Rat's Nest: Difference between revisions

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*On the turns in the "track" that goes around Rat's Nest, place shield doors there, this will allow a vehicle to "bounce" off them around the turn.
*On the turns in the "track" that goes around Rat's Nest, place shield doors there, this will allow a vehicle to "bounce" off them around the turn.
*Placing a [[Portable Gravity Lift]] directing vehicles outside the map will be challenging for everyone.
*Placing a [[Portable Gravity Lift]] directing vehicles outside the map will be challenging for everyone.
*If you place multiple barricades on top of each other spanning the main vehicle route you can crash through and make a great machinima clip.
*There are two "command post" rooms at the very top of the map. To get inside these rooms, create a tower out of available materials, and once you have reached the appropriate height, place a machinegun turret against the glass. Hop onto the turret and look up. Then go into Editor mode and you should be inside the room. Alternatively, float a teleporter upside-down, so the bottom of the teleporter is pressed up against the bottom of the room. Because characters always spawn rightside-up, (no matter how the teleporter is turned) and because there is a slightly wider teleporter radius on the bottom of the teleporter than on the top, characters teleport inside. Do this with a 2-way node to get out again. (Note: The 2nd "command post" room that is on the inside of the complex is shaped like a short "m". Sometimes teleporter nodes register as being blocked when trying to go through in this manner, but jumping into the sender teleporter or moving the receiving teleporter will get you a better connection.)
*There are two "command post" rooms at the very top of the map. To get inside these rooms, create a tower out of available materials, and once you have reached the appropriate height, place a machinegun turret against the glass. Hop onto the turret and look up. Then go into Editor mode and you should be inside the room. Alternatively, float a teleporter upside-down, so the bottom of the teleporter is pressed up against the bottom of the room. Because characters always spawn rightside-up, (no matter how the teleporter is turned) and because there is a slightly wider teleporter radius on the bottom of the teleporter than on the top, characters teleport inside. Do this with a 2-way node to get out again. (Note: The 2nd "command post" room that is on the inside of the complex is shaped like a short "m". Sometimes teleporter nodes register as being blocked when trying to go through in this manner, but jumping into the sender teleporter or moving the receiving teleporter will get you a better connection.)
*Try blocking off the entrances to the smaller rooms in the middle of the map with bridges and double boxes. This will make the map more focused on vehicular play and less on foot play. This is due to the fact that you can't walk two feet without getting splattered.
*Try blocking off the entrances to the smaller rooms in the middle of the map with bridges and double boxes. This will make the map more focused on vehicular play and less on foot play. This is due to the fact that you can't walk two feet without getting splattered.


==Trivia==
==Trivia==