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{{Status|Gameplay}}
{{Era|H3}}
{{Multiplayer map infobox
{{Article Quote|A relic of older conflicts, this base was reactivated after the New Mombasa Slipspace Event. An ancient and abandoned beachhead against earlier and simpler enemies, its hasty requisition means a strange mix of crumbling bulwarks and high-tech military equipment.<ref>http://www.bungie.net/content.aspx?link=h3betahighground</ref>}}
|pagegamelabel=H3
{{Multiplayer Map Infobox
|name=High Ground
|name=High Ground
|image=[[File:H3 High Ground Sniper-Gate View.jpg|center|300px]]
|image=[[Image:Hg_int2.jpg|center|300px]]
|game=''[[Halo 3]]''
|game=''[[Halo 3]]''
|devname=<code>deadlock</code>{{Ref/File|Id=H3EK|H3EK|H3EK\tags\levels\multi\deadlock\deadlock.scenario}}
|location=[[New Mombasa]], [[Earth]]
|map=
|terrain=Beach, Urban Fortress
|location=[[Outpost C9]], [[Africa]], [[Earth]]
|weapons=
|terrain=Beach, Urban Fortress, and plateaus
*[[MA5C Assault Rifle]]
|symmetry=
*[[BR55HB SR Battle Rifle]]
|playernumber=4-12
*[[Brute Shot]]
|gametypes=*[[1 Flag CTF|One Flag]]
*[[Covenant Carbine]]
*[[Assault|One Bomb]]
*[[AIE-486H Heavy Machinegun]]
*[[Territories]]
*[[Needler]]
*[[VIP|One Sided VIP]]
*[[Rocket Launcher]]
*[[Team Slayer]]
*[[Shotgun]]
*[[SRS99D-S2 AM Sniper Rifle]]
*[[Spartan Laser]]
*[[Mauler]]s
*[[Spiker]]
*[[Fragmentation Grenade]]s
*[[Spike Grenade]]s
|vehicles=*[[Ghost (Vehicle)|Ghost]]
*[[Mongoose]]
*[[Warthog]]
|equipment=*[[Bubble Shield]]
*[[Power Drainer]]
*[[Portable Grav Lift]]
|gametypes=*[[1 Flag CTF]]
*[[Slayer]]
*[[Assault]]
|playernumber=*4-12
}}
}}


{{Article quote|A relic of older conflicts, this base was reactivated after the New Mombasa Slipspace Event.}}
'''High Ground''' is a [[multiplayer]] level in ''[[Halo 3]]''. It is a [[UNSC]] base in [[New Mombasa]] that was reactivated after the [[Slipspace]] cataclysm that destroyed Mombasa.
'''''High Ground''''' is a [[multiplayer]] map in ''[[Halo 3]]'', and later included in ''[[Halo Online]]'' where it was known as '''Elevation'''.  It was one of the maps playable in the [[Halo 3 Beta|''Halo 3'' Beta]].<ref name="HGBeta">[https://halo.bungie.net/content.aspx?link=h3betaHighGround '''Bungie.net''': ''High Ground: The Beta guide'']</ref>


==Universe and lore==
== Introduction ==
{{Main|Outpost C9}}
It is an asymmetrical map consisting of a dusty fort on a hill. Due to the general appearance of the map, High Ground is like a baby sibling to [[Zanzibar]] and the two have more things in common than one would think, like a beach. It is a map meant for defenders spawning in a war torn base and the attackers spawning on the beach. Multiple passages to invade the base, a computer that opens a large gate, and a turret defending the base are all features of this map. It is located somewhere in Africa.
High Ground is located around Outpost C9, a former-[[NATO]] military base in [[Voi]], [[Africa]], designed to combat "earlier and simpler enemies" than those later faced by the [[UNSC]] in the 26th Century. The base was reactivated after the [[New Mombasa Slipspace Event]] in [[2552#October|October 2552]].{{Ref/Reuse|HGBeta}}<ref>'''[[Halo 3]]''', ''High Ground map description''</ref> The base was utilized by the UNSC to test captured examples of the [[Paegaas Workshop Spiker]] recovered from fallen [[Jiralhanae]] in the wake of the [[Great Schism]].<ref>[http://halo.bungie.net/news/content.aspx?cid=12237 '''Bungie.net''': ''The Spiker'']</ref>


