Derek Childs storms a Castle or two in the new Halo 4 Multiplayer DLC

 

Hailed as the last multiplayer DLC for Halo 4, Castle contains three new maps for War Games.

Daybreak is a map that is rather odd and for a number of reasons. Initially, upon first glance, the map seems quite small, but upon wandering about the map for a minute or so without another player in sight, one will begin to immediately realise the sheer size of the map. Daybreak in that sense is best for those who wish to experience the game online, rather than through a split-screen setup.

The map can be efficaciously used for both deathmatch oriented battles and for team games the likes of CTF, with two easily recognisable basses allocated to the map. Each base contains a jump pad of sorts; the base to the north contains a pad that leads up a vertical chamber that allows one a great vantage point to snipe unwilling foes, whilst the one at the opposite base allows a player to quickly converge on the location of the turret, to ensure that nobody can easily escape their grasp.

Both bases contain a heavy machinegun emplacement that allows for a wide area of cover, with additional Warthogs, Mongoose and Ghosts positioned about the environment to bridge the gap between one base and another. The right side of the map is more open; the terrain a more green in colour, with a great ledge over to the side that one will probably rather not take a swan dive off. To the left, the map is more enclosed, with a cave system that one can easily become lost inside due to its repetitive structure.

On the right side moreover a Banshee can be found, which provides an unfair advantage to whoever takes control of it. However, the map seems to be ill catered for such a vehicle, because one is unable to fly to high, else they risk receiving the ‘return to the map in the next 10 seconds or get blown up’ message on their screen. This allows the Banshee to be quite easily commandeered by those on the ground who wish to rid the current pilot of their enjoyment.

On top of this, the default weapons that will be deposited into the map include none other than sniper rifles and fuel rod cannons that will prove to be of worthy assistance.

All up, Daybreak seems like a combination of many ideas randomly strewn together that altogether proves effective, though the entertainment can really only be enjoyed with a wealth of players to fight against.

The second of the three maps is Outcast, which is set within a mining installation. On the far side of the map, a vessel will often appear to escort miners from the fallen installation to safety, before returning to acquire more. However, very rarely will one have time to admire the view.

To the right, the map has a number of fantastic vantage points, some of which are additionally equipped with turrets. This allows players the opportunity to get the drop on others, which proves to be a necessary part of this particular map. The wealth of vehicles stored in this environment, from Warthogs to Ghosts, and the vast number of open roads one can drive though means that guns are not the thing you need to be most frightened of; it’s the deranged lunatics behind the wheel of a vehicle intent on splattering other players across the surface of these mean streets that one needs to keep a close eye out for.

Additionally to the right there are a couple of small buildings that one can hide inside for some brief moments of cover, and there are plenty of rocks and other pieces of debris lining the roads for one to hide behind. This becomes a necessity for when certain players decide to take control of the Wraith; you read that right, the Wraith over on the left side of the map. Much like the Banshee in Daybreak, the Wraith offers an unfathomably unfair advantage to those who seize control of the vehicle and thus, take control of the roads, for when this happens the match basically becomes a struggle for survival rather than anything else.

The last of the three maps is Perdition, which is no doubt the smallest of the three maps and the easiest to navigate around; a city where the primary reactor has gone critical, an imminent explosion however being the last of anyone’s concerns as they rush about the complex. The continuous alarms quicken the pace of the map and constantly provide the player with a feel of urgency. The centre of the map is a terrific circular platform that is shrouded in a great red light, furthering the sounds of the frequent alarm. One may wish to be careful here for although these is a railing, falling off the edge proves to be very easy – as Ron, a player who I versed discovered when he tried to run me down in a Ghost and instead found himself flying over the edge and down into the drink. I certainly hope he enjoyed the swim.

Much like the other two maps in this particular DLC, Warthogs and Ghosts are present, and the paths are very easy to navigate through, making vehicular combat an obliged necessity rather than a choice. However, those who choose to hoof it additionally gain the advantage of the default weaponry, which includes a fuel rod cannon and an incineration cannon, both of which can quickly turn the tide in any game. The inclusion of the energy sword however feels almost obsolete in an environment where one may garner very few chances to use such a devastating piece of Covenant weaponry.

For those who wish to escape the roads, there are a couple of rooms to be found on the sides, some of which are used for storage and others for high tech computer equipment. Unfortunately, these rooms prove to be the locations where weapons are deposited, so don’t expect to be able to find yourself alone in these rooms for long when the weapons start falling down around you like hail stones.

All up, Perdition especially feels like a parallel environment, with both sides of the map being reminiscent of each other, which, as previously mentioned makes it easy to navigate can also make it difficult to find where all the action is when so much of the map looks the same.

In conclusion, Castle provides the player with some frenetic vehicular combat, however I believe that the previous two Halo 4 DLC’s were more entertaining than what 343 Industries has included in this particular map pack.

Kiss your Majesty goodbye in the new Halo 4 DLC!

Map Pack: Majestic

Size: approximately 400 megabytes

Levels: 4

Release Date: 25th of February in the Northern hemisphere, 26th in the South

Landfall:

This medium sized map has unbelievably detailed graphics which efficaciously cause the city to come to life in mythic detail. To further accentuate the overall feel of the city under dire threat, Covenant forces have attacked in full, with capital ships visible in the background decimating buildings left and right. Huge fires cover the horizon, with mushroom clouds of smoke gliding across the air. Human civilian transports rush into the battlefield to pick up stranded refugees, before moving out as quickly as they arrived, with two Broadswords located just outside the map, ready to help reinforce the depleting numbers of hardened marines battling for the safety of the planet.

