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{{ | {{Era|RW}} | ||
{{Multiplayer | {{Ratings}} | ||
{{Multiplayer Map Infobox | |||
|name=High Ground | |name=High Ground | ||
|image=[[File: | |image=[[File:High Ground Sniper-Gate View.jpg|center|300px]] | ||
|game=''[[Halo 3]]'' | |game=''[[Halo 3]]'' | ||
|location=Near [[New Mombasa]], [[Earth]] | |||
|location=[[ | |||
|terrain=Beach, Urban Fortress, and plateaus | |terrain=Beach, Urban Fortress, and plateaus | ||
| | |weapons=*[[BR55HB SR Battle Rifle|Battle Rifle]] | ||
| | *[[Type-25 Grenade Launcher|Brute Shot]] | ||
*[[Type-25 Directed Energy Pistol|Plasma Pistol]] | |||
*[[Type-51 Carbine|Carbine]] | |||
*[[Type-52 Pistol|Mauler]] | |||
*[[Type-33 Guided Munitions Launcher|Needler]] | |||
*[[M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon|Rocket Launcher]] | |||
*[[M90 Close Assault Weapon System|Shotgun]] | |||
*[[M7/Caseless Submachine Gun|SMG]] | |||
*[[Sniper Rifle System 99D-S2 Anti-Matériel|Sniper Rifle]] | |||
*[[M6 Grindell/Galilean Nonlinear Rifle|Spartan Laser]] | |||
*[[Type-25 Carbine|Spiker]] | |||
*[[AIE-486H Heavy Machine Gun|Machine Gun Turret]] | |||
*[[M9 High-Explosive Dual-Purpose Grenade|Fragmentation Grenade]]s | |||
*[[Type-2 Antipersonnel Fragmentation Grenade|Spike Grenade]]s | |||
|vehicles=*[[Type-32 Rapid Assault Vehicle|Ghost]] | |||
*[[M274 Ultra-Light All-Terrain Vehicle|Mongoose]] | |||
|equipment=*[[Bubble Shield]] | |||
*[[Power drain|Power Drain]] | |||
*[[Portable gravity lift|Portable Grav Lift]] | |||
|power-ups=*[[Active camouflage|Active Camo]] | |||
*[[Overshield]] | |||
|gametypes=*[[1 Flag CTF|One Flag]] | |gametypes=*[[1 Flag CTF|One Flag]] | ||
*[[ | *[[Single Bomb|One Bomb]] | ||
*[[Territories]] | *[[Territories]] | ||
*[[ | *[[One Sided VIP]] | ||
*[[Team Slayer]] | *[[Team Slayer]] | ||
*[[Slayer]] | |||
|playernumber=*4-12 | |||
}} | }} | ||
{{Article | {{Article Quote|"A relic of older conflicts, this base was reactivated after the New Mombasa Slipspace Event."}} | ||
'''''High Ground''''' is a [[multiplayer]] | '''''High Ground''''' is a [[multiplayer]] level in ''[[Halo 3]]''. It is located in an old [[United Nations Space Command|UNSC]] [[Outpost C9|base]], near [[New Mombasa]] that was reactivated after the [[Slipstream space|Slipspace]] cataclysm that severely damaged the city. One of the few asymmetric maps in the game, High Ground is great for one-sided objective games such as [[Single Bomb|One Bomb]], [[1 Flag CTF|One Flag]], and [[Territories]]. | ||
== | == Layout == | ||
[[File:HighGround-HeatMap.jpeg|left|thumb|200px|An overview of ''High Ground''.]] | |||
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. | |||
=== Beach === | |||
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. | 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. | ||
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 | 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 include the [[Sniper rifle|Sniper Rifle]] and the [[M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon|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 Close Assault Weapon System|Shotgun]], [[Portable gravity lift|Portable Gravity Lift]], [[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 Ultra-Light All-Terrain Vehicle|Mongoose]] or [[Type-32 Rapid Assault Vehicle|Ghost]] to get to the base wall faster. | ||
=== Fortress === | |||
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 [[ | 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|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 | 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]] gametypes, 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. | ||
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- | 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|dual-wielding]], and as such, a number of dual-weldable weaponry can be found behind the base wall. | ||
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 [[ | 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 [[Battle rifle|Battle Rifle]] and [[Sniper rifle|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 Grindell/Galilean Nonlinear Rifle|Spartan Laser]] and two [[Fusion core|Fusion Coils]] spawn. In addition, a [[AIE-486H Heavy 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. | ||
== | ==Strategies== | ||
[[File:H3 High Ground Overview.jpg|right|thumb|350px|An Annotated Overview of ''High Ground'']] | |||
<!--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 [[M6 Grindell/Galilean Nonlinear Rifle|Spartan Laser]], [[Sniper Rifle System 99D-S2 Anti-Matériel|Sniper Rifle]], or [[M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon|Rocket Launcher]]. | |||
*The many 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. | |||
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*A good defensive tactic for Territory 5 is to get a | |||
*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, | |||
*The many | |||
*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). | *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 | *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. | *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. | *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. | *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. | *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 | *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 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. | *The turret can easily mow down attackers advancing up the middle, but watch out for a sniper. | ||
