There are 13 multiplayer maps packaged into Halo 4 with 3 being used exclusively for Forge Mode and offline multiplayer only (for the moment at least) and the remaining 10 have been placed into the rotation for Halo 4’s online multiplayer component.
Here’s a brief overview of each level, with weapon spawn points, objective locations and level specific strategies and load-outs.
Abandon¶
Set Weapon Placements:
Scattershot: In the lab area on the ground level of the [central structure].
Needler: In front of the dirt ramp at ground level leading up to the [purple tree ledge] closest to the [two-tiered structure].
Needler: In front of the dirt ramp at ground level in the natural area leading up to the [central structure].
Frag Grenades : On the [blue cave ledge] overlooking the [Courtyard] between the structures near the gravity lift beneath the tree.
Frag Grenades : On the [purple tree path], overlooking the [natural zone].
Set Vehicle Locations:
There are no vehicles on this map.
Objective locations:
Capture the Flag
-
Red Flag - On the top floor of the [two-story building].
-
Blue Flag- At the base of the dirt ramp leading up to the [central structure] from the [natural zone].
Extraction -
Terminal A - In the centre of the top level of the [central building].
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Terminal B - On the [purple tree ledge], close to the bridge leading to the [Central Structure].
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Terminal C - On the [Blue cave Ledge] near the exit from the lift in the tree.
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Terminal D - Just outside the main door to the [Central Structure] in the [Natural Zone].
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Terminal E - In front of the dirt ramp at ground level leading up to the [purple tree ledge] closest to the [two-tiered structure].
King of the Hill -
Zone A – In the centre of the top level of the [central building].
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Zone B - On the [purple tree ledge], close to the bridge leading to the [Central Structure].
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Zone C - At the top of the dirt ramp leading up to the [central structure] from the [natural zone].
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Zone D - Top floor of the [two story building].
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Zone E - On the ground level, next to the ramp leading up to the [blue cave path] from the [Natural Zone].
Oddball -
In the center of the top level of the [central building].
Suggested Load-outs:
Thanks to its crowded nature and lack of lengthy lines of sight, the best bet for success on abandon is to choose a load-out that will do well at short-mid range. Most armor abilities have some good effects on gameplay in this level and Promethean vision is especially useful in the [Natural Zone], but the Jetpack is also useful to access the vertical sections of the map quickly and effectively. Be sure to experiment to find out the types of abilities suit you.
Primary : Assault Rifle, Battle Rifle, Covenant Carbine
Secondary: Magnum, Boltshot
Grenades : Your choice!
A Ability: Promethean Vision, Jetpack, Hardlock Shield, Active Camouflage, Thruster Pack, Hologram.
Tactical : Any
Support : Any
Map Specific Tactics:
The [Natural Zone] is filled with rocks, trees and other obstacles that severely limit your line of sight. This zone is best suited to short range combat, and abilities such as thruster Pack can bridge the gap between you and enemy soldiers quickly. Using Promethean vision here can give you an advantage over foes in the same position.
One of the best places for snipers to hide out is in the [Natural zone] looking back towards the main bases. Due to the abundance of cover and the ability to see the upper levels of the [Central Structure] and to some degree the [Purple/Blue Paths] enemies will rarely see you before you can shoot them.
The two [Paths] along the ledges upon either side of the map provide descent lines of sight and are often the favorite hangout of those with battle rifles and other mid-long range weaponry.
The [Courtyard] features a number of crates to hide behind. This is perfect to set a trap - have a ranged shooter or two stand in the [Two-tiered structure] and fire at enemy combatants, whilst some of the rest of the team hide behind the crates. As the enemies come to clear out the snipers, attack or assassinate them unexpectedly from the crates as they run past.
The lower levels of the buildings are golden opportunity for a number of kills for a player who manages to get their hands on a shotgun or the scattershot.
In most gametypes, one team will often attempt to dominate the [Central structure]. It provides nice sight lines over and easy access to all other regions of the level.
If a team is holding onto the [Central building] the problem with this is that firstly the other team will know exactly where to find them and secondly, due to the sheer number of entrances leading into the building, it can be quite difficult to defend without solid communication. It is best to lock down the top floor by itself in order to maintain easy access to the other parts of the map as previously stated.
The gravity lifts can be used as grenade carriers, simply toss one in there to have it be sent up to a higher level. Perfect for clearing out a lift camper or defenders from a landing zone before entering yourself.
Adrift¶
Set Weapon Placements:
Energy Sword : Beneath the mech on the [Top Centre] platform in the Mech room.
