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StandOff

An overhead view
of Standoff. Symmetry not in motion.
Once, nearby telescopes listened for
a message from the stars. Now these silos contain our prepared
response. Standoff, a serene valley boasting symmetrical bases
on both sides is an ideal map for nearly all player counts.
Despite not actually being large in size, like say, Valhalla,
Standoff’s rock configurations and broad width allow
plenty of space and plenty of cover for temporary residents.

Three of Standoff's
(open-at-default) entryways are visible here. Not pictured:
The back door.
Each of the bases boasts three entrances
from the outset, but the flip of a switch will open some windows
and a lower exit, a fourth entrance/exit to protect. In Objective
games, where Standoff really shines, commandeering and triggering
that fourth entrance can be critical.
There’s a significant armament
within and atop each base. By default there are no Sniper
Rifles on Standoff, so the stationary (and of course, removable
turrets) become determining factors in defending your base,
while simultaneously, keeping enemy actions around their base
under control. The ensured remedy to the respective Turret
problem waits in the center of the map – the Spartan
Laser.

The differences
between the bases are subtle. Notice the red UNSC insignia
on the exterior. Decorations on each base's interiors offer
other clues as to whether or not you are inside Red or Blue
base.
The Spartan Laser is also ideal for dealing with the Warthog
parked in front of each base. If the Spartan Laser is dry
and grenade spamming doesn’t work – each base
has a Rocket Launcher, but instead of the usual four rockets,
Standoff’s Rocket Launchers only have two. There’s
a pair of Needlers bookending the valley cradling the Spartan
Laser. Just in front of each base’s main entrance/exit
is a Shotgun, ideal for defending the precious interior.
Quick Tips:
- The Spartan Laser is for
killing vehicles, once enemy Warthogs have been destroyed
or commandeered then use it to kill infantry.
For sneakily achieving objectives,
drive a Mongoose behind a base and creep in the back door.
Don’t underestimate the defensive advantages
of dropping your own shield windows. You can use the windows
as sniping perches and they’re relatively safe.
A fast moving Warthog is relatively
safe from grenades and fire thanks to the numerous large
boulders.So take advantage
of the chaos it can cause.
The best vantage point in the entire game is the
open Silo cover behind Blue Base. Know it by the giant “3”
emblazoned there.
Active camo is a key asset - especially
in objective game types.
Suggested Gametype:
Sniper/Swords: Team Slayer with starting
weapons being Sniper Rifle and Sword. The mixture of long
play and close up melee attack yields surprisingly few sword
“clangs” and makes for a tense yet frenetic Slayer
variant that works well with almost any team size.
Foundry

Straight down the
tunnel at the center of the above image is the Rocket Launcher
-- and alleway players are funneled into for carnage.
After the orbital elevator fell, supply warehouses sending
munitions to space were soon abandoned. Foundry an, empty-able
shipping warehouse, is a collection of Halo staples: boxes,
crates and ramps. Designed with customization in mind via
the Forge, the Foundry’s default layout is symmetrical,
but the “bases” are actually on the same side
of the map. There’s a large structural divide between
the two bases, funneling players into the map’s open
and volatile center.

The Sniper Rifle
sure is positioned at the corner of two long hallways. That's
a hint from design, folks.
A Shotgun spawns in the center of the
map in the Carnage Alley that players must navigate in order
to get to the other team’s base in Objective gametypes.
Just above the Shotgun and a bit further back sits the Rocket
Launcher. Each team has a Sniper Rifle at the opposite
end of their base, from each base, getting to the Sniper Rifle
requires crossing Carnage Alley.
The Power Drainer sits atop a crate
directly above and across from the Shotgun, with a perfectly
timed crouch jump (where players click to crouch while they
are in mid-air) from the lip of the Power Drainer spawn players
can leap over the horror below and grab the Rocket Launcher.
Suggested Gametype:
Grifball. Empty map with “goals”
at either end – basically Bomb Plant spots from Assault.
Two teams of four play single Bomb Assault and try to run
the Bomb into the endzone. Everyone has swords and hammers.
The Bomb carrier runs at 150% speed and damage is increased
for hammers. Teams spawn PLAY BALL! (We'll have much more
on this gametype and chat with its creator, Burnie Burns from
Red vs. Blue soon)
Rat’s Nest

Side by side comparison
shots of Rat's Nest's two bases. Not-so-subtle coloring distinguishes
the two bookends to the battlezone.
Snowmelt from Kilimanjaro feeds reservoirs
every bit as vital as the fuel and ammunition stores. Rat’s
Nest is a map meeting the spatial criteria for a Big Team
Battle Map, with all of the tight corridors and interesting
interiors for smaller matches.

Perspective is somewhat distorting this corner around
the racetrack.
A “racetrack” circles the
map, running from base to base for surgical or hilariously
disaster-filled attempts at quick Flag captures or Territory
claiming. If taking a vehicle around the “loop”
doesn’t fit your play style there are a number of connected
rooms running through the center of the map to get from one
base to the other.
Those rooms, of course, have openings
that lead to the “racetrack” but also connect
to hallways that run all the way behind the respective bases
and deposit players behind the respective flag placements.
Each base has two Warthogs and two Mongooses as default vehicles
and a lone Ghost sits near Territory four. Territory four
is in the middle of one of the “racetrack” straightaway
segments and also holds a Sniper Rifle. Territory Three is
straight across the “racetrack” along the broken
portion of the base looking at the Pelican.

The hallway between Territory three and four, a massive
collection of treats at your disposal.
There’s a Gravity Hammer and
Invisibility along the pathway between these two territories
at the heart of Rat’s Nest. The connecting center rooms
include a variety of weapons, including a bunch of Battle
Rifles, some Maulers, Needlers, Shotguns and Brute Shots.
Quick Tips:
- Remember you can neatly
bisect the entire track by running through the central corridor
system.
By the same token, you can make an
entire loop of the track faster than a Spartan can run through
the length of the center.
Use the crates, concrete barriers and more to hide
from splash damage in Territories.
The Turret above the central canal
– backing onto the open Cliffside – can be a
game changing trap for pursuing defenders.
If using a Hog for offensive duties
– keep your foot on the pedal – a slow Hog in
a narrow corridor is a double kill waiting to happen.
Control the close-quarters weapons – Shotgun,
Hammer or suffer the consequences.
The hanging pipes above the vehicle
corridors are a nice safe place to hide from Zombies if
you can figure out how to get there.
A lone Sniper can do a lot of damage down a long
gloomy corridor. But pick the right corridor for the right
game type.
Suggested Gametype:
Save One Bullet. One of the built-in
Infection modes. You have a limited ammo supply and cannot
pick up weapons. Works great with at least eight players and
better with 16.
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