There was a new guest at the July 9 meeting of the Coagulation Cabal (the System-Link Halo 2 group I belong to), and this newcomer was the most welcome addition to the group in some time. The newbie I speak of is the Halo 2 Multiplayer Map Pack. What it added to the game was nine spanking new maps to play on. And while all nine may not be the best maps the hardcore Halo player has ever battled on, there are some true classics here and none are complete dogs. All have their special strengths.
Ever since it was announced that the folks at Bungie were preparing new multiplayer maps, what we hoped them to be has been a consistently interesting topic of conversation at the monthly meetings of the Coagulation Cabal. We had played Halo: Combat Evolved and each seemed to have a favorite map from the original he missed. Some of us had Live and got the first free maps and started playing those. The rest had to wait for the July release of the retail disc version with all nine maps and some bonus items to round it out. Some got what they wanted. Others will have to continue to wait and hope. What can? be argued is that, at only $19.99 for nine maps and some small extras, the package is a bargain.
The maps are named Relic, Turf, Warlock, Elongation, Containment, Terminal, Backwash, Sanctuary and Gemini. Some are inspired by multiplayer levels from the original Halo. Others are inspired by campaign levels from both the original Halo and Halo 2. Still others are all new. (I? told that some are similar to maps from the PC version of Halo, but that I cannot judge as I have never played the PC version.)
Relic may be the most interesting of the new maps. Large enough to maneuver Ghosts and Warthogs but not really big enough for heavy armor, Relic is a map that works very well for objective-based games. The map is an island with a central structure that resembles a ship with pointed bow and rounded stern. The map features include a switch that activates a two-way teleporter between the central structure and the beach. It is interesting to note that this map changes configuration slightly depending on the type of game being played. In Slayer the central structure is accessible via ramps at both the bow and stern of the ?hip.? In Capture The Flag the ramps at the front of the ship disappear. This is mainly to make it harder to approach the flag base at the very tip of the structure. Being asymmetrical, Relic is better for one-flag CTF games where teams alternate on defense and offense, either holding the central structure or attacking it. If a two-flag game is played, one team is going to be at a severe disadvantage with their flag base on the open beach. Relic also has nice rocks and other hiding places for sniping. Be careful at the water? edge. The shelf drops of dramatically and it is easy to become a casualty. Pretend the shark from Jaws is out there and just catch some rays ?and bullets ?on the beach.
Turf is one of those maps in the middle. It is not taken directly from any part of the game nor is it all original. The infamous bridge in Mombassa is visible in the background and a wrecked Covenant Scarab makes up part of the level? outer wall. The terrain is commercial store fronts and alleys. Good for slayer matches, it can also serve well as a CTF match map with smaller teams. This map features shortcuts that can be opened up by breaking some windows and a garage that sports swinging doors that can be punched open by vehicles for a nasty surprise for any enemy in the street.
Warlock is a dark-mirror image of the Halo multiplayer map Wizard. At first glance it looks incredibly different. Where Wizard is a generally light map with smooth, whitish surfaces, Warlock is a shadowy map with rough surfaces. But it soon becomes apparent that the two are close cousins. There is a two-story center structure. Around the edge of the map are four bases; each conveniently decked out in team colors. Its 4-way symmetrical nature and smaller size makes Warlock the perfect map for the elusive four-team CTF game. It also is a great place for a frantic slayer game or a wild game of Rocketball.
Elongation is an evolutionary step beyond the Halo multiplayer map Longest, which was also a two-hall map with an upper level. Elongation adds in the element of conveyer belts in a cargo transfer facility. When riding with the direction of the belt, the player is able to move faster than normal. Of course when moving against the direction of the belt, the player? speed is slowed. It is also possible to crouch behind a crate on the conveyer belts and make a stealthy entrance into enemy territory without ever appearing on their radar screens. Bases are located at either ends of the hall. This symmetrical structure makes Elongation an excellent map for mid-sized CTF games. I feel it is one of the weaker maps for Slayer games.
Containment is the new ?ig?map for Halo 2. The spiritual successor to Sidewinder in Halo, Containment features snow-covered terrain with symmetrical bases at either end. Definitely built with vehicles in mind, the map none the less has some problems for the vehicle operator ?chief of which is the large hump in the middle of the map. When a vehicle tops the rise, the player is unable to depress the gun sufficiently to engage targets (kind of reminds you of one of the weaknesses of Soviet-made tanks) and thus is vulnerable to anything on the other side of the central hump. This makes the heavy armor on this map better for defense of your own base rather than offensive operations against your enemies, or it seems that way since the armor lasts a lot longer in defensive operations. One of the unique features of Containment are the two remotely-operated base gates. Opening the gates allows for easy access to enemy bases by vehicles, but the controls are dangerously exposed to sniper fire. Speaking of snipers, Containment has some of the highest sniper vantage points in Halo 2. They are also large so the player can fire and then move out of sight. Its symmetrical nature and large size make it second only to Coagulation as the ultimate large-team, two-flag CTF map.
Terminal is one of the more unique maps in the pack. While other multiplayer maps have had some great terrain features on them (like Zanzibar? giant wheel), Terminal is the first map where a terrain feature is an active health hazard. Right down the center of Terminal are a pair of monorail tracks. And what runs on a monorail track? You guessed it, a monorail train. And this train is a bruiser. No matter what you put in the way, it will smash it. Pity the poor Spartan that gets caught trying to get the tempting goodies that the sadistic designers placed on the track trestles. If you?e not watching closely, you?e just inviting a quick trip to road-kill land like an armadillo. Built asymmetrically, Terminal is another map like Relic that works well for one-flag CTF games, assault and territories. There are plenty of vehicles, but some confined passages make the small and speedy Ghost the vehicle of choice here; it also dodges the train pretty well.
Backwash is a map that is based on a level of the single-player campaign from the original Halo: 343 Guilty Spark. This gloomy, swampy map with low rises in the ground and dense trees is fairly small but has two great bases for CTF and other objective games and a central structure that becomes a natural focal point for swirling Slayer games. The Cabal found this map to be excellent for a player-designed game variation that has been making the rounds: zombies vs. humans. In this variation a single ?ombie?player armed with a sword must ?ite?gun-armed humans. Once bitten (killed), the human changes teams to the zombie side and may only use the sword to bite more players. The humans win only if some of them survive uninfected a set amount of time. The two small bases make great defensible strongholds from which to hold off zombie attacks while not being quite as tough on the zombie attackers as Foundation, which had previously been the best map for this game variation. It also worked well for all-sword games.