Halo 2 - Strategy Guide (Page 05)
Below are the cheat codes, hints and help for Halo 2 - Strategy Guide (Page 05).
# TEAM SLAYER #
/===============
/ This is actually a new game type released in a recent patch. Team Slayer
/ pits you in teams of up to 4 players, totaling for 8 players during the
/ game. It's basically strictly about putting the most kills up during a
/ certain time limit, or kill limit to win the game.
TIPS: - This is the MOST popular game variant on Halo 2, so expect tons of
competition. Because of its post-patch release, many levels are lower
than their equivalency. Level 9 team slayers "really" play like level
13s killing wise
- Best weapons spell victory, pure and simple
- Overshield is critical to taking out strong-weapon enemies
- Assassination is a key way of knocking out opponents if you can find
invisibility
- Focus on sticking together. A group of 3 can easily take down a lone
man with no support
>>> NOTE: There are also two additional modes. Team Training and Rumble
Training can be selected as matchmaking modes. However, they're just
training sessions (doesn't count), and have the same variants
as Team Skirmish/Rumble Pit.
_____________________
/Map Strategies (7.1)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This following section will describe each multiplayer map of Halo 2, along
with map strategies, where to get key weapons, and the best way to win each
level. Maps are going to be organized alphabetically.
_________
___________________________/Ascension\___________________________
- "This relay station is part of a network that has kept Delta Halo
functioning smoothly for untold centuries."
= Personally, Ascension is a sniper-based map, pure and simple. There are
three extending paths from a middle "radar dome" which dips into the ground
like a soggy pothole. One path has a sniper rifle, the other a useable
Banshee, and another sniper gun. Simply put, get the sniper rifles first
and you'll win. Secondly, there is a somewhat secret RPG on a jumping pad.
To get there, go to the circular platform between the Banshee and sniper
rifle tower. Jump down off the pad and you should see a pad slightly below.
Pick up the RPG in the center, and then use the jumping pad to get launched
up. If your team has the RPG, get the Banshee at all costs. You can rape
anyone who attempts to snipe, and also nail them as they approach the center.
There's a teleporter which has a Shotgun nearby. This map is ALL about
getting your team to rush the sniper rifle first. Do this, and you will
control victory. You'll find this map often associated with King of the Hill.
____________
___________________________/Beaver Creek\___________________________
- "These forgotten structures were once the site of many bitter battles
but have since been reclaimed by nature."
= Probably the smallest map in all of Halo 2, this is a mirror image red/blue
base scenario. You're basically in a rural setting with a large upper path
in the middle, two mirrored bases opposite of each other, a teleport in
the back of each base, and a two sidewinding hills near each base. The RPG
is in the center of the map, on the large upper path hill. Most people rush
for it. On one side, you'll find a Sniper Rifle on one of the side paths,
while the other side path is closer to the Rocket Launcher. This map is
associated with CTF usually. The best way to capture the flag is to:
> Have a teammate get on the roof of your opponent's base by jumping on
the side rock. When your teammate grabs the flag, have him stand on the
pilon that is usually above the flag capture point. Have the person
press the R button to throw the flag up through the ceiling window.
Your other teammate should grab the flag as soon as it's tossed. From
there, he can easily jump down, enter the back portal, be warped to their
base, and then re-enter the ceiling window down to the capture point.
> Grab the flag and make your way to that base's back portal. The portal is
a quick way of avoiding the middle chaos.
> Sprint through the middle while being covered. This is very risky though.
> Make sure you grab the Overshield which spawns in the small creek on the
one side. You'll also find a Shotgun on the other side.
_____________
___________________________/Burial Mounds\___________________________
- "This makeshift Heretic camp on Basis is littered with wreckage from
the destruction of Installation 04."
= Burial Mounds is probably the most hated map in all of Halo 2. It features
a non-mirrored setting in a stingy desert, designed for snipers, and
includes twisting ruins which makes it difficult to navigate the Warthog
which spawns on the offensive side of the map. You'll find the RPG on a
lone stone bridge close to both spawns. Most people rush for this first.
