Featuring three new maps: Landfall, Monolith, and Skyline, the Majestic Map Pack is the second expansion to Halo 4’s competitive multiplayer map selection. In addition to these new battlegrounds, a new game type is set to appear on Halo 4’s matchmaking playlists: Infinity Rumble.
Playlists
In addition to adding the Majestic Maps to preexisting playlists, Majestic also brings two new playlists to War Games.
Majestic Team DLC
Majestic Team is a 4 vs. 4 playlist consisting of various modes on Majestic maps that focus on tactical team play and objective-based elements.
Landfall
- Infinity Slayer
- Flood
- Extraction
Monolith
- Infinity Slayer
- Team Regicide
- King of the Hill
Skyline
- Infinity Slayer
- Capture the Flag
- SWAT
Majestic FFA DLC
Majestic FFA is a frenzied eight player Free For All playlist with all Spartans vying for first place.
Landfall
- Infinity Rumble
- Rumble Pro
Monolith
- Infinity Rumble
- Rumble Pro
- Regicide
Skyline
- Infinity Rumble
- Rumble Pro
- Regicide
Game Type: Infinity Rumble
| Option | Default Setting |
|---|---|
| Score to Win | 250 [25 Kills] |
| Time Limit | 15 |
| Loadouts | Custom Allowed, and Map Presets |
| World Ordnance | 95 seconds |
| Personal Ordnance | Enabled |
| Early Respawn | Disabled |
| Spawn Time | 3 seconds |
| Players | 4–8 [8 in Matchmaking] |
This isn’t your standard FFA, this is Infinity Rumble, where you and up to seven others battle it out for the top position, while fighting to earn personal ordnances. Kill steal, kill assist, and stack medals to receive personal ordnance before your enemies can. Conserve your ordnance for well-timed shots. Ensuring your kills means more points, and more points ensures more ordnance. Combine your power-ups with power weapons for even more points to maintain your top spot. Survival is key, as your respawn time is three seconds, and that’s three seconds that could be spent getting more kills for more ordnance. Combine the fevered kills with the tight spaces of the new Majestic maps and you’re in for some tense situations, and hopefully you’ll come out on top.
Be prepared for an all-out assault. Pay close attention to your Armor Ability’s cooldown, ammo, and above all your minimap. Know when to make a tactical retreat because there’s no shame in having more health than your enemies.
General Tips for Infinity Rumble
- Consider a loadout using grenade-oriented Support Upgrades and/or Tactical Packages to make use of the plentiful confined areas found in this Majestic DLC.
- Bait your enemy with liberal use of either Promethean Vision or Hologram armor abilities. Enemies may be lying in wait behind cover or doors in tight areas, so Promethean Vision will prove valuable. Enemies may act quickly upon sighting you in this game mode, so the liberal use of Hologram is advised. If they’ve fallen for your ruse, then they may not have time to react.
- Don’t be afraid to make a tactical retreat here, when dying could mean three seconds of downtime.
- While enemies are engaging with other enemies, toss them a grenade and swoop in to finish them off.
- Kill Assist! Pick off an enemy’s foe for a quick Kill Assist, and finish what his foe started.
- If you’re a confident flanker, set up short- to mid-range loadouts. Consider using the DMR, Boltshot, Frag Grenade, Hologram, AA Efficiency, and Ordnance Priority
- If you find spamming grenades to take out groups of enemies more effective than running and gunning, then consider a more grenade-oriented loadout. Consider Explosives, Grenadier, or Resupply.
- Make killing the points leader a priority if the opportunity presents itself so they do not obtain too much of a lead.
- Ultimately your loadout should suit your best playstyle as well as the map, so when considering Infinity Rumble, consider close-quarters fighting needs with an emphasis on point generation. This means you should weigh what it takes to maintain your own survival while taking down as many enemies as possible with the least amount of downtime. Emphasize your best playstyle with a loadout that highlights your merits and is measured against your flaws.
Landfall
Tribute’s capital served as a key battleground against the Covenant’s brutal attack on this system.
