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{{Status|Gameplay}}
{{Era|RW}}
{{Multiplayer map infobox
{{Multiplayer map infobox
|pagegamelabel=H3
|pagegamelabel=H3
|name=Sandtrap
|name=Sandtrap
|image=[[File:H3 Sandtrap.jpg|300px]]
|image=[[File:H3_Sandtrap.jpg|300px]]
|game=''[[Halo 3]]''
|game=''[[Halo 3]]''
|devname=<code>shrine</code>{{Ref/File|Id=H3EK|H3EK|H3EK\tags\levels\multi\shrine\shrine.scenario}}
|devname=<code>shrine</code>
|map=
|map=
|location=[[Installation 00]]{{Ref/Reuse|postmortem}}<ref group="Note" name="waypoint"/>
|location= [[Installation 00]]{{Ref/Reuse|postmortem}}<ref group="Note" name="waypoint"/>
|terrain=[[Forerunner]] ruins, desert sand
|terrain=[[Forerunner]] ruins, desert sand
|symmetry=Semi-symmetrical
|symmetry=Semi-symmetrical
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==Universe and lore==
==Universe and lore==
[[File:H3 Sandtrap ElephantScreen 2.png|thumb|left|250px||A UNSC tactical environmental analysis of Sandtrap's atmosphere and composition.]]
[[File:H3 Sandtrap ElephantScreen 2.png|thumb|left|250px||A UNSC tactical environmental analysis of Sandtrap's atmosphere and composition.]]
Sandtrap is set in a desert wasteland on [[Installation 00|The Ark]].{{Ref/Site|Id=postmortem|URL=https://halo.bungie.net/News/content.aspx?type=topnews&link=Sandtrap_Postmortem|Site=Bungie.net|Page=Sense of Scale - Postmortem|D=13|M=10|Y=2014|Archive=https://web.archive.org/web/20141013171640/https://halo.bungie.net/News/content.aspx?type=topnews&link=Sandtrap_Postmortem}}<ref group="Note" name="waypoint">In Bungie's [https://halo.bungie.net/News/content.aspx?type=topnews&link=Sandtrap_Postmortem Sandtrap postmortem], a section of Sandtrap's design document reads ''"Deep within the boundless dune-fields of Waypoint, the high tech Forerunner structure encases the remnants of even older Forerunner stonework."''. During development of ''Halo 3'', "Waypoint" was the name given for the structure that would come to be known as The Ark.</ref> The primary focus of the map is a series of ancient [[Forerunner]] stone structures, buried in the desert sands. Surrounding the site is a circular Forerunner wall, lined with six [[Shrine defender|massive Forerunner towers]]. The stone ruins extend off to both sides of the map, though those in the center have been partially excavated by persons unknown.{{Ref/Map|Id=Sandtrap|H3|Sandtrap}}
Sandtrap is set in a desert wasteland on [[Installation 00|The Ark]].<ref name="postmortem">[https://halo.bungie.net/News/content.aspx?type=topnews&link=Sandtrap_Postmortem '''Bungie.net''': ''Sense of Scale - Postmortem''] - A postmortem anaylsis of Sandtrap.</ref><ref group="Note" name="waypoint">In Bungie's [https://halo.bungie.net/News/content.aspx?type=topnews&link=Sandtrap_Postmortem Sandtrap postmortem], a section of Sandtrap's design document reads ''"Deep within the boundless dune-fields of Waypoint, the high tech Forerunner structure encases the remnants of even older Forerunner stonework."''. During development of ''Halo 3'', "Waypoint" was the name given for the structure that would come to be known as The Ark.</ref> The primary focus of the map is a series of ancient [[Forerunner]] stone structures, buried in the desert sands. Surrounding the site is a circular Forerunner wall, lined with six [[Shrine defender|massive Forerunner towers]]. The stone ruins extend off to both sides of the map, though those in the centre have been partially excavated by persons unknown.


