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{{Title|Guardian}}
{{Title|Guardian}}
{{Status|Gameplay}}
{{Era|RW}}
{{disambig header|a multiplayer level|other uses|Guardian (disambiguation)}}
{{disambig header|a multiplayer level|other uses|Guardian (disambiguation)}}
{{Multiplayer map infobox
{{Multiplayer Map Infobox
|pagegamelabel=H3
|pagegamelabel=H3
|name=Guardian
|name=Guardian
|image=[[File:H3 MP Guardian Env4.jpg|300px]]
|image=[[File:H3 MP Guardian Env4.jpg|325px]]
|game=''[[Halo 3]]''
|game=''[[Halo 3]]''
|devname=<code>guardian</code>{{Ref/File|Id=H3EK|H3EK|H3EK\tags\levels\multi\guardian\guardian.scenario}}
|map=
|map=
|location=[[Installation 00]]{{Ref/Reuse|OXM}}
|location=[[Installation 00]]<ref name="OXM"/>
|terrain=Jungle, giant trees around suspended [[Forerunner]] structures.
|terrain=Jungle, giant trees around suspended [[Forerunner]] structures.
|symmetry=Asymmetrical
|symmetry=Asymmetrical
|playernumber=2-6
|playernumber=2-6
|gametypes=*[[Slayer]]
|gametypes=*[[Slayer]]
*[[Team Slayer]]
*[[Oddball]]
*[[Oddball]]
*[[1 Flag CTF|One Flag]]
*[[Assault|One Bomb]]
*[[Slayer|Duel]]
}}
}}
{{Article quote|Millennia of tending has produced trees as ancient as the [[Forerunner]] structures they have grown around.}}
{{Article quote|Millennia of tending has produced trees as ancient as the [[Forerunner]] structures they have grown around.}}
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'''Guardian''' is a ''[[Halo 3]]'' [[multiplayer]] map that was also included in ''[[Halo Online]]''. Reminiscent of ''[[Halo 2]]'' multiplayer maps [[Lockout]] and [[Ascension]], Guardian is a medium-sized level comprised of catwalks and small rooms, which make the level feel smaller than it actually is. Its asymmetric layout makes it great for [[Slayer]] and Team Slayer gametypes, while its central platform makes for interesting games of [[King of the Hill]].
'''Guardian''' is a ''[[Halo 3]]'' [[multiplayer]] map that was also included in ''[[Halo Online]]''. Reminiscent of ''[[Halo 2]]'' multiplayer maps [[Lockout]] and [[Ascension]], Guardian is a medium-sized level comprised of catwalks and small rooms, which make the level feel smaller than it actually is. Its asymmetric layout makes it great for [[Slayer]] and Team Slayer gametypes, while its central platform makes for interesting games of [[King of the Hill]].


==Universe and lore==
==Setting==
''Guardian'' is set in an ancient [[Forerunner]] complex on [[Installation 00]]{{Ref/Reuse|OXM}} surrounded by a lush, dense jungle. The multi-level map is split into four key areas; some of these areas connect to each other with catwalks and man cannons, and all of these areas connect to each other at the center of the map. [[Rangmejo|Quadwings]] fly around the outskirts of the map.
''Guardian'' is set in an ancient [[Forerunner]] complex on [[Installation 00]]<ref name="OXM"/> surrounded by a lush, dense jungle. The multi-level map is split into four key areas; some of these areas connect to each other with catwalks and man cannons, and all of these areas connect to each other at the center of the map. [[Rangmejo|Quadwings]] fly around the outskirts of the map.


==Overview==
==Design==
===Layout===
[[File:H3_Guardian_HeatMap.jpg|left|thumb|200px|An overhead view of the map.]]
Guardian's central area and size are reminiscent of Ascension, while its layout and weapon spawns resemble those of Lockout. Unlike Lockout, the scenery between areas of the map changes noticeably, so players do not get lost as easily. The changes in scenery and the simplicity of the map's layout lead to a short learning curve. It is a very good map for free-for-all multiplayer games.
Guardian's central area and size are reminiscent of Ascension, while its layout and weapon spawns resemble those of Lockout. Unlike Lockout, the scenery between areas of the map changes noticeably, so players do not get lost as easily. The changes in scenery and the simplicity of the map's layout lead to a short learning curve. It is a very good map for free-for-all multiplayer games.
<gallery>
 
