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 Forum index » Diversions » Console/Video Game Discussion
[Halo 2] New Maps / Maptacular CD Reviews
Moderators: krystyn
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atdt1991
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Joined: 04 Sep 2004
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Location: Plymouth, MI

[Halo 2] New Maps / Maptacular CD Reviews

As I don't have the CD yet, I'm eagerly awaiting any reviews you all would like to shower upon me regarding the maps and the content on the DVD.
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PostPosted: Wed Jul 06, 2005 4:16 pm
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krystynModerator
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Reposting mine from the ginormous thread:

Relic is like, all Myst-like and stuff. Le Tuna Man likes to go wading in the ocean. It might be a frustrating map for me, since defense at the main base is a bit difficult. This map seems to really support spawn-killing as a tactic for winning (the two-way teleporter, the open space, the various sniping points, the rocket pickup), which is not really one of my favorite things in the world.

Backwash's fog is lovely, and we need to do Zombies there. Penitent's giggle and humming is really effing creepy. Having us all do slayer with sentinel beams only is pretty and cool. And it really hammers home how effective the fog is. If you get that camo and can creep, you've got a huge advantage for as long as that shield lasts.

Elongation is fun. Simple. Definitely a bloodbath with too many people. It's Longest, without that extra weird cavernous bit along one side. It's crates and jumping and Brute Shot lovin'. Fugitive was having fun glitching out the crate drop to cause a huge backup.

The trains on Terminal most assuredly make me giggle. 'Specially when I get the Wraith on the tracks. I didn't explore enough to really make sense of the all the entrances and throughways, but the parking spots actually have oil stains on the ground, and the announcements sound really cool. The train is death. The train is death by Guardians. The train is your best friend and your quickest ride to the next spawn screen. Pay with your life, exact change, please.

I am having trouble making a clean jump to the moosehead sculpture in Gemini. There are LOTS of plasma grenades on this map, and you start with 2 on your spawn, so Jinxie will be very happy. Woody and I spent at least a half hour double-sticking each other, and waiting out the insane spawn times because we were on the same team. Because we're dumb like that. It's a weird little map, kinda like Ivory Tower in general feel and size (Woody's assessment, which I find to be true), and the outside deck is gorgeous and weird. The lighting's also weird on that one. You'll see what I mean when you get there.
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PostPosted: Wed Jul 06, 2005 4:33 pm
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thunderclap8
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Joined: 24 Sep 2004
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Location: Chapel Hill, NC

The cinema scene, while pretty cool, is extremely short. It fills in the small gap of what happened to the ODST squad that got shot down by the Scarab over New Mombasa. Like the ending of Halo 2, you reall want to see more. Alas, no ILB reference.

Still watching the documentary, but it looks interesting so far. Get a bit of insight into why/how the new levels were designed.

The booklet with the game provides nice images of all 9 new maps, with weapon points specified.

Overall, I'm glad I bought the disc, but only to have the backup copy of the new levels should my Xbox go kaput.

edit: I didn't notice this at first, but in a nice touch Bungie included the first ever trailer for Halo 1, and the first for Halo 2.
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PostPosted: Wed Jul 06, 2005 5:19 pm
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ubersaurus
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Joined: 30 Oct 2004
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Location: Southgate, MI

Thoughts on the mappage:

I like Relic. I played around with the early teleport-it seems like something one really should prepare for, since you know people WILL do it in matchmaking. Nevertheless since it takes more time to get through then simply to walk, the real threat only comes if you don't leave anyone to watch that area. Since only one can come through at a time, someone armed with a close range weapon will always be able to get the better of the enemy. Teleporter shenanigans aside, I like the layout of the level-sniping is good, but not breaking.

Elongation-slayer heaven. I wasn't a big fan of Longest to begin with, but this is definitely a step up. A blast with all brute shots.

Terminal-hoooo boy. I don't like how far around defense has to go to get to the rocket launcher, unless you start in that top alcove. Besides that however, It's a fun level, I did some CTFs and a King of the Hill there. And yes, you CAN get the scorpion onto the tracks, dammit!

Gemini-Didn't get to do a whole lot of games on here-by the time I did it, most of the people in the group had left. It seems really small to me, but too spaced out to really work for small groups.

Backwash-I love you, swampy. Even though all I did on you was juggernaut, it seems like a larf.

The cinematic was definitely too short, especially considering how the voice of the ODST leader didn't match up when he was talking to Cortana at the end. Still, I liked seeing the marines not totally frak things up.

My conclusion-good map pack. Can't believe Halo 2 has 21 maps available. Learn the Relic teleporter and be ready to counter it, since I think it's too late for Bungie to fix it in this upcoming patch. Either that, or stay out of team preview, I guess.
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PostPosted: Thu Jul 07, 2005 4:04 am
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atdt1991
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"Learn the Relic teleporter and be ready to counter it, since I think it's too late for Bungie to fix it in this upcoming patch."