Have someone on your offensive team sprint over to the Beam Rifle (most
critical weapon, always pick it up), and then look at where the bridge is.
Snipe any opponents who try to grab the RPG. The defending team always spawns
with a Sniper Rifle, so be weary of the enemy sniper. Since both teams get
sniper rifles, it becomes a waiting game, and one of long range. This map is
usually played with Assault/1 Flag CTF Fast, so you won't have much time to
score. Some key tips include:
> There's a Ghost that spawns next to a black column to the right of the
defending base. Rush over to it, and harass/kill the enemy Beam Rifle
Sniper immediately. Get both sniper rifles for supremacy. You can also
snatch the Energy Sword in the tunnel behind the black spaced ruins.
> There are two turrets in the defending base. While they're somewhat
useful, you'll often be sniped out of them. The enemy Warthog that
approaches can usually be exploded via grenades. It doesn't have much
space to navigate through either the back tunnel, or through the sides.
> You can actually jump-run through the front of the base. You have to
get a running start first though. It's great to toss the bomb up, or
crouch in the front to contest it.
> This map is extremely difficult on offense, and it's uncommon to see
people score. Don't feel ashamed if you do horrible, because a slight
majority do as well.
> You can boost yourself as a Beam Rifle sniper on some of the broken ruins
for a height advantage. Make sure you crouch though, because an enemy
Ghost will usually streak on through.
___________
___________________________/Coagulation\___________________________
- "Recent excavations have failed to shed light on the true purpose
of the outposts in this bloody gulch."
= This is one of the most POPULAR maps in all of Halo 2. Coagulation is a wide
open grassy field with small hills, a trivial road, two mirrored bases, and
tons of vehicles to play around with. During certain times, tanks will spawn
(depending on settings). There are Banshees in each base, Ghosts/Warthogs,
and a turret up top. You'll also find a sniper rifle on the top of each base,
teleports which lead to the left/right sides of the map, and an RPG right in
the dead center of the map. The best strategy is to spawn, run straight for
the Ghost, boost to the center, jump off, grab the RPG, nail anyone who
approaches in a vehicle, then sprint back with the Ghost, and defend the
base. You'll often find RPG ammo near the three pine trees on this map. Pick
it up to keep the RPG streak going. A Shotgun can be found inside three
stones near your base. Use this for defense. This map is often played with
CTF or Assault, so here are some strategies:
> Have your team get organized inside one of the Warthogs - max load. Get
a Ghost to come, along with a Banshee. The Banshee should drop in first
onto the roof of the enemy base. Toss some grenades in the flag room.
Most players hide crouch in the corners to the flag. Meanwhile, your
Warthog, and Ghost should unload and all rush in now that the defenders
are moving to avoid the grenades. Usually guaranteed on assault missions
but it might be hard to pull the flag out.
> This is a new tactic that is being used quite often. People will rush the
base with a Warthog, drive it around back, then park it where your Banshee
spawns. From there, one man will jump onto the top of the Warthog, and
hold down X through the floor to take the flag. This really isn't a
glitch because of the way Bungie programmed the game. If you're in
proximity with any flag, and can reach it, you can usually take it through
walls, and items of the such. HOWEVER, this is still very cheap, because
the enemy doesn't have to interfere with your defenses at all. He just
snatches it through the floor. If this happens, toss some frag grenades
down the exit hole in the flag room to disrupt their plans.
> Use your base's portal, and make your way to the slim rocks on the left.
Get your bomb man to wear the Overshield powerup. Rush over with a
Warthog, and have him go in on mixed assault. It becomes difficult for
defenders to kill an overshielded bomber.
> There are also two "secret" hiding spots on this map. You can take a
Banshee to reach either of them, or a Ghost to reach one of them. Take
a Ghost and go up to the backside where the elongated grassy field is
with some rocks. Look along the wall for a V cut along a slanted
mountain. It should be slightly past the first boulder. Now boost, and
try to ride up the wall. If you get the right angle, you can boost
the Ghost all the way up top. Get off, and you can now snipe up there.
