What is this, another space station Multiplayer map? That might have been your initial reaction in the wake of Halo 3’s Orbital and Reach’s Anchor 9. While Condemned is, in fact, a space station (easily Reach’s most well-known within fiction), it is neither Orbital nor Anchor 9, so scratch anything you knew or thought you knew about space stations in Halo Multiplayer. Let’s grab a beefy bite of Condemned and find out just why it’s so cool and fun to play on.
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OVERVIEWAs noted, comparisons to Halo 3’s Orbital are likely to come first, but this is only skin deep, as the two maps share a subdued, post-modern sci-fi color palette. While Orbital is a series of corridors interconnecting two larger rooms, Condemned is instead a series of rooms elegantly wrapped around a central hub. And each room is filled with its own unique brand of combat, forcing players to change up their play style from one location to the next. The hub, referred to as the Center Core in-game, offers players quick shortcuts to and from the outlying rooms, but beware: its low-gravity makes movement tedious, slow and extremely predictable, heightening a player’s vulnerability as they traverse it.
TRAM STATION
Numbered as the first of the four primary rooms in this section of Gamma, Tram Station appears to have once been the push-off point for the primary mode of transportation across the enormous orbital. Rest assured that you won’t be hitching a ride off this station anytime soon (as there’s no place left to go, lolz!), but I doubt you’ll want to.
Tram Station
Bridge over Shotty
Lift Corner
When you first enter Tram Station, you’ll likely notice the Shotgun/Lift corridor first, calling to the forefront memories of Halo 2’s Lockout and its green-tinted Shotgun hall. While the lift system has been reversed here from Lockout’s, the local, close-quarters combat is not far off from the kind experienced in the lower levels of the Halo 2 classic. This comparison is true of Tram’s play area in general, as well: it is a composite of truncated stair ramps, stunted hallways and multi-tiered levels allowing players who are proficient with jumping some measure of success, much like Lockout did.
GENERATOR
The second major room in Condemned is Generator, a large circular floor wrapped around a generator column with a balcony girding its far side. Here the combat shifts to something wholly different than Tram Station, with longer lines of sight and sparse cover forcing players to stay on their toes and move quickly.
Generator
Perimeter Walkway
Sniper Rifle (topside)
While there are no direct corollaries between this area and other past maps, it easily conjures up memories of the perimeter of Halo: Combat Evolved’s Derelict and the circularity of the main chamber in Halo 2’s Gemini. Generator is also the home to Red Team’s base and is one of the two locations on Condemned which holds the ever-so-lethal Sniper Rifle.
REPAIR BAY
Number three on the list is Repair Bay, a quick jaunt from Generator, after dropping down a long stairway and turning a sharp right. Most of the combat in this room revolves around the center set piece, a badly damaged Sabre single-ship. A lift, and the short hallway which protects it, lets players get on top of the Sabre where there’s some safety, though that area can be particularly vulnerable once an enemy gets their act together.
Repair Bay
Lift to Sabre
Repair Control
At the corner of the room is raised control deck, which will provide decent enough protection if your opponents don’t have a slew of Frag Grenades at their disposal. Repair is most certainly the smallest of Condemned’s major rooms, but it can be especially useful when fleeing another section of the map overrun with enemies.
COMMUNICATIONS
Adjacent to Repair is Communications, a large sweeping room with a front row view of the Covenant’s particular brand of destruction—their elaborate and obliterative "glassing" process. The main floor holds little overall cover and is segmented into two basic sections with another tier hanging just above one of them. Here you’ll find the second Sniper Rifle and much like the other’s spawn, Communications provides longer ranged combat than the rest of the map. It also shares space with Blue Team’s base, mirroring the gameplay attributes of Generator.
Communications
Sniper Rifle (topside)
Main Floor
Huddled in between Communications and Tram Station is a separate room not connected to the Center Core hub area: the Observation Deck. Coming from Communications it is only a short series of corners and corridors away, including one holding the map’s only Energy Sword. Observation Deck, itself, is essentially an escalating series of platforms with some well-placed cover and clean lines of sight. Players with the high ground will, as expected, have the upper-hand, though they would be remiss to let their guard down, since decent players can close the gap in this space with relative ease.
CENTER CORE
And as stated at the outset, Condemned has a middle hub area connecting all four rooms referred to as the Center Core. Holding Gamma’s reactor, this site has very little gravity and forces players to move deliberately and carefully through the space. Twin pocket locations in two of the room's four corners provide good ambush points during Slayer, but they can also serve as grenade traps.
Center Core to Communications and Tram Station
Center Core to Generator and Repair Bay
Corner Pockets and Hub Floor
Players need to become familiar with the Center Core and use it to great effect in order close the distance between firefights or to even circumnavigate overrun locations. Proficient teams will also move flags and bombs across the core with ease and speed once they wrap their collective brain around the map’s overall layout.
STRATEGY
While the designers’ comparison to Lockout initially confounded me, after spending considerable time with Condemned, I've come to find that the philosophical similarities are unmistakable. Each of Condemned’s rooms have multiple points of ingress and egress, something that defined Lockout’s tightly-cropped, platform-heavy space. Though the lines of sight never extend the length of the map, the freedom of movement allows players to close gaps quickly and to even cut off fleeing foes by taking a shortcut to the enemy’s perceived trajectory, another prevalent component of Lockout’s design.
From Communications
Another comparison, and perhaps the most critical, is the absolute need for locational communication with one’s team, a staple of other compartmentalized maps like Chill Out/Cold Storage, Turf and Ghost Town. Knowing where your teammates are and where your enemies are (or are heading to) will always give well-communicating teams the advantage on this map, particularly since its locations are so precisely unique. Saying “we have two reds going from comm to observation,” for instance, tells me that I should get to Tram Station as quickly as possible and enter Observation Deck from the higher of two levels. It also says I should be wary of the Sword if I haven’t seen it used by others previously, since the interstitial corridor that connects Communications and Observation is where it spawns.
Sword Hall
The biggest strategy one can pull away from Condemned is use of space during objective gametypes. Because it is essentially a circular wheel around an interconnecting hub, an offensive player during Assault could effectively take the bomb from its offensive spawn (Communications) to the defensive planting site (Generator) a number of very different ways. They could push through the Tram Station (grabbing Shotgun along the way), they could head through the more linear Repair Bay route (seeking shelter if needed) or they could cut through the Center Core, snagging the Rockets (with Sniper support) and pushing right into the heart of the Communications room. And these are just a fraction of the paths, when you consider that the two first options allow the player to dive in and out of the map’s center hub.
Observation Deck
So remember: (1) Communication with your team, (2) grabbing the power weapons at the start of the match and (3) knowing all of the map's shortcuts are all super critical factors of combat on this station. With these three used together, teams should be able to effectively negotiate the tight corners and super sweet combat spaces of Condemned with ease and efficacy.
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