Uhm, I have no idea what the "early teleport" is. Care to share?
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PostPosted: Thu Jul 07, 2005 1:48 pm
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krystynModerator
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There's a way to glitch out the teleporter before it's been opened by crouch jumping and overloading it with several of the weapons available. I think it was first discovered/experimented with an over-charged plasma pistol, but can also (apparently) be done with a covenant carbine or an SMG. It allows you to use the teleporter before it's been opened at the defensive side.
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PostPosted: Thu Jul 07, 2005 2:45 pm
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fugitivesoldier
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Sadly, i think it works with any weapon...

If you are aware of it you can defend it fine, since the flag isn't right next to the teleporter anyway
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PostPosted: Thu Jul 07, 2005 3:24 pm
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ubersaurus
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krystyn wrote:
There's a way to glitch out the teleporter before it's been opened by crouch jumping and overloading it with several of the weapons available. I think it was first discovered/experimented with an over-charged plasma pistol, but can also (apparently) be done with a covenant carbine or an SMG. It allows you to use the teleporter before it's been opened at the defensive side.


is it weapon based? I thought it was a geometry thing-you got low enough from the post-crouch jump landing, that you went through.
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PostPosted: Thu Jul 07, 2005 3:46 pm
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krystynModerator
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I personally haven't done it. I was talking on the phone with Jinx when he did it, though!
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PostPosted: Thu Jul 07, 2005 4:24 pm
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INCyr
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Joined: 17 Aug 2004
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ubersaurus wrote:
krystyn wrote:
There's a way to glitch out the teleporter before it's been opened by crouch jumping and overloading it with several of the weapons available. I think it was first discovered/experimented with an over-charged plasma pistol, but can also (apparently) be done with a covenant carbine or an SMG. It allows you to use the teleporter before it's been opened at the defensive side.


is it weapon based? I thought it was a geometry thing-you got low enough from the post-crouch jump landing, that you went through.


When I was shown it last night, I wasn't told anything about it being weapon specific. I think all I had on me was an SMG when I went through...
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PostPosted: Thu Jul 07, 2005 4:31 pm
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vortech
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Terminal has a bank of pay phones.

ILB in-joke, or clear example of not following ILB cannon; you decide. Wink
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PostPosted: Fri Jul 08, 2005 12:51 pm
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CoffeeJedi
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vortech wrote:
Terminal has a bank of pay phones.

ILB in-joke, or clear example of not following ILB cannon; you decide. Wink


hmmm...... i'd LIKE it to be the former, but......
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PostPosted: Fri Jul 08, 2005 1:31 pm
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atdt1991
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I think, instead of hanging out on the lobby screen for conversation, we should go to terminal and do our talking there.

There's just something so spy-cool about saying, "Meet me by the payphones at 1900", heh.
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PostPosted: Fri Jul 08, 2005 3:01 pm
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SuperJerms
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Here's a little more info on the bonus cutscene for those who want it.

Spoiler (Rollover to View):
Remember the three pelicans flying over zanzibar in the single-player missions? MC's crashed, the second picks up Johnston just before the sniper alley, and you see the third one crashed on a beach just past hotel zanzibar. The sequence follows that third pelican.

Hit by a scarab beam, the pelican crashes on the beach as a small covie squad looks on. Inside, the pilots and one marine are d.o.a. Stacker and the remaining 'rines head out to find better cover. Meanwhile, the covie elite orders his jackal to get a sniper position in a bombed out building. As Stacker's squad heads toward the hotel, a beam shot nearly misses a marine's head. The rines duck for cover. A marine sniper steps out, returns fire.

Hole-in-one.

The freshly perforated jackal falls to the ground below, landing right between two grunts. Dutifully, the grunts scream and run around in circles with their hands over their heads. The elite jumps in and snarls at the grunts. Lifting one up by the neck, he refocuses their attention on the approaching humans.

Back at the marines, who are advancing in formation. Uh-oh. One marine's head is glowing a pretty blue. Quickly, the marine removes his helmet and throws it toward the now-cloaked elite. The blast de-activates split-jaw's camo, who yalps in pain and jumps behind a rock. Picking up one of the fallen grunt's plasma pistol, the marines look for the covie.

Too late. The elite grabs one of the marines in a headlock, backing away with his hostage. Three marines face the covenant squad-leader in a faceoff. Plasma hums, guns square.

The hostage gives the command. One marine fires the overcharged pistol, the other squeezes off three rounds from his battle rifle. The body of the elite falls to the ground quicker than a 12-year-old can cry, "noob combo!"

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PostPosted: Fri Jul 08, 2005 6:15 pm
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