IGN shows off a new Halo 3 Multiplayer Map


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http://xbox360.ign.com/articles/820/820585p1.html

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September 17, 2007 - On September 25, millions of gamers will pop in Halo 3 and play through the campaign. Finishing the fight is going to be on everyone's priority list. But once that fight is finished, it's Halo 3's multiplayer that will fuel gamers over the next several years. With the Halo 3 Beta, gamers were able to experience three of the new maps. And while Bungie has offered sneak peeks of some of the other maps available in Halo 3, there are still several that remain unknown. Today, we're able to reveal another of the multiplayer maps: Isolation.

Isolation has two very distinct sides. Up top, it's a grassy, fairly open area with a few trees and a couple of small bunkers. Below are a series of tunnels that lead to a pair of underground bunkers. These bunkers, each with small slots for laying down fire at invaders, can serve either as strongholds or deathtraps.

We spoke with Tyson Green, Multiplayer Design Lead at Bungie, to get the full scoop on Isolation.

IGN: Can you give us just a general rundown of Isolation and its interesting aspects?

Tyson Green: Isolation is a medium sized map, set in an isolated biosphere which has been seeded with the basic Flood organism. We built it for symmetric gametypes, like Multi-Flag CTF, and the bases are positioned such that you can see (and shoot) from one into the other, without being able to actually travel directly between them.

IGN: How have the underground bunkers played into peoples' strategy?

Green: The underground bunkers are central to objective gametypes, because they are the bases for CTF and contested sites in Territories. They are also solid defensive positions, but they can quickly turn into a deathtrap if your idea of defense is to hide inside instead of guarding the approaches.

IGN: Are there any game types that are particularly good on Isolation?

Green: Multi Flag CTF is what the map was designed for, but it stands up very well for Team Slayer, and the setting of the map invariably makes people want to play Infection on it.

IGN: Any game types that don't work so well?

Green: Nope! Well, Escort variants of VIP sometimes end a bit too quickly?IGN: Is it fair to say that Isolation is much more of a close-quarters contest?b>

Green: It's actually quite varied. Close quarters dominates the interiors of the bases, but the exterior areas of the map are just right for medium to long range combat, with Battle Rifles and carefully aimed grenades. No single weapon really dominates the map from end to end.IGN: With the gun slots in the bunkers and the vent holes all around the map, would you say this is paradise for people with grenades?b>

Green: If your grenade aim is good! Skipping a frag into the slots that allow a view between the two bases is a great way to help soften up defenders while your teammates drop in from above. And if the other team is being too campy and trying to sit on the flag, they generally get exploded in short order.IGN: The map itself isn't that big. Does that pretty much negate the use of most vehicles?b>

Green: It's difficult to bring a Warthog sized vehicle to bear, but Ghosts are more than nimble enough to move around effectively. And sometimes, a Mongoose can get you where you need to go a lot faster than hoofing it

IGN: There's an interesting thing that happens when you play Isolation for a while, correct?b>

Green: There is, but I don't want to spoil it.IGN: With The Forge, people can create their own take on Isolation. Can you recommend any alterations that would make things even more interesting?b>

Green: With a small group of players, it's worth using the Forge to set up a vehicle gametype like Rocket Race, or even just a Ghost showdown. And by blocking off some of the entrances to a base and grouping the weapons in there, Isolation makes for a terrifying Infection map.IGN: If you could compare Isolation to a previous Halo map, which would you say it is most like and why?b>

Green: In some ways, it draws off the original intentions for Midship, as a symmetric map built for CTF, with lines of sight that allow a defender to participate in the capture of an enemy flag without abandoning his post. Combat on the upper surface of the map has a flavor similar to Burial Mounds, though?or at least, the more cover rich areas of Burial Mounds. Size wise, it's closer to Midship than Burial Mounds, but it lives somewhere in that range.

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