The other spot is a column sticking out of a mountain with a small
platform that can be reached by flying up to it. Very useful spots if
you have the Sniper Rifle.
________
___________________________/Colossus\___________________________
- "Numerous scientific expeditions have failed to reveal what the Forerunners
intended with all this damn gas."
= Personally, Colossus is all about getting the Beam Rifle. You're basically
tossed into a fairly small arena mirrored, with a large anti-grav pad
near the upper middle. Jump onto the pad, and it launches you up to an
area with a spawned Beam Rifle on the balcony. You'll find tons of plasma
barrels spaced throughout conveyor belts, two ledges with Battle Rifles,
nearby Shotguns, and a plethora of Plasma weapons. There is only one
Beam Rifle though, and it's essential you get this, because it guarantees
victory (almost). With the Beam Rifle, the opposing team can spawn camp
players from their own base. The only way to counter this is to grab a
Battle Rifle, and shoot him to prevent him from scoping. You'll find this
map played mostly with CTF or Team Slayer. Here are some tips:
> You can reach the enemy's base quite easily by running up the lower
stairwells. When you reach the first turn on the stairwell, jump on the
railing, then jump up to the enemy's platform. This is the quickest way
without being forced to run all the way up the stairs.
> You can be an absolute killer with the Battle Rifles that spawn on each
base's ledge (or by the flag capture points). Simply stay on this balcony
and hit anyone who drops down to the middle, or uses the anti-grav pad.
Jump on top of the railing to get the height advantage, and nail the
people hiding where the Beam Rifle spawns. Be careful for people who come
from where your ledge starts, or other Battle Rifle snipers.
> An Overshield spawns in the lower end of the middle between two pits. Grab
it for assaults on capturing the flag.
> Shoot the energy barrels if you see people near them, and then snipe them
off with the Battle Rifle for a quick kill.
> GET the Beam Rifle at ALL costs. This is essential to victory.
___________
___________________________/Containment\___________________________
- "One of the largest recently released maps by Bungie."
= Containment is roughly three times the size of Coagulation set off in a cool,
snow-crusted environment. Because of its tremendous size, Gauss Warthogs,
Banshees, and Scorpion Tanks are considered default. Both sides are mirror
images of each other, with functional ramps, side flanking routes in caves, and
some key weapons to be grabbed (Snipers, Brute Shots, Rockets).
__________
___________________________/Foundation\___________________________
- "Deep in Chicago Industrial Zone 08 lies the decommissioned Tactical
Autonomous Robotic Defense System testing facility."
= Originally designed as a secret map, Foundation could only be unlocked if
you beat the game on Legendary. However, the recent patch has made it
available to everybody. Foundation is basically a mirrored four-way map
with an upper path that circles the entire map, two turrets, a center
bunker, and four exterior rooms. The RPG can be found near a construction
zone on the ground, under a turret platform. An Energy Sword is in the
middle as well. This map is rarely played under matchmaking, unless it's
Team Slayer. Some tips are to:
> Man a turret, and have someone protect your back. You can get a few
nifty kills using the big guns alone. The RPG is not an absolute must
as you can usually overrun the person going for it.
> Get the Energy Sword, then camp one of the entrances to a room. Crouch
and slice anyone who attempts to rush by.
________
___________________________/Headlong\___________________________
- "Although during the day Section 14 monitors almost all harbor
traffic, at night it's one of the city's most notorious hangouts."
= Headlong is primarily a Big Team Battle map, designed with odd extremities
and a fruitful design. Each team spawns in a large building, one which
is a construction building featuring a series of stairwells that lead to
the "defensive capture point." The other contains a nice structure with
the "offensive capture point." Outside, you'll find a large dirt field, with
a winding road to the left, and one that circles the defending base. Down
the concrete road is an RPG under a bridge, with an Overshield overhead.
