Halo 2 Multiplayer Map Pack manual
From Halopedia, the Halo wiki
The Halo 2: Multiplayer Map Pack manual is a guide to Halo 2 Multiplayer Map Pack that comes in the basic package.
Sections of the manual[edit]
Safety Information[edit]
This is the safety information that tells you how to play games safely.
Intro[edit]
This section goes over a basic idea what multiplayer is in the Halo universe.
Scattered throughout the Orion arm of the galaxy, the flames of conflict burn. As the embers of conquest continue to glow in an infinite sky, a war that has decimated fleets, scorched worlds, and brought to ruin entire systems continues to levy its heavy toll. Millions have perished, and millions more will suffer still — their fates resting on battles great and small.
These skirmishes take place for untold thousands of reasons — a contested strategic location, a surprise encounter with an unexpected foe, or a long- planned assault on a heavily guarded military outpost. The reasons for engagement are many, but the objective is always the same: to survive and emerge victorious... with honor when possible.
The conflicts can conflagrate anywhere opposing forces meet. From a cargo ship hanging silently above Earth to a ruined fortress on a distant world. From an icy and desolate canyon to an idyllic water temple — these are the places that will decide the fate of the galaxy. These are the arenas upon which the struggle to save or destroy humanity will hinge. These are the battlegrounds of Delta Halo and beyond.
Getting started[edit]
This section talks about how to use the disk and gives a map key.
Relic[edit]
This section goes over the map Relic.
Map Type: Outdoor, Asymmetrical
Default Vehicles: Ghost, Warthog
Default Weapons: Carbine, Energy Sword, Magnum, Needier, Plasma Pistol, Battle Rifle, Beam Rifle, Plasma Rifle, Sniper Rifle, Rocket Launcher, Shotgun, SMG
Preferred Game Types: 1 -bomb Assault, 1 -flag Capture the Flag (CTF)
Turrets: Yes
Devices: 2-way Teleporter, Teleporter switch
Power-ups: N/A
"A battle-scarred island rises from the blue waters of a Delta Halo sea- A titanic Forerunner structure juts menacingly from the center like the spine of a beached behemoth."
Evidence of battle is scattered across the sun-baked sands of a lonely island. A crashed Albatross Dropship spills wreckage and materiel onto the wind- scoured beach like an eviscerated seal. Shield formations, vehicle detritus, and combat platforms litter the field. Sandstone formations provide cover, but the huge expanse of low dunes leaves infantry highly vulnerable.
This long map is split savagely down the middle by a hulking Forerunner construct — the home of the objective flag in single-flag CTF matches. Territories is fun as well, as is any mode with enough people.
Relic is unusual amongst Halo 2 maps in that its geometry changes depending on the game type selected. In all of the game modes except CTF and Assault, handy ramps run up the side of the central structure.
That structure is a natural fortress and very easy to defend, making it an incredible challenge for the attacking teams. Openings beneath the Forerunner structure provide shelter as well as access to the teleporter.
Artist Chris Barrett wanted the map to feel familiar. "I wanted to capture some of the feel of the original Halo," he says. "In this case, one of the first test levels we built was the inspiration."
The imposing ediface in the center of the island is a Forerunner structure of typically inscrutable purpose. It does, however, make a perfect natural fortress. Easy to defend; difficult to attack.
The sheer scale of this location means that fast troop movement requires vehicles.A lone foot soldier presents a tempting target for snipers and will have a long hike if he's carrying a flag or a bomb.
You can use rapid teleporter activity to soften up defenders before your team makes a concerted assault on the flag position. Players also should be careful— the deep water around the beach has made many a zoomed-in strafer take a sudden and unexpected swim...
Turf[edit]
This section goes over the map Turf.
Map Type: Outdoor, Asymmetrical
Default Vehicles: Warthog
Default Weapons: Brute Shot, Magnum, Plasma Pistol, Battle Rifle, Plasma Rifle, Brute Plasma Rifle, Sniper Rifle, Shotgun, SMG
Preferred Game Types: King of the Hill, Oddball, Slayer, Territories
Turrets: N/A
Devices: N/A
Power-ups: N/A
"Once a center of commerce and community, the center of Old Mombasa is scarred by the hulk of a fallen Scarab-"
In the early stages of the Covenant assault on Earth, the casualties were appalling, but they were not all human. A Scarab, crippled and downed in the center of Old Mombasa by tenacious Marines, has become a focal point for conflict in the aftermath as human forces try to secure their prize.
The surrounding streets and evacuated buildings make this a dangerous warren, with potential assassins lurking in every shadow and around every corner. Dusty storefronts conceal maze-like interiors, and narrow walkway above street level make this shadowy part of town a sniper's haven.
Turf's environments are at once familiar and startling. Given the extra time, resources, and experience gained from Halo 2, the artists were in some ways able to make this look better than some of the single-player moments from the sequel. "The original Old Mombasa had to deal with a lot of men" issues. This time around I was able to add textures, do cool things with the brighter lighting, and add details like mud splashed onto buildings by rain," says artist Frank Capezzuto. Although it was designed primarily with Territories and CTF in mind, Turf's wildly varying situations— open streets, large buildings, narrow passageways — mean that it's surprisingly flexible. In spite of its size and complexity, the level even works well as a cat-and-mouse, one-on-one map.
The level's designer, Tyson Green, had immediacy foremost in his mind when designing Turf. "I wanted to build a level where team members could quickly refer to locations that everyone would recognize— warehouse, Scarab, street— and that they would get it even if their team members were strangers. I thought it would be cool to revisit Old Mombasa. It just seemed like a good place for a multiplayer battle."
