Sidewinder reimagined.

Legendary Map: Avalanche




NS: Buelterman knows best. NO LADDERS!
LB: The basics are the same, but you’ll notice some new additions (man cannons), and some things missing (the interior tunnel between the bases). We also haven’t had any ladders in Halo multiplayer maps since Halo 1, so we had to re-design the interiors of the bases to accommodate that. There are a lot more quick ways to get around the level now, that’s probably the biggest change.
JS: Well the first thing that folks will notice is that the rear hallways that connected the bases have been removed. This was mainly due to the fact that people had a tendency to use them over taking vehicles. Being that sidewinder is all about the vehicles traversing this huge snowy plane, having folks mainly fight in a hallway just made the whole experience not as fun.
The other change that people will notice is that there is a new cavern area that connects the central section to the front of the map via mancannon. That route is very handy for when you’re getting pummeled from either entrance. It can be a fast way out of a hot zone.
One of the other great things that makes Avalanche different from Sidewinder is the addition of mancannons. Having the mancannons definitely changes up the on-foot aspect of Sidewinder. And they are great for launching the flag from one area to another when you’re in a jam.
MB: Most of the higher level changes from Sidewinder to Avalanche came about from the fact that the original map was just too huge for someone on foot, and objective games stalemated pretty frequently. The main structural changes included the additions of the mancannons placed at key areas to help the player on foot get from point A to point B as fast as possible. With those mancannons we were able to remove the back infantry hallways to move more of the action out into the main play area, which is what this map is all about. Another important change was the large increase of vehicles at your disposal. As a big team battle map we really needed to make it feel like the -blam!- was hitting the fan, and the best way to make that happen is to give the player a nice supply of vehicles. Let’s just say you won’t need to wait around long for a nice new set of wheels. We also opened up a few more attack routes into the bases to try and ease the stalemate issues that we saw on Sidewinder.
JS: Honestly there are so many maps I would personally love to see placed within Halo3’s DLC. And for me and others Sidewinder was one of them. I think it’s just one of many we really wanted to do. Not to mention I believe there were allot of folks banging on the door requesting it.
LB: Since the Halo: CE days, Sidewinder has been a fan favorite. Sure it might not be on EVERYONE’S list, but it seemed to be on the short list for a lot of incredibly vocal fans. And hell, it’s HUGE! And we needed more BTB maps.
MB: It just made sense. Looking back at the release maps and DLC1 maps, everyone could see that we needed another Big Team Battle map along the lines of Sandtrap, and with the Community's love of Sidewinder, it was a great fit.
NS: Two reasons: Sidewinder is one the most requested remakes and we also needed another big vehicle map. And maybe this isn’t the only classic we’re remaking. There’s always hope for said Internet Halo fan.
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