Before anyone says the word "random," let me say that this level was constructed around the paths of player motion I envisioned. I even drew diagrams by hand. There is a logic to it. The beams also had to be painstakingly arranged so as not to touch each other at all.

In addition to the standard pink balls that come from the Blast-a-matic, the L trigger fires an explosive green ball. You must wait at least 5 seconds between L trigger shots. The green ball is also heavier and harder to aim than the pink ball.


From the highest beam, you can jump to reach a more powerful weapon.
Notes:
- Halo 2 MP is not designed for such a small map. It tries to intelligently spawn you far from rivals, which can make the respawns easy to predict. Avoid the cheap spawnkilling.
- SLC tested. It rocks.
- No gametypes fixed.
- Do not strafe on a bunch of I-beams! Only run and shoot when you are facing straight down a beam; otherwise, stand still to aim.
- Turn off the suicide point penalty, and make the respawn time as short as possible. You will fall and die a lot in the beginning.
- It takes some getting used to. Give it a few tries.
- The beams do not swing around. I tried that way, but it made the map too difficult and frustrating.
- The Headlong default skin is butt ugly. Oh well.
Credits:
Rockymods, for the bodacious Blast-a-matic model
Neodos, for SLC testing, feedback, general assistance, the phmo edit to make blocs static in space
Xzodia for plugins
Entity, Yelo
Patch Headlong.