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| {{Status|Gameplay}} | | {{Ratings}} |
| {{Multiplayer map infobox | | {{Era|H3}} |
| |pagegamelabel=H3
| | {{Multiplayer Map Infobox |
| |name=Narrows | | |name=Narrows |
| |image=[[File:Narrows env 09.jpg|300px]] | | |image=[[Image:H3_Narrows.jpg|300px]] |
| |game=''[[Halo 3]]'' | | |game=''[[Halo 3]]'' |
| |devname=<code>chill</code>{{Ref/File|Id=H3EK|H3EK|H3EK\tags\levels\multi\chill\chill.scenario}} | | |location=[[The Ark]] |
| |map= | | |terrain=[[Forerunner]] Outpost Bridge |
| |location=[[Installation 00]]
| | |weapons=*[[Assault Rifle]] |
| |terrain=[[Forerunner]] outpost bridge
| | *[[Battle Rifle]] |
| |symmetry=Symmetrical | | *[[Brute Shot]] |
| |playernumber=2-8 players | | *[[Mauler]] |
| |gametypes=*[[Team Slayer]] | | *[[Needler]] |
| *[[Slayer]] | | *[[Plasma Rifle]] |
| *[[Multi Flag CTF]] | | *[[Rocket Launcher]] |
| | *[[Shotgun]] |
| | *[[SMG]] |
| | *[[Sniper Rifle]] |
| | *[[Spiker]] |
| | *[[Fragmentation Grenade]]s |
| | *[[Plasma Grenade]]s |
| | |vehicles=none |
| | |equipment=*[[Bubble Shield]] |
| | *[[Power Drain]] |
| | *[[Radar Jammer]] |
| | |power-ups=*[[Active Camo]] |
| | *[[Overshield]] |
| | |gametypes=*[[Slayer]] |
| | *[[Team Slayer]] |
| *[[Assault]] | | *[[Assault]] |
| | *[[CTF]] |
| | *[[Team Snipers]] |
| | *[[Shotty Snipers]] |
| | |playernumber=4-10 Players |
| | |hided=true |
| }} | | }} |
| | <center>{{Article Quote|Without cooling systems such as these, excess heat from the Ark's forges would render the construct uninhabitable.}}</center> |
| | '''Narrows'''<ref>http://media.xbox360.ign.com/media/734/734817/img_4799169.html</ref> is a [[multiplayer]] map exclusive to ''[[Halo 3]]'' , and is somewhat a remake of [[Gephyrophobia]]. |
| | [[Image:Narrows-HeatMap.jpeg|left|thumb|200px|A birds-eye view of Narrows.]]<br/> |
| | == Discovery == |
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| {{Article quote|Without cooling systems such as these, excess heat from the Ark's forges would render the construct uninhabitable.}}
| | It was first discovered in the third [[Bungie]] Podcast of Summer 2007, and was listed as having a "Very special weapon in the middle". It was further detailed in a [[Bungie]] Humpday Challenge as a long [[Forerunner]] outpost set in a snowy and cold environment, and was revealed to be the external bridge level featured in one of the ''Halo 3'' video documentaries. It was known by the codename "Chill" during Spring 2007, and was discovered in the hexadecimal code of the ''[[Halo 3 Beta]]'', and was later it was relabeled as "Long and Lean" <ref>http://www.bungie.net/News/content.aspx?type=topnews&cid=12673</ref>. It stayed that way for a long time, until suddenly, Bungie released pictures of the map, calling it "Narrows". |
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| '''Narrows''' is a [[multiplayer]] map created for ''[[Halo 3]]'', and also featured in ''[[Halo Online]]'', where it is known as '''Bridge'''.
