Like all three Majestic maps, it's absolutely perfect for free-for-all matches. Failing that, wherever you turn, there's always a way up or down. Those with the jetpack armour ability will be able to hop freely from one to the other in seconds, while agile players with an eye for parkour-style routes will quickly work out the scenery items that can act as stepping stones. There's an elevator for rapid transit to the upper level, but you'll rarely need it. It's downright tiny by current Halo 4 map standards, a jumble of ramps, stairs, short corridors and balconies all piled on top of each other. Let's start with Skyline, a tight, two-storey structure set at the base of a space tether construction site. Which is another way of saying that these three maps offer the sort of compact and punchy close-quarters locations that made Halo such a multiplayer mainstay in the first place. To stretch this dubious metaphor beyond breaking point, the Majestic Map Pack offers vibrant and lively old-fashioned villages with everything you need right on your doorstep.
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Functional but devoid of personality, and probably full of roundabouts and shopping arcades. That being the case, the Crimson Map Pack, Halo 4's first selection of additional arenas, was a lot like a bland new town from the 1970s. It's like town planning with heavy ordnance. What we're really doing is reviewing a space and how people move through it - an abstract thing to pin down at the best of times.
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The mechanics, the gameplay, everything that we'd normally sink our teeth into is a known quantity. It's like the old adage that says writing about music is like dancing about architecture.