At some point during or after the [[Battle of Installation 00]], the area came under the occupation of the [[Jiralhanae]],{{Ref/Map|Id=Description|H3|Sandtrap|Detail=map description}} who fortified the site with [[Brute landmine|landmines]] and at least one {{Pattern|Ru'swum|Phantom}}.{{Ref/Reuse|Sandtrap}} However, the Jiralhanae were driven from the ruins either by UNSC forces or another party,{{Ref/Reuse|Description}} such as [[Sentinel]]s. UNSC forces deployed from {{UNSCShip|Aegis Fate}} took control of the area, utilizing [[D96-TCE Albatross]] ''[[03]]'' and two [[M313 Elephant]]s, named "Behemoth" and "Leviathan."{{Ref/Reuse|Sandtrap}} An analysis of the region's atmosphere by the UNSC showed its atmospheric composition to be the following:
At some point, likely during the [[Battle of Installation 00]], the area came under the occupation of the [[Jiralhanae]], who fortified the site with [[Brute landmine|landmines]] and at least one [[Type-52 Phantom]]. However, the brutes were later driven from the region and UNSC forces deployed from {{UNSCShip|Aegis Fate}} took control of the area, utilizing [[D96-TCE Albatross]] ''[[03]]'' and two [[M313 Elephant]]s, named "Behemoth" and "Leviathan". An analysis of Sandtrap's atmosphere by the UNSC showed its atmospheric compositon to be the following:{{Ref/Reuse|elephant}}
*'''Carbon dioxide''': 82.7%{{Ref/Reuse|elephant}}
*'''Carbon dioxide''': 82.7%{{Ref/Reuse|elephant}}
*'''Nitrogen''': 7.5%{{Ref/Reuse|elephant}}
*'''Nitrogen''': 7.5%{{Ref/Reuse|elephant}}
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*'''Argon''': 2.5%{{Ref/Reuse|elephant}}
*'''Argon''': 2.5%{{Ref/Reuse|elephant}}


The region's surface composition was revealed consist of Carbon, Silicon, Sodium, Titanium, Nitrogen, Zinc, Calcium, and other trace elements.{{Ref/Reuse|elephant}}<ref group="Note" name="elements">The Elephant [[:File:H3 Sandtrap ElephantScreen 2.png|readount]] lists what appear to be these elements. However, many are too blurry to make out properly. An identical label can be found on the ''Halo 3: ODST'' map [[Windward]], though in higher resolution.</ref> In addition, the composition of the structures is presently unknown, and life signs in the region are minimal.<ref name="elephant">[[:File:H3 Sandtrap ElephantScreen 2.png|Elephant analysis screens]] on the map.</ref>
and surface composition to be Carbon, Silicon, Sodium, Titanium, Nitrogen, Zinc, Calcium, and other trace elements.{{Ref/Reuse|elephant}}<ref group="Note" name="elements">The Elephant [[:File:H3 Sandtrap ElephantScreen 2.png|readount]] lists what appear to be these elements. However, many are too blurry to make out properly. An identical label can be found on the ''Halo 3: ODST'' map [[Windward]], though in higher resolution.</ref> In addition, the composition of the structures is presently unknown, and life signs in the region are minimal.<ref name="elephant">[[:File:H3 Sandtrap ElephantScreen 2.png|Elephant analysis screens]] on the map.</ref>


[[File:H3 Sandtrap Numbered.jpg|thumb|200px|1) The main base with the "cavern" below, 2) The destroyed Phantom, 3) The main "spine" of the level, 4) The upper "deck", 5) Smaller base, 6) The buried Albatross.]]
[[File:H3_Sandtrap_Numbered.jpg|thumb|right|200px|1) The main base with the "cavern" below, 2) The destroyed Phantom, 3) The main "spine" of the level, 4) The upper "deck", 5) Smaller base, 6) The buried Albatross.]]


==Overview==
==Overview==
===Layout===
===Layout===
[[File:H3 Sandtrap Crypt.png|thumb|left|The "crypt" area.]]
