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{{Status|Gameplay}}
{{Era|RW}}
{{Multiplayer map infobox
{{Multiplayer Map Infobox
|pagegamelabel=H3
|name=The Pit
|name=The Pit
|image=[[File:H3 ThePit.jpg|center|300px]]
|image=[[File:H3_ThePit.jpg|center|300px]]
|game=''[[Halo 3]]''
|game=''[[Halo 3]]''
|devname=<code>cyberdyne</code>{{Ref/File|Id=H3EK|H3EK|H3EK\tags\levels\multi\cyberdyne\cyberdyne.scenario}}
|map=War Games Map_Set/: 590-1<ref name="HU">[https://www.halowaypoint.com/en-us/universe/locations/earth '''Halo Waypoint''' - ''Universe: Earth'']</ref>
|map=War Games Map_Set/: 590-1<ref name="HU">[https://www.halowaypoint.com/en-us/universe/locations/earth '''Halo Waypoint''' - ''Universe: Earth'']</ref>
|location=[[UNSC Training Facility Bravo]] [[Africa]], [[Earth]]{{Ref/Reuse|HU}}
|location=[[UNSC Training Facility Bravo]] [[Africa]], [[Earth]]<ref name="HU"/>
|terrain=Ramps and obstacles
|terrain=Ramps and obstacles
|symmetry=Symmetrical
|symmetry=Symmetrical
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{{Article quote|Software simulations are held in contempt by the veteran instructors who run these training facilities.}}
{{Article quote|Software simulations are held in contempt by the veteran instructors who run these training facilities.}}


'''The Pit'''<ref name="humpday">[http://halo.bungie.net/news/content.aspx?type=topnews&cid=12690 '''Bungie.net''': ''Humpday Challenge: Con Artists'']</ref> is a symmetrical ''[[Halo 3]]'' [[multiplayer]] map. It was included in ''[[Halo Online]]'' under the name '''Hangar'''.
'''The Pit'''<ref name="humpday">[http://halo.bungie.net/news/content.aspx?type=topnews&cid=12690 '''Bungie.net''': ''Humpday Challenge: Con Artists'']</ref> is a symmetrical ''[[Halo 3]]'' [[multiplayer]] map. It was remade in ''[[Halo 4]]''<nowiki>'</nowiki>s [[Bullseye Map Pack]] as [[Pitfall]].


==Universe and lore==
==Setting==
{{Main|UNSC Training Facility Bravo}}
{{Main|UNSC Training Facility Bravo}}
While most contemporary combat simulations occur in the [[Holography|holographic]] and pneumatic world of [[War Games]], UNSC Training Facility Bravo - alongside others located throughout the [[East African Protectorate]] - offer unfettered, live combat in real world settings. This methodology is the pride and joy of old-school drill instructors, whose lament the rise in illusory combat environs. Ironically, this site was then replicated in War Games as The Pit, a testament to its time-honored combat value.{{Ref/Reuse|HU}}
While most contemporary combat simulations occur in the [[Holography|holographic]] and pneumatic world of [[War Games]], UNSC Training Facility Bravo - alongside others located throughout the [[East African Protectorate]] - offer unfettered, live combat in real world settings. This methodology is the pride and joy of old-school drill instructors, whose lament the rise in illusory combat environs. Ironically, this site was then replicated in War Games as The Pit, a testament to its time-honored combat value.<ref name="HU"/>


The facility itself is set in a large aircraft hangar. Although a fence prevents trainees from leaving the arena, multiple [[D77H-TCI Pelican]]s, [[Scout Warthog]]s and [[M831 Troop Transport Warthog]]s can be seen on the facility's runway, with [[Mount Kilimanjaro]] looming in the distance. The interior of the facility has numerous hallways and platforms with which to simulate a combat environment, and motion-activated pop-up targets of [[Jiralhanae]] wielding [[Paegaas Workshop Spiker|Spikers]] and [[Kig-Yar Sniper]]s. The map also has a control room with multiple readout screens.
The facility itself is set in a large aircraft hangar. Although a fence prevents trainees from leaving the arena, multiple [[D77H-TCI Pelican]]s, [[Scout Warthog]]s and [[M831 Troop Transport Warthog]]s can be seen on the facility's runway, with [[Mount Kilimanjaro]] looming in the distance. The interior of the facility has numerous hallways and platforms with which to simulate a combat environment, and motion-activated pop-up targets of [[Jiralhanae]] wielding [[Type-25 Spiker|Spikers]] and [[Kig-Yar Sniper]]s. The map also has a control room with multiple readout screens.


