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| {{Status|Gameplay}} | | {{Ratings}} |
| {{Multiplayer map infobox | | {{Era|H3|RVB|}} |
| |pagegamelabel=H3
| | {{Multiplayer Map Infobox |
| |name=The Pit | | |name=The Pit |
| |image=[[File:H3 ThePit.jpg|center|300px]] | | |image=[[Image:Thepit_1.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}} | | |location= [[Africa]], [[Earth]] |
| |map=War Games Map_Set/: 590-1<ref name="HU">[https://www.halowaypoint.com/en-us/universe/locations/earth '''Halo Waypoint''' - ''Universe: Earth'']</ref> | | |terrain=Symmetrical, ramps and obstacles |
| |location=[[UNSC Training Facility Bravo]] [[Africa]], [[Earth]]{{Ref/Reuse|HU}} | | |weapons=*[[MA5C|Assault Rifle]] |
| |terrain=Ramps and obstacles | | *[[BR55HB SR Battle Rifle|Battle Rifle]] |
| |symmetry=Symmetrical | | *[[Energy Sword]] |
| |playernumber=4-10 players
| | *[[M6G|Magnum]] |
| | *[[Mauler]] |
| | *[[Needler]] |
| | *[[Plasma Pistol]] |
| | *[[Plasma Rifle]] |
| | *[[M41 SSR MAV/AW|Rocket Launcher]] |
| | *[[Shotgun]] |
| | *[[SMG]] |
| | *[[SRS99D-S2 AM|Sniper Rifle]] |
| | *[[Spiker]] |
| | *[[AIE-486H Heavy Machine Gun|Machine Gun Turret]] |
| | *[[Fragmentation Grenade]]s |
| | *[[Plasma Grenade]]s |
| | |vehicles=*[[Troop Transport Warthog]] (Accessible only via a glitch) |
| | *[[Pelican]] (Unusable) |
| | *[[Warthog]] (Unusable/type not known) |
| | |equipment=*[[Power Drain]] |
| | *[[Regenerator]] |
| | |power-ups=*[[Active Camo]] |
| | *[[Overshield]] |
| |gametypes=*[[Team Slayer]] | | |gametypes=*[[Team Slayer]] |
| *[[Slayer]] | | *[[Slayer]] |
| *[[Multi Flag CTF]] | | *[[Multi Flag CTF]] |
| *[[Assault]] | | *[[Assault]] |
| | |playernumber= 4-10 players |
| }} | | }} |
| | {{Article Quote|"Software simulations are held in contempt by the veteran instructors who run these training facilities."}} |
| | '''The Pit'''<ref>[http://www.bungie.net/news/content.aspx?type=topnews&cid=12690 Bungie.net : Inside Bungie : News]</ref> is a ''[[Halo 3]]'' [[multiplayer]] map. |
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| {{Article quote|Software simulations are held in contempt by the veteran instructors who run these training facilities.}}
| | ==Discovery== |
| | It was revealed in a [[Bungie]] Humpday Challenge, and footage of it was confirmed to have been shown in one of the ''Halo 3'' video documentaries. It was internally known as 'Cyberdyne' before the change to 'The Pit'. |
| | [[Image:1204275727_Out_of_pit.jpg|thumb|left|300px|An outside view of The Pit]] |
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| '''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'''.
| | ==Layout== |
| | Set in a large hangar, The Pit, otherwise known as [[UNSC]] Training Facility B, is a small training grounds for UNSC forces, located somewhere in [[Africa]] on [[Earth]]. A tarmac area, containing [[seven]] [[Pelican]]s and several [[Warthog]]s that can be seen though the fence outside, but is not accessible to the player unless playing in Forge mode. Even though 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 ups exist, in the central area. A [[SRS99D-S2 AM Sniper Rifle]], sits on the bottom level of each base. |
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| ==Universe and lore==
| | [[Image:ThePit_Overlook.jpg|left|thumb|250px|An overlook of the centre (active Camo Hall & High Bridge in view)]] |
| {{Main|UNSC Training Facility Bravo}}
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| 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}}
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| 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 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 [[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 would have clear view of the other base. |
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| ==Overview== | | ====Upper Base==== |
| ===Layout=== | | Also known to players as "Sniper Tower," this area of the base covers the three-leveled structure where the Sniper Rifle, [[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 [[Energy Sword|Sword]] Room and [[Overshield]] Alley, giving players quicker access to those power ups. An [[AIE-486H Heavy 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). |
| 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.