Scattershot : On the intermediary platform between the [red hallway] and the [blue tunnel].
Sticky Detonator : On the intermediary platform between the [blue hallway] and the [red tunnel].
Frag Grenades : On the catwalk in the [Construction base].
Frag Grenades : On the catwalk in the [Refinery Base].
Frag Grenades : On the ground floor of the [Mech room] behind the stairs leading to the second level of the room.
Frag Grenades : On the ground floor of the [Mech room] behind the stairs leading to the second level of the room opposite the other frag grenade location mentioned above.
Set Vehicle Locations:
There are no vehicles on this map.
Objective locations:
Capture the Flag
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Red Flag - On catwalk in the [Refinery base].
-
Blue Flag- On catwalk in the [Construction base].
Extraction -
Terminal A - On the intermediary platform between the [Red hallway] and the [Blue tunnel].
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Terminal B - On the intermediary platform between the [blue hallway] and the [red tunnel].
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Terminal C - In the [blue hallway].
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Terminal D - On the ground floor of the [Mech room].
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Terminal E - Beneath the mech on the [Top Center] platform in the [Mech Room].
King of the Hill -
Zone A - Beneath the mech on the [Top Center] platform in the [Mech Room].
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Zone B - On the intermediary platform between the [blue hallway] and the [red tunnel].
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Zone C - On catwalk in the [Refinery base].
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Zone D - In the [blue hallway].
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Zone E - At ground level in the [Construction base].
Oddball -
Beneath the mech on the [Top Center] platform in the [Mech Room].
Suggested Load-outs:
Whilst there is an argument for the constrictive indoor spaces to be more conducive to short-mid range weaponry, the lengthy lines of sight across the bases and down the narrow, straight hallways mean that mid-rage weaponry can also be brought into play. In terms of armor abilities, due size and design of the map Promethean vision is pretty hard to top, although others have benefits as well.
Primary : Assault Rifle, Battle Rifle, Covenant Carbine, Light Rifle
Secondary: Magnum, Boltshot
Grenades : Your choice!
A Ability: Promethean Vision, Hardlight Shield, Active Camouflage, Thruster Pack
Tactical : Any
Support : Any
Map Specific Tactics:
The two [Bases] and the [Mech Room] house the majority of the power weapons and objectives on Adrift, but it is usually the narrow corridors and tunnels linking these areas together that see the most action. With Promethean vision equipped, you can quickly scope out a room before entering to check for hostiles.
There is often a rush for the power weapon in the [Mech Room] and the [Intermediary Platforms] at the start, if you can arrive at the same time, a few well placed grenades can cause a lot of carnage!
The hallways are full of side passages, and sneaky players can use these to their advantage to flank unaware players running past.
The jump pads available at the [Intermediary Platforms] are a quick and seriously underutilized method of quickly entering either [Base] during non team-based matches.
The jump pads are much more utilised during team games. whilst on defense and you see an enemy flying over to you, drop a grenade or two in the zone that they are likely to land and mop them up if it doesn’t kill them immediately.
During team matches, maintaining a presence in the hallways is recommended. Not only can you keep an eye on your base, but you’ll have easy access to the [Mech room] and [Intermediary Platforms].
The gravity lift can be used as grenade carrier, if Promethean vision reveals another player in the hallway above, simply toss a grenade into the lift before following it up to finish off an injured enemy. Perfect for clearing out a lift camper or defenders from a landing zone before entering yourself.
Complex¶
Set Weapon Placements:
Energy Sword: On a raised platform in the [Courtyard].
Sniper Rifle : On the top of the [Blue Helipad] Building.
Sniper Rifle : On the ground behind the [Red Warehouse] building.
Scattershot : In the tunnel allowing vehicle access between both sides of the map at the back of the second floor of the [Factory] structure.
Frag Grenades : Inside the [Computer Room] structure.
Frag Grenades : Inside the [Mini-Jerk] structure.
Set Vehicle Locations:
Blue Garage : Ghost, Mongoose
Red Warehouse : Ghost, 2x Mongoose
Objective Locations:
Capture the Flag
-
Red Flag - On the ground between the [Red Warehouse] and a water tank.
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Blue Flag- On the ground between the [Blue Garage] and the [Blue Helipad].
Extraction -
Terminal A - In the [Courtyard].
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Terminal B - In the road beneath the [Computer Room] Structure.
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Terminal C - Under the ramp on the lower floor of the [Factory].