==Overview==
[[File:H3_ThePit Overlook.jpg|thumb|250px|An overlook of the center (Active Camo Hall & High Bridge in view)]]
===Layout===
==Design==
Even though it is a symmetrical map, The Pit is multi-leveled, giving players many avenues and routes via ramps and walkways in which to hide and/or engage the enemy. While each side of the map is identical in geometry and [[weapon]] placement, several power weapons and [[power-up]]s exist in the central area. A [[SRS99D-S2 AM sniper rifle|sniper rifle]] sits on the bottom level of each base.
Even though it is a symmetrical map, The Pit is multi-leveled, giving players many avenues and routes via ramps and walkways in which to hide and/or engage the enemy. While each side of the map is identical in geometry and [[weapon]] placement, several power weapons and [[power-up]]s exist in the central area. A [[SRS99D-S2 AM sniper rifle|sniper rifle]] sits on the bottom level of each base.
<gallery>
File:HMCC H3 The Pit Map.png|The Pit Map.
</gallery>
====The Bases====
On either side of the map exists an identical base with identical weapon and spawn points. Each base consists of an upper and lower area, which mainly designates where the sniper rifle and [[M90 shotgun|shotgun]] are located. The Upper and Lower bases are connected by walkways and ramps, and offer plenty of cover from enemy fire, as well as an assortment of weapons and equipment. The bases have very long sight lines and if a [[sniper]] were on top they would have a clear view of the other base.


=====Upper Base=====
===The Bases===
On either side of the map exists an identical base with identical weapon and spawn points. Each base consists of an upper and lower area, which mainly designates where the sniper rifle and [[M90 shotgun|shotgun]] are located. The Upper and Lower bases are connected by walkways and ramps, and offer plenty of cover from enemy fire, as well as an assortment of weapons and equipment. The bases have very long sight lines and if a [[sniper]] were on top he/she would have a clear view of the other base.
 
====Upper Base====
Also known to players as "Sniper Tower," this area of the base covers the three-leveled structure where the sniper rifle, [[Type-25 Brute Shot|Brute Shot]], and a [[regenerator]] spawn. From the top of the tower, players can see directly into the other team's tower. Snipers often use this perch, as they have a field of view over their side of the map. This area of the base is located closer to the [[Type-1 energy sword|Sword]] Room and [[overshield]] Alley, giving players quicker access to those power-ups. A [[AIE-486H machine gun|machine gun turret]] is also located at the top of the tower, but players often become easy prey to snipers when mounting this weapon (the turrets are also in clear view of each other).
Also known to players as "Sniper Tower," this area of the base covers the three-leveled structure where the sniper rifle, [[Type-25 Brute Shot|Brute Shot]], and a [[regenerator]] spawn. From the top of the tower, players can see directly into the other team's tower. Snipers often use this perch, as they have a field of view over their side of the map. This area of the base is located closer to the [[Type-1 energy sword|Sword]] Room and [[overshield]] Alley, giving players quicker access to those power-ups. A [[AIE-486H machine gun|machine gun turret]] is also located at the top of the tower, but players often become easy prey to snipers when mounting this weapon (the turrets are also in clear view of each other).


=====Lower Base=====
====Lower Base====
The area of the Lower Base is adjacent or similar to the Upper Base, but is considered much larger. In this area, players spawn in either a rectangular room with ramps leading to the shotgun or Upper Base. The Shotgun spawns in the farthest corner in a small hallway curving around the edge of the map. This open area features much of the combat, as it is multi-leveled with ramps that access the Rocket or Camouflage Hall, as well as the High Bridge and Sword Room. Players can pick from a selection of a [[BR55HB battle rifle|battle rifle]], [[Type-52 Mauler|Mauler]], or two [[Paegaas Workshop Spiker|Spiker]]s. Above the Lower Base is a room which is only accessible by re-spawning or by butterfly jumping in it. This room is an excellent sniper perch. It is also a very effective hiding place in game types such as Team Doubles.
[[File:H3 ThePit-Base1 Lower.png|thumb|200px|The Pit's lower base.]]
<gallery>
The area of the Lower Base is adjacent or similar to the Upper Base, but is considered much larger. In this area, players spawn in either a rectangular room with ramps leading to the shotgun or Upper Base. The Shotgun spawns in the farthest corner in a small hallway curving around the edge of the map. This open area features much of the combat, as it is multi-leveled with ramps that access the Rocket or Camouflage Hall, as well as the High Bridge and Sword Room. Players can pick from a selection of a [[BR55HB battle rifle|battle rifle]], [[Type-52 Mauler|Mauler]], or two [[Type-25 Spiker|Spiker]]s. Above the Lower Base is a room which is only accessible by re-spawning or by butterfly jumping in it. This room is an excellent sniper perch. It is also a very effective hiding place in game types such as Team Doubles.
File:H3 ThePit-Base1 Lower.png|The Pit's lower base.
 