| | == Layout == |
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| ==Universe and lore== | | "Narrows" is a fully symmetrical map, with two opposing bases on each end connected by a [[Causeway|Forerunner Causeway]]. The weapons in each base are identical, with a few minor changes. A [[Man Cannon]] exists on one side of each base, and propels the player to the opposing base on the other side of the canyon. If players are to enter opposing man cannons at roughly the same time they will collide in mid-air and both fall to their death. The main bridge features two different levels for players to combat each other. The upper level is more vast allowing players to be hit from multiple sides and angles. The lower level, connected by a "lean" [[Energy Bridge]] is more discrete, and often less hazardous. |
| The 'conveyor belt' brings the chilly water from beneath the level to an as of yet unknown place where it is used for cooling down the Ark. | | [[Image:Narrows env 09.jpg|left|thumb|250px|A view of Narrows "Upper Bridge" and Man Cannon.]] |
| | This map resembles the bridges in the [[Halo: CE]] levels, [[Assault on the Control Room]], and [[Two Betrayals]]. |
| | === Base Spawns === |
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| | Each team spawns at opposite sides of the map, and must cross the bridge or jump through the [[Man Cannon]] to engage the enemy team. The two bases have been nicknamed "Blue Base," and "Yellow Base" by players, due to the blue and yellow tinting of each base. From Blue Base, players can access the [[Man Cannon]] to their right, while Yellow Base players will find the [[Man Cannon]] to their left. |
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| | Each base features identical weapon spawns and placement. The main differences in each base are due to aesthetics, [[equipment]], and power-ups. Yellow Base players have a [[Power Drain]] placed in front of their [[Man Cannon]], and Blue Base players have a [[Bubble Shield]]. Each base features a low point, which is even lower than the "Low Bridge." Blue Base players have an [[Overshield]] power-up available, and Yellow Base players can find [[Active Camouflage]], though replaced with an [[overshield]] in a update. In addition, this low point contains a [[Brute Shot]] (available on each side). |
| | |
| | === Upper Bridge === |
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| | This bridge connects the two bases, and is generally the area where most of the fighting occurs. The upper bridge features a lot of open areas and not a lot of room for cover. The [[M41 Rocket Launcher]] can be found at the center of this level, which is the object of much contest. Separated from the top, but accessible via ramps on the four corners of the bridge, you can find the lower bridge. |
| | [[Image:Narrows_lowbridge.jpg|left|thumb|250px|A view of Narrows "Low Bridge."]] |
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| | === Lower Bridge === |
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| | This lower bridge offers more protection than the upper level. A [[Shotgun]] spawns in the center of the Energy Bridge, which connects the two bases. Players can also find the [[SRS99D-S2_AM_Sniper_Rifle]] on each side of the bridge. Taking the lower bridge may be a safer and quicker route to each base, but can leave the player vulnerable to shotgun or sniper fire. It is also possible to fall off the bridge and land on the cooling core below. You can not stay here for long though, as you will suicide after 5 seconds. |
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| | == Inspiration == |
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| | The map's design is similar to the outdoors bridges on the ''[[Halo: Combat Evolved]]'' [[campaign]] levels ''[[Assault on the Control Room]]'', ''[[Two Betrayals]]'' and the multiplayer map ''[[Gephyrophobia]]''. Although Gephyrophobia was noticibly bigger. ''[[Image:Halo_Combat_Evolved-Gephyrophobia.jpg|right|thumb|200px|[[Gephyrophobia]] on Halo: Combat Evolved for PC.]]'' It also seems to take from the Halo: CE map, Longest. |
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| | See [[Forerunner Bridges]] for more info. |
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| | == Gallery == |
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| ==Overview==
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| ===Layout===
| |
| "Narrows", is a fully symmetrical map, with two opposing bases on each end connected by a [[Bridge (structure)#Forerunner|Forerunner Causeway]]. The weapons in each base are identical, with a few minor changes. A [[man cannon]] exists on one side of each base, and propels the player to the opposing base on the other side of the canyon. If players are to enter opposing man cannons at roughly at the same time they will collide in mid-air and both fall to their death. The main bridge features two different levels for players to combat each other. The upper level is vaster, allowing players to be hit from multiple sides and angles. The lower level, connected by a "lean" [[light bridge]] is more discreet, and often less hazardous.
| |
| <gallery> | | <gallery> |
| File:HMCC H3 Narrows Map.png|Narrows Map.
| | Image:Narrows env 09.jpg|Another view of Narrows |
| File:Narrows-HeatMap.jpeg|A birds-eye view of Narrows.
| | Image:NarrowsBattle1.jpg|A battle on Narrows. Note the Mauler, Spiker and Plasma Rifle. |
| | Image:NarrowsBattle2.jpg|Red EVA vs Blue CQB |
| </gallery> | | </gallery> |
| ====Base Spawns====
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| Each team spawns at opposite sides of the map, and must cross the bridge or jump through the man cannon to engage the enemy team. The two bases have been nicknamed "Blue Base" and "Yellow Base" by players, due to the blue and yellow tinting of each base. From Blue Base, players can access the man cannon to their right, while Yellow Base players will find the man cannon to their left.