Landfall is a small to mid-sized map set in a shipping facility in the port city of Casbah, a colony on Tribute. The map features one major shipping area that wraps around a central UNSC facility in a “C” shape. On the outer edges of the shipping thoroughfare are several smaller buildings: Service, Maintenance, and Processing.
The highly porous central building contains an Administration area, a Garage, and an Access Hall connecting the two. The central building has several passages that lead to all sides of the outer shipping area. An Administration area on the second floor connects from the Red’s side of the shipping area (Red Shipping) to the Processing/Blue Shipping area. The Access Hall has several entrances connecting Entry A, Administration, the Garage, and a second-story entrance from Red Shipping. The Garage has two doors that lead to Blue Shipping, adjacent to Maintenance and Processing.
Maintenance and Processing are located across from the Garage. Maintenance is a two-story building near the corner of the map overlooking the two Shipping areas. Processing is the elevated footway adjacent to Maintenance that runs along the shipping area. An alley to the side of Processing leads to Maintenance’s lower back door. At the dead end of Processing/Blue Shipping, Entry C can be found. It leads toward the Garage and Administration.
Landfall now appears in the following playlists if all connected players own the map pack: Infinity Slayer, King of the Hill, SWAT, Doubles, Extraction
Red Shipping/Blue Shipping
This is the overwatch covering Red Shipping on the second-story balcony that leads to Administration. It’s a useful overwatch during Extraction, KOTH, and CTF.
The elevated position of the Service area provides an ample 180-degree view covering the Blue Shipping area, shown here, and the Red Shipping area.
The central shipping area that wraps itself around the entire level has been left in a state of chaos during the evacuation. Shipping containers are scattered about the thoroughfare. This makes for suitable cover to cover situations. Jump over or maneuver around the crates to quickly flank your enemies. Jet Packs and Holograms are good for this area, as you’ll easily be able to flank from above or behind. Hardlight Shields might not prove as effective because you’ll need a quick response time to react to incoming grenades, enemies, and long-range gunfire. However, the Hardlight Shield may make for a welcome addition to a team attempting to storm a well-guarded Hill or Extraction point.
While maneuvering about the scattered crates and various shipping items, make liberal use of your grenades. The tight spaces your enemy is in provide you with plenty of explosive opportunity. Consider a loadout using grenade-oriented Support Upgrades and Tactical Packages to make the best use of these tight spaces.
The second story of Maintenance provides a good position for sniping, providing covering fire, or taking out enemies holding a position at Service.
While these tight spaces can be great for catching enemies off guard, the same tactic can be used against you. Be aware of enemies in the distance, as they’ll have a good line of sight down the shipping areas. There are several elevated lines of sight to be aware of while fighting within shipping: Nearest the Blue Shipping area, check for Spartans near Entry C, the second floor of Maintenance, and the overwatch of Service. Spartans within the Red Shipping area will have to watch for enemies taking up a position at Service and the second-story entrances to the Access Hall and Administration.
Central Building: Administration
Administration is a long hall with little in the way of cover, other than a small wall on one side that juts into the middle room and several server racks to other side. Administration features four points of entry: from the balcony overlooking Red Shipping, the catwalk from the Access Hall, the hall from Entry C, and the catwalk from the Garage. With so many entrances, Spartans holding a position here may be forced into head, side, and rear confrontations, which can make for some interesting battles during KOTH and Extraction. Toss grenades down the hall toward Entry C to discourage enemies from using that path, and cover the other entrances as best you can.
Central Building: Garage
The Garage is a large servicing bay for shipping vehicles with two large service bay doors; one is open. The Garage has numerous entrances: the service bay door, Administration, the Access Hall, Entries B and C, and two entrances by way of a Red Shipping access ramp that leads to the second-story catwalk above. If you aren’t paying attention while inside the Garage, you will be flanked from these numerous entrances.
Despite being a death trap, the Garage can provide comparatively safer cover than the openness of the shipping areas. Some may use the Garage to pop in and out of these entrances to take down enemies quickly before retreating back into the safety of the Garage (having Jet Packs is useful for this purpose). Hang back near doors while waiting for passing enemies, strike, and find another entrance where an enemy is approaching. Spartans can also perch themselves on top of one of the service bay lifts to rain death from above on unsuspecting enemies below.
