Background
Panic Attack's roots date back as far as Halo 3. I have long been interested in creating my own brand of Big Team Battle maps which incorporate elements from competitive arena maps. This started with U-Turn: a streamlined BTB map centered around having simple routes which were just as open to infantry as they were to vehicle use. This concept was improved greatly with S in Halo: Reach. In Halo 4, I took this idea to the next level with Panic Station which was designed to be more akin to a 1v1 map but on a big team scale. Panic Station's driving routes were incredible, but the map's construction was somewhat flawed because it was built so soon after Halo 4's release. For months now I've wanted to create a successor to Panic Station and I have finally accomplished that.<br /><br />Design
Panic Attack is an inversely symmetrical arena map. It is also a Squad/BTB map. The goal was to create an experience that competitive arena players would enjoy just as much as big team enthusiasts. I went into the design process with the philosophy that the Warthog was a skill-based vehicle. Having a good pair of players in a Warthog would be a deciding factor in any match, but the infantry combat wouldn't have to take a back seat to vehicle gameplay. I designed directional flow into the vehicle routes by the use of jumps and drop-offs. This combined with some careful line of sight and power position design has created a very unique experience.
I've had a hell of a lot of fun designing, building, and testing this map over the last few months. i'd like to thank everyone who participated in testing, particularly those who provided valuable feedback.
9.6
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