Due to the old NATO architecture and newer UNSC technology, the facility has a mix of crumbling bulwarks and high-tech military equipment.{{Ref/Reuse|HGBeta}} The base has a concrete bunker and large partitioning wall to divide the beachhead and base itself, with a single large blast gate overlooked by an [[AIE-486H machine gun]]. A single watchtower is above the bunker, while the other side of the wall has decayed due to time. The back of the base has a small courtyard with an [[Advanced Short-Range Ground-to-Air Missile 10X|ASRGAM-10X]] [[Surface-to-air missile launcher]].
== Layout ==


==Overview==
:''See also: [[High Ground Tactics]]''
===Layout===
 
High Ground is an asymmetric map featuring an elevated, crumbling UNSC base positioned along a beach. Low, eroded cliffs lie to the north, east, and west of the base, with the beach lying south of the base. There are multiple ways to approach and enter the base; through the main gate (that is closed only in asymmetric gametypes), or through side passages, which offer more protection and discretion. As one of the few asymmetric maps in the game, High Ground is great for one-sided objective games such as [[Assault|Single Bomb|One Bomb]], [[1 Flag CTF|One Flag]], and [[Territories]].
Just like Zanzibar, it consists of a beach, where the attacking team spawns, and a massive, yet capturable fort, where the defending team, and their flag spawns. There are several ways of getting into the base besides the enormous gate and paths through the flood wall. Bungie has included a series of several tunnels through the bottom, which the player may use for a stealthy advance.
<gallery>
 
File:HMCC H3 High Ground Map.png|High Ground Map.
Between the teams rests a large indestructible wall. This wall has a gate, which is similar to the one found on Zanzibar. The gate can be opened from the inside of the wall on the left side. There is a [[AIE-486H Heavy Machinegun]] mounted at the top of the gate, which is used primarily by the defending team to ward off attackers. A portable gravity lift rests at the entrance to the left cave, which can be used to propel the user(s) over the wall.
File:H3 High Ground Overview.jpg|An annotated overview of ''High Ground''
 
File:H3 HighGround HeatMap.jpg|An overview of ''High Ground''.
[[Image:Highgroundabove.jpg|left|thumb|200px|A shot of High Ground from above.]]
</gallery>
The [[Sniper Rifle]] is mostly in range for the attacking team, as it spawns on the beach, along with a [[Mongoose]] and a [[Ghost]]. There is a small camouflaged tower on the left side of the where the [[Spartan Laser]] spawns for the defending team. This tower is somewhat vulnerable however, as there are some fusion cores stacked on one side of it. Two [[Mongoose]]s and a [[Ghost]] are the current vehicle set within the base to counter the attacking teams Mongoose and Ghost.
====Beach====
There is an artillery weapon to the rear of the defending base. In descriptions of this weapon, it is described as either a large mortar or a [[Surface-to-Air Missile Launcher|SAM (Surface-to-Air-Missile)]] site, and presumably fires devastating missiles upon the attackers. However, Bungie has stated in an article about the maps that it is unusable and that it is merely a piece of scenery for the level. It is inactive in the full game and the ''[[Halo 3 Beta]]''.
Attacking players spawn at the south side of the map, aptly named "the beach". If the main gate is open, it can be used as a quick entrance to or exit from the base.
 
=== Areas ===
[[Image:H3 High Ground Overview.jpg|thumb|300px|The Layout of High Ground]]
#Beach
#Base
#Bunker
#Bunker Cave
#Broken Wall
#Missile Launcher
#Bunker Cave
#Beach Tunnel
#Broken Tunnel
#Ledge
#Tower
#Gate
#Gate Switch
#Pipe Room
#Backside
 
=== Territories ===
 
#Bunker Cave
#Bunker
#Broken Wall
#Base, near [[Power Drainer]] spawn
#Pipe Room
 
=== Weapon/Equipment/Power-up Spawns ===
 
Two [[Brute Shot]]s spawn on the defenders side, one inside the base, next to a flight of stairs. And the other is located next to where the SMGs spawn underneath the catwalk.
 
