FRONTIER - Forged by Sgt x Slaphead
- King of the Hill
- Sniper Rifle - 120s
- Energy Sword - 180s
- Shotgun - 180s
*Static weapons spawn at regular intervals regardless of when they are picked up.
Halo CE Hang ‘Em High meets Halo 2 Lockout is the easiest way to describe Frontier. Frontier is based heavily on my previous map Final Frontier, which used architecture inspired by Hang ‘Em High set in a space environment, influenced by the Halo CE 1.5 map Imminent.
Anyone who has played Lockout will know that matches on it often result in a standoff between the two main towers. I wanted a map of a similar style except with far less camping by adding more danger to the higher levels to keep players moving. The big difference from Lockout is that Frontier uses a third main tower as a neutral power position which encourages movement away from the other two towers. Two teleporters also allow players to quickly cross from one side of the map to the other. All these factors combined make for a free-flowing map where recreating the sometimes stagnant situations found on Lockout become near impossible.
Risk and reward is very clearly applied as a method of encouraging this flow but nowhere is this more apparent than with the maps central ladder. Climbing the ladder is extremely dangerous however if used successfully players can quickly make it to the top of the map and surprise the enemy team. Players can also fall off the map at any time if not careful, especially on the higher levels where there are less railings. Frontier is a map where nowhere feels safe for too long and players want to stay on their toes, making it best played for intense Oddball matches.