The T-Symbiote, Part The Third.


A little D to the L to the C! Now that the new Legendary Map Pack content has had ample time to digest, it leaves us with a few impressions. The first is that we've finally realized what Sidewinder was lacking: Man Cannons . Lots and lots of them. I've played more than my fair share of snipers on the Old School (well, more accurately, Last Year School) H2 version, and have no regrets about it. However, the first time you stand in either base looking out over the frigid terrain and see a jeep blocking the sun above you, you'll see why this map is such an improvement. Plus, the presence of Hornets makes for a pretty interesting game of "OH CRAP COVER I MUST FIND COVER," as well as an excellent flag carrier escape.



Ghost Town = find high ground, get a Brute Shot. This is pretty consistent; the game type matters very little. Oh, except for the one gametype we made in which a Brute Shot is your starting weapon. Now, don't get me wrong, I'm not saying it isn't full of Win. No sir. It's virtually teeming with Win. It's just that the Win is not to be found on the ground floor.

Blackout of course is Lockout, at night. I used to think that Guardian was this iteration's nod to Lockout, until I tried Blackout and found that my thumbs remembered where to go (the snipe tower), where not to go (the kill trough in the middle), and where numerous weapons were (up the blower thing, grab the BR to your right, shoot the cannisters where everyone else is battling it out).

The first custom game we put together was here, and was supposed to taste like Super Smash Brothers:

  1. Low Gravity
  2. Health set to Invulnerable
  3. Hammers
  4. Rockets

Ideally the only way to score is to cause (or, appear to the game to cause) someone to fly off the level. We hadn't quite solved the assassination issue, so womping someone in the back is still an acceptable practice. Now, if there were only a way to implement the double-jump....

stub | 04.21.08 | Permalink