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New Multiplayer Maps for Halo from Pc and Mac that weren't in the Xbox version. Click the picture to make it bigger and when you're done looking at it just click it again to go back.
Timberland

Click to enlarge | Description: Daytime level with varied terrain based in a forest setting. Terrain features include large tall trees, foliage, rocks, fallen trees, small ponds and streams. The general layout and terrain is relatively symmetric with asymmetric features such as tree cover and foliage being more common towards the center of the level. Such asymmetric features will provide game play variation and strategies and provide unique landmarks for player navigation.
Number of players: 8 to 16
Default vehicles: Ghost Warthog Rocket Launcher Warthog
Game types: The design of the level accommodates CTF and Team Slayer with the central pond area and wooded valley offering points of contention that will be used for control point scenarios (King of the Hill modes including Crazy King). The rolling hills, streambeds and gullies that are designed for vehicle traversing will provide connectivity to support the vehicle racing modes. The varied terrain features and ample cover will complement the other more free-form game types such as standard Slayer, Oddball and its variants.

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General Description: Takes place on a large island. The texture set and overall look will be similar to the beach landing in the Silent Cartographer level. Team bases will be located to the north and south of the main island. These will act as flag stations and will be the primary spawn points for players. As the layout of this map is an island, the map's main geometry will be relatively symmetrical with the only differences being hill and rock locations.
The main island, which gradually slopes upwards, will be the primary battleground on the map. Unique features will include a land bridge that extends over a cove and building ruins scattered about for cover. The map will be designed so that controlling the high ground will be the key to victory.
Since this is the first Halo MP map to be surrounded by water, extra attention will be placed on keeping the action on land. The overall shape of the map will be a diamond so players will not be able to approach a base under water. A significant number of rocks and debris will also be placed in the deep water to the east and west of the main island to prevent players from circling the outside of the map.
Number of players: 8 to 16
Default vehicles: Warthog x2 per team (MG and RL variant) Banshee x1 per team
Game types: Team-based modes will utilize the smaller islands as bases. Control Point scenarios will be primarily concentrated on the main island. Race modes will utilize the entire map.
Additional Death Island Screenshots

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General Description: A misty, murky nightmare of exposed dashes for cover. The enormous 3-lane suspension bridge (note the "tiny" Warthog at the left edge of the image provided) offers excellent attack points ... against players on the lower levels. The balconies on either side of the chasm in turn offer still-better sniper's nests.
At either end of the bridge, intermediate-size networks of tunnels afford base positions and respawn points.
Number of players: 2 to 12
Default vehicles: Warthog Rocket Launcher Warthog Banshee
Game types: The bridge offers a natural series of waypoints for race games, while the tunnels provide excellent opportunities for CTF base placement. The series of contrasting exposed and protected points make free-for-all gaming a natural; such widely exposed lands make this map not for the trepidatious.
Additional Gephyrophobia Screenshots

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General Description: Hummocky daylight canyon of intermediate width. Uneven terrain makes even a crouch in open land an effective (if highly temporary) tactical option against foes at the same altitude. Periodic access to indoor cover and a suicidal valley floor make this a map low on opportunities for stealth until the high ground is controlled. With a sniper rifle and the high ground, the rich get richer. For a time.
Number of players: 4 to 16
Default vehicles: Warthog x2 per team (MG and RL variant) Ghost x2 per team
Game types: The somewhat linear canyon structure makes CTF matches particularly intense; traversing the length of the canyon and negotiating the parapets and other temporary defense points makes for a grueling run with the flag. Free-form games and even races can benefit the patient tactician on this map - hampering others is especially satisfying when there's so far to fall.
Additional Danger Canyon Screenshots

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General Description: Twisting ravines with vehicle and foot tracks up the walls, leading to both indoor cover and outdoor sniping points. Warthog control leans toward the unpredictable at times, especially during rapid changes of direction.
High ground includes points atop hills as well as a key vehicle bridge.
Number of players: 4 to 16
Default vehicles: Warthog Rocket Launcher Warthog Banshee
Game types: Tightly niched base points within the ravine structure allow for natural allies in base defense, but the sheer number of blind corners and small hiding places make this map ideal for free-for-all gaming. The timbre of King matches will change dramatically depending on the location of the hill to be controlled.
Additional Ice Fields Screenshots