Be careful when entering the Garage, as it is a most suitable place to lay an ambush, and for making a hasty retreat through one of its many doors. If you’re an ambusher, consider using the Boltshot often inside here.
Central Building: Access Hall
If you enter the Access Hall from the lower garage doorway and an enemy is upstairs, then bait them into the Garage, or beware of them jumping down on you from the Garage catwalk.
If enemies below are reluctant to enter the Access Hall from the Garage, do not fall into their trap. The best course of action is to use the catwalk, shown on the right, and fire on them from above or jump down for an intimate meeting of fist to skull.
The Access Hall has five different entrances, which often make it a tight choke point. It is also a great room to lose a pursuing enemy, or find another avenue of approaching during objective based matches. The Access Hall has two lower level entries: one connected to Entry A from the Red Shipping Area and another ground level doorway to the Garage. The upstairs catwalk connects to Administration, the Garage, and an entry overlooking Red Shipping.
The space within the access hall is so confined that it’s likely to garner a couple of points simply by tossing a grenade within any heated battle. Conflicts are often settled quickly within here. If enemies are found on the staircase, it’s best not to go in from the lower Garage entrance. Instead bait them into the Garage for a better chance of taking them out.
Central Building: Entries A, B, C
This is Entry B which accesses the lower level of the Garage, located across from Service. Be aware of corners upon entry.
It’s where you’ll be shot in the face with a Shotgun. Use caution when entering Entry B. If you don’t have any way to bait ambushers out then trust a grenade to bait them out for you. Turn around is fair play, so get a few kills the same way you’ll be killed here.
The Central Building has three ground-level floor entrances, A, B and C, that are clearly marked as such. Entry A is a small passage leading to the Access Hall from Red Shipping. Entry B is a small, covered, three-way hall near Service that accesses the Garage. Entry C is a small hall connecting to the Garage and Administration.
Use Entry B to enter the Garage directly, but be careful, as many enemies will use this entrance as an ambush point given its proximity to the high-traffic shipping path.
You can also jump on top of Entry B during objective-based missions when you need an elevated advantage, but beware of enemies firing up at you from below. This vantage point is good for lobbing a couple of grenades and providing some cover fire while your teammates deal with enemies.
Entry C, across from Processing, is a hall within the larger Central Building. Its passage connects both the Garage and Administration.
Service
Approach Service as shown, with a well-aimed grenade.
During team based modes approach Service with a teammate because once you’re up there you’ll need to be covering all the angles. During FFA try to avoid standing directly in the window and avoid any grenades as best you can. Don’t cover one ramp for too long.
Siege Service with a teammate because once you’re up there you’ll need to be covering all the angles.
Service is the small, yet imposing, open room above one side of Shipping with the Garage on the other side. The room is a good overwatch for a foreman overseeing a major shipping operation, but for Spartans it’s a death trap and a good overwatch.
Attack Service with a well-placed grenade, and storm in to finish off enemies. Try to hit the center column so it doesn’t go too far, or hit the back wall so it gets farther in if enemies are trying to hide behind the column. Throwing grenades through the large open window is also a viable option.
Use this line of sight on the second story of Maintenance to provide cover fire for teammates on the approach to Service.
Anyone trying to hold down an objective here is subject to grenade spam and large amounts of gunfire. Respond in kind with your own grenades before enemies reach you. While capturing an objective, branch out a little bit from the main room and go down the ramps while other teammates hold the point to ensure that enemies do not get close enough to throw in more grenades.
Maintenance/Processing
Processing is the loading bay area for items received from shipping. It mainly consists of a raised walkway and two bay doors overlooking the Blue Shipping area directly across from the Garage’s bay doors. Adjacent to Processing is Maintenance. Maintenance is a relatively small two-story building with an alley between it and Processing. Maintenance has two floors, with the bottom floor having quick access to the top floor with a gravity lift. Likewise, the top floor has an easy opening by the Maintenance staircase that players can use to drop down into the middle of the first floor.
