Halo: Reach Forum
This topic has moved here: Subject: Should Bungie abandon the "Orbital" design of Halo 3 maps?
  • Subject: Should Bungie abandon the "Orbital" design of Halo 3 maps?
Subject: Should Bungie abandon the "Orbital" design of Halo 3 maps?

Here. I edited the idea so it makes more sense.

In a blunt fashion I meant:

Orbital is symmetric and asymmetric at the same time. People don't notice that and they seem to hate it, because they can only think in symmetric or asymmetric. They want something simpler like in Halo 2. You know? When it was either or.

Should Bungie abandon this design mix found in Orbital, because it's too much for people to handle. Should they return to the simpler designs of Halo 2?

[Edited on 10.03.2009 2:19 PM PDT]

  • 10.03.2009 1:22 PM PDT
Subject: Should Bungie abandon the a/symmetrical design of Halo 3 maps?

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I do prefer symmetrical maps. That way player skill and teamwork makes up 99% of a game.

[Edited on 10.03.2009 1:27 PM PDT]

  • 10.03.2009 1:26 PM PDT

..........Why?

On high ground, the bottom people start out with.....Sniper/Oversheild/mongooses-ghosts

And the people on top have
.........Laser/Active Camo/Mongooses-ghosts

I'd say thats pretty fair....

  • 10.03.2009 1:28 PM PDT

I love orbital. Besides, what else could you do to make one flag more exciting?

  • 10.03.2009 1:29 PM PDT

Posted by: Ninjadude989
I love orbital. Besides, what else could you do to make one flag more exciting?


I have no idea. I just feel people aren't getting the symmetrical/asymmetrical additions to certain maps. For instance. The horse shoe design of Orbital looks symmetrical, but it is a slight asymmetric map, but people just don't seem to get the mix, and they feel it isn't just when one person reaches the rocket room quicker with equipment that only spawns on one side.

I personally love Orbital, and I even like Epitaph. I just don't think it goes over well with a lot of people, because they always seem to complain about them constantly. They can only really think in terms of asymmetrical or symmetrical. It's either Zanzibar or The Pitt. For some reason something in between like Orbital just doesn't seem to go over well with the simplistic thought patterns on what makes up a multiplayer maps balance.

[Edited on 10.03.2009 1:36 PM PDT]

  • 10.03.2009 1:32 PM PDT

Assymetrical maps have a reason.

They are meant to offer players a challenge and (although many will disagree) it does infact create a balance.

Suppose one team gets to all the heavy weapons first in, let's say, High Ground (Laser, Rocket Launcher, Sniper, Shotgun), well, then this forces the other team to rethink their strategy and imposes a slightly entertaining challenge, which is what these maps are meant to do.

But, in a sense, the weapons are balanced.

Let's, again, look at High Ground.

The beachside team has 3 heavy weapons (Sniper, Shotgun, Rocket Launcher) and 2 infantry vehicles (Ghost, Mongoose) 1 powerup (Overshield) and a small slew of Battle Rifles.

The baseside team has 1 heavy weapon (Spartan Laser), 1 powerup (Active Camo), and a slew of other weapons including Battle Rifles, Maulers, and Brute Shots.

The beachside players have an advantage in the sense that they get the majority of the heavy weapons and overshield, while inturn, they have a disadvantage, as they are placed out in the open, which is easy killing from baseside with any ranged weapon.

The baseside players have an advantage in the sense that they have the "high ground" which offers many hiding places and tactical advantages whilst their disadvantage being the lack of the 3 main heavy weapons that the beachside players have.

As you can see, the map is infact balanced, just not in the way you would think.

Sure, if the beachside players infiltrate baseside and take over baseside spawn points, then the tides of the battle have turned, and the original baseside players are (as stated above) forced to rethink their strategy, as it was their fault the lost baseside to begin with.

Remember, all games start out with a score of 0-0 and, as proven, all maps are created with a balance. Whether the team has the ability and strategy to take and hold the lead is up to the members of the team.

So stop blaming your poor strategic skills on the maps.

(and as a matter of fact, Orbital is one of my favorite maps)



[Edited on 10.03.2009 1:46 PM PDT]

  • 10.03.2009 1:43 PM PDT
Subject: Should Bungie abandon the asym/symmetrical design of Halo 3 maps?

Posted by: xXDarklessXx
Assymetrical maps have a reason.

They are meant to offer players a challenge and (although many will disagree) it does infact create a balance.

Suppose one team gets to all the heavy weapons first in, let's say, High Ground (Laser, Rocket Launcher, Sniper, Shotgun), well, then this forces the other team to rethink their strategy and imposes a slightly entertaining challenge, which is what these maps are meant to do.

But, in a sense, the weapons are balanced.

Let's, again, look at High Ground.

The beachside team has 3 heavy weapons (Sniper, Shotgun, Rocket Launcher) and 2 infantry vehicles (Ghost, Mongoose) 1 powerup (Overshield) and a small slew of Battle Rifles.

The baseside team has 1 heavy weapon (Spartan Laser), 1 powerup (Active Camo), and a slew of other weapons including Battle Rifles, Maulers, and Brute Shots.

The beachside players have an advantage in the sense that they get the majority of the heavy weapons and overshield, while inturn, they have a disadvantage, as they are placed out in the open, which is easy killing from baseside with any ranged weapon.

The baseside players have an advantage in the sense that they have the "high ground" which offers many hiding places and tactical advantages whilst their disadvantage being the lack of the 3 main heavy weapons that the beachside players have.

As you can see, the map is infact balanced, just not in the way you would think.

Sure, if the beachside players infiltrate baseside and take over baseside spawn points, then the tides of the battle have turned, and the original baseside players are (as stated above) forced to rethink their strategy, as it was their fault the lost baseside to begin with.

Remember, all games start out with a score of 0-0 and, as proven, all maps are created with a balance. Whether the team has the ability and strategy to take and hold the lead is up to the members of the team.

So stop blaming your poor strategic skills on the maps.

(and as a matter of fact, Orbital is one of my favorite maps)



Ah, I see I'm beating around the bush too much in my politeness to both sides. I apologize.

In a blunt fashion I meant:

Orbital is symmetric and asymmetric at the same time. People don't notice that and they seem to hate it, because they can only think in symmetric or asymmetric. They want something simpler like in Halo 2. You know? When it was either or.

Should Bungie abandon this design mix found in Orbital, because it's too much for people to handle. Should they return to the simpler designs of Halo 2?

[Edited on 10.03.2009 2:00 PM PDT]

  • 10.03.2009 1:58 PM PDT
Subject: Should Bungie abandon the a/symmetrical design of Halo 3 maps?
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Posted by: Ninjadude989
I love orbital. Besides, what else could you do to make one flag more exciting?

Agreed, Orbital is a great map, and it really shines with one flag.

  • 10.03.2009 2:03 PM PDT

I don't really see a problem with asymmetrical maps. It's not like it's hard to take over the main base in High Ground if you start beach-side as long as your team is coordinated.

They do seem more fitted for one-sided objective games though, symmetrical maps are definitely more competitive; that way everyone truly starts out the same, gets the same chance at weapons, etc.

  • 10.03.2009 2:12 PM PDT

Of Course I will help you beta test your sweet software :3.
<3 Bungie.

It all depends on the Gametypes assigned to the maps tbh...
I persoanally think Orbital isn't bad for Flag, but slayer is not good...
Power weapons destroy it.

High Ground is great for objective :) True experience ;)

So let Bungie make their maps and make sure its clear what the map is optimised for ;)

  • 10.03.2009 2:33 PM PDT