</gallery>
===Rocket Hall===
====Rocket Hall====
[[File:H3_ThePit_RocketHall.jpg|thumb|200px|The Rocket Hall of The Pit.]]
This area of the map is aptly named for the [[M41 SPNKR|rocket launcher]] that can be found here. It is often the area of heavy fire in the start of a round or game, with players rushing to secure the power weapon. Players spawning can also pick up a battle rifle or [[Type-33 needler|needler]] on their way to the hall to assist in killing the enemy. This hallway essentially serves as a connection point between the Lower Base on each side of the map. The needler run is usually an effective but suicidal attempt, so simply lob in grenades and take out any eager chargers with the battle rifle. Do not go in for the weapon until all is clear.
This area of the map is aptly named for the [[M41 SPNKR|rocket launcher]] that can be found here. It is often the area of heavy fire in the start of a round or game, with players rushing to secure the power weapon. Players spawning can also pick up a battle rifle or [[Type-33 needler|needler]] on their way to the hall to assist in killing the enemy. This hallway essentially serves as a connection point between the Lower Base on each side of the map. The needler run is usually an effective but suicidal attempt, so simply lob in grenades and take out any eager chargers with the battle rifle. Do not go in for the weapon until all is clear.
<gallery>
File:H3 ThePit RocketHall.jpg|The Rocket Hall of The Pit.
</gallery>


====Camo Hall====
===Camo Hall===
[[File:H3_ThePit_CamoHall.png|thumb|right|200px|The Camo Hall]]
Also referred to as the "Green Home" or "Green Box", players rushing the rocket launcher often deviate from that path, and go the route of the [[active camouflage]] power-up. This hallway is parallel to the Rocket Hall, and allows players to flank up behind the opposing team in hopes of killing them and allowing your teammates to secure the rocket launcher. This is the central-most location of the map, and players have access to any area from here. Walkways or ramps can lead players to the Upper Base or the Lower Base, the Rocket Hall, and the Sword Room.
Also referred to as the "Green Home" or "Green Box", players rushing the rocket launcher often deviate from that path, and go the route of the [[active camouflage]] power-up. This hallway is parallel to the Rocket Hall, and allows players to flank up behind the opposing team in hopes of killing them and allowing your teammates to secure the rocket launcher. This is the central-most location of the map, and players have access to any area from here. Walkways or ramps can lead players to the Upper Base or the Lower Base, the Rocket Hall, and the Sword Room.
<gallery>
File:H3 ThePit CamoHall.png|The Camo Hall
</gallery>


====Sword Room====
[[File:H3_ThePit_SwordRoom.png|thumb|left|200px|The Sword Room]]
===Sword Room===
Often called "Blue Room", "Control Room", or the "Sword Spawn" by players, this area houses the energy sword. Although the sword is located here, this area sometimes goes uncontested due to the claustrophobic nature of the curved hallway and limited cover; however, teams will sometimes camp in this room after securing the close range power weapons, such as shotguns and the sword, with the regenerators also being valued as it makes grenade kills virtually impossible. It is very difficult to flush players out with grenades due to the curvature of the walls, which also make for devastating ambushes against a reckless player charging into the room unprepared.
Often called "Blue Room", "Control Room", or the "Sword Spawn" by players, this area houses the energy sword. Although the sword is located here, this area sometimes goes uncontested due to the claustrophobic nature of the curved hallway and limited cover; however, teams will sometimes camp in this room after securing the close range power weapons, such as shotguns and the sword, with the regenerators also being valued as it makes grenade kills virtually impossible. It is very difficult to flush players out with grenades due to the curvature of the walls, which also make for devastating ambushes against a reckless player charging into the room unprepared.


It is possible to throw grenades through a gap in the top of wall parallel to the entrances. It's also possible to get a [[power drain]] through the gap with a little luck and a good jump. A ramp on each side of the Sword Room gives players an entry and exit way to either Upper Base or Overshield Alley. Players may also take the high route, and travel across the "High Bridge" granting them access to the center area of the map. Maulers spawn on both ends of the tunnel closest to the "High Bridge", and a power drain is in the center of the bridge with [[Okarda'phaa-pattern plasma rifle|plasma rifles]] to the sides, near the ramps leading to the power drain.
It is possible to throw grenades through a gap in the top of wall parallel to the entrances. It's also possible to get a [[power drain]] through the gap with a little luck and a good jump. A ramp on each side of the Sword Room gives players an entry and exit way to either Upper Base or Overshield Alley. Players may also take the high route, and travel across the "High Bridge" granting them access to the center area of the map. Maulers spawn on both ends of the tunnel closest to the "High Bridge", and a power drain is in the center of the bridge with [[Type-25 plasma rifle|plasma rifles]] to the sides, near the ramps leading to the power drain.


