Husky raid!! +Impressions

The playlist is here! Hype!!

Impressions.

M808B: The first husky raid map with overshield and oh boy does it need it. The map is a straigh line with elevated spawns and doors that can close by spawn on both sides. I really need to play this map more because if the entire map is one tiny tunnel with no line of sight breaks then toss it out. With the help of Unyshek (on the other time of course haha) the map design was clear that the flag is designed to be team carried by inches and not rushed by a single person. Now if this map had tunnels to crouch through to intersect with the middle death lane then this map would be a great addition to play. However; as the map is it’s a single pipe with 8 guns shootings and nearly no cover. The few times I made it in the tunnel and not forced to dodge every bullet, I really enjoyed the tank repair vibe shown through the window.
Hallows: One of two Z shape maps that I’ve played so far. I’m going to make this clear from the beginning, I love the ascetics on this map. By design this map looks great and is probably my second favorite to play on visually. Snipers duels can be down off the hook platforms from spawn, shotgun wars in front of the flag, rocket duels in the middle. What more do I need to say? The only downside by this map is flag carrier protection. If the flag makes it past the 1/3rd mark on the map then recovery is near impossible unless if you have a coordinated team, though that is the nature of Z shaped maps. Other than that the map great and is in my top 3 of you need to go play.
Gutter: A map that I always do poorly at haha. The map is fairly simple, instead of a large V shape of your traditional husky raid map, you get a few tiny Vs. The setting is a garbage alleyway?? Well points to creativity. The map is good and never feels too unfair due to map design. With that being said I don’t have much to say about it, artillery duels are the maps meta but everything else works the same. So, I’ll share a story! On my first time playing this map I kept getting the ever famous smg spawns and as such had to rush to get better weapons or pull the flag … I died a lot haha. So much so that I ended up stop playing the game for a solid minute whilst crouched in one of the first trenches and just looked above me in horror as I saw sniper, rocket, and all sorts of gun fire fly right over my head. This was probably the most surreal experience I’ve had in halo in a LONG time. Man I love husky Raid.
Downfall: This map is silly, but in a good way. With creative inspirations akin to the h4 dlc, spartan strike, and or halo reach. The map looks clean and plays messy haha. The sniper duels are a mix of hide behind the open windows and rickochet shots whilst everywhere else is no mans land. Getting to the flag is a grind and that’s they way it should be. Explosions, grenades, sniper shots, and lasers flying at all times … it’s great haha. There is something off about this map but I can’t quite put my finger on it but overall I like it. The map is chaotic in the middle, sweaty on the windows, and the flags rarely get touched. Husky Raid! Woot!
Classified: I’m going to make it clear in the beginning that I do not like C shaped maps. With that being said! This map is excellent for railgun users and skilled rocket masters. The ascetics are in the bad side of my colorblindness so I won’t touch on that. The map flow seems to play a lot like pong, lots of middle ground travel and very short spawn sieges. Why? Haha because there is zero spawn protection on this map and anyone with a mythic can spawn kill the enemy team for a good while. Usually once a team recovers their spawn (they kill their spawn killers) they seem to reverse the situation back onto their opponent.
Putput: Smallest mid section with a double layered spawn room. I love the design and the throwback to CE. However; this map has some serious flaws. This map plays ‘spawn siege the map’ there is brief to zero mid map fights which makes the teleporters unusable imo. Granted for those that love breaking a spawn siege set up, this map makes it very satisfying. There is zero elevation on this map besides that ladder in the back of the spawn which ends up getting you killed before you can line up a shot. The white scar plasma caster dominates this map. It’s a great siege weapon and can force the defending team to back off or die far better than rockets can. As per my improvements for this map, move one of the teleporters from the first section outside of each base to the back of their spawn, let’s say behind the ladder, that way the teleports can be used to break up spawn sieges and they’ll actually be used. Plus it really won’t benefit the flag runner as the mid section is only about 3 jumps long. The map is good and does a great job at providing an alternative way of playing husky raid.
Sleipnir: Oh boy if you want complete opposites check out this map and Containment Breach. Long and thin. A double bridged map akin to HCE and the map design of the H3 warthog run. This map is a Sniper’s Heaven. Sit up top bridge and one sniper can control 80% of the map. The teleported to the second bridge is a nice touch and to avoid spawn killing there is a protective shield. All good thing and props for the creator making these changes. The map is a lot of a red and brown which is hell on my color blind eyes and as such I won’t talk about the ascetics anymore than I have. The map surprisingly plays great, the matches I’ve played on this map tend to swing with top and bottom control and flag grabs can quickly reverse the control of the map. My only advice for future update on this map would to have a little extra leg room for those middle pillars on the bottom bridge. Other than that, grab your sniper and have some fun :wink:
Containment Breach: short and wide. This map isn’t ideal for snipes and maybe for the better. The flood ascetic really brings back that good old halo 2 campaign feel. Flag carrying can go by in a blink of an eye. Lots of lovely rocket and sword spots for those of you want more mid to close range combat. To top it all off this map has a rather unique gravity lift where by it slingshots you 1/3rd of the way across the map (which isn’t saying much haha) but still a great deal of joy for going through there with a rockets or any explosive and break the siege on your door step and help your team retake map control. A very welcome surprise for a map.
Harmony: Oh My Gosh! This map is everything, and I do mean everything that the original husky raid map should have been. Perfect wall cut ins for that slow grind forward if you want to set up a good flag run for your team WITHOUT ruining the ever important spawn to spawn sniper duels. It’s great haha. Small ledges on both spawns to get that ever important surprise attack on reckless flag grabbers to the flag back wall being shrunk down to an appropriate size, perfect changes. And best of all, no cheap fog! For anyone who loved the original h4 husky raid then this map is an absolute MUST play for you.