Another RPG is located at the defending base on the top balcony ledge. There
is also a Sniper Rifle on the bridge to the right of the offensive spawn.
A Beam Rifle can be located in a room past the bridge to the left of the
defending spawn. These sum up the critical weapons. Oh, and there's an Energy
Sword in the building to the right of the defending base. This building also
features the receiving location of the portal at the offensive base. There's
an invisibility powerup, small tunnel, and broken string of bridges near the
middle/left. This map is mainly played on 1 Flag CTF/Assault. Here are some
tips:
> There are "really" two ways of assaulting the defending base. Going
through the ground floor is only good when you go up the stairwell in the
enemy's base (not the spiraling paths up to the capture point).
> The first way is to have everyone run up the stairs and go through the
portal. From there, go through the building, jump down to the small
balcony, then sprint over to the back bridge that leads to the defensive
base. Storm it all at once, and do your thing.
> The second way is to have someone rush for the RPG via the 2 Warthogs to
the left. The other players should go upstairs, then curve a right and
cross the bridge. Have your best Sniper nail down anyone who exposes
themselves on the top floor. The rest of the team should rush the Beam
Rifle room, then run through the top window opening near the boxes, and
move down one floor to the capture point.
> On defense, get the top floor RPG, and the Beam Rifle if possible.
> Pick up the nearby Ghost, and boost towards the left hill where the broken
bridge is. Go into the left tunnel, and zoom ahead (don't flip the Ghost).
You can actually rush the first people who reach the normal Sniper Rifle,
and nail them with dual plasma cannons. Also, try to grab the Sniper
Rifle, and bring it back to your base. You now should have both sniper
rifles, limiting your opponent's range.
> There are turrets on two sides of the offensive base. Use them if your
team drops the flag into the open dirt fields on the ground level.
You can slaughter opponents since they're all in a frenzy to rush the
flag carrier.
> A secret path can be taken via the floating ledges in the middle of the
map. Jump from the peak of the broken bridge to the hanging bridge, then
onto the beam, and right onto the enemy's top floor. This is great for
extracting the flag as well.
> If time is running out, zoom over to the left part of the defending base,
and crouch next to the wall behind a column. You'll be able to contest
the bomb/flag and keep sudden death going. STAY CROUCHED. You'll give
your team a chance to regroup and win.
___________
___________________________/Ivory Tower\___________________________
- "Once home to the famous socialite Lance O' Donnell, the top floor
of this building is now a public park."
= Ivory Tower is another small-town setting with two spawns directly opposite
of each other. You'll find a Sword in the middle under the waterfall, a
Sniper Rifle on the 3rd floor via the elevator, and an RPG in the center
arena behind the waterfall. A shotgun can be found via two floating air
pumps, and an Overshield is on the right, along with a Battle Rifle. This
is usually played with Team Slayer, Assault, or CTF Fast. Try your best to
rush one of the key spots, especially the Overshield. Here are some tips:
> If you're on offense, immediately grab the Sword, but AVOID bringing
it to the defending base. You'll actually do worse, than any good. The
defenders will almost immediately get the RPG, and giving them the
Sword guarantees victory.
> Try to get on the upper ledge and drop down from behind defenders. Many
people like crouch hiding on the side stairwells and ambushing you when
you go for either capture point.
> On defense, get the Overshield, and try to rush the Sniper. He can pelt
anyone exposed in the middle under-area.
_______
___________________________/Lockout\___________________________
- "Some believe this remote facility was once used to study the Flood. But
few clues remain amidst the snow and ice."