File:HMCC H3 Guardian Map.png|Guardian Map.
File:H3 Guardian HeatMap.jpg|An overhead view of the map.
</gallery>
====Sniper Tower====
====Sniper Tower====
The map's Sniper Tower is a three-floored structure that features a winding circular ramp. The eponymous [[SRS99D-S2 AM sniper rifle|sniper rifle]] spawns on the bottom level of the tower. A [[Vostu-pattern carbine|Covenant carbine]] and an [[overshield]] are tucked into opposite corners of the tower's second-floor room, and a [[Type-33 needler|needler]] spawns nearby at the base of the tower's circular ramp. The top of the winding ramp features two [[Anskum-pattern plasma grenade|plasma grenade]] spawns, and gives players a view of the entire upper portion of the map. A [[plasma battery]] also spawns here, to balance the location and prevent camping.
[[File:H3_Guardian_SniperTowerOverlook.jpg|right|thumb|200px|Sniper Tower Overlook with Elbow in background.]]
The map's Sniper Tower is a three-floored structure that features a winding circular ramp. The eponymous [[SRS99D-S2 AM sniper rifle|sniper rifle]] spawns on the bottom level of the tower. A [[Type-51 carbine|Covenant carbine]] and an [[overshield]] are tucked into opposite corners of the tower's second-floor room, and a [[Type-33 needler|needler]] spawns nearby at the base of the tower's circular ramp. The top of the winding ramp features two [[Type-1 plasma grenade|plasma grenade]] spawns, and gives players a view of the entire upper portion of the map. A [[plasma battery]] also spawns here, to balance the location and prevent camping.


Each level of the sniper tower offers direct access to the center platform and a clear view of the opposite side of the map. An L-shaped walkway (referred to by some as "the Elbow") connects the sniper tower's second-floor room to the map's more forested area.
Each level of the sniper tower offers direct access to the center platform and a clear view of the opposite side of the map. An L-shaped walkway (referred to by some as "the Elbow") connects the sniper tower's second-floor room to the map's more forested area.


Rooms in the sniper tower are commonly called out as "S1", "S2", and "S3", going from bottom to top.
Rooms in the sniper tower are commonly called out as "S1", "S2", and "S3", going from bottom to top.
<gallery>
 
File:H3 Guardian SniperTowerOverlook.jpg|Sniper Tower Overlook with Elbow in background.
</gallery>
====Blue Room====
====Blue Room====
The Blue Room, named for its soft lighting, is adjacent to the yellow lift and the center platform. It contains two plasma batteries, a [[flare]], and a [[Type-52 Mauler|Mauler]].
The Blue Room, named for its soft lighting, is adjacent to the yellow lift and the center platform. It contains two plasma batteries, a [[flare]], and a [[Type-52 Mauler|Mauler]].
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====Yellow Lift====
====Yellow Lift====
[[File:H3_Guardian_YellowLiftOverlook.jpg|right|thumb|200px|An overlook of the Yellow Lift.]]
The yellow lift, also known as the gold room, is a two-floored structure that lies directly across from the Sniper Tower. The area closely resembles Lockout's blue lift: the eponymous [[gravity lift]] allows players to travel from the bottom floor to the top, and holes on either side of the lift allow players to drop back down to the bottom floor.
The yellow lift, also known as the gold room, is a two-floored structure that lies directly across from the Sniper Tower. The area closely resembles Lockout's blue lift: the eponymous [[gravity lift]] allows players to travel from the bottom floor to the top, and holes on either side of the lift allow players to drop back down to the bottom floor.


Yellow lift's top floor features a [[BR55HB battle rifle|battle rifle]] and four doorways. The first doorway leads to an L-shaped hallway that connects yellow lift to blue room, while an adjacent doorway opens up to a gap that players can jump across to enter blue room through its archway. A doorway at the front of yellow lift opens up to a gap that players can jump across to reach the center platform. The last doorway is directly opposite the first two, and leads to a curved walkway that features an [[Active camouflage|active camo]] spawn, two Plasma Grenade spawns, and a man cannon that leads to the center platform.
Yellow lift's top floor features a [[BR55HB battle rifle|battle rifle]] and four doorways. The first doorway leads to an L-shaped hallway that connects yellow lift to blue room, while an adjacent doorway opens up to a gap that players can jump across to enter blue room through its archway. A doorway at the front of yellow lift opens up to a gap that players can jump across to reach the center platform. The last doorway is directly opposite the first two, and leads to a curved walkway that features an [[Active camouflage|active camo]] spawn, two Plasma Grenade spawns, and a man cannon that leads to the center platform.