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| <gallery>
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| File:HMCC H3 The Pit Map.png|The Pit Map.
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| </gallery>
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| ====The Bases====
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| 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.
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| =====Upper Base===== | | ====Lower 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).
| | The area of 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 Battle Rifle, Mauler, or two Brute [[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. |
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| =====Lower Base===== | | ==Rocket Hall== |
| 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.
| | This area of the map is aptly named for the [[M41 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 [[BR55HB SR Battle Rifle]] or [[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, keep your cool, and take out any eager chargers with the Battle Rifle. Do not go in for the weapon until all is clear. |
| <gallery>
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| File:H3 ThePit-Base1 Lower.png|The Pit's lower base.
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| </gallery>
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| ====Rocket Hall====
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| 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>
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| File:H3 ThePit RocketHall.jpg|The Rocket Hall of The Pit.
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| </gallery>
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| ====Camo Hall==== | | ==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. | | [[Image:camohall.jpg|thumb|right|200px|The Camo Hall]] |
| <gallery>
| | 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 team-mate 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 Upper or Lower Base, Rocket Hall, or even Sword Room. |
| File:H3 ThePit CamoHall.png|The Camo Hall
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| </gallery>
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| ====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. | | [[Image:Swordroom1.jpg|thumb|left|200px|The 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, skilled teams will often entrench themselves in this room after securing the close range power weapons, such as the shotguns and 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 base unprepared. |
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| 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 drainer or some other round equipment through the gap with a little luck and a good jump. A ramp on each side of the Sword Room gives players an entry an 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 centre area of the map. [[Mauler]]s spawn on both ends of the tunnel closest to the "High Bridge", and a [[Power Drain]] is in the centre of the bridge with Plasma Rifles to the sides, near the ramps leading to the Power Drain. |
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| <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. |
| File:H3 ThePit SwordRoom.png|The Sword Room
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| </gallery>
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| ====Overshield Alley==== | | ==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. | | [[Image:overshieldalley.jpg|thumb|right|200px|The Pit's Overshield Alley]] |
| <gallery>
| | Located directly under the Sword room, this [[Overshield]] alley has only three ways in and out. The alley runs parallel to the Camouflage and Rocket Launcher halls, essentially connecting both Upper Bases. In the centre 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. |
| File:H3 ThePit OvershieldAlley.png|The Pit's Overshield Alley
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| </gallery>
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| ===Strategies===
| | ==Strategies== |
| [[File:H3 ThePit Overlook.jpg|thumb|250px|An overlook of the center (Active Camo Hall & High Bridge in view)]]
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| <!--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 Active Camouflage corridor. |
| *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.
| | *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 immense effortlessness. |
| **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. | |
| **People tend to throw a lot of grenades up, creating a cluster bomb effect, but knowing to stand where the grenades won't land is an easy way to survive. Take into account where the walls are behind your position, as the grenades can and will come back. | | **People tend to throw a lot of grenades up, creating a cluster bomb effect, but knowing to stand where the grenades won't land is an easy way to survive. Take into account where the walls are behind your position, as the grenades can and will come back. |
| **A sniper on the other side, but if he is taken out, there is very little ranged opposition. | | **A Sniper on the other side, but if he is taken out, there is very little ranged opposition. |
| *There are often snipers who shoot through the gaps of the panels on the Sniper Tower. The only solution is to flank them, or get into a position where they will have to come out of hiding. | | **There are often Snipers who shoot through the gaps of the panels on the Sniper Tower. The only solution is to flank them, or get into a position where they will have to come out of hiding. |
