Communicate well and the flag is yours as it is easy to attack the flag bases from multiple sides at once.
Active camo is so important here because it allows free movement (as long you're careful) on a map with fairly restricted flow, and a chance for you to sneak behind enemy lines to start breaking up their control. It can be grenaded down to the lower level, but that can be difficult to pull off unless you're a seasoned player. Complicating matters for whatever team doesn't have control of green is the fact that the very important active camo spawns up there, on a thin plank outside of green room. Neither should be attempted while the other team is in green, unless distractions are in place or you have a powerup, as a disciplined team will make quick work of anyone rushing through teleporter or tunnel. There are only two ways to access green the teleporter, and a short tunnel that feeds from bottom snipe into bottom green. Green is the top area of the map, and can be further broken down into bottom green, top green, top shotties, and top snipe. You don't have many useful sightlines to green, however. Red refers to the area on the bottom side of the map's two-way teleporter, and if you position yourself well, you'll have a good view of the rocket launcher and the overshield (although not simultaneously) without putting yourself in harm's way.
Other rooms are mostly empty, with the exception of Covenant comm nodes and supply cases.ĭamnation can be broken down into four general sections red, green, waterfall, and everything else. There are three separate streams of water flow down, into an abyss in the main chamber, with many interconnecting platforms, bridges and walkways hanging dangerously close to the pit. Damnation takes place in a Covenant facility devoted to the controlling of water flow on terrestrial surfaces.