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Within the realm of the map, the word ‘evacuate’ moves across computerised screens in bold yellow letters, furthering the idea in the mind of the player that the city is under massive threat. But so too are you, the player, within the multiplayer map. There are many tight corners and corridors across the map which will inevitably cause one too many close calls and tight fight sequences to take place. Explosive ordinances are left lying about the map, which can advantageously assist players in dispatching weakened opposition. The lack of any good vantage point, with the exception of two separate corners prevents those who would normally prefer to camp out the inability to acquire those perfect head shots from the view of a sniper scope.

Landfall is one of those rare few maps that is great for any occasion, whether you are into hardcore deathmatch or team based games the likes of capture the flag.

Monolith:

For its name, Monolith is not quite as gargantuan as one might have initially believed upon seeing its title; in reality it is a moderately sized map that is suited to almost any specific game type.

Reminiscent of previous maps in the Halo 4 game the likes of Erosion and Impact, this particular map is located within an asteroid field, with two specific bases located at either end, even the rocky surface of the ground you fight upon changing colours to alert you to which base you happen to be stumbling into. The walls and general feel of the entire map is reflective of a forerunner facility long abandoned and left forgotten in the vast blackness of outer space, repurposed now for the means of terminating battling Spartans.

Unlike other maps, upon entry into the game, vast quantities of ordinances appear immediately to help accommodate the player lusting for a better weapon than the conventional AR5.

There are a number of jump pads located in front of either base, which can be used to effectively avoid enemies and quickly move from one location to the next without fear of being targeted for assault. Jump pads positioned at the rear of either base are perfect for sneaking up on opposition undetected, which can hinder those attempting to snipe targets making their way towards their base. Although the map offers fantastic vantage points to overlook the surrounding area at either base of operations, the rear jump pads offer your opponent the potential chance of assassinating you just as effortlessly.

Skyline:

For those familiar with the Citadel in Mass Effect, in particular, the second game of the trilogy, Skyline will no doubt make you feel right at home. The distorted sound of the voice over crackling over the communication transmitter beckons you into this futuristic civilisation in the dead of night. Looming over the city from one of the many far corners of the civilised planet, the player is given the spectacular vantage point to see a vast quantity of choppers and other like transport gliding through the air in the distance, whilst other vehicles quickly rush across the freeways below.

The sound of beeping terminals and the flashing of computers further immerses you into this living, breathing civilisation yet to be touched by the malicious hand of the Covenant war machine.

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This relatively small map which is suited best for accommodating players interested in participating in deathmatches, comes equipped with two floors, the upper providing the player with the unfair advantage of easily targeting the opposition running about on the lower deck. Although stairs can be used to defeat the purpose of the advantages of the players who occupy the top most floor of the structure, jump pads are just as easy as getting this done.

Additionally, for those on the lower floor, you will more often than not feel more like a rat in a maze than a Spartan super soldier, whilst those who overlook the lower floor can quickly jump from one side to the next due to the vast number of objects which stick up that can be used as unconventional bridges to help those on the upper floor track those on the bottom.

Vortex:

This is the only large map accommodating vehicles which comes in this particular DLC. Unfortunately, you the player may feel somewhat cheated, for the map will no doubt remind you of Solace in more ways than one. Unlike the former map mentioned, where at times it was difficult to spot enemies in the vast number of vantage points within the map, Vortex has a more structured feel to it, and is especially great at supporting those wishing to play a team based game the likes of capture the flag.

As previously mentioned, this map supports vehicles, however I did not specify how many; safe to say, if you love Halo vehicles, then this map is for you, because if you can’t find a vehicle in this, you are certainly not looking hard enough. Warthogs are positioned in front of either base and along the sides, with additional Ghosts and Mongooses to support these. In the centre of the map a Warthog with a rocket launcher attachment is up for grabs to either team, whilst the strongest vehicle on the battlefield is the Wraith, hidden away to the side.

The building in the centre positioned over the top of the central Warthog is reminiscent more of Covenant technology than the bases which are representative of historical Forerunner facilities. Here at the central compound, weapon turrets overlook the bases, with the red base in particular being in sight of one of the turrets, which can be used by the opposing team to wipe out the enemy forces as they waltz out from the base and onto the map proper. With this particular building and the sheer size of the map in general, this particular battlefield is a great place to hone those sniper skills of yours upon a long distance rifle being deployed into the map.

For those unfortunate enough not to have a vehicle (for instance, those running about the map with an enemy flag), the few jump pads can be used to increase the distance between Spartans running about the map on foot and those in hot pursuit in vehicles. Of course, the side passages, especially one covered with cacti on the right side (the left when moving out from the red base) are perfect for avoiding vehicular manslaughter and a vast majority of foot traffic in the process as well, with most of the firing taking place in the centre of the map which is essentially a kill zone for any not fast enough to outmanoeuvre stronger combatants.

On a final note, entering enemy bases is relatively easy, and judging by their abnormally small size, acquiring whatever is mandatory for successful completion of the game is just as simple – it’s getting out alive that is the hard part. Safe to say, this is one match worth playing for anyone wishing to participate in a Halo team building exercise.