Combat Hall

Posted by:

|

On:

|

THE poster map of Metroid Prime: Hunters and Metroid multiplayer in general. Starting out in First Hunt multiplayer as “Ancient Vestige”, Combat Hall is an iconic map with a simplistic design that provides great features for each Bounty Hunter to take advantage of.

Samus

Starting out with charged Homing Missiles creates immediate early pressure and potential kills for Samus. The high ground perches on both sides are perfect for missiles, while players on the lower floor have to keep constant caution against swift boost ball plays that can quickly replenish ammo and health for Samus. The tunnels are great for threatening space, getting health, and pursuing weakened opponents.

Kanden

As the only Volt Driver user on this map, Kanden can take advantage of how fast he can melt HP with this rapid fire weapon while using the charge shot to track his opponent’s retreating to another floor. Kanden’s Stinglarva Bombs being anti-pursuit allows for safer resource accumulation in the tunnels.

Spire

Thanks to his Affinity Weapon, Spire is able to start each life with the Magmaul from either side of the map right after he spawns. With the ability to lob Magmaul shots through the tunnels, you can nab some witty kills. All while Spire wall climbs with the Dialanche to get to higher up health orbs before the opposition.

Trace

A great plan A is to grab the Affinity Weapon orb then go into the Triskelion while quickly getting to the cliff right above that orb via the tunnels. Unless all three of your opponents choose to hide in the right hallway, you could quickly win the game by staying next to the health orb and nabbing Imperialist headshots. If you get targeted, you can pull back for a bit, taking advantage of the protective high ground. You can Jump Strike from the one jump board to reach the middle bridge quickly.

Noxus

Combat Hall is the perfect map range for Noxus and his unique arsenal to be a constant threat. Thanks to Shadow Freezing, Noxus can Judicator freeze across the map on both floors, while taking advantage of the weapon’s bouncing capabilities against opponents in the tunnels or hallway. Be swift though, a frozen target can be an easy kill for your other two opponents. The Spin Attack is great to constantly use while moving around the tunnels and hallway, granting even more kill opportunities.

Sylux

Sylux’s Tripwires are brutal in the upper tunnels. Completely blocking off health and parts of the map if opponents don’t want to take 40 damage. Having control of the bottom floor allows for close range Shock Coil pressure while taking advantage of the open lower level is the perfect amount of space for Tri-Bomb kill setups.

Weavel

When placed on the bridge or cliffs, Halfturret plays allow for Weavel to quickly get resources in the tunnels and the hallway while the turret shots chip away or even get kills on the opposition. With the Battlehammer, Weavel has great range to and from the cliffs, while also shooting through the windows with added splash damage for great kill opportunities anywhere.

1v1

The map often gets split between the bridge when it comes to crossfire play. If a player chooses to cross over, they often will when they have above 99 HP. Upon respawn, the tunnels provide a quick way to get back into the HP arms race, but be careful from Magmaul ambush shots.