff and Longshore did it right. Ascension is regressing. Am keeping an open mind, but I wish the devs would stop putting fucking shields in Halo.  We already wear them. 

Share this post


Link to post

I would only use these sort of interactive elements on new maps or maps that were not very good in the past and need improving, I don't see why you would put them on old maps that already play well.

Share this post


Link to post

I think the interactive portions of the maps in themselves are a great feature. We may be questioning them now because the addition of them in some ways alters the way we have all grown accustomed to playing these maps. I think from what I have seen these interactive portions do not give unfair advantages that cannot be countered or overcome.

Share this post


Link to post

I'm not inherently opposed to them - basically as long menotyou's set of questions can mostly be answered with a yes I think they're a good addition. Just have to be careful to ensure that they don't break the core gameplay loop for too long.

Share this post


Link to post

I think if they are on set timers, take skill, have options to counter, then they can basically become part of the arena meta the same as any weapon or powerup.

Share this post


Link to post

Halo is about movement and map control. Things that modify a map's available paths, like Beaver Creek Skylights or Zanzibar Gate, are cool because it gives a team new movement options in a game focused on movement.

Share this post


Link to post

Interactive things such as the waterfall and the shield are both good things in many ways. Ive seen so many people complaining saying they're stupid but people need to look at other big titles now such as CoD and Battlefield. Both of these games have interactive things just like the ones being added into H2A! Its time for people to move on and accept Halo needs to evolve and move on, especially now this is a next gen thing as well as realise the old Halos are in the past and new kids aren't going to buy a game like that anymore.

Personally, although its not whats ideal for Halo I do think its a good thing

Share this post


Link to post

I think they're really cool ideas, but I don't think they'll be impacting gameplay much. The waterfall on Sanctuary will just be annoying, the ice on Lockout will be pretty easy to avoid or just shoot down ahead of time, and the Ascension shield has somewhat limited uses. 

 

I'm pretty indifferent towards it, but it's a neat idea I suppose. 

Share this post


Link to post

Litmus test:

 

Is it an element that is not random?

 

Does it require thought to perform?

 

Does it require strategy?

 

Is there a counter play?

 

Does it not drastically change core play?

 

Does it accomplish something that adds depth?

 

Is it difficult to do?

 

Does it add to teamwork?

 

 

Ideally, the answer to all of these would be yes. There are more questions but this is a start to think about it.

I would have made the first question does it promote map movement?
  • Downvote (-1) 1

Share this post


Link to post

As cool as they may look and seem right now, i just find them pointless and stupid. In 6 months I know I'm gonna be bitching at someone for bringing down the fucking waterfall.

 

The ice on lockout don't look so bad.

That's because we've already dealt with something similar with Waterworks stalagmites 

Share this post


Link to post

I would have made the first question does it promote map movement?

My litmus test is for any mechanic introduced to Halo. Not just map mechanics. Though I should have added "Does it increase the pace of the game?"

Share this post


Link to post

Interactive or "interactable" map environments have varying effects depending on gametypes and the way the map plays based on it's design.

The snow or ice that falls in the video on Lockout is being compared to the stalagmites on waterworks when really you can compare it to the barrels on the original Lockout itself. They altered the game way more than any ice or snow ever could.

-The s3 barrel moved sniper to inopportune or advantageous spots depending which team shot it and where. Or it could take the sniper out of play entirely.
- The B3 barrels, at the location of the new Ice/Snow, were usually shot before a player advanced to B3. I don't see it altering the pace of the game to do the same thing with the new interactable.
- The bottom base barrels were used for gaining access to locations quicker by jumping if they haven't been removed yet.
- The barrels overall were supplementary damage to absent-minded players within proximity. 

The shield on the Ascension remake looks like it's going to be broken as shit. I could be wrong but it's not likely being that shield walls, shield doors and bubble shields have all been broken in previous Halos and for the most part removed.

I can't say what effects on gameplay the activated waterfall on the Sanctuary remake will have as its not comparable to any interactables i've seen before.

Share this post


Link to post

Interactive elements are the least gameplay-harming way for 343 to add "flash" to their game. If you're against these these, you're pretty much asking 343 to add in shit that would actually ruin the game.

  • Upvote (+1) 2

Share this post


Link to post

People did some crazy stuff with invasion in reach, like bomb explosions destroy a vault or bridge or something. Invasion should return with even more options.

 

There is also some new modded h4 zombie mode that makes a really cool linear infection game. It includes defense, escort, destroy, etc.

 

It would be cool if h5 could increase the normal game options and stuff to add things like this especially in asym gamemodes. Add some different strategies to those gametypes. Imagine you can forge a breakable wall to add a new entrance to a base, etc. Longshore in h3 was cool for asym because you could either go straight for a flag cap or extend the walkway for easier pushes later on. Adds some cool dynamics to the game.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×

Important Information

By using this site, you agree to our Terms of Use.