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#Halo

4/12/2012 10:54:09 PM
14

Where do you rank Sanctuary...

...among competitive Halo maps? I always thought myself that Sanctuary was one of the best maps built for competitive Halo team games, especially 4v4's. When I think of a "competitive" Halo map, I think of a symmetrical and balanced map. Sanctuary to me had the right mix of everything for two teams of two to go at it. The bases, walkways, tunnels, center and overall structure of Sanctuary just felt so right. [url=http://www.youtube.com/watch?v=qbxEbLYf5P4]Refresh your memory[/url] and post your opinion about Sanctuary.
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  • [quote][b]Posted by:[/b] Dark Hunter21 Blackout is worst...I assume you have never played on Orbital?[/quote]Orbital works well with SWAT. Its fine because it mostly comes up in that or social. Blackout is constantly put in Team Doubles and the map is just too easy to camp on. The spawns are completely broken and predictable. There are so many uneven textures on the railing of Blackout that ruin BR duels. There is almost no fair BR fight on Blackout unless both players are at the top of BR base. Orbital has more evened surfaces and grenades are more consistent. More even inclines and flat areas make BR fights more even. Also, is a lot more aesthetic for forge or video. Orbital > Blackout
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  • Blackout is worst...I assume you have never played on Orbital?
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  • [quote][b]Posted by:[/b] Super PolarBear [url=http://www.youtube.com/watch?v=qbxEbLYf5P4]Refresh your memory[/url] and post your opinion about Sanctuary.[/quote]twas a bad map IMO
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  • 0
    Agent
    Agent