Two walkways directly connect yellow lift's bottom floor to the central platform and to bottom blue; the walkway to the center platform lies directly under the gap between central platform and yellow lift's top floor. Both of these walkways contain [[Okarda'phaa-pattern plasma rifle|plasma rifle]] spawns.
Two walkways directly connect yellow lift's bottom floor to the central platform and to bottom blue; the walkway to the center platform lies directly under the gap between central platform and yellow lift's top floor. Both of these walkways contain [[Type-25 plasma rifle|plasma rifle]] spawns.
<gallery>
 
File:H3 Guardian YellowLiftOverlook.jpg|An overlook of the Yellow Lift.
</gallery>
====Green Area====
====Green Area====
The forested green area does not see as much action as the rest of the map, due in part to its weapon spawns. A short bridge connects the green area to the central platform's lower level, and an L-shaped catwalk (sometimes called "the Elbow") connects the green area to the sniper tower's second floor. A man cannon provides direct access to yellow lift's active camo spawn. A [[Z-4190 bubble shield|bubble shield]] spawns atop a small, ramp-like tree stump at the center of the green area; this tree stump can be used to jump up to the top of the central platform.
The forested green area does not see as much action as the rest of the map, due in part to its weapon spawns. A short bridge connects the green area to the central platform's lower level, and an L-shaped catwalk (sometimes called "the Elbow") connects the green area to the sniper tower's second floor. A man cannon provides direct access to yellow lift's active camo spawn. A [[Z-4190 bubble shield|bubble shield]] spawns atop a small, ramp-like tree stump at the center of the green area; this tree stump can be used to jump up to the top of the central platform.


A [[Type-25 Brute Shot|Brute Shot]] spawns at the base of the stump, and a plasma battery is placed past it, against the green area's outer wall. A [[Type-25 plasma pistol|plasma pistol]] spawns nearby on the bridge to the central platform, and pairs of [[Paegaas Workshop Spiker|Spikers]] and [[M9 fragmentation grenade|frag grenades]] spawn on the elbow.
A [[Type-25 Brute Shot|Brute Shot]] spawns at the base of the stump, and a plasma battery is placed past it, against the green area's outer wall. A [[Type-25 plasma pistol|plasma pistol]] spawns nearby on the bridge to the central platform, and pairs of [[Type-25 Spiker|Spikers]] and [[M9 fragmentation grenade|frag grenades]] spawn on the elbow.


====Center Platform====
====Center Platform====
The circular center platform acts as the main pathway between all of Guardian's four outer regions, and therefore sees quite a bit of traffic. The large top floor is completely devoid of cover and weapons, while the smaller, closed-in bottom floor contains a [[Gravity hammer (fiction)|gravity hammer]] spawn.
The circular center platform acts as the main pathway between all of Guardian's four outer regions, and therefore sees quite a bit of traffic. The large top floor is completely devoid of cover and weapons, while the smaller, closed-in bottom floor contains a [[Type-2 gravity hammer|gravity hammer]] spawn.


A decorative Forerunner structure hangs above the center platform, and can be reached through various means:
A decorative Forerunner structure hangs above the center platform, and can be reached through various means:
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*a precisely-placed grav lift in [[Forge]].
*a precisely-placed grav lift in [[Forge]].


===Strategies===
===Matchmaking adjustments===
Guardian has been slightly altered for [[Matchmaking]]. Two of the Maulers were removed and the flare was swapped for the [[power drain]]. In addition, invisible barriers have blocked off some areas, such as the ledge above the active camo spawn.
 