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| Each base features identical weapon spawns and placement. The main differences in each base are the aesthetics, [[equipment]], and power-ups. Yellow Base players have a [[power drain]] placed in front of their man cannon, and Blue Base players have a [[Z-4190 bubble shield|bubble shield]]. Each base features a low point, which is even lower than the "Low Bridge." Blue Base players have an [[overshield]] power-up available, and Yellow Base had [[active camouflage]], though it was replaced with an overshield in an update. In addition, this low point contains a [[Type-25 Brute Shot|Brute Shot]] (available on both sides).
| | == Tactics and Tips == |
| | *At the start of the game, Rockets should be top priority, at least two people should go '''straight''' for them. If one dies, the other can hopefully take them. |
| | *At the beginning of the game, there would normally be a Sniper shootout at the Sniper spawns, a second player on your team can take advantage of this and not only help their Sniper with a BR, but also take the Shotgun and help at the Rocket Spawn above. |
| | *If you melee a player while in mid-flight after being shot out of a man cannon,you can fall to your death |
| | *The Man Cannons are the quickest way across the map, people will use these often to catch you off guard, make sure someone keeps an eye on them. Use these with caution, when you are fired through the cannon a very distinguishable sound can be heard across the map and all eyes turn to the cannons and the arcing path that connects them and the bullets will fly. If you are targeting anyone on their way across the arc, using a [[battle rifle]] is extremely effective. The easiest way to kill someone using the man cannons is to be at the receiving end of somebodies transit. As they get closer and closer you will be able to land a lot of shots on the incoming enemy. If you are the enemy in transit it is surprisingly difficult to hit targets waiting for you at the end so be sure to check your landing zone with a scoped weapon to make sure you aren't setting yourself up for an issue. |
| | *The Power-ups are under the Sniper Spawn, remember they can be useful against the Sniper or the Rocket user on the other team. Overshield is more practical against the Rockets, in case they notice you, and invisibility against the Sniper, because they will often be in scope, no motion sensor or target to see. |
| | *As a Sniper, a good place to be sniping would be right at the back in the center, where you can see your half of the bridge at a distance, and go for a view on the man cannon. Also a good sniper space is just to the left and right of the start of each side of the bridge is a raised walkway that can put you high up to see the entire od the bridge and you cannot be sneak attacked from behind while in zoom view. |
| | *Remember that if you hit an opponent in the air while using the man cannon, melee them to get a point, in a Team game, the difference between the team's scores won't be changed, but you won't lose something out of falling to your death. |
| | *If you jump on the boundaries on the far ends of the upper level of the bridge, you can leap to the bottom levels of the respective bases. This makes for a quicker route to the flag or bomb return points, or in deathmatch a quick getaway. |
| | *Not much of a tip, but a great thing to try. It's a stunt called the "Ghost Rider". In forge, put a mongoose, facing the Mancannon, ready to jump. Put fusion coils on the other side, so the mongoose will collide. Put it as close as possible. Stand beside the mongoose, then ignite it with firebomb grenades. After, quickly get on and hit the [[mancannon]]. The result: The mongoose will smash into the fusion coils, hurling you straight up, then falling to your death. Other stuff to do with this: Jumping off right before collision; make your player invulnerable via forge settings. This is great for theater mode, especially closeups! |
| | *Using [[Forge]] scenery edits, add grav lifts on both landing spots of the man cannons. This will let an eternal jump meaning when you jump on a man cannon, you land on the grav lift which lifts you up and brings you to the height of the man cannon which lets you fly again. Also, using this, you may add [[Mongoose]]s in the middle, the effect is a flying [[Mongoose]] that smashes anybody who jumps at the wrong time. Better yet, put respawn points for fusion coils and grav lift on the man cannons. Either you explode in mid air or the unstable launched grav lift blows you to your death. Surviving equipment will remain in eternal flight. Also, you can drive yourself into the man cannon in a [[Mongoose]] and you can remain in eternal flight. |
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| | == Trivia == |
| | *It is possible to get outside the map. In [[Forge]], you can place teleporters on top of Narrows. It helps to put a sniper on, too. Also, you can't jump because you are too high. If you go too far forward, you won't be able to go back. |
| | *It is possible to survive for a brief period of time on the lower structure. After mis-jumping off the side and falling onto the conveyor belt-like area. After a undetermined period of time and for reasons unknown you expire, testing continues to see if it relates to the motion of the conveyor. |
| | *If you fall off the side after being hit by an enemy, land on the conveyor belt-like area, and don't want to give the other team the kill; don't just stand there and wait to die. Instead, jump, wait a half a second, then jump again. You will most likely remain alive just long enough so it counts as a suicide, thus not giving your opponent a point, but taking one from you. |