= Lockout is a VERY small combat arena, in a ice-filled environment. You
will discover pretty much an upper and lower structure to the map. There
is a center battle plateau that links to four different locations. One is
an upper battle tower where the "offensive" capture point is, and the
other leaders to the defending spawn (which has a jump pad, and lower
green area with a Shotgun). The third link is to a small building locale,
and the final one is to the sniper tower. The Sniper Rifle spawns on the
highest tower, but you must curl around to reach it. There are numerous
explosive columns around the area. Shoot them to explode and hurt other
players. The jump pad area links to a low corner pathway where the defensive
capture point is. You'll usually play this map on 1 Flag CTF Fast/Team
Slayer. Here are some tips:
> Get the Sniper Rifle no matter what. While it's not overwhelmingly
dominant, you can snipe defenders on the low pathway, and move to another
spot for cover fire. Even if you rush on defense, you'll prevent the enemy
from getting it. There are explosive barrels right where the sniper rifle
spawns. Shoot them if an enemy is there.
> The Energy Sword spawns near the offensive base, on a small pathway. Grab
it, and use it on offense. Even if the enemy gets it, you can snipe them
away quite easily.
> Get one of the Battle Rifles (peak of offensive tower, or defensive
stacked tower). Jump down the gravi-pad tower, and walk in the lower path.
You should be able to see some side flaps where you can crouch off the
walkway, yet snipe anyone defending the flag. Useful location, but easy to
find when exposed.
> For capturing the flag, grab it, run up the path, then cut a left, and
get a teammate to stand on the ledge of the center plateau. Toss is up
to him, then he can run for the capture.
> Grab the flag, run left through the stacked tower, then up the path, to
the lower plateau, and then left. Jump across this small pit, rather than
cutting around the path.
> There's a quick way of reaching the offensive capture point. When you're
on the central plateau, and you're right below the capture point, jump
onto the side railings. Leap up to the slanted ledge, then run up to the
point. It's quicker than curling around the sidewinding path.
_______
___________________________/Midship\___________________________
- "Don't let its luxury fool you - the Pious Inquisitor is one of
the fastest ships in the Covenant fleet."
= Midship is VERY, VERY small, and reminiscent of a gladiator arena. You'll
find yourself tossed into a circular mirrored room with two anti-grav spawns,
with an upper & lower level. In the center is a small dip, with side paths
that twirl up and down. An energy sword is accessible in the top middle via
a small floating platform. Battle Rifles are under each spawn in the corners.
This map is played with Team Slayer/Multiflag CTF/Multibomb Assault. Here
are some tips:
> Get Dual Plasma Rifles, and fire away. These can really eat away your
opponent's morale.
> Try to stick opponents if possible. Plasma Grenades are prevalent on this
map.
> Use the Energy Sword in offense/defense. Many people tend to crouch in the
corners, or grab the Shotgun in the middle.
_______
___________________________/Warlock\___________________________
- "Another recently released map that was previously known as Wizard in the
original Halo."
= Warlock is very reminiscent of a small enclosed battle arena, with jungle
grapevines growing along the walls, various platforms stationed in four
corners, and small watery moats near the floor. Unfortunately, there are hardly
any key weapons on this map, enhancing grenade, Shotgun, and Battle Rifle use.
You'll find yourself very mobile on this map. The Invisibility powerup in the
center has its uses.
__________
___________________________/Waterworks\___________________________
- "While the Forerunners excelled at mimicking natural beauty, the
machinery in this cavern exemplifies their true genius."
= Waterworks is a huge Big Team Battle map featuring Wraiths, Ghosts, Warthogs,
and Banshees. It's mirrored with a large machine press high above. There are
dual caves on the sides, with dual upper pathways, a bridge in the middle,
and an upper plateau in the middle with a Sniper Rifle. Two Sniper Rifles
also spawn on top of each spawn, with turrets, Banshees in the upper launch
platforms, and an RPG close to each teleport spawn. Oh, and the teleports
are past each Banshee. Basically, this is a Sniper inclined map with wide
open side roads, and easy access to the main bases. However, you can do
many interesting things with this map. It's usually played with Multi CTF/
Neutral Bomb/1 Flag CTF. Here are some tips:
> There are large green boxes around your base. Jump in the Wraith, and
push these boxes into the back entrance. Get them lined up so nobody
can crouch through. Repeat the same for the front entrance, and you
should have a few spare boxes. You can push them near the entrance to
the left cave. If you're really skilled, you can push the one box up
the pathway to the right of your base which leads to the portal. Players
will sneak up this path and enter the capture point above. Push the box
far enough up where they can't just past it, or above it.