==Strategies==
<!--This is STRATEGIES, not Trivia, only strategies belong here, please put trivia above in the Trivia section-->
<!--This is STRATEGIES, not Trivia, only strategies belong here, please put trivia above in the Trivia section-->
*You can access an effective sniping perch by standing atop the plasma battery at the Sniper Tower, jumping, and then shooting the Plasma Battery at the height of the jump. This will propel you up the tree, granting a view of almost the entire level.
*You can access an effective sniping perch by standing atop the plasma battery at the Sniper Tower, jumping, and then shooting the Plasma Battery at the height of the jump. This will propel you up the tree, granting a view of almost the entire level.
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==Production notes==
==Production notes==
{{Quote|Guardian was never intended to replace [[Lockout]], but it does share approximate scale and game type suitability. Guardian is Guardian.|[[Frank O'Connor]]<ref>[http://halo.bungie.net/news/content.aspx?type=topnews&cid=12834 ''Bungie.net'': 10/05/07 Bungie Weekly What's Update!]</ref>}}
{{Quote|Guardian was never intended to replace [[Lockout]], but it does share approximate scale and game type suitability. Guardian is Guardian.|[[Frank O'Connor]]<ref>[http://halo.bungie.net/news/content.aspx?type=topnews&cid=12834 ''Bungie.net'': 10/05/07 Bungie Weekly What's Update!]</ref>}}
[[File:H3 Guardian Concept 4.jpg|thumb|Concept art for the Guardian.]]
[[File:H3 Guardian Concept 4.jpg|thumb|right|Concept art for the Guardian.]]
Guardian started development as a level of the ''Halo 3'' campaign called "'''[[Guardian Forest]]'''". This level was to take place in the eponymous forest, with the player flying an [[AV-14 Hornet]] through the trees. The level would have featured the aptly-named [[Guardian Sentinel|Guardian]], a [[Sentinel]] construct featured in several pieces of ''Halo 3'' concept art; an idea that was later revisited, albeit vastly redesigned, as the [[Guardian Custode]] in ''[[Halo 5: Guardians]]''. The level ultimately was one of a number of casualties of scope reduction mid-way through the development of ''Halo 3'', as Bungie had realized they wouldn't be able to ship all planned features in time. The aerial Hornet battle was moved into the final battle at the [[Citadel]] on the level [[The Covenant (level)|The Covenant]], and the jungle aesthetic was re purposed for the eventual multiplayer map Guardian.<ref>[http://xbox360.ign.com/articles/966/966319p1.html ''IGN'': GDC 09: The Halo 3 Level You Never Played] (defunct, [https://web.archive.org/web/20090327083550/http://xbox360.ign.com/articles/966/966319p1.html Archive.org backup])</ref><ref name="OXM">''Official Xbox Magazine'': June 2009 ([https://archive.org/stream/OXM_2009_06-web/OXM_2009_06-web_djvu.txt Archive.org transcript])</ref>
Guardian started development as a level of the ''Halo 3'' campaign called "'''[[Guardian Forest]]'''". This level was to take place in the eponymous forest, with the player flying an [[AV-14 Hornet]] through the trees. The level would have featured the aptly-named Guardian, a [[Sentinel]] construct featured in several pieces of ''Halo 3'' concept art (and later on featured, albeit vastly redesigned, as the [[Guardian Custode]] in ''[[Halo 5: Guardians]]''). The level ultimately was one of a number of casualties of scope reduction mid-way through the development of ''Halo 3'', as Bungie had realised they wouldn't be able to ship all planned features in time. The aerial Hornet battle was moved into the final battle at the [[Citadel]] on the level [[The Covenant (level)|The Covenant]], and the jungle aesthetic was re purposed for the eventual multiplayer map Guardian.<ref>[http://xbox360.ign.com/articles/966/966319p1.html ''IGN'': GDC 09: The Halo 3 Level You Never Played] (defunct, [https://web.archive.org/web/20090327083550/http://xbox360.ign.com/articles/966/966319p1.html Archive.org backup])</ref><ref name="OXM">''Official Xbox Magazine'': June 2009 ([https://archive.org/stream/OXM_2009_06-web/OXM_2009_06-web_djvu.txt Archive.org transcript])</ref>