[[File:H3_Sandtrap_Crypt.png|thumb|left|The "crypt" area.]]
The structures on Sandtrap are symmetrical along the map's long axis, with two different [[base]]s at either end - one by the UNSC encampment by the Albatross and another by the Phantom. Each base has access to an Elephant, a [[Chopper]], a [[Mongoose]] and two [[M12 Chaingun Warthog|Warthog]]s. However, one side of the map's symmetry is fully unearthed by the excavations while the other largely still buried in the sand, adding some slight asymmetry to the map's layout. The central "spine" of the map is a two-floor triangular structure running through the middle of the map, acting as a ramp for vehicles on top and having a small infantry corridor running through the structure. One side of the spine has two small buildings with [[gravity lift]]s connected by bridges, and a vehicle-access underpass beneath the bridges.
The structures on Sandtrap are symmetrical along the map's long axis, with two different [[base]]s at either end - one by the UNSC encampment by the Albatross and another by the Phantom. Each base has access to an Elephant, a [[Chopper]], a [[Mongoose]] and two [[M12 Chaingun Warthog|Warthog]]s. However, one side of the map's symmetry is fully unearthed by the excavations while the other largely still buried in the sand, adding some slight asymmetry to the map's layout. The central "spine" of the map is a two-floor triangular structure running through the middle of the map, acting as a ramp for vehicles on top and having a small infantry corridor running through the structure. One side of the spine has two small buildings with [[gravity lift]]s connected by bridges, and a vehicle-access underpass beneath the bridges.


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===Strategies===
===Strategies===
[[File:H3 Sandtrap Underpass.png|thumb|A Mongoose driving in the "underpass" area.]]
[[File:H3_Sandtrap_Underpass.png|thumb|right|A Mongoose driving in the "underpass" area.]]
<!--This is STRATEGIES, not Trivia, only strategies belong here, please put trivia below in the Trivia section-->
<!--This is STRATEGIES, not Trivia, only strategies belong here, please put trivia below in the Trivia section-->
*In Multi-Flag [[Capture The Flag|CTF]] and [[Assault]], a good strategy is to seize the enemy Elephant and bring it to your base in order to repetitively capture the objective. In Neutral Assault, take the enemy Elephant to the very middle of the map and continuously grab and plant the bomb until victory. Beware; stealing an enemy Elephant is quite a task, so make sure to bring several teammates along with you.
*In Multi-Flag [[Capture The Flag|CTF]] and [[Assault]], a good strategy is to seize the enemy Elephant and bring it to your base in order to repetitively capture the objective. In Neutral Assault, take the enemy Elephant to the very middle of the map and continuously grab and plant the bomb until victory. Beware; stealing an enemy Elephant is quite a task, so make sure to bring several teammates along with you.
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*You can jump on the treads of the Elephant, allowing a fast and surprising attack on your opponent's base.
*You can jump on the treads of the Elephant, allowing a fast and surprising attack on your opponent's base.
*On the Phantom side, you can jump over the center dune with a Warthog and wipe out the enemy's Warthog station, as well as steal the Spartan Laser.
*On the Phantom side, you can jump over the center dune with a Warthog and wipe out the enemy's Warthog station, as well as steal the Spartan Laser.
*Have your VIP jump on top of your Banshee, then gently ease up to the large towers, by crouching and on the far side of the map, it is difficult for enemies to kill the VIP, the biggest threats are the Banshee, Laser, rockets, sniper rifle and occasionally, [[Anskum-pattern plasma grenade|plasma grenades]] thrown long distances
*Have your VIP jump on top of your Banshee, then gently ease up to the large towers, by crouching and on the far side of the map, it is difficult for enemies to kill the VIP, the biggest threats are the Banshee, Laser, rockets, sniper rifle and occasionally, [[Type-1 plasma grenade|plasma grenades]] thrown long distances
*When playing [[Slayer]] gametypes, the Warthog is undoubtedly one of the most important things to get kills with. Have a driver drive the gunner along the paths of the map and eliminate any foot soldiers. Beware of the Chopper, Spartan Laser, and other Warthogs, as they are the biggest threat to your Warthog.
