Just as the title says, Halo 5’s Big Team Battle update, titled Battle of Shadow and Light, just went live.
I’ve gotten the chance to play all four of the new maps today, so here’s a breakdown of each map, the maps they’re based on, and how they feel in Big Team Battle.
Inspired by Halo 3’s Valhalla (which, itself was inspired by the famous Blood Gulch)
Basin plays extremely well, and feels very balanced. There wasn’t a time during my match on this map where I felt at a disadvantage. The strange thing about this map though is how fast I learned it. With Halo 5’s overhaul to movement and momentum with the Spartan Abilities, I expected to have issues adjusting, but luckily I didn’t.
Inspired by Halo 3’s Standoff
This map was surprisingly fun. I wasn’t the biggest fan of the original map, but given that my two matches on this map where objective-based and they ended up being a blast, I think I can get used to this.
Inspired by Halo 2’s Headlong
Headlong holds a special place in my heart, it was one of the funnest maps in Halo 2, and among the first that I ever played on. Halo 5’s version is okay. It plays extremely well, and feels like Headlong should, but it’s the aesthetics of this map that makes me shrug and wish they had actually made this map it’s own instead of using Forge.
Inspired by Halo 4’s Longbow
By far the weakest of the BTB maps, Recurve doesn’t do anything special. I may be a bit biased, considering I wasn’t a fan of the original at all. I can say with confidence though, that this map feels balanced. That’s really the important thing here. The map plays well, I just wish that it hadn’t been made in the canvas it’s in. Drop this map in the same canvas used in Deadlock or Basin, and you’ll have a balanced map with a pleasing look as well.