| | *There have been many sightings of the [[Ghosts of Halo]] on this map, especially on the lower bridge area. |
| | *If you look off to the side, you can see another bridge exactly like Narrows. That bridge and this one (Narrows) are probably part of a extremely large cooling installation, as said in the description of the map. |
| | *If you have grenades that can stick to people, you can peg someone using the man cannons. |
| | *The Man cannons can launch anything, and placing a [[grav lift]] just in front of them in forge can allow you to launch something into perpetual orbit between the jumps. Using this technique, you can even launch yourself between the two bases. Try putting a Mongoose into the grav lifts in [[Forge]], the vehicle will still be 'jumping' if you save the changes. During a normal match, the sight of a bouncing mongoose would be quite amusing to most people fighting. |
| | *If two people go on the [[Man cannon]] (one on each side) and launch at the same time, they will hit each other and thus fall to their deaths. |
| | *If you put a fusion coil in front of the [[Man cannon]] on forge, you can wait until someone comes from the other side, push the fusion coil into the Man cannon, and at the last second throw a Incendiary Grenade on the fusion coil, causing it to explode as it reaches the highest part of its launch. |
| | *The 'conveyor belt' is actually a large water mill, which brings the chilly water from beneath the level to a of yet unknown place where it is used for cooling down the Ark. |
| | *If you overload the map, the Man-Cannons will seem to still be working, though they in fact are not. |
| | *Players can drive only a Mongoose and no other vehicle into the man cannon, not even the ghost. If 2 people jump at the same time, they will clash into each other and both will fall to their death thus jumping with a Mongoose is better and allows you to ram the other player. |
| | *This map may be made from the concept of [[Halo: Combat Evolved]]'s [[Gephyrophobia]]. |
| | *Some people say that the big rotating generator in the middle is the [[Ark]]s power supply, (or some say one of the Halo's). |
| | *It is possible to stand on the big rotating disk in the middle but only for a short second because soon a surge of electricity will strike you. |
| | *if you place all the fusion coils, plasma batteries,turret cases, power cores, a few Mongooses, a Banshee, a Hornet, and a radio antennae some objects will wink out of existence in a blue flash just like on [[Vahalla]] |
| | *If you set a fusion coil at just the right place on the man cannon and set the run-time minimum to the same as the maximum it will launch the fusion coils continuously, creating an artillery effect on the opposite man cannon |
| | *It is possible to shoot the tiny icicles down.The small ones will explode when hit,the larger ones will fall and sometimes not break on impact. |
| | *In the clouds to the side of the map one can see what looks like a Grunt, a gravity hammer, and a Stealth Brute. |
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| ====Upper Bridge====
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| This bridge connects the two bases, and is generally the area where most of the fighting occurs. The upper bridge features a lot of open areas and not a lot of room for cover. The [[M41 SPNKR|rocket launcher]] used to be found at the center of this level, but this was replaced by a bubble shield. Separated from the top, but accessible via ramps on the four corners of the bridge, you can find the lower bridge.
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| ====Lower Bridge==== | | == Matchmaking Adjustments== |
| This lower bridge offers more protection than the upper level. A rocket launcher replaced the [[M90 shotgun|shotgun spawn]] in the center of the light bridge, which connects the two bases. Players can also find the [[SRS99D-S2 AM sniper rifle|sniper rifle]] on each side of the bridge. Taking the lower bridge may be a safer and quicker route to each base, but can leave the player vulnerable to rocket or sniper fire. It is also possible to fall off the bridge and land on the cooling core below, though you will be killed by [[The Guardians]] after 5 seconds. Careful players can jump down onto a covered ledge and hide on this cooling core without dying.
| | For reasons not yet disclosed by [[Bungie]], this map has been slightly altered when playing in [[Matchmaking]] playlists. |
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| ===Strategies===
| | As of the December 11, 2007 update, two of the [[Mauler]]s that spawned along the top of the bridge (one on each side) have been removed. The remaining [[Mauler]] on each side was re-positioned centrally and slightly back from the original locations, behind a wall offering cover from the [[M41 Rocket Launcher]] spawn location. In addition, the [[Radar Jammer]] has also been removed, though this happened in an earlier [[Matchmaking]] update. |
| <!--This is STRATEGIES, not Trivia, only strategies belong here, please put trivia above in the Trivia section-->
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| *In Capture The Flag games, players can actually "throw" the flags with the man cannons and stay behind to defend them. This can be especially helpful because the cannons "throw" the flag very close to a player's return point.