> Immediately get in the Banshee, and rush the opponent's base. Try to
take their RPG, or nail their Wraith as he stacks the boxes.
> Get the RPG near your base all the time. You'll be doomed if you don't.
Someone should be a dedicated sniper on your team as well. You can use
the Banshee to reach the upper parts of the base that are normally
inaccessible.
> If you manage to touch the flag, toss it near the open-window bunker style
opening right by the point. Someone can reach it through the small hole.
Another thing is that you should crouch next to this small opening to
contest it.
> There are a ton of powerups that most people miss inside the middle
structure machine press. This includes the Energy Sword.
________
___________________________/Zanzibar\___________________________
- "Wind Power Station 7 sites as a mute reminder of the EAP's late
25th-century attempt at re-nationalization."
= Zanzibar is one of the most played maps in all of Halo 2. It's basically
a coastal setting near the beach, that progresses into some stone-walled
structures with a giant energy-revolving wheel in the middle, and an enemy
structure which holds the defensive capture point. You'll find 2 Ghosts and
a Warthog near the beach, along with a snipe rifle inside the wall structure.
There's a second sniper rifle in the left plateau, a Shotgun/Invisibility
power up in the right tower, and an energy sword in the middle of the wheel
which can be accessed by blowing a trigger switch on a bridge. There's not
much in the defending base, except for an RPG on the upper pathway which is
a must-grab item. This is usually played with 1 Flag CTF/Assault/Land Grab.
Here are some tips:
> On defense, always get the RPG first, and do it QUICK. Sometimes an
opposing sniper will nail you if you run back to your base. Never let the
RPG get into the hands of thy enemy. Secondly, on offense, do the same.
Rush the sniper rifle, and try to take the RPG man out. Also, another
quick way of getting a sniper rifle is to sprint out of the defending
base, or jump on a Ghost (on offense), and blast over to the left
plateau. Then, grab the Rifle and run. Usually, your opponents will shoot
the explosive barrels nearby and attempt to blow you up.
> A quick way of getting to the second floor is to boost yourself via the
rotating wheel. Jump into the center, and wait for one of the moving
pylons to get close to you. Start to get dragged upwards by it, then jump
up and land on it. Now you have a quick way of getting upstairs without
being forced to go through their base.
> After you grab the flag, run towards the stairs. Sometimes it can be best
to go out the top of the base, rather than the front entrances/
> After you grab the flag, run towards the stairs. Toss the flag in the
corner that curls to the second set of stairs. It looks like this:
_____
/ \
^ - Toss it there
Now, have a person outside waiting there. They can grab it through the
wall by boosting on a nearby cargo box.
> On defense, some good positions involve the four pillars surrounding the
rotating energy disc. There are 4 slants you can jump onto, crouch, and
sit. You're undetectable on radar, and you can nail anyone who tries to
plant without taking grenade damage.
> The switch to the gate is often well-guarded by opposing teams. One
nifty idea is to sit close to the switch up above, yet crouch near a
doorway. Melee attack the players from behind as they sprint for the
switch.
_________________________________________
/Troubleshooting/Glitches/Solutions (7.2)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Often, many players may have trouble connecting with X-BOX Live. This section
will address some of the more specific problems you may have with Halo 2 that
aren't glitch related, or in-game play.
<<|>>
PROBLEM: I can't hear a certain person, even though other players can in the
room.
ANSWER: This is actually a networking error. Some people have special LAN
connections which use software and not actual routers. For some odd
reason, you will not see their MIC symbol move, nor hear them speak,
while other players in the room can. This use to happen to me
frequently on Black Arrow. Try muting the person's voice by entering
the player's menu, then turning their voice on. The voice will
eventually return after a timed interval, but sometimes it can last
up to 45 minutes of no hear.