[[Steve Cotton]] picked the Guardian Forest level for creating Guardian due thinking about the kinds of themes and concepts that could suit a level with lots of floating platforms similar to Lockout. He was drawn to several pieces of concept art by [[Frank Capezzuto]] and [[Chris Barrett]] for the Guardian Forest level, which inspired some of the shapes seen on Guardian. Cotton did another concept which was more moody in nature, which led to the map being "locked in" for development. Cotton worked on Guardian alongside the early versions of [[Valhalla]] and [[High Ground]], and received flak when he pitched Guardian as it wasn't a style of map he had attempted before. Due to the map's setting resembling the forest moon of Endor from ''Star Wars: Return of the Jedi'', [[Chris Carney]] played the Ewoks' theme from the film when Cotton got up to present the map, resulting in the map's codename of '''Jub-Jub''' <ref name="postmortem">[https://halo.bungie.net/News/content.aspx?type=topnews&link=Guardian_Postmortem ''Bungie.net'': Forest For The Trees - Postmortem]</ref><ref>''Electronic Gaming Monthly'': September 2007</ref> (or to [[Luke Timmins]], "Lukeout").<ref>[https://halo.bungie.net/News/content.aspx?cid=12725 ''Bungie.net'': Bungie Weekly Update - 08/24/07]</ref>
[[Steve Cotton]] picked the Guardian Forest level for creating Guardian due thinking about the kinds of themes and concepts that could suit a level with lots of floating platforms similar to Lockout. He was drawn to several pieces of concept art by [[Frank Capezzuto]] and [[Chris Barrett]] for the Guardian Forest level, which inspired some of the shapes seen on Guardian. Cotton did another concept which was more moody in nature, which led to the map being "locked in" for development. Cotton worked on Guardian alongside the early versions of [[Valhalla]] and [[High Ground]], and recieved flak when he pitched Guardian as it wasn't a style of map he had attempted before. Due to the map's setting resembling the forest moon of Endor from ''Star Wars: Return of the Jedi'', [[Chris Carney]] played the Ewoks' theme from the film when Cotton got up to present the map, resulting in the map's codename of '''Jub-Jub''' <ref name="postmortem">[https://halo.bungie.net/News/content.aspx?type=topnews&link=Guardian_Postmortem ''Bungie.net'': Forest For The Trees - Postmortem]</ref><ref>''Electronic Gaming Monthly'': September 2007</ref> (or to [[Luke Timmins]], "Lukeout").<ref>[https://halo.bungie.net/News/content.aspx?cid=12725 ''Bungie.net'': Bungie Weekly Update - 08/24/07]</ref>


One of the early drafts for the map placed Guardian inside a single enormous tree, with the players travelling through the inside of the tree to traverse the map. This central tree eventually became the middle platform as the map evolved.{{Ref/Reuse|postmortem}} By March 9, 2007, Guardian had not been worked on in "ages", and didn't have any graphical polish but did have some geometry.<ref>[https://halo.bungie.net/News/content.aspx?cid=11008 ''Bungie.net'': Bungie Weekly Update 03/09/07]</ref> By March 23, Cotton had started work on map's art pass.<ref>[https://halo.bungie.net/News/content.aspx?cid=12310 ''Bungie.net'': Bungie Weekly Update 03/23/07]</ref> The Quadwings were implemented around April.<ref>[https://halo.bungie.net/News/content.aspx?cid=12392 ''Bungie.net'': Bungie Weekly Update 04/27/07]</ref>
One of the early drafts for the map placed Guardian inside a single enormous tree, with the players travelling through the inside of the tree to traverse the map. This central tree eventually became the middle platform as the map evolved.<ref name="postmortem"/> By March 9, 2007, Guardian had not been worked on in "ages", and didn't have any graphical polish but did have some geometry.<ref>[https://halo.bungie.net/News/content.aspx?cid=11008 ''Bungie.net'': Bungie Weekly Update 03/09/07]</ref> By March 23, Cotton had started work on map's art pass.<ref>[https://halo.bungie.net/News/content.aspx?cid=12310 ''Bungie.net'': Bungie Weekly Update 03/23/07]</ref> The Quadwings were implemented around April.<ref>[https://halo.bungie.net/News/content.aspx?cid=12392 ''Bungie.net'': Bungie Weekly Update 04/27/07]</ref>


Guardian was not selected for inclusion in the ''[[Halo 3 Beta]]'',<ref>[https://halo.bungie.net/News/content.aspx?cid=12442 ''Bungie.net'': Bungie Weekly Update 05/11/07]</ref> but was referenced in the game's hexadecimal code leading fans to learn the final name of Guardian.<ref>[http://www.xbox360fanboy.com/2007/06/01/halo-3-multiplayer-map-names-discovered/ ''Xbox 360 Fanboy'': Halo 3 multiplayer map names discovered] (defunct, [https://web.archive.org/web/20080316012501/http://www.xbox360fanboy.com/2007/06/01/halo-3-multiplayer-map-names-discovered/ Archive.org backup])</ref>
Guardian was not selected for inclusion in the ''[[Halo 3 Beta]]'' <ref>[https://halo.bungie.net/News/content.aspx?cid=12442 ''Bungie.net'': Bungie Weekly Update 05/11/07]</ref> , but was referenced in the game's hexadecimal code leading fans to learn the final name of Guardian.<ref>[http://www.xbox360fanboy.com/2007/06/01/halo-3-multiplayer-map-names-discovered/ ''Xbox 360 Fanboy'': Halo 3 multiplayer map names discovered] (defunct, [https://web.archive.org/web/20080316012501/http://www.xbox360fanboy.com/2007/06/01/halo-3-multiplayer-map-names-discovered/ Archive.org backup])</ref>


