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Husky History
First introduced to Halo matchmaking in Halo 4, Husky Raid quickly became a fan favorite. The concept was simple: there’s a narrow corridor, everyone has random weapons and limited cover, and you’ve got to get the enemy’s flag. The chaotic and fervent push to get to the opposite side to merely pull the flag proved to be half the battle… followed by the fight back down the corridor of doom and the push to bring the flag home to score.
In short, it’s CTF with the intensity and chaos turned up to eleven—weapons are random, attrition is high, and the battle for the flags is fierce.
Husky Raid returned in Halo 5 with a plethora of incredible community-made maps and a slew of REQ weapon variants to make the corridors go boom, which solidified its place as one of the all-time great Halo modes—something that, much like Infection in Halo 2, was born from the sheer creative might of the community. And now, Husky Raid has made its way to Halo Infinite.
I have a love/hate with Husky Raid, it can be really fun when you’re making a push with the weirdest weapon combos and it really embraces the chaos of the weapon sandbox, but it can also be incredibly frustrating when the other team happens to have snipers and rockets, and you can’t even get out of spawn.
These maps look amazing though, so I at least want to try them out.
Sums up the exact experience me and my friends had playing earlier.
Most games were pretty balanced but one they just kept getting rockets and we never got any, they won in like 3 minutes.
When I first loaded into a match on Smallhalla my brain was just so confused as I’ve been used to playing the big version and it just seemed wrong. After I adjusted though it was a really good map for the mode, I hope they change it to allow weapon variants too, although it’ll never be as chaotic as H5’s
I did the same exact thing, felt like I was on 300% speed or something lol
Awesome map though