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In todays Bungie Weekly Update, Bungie reveal the three maps that will be in the next map pack. These are Cottonball, Purple Reign and OK Corral. Here are some quotes about each map:
Cottonball "Ill talk about the biggest one first. And its HUGE. For the purposes of this, well codename it Cottonball. I guess a game of Big Team Snipers would be possible, but anything else would be comical without vehicles. This is very much a large scale objective game map designed first and foremost with CTF and Assault in mind. The map is almost, but not-quite-perfectly symmetrical. Some natural geology prevents each base from being a simple mirror image of the other. I say natural, but the map is set on a Halo, so, naturals not exactly correct. The map leads to the kind of long, drawn out megabattles that hearken back to the days of the original Halo and the crucial to and fro of an epic LAN party. Its inclusion of a surprising vehicle or two may make it even more interesting than it already sounds. Ive played this a lot (although less, by necessity than the other two) and I have found a couple of very compelling and addictive rhythms. The map is large enough so that even when a team makes off with your flag, theres still a lot of ground you can use to catch up. The other is that each side has some wonderful shortcuts natural and mechanical that may not make great flag escape routes, but might let a mobile pursuer cut off escapees. And I know I am in the minority on this but I sometimes have trouble knowing precisely where I am headed on a more confusing map I would call out Epitaph as an example often I will burst through a door thinking I am headed to say, the Active Camo power up, only to find I am not where I thought I was. For some reason, massive and labyrinthine as it is, this new map never confuses me. I always know which way is up and that fact has saved my bacon and our flag, several times." Purple Reign "The next one, weve already codenamed Purple Reign, may be the last one to get a graphical addition as one of our artists had an inspired and simple idea at the last second. Technically its content complete, but hey, it wouldnt hurt to add something small and fascinating. The map, as weve mentioned before, is perfectly symmetrical, slightly too big to be small and slightly too small to be medium. It has some excellent line of sight and well thought-out verticality problems and opportunities. Bridges make short work of long open sections and a central hub is sure to be fought over. Perhaps one of the most interesting features is the use of one-way glass. Iridescent material can disguise your location while you spy on approaching bad guys. The map is too confined for genuine cat and mouse activity at those chokepoints and a warren of claustrophobic lower areas makes high ground and control essential. Luckily there are several ways to get up top, from careful jumps to spiraling ramps. Luke and I have played a huge number of one on one matches here often in SWAT to keep the duration sensible, but its a map that really encourages showdowns and its a remarkably fun place to trade BR fire and hurl elegant, predictive Plasma nades for hundreds of yards. Although its built for Slayer, the objective games work beautifully too. If frenetically lots of dropped flags and frantic attempts to reset while nades assplode all around you." OK Corral "The third and final map, that weve nicknamed OK Corral, is a medium-to-large, asymmetrical map that I LOVE playing Slayer on. Its just big enough to support vehicles, but in a Mongoose, its effectively a confined deathtrap. Vehicles are only to be used in emergencies. This map scales pretty well though in a one-on-one match, there are obvious places to fight close to the center of the map but the more players there are, the more they tend to sprawl into the outer reaches of the maps, complete with collapsed buildings, wreckage-strewn structures and lots of rebar. Sniping spots are numerous, but thats not really what the level is about. What it is about is mastering routes from one end to the other, and knowing high from low. There is nothing scarier than seeing a red dot appear on your radar and not knowing whether that person is above you, or around the next corner. Some interesting use of floor geometry means you might be able to spot someone on high, but not quite have the angle for a shot." They say it is Content Complete, and all that needs doing now is beta testing and tweaks. Hopefully, we'll see this on XBLA very soon. |
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