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Release Date: Postponed Halo 3 "The next one, we’ve already codenamed The map, as we’ve mentioned before, is perfectly symmetrical, slightly too big to be small and slightly too small to be medium. It has some excellent line of sight and well thought-out verticality problems and opportunities. Bridges make short work of long open sections and a central hub is sure to be fought over. Perhaps one of the most interesting features is the use of one-way glass. Iridescent material can disguise your location while you spy on approaching bad guys. The map is too confined for genuine cat and mouse activity at those chokepoints and a warren of claustrophobic lower areas makes high ground and control essential. Luckily there are several ways to get up top, from careful jumps to spiraling ramps. Luke and I have played a huge number of one on one matches here – often in SWAT to keep the duration sensible, but it’s a map that really encourages showdowns and it’s a remarkably fun place to trade BR fire and hurl elegant, predictive Plasma nades for hundreds of yards. Although it’s built for Slayer, the objective games work beautifully too. If frenetically – lots of dropped flags and frantic attempts to reset while ‘nades assplode all around you." (added January 28, 2008) " It is chock full of weapons suited for mid-to-long range combat and there are long sight lines across the map from both of the somewhat enclosed bases. The bases themselves have one way windows on the second level – much like the windows in a police interrogation room. From inside a base you can see out, but from outside of the base your view is obstructed. There are elevated walkways connecting the bases to a two-level structure at the center of the map. These connecting walkways are too tall to jump to from the floor but there are a bunch of small columns dotting the floor plan that you can jump on and then easily hop up to the walkway for a better vantage point or to grab a rifle from the walkways." [page top]
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