*When playing [[Slayer]] gametypes, the Warthog is undoubtedly one of the most important things to get kills with. Have a driver drive the gunner along the paths of the map and eliminate any foot soldiers. Beware of the Chopper, Spartan Laser, and other Warthogs, as they are the biggest threat to your Warthog.
*The Mongoose is a great vehicle for getting to the combat zone fast. Coupled with a passenger on the back and the ability to drive in the minefield, it can be a fast moving offensive weapon.
*The Mongoose is a great vehicle for getting to the combat zone fast. Coupled with a passenger on the back and the ability to drive in the minefield, it can be a fast moving offensive weapon.
*If you can't get the Spartan Laser before a teammate, try going for the missile pod.
*If you can't get the Spartan Laser before a teammate, try going for the missile pod.
*The [[Gravity hammer (fiction)|gravity hammer]] can easily send enemy Warthogs and Mongoose flying into the air, which allows teammates to easily pick them off.
*The [[Type-2 gravity hammer|gravity hammer]] can easily send enemy Warthogs and Mongoose flying into the air, which allows teammates to easily pick them off.
*On Sandtrap heavy tanks are strong weapons and should be used. Tanks will usually survive a Spartan Laser hit, so you are relatively safe inside. Just keep driving around the bases, do not go into the middle of the map because A: mines are usually planted there and B: enemies could jump on the tank and easily hijack it or plant grenades on it.
*On Sandtrap heavy tanks are strong weapons and should be used. Tanks will usually survive a Spartan Laser hit, so you are relatively safe inside. Just keep driving around the bases, do not go into the middle of the map because A: mines are usually planted there and B: enemies could jump on the tank and easily hijack it or plant grenades on it.
*An effective position for enemy snipers is at the top of the tall towers (Phantom End). They get there by ditching a Banshee aircraft just above the tower tops, landing safely on top. The enemy will have prepared by gathering weapons and equipment such as bubble shields, [[flare]]s, Spartan Lasers and of course the sniper rifle. There is a 360 degree view of Sandtrap from the top of the towers and ground forces won't be looking up A good way to determine whether there is an enemy situated at the top of the towers is to look for an abandoned Banshee near the Elephant or in the vicinity of the towers. A wise enemy will, however, always destroy the Banshee once it has done its job.
*An effective position for enemy snipers is at the top of the tall towers (Phantom End). They get there by ditching a Banshee aircraft just above the tower tops, landing safely on top. The enemy will have prepared by gathering weapons and equipment such as bubble shields, [[flare]]s, Spartan Lasers and of course the sniper rifle. There is a 360 degree view of Sandtrap from the top of the towers and ground forces won't be looking up A good way to determine whether there is an enemy situated at the top of the towers is to look for an abandoned Banshee near the Elephant or in the vicinity of the towers. A wise enemy will, however, always destroy the Banshee once it has done its job.
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==Variant==
==Variant==
===Sand Tarp===
===Sand Tarp===
[[File:H3 SandTarp.png|thumb|Sand Tarp.]]
[[File:H3_SandTarp.png|thumb|Sand Tarp.]]
{{Article quote|Something feels wrong. Like... like something is missing...}}
{{Article quote|Something feels wrong. Like... like something is missing...}}
'''Sand Tarp''' is a map variant released to improve the gameplay balance in any team-based gametype. It was due to be released on September 16, 2008, but was delayed until the 23rd. It is included by default as a built-in map variant in ''[[Halo: The Master Chief Collection]]''. The following is a list of changes made;
'''Sand Tarp''' is a map variant released to improve the gameplay balance in any team-based gametype. It was due to be released on September 16, 2008, but was delayed until the 23rd. It is included by default as a built-in map variant in ''[[Halo: The Master Chief Collection]]''. The following is a list of changes made;
*The [[Elephant]]s have been removed.