<gallery>
This area was originally supposed to feature real-time monitors of certain points on the map. Each screen originally displays what a certain camera placed on the map sees. This feature was removed during the development of this map due to network lag, but there are some modded maps that show the camera footage.
File:H3 ThePit SwordRoom.png|The Sword Room
</gallery>


====Overshield Alley====
===Overshield Alley===
[[File:H3_ThePit_OvershieldAlley.png|thumb|right|200px|The Pit's Overshield Alley]]
Located directly under the Sword Room, the Overshield Alley has three ways in and out. The alley runs parallel to the Camouflage and Rocket Launcher halls, essentially connecting both Upper Bases. In the center of the alleyway, adjacent the overshield, players can escape enemy fire by running underneath an opening in the wall, under the "High Bridge". Players can also find a battle rifle at either end of the alleyway, granting them some long-range support. The overshield is one of the key items before you go up to the Sword Room. So if it is possible, try to get the overshield before you charge in or be the target of the enemy sword.
Located directly under the Sword Room, the Overshield Alley has three ways in and out. The alley runs parallel to the Camouflage and Rocket Launcher halls, essentially connecting both Upper Bases. In the center of the alleyway, adjacent the overshield, players can escape enemy fire by running underneath an opening in the wall, under the "High Bridge". Players can also find a battle rifle at either end of the alleyway, granting them some long-range support. The overshield is one of the key items before you go up to the Sword Room. So if it is possible, try to get the overshield before you charge in or be the target of the enemy sword.
<gallery>
File:H3 ThePit OvershieldAlley.png|The Pit's Overshield Alley
</gallery>


===Strategies===
==Strategies==
[[File:H3 ThePit Overlook.jpg|thumb|250px|An overlook of the center (Active Camo Hall & High Bridge in view)]]
[[File:H3_ThePit_K1.png|thumb|right|200px|Sector K1.]]
<!--This is STRATEGIES, not Trivia, only strategies belong here, please put trivia above in the Trivia section-->
<!--This is STRATEGIES, not Trivia, only strategies belong here, please put trivia above in the Trivia section-->
*Securing the rockets is very risky at the start of the game, so the best alternative is to hold off the enemy and get someone to flank through the Camo Hall.
*Securing the rockets is very risky at the start of the game, so the best alternative is to hold off the enemy and get someone to flank through the Camo Hall.
*At the start of a match destroy the [[Fusion coil]]s before flanking; typically a [[grenade]] sails next to them if they are still there, destroying anyone foolish to stand close. In contrast throw a grenade so it ricochets off the wall to roast opponents attempting to flank you.
*At the start of a match destroy the [[fusion core]]s before flanking; typically a [[grenade]] sails next to them if they are still there, destroying anyone foolish to stand close. In contrast throw a grenade so it ricochets off the wall to roast opponents attempting to flank you.
*Holding a sniper rifle and an energy sword on one of the Sniper Towers is one of the strongest positions; there are only a few things to be afraid of:
*Holding a sniper rifle and an energy sword on one of the Sniper Towers is one of the strongest positions; there are only a few things to be afraid of:
**When on the Sniper Tower, remember your weak points: the vent and the ramp. If you have either a shotgun or an energy sword, you can protect or take one of these fortified positions with little effort.
**When on the Sniper Tower, remember your weak points: the vent and the ramp. If you have either a shotgun or an energy sword, you can protect or take one of these fortified positions with little effort.
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*If you are about to walk past the Sword Room and want to make sure nobody is in there, get on the side of the room where there is a wall. You can jump up. There is a hole between the wall and the ceiling. You can see anybody in there. If you're skilled, you can aim and throw grenades or shoot in there at campers.
*If you are about to walk past the Sword Room and want to make sure nobody is in there, get on the side of the room where there is a wall. You can jump up. There is a hole between the wall and the ceiling. You can see anybody in there. If you're skilled, you can aim and throw grenades or shoot in there at campers.
*When you or a teammate has the sword, a good strategy is to both stand in the Sword Room, either side of the doorway and not move as you will not show up on the Motion Tracker. Then, an unsuspecting enemy will come looking for the sword, and you can pop out of nowhere and kill them.
*When you or a teammate has the sword, a good strategy is to both stand in the Sword Room, either side of the doorway and not move as you will not show up on the Motion Tracker. Then, an unsuspecting enemy will come looking for the sword, and you can pop out of nowhere and kill them.
==Remakes==
===''Halo 4''===
A remake of the map, known as [[Pitfall]], was added to ''[[Halo 4]]'' as part of the [[Bullseye Map Pack]].
===''Halo 5: Guardians''===
''[[Halo 5: Guardians]]'' features a remake of The Pit with [[Breakout]] aesthetics called ''Simulation'', introduced as part of the [[Community Breakout]] playlist.{{Citation needed}}
===''Halo Infinite''===
''[[Halo Infinite]]'' features ''[[Empyrean]]'', a remake of The Pit made with [[Forge]]. It was released in the December 2022 Update.{{Ref/Site|URL=https://www.halowaypoint.com/news/halo-infinite-december-2022-update|Site=Halo Waypoint|Page=Halo Infinite <nowiki>|</nowiki> December 2022 Update|D=8|M=12|Y=2022}}
==Variant==
===Pit Stop===
{{Quote|Some say the attics are haunted by fallen trainees that died camping. Warlocks are another popular theory.}}
'''Pit Stop''' is a map variant released to improve the gameplay balance. It was added into matchmaking with Title Update 2 on 9/23/08, and was added along with [[Boundless]], [[Epilogue]], and [[Sand Tarp]]. The following is a list of changes made;
*The map now has "inaccessible spawn hives". This means that the player cannot spawn in the room above the flag/bomb spawn. There are also invisible barriers blocking it off from people going up there via Brute Shot jumping, grenade jumping, and double jumping.