    I like turtles - old

    I love Sanctuary. It's definitely a classic, and was always fun to play on. It's one of my top 5 favorites of Halo 2 for sure.
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  • [quote][b]Posted by:[/b] InvasionImminent You make good points but you're acting as if every game is going to have two awesome teams with awesome teamwork, which isn't going to happen all the time, and not nearly enough to structure an argument around.[/quote]I think we're both talking about in a competitive situation. A map/game's competitive aspects shouldn't be designed to make sure random non-competitive players are playing on an even ground. That takes away from actual competitive play. Have competitive players have competitive and let casual players have casual play. Simple as that in my book. [Edited on 04.12.2012 8:35 PM PDT]
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  • [quote][b]Posted by:[/b] shortD42 is aBK [/quote] You make good points but you're acting as if every game is going to have two awesome teams with awesome teamwork, which isn't going to happen all the time, and not nearly enough to structure an argument around. Truth is that the majority of the games consist of randoms rushing their favorite power weapons while the other team has the same thing going on, but they're at an obvious disadvantage. And yes, good players don't go for melee kills, but that doesn't mean other players wont.
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  • [quote][b]Posted by:[/b] InvasionImminent [quote][b]Posted by:[/b] shortD42 is aBK Guardian takes more skill than ay other map in all of halo history. [/quote] Going to contest you on this one. One team gets sniper, hammer, camo. The other gets Shotty and the ability to contest camo and sniper. I don't find it fun for team play. And as far as FFA goes, I dislike it because people tend to bunch up where grenades and melee are the better choice. Not lots of room for strafing inside except for gold and blue. [/quote] You're talking about initial spawns for Team Slayer. Hammer is easy to defend against in Gold or Blue room. Shotgun could certainly help you against that. The only real threat to camo is a brute shot lift. It's easy to take someone out with a nade shot if you're used to playing the map. Dodging a sniper is not hard because the window on camo from S3 is not as big as you think. Picking up camo isn't really that hard of a task. If your nade is bad (mine never is) then yes they will burn camo. There's no reason why the other team should survive with camo. I just don't agree with that. If your suggesting the sniper would back him up that's just not true. For one he would have to be at S3 to get a good enough angle to possibly hit you. That means he would be in danger of a nade shot which is easy to pull off from Blue glass. As for FFA it really depends on the players skill level and style of play. Good players are not going to try and beat you down. Strafing is quite easy on S3, S2, S1, and Elbow as well as Blue and Gold so I disagree with that. Also, it's common that people enter strafe fights from top mid to S3 near sticky spawn. I've also had strafe battles from Plasma Rifle against top mid. As long as there is space for five characters I consider it enough space to strafe. Even in smaller spaces strafing can be effective due to the height angles you can achieve. Skill based jumps include G1 to G2, Elbow to top mid, Elbow to S1/bottom mid, S1 to S2, S1 to S3, Bottom mid green to top mid, Green to S1, Plasma Rifle to Blue, Blue to S3, Bottom mid gold to top mid, and Bottom cannon to blue room. Also, best sniping angles are found from Green which is also the most vulnerable. Skill based grenades are also in play as hitting the 90 angle of S1s texture will allow for a grenade to go further to bottom mid. From bottom gold you can nade S3 by bouncing it off the roof structure. Then you can nade launch into blue room or behind window from S3 when campers are trying to BR and cover. There's countless other windows that this map has that no other halo map provides. Imagine your BR skills are that of a QB; Maps like Sanctuary or Lockout have highschool or college level windows across the map while Guardians are NFL level windows. [Edited on 04.12.2012 7:53 PM PDT]
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  • [quote][b]Posted by:[/b] InvasionImminent Going to contest you on this one. One team gets sniper, hammer, camo. The other gets Shotty and the ability to contest camo and sniper.[/quote]That actually sounds fairly similar to Lockout to me... Maybe I'm just rusty, I don't know.
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  • [quote][b]Posted by:[/b] shortD42 is aBK Guardian takes more skill than ay other map in all of halo history. [/quote] Going to contest you on this one. One team gets sniper, hammer, camo. The other gets Shotty and the ability to contest camo and sniper. I don't find it fun for team play. And as far as FFA goes, I dislike it because people tend to bunch up where grenades and melee are the better choice. Not lots of room for strafing inside except for gold and blue.
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  • There were several reasons Lcokout doesn't work for Halo 3. It might not be obvious, but they changed lockout a lot in Halo 3. For example, the closed the library and that slowed the pace down on that section of the map. Also, there were lots of little touches to the railing that broke up clear lines of sight. The map was also not scaled quite as well as say Heretic. Although I didn't really find Lockout anything past mediocre, Blackout is far worse. Overall, Blackout is the worst Halo 3 map in my opinion. Halo 3 maps are my favorite. Guardian takes more skill than ay other map in all of halo history. Nothing compares to its tactical jumps. The map is small, but allows for the widest skill gap of any map. It's why I'm sure its the most played map in halo history for 1v1s. The Pit may be my favorite halo map of all time. It showcases both team and individual skill through its design. I don't know why anyone would call it mediocre. I would say Narrows is just as good though because of the lines of sights that you can get on each map. The only reason people may find narrows a bit weaker is because spawn killing is quite frequent. Still even if the entire other team controls top mid you still have options. If trapped at flag or cannon a good tactic is to bounce a grenade through the holes on the side of L1/L2/R1/R2. Narrows in my opinion requires more teamwork and is probably the best map for team skill and communication. Avalanche is obviously absent of the MLG scene, but it's definitely the most competitive BTB map ever created. It's hard to explain, and I'm not sure you'll understand unless you've experienced it. It's just incredible and I think the design is flawless. Opinion: Halo 3 maps > Halo 2 maps [quote][b]Posted by:[/b] Dr Syx [quote][b]Posted by:[/b] InvasionImminent IMO, The Pit was mediocre, and Guardian doesn't begin to compare to Lockout! [/quote]I'm interested to hear why you think The Pit is mediocre. Also, I think Guardian is perfect for Halo 3's gameplay. Lockout worked for Halo 2 but it doesn't work right for Halo 3 as well for some reason in my opinion.[/quote] [Edited on 04.12.2012 6:51 PM PDT]
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  • [quote][b]Posted by:[/b] InvasionImminent IMO, The Pit was mediocre, and Guardian doesn't begin to compare to Lockout! [/quote]I'm interested to hear why you think The Pit is mediocre. Also, I think Guardian is perfect for Halo 3's gameplay. Lockout worked for Halo 2 but it doesn't work right for Halo 3 as well for some reason in my opinion. [Edited on 04.12.2012 4:44 PM PDT]
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  • [quote][b]Posted by:[/b] Dr Syx Sanctuary is actually my all time favorite Halo map. I honestly think it should be put into every single Halo and be played at least 45% of the time people choose a map. The other 55% should be the Pit/Guardian. :D[/quote] IMO, The Pit was mediocre, and Guardian doesn't begin to compare to Lockout!
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  • Sanctuary is actually my all time favorite Halo map. I honestly think it should be put into every single Halo and be played at least 45% of the time people choose a map. The other 55% should be the Pit/Guardian. :D
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  • Love that map <3 Alot of people prefer Midship, but it feels too small for me. I remember I downloaded a remake of that in Halo 3, wasn't too bad. Also I'm glad 343i can see why Sanctuary was great. Maybe thy'll bring it back for Halo 4? I do remember being psyched for Reach when I saw Asylum in the forge world vidoc. [Edited on 04.12.2012 3:33 PM PDT]
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