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5/27/2009 3:16:05 AM
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ORBITAL: Why it FAILED! - Map analysis.

Before you REPLY: Please do not respond with comments about whether or not you like or dislike the map unless they are backed up with specific reasons regarding the maps features and why the are good/bad. Orbital has its uses. I'm sure there is some gametype out there that would work great on it...however, as a Team Slayer map it is absolutely horrific. Although it looks really cool, it doesnt have any of the defining qualities that make it a great map. Heres why: Orbital is a map strictly of a set of 2 hallway segments that connect 2 bases. There is only 1 point on the map where one hallway overlooks the other, and there is 1 point outside each base where the hallways connect. Add in 2 stairwells, and thats essentially the map. So what you ask? Why is this bad? Specifically for team slayer? 2 hallway segments - First of all, hall ways aren't exactly the most complex terrain out there. These hallways are the same size throughout, and only interact with each other at 3 points on the map. Think about that. This means that all of the battles you will fight will be either against someone straight on, in a hallway, or at the one point on the map where one hallway looks down upon another. First and foremost, a map is a weapon. It is a weapon that you master and learn. You take advantage of lines of sight, elevation, and terrain, all of which influence the way you do battle. Complex surfaces, corners, hills, intersections, windows, and any combination of those affect the way you use your weapon, grenades, vehicles, and equipment to tilt a fight in your favor. The way your team-mates position themselves on a map (say guardian for instance) affect the flow of gameplay and how well you are able to defend your ground, escape it, or trap an opponent. Orbital has none of this. The few terrain features it has are 2 escalators, an elevator, and 2 bases (neither of which pose any strategic advantage to stay inside, nor are any kind of defendable position). If in any circumstance you need to escape an opponent, or steer clear of them, your only option is to hide along the sides of the map, or run in the opposite direction. There is generally only 1 way to get behind your opponent, and that is through the other hallway. Grenade bouncing is simply a throw around a corner, or straight forward. The only real flow this map has is towards the center of the map. That is the only strategic ground to hold, and there are only 2 ways to get there. The map lacks any sort of complexity or character. Really, its nothing but a few basic hallways. The most important thing to a map are its lines of fire and how they interact with its lines of movement. Orbital has only 1 point where a line of fire is different than its available movement (elevator shaft). Points like this are what define a map and quite frankly 1 is never enough. Look at guardian (great map). You can look from sniper tower to blue room, but you run that line of fire (the lift is 1 way). The map is filled with lines of fire that cross and intersect. Each area of the map holds a different strategic value and the positioning of teammates is always important. There are many ways to get to every point on the map...great for evasion, coordinated attacks, and making strategic attack routes. Orbital has barely any of this. No cross map interaction. No attack choices, no evasion, no strategy involved. Just run forward, and shoot. This map had huge potential. The escalators and the rooms they lead into, and the bases, are all well designed portions of the maps, and could easily be connected or featured to pose strategic locations that look out upon other parts of the map. They could be connected in a complex way that provides the player with a map that offers intricacy, strategy, and most importantly options to the player. Instead the map is characterized by a set of long, basic tunnels, which I'm sure could be great for a mongoose course or something...but not team slayer. A quality map is a map that is fun the first time you've played it, and the thousandth time you've played it. For this to happed a map needs to have a basic enough design concept that is easily understood by any player. Take high ground for example. The simple concept: A hill with a castle wall at the high ground to defend. Simple. A map like this is hard to get lost on because you can always orient yourself based on key map features (the slope of the ground, one side being higher). Orbital has a map structure that is repetitive and does not effective make use of color coding to orient a player within the map. Because the hallways are so simple it is playable at first glance. For a map to be good it also need to be fun the thousandth time. For this to happen a map needs to contain variety within itself. When a certain scenario is too basic or too repetitive, it becomes boring. A map must have enough complexity to keep a player constantly finding little things, angles, edges, to bounce grenades off of, new tactical jumps and ways to evade opponents. Orbital lacks this depth. Look at a comparison of Blackout and Lockout. Surely anyone that can tell a difference in structure will agree that lockout is a better map. Why? Look at the sniper tower on Lockout. There are 4 ways to jump or run from sniper 1 to sniper 2. Look at sniper tower on blackout. There is 1 way to run or jump (run) from sniper 1 to sniper 2. The complex options and jumps were removed in blackout, along with many important lines of sight (library window now has bulletproof glass)(snipe ramp can look upon elbow). Sure, many of you who havent played halo 2 or played blackout alot will think its great, but what really makes a map playable thousands and thousands of times are the intricacies of the map. A category that Orbital FAILS in. Case closed. I dont care what your opinions of the map are because orbital is such a simple map that it might sit well as first. But will it go down as a Last Resort or Coagulation or midship that players love game after game? No, not even close, but a closed system on a space ship had the potential. Thoughts? [Edited on 05.26.2009 9:42 PM PDT]
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  • All of my info and facts summarized up into a small comment..... Orbital rocks.