Remove the prophets bane from the weapon selection please. It’s too powerful in a 4v4. Maybe req variant in general.

Reclaimed: Husky Raid! With a raised middle barrier. Sniper duels are definitely shorten by the barrier change though they are still present, if anything this makes the binary rifle the most useless of the snipers. The deserted outpost theme is difficult to recognize at first if you never saw the cannon. I could be wrong but this map looks directly related to one of the infection maps, feel free to correct me if I’m wrong haha. The spawns are relatively safe and the only cover in the middle is bottom mid … which I never seen anyone use nor utilize. Overall I like this map, all my games have been won or lost by counter caps and those sort of heated moments are great!
Omission: A square map with a large block forcing a choke point in the middle. The ascetics should immediatly hit home and scream Cairo Station from h2. The spawns and spawn duels are definitely the high point of this map. The choke point is the goal post for the spawn siege moved. Imo this hurts close quarters combat in favor of blind rockets at the choke point. Other than that the map is great, large spawn zone. Half of your spawn can duel half of your opponents spawn. Zombie rush mid map rushes are frequent. I’ll try to say more later, my games here tend to have plenty of prophets banes that really break the flow of the map.
Palmyra: This map screams bad map design. Lower elevated spawns, wide open mid section, two reliable places for cover, but it’s not. After multiple games on this map of winning and losing I can safely say that this map is balanced. Close quarters weapons need to move fast and zigzag there way across the map. Sniper duels are upgraded. Rock and rails dominate the middle ground. The spawn is deceptive as it’s actually 3 layers. The spawn, the flag base, and the elevated areas above the flag that snipers can clamber on. The middle ground is … sorta boring? You have your scattered ruins here and there with the big piece in the middle for cover. Change those scatters bits to provide a little more cover and you’ll have my praise. The Greek ruins theme is very well done and clean.
Raid of the Control Room: This is my favorite looking map. I can stare at it all day and still be filled with those memories from halo 3 (343 guilty sparks betrayal), halo CE, and even those last few seconds on the halo infinite trailer. A great halo themed map. Now onto the map! It’s a circle. The spawns are open though I’ve only seen spawn abuse done by skilled snipers, so they aren’t horrible. The map heavily encourages crouching around the map and the first few times it’s absolutely silly haha. This map heavily favors sniping and close quarters weapons. This might be the first map where I have seen rockets struggle. I really enjoy this map and is a must play for any h4 husky raider.