*The [[Elephant]]s have been removed.
*If asymmetric gametypes are played on this map, the defender's base will no longer be the large crypt near the [[Phantom]] crash site. Instead, attackers will spawn in the crypt, and defenders at the other "open-area" base. In other words, the attacker's and defender's bases are switched, and the defenders are at the Albatross so that the attackers do not have to pull the flag out from the "impenetrable" crypt.
*If asymmetric gametypes are played on this map, the defender's base will no longer be the large crypt near the [[Phantom]] crash site. Instead, attackers will spawn in the crypt, and defenders at the other "open-area" base. In other words, the attacker's and defender's bases are switched, and the defenders are at the Albatross so that the attackers do not have to pull the flag out from the "impenetrable" crypt.
*One [[Qavardu Workshop Prowler|Prowler]] replaces a Warthog at each base.
*One [[Type-52 Prowler|Prowler]] replaces a Warthog at each base.
*An additional [[AIE-486H machine gun|machine gun turret]] has been placed near each base.
*An additional [[AIE-486H machine gun|machine gun turret]] has been placed near each base.


==Forge==
==Forge==
[[File:H3 Sandtrap RocketLauncher.png|thumb|The rocket launcher spawn on the map.]]
[[File:H3_Sandtrap_RocketLauncher.png|right|thumb|The rocket launcher spawn on the map.]]
{{main|Forge}}
{{main|Forge}}
<!--This section is for Forge tips, do not put things like "Add a Brute Shot, it's 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-->
<!--This section is for Forge tips, do not put things like "Add a Brute Shot, it's 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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*Similarly, Crates, Radio Antennae, and similar objects are useful when constructing floating bases using the Floating Forge Items glitch.
*Similarly, Crates, Radio Antennae, and similar objects are useful when constructing floating bases using the Floating Forge Items glitch.
*The map is obviously based on vehicular combat, so consider that when in Forge. Place vehicles like [[Hornet]]s and [[M12G1 Gauss Warthog|Gauss Warthogs]], and make sniper towers out of the pillars, adding Barricades for cover, and a Two-Way Node from the top of the pillars to the bottoms.
*The map is obviously based on vehicular combat, so consider that when in Forge. Place vehicles like [[Hornet]]s and [[M12G1 Gauss Warthog|Gauss Warthogs]], and make sniper towers out of the pillars, adding Barricades for cover, and a Two-Way Node from the top of the pillars to the bottoms.
*It is possible to make the Elephant fly while in Forge. Place all the map's explosives ([[fusion coil]]s and [[Plasma battery|plasma batteries]]) in the Elephant and set the run time minimum to the highest number. Then, spawn a Hornet. Get into the Hornet and fire missiles at the explosives. The Elephant will do flips and get off the ground. It causes lots of lag and noise, but it is still fun to watch.
*It is possible to make the Elephant fly while in Forge. Place all the map's explosives ([[Fusion core|fusion coils]] and [[Plasma battery|plasma batteries]]) in the Elephant and set the run time minimum to the highest number. Then, spawn a Hornet. Get into the Hornet and fire missiles at the explosives. The Elephant will do flips and get off the ground. It causes lots of lag and noise, but it is still fun to watch.
*There is a way to indirectly pick up the Elephant in Forge, though it will not spawn where you place it. Spawn a Scorpion tank and slip it inside horizontally from behind the Elephant. You will see hook-like attachments on top of the Elephant. Slip the Scorpion under that and lift. It will rise a little, then the tank will slip out from under it eventually.
*There is a way to indirectly pick up the Elephant in Forge, though it will not spawn where you place it. Spawn a Scorpion tank and slip it inside horizontally from behind the Elephant. You will see hook-like attachments on top of the Elephant. Slip the Scorpion under that and lift. It will rise a little, then the tank will slip out from under it eventually.
