While multiplayer maps are often mishmashes of any one of these elements, many of them tend to feature one more prominently than the other. They all provide unique gameplay experiences, so which one do you prefer? Arena: A map in a large open room or field, often with elevated paths and platforms along the edges and a central area of control. Players tend to move around the map in a circular or semi-circular fashion. Team-shooting is the name of the game. Atrium: A map consisting of one or more open rooms, often with multiple elevation changes, connected at the hip by routes and smaller rooms. Different levels often interact with one another, and positioning yourself above your opponent is the key to victory. Bridgework: A map with an emphasis on traveling along narrow bridges between between towers, terrain or other structures. Players tend to move around the map in a "figure 8". Set ups are crucial to success. Often floating above a deathpit. Catwalk: A map with an emphasis on exploiting geometry to manipulate sightlines. Players often travel along high narrow bridges in a large atrium, which may connect to platforms, ramps or other open structures. The lower areas of the map may also be exposed. Room-Based: A map with many different rooms connected at the hip. Players travel together in close proximity to focus fire, but flanking is encouraged. Open Terrain A map consisting primarily of large, open terrain expanses. Buildings may be embedded in the boundaries of the map or disconnected "bases" where players can travel around and above them.
My preferences: Atrium: I love these maps because you have an opportunity to create interesting vertical playspaces with dynamic gameplay between the different layers. They focus players to the center of the map, but the atrium itself naturally segments players around or within them. The most enjoyable atriums to me allow players to travel between the levels quickly to gain different sightlines and angles, but also force you to expose yourself for the more powerful items. Open Terrain: When I think of Halo, these are the maps that come to mind. Two bases in a field and endless stretches of land between you and your opponent. These maps are fun not only for their freedom of movement, but for the ability to create whatever kind of environment you want and not have to have it make sense. Room-Based: These maps require a very different approach to building and playing and it's something I haven't completely wrapped my head around. Moving players from one room to another to pick up items of interest is essential to making them function. A good room based map to me has well designed circular flow with a balance of interaction between them. I think they make excellent 2v2 maps for players who prefer more buddy oriented gameplay, and with that player count you can spare plenty of objects for the details in the individual rooms. It's easy to feel trapped in rooms however and I feel as though these maps often rely on teleporters to a fault. Arena: The tried and true Halo design is that of the Arena map, where the team with the better communication is going to come out on top. While these maps make for very intense gameplay, the emphasis on team shooting can be off putting for less serious play sessions. They've also been overexposed in recent years as the premier layout for competitive gameplay, and I personally don't find them very interesting to watch. Bridgework: These kinds of maps are very tricky to do well because of how inherently limited their playspace is. However, this is the reason I appreciate them, because they streamline pathing down to a few narrow routes and platforms and leave the rest up to the player. The restricted movement however isn't something I prefer, and it's difficult to design convincing visuals because the superstructure often floats above a death pit. Catwalk: This has to be my least favorite style of map. Long and flat sightlines are a staple of this design and I just don't find those encounters very appealing. The maps themselves often look very bare bones and I feel like they rely very heavily on spawn traps. The simplicity however is endearing in its own way, and I'd like to see more designs in this style that do not have these issues.
I guess if i HAD to choose one over another it would be bridgework. It become more like a game of chess where each route is a commitment and a risk. So it slows things down and becomes more calculated. That being said if the teams arn't equaly matched it can be hell for the losing team to come back. Also i've yet to see a decent bridgework map impletmented into H5, but i guess the new movment doesn't lend itself to it. And people always ***** about death pits
So many death pits though... The boost really makes them more of a hazard, plus, they're harder to see in the faster paced gameplay. Honestly though, I usually like a mix of Open Terrain and Atriums, with nooks and crannies for infantry and large looping paths for vehicles. Really makes gameplay dynamic and gives you large defined sections of the map to hold, but only if you keep track of the enemy positioning.
It depends on the game. My favorite map in CE is chill out, but that doesn't mean room based maps aren't **** in halo 5. (they are) I guess If I had to pick it would be either atrium or arena (sandbox) maps. Although I don't think it really matters. Like I said, it depends on the game, so I guess I'll make a list. Halo 1: Room based (chill out/exhibit) Halo 2: Arena (midship) Halo 3: Xbox, turn off. Reach: Room based (angst/nexn) Halo 4: Xbox, turn off. Halo 2 Anniversary: Atrium or arena (Rapture/Tron) Halo 5:
I think the terrain maps were the best maps in Halo 3 because you weren't trying to nade people out of hallways with weak grenades or punish them in towers with weak BRs. The BTB maps were better for that than the 4v4 maps though.
T That doesn't sound right, weak nades and weak guns are still more effective in cqc. H3 Grenades in btb remind me of ww2 movies where there are constant nearby explosions that rarely hurt or kill.
Honestly I'd say Plaza is an atrium map. That's one way to look at it. I was alluding to the fact that players were more likely to be out in the open on the terrain maps.
One for older guys. What was your favourite map in Goldeneye? Least favourite? Having a retro N64 LAN on Saturday, was always curious what people like outside of my social circle.
Not an older guy and barely have memory of that game, but is there a map called Complex? Because that would be my answer. this is weird for me to say but my favorite style Halo map historically is bridgework, assuming that's what you'd call Guardian, Lockout, Narrows, The Cage (pls don't kill me, I had fun on it lol)
Yeah complex was always our main map, and was used in tournaments a lot with with pistols/-7 settings most of the time. Map is fun but a lot of dead ends.
--Real Catwalk Maps-- Hang 'Em High Tombstone High Noon --Fake Catwalk Maps-- Derelict? Prisoner Construct (has elements) Sword Base? ish?
Prisoner being catwalk is an interesting point. I'd say Sword Base is an atrium map though and Derelict is an Arena map. Construct is weird.
Looking back, I think I float more towards atrium maps. I just love the openess and the variety of ways you can interact with other players with the use of all the pathing you can provide.
Bridgework maps are by far the best of all the maps ever that could be made in any Halo game. Just look at Narrows and observe how the gameplay is adequately spread out between the few people that play snipers and the few people who try to push up through the middle. This is what all competitive maps should try to achieve as bottlenecks are proven by HaloFollower to be the most strategic and fun to play areas on any map.