Lockout: Difference between revisions

From Halopedia, the Halo wiki

m (Corrected spelling/grammar)
No edit summary
Line 28: Line 28:
A small room exists on the bottom floor, all with small damaged, Green-Glowing chambers, (possibly Flood Stasis Chambers) and at the end there's a [[Gravity Lift]] back to the surface.
A small room exists on the bottom floor, all with small damaged, Green-Glowing chambers, (possibly Flood Stasis Chambers) and at the end there's a [[Gravity Lift]] back to the surface.


Basically, Lockout consists of two levels; a higher level and a lower level. Most of the action centers around, well, the center of the level- either the higher ''or'' lower level. The towers abutting the center arena are used to get a better view of the course, as well as surprise attacks for people beneath them. There's a room with a gravlift on the lower level, which takes you up to the higher level, near the center. It's overall, a very straightforward map, hence its popularity with all duals, and the map default spawns are generally close-quarters minded.
Basically, Lockout consists of two levels; a higher level and a lower level. Most of the action centres around, well, the centre of the level - either the higher ''or'' lower level. The towers abutting the centre arena are used to get a better view of the course, as well as surprise attacks for people beneath them. There's a room with a [[Gravity lift]] on the lower level, which takes you up to the higher level, near the centre. It's overall, a very straightforward map, hence its popularity with all duals, and the map default spawns are generally close-quarters minded.


==Territories==
==Territories==

Revision as of 18:44, April 9, 2007

Were you looking for the Ghost of Lockout?


Template:HaloWikiLink

Template:Article Quote

Template:Multiplayer Map Infobox Lockout is a Halo 2 multiplayer level. It is supposedly an old research lab for the Forerunners. In the icy mountains on Delta Halo, the only way you can get a good view of the ring is by Sword Cancelling from down below to someone jumping on a pillar above, flinging you to the top of the level. Once atop the huge structure, drop down at the first part and keep walking down the slope until you reach the back. There, the material of the floor seems to turn more blue, and if you look at the landscape, you see a lot of snow, mountains, and the Halo.

It is the most popular multiplayer map in Halo 2. Mostly played as a solely close quarters map, because of the nature of the course and map default spawns. It's no less uncommon to have three-man matches than to have ten-man matches; it's simply guaranteed to be more chaotic as more members enter the game.

A small room exists on the bottom floor, all with small damaged, Green-Glowing chambers, (possibly Flood Stasis Chambers) and at the end there's a Gravity Lift back to the surface.

Basically, Lockout consists of two levels; a higher level and a lower level. Most of the action centres around, well, the centre of the level - either the higher or lower level. The towers abutting the centre arena are used to get a better view of the course, as well as surprise attacks for people beneath them. There's a room with a Gravity lift on the lower level, which takes you up to the higher level, near the centre. It's overall, a very straightforward map, hence its popularity with all duals, and the map default spawns are generally close-quarters minded.

Territories

  • Lift/Top of Lift Tower
  • Center/Underneath Center
  • Snipe Tower (right side when coming up gravlift)
  • BR Tower (left side when coming up gravlift)
  • Elbow (connects the lower lift room to Snipe Tower)

Tactics

  1. There's a superbounce here which is extremely common, used to get on top of the Gravlift tower. Whether or not you use it, be aware of its existence and predominance of the game. Snipers will use it ad infinitum, and are hard to pick off due to the natural cover it provides.
  2. Dual wielding is by far the most popular variant on this level. Pick up the Magnum + SMG combo and wait around- if you have bad coordination, instead opt for Plasma Rifle + SMG.
  3. In the bottom floor, underneath the center panel of the top level, you can hide in the corners and remain stationary, and surprise and kill anyone whom walks in. Obviously, this has also been rehearsed infinitely, so don't hesitate to chuck a grenade or two in the room before you enter it. Also, check the corners from an approaching hallway before running in.
  4. In sniper matches, it's common practice to stand at the far end of the course, on the lower level, and snipe people across the level. Since the hall is continuous, there isn't much chance to react to a good sniper. Be cautious.
  5. The default sniper spawn is in Snipe Tower. Any pesky snipers up there will be killed easily by hitting the explosive containers behind them.
  6. Battle Rifle default spawns on the top section gravlift (not the superbounced section) and on top of BR Tower. Remember it, since in Map Default games, mostly populated by duals (and the shotgun, of course), distance can give you the win.

History

Lockout appears to be a Forerunner research facility made to study the Flood. It was then abandoned and is now the battle site of many games online and split screen.

Trivia

External Links