You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in or create an account, your edits will be attributed to your username, along with
other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision |
Your text |
Line 22: |
Line 22: |
|
| |
|
| ==Production Notes== | | ==Production Notes== |
| This mode's primary designer was Mickey Cushing. The mode was designed as a variant of [[Strongholds]] that solves the issue of that mode being too rigid on symmetrical maps. The scoring system of playing for 11 points and reducing the number of zones when nearing the match point is intended to help create crescendos in the pacing of the game.{{Ref/Site|Id=April20|URL=https://www.halowaypoint.com/news/season-2-modes-preview|Site=Halo Waypoint|Page=Season 2: Modes Preview|D=20|M=04|Y=2022}} [[Catalyst]] was the first map that this mode was tested on.{{Ref/Site|Id=April14|URL=https://www.halowaypoint.com/news/season-2-map-previews-catalyst-and-breaker|Site=Halo Waypoint|Page=Season 2 Map Previews: Catalyst and Breaker|D=14|M=04|Y=2022}}
| | The mode was designed as a variant of [[Strongholds]] that solves the issue of that mode being too rigid on symmetrical maps. The scoring system of playing for 11 points and reducing the number of zones when nearing the match point is intended to help create crescendos in the pacing of the game. |
| | |
| | The mode's primary designer was Mickey Cushing.{{Ref/Site|Id=April20|URL=https://www.halowaypoint.com/news/season-2-modes-preview|Site=Halo Waypoint|Page=Season 2: Modes Preview|D=20|M=04|Y=2022}} |
|
| |
|
| ==Sources== | | ==Sources== |