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General Description: Daytime level with varied terrain. The general layout and terrain is relatively symmetric with asymmetrical trees, rocks, and such. Such asymmetric features will provide game play variation and strategies and provide unique landmarks for player navigation.
Number of players: 8 to 16
Default vehicles: Warthog Rocket Launcher Warthog Banshee Ghost
Game types: The design of the level accommodates CTF with two bases. The figure eight is designed to provide a strong race track to support the vehicle racing modes. The varied terrain will compliment the other more free form game types such as standard Slayer and Oddball and its variants.
Additional Infinity Screenshots
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Maps From Xbox, Also on Pc
Battle Creek
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A small pocket canyon where two fortresses face each other, separated by only a natural arch and creek. The key to fort penetration and defense is to control access to the back. There are 4 ways into each fort, so keep moving and watch your motion tracker. In addition, Battle Creek provides many opportunities to snipe from height. Use the ladder and side caves to pick up a sniper rifle and then do one of the following. On the side with the arch, jump diagonally onto the ledge which projects from the arch. This will lead you up to the top of the arch and the rocket launcher. You can also run up the arch, but there is nothing quite as inviting to your opponents as you exposing your backside for 10 seconds. On the side without the arch, walk out of the far cave exit (opposite the ladder) and look for higher ledge off to the upper left of the cliff face. This also leads to a deadly sniper perch. Use this position to cover both bases and to prevent anyone from grabbing the rocket launcher. In addition, the roofs of both bases can be accessed by the rocks and demolished walls on the structure's sides. So use the roofs for defense and easy flag base access.
Check for power-ups in out of the way places. Explore every nook and cranny. There's enough packed into this small map to keep things very interesting.
In the sniper towers, you're still vulnerable to grenades. Jump down on trees and such to break your fall if you jump out of the sniper towers.
Getting on top of the two bases is an effective way of attacking those within or hiding from those seeking you. If you face either base from the opposite base, the route to the top will be on the left side of the building. |


Battle Creek exterior and interior maps
 The top of the bases are great areas to spot from.
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Damnation
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A covenant structure that was used to control water flow into a section of HALO. Damnation is one of the few non-symmetrical maps in HALO, and it incorporates both a high and low flag base. During CTF events stay close to the flag locations and snipe across the high teleport road and the low damn crossing. Communicate well and the flag is yours, as it is easy to attack the flag bases from multiple sides at once. The rocket launcher is located in the middle of the lower corridor below 'shotgun alley', so be sure to pick it up during your travels. In addition, use the two sniper rifles to surprise and effective suppress opponents.
There's a good hiding place near the uplink crate.
Watch your step! There are a lot of areas on Damnation where you can walk off a ledge and die. Pipes, on the other hand, can be fun places to hang out and get the drop on someone.
You can't hop to the pit area from the falls bridge area, but you can do it the other way. |
 Damnation overhead map |
Rat Race
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An asymmetrical map which involves some human mining into one of Halo's hallway system. As with all multiplayer maps, keep moving to stay alive. To attack the high flag base during CTF, use the teleporter located near the lower flag base and attack through the cave system (you can also pick up a shotgun on the way). To attack the lower flag base, use the same cave system, but drop down on the defenders using the 'murder holes'.
You can shoot the power-ups down from their roosts!
Shotgun + over shield = dishes of pain.
Find out where those teleporters lead; they can come in handy. |
 Rat Race overhead map |
Prisoner
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A four story corridor of destruction. Most of the spawn points are on the first level, so climb high as fast as possible to escape the chaos. Sniper rifles are located in the two 4th floor platforms and can effectively cover the central corridor, although from highly exposed positions. Respawn generators are located in the openings behind these so be wary that opponents may pop in behind you at any given time.
Grab the rocket launcher and invisibility (below) from the central platform on level two and work your way up. However, watch your tail. During CTF games, try to stay on the highest level as much as possible. Falling down leads to a long walk up, and plenty of exposure to the respawned below, so be careful.
There are two ways up to each level.
Practice your jumping skills for this map.
Needles can force players to either sidestep off a ledge or become a popping pincushion. |


