Damnation: Difference between revisions

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==Summary==
==Summary==
Damnation takes place in a [[Covenant Empire|Covenant]] facility devoted to the controlling of water flow on terrestrial surfaces. There are three separate streams of water flow down, into an abyss in the main chamber, with many interconnecting platforms, bridges and walkways hanging dangerously close to the pit. Other rooms are mostly empty, with the exception of [[Covenant communication node]]s and [[Covenant supply case|supply cases]].
Damnation takes place in a [[Covenant Empire|Covenant]] facility devoted to the controlling of water flow on terrestrial surfaces. There are three separate streams of water flow down, into an abyss in the main chamber, with many interconnecting platforms, bridges and walkways hanging dangerously close to the pit. Other rooms are mostly empty, with the exception of [[Covenant communication node]]s and [[Covenant supply case|supply cases]].
==Layout==
Damnation can be broken down into four general sections; red, green, waterfall, and everything else. Red refers to the area on the bottom side of the map's two-way teleporter, and if you position yourself well, you'll have a good view of the rocket launcher and the overshield (although not simultaneously) without putting yourself in harm's way. You don't have many useful sightlines to green, however. Green is the top area of the map, and can be further broken down into bottom green, top green, top shotties, and top snipe. There are only two ways to access green; the teleporter, and a short tunnel that feeds from bottom snipe into bottom green. Neither should be attempted while the other team is in green, unless distractions are in place or you have a powerup, as a disciplined team will make quick work of anyone rushing through teleporter or tunnel. Complicating matters for whatever team doesn't have control of green is the fact that the very important active camo spawns up there, on a thin plank outside of green room. It can be grenaded down to the lower level, but that can be difficult to pull off unless you're a seasoned player. Active camo is so important here because it allows free movement (as long you're careful) on a map with fairly restricted flow, and a chance for you to sneak behind enemy lines to start breaking up their control. Controlling green, and the strategy of taking it back when you lose it, is the central premise of Damnation.
The waterfall area consists of three isolated platforms that you must jump across, long, thin planks connected to those platforms that eventually lead back to rockets, the plasma rifle room (PR), and 'back red', where the plasma pistol spawns. This whole section is on the far side of the map from where the action usually takes place, and as such it's rarely used, especially in team slayer games. That said, it can be a very useful flanking route, since other players tend to pay little attention to it by default. PR room in particular is dangerous, as it's surprisingly easy to get spawn trapped in here, and getting out once that happens is almost impossible. 'Everything else' refers to the overshield, rockets, shotguns (or shotties), and bottom snipe. Overshield and rockets are adjacent to each other, and control of one usually means control of the other. Shotties refers to the entire main balcony on the lower level, two shotguns spawn near the windows. Bottom snipe is a conduit of sorts, as it leads both to and from shotties, PR, and bottom green. You can jump to overshield from the small platform outside, and players can fall into bottom snipe from top green, as well.


==Bungie.net Hints:==
==Bungie.net Hints:==
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