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Terminal D - On the road at the back of the [Factory].
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Terminal E - On the walkway between the [Mini-Jerk] and the [Computer Room] structure.
King of the Hill -
Zone A - Inside, on the second floor of the [Factory] structure.
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Zone B - Inside the [Computer Room] building.
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Zone C - On the road below the [Computer Room] building.
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Zone D - On the second floor of the [Red Warehouse] building.
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Zone E - On top of the ]Blue Garage] building.
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Zone F - On top of the [Mini-Jerk] Structure.
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Zone G - On the [Blue Helipad] building.
Oddball -
On the walkway between the [Mini-Jerk] and the [Computer Room] Structure.
Suggested Load-outs:
Complex’s wide open areas and vantage points mean it that it is rife with medium to long range combat. It can be useful to pack a plasma pistol to neutralize enemy vehicles. I found Jetpacks and Holograms to be the pick of the armor abilities on this maps, so be sure to pick some tactical/support upgrades to compliment one of those!
Primary : DMR, Battle Rifle, Covenant Carbine, Light Rifle
Secondary: Any
Grenades : Your choice!
A Ability: Jetpack, Hardlight Shield, Active Camouflage, Hologram.
Tactical : Any
Support : Any
Map Specific Tactics:
Almost every time this map loads up, the team that wins is the team that stakes out and holds the roof of the [Computer room] building. From here players have a nice, open view of almost the entire map and due to the limited access points, this it can be remarkably easy to defend for a good team. From here it is just a matter of sniping the other team into submission.
To counter-act the [Computer Room] camp site, players can try to snipe or use holograms from the [Factory] or one of the base areas in an attempt to distract the opponents so that your team can launch a counter offensive on the position. Communication is key!
Avoid wandering through the open areas between the various buildings unless your team holds the ares on either sides or you are asking for a quick death.
Try to avoid the [Factory] and its walkways if you are not packing a close range weapon as many players seem to be drawn here and these areas see the majority of the action.
Ghosts can be highly effective on this map, either for vehicular man-slaughtering enemies in the open ground or mowing them down with its rapid plasma fire. It is possible to get ghosts onto the walkways and upper areas (just FYI!).
Exile¶
Set Weapon Placements:
SAW : Just outside the [Red Base] between the base itself and the [Campsite].
SAW : Just outside the [Blue Base] between the base itself and the cave leading to the [Control Room].
Sniper Rifle : On the ground in the open between the [Red Base] and the [Red Lift].
Sniper Rifle : In front of the [Blue rocks] to the right of the [Blue Base].
Rocket Launcher : Next to the bridge down the [connecter] from the [Control Room].
Pulse Grenade : In the courtyard between the [Campsite] and the entrance to the [Control Room].
Plasma Grenade : In front of the gate to the left of the [Blue Base].
Plasma Grenade : Behind the [Red Rocks] to the left of the [Red Base].
Set Vehicle Locations:
Blue Base : Warthog, Warthog (Guass), Mongoose
Red Base : Warthog, Mongoose
Alcove : Scorpion
Hangar : Banshee
Valley Lift: Ghost
Red rocks : Ghost
Objective locations:
Capture the Flag
-
Red Flag - At the [Red Base].
-
Blue Flag- at the [Blue Base].
Dominion -
Base A - At the top of the [Gold Lift] on the top floor of the [Red Base] in the turret area.
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Base B - In the [Control Room].
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Base C - Inside the [Blue Base] on the ground floor.
Extraction -
Terminal A - At the [Campsite].
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Terminal B - In the cave below the [Control Room].
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Terminal C - Between the [Blue Base] and the cave leading to the tunnel that goes up to the [Control Room].
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Terminal D - Directly in front of the [Gold Lift] at the lower room of the [Red Base].
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Terminal E - In the banshee spawn point in the [Hangar].
King of the Hill -
Zone A - In the [Control Room].
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Zone B - In the [Alcove] behind the Scorpion spawn point.
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Zone C - In the banshee room in the [Hangar].
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Zone D - inside the [Blue Base].
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Zone E - At the top of the [Gold Lift] on the top floor of the [Red Base] in the turret area.
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Zone F - At the trench by the [Campsite].
Oddball -
In the cave below the [Control Room].
Suggested Load-outs:
The map is fairly large and open, meaning that your mid-long range rifles will work a treat, however there are still a number of caves and other indoor areas that will be more beneficial to approach with a short-mid range weapon in hand. As such, this is a map where just about anything goes, so pick a tactic you like or switch between load-outs between spawns as you please.