Guardian was later recreated in the ''[[Halo Mash-Up: Minecraft Evolved]]'' pack.<ref>[https://blogs.halowaypoint.com/en-us/blogs/waypoint/posts/more-master-chief-and-minecraft ''Halo Waypoint'': More Master Chief and Minecraft]</ref>
Guardian was later recreated in the ''[[Halo Mash-Up: Minecraft Evolved]]'' pack.<ref>[https://blogs.halowaypoint.com/en-us/blogs/waypoint/posts/more-master-chief-and-minecraft ''Halo Waypoint'': More Master Chief and Minecraft]</ref>
Guardian has been slightly altered for [[Matchmaking]]. Two of the Maulers were removed and the flare was swapped for the [[power drain]]. In addition, invisible barriers have blocked off some areas, such as the ledge above the active camo spawn.{{Citation needed}}


==Trivia==
==Trivia==
<!--This is TRIVIA, not Strategies, only trivia belongs here, please put strategies above in the Strategies section-->
<!--This is TRIVIA, not Strategies, only trivia belongs here, please put strategies above in the Strategies section-->
[[File:H3 Guardian OutOfBounds.jpg|thumb|Guardian viewed from a distance.]]
[[File:H3 Guardian OutOfBounds.jpg|thumb|right|Guardian viewed from a distance.]]
*Players that jump below the man cannons will levitate beneath them. This is an excellent sniping spot and may be a Carney hole. If a player in this position moves inward, they will be shot to the center of the map. If they move outward, they will plummet to their death.
*Players that jump below the man cannons will levitate beneath them. This is an excellent sniping spot and may be a Carney hole. If a player in this position moves inward, they will be shot to the center of the map. If they move outward, they will plummet to their death.
*There is a Carney hole located above the active camo spawn that can be reached by jumping. A similar Carney hole is located above the needler spawn, but can only be reached if one uses the plasma batteries nearby.
*There is a Carney hole located above the active camo spawn that can be reached by jumping. A similar Carney hole is located above the needler spawn, but can only be reached if one uses the plasma batteries nearby.
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==Gallery==
==Gallery==
{{Linkbox|gallery=yes|gallerypage=Images of Guardian (level)}}
<gallery>
<gallery>
File:HMCC H3 Guardian Map.png|Guardian Map.
File:H3 GuardianForest Concept 1.jpg|A concept image of Guardian Forest, the cut level which Guardian is based on.
File:H3 GuardianForest Concept 1.jpg|A concept image of Guardian Forest, the cut level which Guardian is based on.
File:H3 GuardianForest Concept 2.jpg|Concept art for the map.
File:H3 GuardianForest Concept 2.jpg|Concept art for the map.
File:H3 GuardianMap Concept Sketch.jpg|A concept sketch of the map.
File:H3_GuardianMap_Concept_Mood.jpg|Steve Cotton's "mood" concept for Guardian.
File:H3_GuardianMap_Concept_Mood.jpg|Steve Cotton's "mood" concept for Guardian.
File:H3 Guardian Structure Sketch.png|A concept sketch for one of the structures on the map.
File:H3 GuardianMap FloorPlan.jpg|Initial floor plan for Guardian.
File:H3 GuardianMap FloorPlan.jpg|Initial floor plan for Guardian.
File:H3 Guardian PrePro Screenshot 1.jpg|Early pre-production-era Guardian.{{Ref/Twitter|MaxHoberman|1645612652368994306|Max Hoberman|Quote=Those who said Guardian: excellent work! Here's the full image. Again, this was the state of the map at the end of preproduction.|D=11|M=04|Y=2023}}
File:H3 GuardianMap Concept 1.jpg|Concept art for the final Guardian map.
File:H3 GuardianMap Concept 1.jpg|Concept art for the final Guardian map.
File:H3 GuardianMap Concept 2.jpg|Concept art for the final Guardian map.
File:H3 GuardianMap Concept 2.jpg|Concept art for the final Guardian map.
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==Sources==
==Sources==
{{Ref/Sources}}
<references/>


{{Levels|H3|HO|mode=yes}}
{{Level|H3|mode=yes}}

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