==Forge==
==Forge==
<!--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-->
<!--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-->
{{Main|Forge}}
*You can place a Receiver Node outside the chain link fence; however, it will vanish after a few seconds, so to make use of it, you need to have a Sender Node ready nearby. You will die if you remain outside of the map in Player Mode for longer than a few seconds; players in Edit Mode only seem to die in certain corners.
*You can place a Receiver Node outside the chain link fence; however, it will vanish after a few seconds, so to make use of it, you need to have a Sender Node ready nearby. You will die if you remain outside of the map in Player Mode for longer than a few seconds; players in Edit Mode only seem to die in certain corners.
*You can also get out of the map using a machine gun turret. Forge the turret facing inwards to the map. Mount it, look forward (into the map) and straight up, and then dismount, entering Edit Mode as you do so.
*You can also get out of the map using a machine gun turret. Forge the turret facing inwards to the map. Mount it, look forward (into the map) and straight up, and then dismount, entering Edit Mode as you do so.
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*Adding [[M274 Mongoose|Mongooses]] to the lower floors of the Upper Bases directs focus to the fence-side center of the map and removes attention on guarding the center of the map and the rocket launcher. It is also possible for Mongooses to flank the enemy base by driving through the Overshield Hallway and up the fan near the back walk. This can be balanced by adding a [[TR/9 trip mine|trip mine]] along that path and placing fusion coils under the central bridge.
*Adding [[M274 Mongoose|Mongooses]] to the lower floors of the Upper Bases directs focus to the fence-side center of the map and removes attention on guarding the center of the map and the rocket launcher. It is also possible for Mongooses to flank the enemy base by driving through the Overshield Hallway and up the fan near the back walk. This can be balanced by adding a [[TR/9 trip mine|trip mine]] along that path and placing fusion coils under the central bridge.


[[File:H3 ThePit TroopTransport Warthog.jpg|thumb|Several players in the troop hog.]]
[[File:H3 ThePit TroopTransport Warthog.jpg|thumb|right|Several players in the troop hog.]]
===Warthogs===
===Warthogs===
Outside of the map, there are three Warthogs, two of them are damaged Scout Warthogs, but the other one is an undamaged Troop Transport Warthog. The Troop Transport Warthog can be driven if brought into the main section of the level. To do this, you must glitch a teleporter on the other side of the fence. Once there, destroy the Warthog. After a ''very'' long time (15-45 min.), the Warthog will respawn. To get it inside of the map (so that you can drive it without being killed by the [[The Guardians]] within five seconds), you must use grav lifts and flip the vehicle to get it onto an elevated gray platform outside of the map, and then onto yet another platform, from where it can be pushed into the map. You must be quick, if you are not quick enough, the Warthog will disappear and you will need to wait until it respawns back outside the map.
Outside of the map, there are three Warthogs, two of them are damaged Scout Warthogs, but the other one is an undamaged Troop Transport Warthog. The Troop Transport Warthog can be driven if brought into the main section of the level. To do this, you must glitch a teleporter on the other side of the fence. Once there, destroy the Warthog. After a ''very'' long time (15-45 min.), the Warthog will respawn. To get it inside of the map (so that you can drive it without being killed by the [[Guardians]] within five seconds), you must use grav lifts and flip the vehicle to get it onto an elevated gray platform outside of the map, and then onto yet another platform, from where it can be pushed into the map. You must be quick, if you are not quick enough, the Warthog will disappear and you will need to wait until it respawns back outside the map.


It is also possible to bring the Troop Transport Warthog inside the map by [[modding]]. It will respawn inside the map, but it will still take a ''very'' long time for it to respawn and you will still need to destroy it at least once for it to be drivable.
It is also possible to bring the Troop Transport Warthog inside the map by [[modding]]. It will respawn inside the map, but it will still take a ''very'' long time for it to respawn and you will still need to destroy it at least once for it to be drivable.
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Just like in the campaign, the back seats cannot be ridden in, but players can simply stand or crouch on them.
Just like in the campaign, the back seats cannot be ridden in, but players can simply stand or crouch on them.