PROBLEM: My LEVEL icon disappeared. What happened?
ANSWER: As far as I'm aware, this glitch only happens if you leave a clan.
I use to be apart of a clan, but left. After leaving, my LEVEL
ranking disappeared. My icon was gone until I rejoined a clan. To
fix this problem, create your own clan by sliding to the clan tab.
Now, once you've made the clan, leave the clan. Your ranking should
reappear.
PROBLEM: How do I do the special "echo" effect some people have on their
MICs?
ANSWER: Once your MIC is fully plugged in, slightly jiggle out the part
where the pin plugs into the receptor (which is in the controller
itself). Pull it out far enough so you don't hear anyone's voice
anymore, yet your icon will mimic their every word.
PROBLEM: During the game, a bright blue window appeared. It takes forever to
restart the game. What happened?
ANSWER: Halo 2 uses a special optimization sequence where the person with the
best connection is the host. In some cases, they MAY not be the party
leader. If they leave the game, and they were the connection host,
Bungie attempts to relocate the next best connection to host the
game. That's why it can take anywhere from 15 seconds to a minute to
find the ideal host.
PROBLEM: I was playing a matchmade game when the blue window appeared.
Suddenly, I was dead, and/or the flag was captured.
ANSWER: This is actually a router glitch that people have been performing.
Thankfully, the Autoupdate has fixed the Standby glitch, meaning
players cannot use it to cheat anymore. They can still perform
standby, but the game will actually freeze their screen too.
PROBLEM: I've been hearing something about a "dummy" glitch. What is it?
ANSWER: This glitch has been fixed in the Autoupdate.
PROBLEM: What's the stand-by glitch?
ANSWER: Some players have special routers which have a setting that let's
them halt the game temporarily. All other players in the game will
see a blue status window saying it's looking for a connection host,
yet the player performing the glitch can still move around in the
game. Thankfully, it has been corrected in the Autoupdate.
_____________________
/Custom Game Variants/
-=-=-=-=-=-=-=-=-=-=-=-=-=
As some of you may know, Halo 2 incorporates a special feature which let's you
create your own gametypes. Unfortunately, many people haven't taken advantage
of this feature to the fullest extent. This section will list some custom
gametypes that I have used/played during my Halo 2 experience, types that
others have created, many of which are fun and exciting. Dawn of the Dead has
its own section after this. Please contact me with your custom gametype, and
I'll list it here.
____________________
___/// RAINBOW SIX 3 ///___ -- credit to: UNKNOWN
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
|TEAM SLAYER| 6-16 Players|
===========================
Starting Weapon: Battle Rifle
Secondary Weapon: Magnum
Grenades: On
No Shields: On
Lives Limit: 2
Weapons on Map: None
Turrets: Off
Powerups: Off
Vehicles: Off
Map: ONLY Headlong
Radar: Off
RATING: ***
- "The idea is to illustrate Rainbow Six-like gameplay with realistic
deaths, quick battles. Each team starts off with a typical zoom rifle and
secondary weapon. Grenades are the easiet way to get kills, but you'll expose
yourself when tossing them. It's very easy to die, so camp and use teamwork.
Each player only has two lives, meaning you'll want to avoid death as much as
possible. This is only fun on Headlong, since the map is big, in an urban
setting, with lots of camping locations. First team to entirely die loses."
= Personally, I've had fun with this for a good hour or so. Most people will
stick together. No radar makes it a real challenge, and everyone has battle
rifles which can almost yield instant kills. Get a height advantage on the
map, preferably where the bomb normally would spawn, or at the opposing portal
building.
