> > My problem with the Pit stems from boring scenery, and dislike for the layout of the map.
> >
> > The reason I like High Ground is that every time I played 1-flag on it, it was a complete blast.
> >
> > The reason I liked (and still like Sword base), is that the scenery is okay (Somewhat bland, but acceptable), the weapons on the map were fitting, and all the matches I got were fast-paced firefights that were brutal, hilarious (G-launcher caused so much win), and still just slow enough that you could think about what you were doing. If that makes sense.
>
> I think Pit is the best multiplayer map of any game I’ve played. I couldn’t care less about scenery. I’m too busy playing the game, worrying about the other team, the objective, weapon spawn, etc to think about how pretty that wall looks, or the fact that I can see a snowcapped mountain off in the distance. The layout was one of the best. You had to be smart to play that map. Now, I’ll admit that sword room wasn’t the best, but the long sightlines with few side paths meant you had to be smart about when to move. You had to be careful going down long hall, if you get caught in there, you’ve got nowhere to go.
>
> Just because High Ground was good for one gametype does not make a good map. It has to be good for everything. If it was a slayer game, whichever team spawned in the base typically won the game. You couldn’t use the Ghost if you spawned at the beach because the other team had the Splaser. Of the 4 other useful items on the map (Camo, Rockets, Sniper, Overshield) the team who spawned in the base had the better position to get camo, and it was a toss up for who got Rockets. OS always went to the beach team, as did the Sniper, however the Sniper could get taken out pretty easily by the guy with Camo. The only reason that map was sometimes playable was because of the grav lift.
>
> Sword Base gave few options for getting to the top of the map, and most if not all of them were easily campable. Yellow lift, the lift in the middle, red lift, or the winding path running back and forth through the middle of the map, only to come to the stairs, which were easy to camp as well. The only reason it became a little better was because they put the Sniper back. That was fun to use across the top bridge. Everyone was up there, lining up headshots was good. But you can get that on any map with a Sniper and some long sightlines.
Don’t get me wrong on thinking about weapons placement, tactics, and the objective. That usually is my primary concern for building or playing a map, but I just get a really bad case of OCD when this map comes up. I don’t know why, but I really can’t stand the scenery. To be fair however I have NOT played Pitfall, so that may be this map’s saving grace with me. Although the mechanics of Halo 4 will probably screw it up.
High Ground I will give you that it was supremely one-sided, but I cannot get enough of one-flag and there are hardly ever any maps built for it that play it well.
Sword Base. I never had trouble getting to where I wanted to in a jiffy with Sword base. (Never was a Jetpacker once in my Reach career. In fact I was a sprinter.) Maybe it’s by chance that almost all the campers never had the shotty/sword, and that they were decent players, but I never had trouble getting through areas that those players controlled.