==Production notes==
==Variant: Pit Stop==
[[File:H3 ThePit ReferencePhoto.jpg|thumb|250px|A reference photo of "Crime Town" taken from the production of ''Mindhunter'', used for reference in The Pit's aesthetic.]]
{{Article quote|Some say the attics are haunted by fallen trainees that died camping. Warlocks are another popular theory.}}
[[File:H3 ThePit PaperModel.jpg|thumb|250px|Paper models of "Crime Town".]]
'''Pit Stop''' is a map variant released to improve the gameplay balance. It was added into matchmaking with Title Update 2 on 9/23/08, and was added along with [[Boundless]], [[Epilogue]], and [[Sand Tarp]]. The following is a list of changes made;
In the initial conception of The Pit, developers [[Steve Cotton]] and [[Chris Carney]] were inspired by architecture of [[:wikipedia:Bernard Tschumi|Bernard Tschumi]]. They were inspired by cultural centres in France, in which several buildings were built underneath one large roof. An early point of the Pit's design was to use light to differentiate both sides of the map, with one side being in light and the other in shade. This was eventually rotated, with the light area being the light streaming into the hangar from the runway and the dark area being the back wall of the hangar.{{Ref/Reuse|postmortem}}
*The map now has "inaccessible spawn hives". This means that the player cannot spawn in the room above the flag/bomb spawn. There are also invisible barriers blocking it off from people going up there via Brute Shot jumping, grenade jumping, and double jumping.
 
The Pit was originally designed to have a [[Forerunner]] landscape with machines running around the map, and built into a cliff face. Once blocked out, the map was a "disaster". The middle street wasn't controllable, so it was decided to make the street into a wall. The bridge crossing the street became the camo hallway in the final build.<ref name="postmortem">[http://halo.bungie.net/news/content.aspx?type=topnews&link=Pit_Postmortem '''Bungie.net''', ''Excavating The Pit'']</ref>
 
In this original design for The Pit, the map was to be the size of a small town roughly the size of ''[[Halo: Combat Evolved]]'' map [[Hang 'Em High]], with action in the rooftop area and on the ground. In this design, the map would be two storeys high, with players fighting to control a street running down the middle while each team controlled half the town. Inspiration was later taken from ''[[Halo 2]]'' map [[Turf]], while playing around on the roofs. Players would be able to grab the flag out of the base and get onto the rooftops with it, and "be like Spider-Man"; jumping and running along the roof back to the friendly base. To prevent situations like those common in [[Zanzibar]] CTF, the flag would be spawned on the lower level and players on the top, so defenders have quick routes to return the flag.{{Ref/Reuse|postmortem}}
 
As production got going properly, the Pit's layout changed very little with the main exception being the reduced verticality from the original concept. Originally, however, the Active Camo would have spawned in a room down a ramp. This was removed and changed to the green corridor known in the final map variant.{{Ref/Reuse|postmortem}}
 
The inspiration to set the map in a training facility came from a piece of concept art by [[Isaac Hannaford]] set in a realistic modern day facility, built out of plywood, metal and spray paint. One concept produced by [[Paul Russel]] set the map in a human pump station, with a waterfall on one part of the map. This idea would set the level in a human military base that would later be reused and turned into the [[Crow's Nest]] level in the campaign. The map itself would be set in a cave with a waterfall leading into a pool, where players would be able to jump off the map and die.{{Ref/Reuse|postmortem}}
 
In creating the aesthetic of the final level, concept done by [[Lee Wilson]] for ''Mindhunter'' was used for inspiration. In doing concept production for that film, Wilson had been sent to a secret facility in Holland to gather reference that he nicknamed "Crime Town". The facility had molded concrete structures that could be reconfigured or detached for training missions. From there, the artists "put in a UNSC flavor – some metal bars, little connectors, and panels. And thus The Pit was born".{{Ref/Reuse|postmortem}}
 
At one point, the man cannon fans were to be mobile forge objects that could be placed anywhere.{{Ref/Reuse|postmortem}}
 
During development, the Pelicans on the runway were placed in a layout to emulate ''Black Hawk Down''.{{Ref/Reuse|postmortem}} An earlier version of the map also had [[AV-14 Hornet]]s placed on the runway outside the level, resulting in the player being able to glitch through the fence and drive the Hornets. This was ultimately removed for the final game.{{Ref/Audio|Id=Podcast|The Bungie Podcast|Episode=August 2007 (4)|Time=35:00}}
 
