Why is The Pit so popular?

I’ve seen such a large following behind this map, when in reality, it is mediocre at best. The entire thing is just a set of halls, a box, and a giant wall dividing the sides. There is no incentive to push to the other side of the wall when you can just stay safe at your own side. I see plenty of reasons as to why it is bad. Whenever I ask for reasons defending it, they are always along the lines of “it’s just amazing,” or “MLG had it,” and “it’s symmetrical.” My one question is why do people enjoy the map so much? Or any of Halo 3’s maps for that matter.

I mainly enjoy it for it being symmetrical but there are a number of reasons. Could be the 1st map on Halo 3 someone played which made it their favourite, i dunno. Too many reasons.

> I mainly enjoy it for it being symmetrical but there are a number of reasons. Could be the 1st map on Halo 3 someone played which made it their favourite, i dunno. Too many reasons.

So, nostalgia?

It was a fun map; I don’t know why.

Well Halo 3 maps had several things going for it. One the large open areas were well suited for multiple styles of play. There were several areas that had long sight paths for snipers. Most of the hallways exits opened up at good BR distances. In other words it wasn’t so tight that the walls would buckle if you farted, and it wasn’t so large that they could see you coming for miles away. And if you liked CQC there were many areas that lent well to that style of combat. Smaller secluded rooms were you could kill in privacy. The pit had two sniper and two shotgun spawns as well as one rocket launcher, and two needlers so all levels of play could be captured in one map, sometimes even one game. The smaller maps also lent to quicker kills and less time moving from spawn to melee. The best of them, (guardian) seemed to twist around back on top of itself so all roads seemed to lead back to the center courtyard.

I wist it was the 1st idea for the map, to have the wall a street and the lower areas the roofs of buildings it would have been epic, with hogs?

It’s balanced, requires skill, and has good map flow.

Not everyone can make the jump at the beginning to green room and I love that. The camo is almost 90% of the time mine even if the other team tries to get it I know when and how to nade any intruders =)

Maps that require players to be able to make special jumps, know where to position themselves for maximum damage to the other team, and gain an edge on competition is just awesome.

If only the bad maps of Reach had balance and skill it would be more fun …

> I mainly enjoy it for it being symmetrical but there are a number of reasons. Could be the 1st map on Halo 3 someone played which made it their favourite, i dunno. Too many reasons.

Does this mean you like Snowbound as well; easily one of the most hated H3 maps.

Best weapon balance, camping isn’t rewarded.

> It was a fun map; I don’t know why.

I agree. It is kinda like asking why is Pizza so good. It’s hard to put into words. The pit wasn’t my favorite map but I did really like it. It’s about taste really…and there’s just no accounting for it.

Edited by a moderator. Please refrain from making inappropriate posts.

Original post. Click at your own discretion.

Because you touch yourself at night.

> Best weapon balance, camping isn’t rewarded.

Map movement isn’t rewarded, either. And of course the weapons are balanced, the map is symmetrical!

Are you going to say Isolation is a good map because it is balanced? It is symmetrical.

Becuase like CD-I Ganon says “It’s Burns!!!”

Also becuase it is one of the best maps in the game that is NOT a remake or DLC.
Plus I like the weapon set and the fact it is easy to navigate.

I like it a lot more than Guardian since all of The Pit’s battles are more spread out, instead of all of the fighting happening in one room.

But, you’re right. There is no incentive to go to the enemy’s side of the map since the only POI spawn on either both teams’ sides or in the middle. To be honest, there aren’t any Halo 3 maps that I really enjoy. I personally would not care if none of the maps saw remakes in Halo 4.

> It’s balanced, requires skill, and has good map flow.
>
> Not everyone can make the jump at the beginning to green room and I love that. The camo is almost 90% of the time mine even if the other team tries to get it I know when and how to nade any intruders =)
>
> Maps that require players to be able to make special jumps, know where to position themselves for maximum damage to the other team, and gain an edge on competition is just awesome.
>
> If only the bad maps of Reach had balance and skill it would be more fun …

Here’s my strategy:

  1. Camp in Sword Room with Dual SMGs
  2. Kill anyone who comes by
  3. ???
  4. Positive K/D Ratio

> Well Halo 3 maps had several things going for it. One the large open areas were well suited for multiple styles of play. There were several areas that had long sight paths for snipers. Most of the hallways exits opened up at good BR distances. In other words it wasn’t so tight that the walls would buckle if you farted, and it wasn’t so large that they could see you coming for miles away. And if you liked CQC there were many areas that lent well to that style of combat. Smaller secluded rooms were you could kill in privacy. The pit had two sniper and two shotgun spawns as well as one rocket launcher, and two needlers so all levels of play could be captured in one map, sometimes even one game. The smaller maps also lent to quicker kills and less time moving from spawn to melee. The best of them, (guardian) seemed to twist around back on top of itself so all roads seemed to lead back to the center courtyard.

This.

> I’ve seen such a large following behind this map, when in reality, it is mediocre at best. The entire thing is just a set of halls, a box, and a giant wall dividing the sides. There is no incentive to push to the other side of the wall when you can just stay safe at your own side. I see plenty of reasons as to why it is bad. Whenever I ask for reasons defending it, they are always along the lines of “it’s just amazing,” or “MLG had it,” and “it’s symmetrical.” My one question is why do people enjoy the map so much? Or any of Halo 3’s maps for that matter.

This thread was kinda revived. Meh, I’ll give my thoughts anyway.

The pit was such a popular map because of multiple factors.

  1. Namely, yes, because it was symmetrical. That is an essential part of a fair game. It also lowers the odds of the losing team spouting things such as “We are way better players than you; we just got the bad side of the map.”

  2. It has a simple layout: There are easily identifiable call-outs. Example: “Long-hall”, “Sword-room”, “Rockets” (also, green-hall), “Blue/Red Snipes”, “Blue/Red Mauler”, etc.

  3. It has verticality. That explains itself, maps with potential for high-ground are popular due to strategic options.

Those are my reasons. You can disagree if you want. Your entitled to your opinion just like me. I’m just stating what I find makes the map popular.

It is one of the best designed halo 3 maps for 4v4 or 5v5 with non BR and BR starts. There is a balance of power weapons, custom powerups and the map is symmetrical with some key jumping points which help. Yes it has a lot of halls but if that map was open, it would be death to anyone running anywhere if a good player had a sniper in their hand. It is my favorite map and will always be.

> > Best weapon balance, camping isn’t rewarded.
>
> Map movement isn’t rewarded, either. And of course the weapons are balanced, the map is symmetrical!
>
> Are you going to say Isolation is a good map because it is balanced? It is symmetrical.

I enjoy Isolation. It’s pretty fun to test team shots on that map.

Its one of the best maps ever.
I want it in Reach outside of mlg