Maintenance is valuable for the long line of sight the elevated second floor provides. Anyone at this position will be given a clear view of distracted players around Processing, Blue Shipping, Service, and far down into Red Shipping. There’s little in the way of cover, however, and the gravity lift leads directly to this position.
It’s possible to throw grenades down into the gravity lift hole. If you’re likely to snipe,especially from this position, then it would be advisable to equip Sensor or Awareness. If it’s an objective-based mission, and the objective is located at Processing, then while your teammates distract the other team, you should flank from the alley or from the second story of Maintenance.
Dropping an Autosentry is also good for distracting enemies in this cluttered area, and can give you ample time to flank. While it may make for a good position to run to for cover in a pinch, it can also be a death trap, as your enemies won’t have much trouble tracking you down in this small area.
Monolith
Forgotten in the tide of an asteroid field, the Forerunners built this monument to remember their fallen warriors.
Monolith is a small to mid-sized map set on a Forerunner monument, constructed within an asteroid belt. The layout is asymmetrical, with identical Red and Blue Bases and two outer neutral base-like structures flanked by the Red and Blue Bases. At the very center of the map is another smaller structure. This structure is marked by the ominous glowing prism floating above it.
The Red and Blue Bases are constructed and laid out the same, with many pillars and walkways. Three smaller structures, in front of the Red and Blue Bases, loosely bar entrance for anyone approaching from the Center. The map is rather open, but has plenty of close-quarters areas with plenty of obstacles. Use a versatile loadout featuring a close-range weapon and a mid- to long-range weapon to switch between situations while playing on this map. Pay close attention when out in the open, exterior space surrounding the central building. Use the provided cover when moving to and from the center base and the nearby structures to your advantage. Maintain a good distance between your teammates for assistance. Using power weapons is key on this map, especially when all the cover gives plenty of opportunities for someone to catch a distracted enemy. Develop a habit of hitting all the ordnance points to overpower the enemy.
Monolith now appears in the following playlists if all connected players own the map pack: Infinity Slayer, Capture the Flag, King of the Hill, SWAT, Team Regicide, Regicide, Doubles.
Center Low/High
Spartans become fish in a barrel within the Center structure. Drop an Autosentry to help your team wipe out enemies.
The very center of this monument is a small two-story bunker with fin-like pillars towering from the corners. Use these pillars for cover. The inside of the bunker is quite confined and provides little cover other than the indented walls. You’ll find the Rocket Launcher as ordnance here. On top of the bunker, which is safer from grenade spam, there is a Spartan-sized hole that’s perfect for juking enemies with a lucky grenade or for getting the drop on someone below.
Drop Autosentries to guard flags in less conspicuous areas with a clear shot of the flag.
During Capture the Flag this area will be where the majority of the action is, since it’s the most obvious path between the two bases. Having Autosentry or Promethean Vision may make things easier, but the area is going to receive a lot of chaotic cross fire, so tread carefully.
The open area around Center can be a quick death if you aren’t paying close enough attention. Enemies will come out from behind cover quickly to take advantage of anyone already engaging another Spartan.
Red/Blue Base
When attacking the bases, jump on the smaller structure in front of the base to get a good angle for some grenade spam and a few rounds, but be careful, as it’s fairly exposed.
When defending your base, beware of enemies attempting to attack by using the small structure directly in front of the base.
The Red and Blue Bases share the same construction. There’s several layered walkways, a three-way tunnel underneath, and a gravity lift in the back, where two rear paths come together. The bases offer very little cover other than the numerous pillars, tunnel, and rear path. The bases overlook the exposed central areas around the Center construct. Along the base’s main catwalk, players have a clear line of sight into the two neutral side bases.
Due to the compact nature of the map, and the ledges leading in from the neutral bases, enemies will be able to approach the bases very quickly.
During CTF, the bases will be heavily besieged by grenades. Consider using the Hardlight Shield for both attacking and defending the bases to ward off some explosives. Use your own grenades heavily as well. Use a good all-around weapon in the base area and try to keep your grenades in supply with Resupply, as they can be more important than water here.
Behind each base is a gravity lift that’s useful for when you have to retreat behind your own base, come up on an enemy quickly, or for if it’s the only method available for attacking an objective.