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  • [quote][b]Posted by:[/b] XGL Venom I've got two opinions, one that fits the two different sides of this argument: The first is on how fun it is to play, and to that effect I would like to say that yes, it IS fun. But then just about anything is. I've seen people spend hours blowing the -blam!- out of each other in the green box above The Pit in a 16 player rocket launcher fest. FUN does not dictate good MAP DESIGN. -------------------------------------------------------------------- The second is in regard to how it stands up as a competitive map. And here I would like to say no. There are no lines of sight anywhere, the battles are isolated and discourage teamwork, and the close quarters battle it promotes does nothing but increase the use of melee, an atrocious mechanic that takes little to no skill (you don't even have to LOOK at them) and does way to much damage for its ease of use. The OP is right. As long as you casuals out there keep in mind that he's merely talking of its competitive value. Don't take offense at his criticism; I agree that the map is neatly polished and well constructed. He, as well as many others within this community, are disappointed that Bungie could not make a map that is fun (which is easy to do since the requirements for fun could be as simple as a small square box) and still design around the intricacies of a competitive map. ------------------------------------------------------------------- Lockout vs. Blackout As a competitive map, Blackout has eliminated sight lines throughout the segments of the map. This is to say that the risk of traveling through shortcuts rather than the long way around has been reduced, and the prospect of long range assistance is destroyed, leaving teamwork and strategy in shambles. Each battle is isolated to its location, and once again close quarters battle, the least skillful type in the game, reigns. Blackout has also cut down on the routes a player can take. The reduction of paths leads to more predictable gameplay, more camping, and overall makes the map more stale. Lockout was loved for its variation and the perfect balance of risk vs reward, shortcut vs safe route, et cetera. For example, the path of travel between BR tower and Snipes was short, but the route between those areas (top-mid) guaranteed you to be shot at. Blackout put up a fence thing to make the risk lower and isolate gameplay. Now I will ask you, why? Do any of you believe removing these rails, improving the sightlines, and keeping the shortcuts would reduce the fun to be had on that map? I would guess the answer to be no. I feel that Bungie has overestimated the requirements of a fun map, and the competitive balance has suffered as a result. This example can be used to explain what makes a map competitively good, and what doesn't. -------------------------------------------------------------------- TL;DR. Go play a swords game on blackout, then one on lockout. Do you feel a difference in the amount of [i]fun[/i] you had? Probably not. Now go play MLG Slayer on each of these maps. Do you notice a difference? Definately. Bungie did not have to do this, but for some reason, they catered to the casual community who probably didn't notice the changes. EDIT: Read some of the previous posts. Many of you seem to be obsessed with the [i]majority[/i] opinion, whilst that has literally nothing to do with the topic at hand. Remember, there are two sides to this: casual and competitive. Keep in mind not everyone enjoys holding forward, mashing LT and RT and B until you die, and laughing at the flying bodies.[/quote] You see, its all in the details. The little things that make or break a map. (lockout vs blackout). As he said, the casual community will never take the time to learn and take advantage of the intricacies of a map, so it will never matter to them. However, for skilled players this map presents a huge issue. Skilled players are not only taking advantage of the map, they are setting up their teammates in positions that compliment eachother, they are timing weapon respawns and counting how many shots left the opponent has in his laser, they are looking where there teammates are and predicting where the next opponent spawn will be. None of this is even important on orbital. The only strategy one can take is flank your opponent, or go in as a team gangbang. For the casual gamer this is fun, but for most anyone else its same old same old. Maps need to cater to BOTH styles. Not one or the other. Thats why the map FAILS.