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| *At the start of the game, rockets should be top priority; at least two people should go straight for them. If one dies, the other can hopefully take them.
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| *At the beginning of the game, there will normally be a sniper shootout at the sniper spawns; a second player on your team can take advantage of this and not only help their sniper with a [[BR55HB battle rifle|battle rifle]], but also take the rocket launcher in the fray.
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| *The Brute Shot is invaluable on this map; one grenade and one melee attack can dispose of surprised player quickly.
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| *The man cannons are the quickest way across the map. People will use these often to catch you off guard, so make sure someone keeps an eye on them. Use these with caution, as when you are fired through the cannon a very distinguishable sound can be heard across the map and all eyes turn to the cannons and the arcing path that connects them and the bullets will fly. If you are targeting anyone on their way across the arc, using a battle rifle is extremely effective. The easiest way to kill someone using the man cannons is to be at the receiving end of the transit. As they get closer and closer you will be able to land a lot of shots on the incoming enemy. If you are the enemy in transit it is surprisingly difficult to hit targets waiting for you at the end, so be sure to check your landing zone with a scoped weapon to make sure you aren't setting yourself up for an ambush.
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| **An easy way to combat this is to pick up a bubble shield and throw it across with a man cannon. With luck you will land just inside the shield and give you a second or two to react to any ambushers. This could take some practice however, so try it alone in [[Forge]] first.
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| *If someone is [[camping]] on the other side of the map, deploy a [[power drain]] or throw [[grenade]]s into the man cannons.
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| *Shooting across the man cannon at the beginning of a [[Team Slayer]] match will allow you to take out the opposing sniper, who is probably focused on somewhere across the map.
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| *The [[power-up]]s are under the sniper spawn. Remember, they can be useful against the sniper or the rocket user on the other team. The overshield is more practical against the rockets, in case they notice you, and invisibility is best against against the sniper, because they will often be in scope, with no motion sensor or target to see.
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| *As a sniper, a good place to be sniping would be right at the back in the center, where you can see your half of the bridge at a distance, and go for a view on the man cannon. Another a good sniper space is a raised walkway just to the left and right of the start of each side of the bridge that can put you high up to see the entire bridge, and you cannot be sneak attacked from behind while in zoom view.
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| *If you jump on the boundaries on the far ends of the upper level of the bridge, you can leap to the bottom levels of the respective bases. This makes for a quicker route to the flag or bomb return points, or, in death match, a quick getaway.
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| *Right next to your flag spawn, opposite of the wall, a little bit before the explosive barrels, is small little ledge against the pillar that you can go up a few feet and be concealed from most viewpoints. It's a good place to camp with a [[Type-52 Mauler|Mauler]] when guarding your flag or to hide when you have the lead in a Team Doubles game, for there is a little ledge on both bases in the exact same point, so they are opposite of each other.
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| *While flying from one of the man cannons, or jumps, it is worth trying to grenade enemy players on the bridge as you pass in hopes of getting a kill and/or softening them up for your team-mates.
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| *If you collide with an enemy player in midair from the jumps, try to melee them, because your enemy will fall and you can get the point for killing them if it is a [[Slayer]] gametype.
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| *Beware of the new spawn system. Your opponents often spawn behind you.
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| *Although the map seems very small, it would be smart to get a sniper rifle at the beginning of the match.
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| *It is also a very good strategy in [[Team SWAT]] to get people on the main top level from the mancannons.
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| *On a Team Slayer match, have one group of people make their way up the middle on the top, and another on the bottom, and one last team at the man cannon to make sure no one can escape.
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| *Watch out for other man cannon users; if you get hit by them, the lower one will most likely perish. Meeleing others in mid-air also results in this.