*Another way to pick up the Elephant is to spawn a closed Drop Pod and move it into the cockpit. Then, you just move the Drop Pod and the Elephant will come too.
*Another way to pick up the Elephant is to spawn a closed Drop Pod and move it into the cockpit. Then, you just move the Drop Pod and the Elephant will come too.


==Production notes==
==Production notes==
[[File:H3 Sandtrap Concept.jpg|thumb|200px|Concept art for Sandtrap.]]
[[File:H3 Sandtrap Concept.jpg|thumb|right|200px|Concept art for Sandtrap.]]
[[File:H3 Sandtrap Initial Layout.jpg|thumb|200px|The initial layout idea for Sandtrap, with attackers pressing into the "bowl".]]
[[File:H3 Sandtrap Initial Layout.jpg|thumb|200px|right|The initial layout idea for Sandtrap, with attackers pressing into the "bowl".]]
Sandtrap, known in development as "Shrine", started development in [[2005 (real world)|2005]]. Developer [[Justin Hayward]]'s goals for the map initially were to make "the ultimate warthog map" and to make the map friendly for both infantry and vehicles. The initial concept was extremely large, but scaled down during development, with the initial idea intending to be an a sequential objective map (similar to the [[Warfare (game variant)|Warfare]] mode previously-cut from ''[[Halo: Combat Evolved]]'' and ''[[Halo 2]]'' and the [[Invasion]] and [[Warzone Assault]] modes later featured in ''[[Halo: Reach]]'' and ''[[Halo 5: Guardians]]'', respectively), where the attacking team would assault a section of the map that would lead into the "bowl" that would later become the setting of Sandtrap. This initial opening section was also massive, and was "a second Sandtrap right next to the one you know.”.{{Ref/Reuse|postmortem}}
Sandtrap, known in development as "Shrine", started development in [[2005 (real world)|2005]]. Developer [[Justin Hayward]]'s goals for the map initially were to make "the ultimate warthog map" and to make the map friendly for both infantry and vehicles. The initial concept was extremely large, but scaled down during development, with the initial idea intending to be an a sequential objective map (similar to the [[Invasion]] mode later featured in ''[[Halo: Reach]]''), where the attacking team would assault a section of the map that would lead into the "bowl" that would later become the setting of Sandtrap. This initial opening section was also massive, and was "a second Sandtrap right next to the one you know.”.{{Ref/Reuse|postmortem}}


At the time of the map's conception, the only solid detail of the map's setting was to be set in miscellaneous Forerunner structures, with the official design documentation later adding ''"Deep within the boundless dune-fields of Waypoint, the high tech Forerunner structure encases the remnants of even older Forerunner stonework."''. Hayward chose sandstone as the map's primary structural element as it provided a more "human scale" element, with the intent of being more mysterious. There was internal debate at Bungie with some developers opposing the idea of using sandstone Forerunner structures, while Hayward wanted to use the external metal guardian towers to feel like they were containing something on the map.{{Ref/Reuse|postmortem}} Originally, there would have been a dozen or so towers around the map.
At the time of the map's conception, the only solid detail of the map's setting was to be set in miscellaneous Forerunner structures, with the official design documentation later adding ''"Deep within the boundless dune-fields of Waypoint, the high tech Forerunner structure encases the remnants of even older Forerunner stonework."''. Hayward chose sandstone as the map's primary structural element as it provided a more "human scale" element, with the intent of being more mysterious. There was internal debate at Bungie with some developers opposing the idea of using sandstone Forerunner structures, while Hayward wanted to use the external metal guardian towers to feel like they were containing something on the map.{{Ref/Reuse|postmortem}} Originally, there would have been a dozen or so towers around the map.
