Twilight Gap
Member
Apex is great. Big, clean environment that plays well.
Also: The better colour contrast and reduced haze combined with the less dense detail makes Apex have less of a "hey look I'm graphically impressive" vibe that the rest of Halo 4, but it's also why I think it looks far better. It's pleasant and interesting to look at, and has strong geometric aesthetics. Going for some actual colour schemes (beyond "one colour plus orange highlights) can easily make a game look less polished, but I'll take that hit if it means non-hazy non-piss-filtered environments.
You hit the nail on the head. It's superior to literally the rest of the game, and the contrast definitely plays a part in it. It just feels uniquely Halo.
It's HUGE too. I got lost in it earlier. I'd pay for it if they adopted it into a good BTB map. It looks amazing and it will play great for vehicles and infantry if done right. Though it needs less predefined paths and more open spaces.
Remove the Mantis why you're at it. Not that any of it matters. They like putting flags outside the bases on some dirt rather than use the actual bases (on maps that have them!).
The flag thing is a double-edged sword. On the one hand, it'd be better for defense (and make more sense) if it's inside the base. On the other hand, imagine having to go through boltshot+camo campers to pull a flag, and then have them spawn right on you. Putting the flag out in front keeps the bases themselves as spawning areas.
The way I see it, the best symmetric maps tend to use the following formula:
-Red Spawn
--Red Objective
---Red Lobby
----Neutral Middle
---Blue Lobby
--Blue Objective
-Blue Spawn
IMO, it's better to put the objective in front of the spawns - not necessarily right in front of a base, but just ahead of where players will be respawning. This way, the enemy team doesn't need to cross into your spawning area, which lowers spawning issues. Maps with Objective and Spawns being the same usually encounter heavy spawn killing. Spawn Traps are essential (death to dynamic spawns), but being unable to move isn't fun for anyone.
Of course, this becomes more clear with well-built maps. A map with poor spawning areas will need to accommodate by relocating the objective, whereas a map with good spawning areas can afford to have the flag in the base.