__________________
___/// PAINTBALL ///___ -- credit to: UNKNOWN
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
|TEAM SLAYER| 4-12 Players|
===========================
Starting Weapon: Magnum
Secondary Weapon: n/a
Grenades: Off
No Shields: On
Lives Limit: 2
Weapons on Map: None
Turrets: Off
Powerups: Off
Vehicles: Off
Maps: Lockout, Midship, Beaver Creek
Radar: Off
RATING: **
- "First of all, there should be an even amount of players in the game. There
should be multiple teams of 2 players each, so you basically have a paired
buddy. Again, this is just like paintball. You have two lives to survive with,
and it's almost one-shot kills with the Magnum. You must be the surviving team
at the end. This map is most fun on Lockout."
= I tend to hate this gameplay mode, although others are more fond of it. It's
practically camping madness on small maps. Try to get headshots with the
Magnum, and dual-wield for full efficiency.
__________________
___/// HIDE N SEEK ///___ -- credit to: UNKNOWN
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
|JUGGERNAUT| 8-16 Players|
==========================
Time Limit: 5:00 minutes
Starting Weapon: Magnum
Secondary Weapon: Energy Sword
Active Camo: On (except for Juggernaut)
Grenades: On
No Shields: On (only for regulars, not Juggernaut)
Lives Limit: 1
Rounds: 2
Weapons on Map: None
Turrets: Off
Powerups: Off
Vehicles: Off
Maps: Midship, Ivory Tower, Beaver Creek, Ascension
Radar: Off (on for Juggernaut)
RATING: ****
- "Hide N' Seek is one of the more modern game modes that's fairly popular. The
basic idea is that all of the people in the game are invisible, have no
shields, and must HIDE from the Juggernaut (who is chosen at random at the
beginning of the game). The Juggernaut is the seeker, and must kill all Hiders
before the round ends. The Hiders are NOT suppose to kill the Juggernaut, and
the Juggernaut has a radar, while you don't. The idea is to find creative spots
that you doubt the Juggernaut will find you. Since you only have one life
though, it can be fairly risky. Also, the Seeker can use either the Pistol,
Grenades, or Sword. The Juggernaut should be visible too, so turn off Active
Camo for him."
= There are many creative spots. Don't go to the usual hiding spots, but rather
areas with bushes, weird ledges, or behind corners. Avoid direct sunlight, as
it shows your camo away instantly.
_______________________
___/// METAL GEAR SOLID ///___ -- credit to: puppy
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
|JUGGERNAUT| 6-16 Players|
==========================
Time Limit: n/a
Starting Weapon: Magnum (either can use)
Secondary Weapon: Sniper (for Juggernaut), Battle Rifle (everyone else)
Active Camo: On (only for Juggernaut)
Grenades: On
No Shields: On (only for regulars, not Juggernaut)
Default normal shields for Juggernaut
Lives Limit: 1 (even for Juggernaut)
Weapons on Map: None
Turrets: On
Powerups: Off
Vehicles: Off
Maps: Zanzibar (ONLY)
Radar: Off (on for Juggernaut)
RATING: ***
- RULES -
1. Juggernaut must start "behind" the beach seawall, meaning no players should
engage him while he moves there. Meanwhile, all defending guards must move to a
'perimeter' zone, which is no further than the Giant Wheel, or invisibility
tower building. They're suppose to guard the base.
2. The sniper for the Juggernaut is designed to eliminate any exposed threats
defending the base. Hence why it's smarter to actually defend the base rather
than run near the wheel.
3. Snake, or the Juggernaut, must kill all enemies on the base defending the
map. This is somewhat easy because enemies have no shields, but he can be
ganged up on. The guards are suppose to kill Snake at all costs.
4. The person who kills the Juggernaut becomes the next Snake next time
through.
5. If Snake runs out of ammo, you must melee people to death. No hiding
permitted for Snake.
= As you can see, there are quite a few rules for this game type. Overall, it
makes decent sense, and puppy did a great job creating it. The whole myth
behind Zanzibar actually relating to MGS seems to be confirmed. This game
variant just needs some decent players to follow the rules, and it can be
extremely fun. Remember that the Juggernaut is invisible, but should have
normal speed and normal shields.
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