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| ==Remakes==
| | It is believed that this change was caused by near-constant complaints regarding the large number of [[Mauler]]s in many levels combined with the [[Mauler]]'s ability to nearly-instantly kill an opponent at very close range. Many people felt that the weapon was unbalanced because of the close-quarters prowess of the [[Mauler]], especially in CQB-style levels; this is a misconception. |
| ===''Halo 4''===
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| The ''[[Halo 4]]'' map [[Solace]] is structurally similar to Narrows. Also, in May 20, 2013, Community Forge Island Test introduced Forge map called Confined (by Big Papa SaLoT), which is heavily inspired by Narrows.{{Ref/Site|URL=https://blogs.halowaypoint.com/en-us/blogs/headlines/posts/The-Halo-Bulletin-51513|Site=Halo Waypoint|Page=The Halo Bulletin: 5.1513|D=12|M=08|Y=2014}}
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| ==Forge==
| | The problem was a combination of the somewhat large number of [[Mauler]] spawn locations, the fast respawn time on a lethal close-combat weapon (usually only 45 seconds), and players not changing their play style to compensate for a number of [[camping]] and / or charging [[Mauler]] wielders. |
| <!--This section is for Forge tips, do not put things like "Add a brute shot, its more fun" Give good reasons WHY and WHERE to add the object(s), like "Adding shield doors in the main hallway will change the flow of battle to the sides of it, allowing for more heated firefights in the side allies." Thank you for keeping Halopedia neat-->
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| {{Main|Forge}}
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| *In monitor mode, you can get off the main bridge and go to a small "outcropping" ledge in the canyon wall, the space is large enough to Forge on, and have players fight there. The only way to have players reach it is to place a receiver node on the ledge, and a sender node on the main bridge.
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| *Forging boxes to help jump onto the little towers can help on a game of snipers.
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| *Forging a floating crate or teleporter (using the 2 player float strategy) can effectively block the man cannon.
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| *In Forge, you can overload the man cannons with [[TR/9 trip mine|trip mine]]s. If you do this, you can simply stand on them with no effect.
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| *It is possible to get outside the map. In Forge, you can place [[teleporter]]s on top of Narrows. You can't jump because you are too high. If you go too far forward, you won't be able to go back.
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| ==Production notes== | | == Related Links == |
| ===Matchmaking adjustments===
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| For reasons not yet disclosed by [[Bungie]], this map has been slightly altered when playing in [[Matchmaking]] playlists.
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| As of the December 11, 2007 update, two of the Maulers that spawned along the top of the bridge (one on each side) have been removed. The remaining Mauler on each side was re-positioned centrally and slightly back from the original locations, behind a wall offering cover from the rocket launcher spawn location. In addition, the [[radar jammer]] has also been removed, though this happened in an earlier [[Matchmaking]] update.
| | '''Videos''' |
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| It is believed that this change was caused by near-constant complaints regarding the large number of Maulers in many levels combined with the Mauler's ability to nearly-instantly kill an opponent at very close range. Many people felt that the weapon was unbalanced because of the close-quarters power of the Mauler, especially in CQB-style levels.
| | *http://www.gametrailers.com/player/24148.html |
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| As of August 22, 2008, the shotgun and the active camo were also removed and the rocket launcher has been moved to the location where the shotgun was. The bubble shield is now on the top where the rocket launcher was, and there are two overshields in the same location.
| | == References == |
| [[File:H4 Narrows Hangar Concept.jpg|thumb|250px|Concept of one of the bases, reimagined as a hangar for [[Pelican]] dropships.]]
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| ===Official remake=== | |
| {{Main|Cut Halo 4 levels#Narrows remake}}
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| A remake of Narrows was concepted for an unreleased ''[[Halo 4]]'' map pack, which would have redecorated the map with a human aesthetic and a [[Pelican]] in the background, as opposed to the Forerunner style of this map. Other maps in the unreleased map pack would have included "[[Cut Halo 4 levels#Arrowhead|Arrowhead]]" and "[[Cut Halo 4 levels#ONI Bog|ONI Bog]]".<ref>[https://www.artstation.com/artwork/LavJK '''ArtStation''': ''HALO - Narrows reimagined structural studies''] - ''"Narrows (a HALO 3 favourite) reimagined for an unfortunately unrealized HALO 4 multiplayer DLC."''</ref><ref>[https://www.artstation.com/artwork/1LYae '''ArtStation''': ''HALO - Narrows reimagined under-pass'']</ref><ref>[https://www.artstation.com/artwork/lE8ao '''ArtStation''': ''HALO - Narrows reimagined hangar interior'']</ref> The map was pitched to [[343 Industries]] but was ultimately never produced.{{Ref/Site|D=01|M=6|Y=2020|URL=https://www.deviantart.com/sbigham/art/Halo-4-DLC-Bridge-Lower-Level-Concept-410852979|Site=Deviant Art|Page=Halo 4: DLC Bridge Lower Level Concept|Quote=This only went as far as a pitch to 343.}}
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| {{Clear}}
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| ==Trivia==
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| <!--This is TRIVIA, not Strategies, only trivia belongs here, please put strategies below in the Strategies section-->
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| *The icicles on the tops of the doorways that lead underneath the bridge on the blue team's side can be shot and meleed off.