[[Covenant Carbine]]s also spawns in several different locations on the defending side, one outside behind the ruble next to the flag along with two spike grenades, one inside the base below where the [[Spartan Laser]] spawns, two along the railings of the gate, two more inside the destoyed bunker, and one along the edge of the garage behind where two SMGs spawn next to the catwalk.


A variety of weaponry and [[equipment]] has been placed near the beach to aid attackers in storming the base. Perhaps the two most valuable weapons are the [[SRS99D-S2 AM sniper rifle|sniper rifle]] and the [[M41 SPNKR|rocket launcher]], though the latter can be reached by the base defenders if they use vehicles. In most games, a battle for control of the rocket launcher ensues at the start of the game, and repeats whenever the weapon respawns. Players can also find a [[M90 shotgun|shotgun]], [[Portable gravity lift|gravity lift]], [[Z-4190 bubble shield|bubble shield]], [[Active camouflage|active camo]], and [[overshield]] to aid in their attack. In addition to the weapons and equipment, players can choose between a [[M274 Mongoose|Mongoose]] or [[Karo'etba-pattern Ghost|Ghost]] to get to the base wall faster.
A [[Power Drainer]] is on a ledge, within throwing distance of the flag spawn, right outside what is now know by many players as "the blue room" near the Gate Opener.  


====Fortress====
There are also many [[Spikers]] spread across the map usually in pairs so that they can be dual weilded.
This large, crumbling base on the northern side of the map is where defending players spawn. In the back of the base, there is an unusable [[surface-to-air missile launcher]]. Several vehicles, including Mongooses and a Ghost, spawn just east of the launcher, allowing defenders to quickly catch fleeing attackers, or for attackers to make a quick getaway.


A broken-down control room is located in the center of the base, complete with computers and a radio set. This control room is the objective area for [[Capture the Flag|CTF]] and [[Assault]] game types, containing the flag spawn point and bomb plant point, respectively. Farther east is the "Pipe Room", where attackers can enter the base via a small pipe that connects to the front of the base.
A few [[Mauler]]s that were not located on the map during beta have now been placed around the defending base.


The western half of the base is mostly indoors and offers two levels of play. The lower level connects the base to a [[Wikipedia:Bunker#Pillbox|pillbox bunker]] lying just outside the base's walls; the level also has multiple entry points inside the base. The upper level is used as a choke point to keep attackers from reaching the gate controls on the catwalk. If a player is able to access the gate controls, the base wall gate will be permanently opened, as is the case with the gates in [[Zanzibar]] and [[Last Resort]]. The base is designed to promote [[dual wielding]], and as such, a number of dual-wieldable weaponry can be found behind the base wall.
The [[Rocket Launcher]] spawns in direct view of the turret along with two [[SMG]]s making it a challenge to achieve.


The base wall is an important area for defenders, as it gives them a view of most of the beach. Defenders on the wall, however, are vulnerable to [[BR55HB battle rifle|battle rifle]] and sniper rifle fire from the beach. The wall acts as a bridge, connecting the base's eastern side to its western side. On the western edge of the wall, there is a tower where a [[M6 Spartan Laser|Spartan Laser]] and two [[fusion coil]]s spawn. In addition, a [[AIE-486H machine gun|machine gun turret]] is mounted above the main gate, which is useful for beating back approaching rushes and vehicles. The rocket launcher can be accessed by defenders as well, if they quickly rush up and over the base wall, beating the attackers.
Two [[Needler]]s spawn own the map, one on top of the hatch to the bunker and another located inside the "blue room ' where the power drainer spawns.