Primary : DMR, Battle Rifle, Covenent Carbine, Light Rifle
Secondary: Plasma Pistol
Grenades : Your choice!
A Ability: Jetpack, Hardlight Shield, Active Camouflage, Hologram.
Tactical : Any
Support : Any
Map Specific Tactics:
There is often a rush for the banshee in the [Hangar] and the scorpion in the [Alcove] and at the start, if you can get a long ranged weapon, you can rack up a few kills before someone finally manages to pilot either.
In addition to the heavy vehicle focus, the power weapons on the map also play a crucial role. If one team can grab the scorpion AND pick up the power weapons, they are going to have a major advantage.
Whilst in a vehicle, remember that there are a lot of power weapons on the map that can destroy you fairly quickly. As such, you will never want to sit in the same spot for too long and keep moving constantly - especially in the easier to spot vehicles such as the banshee!
The road around the central structure is essentially a vehicular hotbed, so a single spartan with a plasma pistol can cause a lot of chaos by using the charge function to disable the enemies vehicles, exposing them to attack from a power weapon or two.
If you are unlucky enough to have not snagged a vehicle, you can work your way between the rocks and tunnels along the edges of the maps which provide great cover from vehicular-based attacks and can cater nicely for snipers.
Hologram is definitely one of the more useful abilities as it can be used to distract vehicles and opponents and allow you to bypass them undetected.
Haven¶
Set Weapon Placements:
Sticky Detonator : On the [Upper Circle] platform, to the right if coming up from the [Open Ramp].
Needler : On the [Upper Circle] platform, to the left if coming up from the [Open Ramp].
Scattershot : In the middle of the [Closed Tunnel] on the lower deck.
Frag Grenades : At the bottom of the [Open Ramp].
Frag Grenades : At the bottom of the [Closed Ramp].
Pulse Grenades : In an alcove along the [lower Circle] platform.
Pulse Grenades : In an alcove directly opposite the above pulse grenades along the [lower Circle] platform.
Plasma Grenades : At the bottom of the [Blue Ramp].
Plasma Grenades : At the bottom of the [Red ramp].
Set Vehicle Locations:
There are no vehicles on this map.
Objective locations:
Capture the Flag
-
Red Flag - On the [closed Ramp].
-
Blue Flag- On the [Open Ramp].
Extraction -
Terminal A - On the lower deck in between the [Red Tunnel] and the [Blue Tunnel].
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Terminal B - On the raised platform at the top of the [Closed Bridge] at the top of the [Closed Ramp].
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Terminal C - Underneath the [Open Ramp].
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Terminal D - Next to the gap on the [Red Bridge].
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Terminal E - At the bottom of the [Blue Ramp].
King of the Hill -
Zone A - On the large platform at the top of the [Open Ramp].
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Zone B - On the raised platform at the top of the [Closed Bridge] at the top of the [Closed Ramp].
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Zone C - At the top of the [Blue Ramp].
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Zone D - On the [Closed Ramp].
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Zone E - On the [Open Ramp].
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Zone F - On the lower deck in between the [Red Tunnel] and the [Blue Tunnel].
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Zone G - Along the lower Circular passage on the Blue side of the map.
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Zone H - Along the lower Circular passage on the Red side of the map.
Oddball -
In the middle of the [Closed Tunnel] on the bottom level.
Suggested Load-outs:
Haven provides combat areas for both short-mid range combat and mid-long range combat as well. The upper floor is nice and open, providing a perfect location from which to use your mid-long ranged rifles, whilst the lower floor is somewhat more cramped, encouraging the use of more effective short-mid range weapons. As with most small maps, Promethean vision is a great armor ability, but the jetpacks also haves ome good uses in traversing the upper and lower decks of the level quickly.
Primary : Assault Rifle, Battle Rifle, Covenent Carbine, Light Rifle
Secondary: Magnum, Boltshot
Grenades : Your choice!
A Ability: Jetpack, Hardlock Shield, Active Camouflage
Tactical : Any
Support : Any
Map Specific Tactics:
Haven is a map that flows. A person who stops to try and camp or defend an area is a person that is going to die quickly.
The upper area has many holes dropping down to the floor below, using these effectively with Promethean vision and your radar will enable you to drop down behind or flank other players for an easy surprise kill.
A lot of the action takes place on the [Closed bridge] and at the top of the [Open Ramp] in the center of the map and that means, sniping away with your rifles from the [Circle platforms] and tossing grenades at dueling opponents here can be an effective way to accrue a sneaky kill or two.