 Prisoner top, middle & bottom
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Hang 'em High
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A large storage facility on the Halo which provides an excellent location for all sorts of scenarios. The sniper rifle and rocket launcher are located on the catwalks above, and are well worth the risk. Meanwhile, the shotguns tend to spawn in the shelters on either side of the maps, so spin through these areas occasionally during your exploration. For ball games, try controlling the areas around the 'shotgun gallery', as there are only two ways in and out.
The pistol rules this level.
There are two ways onto the middle platform, but you can't get off without taking some damage.
Don't get stuck in the trench; it isn't easy to get out.
The invisible power-up is your friend on Hang 'em High.
Beneath the corner with the tall tower is a long tunnel. This is easily defended in team Oddball games. Another benefit: it is situated beneath several spawn locations, where your teammates will reappear when they die. |
 Hang 'em High in isometric view |
Chill Out
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A Covenant research facility on HALO, used to analyze Halo's material. This environment is a series of connected rooms, with several changes in elevation. The rocket launcher is located on one of the two horizontal beams, but use with extreme caution. The confines of this map are tight. Grab the shotgun and the super-shield power up in the cooling room, and go say 'Hi' up close and personal. In addition, use the geometry of the map for different points of cover.
Find that rocket launcher and you could be sitting pretty.
This map is really small and getting from one end to the other is easy, especially if you know where all the teleporters go. Be sure to watch your motion tracker on this one; there are a lot of turns so it's hard to see people coming. |
 An overhead view of the Chill Out map |
Chiron TL-34
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An intense training facility for SPARTANs. Keep moving, grabbing whatever weapons are in front of you. Also, check out all of the rooms in the structure, as several strategic opportunities exist in their positioning.
If you can figure out the layout of this map and where all the teleporters go, you will have the jump on many of your opponents.
The motion tracker is still useful through the teleporters as they lead where you would expect. That is, if you see a red dot on your motion tracker pointing to the teleporter, throw a grenade at the teleporter because there is probably someone coming through. Similarly, if you're playing a game with nav points to guide you, trust the teleporters and follow the nav point.
Shooting rockets through the slits in the central, maze-like room is very satisfying. You can get some good angles at teleporters with them.
The shotgun is very useful on this map.
There's a health pack in every room, though sometimes you need to look for it. |

An ovherhead guide to Chiron TL-34 wouldn't be complete without showing all teleporter destinations |
Longest
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It is advantageous to take the higher ground, especially on offense. If playing defensively, stay in the lower corridors, near the ends of the hallways.
Power-ups are especially good to have on this map.
Learn to jump well over the ridges and you can jump between halls easily.
Grenades are fun to chuck down the halls.
A great environment for large or small teams. Use the ladders towards the middle to get the shotgun and power-ups. In addition, the pistol (located in the bunkers) is also quite effective. During CTF, guard the flag well, as once it is gone - it's gone. |
 Overhead map of Longest |
B. Arena Maps
Wizard
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The middle platform is a quick way to each of the four side platforms.
Don't hide next to the teleporter; it's a dead end. In more ways than one.
Get those power-ups and health packs whenever you can.
Another human training facility. Pick up grenades in the short lower hallways and use plasma grenades for close confrontations. The pistol also does well in this environment, although plasma weapons and the needler are equally effective. |
 Overhead map of Wizard |
Derelict
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The second level is the key to this long unused part of the Halo. Power-ups appear in the walkways around the edge of the second floor, and the rocket launcher lies in one of the transition hallways. Use this second level to rain hell down on the folks below, or to escape with the ball.
Teleporters are the only way up. Figure out where each goes so you can track players through them. Each teleporter goes 30 degrees counter clockwise.
The side hallways are good to hide in.
Keep moving. |