Jump/Pillar Ledge
The two neutral bases, Jump Base and Pillar Base, offer paths that branch off to the side, wrap around the rock face and let you jump down into either the Red or Blue bases. At the Jump Base, you’ll have to find the opening in the face of the wall and jump to the ledge with the path. At Pillar Base it is more of a cliff path. These are tactically advantageous if you are looking for a good angle to throw down some covering fire, breach the bases, or snipe.
Jump Base
The Jump Ledge entrance is found along the wall.
From along the Jump Ledge, which gives an elevated advantage but has zero cover.
Jump Base is one of two neutral Forerunner bases with a path that wraps around it and under it. On the sides of the construct are two ramps leading upstairs. Behind the base, you’ll find a gravity lift that leads to the top. On top there’s a Spartan-sized hole that leads to the downstairs path, which is useful for dropping explosives on an unfriendly Spartan. The top also features a man cannon, which will fire Spartans across to the Pillar Base.
Be careful when using the man cannons. Flying through the air doesn’t give you much control, and anyone who notices an enemy flying through the air is apt to fire on them. Use these more as an escape route or to reach the next Hill during CTF. You’ll be able to access the Jump Ledges off to the side of the upper level of the construct if you wish to use an elevated path to enter the Red or Blue base. Jump Base provides a great clear view of the Red, Blue, and Center area with a little bit of waist-high cover, but know you can probably be seen fairly well when you’re at Jump Base.
Pillar Base
The top of Pillar Base provides a clear view of your enemies, an escape, and some cover.
Pillar Base is similar to Jump Base, but it has pillars and no gravity lift. Instead of a gravity lift in the back of Pillar Base, the path leads around and up the back to the second floor. Instead of ramps flanking its sides, Pillar Base has a block to jump on to reach the second floor. Like Jump Base, Pillar Base also has a set of elevated paths leading into the Red and Blue Bases along the cliff face.
From the top of Pillar base you have a clear view of the battlefield, which is best for assaulting a base during CTF, especially when you know enemies aren’t as likely to sneak from behind.
Like the Jump Base, this area has a great view of the Red, Blue, and Center area for firing long distances. You’ll be able to use the pillars along the sides to take cover. It’s not a perfect place to snipe, as it’s still fairly open, but it does provide a position that’s relatively calmer than the other areas. The clear drawback is that if you expose yourself even a little, an enemy will be able to snipe or wound you from afar. If you need to make an escape, the Pillar Base is also equipped with a man cannon for getting to Jump Base.
Skyline
High above the city of Mindoro, a tether build site provided remarkable terrain for infantry warfare.
Skyline is a small map set on the terminus build site, Station Nova Austin, for a new space tether on Cascade’s capital city of Mindoro. The map is asymmetrical and filled with tight spaces. It features multi-story close-quarters enemy management, which makes it both challenging and fun. There are plenty of obstacles to jump on, maneuver around, and juke from. The map’s vertical nature lends itself well to Jet Packs. Using a Jet Pack will let you get to enemies on the second floor, if you are not near a jump, ramp, or staircase. The Jet Pack’s best purpose is for getting to nearest objective point before your enemies do. Holograms become useful in creating more chaos wherever there is chaos already in abundance.
The Red and Blue Bases are located at either sides of the terminus, with three paths leading from either of them. The two outer paths lead upstairs, while the middle ramps lead downstairs to Customs and then the central area. The upstairs area has balconies that form a figure eight. The center of the figure eight is a central building’s rooftop walkway. The first floor of this building is a small choke point room with gravity lifts on either side of its exterior. The lower area is easily fired upon from the balconies, but fortunately there’s a little bit of cover. The Bag Ramps make for both good cover and access to the second floor.
Skyline is so small that if your flag is being taken during CTF and it’s proving difficult to retrieve it, then you might be better off to capture the enemy’s flag instead. This buys your team some time, denies the enemy a capture, and maybe earns a capture for the team. The tight spaces also make for some easy flag kills!