Due to the maps’ tight nature, players who manage to snag a Needler can easily eliminate a few baddies before its ammo dries up.
A decent player who manages to grab the Scattershot will be almost unstoppable on the lower floor of the arena. So if the Scattershot is not at its spawn location, be wary of venturing further into the lower area.
Longbow¶
Set Weapon Placements:
Sniper Rifle : On the [Blue Base] side of the [Blue Bridge].
Sniper Rifle : In the open about half way between the [Red Base] and the [Red Garage].
Spartan Laser : In the center of the lower tier of the [Facility].
Rocket Launcher : In the open about half way between the [Blue Base] and the [Blue Garage].
Rocket Launcher : On the [Red Base] side of the [Red Bridge].
Frag Grenades : Outside the cave leading between the [Blue Base] and the [Blue garage] on the garage side.
Frag Grenades : Outside the cave leading between the [Red Base] and the [Red garage] on the garage side.
Set Vehicle Locations:
Blue Base : Warthog
Blue Garage: Warthog, Mongoose, Ghost
Red Base : Warthog
Red Garage : Warthog, Mongoose, Ghost
Objective locations:
Capture the Flag
-
Red Flag - On the [Red Base] side of the [Red Bridge].
-
Blue Flag- On the [Blue Base] side of the [Blue Bridge].
Dominion -
Base A - Inside the [Red Garage].
-
Base B - In the indoor area on the lower tier of the [Facility].
-
Base C - Inside the [Blue Garage].
Extraction -
Terminal A - In the passage through the [Rock Wall] between the [Red Garage] and the [Blue Garage].
-
Terminal B - On the platform on the top tier of the [Facility].
-
Terminal C - Inside the [Red Garage].
-
Terminal D - Inside the [Blue Garage].
-
Terminal E - In the center of the [Trails] area at the base of the [Facility].
King of the Hill -
Zone A - On the platform on the top tier of the [Facility].
-
Zone B - Just outside the [Blue Garage].
-
Zone C - Outside the cave leading between the [Red Garage] and the [Red Base] on the side of the [Garage].
-
Zone D - On the [Blue Base] side of the [Blue Bridge].
-
Zone E - Outside the cave next to the [Red Garage] and leading to the passage through the [Rock Wall].
Oddball -
In the center of the lower tier of the [Facility].
Suggested Load-outs:
Due to the sheer size of this map, it is pretty much a requirement that you equip yourself with a mid-long range rifle from the get-go. Whilst the [Facility], the [Garages] and the [Caves] all feature internal areas in which the short-ranged firearms would be preferable, its almost not worth the effort of bringing one of those along. As with most open maps, the Hologram is a great distraction and the jetpack will enable you to reach upper sections of buildings much quicker than taking the stairs.
Primary : DMR, Battle Rifle, Covenent Carbine, Light Rifle
Secondary: Plasma Pistol
Grenades : Your choice!
A Ability: Jetpack, Hardlight Shield, Active Camouflage, Hologram
Tactical : Any
Support : Any
Map Specific Tactics:
If piloting a vehicle, remember that there are a lot of power weapons on the map that can destroy you fairly quickly. As such, you will never want to sit in the same spot for too long and keep moving constantly.
The [Trails] at the base of the [Facility] see a good amount of vehicular traffic, and the spartan laser on the lower tier of the [Facility] will make short work of them.
As per usual, a single spartan with a plasma pistol can cause a lot of trouble for vehicles by using the charge function to disable them temporarily.
The turrets mounted on the [Base] and [Garage] structures can provide defensive fire in objective modes to great effect.
In team-based game modes, have half the team man the vehicles whilst the others grab the power weapons outside the [Bases] and near the [Bridges] to help cover the advance. Ensure that if you have a vehicle-based approach that one of your team mates grabs the spartan laser from the [Facility] to give you the advantage.
Snipers have plenty of options in Longbow, with the [Coast] areas providing quick access between the two sides of the map, whilst the [Facility] features platforms overlooking the area and the [Caves] and [Streets] leading up to it are also quite effective.
The gravity lifts beneath the [Facility] can be used as grenade carrier, simply toss a grenade or two into the lift before following it up to ensure the zone is clear of hostiles before entering.
Meltdown¶
Set Weapon Placements:
Incineration Cannon : Across the [Ice Bridge] outside the [Ice Base] and to the left.
Incineration Cannon : Across the [Fire Bridge] outside the [Fire Base] and to the left.