The control room on the map was added with the original intention being that the monitors would actually display CCTV footage from the cameras placed around the map. The room is heavily enclosed due to how expensive this rendering is, but at one point the system was fully working and standing in the control room would let players see what was going on in other areas of the map. The cameras would operate like AI and follow players near them, but had to count as another player due to how much processing power they needed to work correctly. Because of this, it was cut but the control room remained as the sword room.{{Ref/Reuse|postmortem}}
 
The Pit's internal name during development was ''Cyberdyne'' and was first discovered shortly after the release of the [[Halo 3 Beta]]. However, it was referred to at least once before official reveal under the name of "Gym Class".{{Ref/Reuse|humpday}} The Pit's final name is a reference to ''The Wire''. It was named by Joe Tung, as it's "where all the deals went down".{{Ref/Reuse|postmortem}}


==Trivia==
==Trivia==
<!--This is TRIVIA, not Strategies, only trivia belongs here, please put strategies below in the Strategies section-->
<!--This is TRIVIA, not Strategies, only trivia belongs here, please put strategies below in the Strategies section-->
*Inside the room containing the energy sword, there is a phone that you can melee and will fall on the floor. Then you melee it until it is upside down. If you zoom in on it, you can see a [[Windows logo]].
===Production notes===
*The Pit's internal name during development was ''Cyberdyne'' and was first discovered shortly after the release of the [[Halo 3 Beta]]. However, it was referred to at least once before official reveal under the name of "Gym Class".<ref name="humpday"/>
**The codename that was given to The Pit, "Cyberdyne", is the name of the company in the ''Terminator'' movies that helps recreate artificial intelligence.
**The Pit's final name is a reference to ''The Wire''. It was named by Joe Tung, as it's "where all the deals went down".<ref name="postmortem"/>
*In the initial conception of The Pit, developrs [[Steve Cotton]] and [[Chris Carney]] were inspired by architecture of [[:wikipedia:Bernard Tschumi|Bernard Tschumi]]. They were inspired by cultural centres in France, in which several buildings were built underneath one large roof. An early point of the Pit's design was to use light to differentiate both sides of the map, with one side being in light and the other in shade. This was eventually rotated, with the light area being the light streaming into the hangar from the runway and the dark area being the back wall of the hangar.<ref name="postmortem"/>
*In this original design for The Pit, the map was to be the size of a small town roughly the size of ''[[Halo: Combat Evolved]]'' map [[Hang 'Em High]], with action in the rooftop area and on the ground. In this design, the map would be two storeys high, with players fighting to control a street running down the middle while each team controlled half the town. Inspiration was later taken from ''[[Halo 2]]'' map [[Turf]], while playing around on the roofs. Players would be able to grab the flag out of the base and get onto the rooftops with it, and "be like Spider-Man"; jumping and running along the roof back to the friendly base. To prevent situations like those common in [[Zanzibar]] CTF, the flag would be spawned on the lower level and players on the top, so defenders have quick routes to return the flag.<ref name="postmortem"/>
*The Pit was originally designed to have a [[Forerunner]] landscape with machines running around the map, and built into a cliff face. Once blocked out, the map was a "disaster". The middle street wasn't controllable, so it was decided to make the street into a wall. The bridge crossing the street became the camo hallway in the final build.<ref name="postmortem">[http://halo.bungie.net/news/content.aspx?type=topnews&link=Pit_Postmortem '''Bungie.net''', ''Excavating The Pit'']</ref>
*The inspiration to set the map in a training facility came from a piece of concept art by [[Isaac Hannaford]] set in a rrealistic modern day facility, built out of plywood, metal and spray paint. One concept produced by [[Paul Russel]] set the map in a human pump station, with a waterfall on one part of the map. This idea would set the level in a human military base that would later be reused and turned into the [[Crow's Nest (level)|Crow's Nest]] level in the campaign. The map itself would be set in a cave with a waterfall leading into a pool, where players would be able to jump off the map and die.<ref name="postmortem"/>
*In creating the aesthetic of the final level, concept done by [[Lee Wilson]] for ''Mindhunter'' was used for inspiration. In doing concept production for that film, Wilson had been sent to a secret facility in Holland to gather reference that he nicknamed "Crime Town". The facility had molded concrete structures that could be reconfigured or detached for training missions. From there, the artists "put in a UNSC flavor – some metal bars, little connectors, and panels. And thus The Pit was born".<ref name="postmortem"/>
*The control room on the map was added with the original intention being that the monitors would actually display CCTV footage from the cameras placed around the map. The room is heavily enclosed due to how expensive this rendering is, but at one point the system was fully working and standing in the control room would let players see what was going on in other areas of the map. The cameras would operate like AI and follow players near them, but had to count as another player due to how much processing power they needed to work correctly. Because of this, it was cut but the control room remained as the sword room.<ref name="postmortem"/>
*As production got going properly, the Pit's layout changed very little with the main exception being the reduced verticality from the original concept. Originally, however, the Active Camo would have spawned in a room down a ramp. This was removed and changed to the green corridor known in the final map variant.<ref name="postmortem"/>
*At one point, the man cannon fans were to be mobile forge objects that could be placed anywhere.<ref name="postmortem"/>
*During development, the Pelicans on the runway were placed in a layout to emulate ''Black Hawk Down''.<ref name="postmortem"/>
===Miscellaneous===
*Inside the room containing the energy sword, there is a phone that you can melee and will fall on the floor. Then you melee it until it is upside down. If you zoom in on it, you can see a [[Windows Logo]].
*The Warthogs outside the map can be flipped, blown up and driven (only after it re-spawns again). The player will still be killed by the Guardians while in the Warthog if outside the map. It is possible to bring the Warthog into the gameplay area in Forge.
*The Warthogs outside the map can be flipped, blown up and driven (only after it re-spawns again). The player will still be killed by the Guardians while in the Warthog if outside the map. It is possible to bring the Warthog into the gameplay area in Forge.
*The items outside the fence can be deleted, however, it does not give you any money and sometimes the number of that item on your list won't go up.
*The items outside the fence can be deleted, however, it does not give you any money and sometimes the number of that item on your list won't go up.
Line 163: Line 130:
**''"The white zone is for unloading and loading only."'' (reference to the movie 'Airplane')  
**''"The white zone is for unloading and loading only."'' (reference to the movie 'Airplane')  
**''"Will the owner of a blue SUV please move their vehicle."''  
**''"Will the owner of a blue SUV please move their vehicle."''  
***The voices were recorded by [[Lars Bakken]] and [[C. Paul Johnson]].{{Ref/Reuse|postmortem}}
***The voices were recorded by [[Lars Bakken]] and [[C. Paul Johnson]].<ref name="postmortem"/>
*The name BARRET is stenciled on the tarmac among the Pelicans, which can only be viewed by escaping the map boundaries in [[Pan Cam]]. The name is a reference to Bungie level designer, [[Chris Barrett]].
*The name BARRET is stenciled on the tarmac among the Pelicans, which can only be viewed by escaping the map boundaries in [[Pan Cam]]. The name is a reference to Bungie level designer, [[Chris Barrett]].
*The screens in the ops centre show the same readouts as those in the mission Crow's Nest.
*The screens in the ops centre show the same readouts as those in the mission Crow's Nest.
*''[[Halo 5: Guardians]]'' features a remake of The Pit with [[Breakout]] aesthetics called ''Simulation'', introduced as part of the [[Community Breakout]] playlist.


