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- Fabled Heroic Member
If you have played the original Halo, if you've seen the original Halo, or if you've even touched the original Halo than chances are that you've seen the map Chiron TL-34 in all it's glory. The map, which can be seen in more detail here, was like a shining gem on Halo: CE and should be remade for Halo: Reach.
Map Layout/Design:
The entire concept of Chiron is a unique one, indeed. The map is a bunch of isolated rooms in random positions interconnected by teleporters. This allowed both old and new players alike to become completely disoriented in the endless maze of rooms, and made coherent stratagies and game plans next to impossible. The cramped nature of the map created exciting and repetitive one-dimensional encounters that players were only too excited to play through again and again. I am sure Bungie realizes that the future of gaming lies in the concept that battles should become unprectable messes which are determined by completely random factors, and with this knowledge you can once again fully embrace this map's wonder.
Weapon Layout
The weapons found on Chiron were normal weapons, the Assult Rifle, the Pistol, the Plasma Rifle, but all of these soon become irrelevant. For the only weapon you need concern yourself with is the Shotgun. This weapon is king, and the reward for being lucky enough to spawn close to it at the beginning of the match will be the match itself. Whoever controls the shotgun controls the map, because the shotgunner can camp by a teleporter and endless waves of prey will gush forth providing kill after kill. The weapon serves to slow down or even stall gameplay to the point that you'll win simply because your opponents don't want to put up with it. It is a shining example of random gameplay that I pray Bungie will let us experience again.
Spawn System
Chiron's unique design also creates unique spwning situations. For example, on a normal map, a player you have just killed will spawn far away from you. This doesn't happen on Chiron, since there is no "far away". On Chiron, the player you just killed will spawn at a random spot in any room, sometimes even the very same room! I can tell you from personal experience that there is nothing more thrilling than being assassinated by the very same player you've just killed. It is the randomness of the spawn system that lets the map's true genius show itself.
I hope Bungie sees a theme in my post. That theme is that Reach should have more random and unpredictable aspects and should rely less on such things as "stratagy" and "tactics." And what better way is there to show your support for this new theory than by inclusdng a remake of Chiron, the map that epitomizes randomness and unpredictability. I say, Bungie, hear what I am saying!
And Godspeed.