 The 2 levels of Derelict |
C. Large Maps
Boarding Action
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Getting to know how to get from one level to the next and from one end of the ship to the next is very important.
Sniper rifle rocks on this level; there are two emplacements, up high. When sniper rifles are involved, never assume that nobody can see where you're hiding...
There are some good shortcuts you can take on your way down. Look for ledges and platforms off the regular hallways.
If a player is heading toward a ladder, wait for him to start climbing, then snipe him.
Two human starships face each other in an epic confrontation. A great environment for sniping, and use the sniper rifles in the far corners of level 5 (on the left side, if you are facing the specific ship). In addition, invisibility sits on floor 1 (on the right side), so pick up what you can and keep moving. Otherwise, it can turn into a shooting gallery at the state fair. For CTF maps, attack from levels above, as the flag bases are rather exposed. Of course, this strategy becomes rather obvious, so defenders can use this to their advantage and rocket the flag-carrier and flag into space The numbers on the sides of the walls will tell you where you are, and where your opponents are as well...
There are teleporters to the other ship on the top and bottom floors. |


The 2 Boarding Action ships
 The Sniper Rifle is invaluable on this level
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Blood Gulch
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There is a good sniper spot behind the red base, up on a hill in the shadows.
Use those teleporters to get across the map quickly without a vehicle.
Caves can provide good cover to get you across the map.
Parking a vehicle on top of your enemy's teleporter location is an effective (if low and dirty) way of controlling the middle of the map.
The rocket launcher, which appears in the middle near a small bush, is a precious commodity. When playing with vehicles, try to only use your rockets on a vehicle. Rocket ammo is in short supply, especially if a lot of people are playing, and snipers like to pick off people going for the launcher. So pick your targets wisely. When shooting a warthog, you want to hit it so that you kill at least one of the passengers while flipping it so it tosses everyone else. Try and nail the front of the warthog. This will usually kill everyone except the gunner, and he'll be tossed out with a lot of damage done to him. Unless you have a good shot (and time to reload), toss a grenade in or finish the other guy off with your other weapon. Eventually you'll be brazenly standing in the path of oncoming traffic with a rocket launcher. Flying vehicles will kill you, so remember your basic laws of physics. Just for kicks though, try standing in a valley in the middle of Blood Gulch and get a jeep to ramp up a hill and jump over you. Then fire a rocket at the jeep as it flies directly over you. It will be a while before your opponents hit the ground.
When traveling across the map in the warthog, try to avoid taking big, flashy jumps & instead weave around through the valleys: you're less of a target this way. |
 Blood Gulch exterior

Blood Guch blue base interior
 Blood Gulch red base interior |
Sidewinder
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A giant, horseshoe, snow-covered canyon of death and destruction. Use the vehicles for quick access to the other base, but careful of the warthog on ice and for snipers on the higher levels. In addition, you can use the outer teleport route to pick up the rocket launcher and to work your way around the outside of the canyon. However, the teleporter between the bases and first teleporter station is one way, so be prepared for a bit of a walk. In addition, a central base connects the two sides of the horseshoe, and also contains grenades, power-ups, and pistols. For a quick CTF capture, try grabbing the flag, running through this central base structure, and throwing the flag (to a waiting teammate) through the power-up gate. In addition, ghosts can be used effectively to either guard the flag or ram it home, however visibility can sometimes become occluded by the structure.
Use the teleporters to get across the map quickly, but remember: once you leave the base you've got a long walk back.
Parking vehicles on teleporter delivery areas can block the teleporter.
The most effective attack route on Sidewinder is up through the tunnels leading from one base to another. Get the dual power-ups on your way to the opponent's base, not on the way up the ramp to the middle. That way they will last long enough for you to use them near the enemies (mostly applicable to team games). Once past the middle of the tunnel route, you have two choices for attacking - down through their tunnel, or right off the edge of the cliff. |
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