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  • [quote][b]Posted by:[/b] Commander Apache Orbital is bad. I just saved you 5 minutes.[/quote] why is it bad???? NEWB you wasted me 3 seconds reading a dumb post ! ok yea i agree with your ideas. i never thought it was that bad but it really is to simple

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  • [quote][b]Posted by:[/b] II is over9000 Your thread is about why Orbital FAILED. A failure, in terms of maps, would be one nobody likes. I've heard from many people in many places that they think Orbital is a really great, fun map, especially for objective games, as well as a welcomed change of pace. Therefore, Orbital is well-liked by the majority. So Orbital is not a failure. tl;dr version: Failure = unpopular Orbital = popular popular =/= unpopular Orbital =/= failure. /thread. [/quote]Once again, the majority is not always correct. Also, it is important to note that he is talking about competitive balance. I could make a good halo map. It would be a bigger Foundry, and everyone would like it...O wait...

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  • orbital turned out to be better than i thought it would. im starting to like it more than the regular sandbox map during matchmaking.

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  • TL;DR I got like a few paragraphs in, however I got the gist of what you meant. Orbital is a horrible map for Team Slayer, however put in just about any other game mode and you have a great game. Infection, Oddball, and even King of the Hill, are a lot of fun on this map. Mostly cause the hallways easily became massive fighting areas where players either step up, or walk away. Both of which are easy to do. On top of that, the rocket launcher and sniper I believe are nothing more then decoys, however if you can use them, then god be with you. Stick with the BR/AR the whole game and you can get an easy win. This is more or less the step up or walk away I was talking about earlier. You chooses one of the two, you run into the battle, hoping for some kills, or you wait till it is done, and get the last survivors, making it easy for King of the Hill, Territories, and oddball. The Map Variant 'Andromeda' is also very well thought out. I believe it is for Infection only, but all the boxes and corners make it a very strategic map. I believe as OP said there is not enough things to hide/ambush with, but this variant solves it.

