Halo: The Master Chief Collection - 25 Legendary Maps You Need To Revisit
10. Headlong/Breakneck (Halo 2)
Another map based on the familiar ground of Planet Earth, Headlong (Breakneck in the Anniversary remake) is an amazingly big map which only features in Big Team Battle playlists. Getting around is made easier with the teleporters dotted around the map; Warthogs are also available for those who like to travel via more traditional methods. Headlong's immense size makes sniping a hugely important skill to utilise; picking enemies off from the heights of the construction tower is a great way to score some quick points for your team. While the Energy Sword can be picked up on Headlong, it might actually become a burden; you'll very rarely be in range to use it and you might end up with a head full of lead for your troubles.
9. Sidewinder/Avalanche (Halo: CE)
Sidewinder (it was also remade as Avalanche for Halo 3) is one of very few maps in the Halo universe to be uniquely shaped; the map is a big horseshoe with the two bases situated right next to each other, separated by a wall of ice. The icy nature of this level actually adds to the excitement of vehicles as Warthogs slide easily, making them harder to control whilst also making Splatter kills more fun. Again, the size of Sidewinder means that being skilled in long distance combat will give you a strong advantage. The tunnels in the middle of the map will be the main source of action for those on-foot, whilst vehicles will battle on the large ice patch at the centre of the map, meaning big team games on Sidewinder always provide constant action. The Avalanche remake is good but nothing will ever beat our first frozen steps onto Sidewinder.
8. Adrift (Halo 4)
It might look like something out of Metal Gear Solid but Adrift is another great map from 343 Industries' first major step into the Halo Universe. Completely square, Adrift is made up of one large central area bordered by corridors and pathways. The size of the map makes close quarters combat essential and watching your back is advised as players have a tendency to sneak up on you here. The central area gets particularly hectic as players fight for control of the Energy Sword, but a death-tracking heat-map for Adrift would probably show an even spread all over; it's the sort of map where there's always something going on. King Of The Hill is a great game type for Adrift as it confines the action to one area at a time while free-for-all Oddball can lead to chases across the entire map, thanks to the linear corridors and weaving pathways.
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