Skyline now appears in the following playlists if all connected players own the map pack: Infinity Slayer, Capture the Flag, SWAT, Team Regicide, Regicide, Doubles, Extraction
Red Base/Blue Base
The two bases found at either end of this asymmetrical map are gates for the space tether, complete with baggage claims on the other side of a small wall that you can jump on and use as a spot to fire on enemies if they’re attempting to take your flag. The gate area is filled with scattered crates and containers, which make for some good cover during engagements, but can be disastrous if grenades are thrown in, which is the first thing enemies will do when approaching the flag. Having one person up on the baggage area wall can help cover the flag while the rest of the team defends.
The Red and Blue Bases have three paths leading out into the main playing field: Mid Ramp and two paths along the sides. The Mid Ramp leads to the lower Customs area. The two side paths lead upstairs, with one path leading to the top of the staircase, and the other path leading toward the top of the ramp that descends toward the bottom of the other team’s staircase.
The situation can heat up quickly if a battle breaks out at a base. The three incoming routes can provide clear shots on anyone attempting to seek the containers for cover. To defend the area, do not be afraid to break out the fisticuffs, Boltshot, or Plasma Pistol to fend off attackers. The Mid Ramp will likely be the main avenue during Capture the Flag matches given the shorter distance of traveling on the first floor, so prioritize the Mid Ramp.
Using Sticky Detonators in this confined of a space is a near-guaranteed kill.
As an attacker, do not neglect the advantage of flanking the side paths coming from the second story.
Red/Blue Mid Ramp
The two middle ramps leading from the bases and into the lower customs areas are the most direct paths to use when traversing to the center or to the other base. During Capture the Flag, consider using the Mid Ramps for the quickest path, and the tight spaces here can mean an advantage for some flag kills. Taking this path also means that if you’ve dropped the flag, your teammates can return to it quickly. During Extraction, an extraction point is found at the foot of the ramp. Enemies will come down the ramp quickly, so anyone capturing this point should cover the ramp as much as they can while staying aware of how easily it can be flanked from the balcony above this area.
Red/Blue Balcony
Whether it’s protecting a fallen flag, King, or extraction point, bait enemies along the balcony while your squad mate sets up for an ambush.
The balconies upstairs surround the lower customs areas. While firing down on enemies below, the railings provide some cover. Be careful when running along these balconies because the corners along the wall provide the perfect cover for enemies to flank you while you are concentrating on other Spartans or fallen flags. It may be good to use Promethean Vision on this map, as you’ll need to quickly determine where your enemies are, and which are Holograms, at any given moment.
During Extraction, the Balcony extraction point can become a bit of a grenade magnet. Without any real cover in the area, save for the corners along the walls, you’ll be forced to rely on your skills and marksmanship. Use surrounding explosives to your advantage, and if that fails, use more explosives.
Red/Blue Stairs
Grenade this position thoroughly because there is very little room for escape.
If you are caught on the opposite side by customs, then fly up with a Jet Pack, throw a grenade, and fire on the point from above.
Red and Blue Base areas have a path leading up toward a staircase that descends to the first floor in Customs. The bottom of each of these staircases become quintessential kill boxes. The staircase can be used as an alternate, albeit longer, path during Capture the Flag.
During King of the Hill, the bottom of the stairs will become an objective. Taking control of the area is easily solved with explosives and a hail of gunfire, but defending it for an extended period is a little harder. Some tactics to employ are Autosentries around the less visible areas, like the top of the stairs or the ramp. No one will notice an Autosentry among all the grenades. Spartans may also fire on the position from the balcony, Center High, or the top of the stairs and ramp.
Red/Blue Ramp
Like the stairs, each base has a path leading upstairs and, from there, these ramps lead back down toward the enemy’s customs and the bottom of the opposing team’s stairs. Enemies will use your ramp in order to flank quickly during CTF.
During King of the Hill, the top of this ramp looks down toward a Hill point at the bottom of the opposing team’s staircase. On the approach to this Hill point you’ll be given a clearer line of sight than the enemy may have at the top of their staircase. At the top of the ramp there is a ventilation unit that can be used for cover and to fire on anyone at the bottom of the staircase. Employ some basic techniques in approaching the location: grenades, holograms, and gunfire. The Autosentry is also a possible technique to use here for additional cover fire during Extraction and King of the Hill. Guard this ramp well during Extraction as enemies will likely use it and the Bag Ramp to approach the balcony extraction point.