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  • I've got two opinions, one that fits the two different sides of this argument: The first is on how fun it is to play, and to that effect I would like to say that yes, it IS fun. But then just about anything is. I've seen people spend hours blowing the -blam!- out of each other in the green box above The Pit in a 16 player rocket launcher fest. FUN does not dictate good MAP DESIGN. -------------------------------------------------------------------- The second is in regard to how it stands up as a competitive map. And here I would like to say no. There are no lines of sight anywhere, the battles are isolated and discourage teamwork, and the close quarters battle it promotes does nothing but increase the use of melee, an atrocious mechanic that takes little to no skill (you don't even have to LOOK at them) and does way to much damage for its ease of use. The OP is right. As long as you casuals out there keep in mind that he's merely talking of its competitive value. Don't take offense at his criticism; I agree that the map is neatly polished and well constructed. He, as well as many others within this community, are disappointed that Bungie could not make a map that is fun (which is easy to do since the requirements for fun could be as simple as a small square box) and still design around the intricacies of a competitive map. ------------------------------------------------------------------- Lockout vs. Blackout As a competitive map, Blackout has eliminated sight lines throughout the segments of the map. This is to say that the risk of traveling through shortcuts rather than the long way around has been reduced, and the prospect of long range assistance is destroyed, leaving teamwork and strategy in shambles. Each battle is isolated to its location, and once again close quarters battle, the least skillful type in the game, reigns. Blackout has also cut down on the routes a player can take. The reduction of paths leads to more predictable gameplay, more camping, and overall makes the map more stale. Lockout was loved for its variation and the perfect balance of risk vs reward, shortcut vs safe route, et cetera. For example, the path of travel between BR tower and Snipes was short, but the route between those areas (top-mid) guaranteed you to be shot at. Blackout put up a fence thing to make the risk lower and isolate gameplay. Now I will ask you, why? Do any of you believe removing these rails, improving the sightlines, and keeping the shortcuts would reduce the fun to be had on that map? I would guess the answer to be no. I feel that Bungie has overestimated the requirements of a fun map, and the competitive balance has suffered as a result. This example can be used to explain what makes a map competitively good, and what doesn't. -------------------------------------------------------------------- TL;DR. Go play a swords game on blackout, then one on lockout. Do you feel a difference in the amount of [i]fun[/i] you had? Probably not. Now go play MLG Slayer on each of these maps. Do you notice a difference? Definately. Bungie did not have to do this, but for some reason, they catered to the casual community who probably didn't notice the changes. EDIT: Read some of the previous posts. Many of you seem to be obsessed with the [i]majority[/i] opinion, whilst that has literally nothing to do with the topic at hand. Remember, there are two sides to this: casual and competitive. Keep in mind not everyone enjoys holding forward, mashing LT and RT and B until you die, and laughing at the flying bodies. [Edited on 05.27.2009 9:31 PM PDT]

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  • its not a good map, nuff sed

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  • Whoa, dude, I have a different opinion, and obviously, you can't take it without resorting to various degrees of insults. That in itself tells me you're a loser. Just get lost and stay in your imaginary world of Fail where you happen to be King. Have a nice day.

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  • [quote] and a healthy amount of strategy and tactics. [/quote] what a joke [quote] Do I walk all the way round and risk missing the fight altogether, or do I run forward? Do I camp here, or shall I confront the enemy head-on? Do I follow my team, or do I take an alternate path to the enemy base, lone wolf style? [/quote] Decisions decisions. Wow, so many options. Like, you have 2 options. No other maps have that many! Like on guardian, if your at top gold you can only: - take the lift to top middle -drop down to bottom gold - drop down to hammer spawn (bottom middle) - go to fusion coil elbow (above shotgun) - jump up into blue room - fake jump into blue room and jump to hammer spawn - jump down to bottom blue (below blue room) - or maybe fake jump to blue, then double back into bottom gold [quote] I don't find it too linear or boring. It's a challenge in its own right, [/quote] Yeah, if you are bad at the game and cant seem to master the great complexities of the hallway. Not linear at all! Nothing about the map is linear! Or boring!

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  • I don't give a rat's ass about skill. What I want is to have fun playing the game. I want some butt-kicking and a healthy amount of strategy and tactics. Orbital provides both to me. The fact that the map is essentially two corridors makes for interesting game play. Do I walk all the way round and risk missing the fight altogether, or do I run forward? Do I camp here, or shall I confront the enemy head-on? Do I follow my team, or do I take an alternate path to the enemy base, lone wolf style? Et cetera. The tactical situations are provided by the players themselves and the particular layout of the map. I don't find it too linear or boring. It's a challenge in its own right, different from open spaces and arena-style maps. I like it. [Edited on 05.27.2009 8:48 PM PDT]

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  • [quote][b]Posted by:[/b] thedoobymclean I disagree, I think Orbital is a great map. It is a nice change from the open maps, big and small. Orbital provides long distance fighting as well as close quarters combat. And uh... [quote][b]Posted by:[/b] KILLA_Z_I_P I dont care what your opinions of the map are. [/quote] The why bother posting in the forums about it?[/quote] Read.