==Gallery==
==Gallery==
{{Linkbox|gallery=yes}}
<gallery>
<gallery>
File:HMCC H3 The Pit Map.png|The Pit Map.
File:H3_ThePit_EarlySideView.jpg|An early side view of The Pit.
File:H3_ThePit_EarlySideView.jpg|An early side view of The Pit.
File:H3_ThePit_EarlyLayoutSketch_1.jpg|An early layout of the Pit.
File:H3_ThePit_EarlyLayoutSketch_1.jpg|An early layout of the Pit.
File:H3_ThePit_EarlyLayoutSketch_2.jpg|An early layout of the Pit.
File:H3_ThePit_EarlyLayoutSketch_2.jpg|An early layout of the Pit.
File:H3_ThePit Concept.jpg|Concept art of The Pit by Isaac Hannaford.
File:H3_ThePit Concept.jpg|Concept art of The Pit by Isaac Hannaford.
File:H3_ThePit_PaperModel.jpg|Paper models of "Crime Town".
File:H3_ThePit_ReferencePhoto.jpg|A reference photo of "Crime Town" taken from the production of ''Mindhunter'', used for reference in The Pit's aesthetic.
File:H3_ThePit_Exterior.jpg|An outside view of The Pit
File:H3_ThePit_Exterior.jpg|An outside view of The Pit
File:H3_ThePit_TroopHog.JPG|A player using a Troop Transport Hog on The Pit.
File:H3_ThePit_TroopHog.JPG|A player using a Troop Transport Hog on The Pit.
Line 184: Line 154:
File:H3_ThePit_Pelicans.png|Pelicans outside the map.
File:H3_ThePit_Pelicans.png|Pelicans outside the map.
File:H3_ThePit_Kilimanjaro.png|The view of Mt. Kilimanjaro.
File:H3_ThePit_Kilimanjaro.png|The view of Mt. Kilimanjaro.
File:H3 ThePit K1.png|Sector K1.
File:H3 The Pit out of bounds.jpg|A view of the map's exterior.
</gallery>
</gallery>


==Sources==
==Sources==
{{Ref/Sources}}
<references/>


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

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