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News :. Halo 3 Legendary Map Avalanche Revealed (Page 2)

Q: Why can’t I throw the flag through the gates old school style now?

LB: Ahem. Well, that area doesn’t exist in the new version. We had it in there for a long time, but since that old flag trick didn’t work anymore that area became used less and less. Eventually that whole section of the level became completely unused, and not only that but a death trap for someone on foot. On top of that, we kept coming back to this idea that if someone was in there, by themselves, on foot… they weren’t taking part in what makes this level unique, all the vehicles. So, with much hand-wringing we axed that section. The map plays better for it too, because the action is so much more focused now.

NS: We wanted to more focus the map around the vehicles and as a result we limited a lot of the deep interior portions of the map. In addition, the dead end flag exchange section from the original sidewinder didn’t lend itself to a clear environment design. We found that players who were unfamiliar with the layout would often get lost trying to navigate some of the interior connections. The redesigned infantry section in the middle is a lot more fun (it’s downright insane at times) and a lot more of the gameplay condenses there.

MB: Since I didn’t work on the original Sidewinder map I can’t say for certain but my guess is that the gates and back hallways were put in to help with flag caps. The first half of Avalanche’s rough out stage had a very similar feature but we started to realize that those areas pulled a lot of the action away from the heart of the map. We needed to hone the core gameplay of the map down to its essentials and sidewinder is way more about the vehicle combat than corridor shooting. I’m sure most of the players will soon forget about the “old school” and embrace the orgy of vehicle combat that will ensue.

JS: Again this was one of those things that had to go simply because it focused all of the game play in back hallways and defeated the purpose of the map – which was essentially to mount up and fight around the main body of the map. Having all the firefights, and focus of a huge map in a small hallway is definitely not interesting. Directing folks out in the “horseshoe” area of the map is much more fun .

Q: What’s different about Avalanche in terms of sandbox elements?


MB: The number one difference would have to be the amount of new infantry routes and large number of vehicles in the mix all at once. We also have a really cool Covenant vs. Human vehicle setup on objective games that I think folks will enjoy.

LB: Well, we figured that you can’t really have a huge new wintery map and not make the vehicles snow covered! So, yeah, that was the original idea, and it grew into making the UNSC vehicles all wintery. Also the Hornet (in Avalanche only) has been tweaked from the shipping version to make it better suited as an MP vehicle, instead of a floating death platform. So, the Hornet will finally see some action in Matchmaking. There are some unique Forge objects as well that are unique to Avalanche.

NS: The map has a lot more vehicle action now. We’ve included flying vehicle and fast transport vehicles (Ghosts and Mongooses) to the roster. The equipment plays a major role in objective games. In fact, for CTF I would even say that equipment works better in Avalanche than any other MP map.

The Spartan Laser also has a big impact on gameplay. I remember a game where the assaulting team had taken the flag, jumped into a mancannon and landed on a teammate’s hornet in hopes of being flown back to their homebase. Just as the flag carrier lands on the hornet, a Laser shot lances the Hornet in a beautiful explosion of red and orange. The flag carrier somehow lived through the explosion and against all odds scored a flag cap a few minutes later… true story.

Q: Why Avalanche instead of [someone from the Internet’s favorite map, here]?

JS: Honestly there are so many maps I would personally love to see placed within Halo3’s DLC. And for me and others Sidewinder was one of them. I think it’s just one of many we really wanted to do. Not to mention I believe there were allot of folks banging on the door requesting it.

LB: Since the Halo: CE days, Sidewinder has been a fan favorite. Sure it might not be on EVERYONE’S list, but it seemed to be on the short list for a lot of incredibly vocal fans. And hell, it’s HUGE! And we needed more BTB maps.

MB: It just made sense. Looking back at the release maps and DLC1 maps, everyone could see that we needed another Big Team Battle map along the lines of Sandtrap, and with the Community's love of Sidewinder, it was a great fit.

NS: Two reasons: Sidewinder is one the most requested remakes and we also needed another big vehicle map. And maybe this isn’t the only classic we’re remaking. There’s always hope for said Internet Halo fan.

Q: How will objective gametypes play out?

NS: We wanted to try something new with Avalanche. One idea was to include the Scorpion tanks seeing as they are so iconic in the original sidewinder, but in the past felt as though it was too powerful to include it in our big maps. We also wanted to solve the issue of flag capping, or more precisely, the lack of flag capping in sidewinder, especially on asymmetric gametypes like “One Flag CTF”. As we were testing the early versions of the map, we found that it was incredibly difficult for the assaulting team to score flag caps in any reasonable amount of time. One way we solved this problem was to give only the assaulting team a Scorpion. So basically, in the case of an asymmetrical gametype, the overpowered scorpion becomes an asset in solving, for example, the lack of flag caps; and it’s just plain cool to have the Scorpion in the Sidewinder remake.

We then took the Scorpion addition one step further and decided to give the assaulting team all UNSC (human) vehicles and the defending team all Covenant vehicles. It ended up being very fun for asymmetric gametypes (one flag, one bomb, territories) and it’s something that I’ve wanted to see for a long time. Humans vs. the Covenant in a giant vehicle -blam!--o-rama.

Q: What are your favorite gametypes on Avalanche?

JS: My personal favorite is neutral bomb with Multi Flag coming right behind. But honestly having so many vehicles and man cannons on this size of map is great for any game type.

MB: Personally I think CTF (one flag and multi flag) is where the most fun can be had but territories and king of the hill really focus the vehicle mayhem into one big wet spot.

NS: One Flag CTF.

LB: Team Slayer, and Team King are good, but the favorite Friday afternoon playtest has become Multi Flag on Avalanche. It’s definitely brought back memories of Halo CE LAN parties. The games are completely epic, and by adding vehicles into that mix, crazy things are guaranteed to happen. Can you say Capture the Flag with a Hornet?

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