If you're playing Territories, the tight corners mean that shotgun camping can be incredibly effective. Another technique that works in all objective game modes is the auto-bomb. Basically, a driver risks everything by barging through the warehouse doors and blowing up his 'Hog, hopefully taking out — or at least confusing— the defenders.
Warlock[edit]
This section goes over the map Warlock.
Map Type: Indoor, Symmetrical
Default Vehicles: N/A
Default Weapons: Magnum, Needier, Battle Rifle, Plasma Rifle, Shotgun, SMG
Preferred Game Types: CTF, Oddball, Slayer
Turrets: Optional
Devices: Steam lifts
Power-ups: Active camo
"This ancient ruin lies forlorn and forgotten-i its purpose lost to the ages- Be it temple or prison-. Warlock may be another key to the mystery of the Forerunners-"
As glittering drops of rain fall from rapidly dispersing clouds, sunlight-drenched Warlock hides its original purpose in the moss and ruin of unknowable age. Both Covenant and human troops have passed through here, but an unmistakable sense of foreboding soon drives both from its grim and questionable shelter.
If you look very carefully, you'll see that the bones of this map are actually almost identical to those of the Wizard map in Halo: Combat Evolved. Much of the map layout remains identical, with a few tweaks and additions to suit the features of Halo 2. Wizard originally was created by Chris Carney, but for this revisit, Max Hoberman was the designer, adding grav lifts, tweaking locations, and adjusting the layout in subtle but important ways.
On the reasoning for revisiting Wizard, Max explains, "Wizard shares an otherwise unique quality with Foundation; it's a four-way symmetrical map. This means that it will support four teams playing objective games like CTF. These are a lot of fun on Foundation, and I thought they might also be interesting on Wizard."
The intricate art in the level is largely the work of new environment artist Vic DeLeon, who worked hard with the textures and lighting, inspired by the original shapes of Wizard. "Looking at the circular design of the map, I was immediately reminded of a cathedral. That's why you see these buttresses and arches," says DeLeon. "I wanted to show another example of more ancient Forerunner architecture and to show a turning point in their architectural tastes — and you can see that as more traditional Forerunner angles start appearing near the top of the structure."
If you're playing Oddball, try to get the ball near the teleporters, then use them to evade your opponents. Look for active camo in the center room, and remember to throw the flag up to your friends.
Elongation[edit]
This section goes over the map Elongation.
Map Type: Indoor, Symmetrical
Default Vehicles: N/A
Default Weapons: Brute Shot, Magnum, Plasma Pistol, Battle Rifle, Plasma Rifle, Shotgun, SMG
Preferred Game Types: CTF, King of the Hill, Oddball, Slayer
Turrets: N/A
Devices: N/A
Power-ups: N/A
"A human freighter cruises in high Earth orbit-, blissfully unaware of the explosive confrontation taking place on the far side of the planet."
Hanging almost delicately above the sapphire serenity of Earth, this spacehome cargo cruiser shuttles materiel and supplies to the military and civilian installations encircling the globe. Conveyors move heavy packing crates along its central spine for delivery and distribution. The constant movement and claustrophobic confines make this the last place you'd ever want to be in a firefight.
You don't have to scratch too far beneath the surface to find the foundation of Elongation — it's a reworked version of the original Halo map Longest. Designer Tyson Green tailored it for its 2005 debut. "We removed all the little pits— traps, really— and cut out some of the places where you'd get caught up in the first game," he says. "We wanted to make it faster and more streamlined."
The long, completely symmetrical map has some color cues and visual cues, like a burning bulkhead, to help players know instinctively at which end of the ship they are. This is vital for its intended game types: fast CTF and two-on-two objective games.
Elongation artist Dave Dunn adds, "Yeah, we also wanted to give it purpose. Longest was just a room — it made no sense. We wanted Elongation to feel like a real place with a real purpose."
Dave also was eager to revisit the types of environments found on the Space Station seen in the first level of Halo 2. "This time I got the chance to add cool little details, like control panels, working lights... the types of things you'd find in a real, working space station."
During the first few seconds before the packing crates have made their way onto the conveyor belts, a team can make fast, unhindered progress. A smart team will arm themselves with a Brute Shot— a surprisingly effective weapon in the narrow spaces of this map.
Containment[edit]
This section goes over the map Containment.
Map Type: Outdoor, Symmetrical
Default Vehicles: Banshee. Scorpion, Gauss 'Hog
Default Weapons: Brute Shot Carbine. Magnum, Needier, Plasma Pistol, Battle Rifle, Plasma Rifle, Sniper Rifle, Rocket Launcher, Shotgun, SMG
Preferred Game Types: CTF, Slayer
Turrets: Yes
Devices: Gates, Teleporter
Power-ups: Active camo, Overshield
"Part fortress, part laboratory, the Flood Quarantine zone is a prison within a prison. This frozen swathe of tundra lies lifeless and barren, for now..."
Ancient Forerunner security barriers create a biological airlock— separating this dead and forgotten place from the rest of Halo. The massive gate mechanisms still function, and like metal sentinels they watch over a landscape scoured in millennia past by Flood infection.
Containment is an enormous level, dwarfing some of the other maps in Halo 2. Designer Steve Cotton explains: "We built the map to promote these interesting vehicle-combat situations. As a matter of fact, we can have twelve players in vehicles at once."
Programmer Jason Major was at hand to ensure that performance was up to par on this colossal environment and that new features — like the enormous moving gates or the new explosive fusion cores— all performed the way they should.
Artist Paul Russel wanted to revisit a place from Halo 2."\ thought that Sentinel Wall would be a great place to set a multiplayer level. We made it covered in a thin layer of snow, all the buildings rusting away and past their prime. In short, the worst ski resort ever!"
Adding to the atmosphere of Containment is one of the ee