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The landmines littering the perimeter originated as laser beams fired from the guardian towers similar to the ones later implemented on [[Sandbox]]. During development, the team implemented the landmines as a test of a separate system and did intend on reversing the change back to the lasers, but were unable to do so before the game shipped.{{Ref/Reuse|postmortem}}
The landmines littering the perimeter originated as laser beams fired from the guardian towers similar to the ones later implemented on [[Sandbox]]. During development, the team implemented the landmines as a test of a separate system and did intend on reversing the change back to the lasers, but were unable to do so before the game shipped.{{Ref/Reuse|postmortem}}


During the later [[Development of Halo 4|development]] of ''[[Halo 4]]'', Sandtrap was reused by [[343 Industries]] to [[Cut Halo 4 levels|test out]] the game's vehicle sandbox.{{Ref/Twitter|___Gal4xy___|1431671182772908033|Galaxy|Quote=A shame they never considered releasing Sandtrap as an official map for Halo 4, But it is neat to know that they used it to test out the vehicle sandbox during development.|D=04|M=9|Y=2021}}
During the later [[Development of Halo 4|development]] of ''[[Halo 4]]'', Sandtrap was reused by [[343 Industries]] to test out the game's vehicle sandbox.{{Ref/Twitter|___Gal4xy___|1431671182772908033|Galaxy|Quote=A shame they never considered releasing Sandtrap as an official map for Halo 4, But it is neat to know that they used it to test out the vehicle sandbox during development.|D=04|M=9|Y=2021}}


==Trivia==
==Trivia==
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===Secrets of Sandtrap===
===Secrets of Sandtrap===
[[File:H3 Sandtrap DaVinci 2.jpg|thumb|One of the Da Vinci objects on the map.]]
[[File:H3_Sandtrap_DaVinci_2.jpg|right|thumb|One of the Da Vinci objects on the map.]]
The "Secret of Sandtrap" is a community-generated idea that Sandtrap has a large secret, and was the subject of community speculation for many years.{{Ref/Reuse|postmortem}} As such, players have spent countless hours poring over Sandtrap's details, attempting to uncode the "secrets" behind the following map production objects;
The "Secret of Sandtrap" is a community-generated idea that Sandtrap has a large secret, and was the subject of community speculation for many years.{{Ref/Reuse|postmortem}} As such, players have spent countless hours poring over Sandtrap's details, attempting to uncode the "secrets" behind the following map production objects;
*Each tower is paired with a [[Da Vinci Code objects|low-poly sphere using a default texture]]. These spheres fire faint beams that strike near the player, spawning the [[brute landmine]]s that pop out of the ground in the minefield.
*Each tower is paired with a [[Da Vinci Code objects|low-poly sphere using a default texture]]. These spheres fire faint beams that strike near the player, spawning the [[brute landmine]]s that pop out of the ground in the minefield.
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File:H3_Early_Sandtrap_2.jpg|An early version of Sandtrap, with a structure that looks very similar to a [[Library]].
File:H3_Early_Sandtrap_2.jpg|An early version of Sandtrap, with a structure that looks very similar to a [[Library]].
File:H3_Early_Sandtrap_Sketch.jpg|Chris Carney's sketch of Sandtrap's layout.
File:H3_Early_Sandtrap_Sketch.jpg|Chris Carney's sketch of Sandtrap's layout.
File:H3_Early_Sandtrap_3.jpg|A screenshot of Sandtrap, close to the end of pre-production.{{Ref/Twitter|MaxHoberman|1645953703621578752|Max Hoberman|Quote=Yes, this is Sandtrap. At the end of prepro it was called Shrine, however.|D=12|M=04|Y=2023}}
File:H3_Early_Sandtrap_3.jpg|A screenshot of an early version of Sandtrap.
File:H3_AegisFate_Front.jpg|The UNSC ''Aegis Fate''.
File:H3_AegisFate_Front.jpg|The UNSC ''Aegis Fate''.
File:H3_Elephant_Battle.jpg|Battling the Elephant.
File:H3_Elephant_Battle.jpg|Battling the Elephant.
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{{Ref/Sources}}
{{Ref/Sources}}


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

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