Although Skydock is compatible with all gametypes, there is a classic custom game mode that also works with the map: One-flag CTF. For some reason unbeknownst to myself, i left out this classic mode not only in the playlists, but excluded it from custom games as well. This mode was a staple of past Halo titles and its exclusion is baffling. Basically, two flags still spawn, but one of them is inaccessible.
The round will end once the flag has been captured once or time has expired, and teams will switch sides per the classic rules. The Psycho Duck has made a map that is quite versatile in handling games of all types and player counts.
The frenetic pacing of matches, easy to learn map layout, and compatibility with all default gametypes makes Skydock an easy recommendation. Nom Nom is actually an adaption of a Forge creation from Halo: Reach. The object of the game is simple. The only way to get there is a straight and narrow pathway through the center of the map connected from the Blue Team spawn to the mouth.
Be careful as there are no railings on either side preventing you from falling off. Should a player make it all the way across without driving off or being killed by the Red Team, Blue Team earns a point. However, arriving unscathed will be no easy task.
Red Team will be up on two rafters which extend the length of the level and flank left and right of the narrow pathway.
Best played on Ivory Tower or Foundation. Neutral Flag with 5 second respawn. Round ends with 3 flag captures or when all lives are gone. Juggernaut played exclusively on Ascension. Everyone has pistols and shotguns, but no shields.
Juggernaut has damage resistance, no motion tracker, unlimited ammo and extra speed. Boxing match. Then you you 1v1 fight to the death in the pit, one fight at a time, no killing unless you are in the pit. Static Hill. First team to for Halo 3 points wins. Capture the Flag - Players spawn with Shotguns, but no energy shields. First team to three flag captures wins.
Your flag must be at home in order to score. Highest score after four rounds wins. CTF gametype, Offensive team needs to kill players in Attic by any means necessary. Defending team just tries to stay alive hiding in the attic until the time runs out. My major criticism of Halo is in the interior areas. Those bland wall details become so much more apparent when the layouts of the buildings are repeated several times.
Door, corridor, go left, go right. Repeat again…and again…and again. And Halo is never short on surprises. A key turning point in the middle of the game the arrival of The Flood has sufficient impact to change your whole tactical approach to mass combat situations — suddenly enemies are appearing out of holes in the walls, floors, anywhere.
The style of battle changes throughout. Sometimes ammo conservation is a serious consideration, given that you can carry only two weapons at a time, though you can pick up the dropped arsenal of any creature.
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