===Callouts===
In the beta the [[Active Camo]] spawns in a small inlet on the left side from the offense base known as the "Ledge". But in the full version it has been replaced with an [[Overshield]] and has since been relocated to a small cave right before the broken wall.
*'''Beach'''
*'''Base'''
*'''Bunker'''
*'''Bunker Cave'''
*'''Broken Wall'''
*'''Missile Launcher'''
*'''Bunker Cave'''
*'''Beach Tunnel'''
*'''Broken Tunnel'''
*'''Ledge'''
*'''Tower'''
*'''Gate'''
*'''Gate Switch'''
*'''Pipe Room'''
*'''Backside'''


===Strategies===
The [[Portable Grav Lift]] spawns in the middle left side from the offense base (Bunker Cave), or the middle right side for the defense base, near the Spartan Laser spawn (Tower).
<!--This is STRATEGIES, not Trivia, only strategies belong here, please put trivia below in the Trivia section-->
*A good defensive tactic for Territory 5 is to get a shotgun, and then pick up the active camo (default). Quickly go to Territory 5, jump into the pipe, and wait. When someone comes to try to take the Territory, [[melee]] them or shoot them with the Shotgun. When your active camo wears off, either wait for another teammate with active camo to replace you, or re-obtain it when it respawns.
*A good place to hide is behind the Laser Tower; there is a small opening in the wall with a stone ledge, where players can simply jump over and camp with the Spartan Laser, sniper rifle, or rocket launcher.
*The many [[Vostu-pattern carbine|carbines]] on this map could be a substitute for the BR. Do so because there are only 3 BRs on this map, and they're all on the offensive side.
*A good place to snipe enemies exiting the pipes and enemies on the ledge is in the tree South East of the bunker (see annotated map to the right).
*The grav lift can be used to drive vehicles and jump people over the tower.
*Ghosts can splatter enemies in the base, but it has limited use when the enemy team goes inside the base.
*Be sure to eliminate the Laser before charging with a Mongoose or Ghost. The laser is the biggest hazard to vehicles.
*The high areas can make a huge vantage point, you can easily hijack a Ghost from the top.
*In SWAT, the defending team should take control of the sniper tower. It is a good position to see the entire field of play. Duck every so often to avoid providing opponents with easy headshots.
*The Spartan laser user can watch the camo cave and the rockets until they are taken.
*The player with the rockets should go after the sniper or the player with the objective. Let the laser player handle the vehicles.
*The turret can easily mow down attackers advancing up the middle, but watch out for a sniper.
*There is a lot of vegetation further down the base, a sniper can hide here and see defenders, but the defenders will most likely not see the sniper.
*On the beach, there are several trees one can jump on and hide among the branches. Several of these overlook the base and other parts of the map, so this is a pretty good sniper position. The one problem is that you cannot see the ground under you very well, but the advantage to this is your opponents have the same view of you, so it's generally easy to go unnoticed.
*The rocket wall is where most enemies except the sniper will likely venture in hopes to obtain the rockets and SMGs when they appear and retreat, throw grenades in the cave to kill them in their so-called safe zone.
*If someone is in the tower with the Spartan Laser, and you have a rocket launcher, if you fire with good aim, your rocket can destroy the tower's fusion coils and kill anyone inside of it.
*Throw a grenade in the camo cave and get a teammate to ambush anyone trying to take the camo from behind.
*On top of the tower, there is a ceiling made of some sort of fence. Players can reach this ceiling by [[crouch jumping]] or by using a grav lift. This can be a good sniper-spot.
*The tight areas of the base can cause difficulties for the Ghost, it is easy to board one here. If you are in a Ghost, be sure your team has control of the base. The splatter targets are the ones charging up the hill.
*Attackers with a bomb will most likely take the camo and crawl through the pipe. Toss grenades to flush them out, have another player watch the other end with the laser to prevent the carrier from escaping.
*Bringing the turret on the catwalks in the back can soften up potential targets for teammates to finish off.
*On [[Shotty Snipers]], it is sometimes a good idea to wait in the middle of the pipe with your sniper rifle out, and watch your [[motion tracker]]. When you see someone coming close to you, snipe them—they will most likely have their Shotgun out.
*Using the machine gun turret on the gate wall while it's mounted is not always a good idea, because you are very vulnerable to sniper or battle rifle fire. Unless the sniper rifle is uncontested or is under control of your team, rip off the turret and walk with it among the base.
*The hatch on the bunker can be opened by melee or by gunfire, but the people inside will most likely notice and be ready to attack. A quicker and easier way to open it is simply to crouch and melee the hatch twice, thus falling through and surprising those inside.
*Dual wield weapons are often effective in the bunkers, use them to your advantage or when your rifle is out of ammo.
*A great sniping place is on top of the small base with the computer in it. You can get on top of here by getting on the bridge and walk towards the pipe area. You can then run and crouch jump on to it.
*From on top of the base with the computer, you can slightly crouch walk under the rock behind you. Walk toward the pipe room. You can stand on a small pipe above this room. You are very open to gunfire, but many people will not notice you.
*If you use forge, the defensive team can add lots of MG positions on the wall, in the bunker, and near the beach, thus forcing the offensive team into cover. The beach will essentially become an Omaha replication.