Railgun: Outside the [Ice Bunker].
Railgun: Outside the [Fire Bunker].
Needler : Below the [Fire bridge].
Needler : Below the [Ice Bridge].
Plasma Grenades : Next to the [Fire Light] Jump.
Plasma Grenades : Next to the [Ice Light] Jump.
Set Vehicle Locations:
Red Base : Ghost, Warthog, Mongoose.
Blue Base: Ghost, Warthog, Mongoose.
Ice Trampoline : Ghost
Fire Trampoline: Ghost
Objective locations:
Capture the Flag
-
Red Flag - In the [Fire Base].
-
Blue Flag- In the [Ice Base].
Dominion -
Base A - In the [Ice Base].
-
Base B - On the ground floor beneath the [Light Bridge].
-
Base C - In the [Fire Base].
Extraction -
Terminal A - On the Fire side of the [Light Bridge].
-
Terminal B - On the Ice side of the [Light Bridge].
-
Terminal C - In the [Fire Climb] cave.
-
Terminal D - In the [Ice Climb] cave.
-
Terminal E - In the [Fire Bunker].
King of the Hill -
Zone A - On the ground floor beneath the [Light Bridge].
-
Zone B - In the [Fire Bunker].
-
Zone C - In the [Ice climb] tunnel.
-
Zone D - On the platform across the [Fire Bridge] from the [Fire Base].
-
Zone E - Below the [Ice Bridge].
Oddball -
On the ground floor beneath the [Light Bridge].
Suggested Load-out Weapons:
The map is essentially a large circle with players able to traverse the gaps between the [Bases] across a multitude of routes on both raised ledges, the [bridges] and the road across the [Valley] below. Due to its open design, players should focus on weapons that support mid-long range combat, whilst packing a plasma pistol to counter enemy vehicles.
Primary : DMR, Battle Rifle, Covenent Carbine, Light Rifle
Secondary: Plasma Pistol
Grenades : Your choice!
A Ability: Jetpack, Hardlight Shield, Active Camouflage
Tactical : Any
Support : Any
Map Specific Tactics:
The majority of the action in the map occurs around the [Light Bridge] and the area below with vehicular and foot based battles occurring i the same general region of the map.
The [Climbs] in the [valley] area and the [jump pads] and [gravity lifts] allow easy access to the upper areas, whilst players can drop down at any time to the [Valley].
The [Climbs] and [Bases] are conducive of close combat, and feature a number of the level’s objectives so be sure to pack a secondary weapon that will be useful up close!
The [Valley] areas are essentially for vehicles, so a single spartan with a plasma pistol can cause a lot of chaos by using the charge function to disable the enemies vehicles, exposing them to attack.
In team-based game modes, have half the team man the vehicles whilst the others grab the power weapons outside the [Bases] and [Bunkers] to help cover the advance.
The upper platforms between the [Blue Base] and [Red Base] and the [Blue Bunker] and [Red Bunker] are in the open and provide a good view of the area below and the middle of the region. Perfect for long range combatants.
Ragnarok¶
Set Weapon Placements:
Sniper Rifle : Inside the [Red Base].
Sniper Rifle : Inside the [Blue Base].
Rail Gun : At the [Red Woods].
Rail Gun : At the [Blue Woods].
Rocket Launcher : At the base of the [Wall].
Spartan Laser: On the rocky structure in the [Top Middle].
Plasma Grenades : Behind the [Red Base].
Plasma Grenades : On the ledge to the right of the [Blue Woods] next to the [Blue Base].
Set Vehicle Locations:
Red Base : Mantis, Ghost, Banshee, Warthog, 2x Mongoose.
Blue Base: Mantis, Ghost, Banshee, Warthog, 2x Mongoose.
Objective locations:
Capture the Flag
-
Red Flag - On top of the [Red Base]
-
Blue Flag- On top of the [Blue Base].
Extraction -
Terminal A - Outside the [Crashed Pelican].
-
Terminal B - At the base of the [Wall].
-
Terminal C - Halfway between the [Red Woods] and [Top Middle].
-
Terminal D - Between the [Blue Woods] and the [Wall].
-
Terminal E - Behind the [Red Base].
King of the Hill -
Zone A - On the rocky structure in the [Top Middle].
-
Zone B - At the [Blue woods].
-
Zone C - At the [Red woods].
-
Zone D - Between the [Blue Den] and the [Blue Rocks].
-
Zone E - At the [Blue Rocks] in the water.
