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Combat Simulator has a wide array of levels to have deathmatchs on. Each one is unique and some are fairly large and expansive. Others are small and tiny.

The Skedar

The Skedar level looks similar to the Battle Shrine found in mission Mission Mode, and seems to be the same size. This level has many dark areas and wide open rooms. The corridors twist and turn around these open areas. There are several small tunnels below the main room. Due to its size, it can hold several human players with several simulants. This is one of the levels where rocket launchers and the Devastator will be more fun due to the open rooms and long halls.

The Pipes

What appears to be the ruins of the dataDyne Labs is actually a large and fun level. There are dozens of catwalks throughout the level that let players jump off of them or shoot through them for surprise attacks. A good level for campers due to the many nooks and crannies in the halls. The lowest level features a walkway of pipes and players can be shoved off to their deaths. Small hallways snake through the building and there are several open rooms for good shootouts. Good for a few players

The Ravine

An absolutely huge level. There are several larges rooms and areas that allow for fun shootouts or explosive confrontations without harming yourself in the process. Hallways work around the level and lead to several rooms players can camp out in. There are several areas open to an abyss and players might fall to theri deaths. The very same rooms also allow for the Sniper Rifle to be used at its best. Suited for many players.

Area 52

This level is excellent for team deathmatches. There are several open rooms, many corridors to hide in, and other places to engage in shootouts. Some hallways make use of doors or small vent shafts that can be used to hide behind when cover is needed. With a few Laptop Guns and some experienced players, several areas can become tough strongholds, especially if your trying to keep the Hill or other players from nabbing your case. For new players, getting around in this arena may be a task in itself due to the same-as-the-others hallways.

The Base

A medium sized arena. Character outfits with blue in them may find the walls provide excellent camoflauge if your enemy is at a distance. There are several open rooms and hallways with plenty of boxes that can be used as cover if need be. The clear catwalks in two rooms make for excellent protection if your target is on the floor below you; bullets cannot pierce the glass! There are few small rooms and corridors useable as cover. This is one of the levels suited for smaller deathmatches, like Pop A Cap.

The Car Park

This abandoned car park is most excellent for Team deathmatch scenarios like Capture the Case or King of the Hill. Four towers with spiraling stairwells provide acess to the levels of the carpark, which contain boxes and pillars useable for cover. There are very few camping spots, so players who like to camp should avoid this level. This level is not suitable for Rocket Launcers, or the like, as you may end of killing yourself. The Carpark can hold many players due to its large and open levels, but many stupider simulants may find themselves stuck in one of the stairwells.

Carrington Villa

Similar to its Mission counterpart. This level has many, many hallways that are wide or very small, and some are even hidden. Experienced players may be able to use these halls in an escape plan if overpowered by weaker players. These hallways snake all over and lead players to several open rooms perfect for automatic shootouts. There are several rooms with high ceilings meaning things like the Laptop Gun's secondary funtion have a better use and can be hidden death bringers. Best for four or more players.

Fortress

This fort offers the best in explosive fighting. The wide open room that the four sections open into allows for grenades and rockets to be used without the threat of them hitting a nearby object. Assualt rifle shootouts will be fun in the large room as well, as the use of the rifle's sight can be useful. Players will have to be careful in the large room: they mayt fall to their deaths. The smaller rooms on the outside of the fort offer many hiding places and places of cover. These rooms are best for pistols or hand to hand combat.

The G5 Corperation

Another level similar to its mission counterpart.There are two large buildings connected by four catwalks that span over a large abyss. Players can be shoved off to their deaths if they are not careful. The rooms are small and the wallways are short and narrow. Qucik players may be able to use these to score hit and run kills. These halls might be of use to campers. The large abyss catwalks provide use for the sniper rifle, but if not in a team match the sniper himself could be killed by a nearby player when trying to kill one across the room.

The G5 Grid

Two large corperate rooms are connected by small hallways and an elevator. Those two large rooms provide plenty of cover with the large pillars that line the sides of the room. There are three small rooms off to the sides, and provide places for campers to hide out. Although not large enough for Rocket Launchers, mines and grenades will cause plently of chaos in the rooms. Large shootouts can held in either of the two large rooms. This level is suitable for small deathmatches with no more than 6 players.

Skedar Ruins

Another level that mimics the Skedar Battle Shrine, however this one is more or less of the interior rooms. There is a large room hardly of use to anyone. Hallways seperated by poorly functioning doors provide cover to a chance to escape heavy fire. These hallways lead to small dimly lit rooms or rooms with pillars for cover. Due to the holes dotting the floors, players chasing after someone may find themselves on an entirely different floor and faced with stronger players. Due to the size of this level, new players may end up getting lost.

Classic Temple

Players who've played Goldeneye 007 will remember this level. Several large and dimly lit rooms are connected by myriads of hallways that are dimly lit themselves. These halls can branch to several rooms at a time. Players may find themselves lost in the halls. There are several rooms and halls thayt can be used as camping grounds. Due to the several large rooms, this level can be a fun level to have explosive death matches in. Doors that seperate rooms and halls may be used as cover or to provide enough stalling to escape.

Classic Complex

Another Goldeneye level. The name says it all. A few medium sized rooms with multiple levels are connected by several small and narrow hallways that snake all over the level. There are a few dark and hidden places to camp out in and ambush players. There are also sever small rooms that make excellent sniper locations. Remote mines are the best explosives to use, and the Farsight is an excellent gun to use on this level. Suitable for small deathmatches.

Classic Felicity

Despite being the smallest Combat Simulator level in Perfect Dark, this arena can hold many players without the lag. Small and wide hallways led to smaller rooms perfect for staging ambushes in. Other rooms can be used to escapre firefights. This level is perfect for explosives.