WHY ISN'T THE PIT IN TEAM SLAYER?

I don’t understand why its just in MLG playlist. All the team slayer maps basicly just suck. 343 you really need to get good maps into the Team Slayer playlist. Im just wondering why The Pit is yet to be added to it?

Befor “why dont you just play mlg” My friends don’t play MLG and its annoying playing MLG alone cause i alwas get matched against a team of 4 then my team just sucks.

  1. Grab a team off www.mlgpro.com and get some games going.
  2. The Pit in MLG was designed around MLG gameplay, not Halo: Reach, this includes jumps and weapon placement and even the map layout itself.

Jetpack, plus the map is designed around MLG movement settings.

That said, I still think it would be welcomed in the SWAT playlist.

> Jetpack, plus the map is designed around MLG movement settings.
>
> That said, I still think it would be welcomed in the SWAT playlist.

Once again, The Pit is designed for MLG movement, speed and all that sort, jumps wouldn’t work like they should.

> > Jetpack, plus the map is designed around MLG movement settings.
> >
> > That said, I still think it would be welcomed in the SWAT playlist.
>
> Once again, The Pit is designed for MLG movement, speed and all that sort, jumps wouldn’t work like they should.

Isn’t that what I just said?

Accurate jumps or not, the map might still be fun to play SWAT on.

> > > Jetpack, plus the map is designed around MLG movement settings.
> > >
> > > That said, I still think it would be welcomed in the SWAT playlist.
> >
> > Once again, The Pit is designed for MLG movement, speed and all that sort, jumps wouldn’t work like they should.
>
> Isn’t that what I just said?
>
> Accurate jumps or not, the map might still be fun to play SWAT on.

You completely contradicted yourself, agreed with me it was designed around MLG based gameplay then proceed to suggest it in a Vanilla Reach playlist.

The map was created for and by the MLG community.

There is a version of the Pit, built on Tempest, by Randy355 called Cybernet which is scaled for vanilla Reach jump and movement.

http://bit.ly/tu98m5

Team Slayer would have to be 1 player local b/c the map does not support more than 1 person per box(maybe 2). There is a reason the MLG playlist is 1 local player only, to support more community maps that cannot otherwise be implemented due to performance.

So final answer is that you will never see it no matter what.

> You completely contradicted yourself, agreed with me it was designed around MLG based gameplay then proceed to suggest it in a Vanilla Reach playlist.

I’m of the opinion that the map would enjoyable to play on, regardless of the fact it was designed with MLG in mind. That’s hardly a contradiction.

In any case, let it go; I’m well aware of the reasons it can’t be used.

> Team Slayer would have to be 1 player local b/c the map does not support more than 1 person per box(maybe 2). There is a reason the MLG playlist is 1 local player only, to support more community maps that cannot otherwise be implemented due to performance.
>
> So final answer is that you will never see it no matter what.

The Cyberdyne/Cybernet variant recommended by coIdFUSI0N functions just fine in two-player split-screen. If that is used, then we could indeed see Pit in general Matchmaking.

Speaking of The Pit, could we get more community remakes put into matchmaking?

> > Team Slayer would have to be 1 player local b/c the map does not support more than 1 person per box(maybe 2). There is a reason the MLG playlist is 1 local player only, to support more community maps that cannot otherwise be implemented due to performance.
> >
> > So final answer is that you will never see it no matter what.
>
> The Cyberdyne/Cybernet variant recommended by coIdFUSI0N functions just fine in two-player split-screen. If that is used, then we could indeed see Pit in general Matchmaking.

Yes but only the Tempest variant due to the nature of the map performing better.

Either way 343 will do as little as possible to keep the game on life support.

What makes you think they will do more now then they did in the past?

It’s a shame Cyberdyne was made on Tempest. We’d never get to play on it even if it did get put into Matchmaking.

> It’s a shame Cyberdyne was made on Tempest. We’d never get to play on it even if it did get put into Matchmaking.

I don’t know about that, DLC seems to show up in SWAT more often than anywhere else.

It should atleast be implemented into Snipers/Swat.

Both NS and S options are available when voting in MLG for The Pit. Therefore, the layout of the map should be OK with Sprint loadouts only.

I love the Pit but it has a focus on centrally located power items. My only concern in a gametype like SWAT would be the lack of incentive to push forward. Depending on how the spawns were done would determine if Randy’s iteration of the Pit would be viable in a gametype like SWAT.

In Halo 3, the jump from base (with your back to the flag) to greenbox couldn’t be done with normal movement speed, while it could be done easily in MLG. The argument of “it’s designed for MLG” doesn’t mean it won’t be fun to play with other settings. I have trust in The Pit being so good, no amount of features besides armor abilities will be able to break it.

Which brings me to what i was about to say: The reason the pit isn’t in matchmaking yet (it’s common sense to have great maps be used as much as possible) is the same reason the rest of the game still has flaws. If they don’t bother with fixing their broken TU, they won’t bother with placing good maps in MM either.

> I love the Pit but it has a focus on centrally located power items. My only concern in a gametype like SWAT would be the lack of incentive to push forward. Depending on how the spawns were done would determine if Randy’s iteration of the Pit would be viable in a gametype like SWAT.

Obviously you never played H3. The Pit was in both Swat/Snipers. The incentive to push forward is to spawn trap them.

> > I love the Pit but it has a focus on centrally located power items. My only concern in a gametype like SWAT would be the lack of incentive to push forward. Depending on how the spawns were done would determine if Randy’s iteration of the Pit would be viable in a gametype like SWAT.
>
> Obviously you never played H3. The Pit was in both Swat/Snipers. The incentive to push forward is to spawn trap them.

Different game mechanics. In Halo 3 you couldn’t shoot from sniper to sniper with the BR with 100% accuracy.