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Map Attack!


On November 15th, Xbox Live gamers took first crack at online 'Mech battles with Microsoft Game Studio's MechAssault. Up to eight players at a time can go to war using a choice of 20 different BattleMechs via Xbox Live, Xbox System Link, or split screen multiplayer. The initial release features six multiplayer maps and five different classic game styles; expect more to come in the form of content downloads from XboxLive!

Colosseum

The Colosseum's layout is deceptively simple. Huge walls surround rough terrain that includes lava trenches, deep ravines, rock cliffs, and a heavy bridge. There's smoke and haze in the air, with plenty of natural rock to use as cover or sniper nests. The outer perimeter of the battleground is wide and open enough for huge 'Mechs to go head-to-head, while lighter 'Mechs can use the winding ravines and other geographical features to give a pursing enemy the slip.

  • Power Ups: Look for power-ups to blink in and out at each end of the bridge, under the bridge, and at the closed end of both the lava trench and the water trench.
  • Worst Place to Stand: The ground under the scattered, flame-venting, concrete structures is hot enough to overheat a 'Mech in a matter of seconds. Duck around one if you're being hassled by a heat-seeking weapon or to lure a large, slow-moving 'Mech into the hot zone, but leave quickly.
  • Recommended 'Mechs: Puma, Hackman, Timber Wolf, Belial

Frosty

This map is cold! A "high road" bisects the area roughly east-west. The high road is broken up by three destructible ice bridges, while the bridges themselves create low ice tunnels that allow three key points for north-south movement. The collapsible bridges offer ample opportunity for destruction from above or below, and when they're knocked out, the high road becomes a chain of scattered plateaus that make excellent ambush perches. 'Mechs with jump-jets, NullSig, or both will enjoy this map.

  • Power-Ups: Random power-ups sit near the small base buildings wedged between each of the three destructible ice bridges. A few power-ups also appear in the small defiles and gullies that ring the entire map.
  • Most Dangerous Perch: The south end of the Frosty map has a nice, tall glacier perfect for getting the jump on your enemy—just be sure no one shoots it out from under you.
  • Recommended 'Mechs: Puma, Hackman, Kit Fox, Summoner

Icepack

Icepack and Frosty share a frozen climate and both play well with flyers and NullSig, but otherwise they're quite dissimilar. A high rock shelf rings a cluster of tall, frozen islands that stand amid thick (but not unbreakable) ice sheets. The shelf is broken up by a few gullies that make it an excellent ambush perch for flying 'Mechs, and a deadly trap for walkers. Non-flying 'Mechs can only get up to the shelf by spawning there or by heading up the slow grade at the southeast end of the map (look for a destructible glacier halfway up the slope). At ground level, a few missile shots will knock the ice sheet out from under a 'Mech, which can become temporarily trapped in the water.

 

  • Power Ups: Power-ups are very hard to come by on this map—expect to fight with what you brought to the party unless you can find one of the few random power-ups hidden in a few narrow defiles.
  • The Forehead-Slapping Moment: The first time the ice breaks beneath your non-flying 'Mech, you'll probably go nuts trying to get yourself out of the water. But every ice-hole will have an egress point, so just look for the solid ground that borders the water.
  • Recommended 'Mechs: Kit Fox, Puma, Catapult, Mad Cat

The Junkyard

The high-walled Junkyard is always dark except for powerful searchlights that sweep across the twisted wreckage. A single large hill sits at the center of the map, surrounded by a valley filled with abandoned cranes, forklifts, and piles of scrap metal. The hill is crowned by four half-walls that create a small enclosure open at the corners. If you want to stay on top of the game, stay on top of this hill. There are only two land paths up (at the southeast and northwest), so once you take control of the hill, just watch your radar and exploit the advantage of higher ground.

  • Power Ups: Since virtually none of the junk in the 'yard is salvageable, you'll have to rely on the power-ups that randomly appear at the top of the central hill and in the corners of the map.
  • Best Mindless Destruction: Most of the searchlights can be destroyed, which doesn't really give you a benefit...unless you like to creep around in near-complete darkness and surprise your foes. Who needs NullSig?
  • Recommended 'Mechs: Mad Dog, Bowman, Uziel, Vulture

Number 51

Number 51 is set on and around an active volcano in mid-eruption. The central crater will heat up even the lightest 'Mech in no time, while destructible rocks and buildings provide ample opportunity to inflict heavy damage on enemies and the landscape. To the east, huge buildings sit next to some fresh lava domes that will explode with white-hot magma after a few machine gun strikes. To the southwest, you'll find a destructible bridge. All that heat and breakable terrain makes heavy 'Mechs both deadly and vulnerable on this map.

  • Power Ups: Not many. One randomly re-spawns next to the topside of the rock bridge, which makes a great place to camp. Otherwise, try using the lava itself as a weapon.
  • The World's Biggest Golf Tee (and Ball): Who put that enormous rock on top of that relatively tiny—and very, very destructible—rock spire? All we can say is, "Fore!"
  • Recommended 'Mechs: Belial, Thor, Timber Wolf, Atlas, Prometheus

River City

The eponymous river separates a modern townscape into two separate regions. Players will want to level as many towering buildings as possible, just to watch 'em fall (but show some restraint...you may need one or two for cover). Be sure to make a wish in a fountain before someone tramples it flat, and don't be afraid to saunter across one of the two bridges. There's no toll, but be alert for enemy 'Mechs. If they take out the bridge while you're on it or under it, you're dead meat.

  • Power Ups: There's one on the north side of the river, northwest section of the map, between the water and the tunnel entrance. You'll find another on the opposite side of the river, next to the other dam, on top of a big hill. There's also a power-up near the twin bridges, on the south side of the river, and another in the middle of town, behind a trio of smaller buildings.
  • Best Maneuver: This is the place to drop buildings on your enemies. With over a dozen large structures, you should have no trouble trapping a hostile 'Mech under a thousand tons of rubble.
  • Recommended 'Mechs: Kit Fox, Mad Cat, Thor, Prometheus

By Wendell Scott and Ben Barker

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