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  • I disagree, I think Orbital is a great map. It is a nice change from the open maps, big and small. Orbital provides long distance fighting as well as close quarters combat. And uh... [quote][b]Posted by:[/b] KILLA_Z_I_P I dont care what your opinions of the map are. [/quote] The why bother posting in the forums about it?

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  • orbital failed because they spawn anywhere. its like -blam!- call of duty spawns. ive noticed that on all the mythic maps, even if your nowhere near their base they will still spawn behind/beside you. this makes for really frustrating gameplay. this happens so frequently that some games of slayer feel more like a game of chance as oppossed to skill.

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  • [quote][b]Posted by:[/b] xianoa but you said in your OP that a good map should be able to be used as this, stop changing your argument :P[/quote] Of course a good map should be used as a weapon. However, this is not the only criteria, and there are many many factors that come into play here.

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  • but you said in your OP that a good map should be able to be used as this, stop changing your argument :P [Edited on 05.27.2009 8:27 PM PDT]

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  • [quote][b]Posted by:[/b] xianoa [quote][b]Posted by:[/b] KILLA_Z_I_P [quote][b]Posted by:[/b] xianoa [quote][b]Posted by:[/b] KILLA_Z_I_P [quote][b]Posted by:[/b] Yiff9 I have one hiding spot that most people never knew about. I got an Overkill because of that hiding spot. I love that map.[/quote] My point. Just because you got an overkill by camping doesnt make the map good. In fact it points out a serious flaw. This isn't just one of those maps you can forge up and make it better. That being said I am going to try and forge it up to make it better.[/quote]wait, this is "[i]using the map as a weapon[/i]" and thus, by you dictation in the OP, a good map because you can use it as a weapon and you have to learn to master it.[/quote] No, not quite. Using a map as a weapon has its limits. A map with 30 fusion coils is not practical. I agree that he obviously made excellent use of cover and that his opponents were obviously terrible, but the fact that the map encourages players to run straight forward, without any awareness except that which is in front of them, is ridiculous. Hiding in a corner is hardly mastering a map. This is possible on any map, but it is unlikely that you would get an overkill doing this on any other map, as opponents usually have alternate paths to escape to. This is not the case in an empty tunnel that has a few boxes somewhere in it.[/quote]how do you know its a corner? it doesnt say that in the users post. by using the map to gain an advantage and kill many players, this is definitely under any definition of using it as a weapon (regardless of your attempts to make up definitions to fit to your flawed assessment). orbital is not a failure      : )[/quote] I agree, he used the map as a weapon. I'm not debating that. I am debating the fact that being able to have such success using such a tactic should not be promoted. Risk should equal reward. Think about it. Balance my friend. Balance.

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  • [quote][b]Posted by:[/b] KILLA_Z_I_P [quote][b]Posted by:[/b] xianoa [quote][b]Posted by:[/b] KILLA_Z_I_P [quote][b]Posted by:[/b] Yiff9 I have one hiding spot that most people never knew about. I got an Overkill because of that hiding spot. I love that map.[/quote] My point. Just because you got an overkill by camping doesnt make the map good. In fact it points out a serious flaw. This isn't just one of those maps you can forge up and make it better. That being said I am going to try and forge it up to make it better.[/quote]wait, this is "[i]using the map as a weapon[/i]" and thus, by you dictation in the OP, a good map because you can use it as a weapon and you have to learn to master it.[/quote] No, not quite. Using a map as a weapon has its limits. A map with 30 fusion coils is not practical. I agree that he obviously made excellent use of cover and that his opponents were obviously terrible, but the fact that the map encourages players to run straight forward, without any awareness except that which is in front of them, is ridiculous. Hiding in a corner is hardly mastering a map. This is possible on any map, but it is unlikely that you would get an overkill doing this on any other map, as opponents usually have alternate paths to escape to. This is not the case in an empty tunnel that has a few boxes somewhere in it.[/quote]how do you know its a corner? it doesnt say that in the users post. by using the map to gain an advantage and kill many players, this is definitely under any definition of using it as a weapon (regardless of your attempts to make up definitions to fit to your flawed assessment). orbital is not a failure      : )