If you notice an enemy going low and approaching the ramp, get behind the ledge overhanging the ramp and wait for the Spartan to run up the ramp to strike them from behind.
Red/Blue Customs
Both Red and Blue share the same layout. We’re going to call the general area where space travelers might be hanging around, reading from the information kiosks, or partaking in Spartan training “Customs.” Spartans in the lower Customs area will be fired upon from the ledges above. While down here, a Spartan can assault the Center Low point, the bottom of the Stairs, the Mid Ramp, take the gravity lifts to Center High, or jump upstairs using the Bag Ramp.
While you’re fairly out in the open within Customs, it’s good to heighten your situational awareness via your minimap, paying close attention to whether those around you are upstairs or downstairs, and to prioritize the most immediate threat. Instead of using any explosives on anyone out in this same open area, use explosives on anyone within the aforementioned choke points: Central Low, Mid Ramp, Staircase.
Red/Blue Jump
On either side of the Central Low building you will find these gravity lifts. If you see an enemy up there on your radar, let them know you care by giving them a grenade, followed by a confusing Hologram, then greet them in person. Or, go up and see who is made of better stuff. Center Low, during King of the Hill, will get heated, so use this lift and then jump over to their side to catch enemies off guard while they’re dealing with your teammates.
Red/Blue Bag Ramp
If enemies are upstairs take cover under the Bag Ramp while you continue running, it may save your shields from a few rounds.
It’s possible to maintain control of the Central Low point by keeping enemies off the point by using the Bag Ramp for some cover. From here, you’ll be able to watch your minimap and counter anyone trying to take you from above. Sitting in Central Low is just asking for a grenade to kill or wound you while enemies are swarming in.
While approaching Mid Ramp, there’s no need to rush; take your time and take cover behind the Bag Ramp.
The Bag Ramps located within each customs area are great for getting to the second-story level, but even better for getting to some cover while making an escape with the flag. It isn’t good cover exclusively for flag runners—it can also be suitable for cover for firing on anyone within the Mid Ramp that is approaching the base or on those firing on Central Low.
Central Low/High
Central Low
Central High
In the very center of the map are Central High and Central Low. Central High is the top of the building, accessible via a second-story bridge and two gravity lifts on the first floor. Central Low is a volatile choke point. Anyone caught inside Central Low when an explosive goes off is either dead or wounded.
During King of the Hill, within Central Low, there are some little corners in the wall where you might think you have some cover, but while this area is under siege, that is a false hope. Leave Central Low if your shields have been lowered, regenerate your shields, and then return again to face your enemies.
During Extraction, Central High can become overcrowded with Spartans and grenades, but it’s much easier to escape than Low. Simply run off the sides if you think you have time to make a tactical retreat, let your shields regenerate, get back up there. If any enemy is up at this extraction point, then it’s a good time to throw some grenades up the lift. You might also try hopping onto one of the information kiosk roofs to fire on anyone at Central High, or to place an Autosentry.
Red/Blue Bench
The line of sight on the Bench area.
One Bench area is open; the other seems to be closed. Near the Red Stairs is the open Bench area, and near the Blue Stairs is the closed Bench area. The area comes into hot contention during King of the Hill. The space is small, but it’s nevertheless easy to dodge grenades.
While coming from the Stairs, bring a close-quarters weapon for the enemies hiding around this corner, as they’ll be waiting with something similar.
The approach can be difficult, as it is fairly easy to guard if those attacking aren’t simply just flying up with Jet Packs. There’s ample cover from the benches and the surrounding walls. Those guarding or near the approach to this area will want to do so with close-quarters weapons, such as a charged Boltshot or Plasma Pistol. Those defending the position will have a long line of sight across the ramp area toward the balcony. The easier approach may be from Center High or from the Stairs, where you’ll be in range to throw a couple of grenades or get off a charged shot.