Twilight Gap
Member
The Pit had the same problem most Halo 3 maps did, which is that there were entire sections of the map that were totally cut off from the rest. Look at the great maps in Halo 2 - Midship, Lockout, Sanctuary, Coagulation, Warlock, Containment, etc. - there were few places to hide, and you there were plenty of angles to shoot across the map (this isn't to say that there weren't bad maps in H2, because there absolutely were). Halo 3 was not like this, they just generally had a lack of map flow. The Pit had a gigantic wall stuck in the middle which eliminated almost all cross map combat, Construct was almost two separate maps stapled together (the bottom and top floors had a floor between them, cutting off all angles), Isolation had a similar problem, Guardian had none of the angles and map flow that made Lockout great, Narrows had so few angles to attack from and had terrible issues with spawn camping, etc.
And one of the most annoying problems in H3 that was universal to all maps, was the tiny little cracks in the geometry that would completely fuck up your grenade bounces.
Great post. Halo 3's maps were too straight-forward IMO and came down to either passive standoff gameplay or linear aggression. The game was definitely entertaining in its time, but it's easy to see when the decline of the series began to accelerate - at least in regards to its map design.