-
Zone F - Outside the [Crashed Pelican].
-
Zone G - At the base of the [Wall].
Oddball -
On the rocky structure in the [Top Middle].
Suggested Load-outs:
Ragnarok is large and open and due to the abundance of vehicles, pushes you to use both ranged and vehicular combat. As such, mid-long ranged rifles and plasma pistols to interfere with opposing vehicles are the order of the day.
Primary : DMR, Battle Rifle, Covenent Carbine, Light Rifle
Secondary: Plasma Pistol
Grenades : Your choice!
A Ability: Jetpack, Hardlight Shield, Active Camouflage, Hologram.
Tactical : Any
Support : Any
Map Specific Tactics:
There is often a vehicle rush at the start of the map and with the mantis, banshees and other vehicles available, it is important that your team tries to grab the Spartan Laser from the [Top Middle] and rocket launcher from the [Wall] to gain the tactical advantage. A team with vehicles AND power weapons should outlast a team with only vehicles.
Whilst in a vehicle, remember that there are a lot of power weapons on the map that can destroy you fairly quickly. As such, you will never want to sit in the same spot for too long and keep moving constantly - especially in the easier to spot vehicles such as the banshee!
Equipping yourself with a plasma pistol can cause a lot of chaos by using the charge function to disable the enemies vehicles, exposing them to attack from a power weapon or two.
If you are unlucky enough to have not snagged a vehicle, you can work your way between the rocks and tunnels along the edges of the maps which provide great cover from vehicular-based attacks and can cater nicely to snipers.
Hologram is definitely one of the more useful abilities as it can be used to distract vehicles and opponents and allow you to bypass them undetected.
The man cannons on top of either [Base] are a fast and efficient way for infantry to make good progress up the map from their starting position. A good sniper will know where you land though, allowing them a cheeky kill, so be careful!
Solace¶
Set Weapon Placements:
Incineration Cannon : On the lower level between the [Blue Tunnel] and the [Gold Lift].
Energy Sword : On the lower level between the [Blue Tunnel] and the [Gold Lift]
Sniper Rifle : On the [Blue Balcony]. Sniper Rifle : On the [Red Balcony].
Pulse Grenade : Along the edge of the map between the [Red Base] and the [Coast Cage].
Pulse Grenade : Along the edge of the map between the [Blue Base] and the [Shore Cage].
Plasma Grenades : On the lower platform, next to the ramp leading to the [Shore cage].
Plasma Grenades : On the lower platform, next to the ramp leading to the [Coast cage].
Set Vehicle Locations:
There are no vehicles on this map.
Objective locations:
Capture the Flag
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Red Flag - In the [Red Base].
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Blue Flag - In the [Blue Base].
Extraction -
Terminal A - In the center of the middle area, between the [Gold Lift] and the [Shore Cage].
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Terminal B - Outside the [Coast Cage].
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Terminal C - In the center of the middle area, between the [Gold Lift] and the [Coast Cage].
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Terminal D - Outside the [Coast Cage].
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Terminal E - On the bridge on the lower floor beside the [Gold Lift].
King of the Hill -
Zone A - Outside the [Shore Cage] on the main floor.
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Zone B - Outside the [Coast Cage] on the main floor.
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Zone C - On the main level between the [Gold Lift] and the [Red Base], towards the Coast side of the map.
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Zone D - On the main level between the [Gold Lift] and the [Blue Base], towards the Coast side of the map.
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Zone E - On the main level between the [Shore Cage] and the [Blue Base], along the Shore side of the map.
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Zone F - On the main level between the [Gold Lift] and the [Blue Base], towards the Shore side of the map.
Oddball -
On the lower level between the [Blue Tunnel] and the [Gold Lift].
Suggested Load-outs:
Primary : Assault Rifle, Battle Rifle, Covenent Carbine
Secondary: Magnum, Boltshot
Grenades : Your choice!
A Ability: Jetpack, Hardlight Shield, Active Camouflage, Thruster Pack.
Tactical : Any
Support : Any
Map Specific Tactics:
The two [Balconies] are almost always occupied by snipers, so be careful when crossing the central area and if you are lucky if you spot one, you can sneak up on them as their radar will not appear whilst their scopes are up (although there is an ability that can do this, most people will not have it equipped).
There is often a rush for the power weapon by the [Gold Lift] on the lower platform of the map at the start. Run over to the hole overlooking the bridge below and toss in a few grenades. You’ll be amazed how often it will result in kills.