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*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. | *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. | *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 | *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 | *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 | *On top of the tower, there is a ceiling made of some sort of fence. Players can reach this ceiling by [[Crouch Jumping|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. | *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. | *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. | *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 | *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 sensor|Motion Tracker]]. When you see someone coming close to you, snipe them -- they will most likely have their Shotgun out. | ||
*Using the | *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. | *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. | *Dual wield weapons are often effective in the bunkers, use them to your advantage or when your rifle is out of ammo. | ||
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*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. | *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. | *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. | ||
==Trivia== | ==Trivia== | ||
<!--This is TRIVIA, not Strategies, only trivia belongs here, please put strategies above in the Strategies section--> | |||
*High Ground is not only the first multiplayer map to be revealed back in December of 2006, but was the first map to be played by the public. | |||
*In the ''Halo 3'' Multiplayer [[ViDoc|Vidoc]], it was stated that there were originally going to be several towers with machine gun turrets being manned by AI gunners; these AI NPCs would shoot at whatever came up the hill. The idea was subsequently dropped, as it became way too hard for teams to assault the base. At another point in the level's development, the SAM launcher in the base was to launch bombs at the beach at certain times. | |||
*The [[Cortana on High Ground]] easter egg can be found on this level. | *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: | *''Red vs. Blue'' and ''This Spartan Life'' held "transition" episodes on this map, or at least made a reference to the map. These references are used in order to make a smooth transition from ''[[Halo 2]]'' to ''Halo 3''. | ||
*The radio inside the fort where the flag spawns transmits three different [[Morse Code]] messages. When translated they are: "''[[Marathon|frogblast the ventcore]]''"; "[[SABABWL]]"; and "''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]]". | |||
*The radio inside the fort where the flag spawns also transmits | |||
*There are small [[list of animals|fish]] that can be seen and killed, and will wash up on the shore. | *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 | * The beachfront appears to be leading out into the ocean, but if you manage to get past the barriers, you can see land a few miles away, hinting that this might be a wide river or a large lake. | ||
**Based on the scenery in the distance, this map appears to be in the same general area as ''[[Standoff]]'' and [[Voi]]; both located in Africa. | |||
*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. | |||
*It is likely that the base was under the control of [[North Atlantic Treaty Organization|NATO]] in the past, as [[list of "seven" references in Halo|seven]] NATO symbols can be seen throughout the map, yet another reference to the number. | |||
*On some of the computers in the Control Center, there are readouts of [[ D77H-TCI Pelican]] with large weapons mounted onto the front of the craft. | |||
*In the Alpha screenshots taken on High Ground, there is a [[M247 General Purpose Machine Gun|Halo 2-era turret]] in place of the [[AIE-486H Heavy Machine Gun|Halo 3-era machine gun]]. | |||
*Due to the map's layout, High Ground greatly resembles the Normandy beachheads. The players who spawn on the beach are the landing Allied forces, while the players who spawn in the base are the German troops in the bunkers. | |||
*From the picture of the concept art, High Ground was originally going to include a waterfall and more of jungle theme than that of a beach fortress. High Ground may have been intended to be the succesor of [[Sanctuary]], as High Ground would have had a waterfall and possibly contain numerous small waterways throughout the map. | |||
==Gallery== | ==Gallery== | ||
<gallery widths="150" orientation="landscape"> | |||
File:HighGroundLevelScreenShot.jpg|The Base Wall. | |||
<gallery | File:Calm before the storm.bmp.jpg|The calm before the storm. | ||
File:Base above.jpg|The base from above. | |||
File:High ground concept art.png|Concept art | |||
File:Highgroundterritorycapture.jpg|Territories. | |||
File:Halo3 High-Ground-env-01.jpg|Flag bridge. | |||
File:Halo3 High-Ground-env-02.jpg|To the bunker. | |||
File:H3 High Ground Overview.jpg|Overview of ''High Ground''. | |||
File:High Ground3.jpg|Inside fort on ''High Ground'' | |||
File:HighGround01.jpg|High Ground front view. | |||
File: | File:HighGround02.jpg|Inside the base. | ||
File: | File:NATO symbol.jpg|The [[North Atlantic Treaty Organization|NATO]] symbol in the base. | ||
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File:Halo3 High-Ground-env-01.jpg| | |||
File:Halo3 High-Ground-env-02.jpg| | |||
File:H3 | |||
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</gallery> | </gallery> | ||
== | ==Related Pages== | ||
{{ | {{Level}} | ||
[[Category:Multiplayer]] | |||
[[Category:Multiplayer Levels]] | |||
[[Category:Default Multiplayer Levels]] |