==Production notes==
The [[Bubble Shield]] spawns in the middle of the map under the rocks.
[[File:H3 HighGround BigAssMortarGun.jpg|thumb|300px|A diagram of the "big ass mortar gun" and AI-controlled turrets from early development.]]
Originally called given the name "Deadlock" during early development,{{Ref/Twitter|Id=IsaacTweet|Isaac_Hannaford|1582840542014365696|Isaac Hannaford|Quote=Concept art for Deadlock Halo 3 multiplayer map.|D=20|M=10|Y=2022}}{{Ref/Twitter|Id=Hoberman|MaxHoberman|1646711580472516612|Max Hoberman|Quote=Yes, this is High Ground, which we called Deadlock at the time. It was an attempt to make a Zanzibar-esque map (but different). Here's the full prepro image.|D=14|M=04|Y=2023}} High Ground started off as an idea exploration from designer [[Steve Cotton]]; ''"Could we build a wall that one team had to take from the other team?"'' Later inspiration came from the D-Day landings,{{Ref/Mag|Id=PCG348|Magazine=PC Gamer|Issue=348|Year=2020|Month=October|Title=Special Report: Theaters of War|Page=12-13}} and the ''[[Halo 2]]'' map [[Zanzibar]].{{Ref/Reuse|Hoberman}}


During development of the map, the SAM Launcher in the back of the base was originally to be an AI-controlled "big-ass mortar gun" that would fire down on players attempting to advance up the beach.<ref name="vidoc">[[Halo 3 ViDoc: Is Quisnam Protero Damno!|'''Halo 3 ViDoc''': ''Is Quisnam Protero Damno!'']]</ref> The map would have also featured AI-controlled machine guns in the watchtowers firing down on the attacking team, though these features were cut as they made the map impossibly stacked against the attacking team and too difficult to play on. The watchtowers were scaled back to just the one watchtower - now the spawn of the Spartan Laser - and the one player-controlled chaingun above the main gate.{{Ref/Reuse|vidoc}}
== Trivia ==


High Ground was one of the first multiplayer maps unveiled for ''Halo 3'', alongside [[Snowbound]] and [[Valhalla]]. These three maps were playable in the game's beta.{{Ref/Reuse|HGBeta}}
*Originally thought to be the new [[Zanzibar]], it is now only a map with a similar setup. Zanzibar has its own Halo 3 remake known as [[Last Resort (Level)|Last Resort]]
*A picture of [[Cortana]] appears for a split second on the console closest to the flag.
*The Radio inside the fort where the flag spawns transmits three different Morse Code messages. When translated they are "Frogblast the ventcore" a reference to Bungie's classic FPS Marathon, "sababwl" a acronym found on the Halo Soundtrack which was a quote from Bungie's Martin O'Donnell back when the original Halo was about to be released, the acronym stands for "shiny and bumpy and bursting with love!" and "Dont make us kick your ass" a classic Bungie saying.
*The Radio inside the fort where the flag spawns also transmits a musical piece from the original Halo entitled Under Cover of Night.
*A glitch can be exploited in Forge if a plyer opens the gate and places Fusion Cores where the gate is. Setting the run time to maximum, coming back in another Forge game with the same saved map(or in Assault, CTF, etc) the cores will continuesly explode. Making progress through the gate impossible. A Forge map has been created for this, known as the Wall of Hell[http://www.bungie.net/Forums/posts.aspx?postID=13512146 ]
*There are small fich that can be killed and will wash up on the shore