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| *When you land on the conveyor belt below, two things can happen: be killed, or survive for a brief period of time on the lower structure. After five seconds you will be killed by the Guardians. This is because the game is processing the fact that there is no way you can get back up, and so it kills you. However, if you crouch in one of the holes along the outside, you will be able to survive until you are killed by another player (or, of course, yourself by committing suicide).
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| *If you look off to the side, you can see another bridge exactly like Narrows. That bridge and this one (Narrows) are probably part of an extremely large cooling installation, as said in the description of the map.
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| *If two people go on the man cannon (one on each side) and launch at the same time, they will hit each other and then fall to their deaths.
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| *While going over the man cannon if a player throws out a [[regenerator]], the player will then go back to where they come from, usually falling to their death.
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| *Although the map description says that it is set on the Ark, no other part of the Ark can be seen in the sky. This is most likely because the mountains and clouds block any view of the Ark. Also, the Ark's artificial sun can be seen in the sky.
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| *The early version of Narrows' structures seem to be black in color, compared to the greyish-brown of the final version of the map.
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| *Unlike the [[Valhalla]]'s man cannons, the Narrows man cannon is based on a set trajectory. (Weight is not a factor in the Narrows man cannon, whereas in Valhalla, if you go in a Mongoose, you go on a noticeably lower trajectory)
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| *By grenade jumping, you used to be able to jump out of the map and land on a ledge - perfect for oddball and team doubles, until Bungie fixed it in Matchmaking by adding [[invisible wall]]s.
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| * This map has a marked resemblance to Gephyrophobia, the Halo: Combat Evolved PC Edition map. However, Gephyrophobia, which comes with [[M12 Warthog|Warthogs]] and [[Karo'etba-pattern Ghost|Ghosts]], is much longer and wider than Narrows. Its narrow nature also has called to mind [[Longest]], which has a somewhat similar design when it comes to their lengths.
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| * You won't always die from hitting someone else in mid-flight on the man cannons. On rare occasions, you, or the other person, may go hurtling just over their head, but your foot will collide with their head, causing you to (barely) hit the ground in front of the man cannon and the other person to die, without crediting their fall as a suicide.
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| * A [[Forge World]] map Select, used in some Matchmaking playlists in ''[[Halo: Reach]]'', is inspired by Narrows. Major differences include side walkways instead of man cannons, and instead of an energy bridge, the underside of the main bridge is crossable via a bidirectional man cannon.
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| * The name of the map may be a reference to the [[wikipedia:Tacoma Narrows Bridge|Tacoma Narrows Bridge]] in Washington state, southwest of Bungie's headquarters in Bellevue.
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| ==Gallery==
| | <references/> |
| {{Linkbox|gallery=yes}}
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| <gallery>
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| File:narrows01.jpg|A view of Narrows' "Upper Bridge".
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| File:Narrows lowbridge.jpg|A view of Narrows' "Low Bridge."
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| File:NarrowsBattle2.jpg|Red EVA vs Blue CQB.
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| File:H3 Narrows Battle.jpg|A battle in the "Low Bridge".
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| File:H3 Narrows Battle 2.jpg|Close range sniping.
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| File:H3 Narrows Battle 3.jpg|A Red Spartan using a [[Brute Shot]].
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| </gallery> | |
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| ==Sources==
| | {{Levels}} |
| {{Ref/Sources}} | |
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| {{Levels|H3|HO|mode=yes}}
| | [[Category:Multiplayer]] |
| | [[Category:Multiplayer Levels]] |
| | [[Category:Default Multiplayer Levels]] |
| | [[Category:The_Forerunner]] |