The edges of the map seem more beneficial for players as you will be able to see others crossing the raised platforms in the center of the map before they can see you. Mid-long rage weaponry from these locations seemed highly effective.
If you choose to head through the center of the map or drop down below, it is much more efficient to choose a mid-range weapon.
In team matches, having a sniper overlooking your advance is a massive advantage, just be sure to prevent the opposition from doing the same!
The [Gold Lift] can give a quick and easy ride up to the upper level than using the provided ramps. unfortunately it is also quite a visible entrance, alerting snipers and other combatants to your presence. You’ll learn your lesson fairly quickly when you do use it, so be sure to get the easy kills from people who continue to persist on using it.
Vortex¶
Set Weapon Placements :
Sticky Detonator : At the top of the cliff above the [Dunes] tunnel about half way between the [Red Base] and the [Generator Cave].
Sticky Detonator : Near the [Near gate] about half way between the [Blue Base] and the [Limbo] building.
Needler : Look to the open area on the right upon exiting the [Red Base].
Needler : Look to the open area on the right upon exiting the [Blue Base].
Sniper Rifle : Look to the open area on the left upon exiting the [Red Base].
Sniper Rifle : Look to the open area on the left upon exiting the [Blue Base].
Plasma Grenade : Behind the [Limbo] Building.
Plasma Grenade : On the ledge around the edge of the map, directly to the right of the exit to the [Red base] on the way to the [Generator Cave].
Set Vehicle Locations:
Red Base: Warthog, Mongoose, Ghost
Blue Base: Warthog, Mongoose, Ghost
Limbo: Warthog, Ghost
Wind Tunnel: Gauss Warthog
Generator Cave: Mongoose, Ghost, Wraith
Objective locations:
Capture the Flag
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Red Flag - In the Red Base.
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Blue Flag - In the Blue Base.
Dominion -
Base 1 - In the [Generator Cave].
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Base 2 - In the [Wind Tunnel].
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Base 3 - In the [Limbo] building.
Extraction -
Terminal A - On the outside of the [wind Tunnel] building, where people who use the [blue Lift] land.
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Terminal B - In the turret area about halfway between the [Limbo] building and the [Red base].
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Terminal C - On the ledge overlooking the [Dunes] area.
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Terminal D - On the upper level of the inside of the [Wind Tunnel] closest to the [Blue Base].
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Terminal E - Outside the [Generator Cave].
King of the Hill -
Zone A - On the upper level of the inside of the [Wind Tunnel] closest to the [Blue Base].
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Zone B - On the ledge overlooking the [Dunes] area.
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Zone C - At the [Near Gate].
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Zone D - In the turret area about halfway between the [Limbo] building and the [Red base].
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Zone E - In the [Generator Cave].
Oddball -
In the [Generator Cave].
Suggested Load-outs:
Primary: DMR, Battle Rifle, Covenent Carbine, Light Rifle
Secondary: Plasma Pistol
Grenades: Your choice!
A Ability: Jetpack, Hardlock Shield, Active Camouflage, Hologram.
Tactical: Any
Support: Any
Map Specific Tactics:
There is often a rush for the wraith outside the [Generator Cave] and the Gauss Warthog beneath the [Wind Tunnel] at the start, if you can get a long ranged weapon, you can rack up a few kills before someone finally manages to pilot either.
Fortunately for vehicle users (and unfortunately for everyone else) the power weapons on Vortex will not prove as effective a deterrent as they did in maps like Exile. As the power weapons in this map are not that great players on foot should stay clear of the base of the [Wind Tunnel] where the majority of vehicular action seems to take place.
The road around and below the central structure is essentially a vehicular hotbed, so a single spartan with a plasma pistol can cause a lot of chaos by using the charge function to disable the enemies vehicles.
The gravity lifts beneath the [Wind Tunnel] can be used as grenade carrier, simply toss a grenade or two into the lift before following it up to ensure the zone is clear of hostiles before entering.
If you are unlucky enough to have not snagged a vehicle, you can work your way between the rocks and tunnels along the edges of the maps which provide great cover from vehicular-based attacks and can cater nicely for snipers.
The caves in and around the [Generator Cave and the [Dunes] side of the map provide a nice view over the remainder of the map, giving snipers a good place to hang out.
Hologram is definitely one of the more useful abilities as it can be used to distract vehicles and opponents and allow you to bypass them undetected.
The jump pads outside of either [Base] are a fast and efficient way for infantry to make good progress up to the [Wind Tunnel] building where the majority of the action is likely to take place.
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