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  • [quote][b]Posted by:[/b] xianoa [quote][b]Posted by:[/b] KILLA_Z_I_P [quote][b]Posted by:[/b] Yiff9 I have one hiding spot that most people never knew about. I got an Overkill because of that hiding spot. I love that map.[/quote] My point. Just because you got an overkill by camping doesnt make the map good. In fact it points out a serious flaw. This isn't just one of those maps you can forge up and make it better. That being said I am going to try and forge it up to make it better.[/quote]wait, this is "[i]using the map as a weapon[/i]" and thus, by you dictation in the OP, a good map because you can use it as a weapon and you have to learn to master it.[/quote] No, not quite. Using a map as a weapon has its limits. A map with 30 fusion coils is not practical. I agree that he obviously made excellent use of cover and that his opponents were obviously terrible, but the fact that the map encourages players to run straight forward, without any awareness except that which is in front of them, is ridiculous. Hiding in a corner is hardly mastering a map. This is possible on any map, but it is unlikely that you would get an overkill doing this on any other map, as opponents usually have alternate paths to escape to. This is not the case in an empty tunnel that has a few boxes somewhere in it.

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  • swarbital is better

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  • [quote][b]Posted by:[/b] KILLA_Z_I_P [quote][b]Posted by:[/b] Yiff9 I have one hiding spot that most people never knew about. I got an Overkill because of that hiding spot. I love that map.[/quote] My point. Just because you got an overkill by camping doesnt make the map good. In fact it points out a serious flaw. This isn't just one of those maps you can forge up and make it better. That being said I am going to try and forge it up to make it better.[/quote]wait, this is "[i]using the map as a weapon[/i]" and thus, by you dictation in the OP, a good map because you can use it as a weapon and you have to learn to master it.

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  • I like Orbital for CTF. I get really annoyed when you see on your motion detector that someone is really close, but they are really at the other base when it is on the other side.

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  • [quote][b]Posted by:[/b] Yiff9 I have one hiding spot that most people never knew about. I got an Overkill because of that hiding spot. I love that map.[/quote] My point. Just because you got an overkill by camping doesnt make the map good. In fact it points out a serious flaw. This isn't just one of those maps you can forge up and make it better. That being said I am going to try and forge it up to make it better.

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  • [quote][b]Posted by:[/b] cpt falcon911 Good post but all your points are subjective. First off I like this map for both Team Slayer and Objective. For Team Slayer I like it because camping is very limited. Here me out. If there are very few access points on the map then the places you can camp are limited. I hate maps like standoff where I move across the entire map take a team out and then get cut off by the spawns. Or when they just stay at camo and just br you across the map from impeding you from getting the lead. Also you make the map seem like its just a long hallway. There are nooks and cranies that you can use to get the edge on your opponent. Also you make it seem it just goes straight. The map bends at two places, has entrances to the other hallways as well as having the bases. The less amount of firing lanes allows me to proceed through the map without guessing where the hell everyone is. Like say highground. Basically its a different map with a different pace. In the end variety is what you want and when you add Orbital to the mix it makes it so all my other favorite maps dont get boring either. [/quote] Good post. I think the map desperately needs a grav lift, and a pair of two way teleporters to keep things in rotation.

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  • Orbital does have hiding spots to master. I have one hiding spot that most people never knew about. I got an Overkill because of that hiding spot. I love that map.

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  • Orbial is my favorite map for slayer in Halo 3, I love the tight spaces, the map looks gorgeous, and the long hallways make for epic BR fights.

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