Halo trial original maps
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Developer's Description By Microsoft. Each direction the player went, there is a counter position that could stymie an advance of even four players.
One of the greatest slayer maps of all time, it was renamed to Shrine in Halo 2. Palm trees and killing sprees have never looked better than on Ivory Tower. This level featured many different ways to travel the map, creating surprise encounters and flank opportunities all around.
The energy sword alone on this map made for some serious chaos. Add in a rocket launcher, an overshield, and plenty of other weapons in neutral spots and it makes for some fantastic power weapon fights.
Something about Hang Em High was different, as the natural cover blocks and the differences in elevation made for very unexpected gameplay. The absolute joy of pistol fights on this map from low ground to the high ground was incredibly exciting. Throw in a rocket launcher and sniper rifle relatively close to each other, and the weapon spawn walkway became a slab of carnage. This map also goes by the name Tombstone. One of the largest maps in Halo history, The Pit gave players many options in combat.
Two bases of different sizes are on opposite sides of the map, with multiple lanes to the other side. Each one of these lanes has its own chokepoints, weapons, and advantages. The energy sword was found in an elevated squared hallway, yet players can also choose to go underneath this location, where an overshield can be found. A rocket launcher was available here, but players could abandon that path and instead go the Green Box route, get active camo, and make a flank.
The options made this map one of the greatest in Halo history, and one of the most strategic MLG maps of all time. Between snipers and the banshee, Ascension was the source of many rage quits.
With two sniper rifles on the map, players over time started developing hidden sniping locations that were hard to reach and quickly made Ascension one of the maps with a bigger skill gap.
From the super bounces to the banshee ride for the middle of the tall tower, this map was a Halo lover's dream—as long as you knew the secrets of the map, that is. Zanzibar was brought to life during Halo 2 but was mastered as Last Resort in Halo 3. One of the bigger maps in the Halo scene, Zanzibar, Last Resort, or Stonetown really felt like a full-scale battle.
With vehicles on both the shore and the defending base, it led to swift clashes that really felt like the player was storming a base, or defending an oncoming attack. The active Wind Wheel found in the center of the map gave players the ability to change levels quickly, and the rock hallway close to the shore created some great sniping locations.
Zanzibar is great for all game modes but excels in Big Team Battle. Lockout was simply three levels of action. One of the smaller maps in the Halo universe, this map was used for many different custom game types. Each location had a counter location; for example, the sniper tower had a lift up to it, yet players could choose to go below the surface level to avoid being sniped. The battle rifle reigned supreme and this was Halo at its finest. Many pro players state this as their favorite map of all time.
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