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Halo 3: Maps of Halo 3 Breakdown

By: Evan Markert - Published December 14, 2007 at 12:45 AM EST - Writer Archive
If you’re going to play Halo 3, you have to know where you’re playing. Here is a quick rundown of the release maps of Halo 3 with pros and cons and a general strategy to get your team started.


A complete breakdown of the release maps of Halo 3 including pros, cons, and a general strategy for every map.

Construct
Overview
Lockout’s older brother, Construct is almost like a rehashed version of the Halo 2 favorite with the many different lines of sight, various levels at which to play, and a mix of close-quarters and long range combat. The cold feel of Lockout is alive and well with the long, flat walls and ledges galore. New in this map; however, are the lifts to propel the player to the top levels instantly, something Lockout didn’t offer. Although these lifts help the player to move quickly from tier to tier, they are definitely main choke points on the map and with that can come a heavy toll to use.    

Pros
Lockout 2.0 -- and everyone loved Lockout. The variation in lines of sight lends itself to a variety of play styles and enables different strategies to be used. The lifts enable quick movement in the map and provide and fast and fun fragging.
   
Cons
The choke points tend to fall along the lifts in the map which seem to encourage camping along the elevators with the sword and maulers. This type of tactic, however attractive or effective, tends to dampen enjoyment had on the map. Competitive play or setting would alleviate this woe.
   
Basic Strategy
Holding the lifts and watching for enemies that approach from the smaller purple elevators is a good start. Playing from the floor is inadvisable as the majority of power weapons are located at the top, including the sniper rifle and the sword. Playing from yellow lift is a good start; however, a talented or coordinated team could send a power drainer up and attack from the flanks.


Epitaph
Overview
Is this Epitaph?
Inspired from cathedral architecture, the Epitaph map was designed by the beloved map designer who brought us Hang ‘Em High from Halo 1 and eventually its redesign in Halo 2. Epitaph is a open room (nave) intersected by another aisle (transept) with various ramps and walkways along the outside. Two lifts are present in the map at opposite ends of the nave that lead the second floor and the floating island in the middle (housing the rocket launcher) that are also available from the walkways outside. The entrances to the outside are protected by the energy doors found also in snowbound.
   
Pros
A very inventive map that is absolutely gorgeous to play in. The various colors of blue and green mixed with the yellow and orange along the outside provide a striking environment to frag in. The various levels and inside/outside, again, mix up the lines of sight along the maps and encourage different play styles.
   
Cons
The damned energy doors. These things do nothing but spawn campers, or ‘crouchies’, that sit invisible to radar and garner their close range weapon with dubious glee. This type of play style is frustrating and the energy doors hardly provide the cover I think Bungie had intended them to be used for. If I ever have another stare down on opposite sides of an energy door, it’ll be too soon. The remedy for this situation is again a change in the game types or even the simple removal of radar as it hinders the capability of camping.
   
Basic Strategy
Grab that hammer. The hammer in the very middle of the nave/transept intersection can easily gather your team a number of kills. Due to the nature of the map, should you play along the outside or second floor walkways, the hammer is the best weapon to have to control the tight spaces. The shotgun would also do just as well, but who doesn’t like hitting homeruns? Controlling the second floor is also a strong strategy. With carbines and battle rifles, one can easily control the long hall that compromises about a third of the map.


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