==Trivia==
== Images ==
<!--This is TRIVIA, not Strategies, only trivia belongs here, please put strategies above in the Strategies section-->
*The [[Cortana on High Ground]] easter egg can be found on this level.
*The radio inside the fort where the flag spawns transmits three different [[Morse Code]] messages. When translated they are:
**"''[[Marathon|frogblast the ventcore]]''"
** "[[SABABWL]]"
**"''Don't Make us Kick Your Ass''" - a classic Bungie saying.
*The radio inside the fort where the flag spawns also transmits a musical piece from ''[[Halo: Combat Evolved]]'', entitled "[[Under Cover of Night]]".
*There are small [[list of animals|fish]] that can be seen and killed, and will wash up on the shore.
*It is possible to go deep into the water on this map by [[Overload glitch (Halo 3)|overloading]] it with [[TR/9 Antipersonnel Mine|Trip Mines]] then sticking a respawn point out side, or by using [[teleporter]]s and having one player go through a Sender Node while another [[Forge|holds]] a Receiver Node beyond the map.


==Gallery==
{{Linkbox|gallery=yes}}
===Development images===
<gallery>
<gallery>
File:H3 Concept HighGroundExterior.jpg|Concept art of the exterior of the base on High Ground.
Image:HighGroundLevelScreenShot.jpg|The wall.
File:H3 Concept HighGroundInterior1.jpg|Concept art of the interior of the base.
Image:Calm_before_the_storm.bmp.jpg|The calm before the storm.
File:H3 Concept HighGroundInterior2.jpg|More concept art of the base interior.
Image:Base_above.jpg|The base from above.
File:H3_HighGround_EarlyLayout.jpg|An early layout for the map.
Image:High_ground_concept_art.png|Concept art
File:H3 HighGround PrePro Screenshot.jpg|A screenshot of High Ground, at the end of ''Halo 3'' pre-production.{{Ref/Reuse|Hoberman}}
Image:Highgroundterritorycapture.jpg|Territories.
</gallery>
Image:Mongoose_chaos_on_high_ground.jpg|Battle in the base.
===Pre-release screenshots===
Image:Halo3_High-Ground-env-01.jpg|Flag bridge.
<gallery>
Image:Halo3_High-Ground-env-02.jpg|To the bunker.
File:H3_Alpha_HighGround.jpg|The Base Wall in the Alpha, showing the [[M247 machine gun]] in place of the final release AIE-486H chaingun.
Image:H3 High Ground Overview.jpg|Overview of High Ground.
File:H3_Alpha_HighGround_Above.jpg|The base from above in the Alpha.
Image:High Ground3.jpg|Inside fort on High Ground
File:H3_HighGround_Early.jpg|An early ''Halo 3'' multiplayer Spartan on High Ground.
</gallery>
===Final release screenshots===
<gallery>
File:H3_HighGround_FrontView.jpg|The calm before the storm.
File:H3_HighGround_Territory.jpg|Territories on High Ground.
File:Halo3 High-Ground-env-01.jpg|Flag bridge.
File:Halo3 High-Ground-env-02.jpg|To the bunker.
File:H3 HighGround Bunker Overview.jpg|High Ground front view.
File:H3 HighGround CommandCenter.jpg|Inside the base.
File:H3 HighGround NATO symbol.jpg|The [[North Atlantic Treaty Organization|NATO]] symbol in the base.
</gallery>
</gallery>


==Sources==
==Related Articles==
{{Ref/Sources}}
*[[Halo 3]]
 
{{level}}
 


{{Levels|H3|HO|mode=yes}}
[[Category:Levels]]

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