| *The Brute Shot can be devastating if wielded on top of the Sniper Tower. A player wielding the Brute Shot looking at the Sword Room and the Overshield Alley can lay waste to anyone approaching, giving the sniper an increased sense of security. | | *A good weapon layout for this map is as follows: A [[Battle Rifle]], an [[Energy Sword]], a [[Regenerator]], and some good cover. |
| *Holding the sniper rifle and the sword means it is best to stay between the Sniper Towers and the Sword Room, constantly moving between these areas to make it hard for enemies to close in on you, often giving you a chance to snipe them from a different area while they check where you ''were''. | | *Holding the Sniper Rifle and the Sword means it is best to stay between the Sniper Towers and the Sword Spawn, constantly moving between these areas makes it hard for enemies close in on you, often giving a chance to snipe them from a different area while they check where you ''were''. |
| *Yet another popular tactic concerns the "Sword Room". By securing the Sword Room, one team has total control over the sword, and any future swords that may spawn there. At some point, all of the securing team's members may have a sword. In the cramped hallways surrounding the Sword Room, this is a daunting perspective. This tactic is flawed because both the shotgun and rocket launcher are outside of your "base". However, team members can secure enough heavy weapons and camp inside the base. | | *Yet another popular tactic concerns the fabled "sword room". By securing the sword room, one team has total control over the sword, and any future swords that may spawn there. At some point, all of the securing team's members may have a sword of their own! In the cramped hallways surrounding the sword room, this is a daunting perspective. This tactic is flawed because both the shotgun and rocket launcher are outside of your "base". However, team members can secure enough heavy weapons and camp inside the base. This is often viewed as "noobish" or "unfair". |
| *Holding the building where the sword spawns can be effective. Although there are multiple entrances and exits, shotgun wielders can be exceptionally dangerous here. | | *Holding the building where the sword spawns can be effective. Although there are multiple entrances and exits, shotgun wielders can be exceptionally dangerous here. |
| *Remember that a player can be killed through the cracks of the metal plates on the Sniper Tower. | | *Some of the most important weapons are the sword, shotguns, sniper rifles, and rocket launcher. |
| *On an Assault match, grab the Overshield and go for the bomb in the corridor. | | *Have one team member go for the rocket launcher while you go for the sword and another goes for the sniper rifle. |
| *If at the start of a match, you go straight to the Sword Room, grab a Mauler and leave the sword. Enter the Sword Room and wait around the corner, and when someone enters, they will see the sword and run towards it, not paying any attention to you, giving you an easy assassination or Mauler kill. If you are too late and the opponent has already gotten the sword, try shooting the Mauler and meleeing at the same time, you should be able to beat him/her down and get a Bulltrue. | | *Camping in the sword room with the sword and cutting people down as they enter is great for multiple kills. The shotgun, mauler(s), and rocket launcher are also effective in this strategy. |
| Note: If you see someone on your Motion Tracker before you are in position, deal with him/her before continuing. | | * Remember that you can kill people when their head is showing through the cracks of the metal plates on the sniper tower. |
| *Some sword campers like to stay near the corners, killing any opponent that passes by, simply throw a few grenades so it bounces off the wall. If they survive, they may retreat, this is a great time to strike. | | *They can also see ''you'' so do not take cover there. |
| *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. | | *Another strategy, although rare but effective, is to wield a [[Magnum]]. Use it with a [[Plasma Rifle]] for quicker kills but just alone it can be deadly. Usually in the hands of a skilled player, whom is very familiar with the [[Magnum]], can totally control the centre of the map. Controlling the centre can be a great strategy as than you and your team has complete control of the [[Active Camouflage]]. Your main weakness would be to get either caught off guard, double-teamed, or a very stealthy and lucky player sneaks up on you. Also [[Shotguns]] and Assault Rifles are a real threat in the narrow hallway. |
| *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. | | *Another strategy, is to grab a Sniper Rifle or a Battle Rifle and either grenade jump, or get help from a friend to get up in the room over the flag-spawn. It is a very effective sniping point because it is extremely difficult for an enemy to reach you. Be aware, if they spot you, watch out for grenades. |
| | | *If at the start of a match you go straight to the Sword Room, grab a [[Mauler]] and leave the sword. Enter the inside room and wait around the corner and when someone enters, they will see the sword and run towards it not paying any attention to you, giving you an easy assassination or [[Mauler]] kill. Note: If you see someone on your radar before you are in position, deal with him or her before continuing. |
| ==Remakes==
| | *If a team is camping in the Sword Room, lob grenades through the gaps on the upper part of the walls surrounding the Sword Room. |
| ===''Halo 4''===
| | *When playing games like "shotty snipers" a good plan is to take your sniper and head for rocket hall. When there wait for the enemy. Then start going from side to side shooting off your sniper to hold them back(works best on the upper base side, but keep moving!). |
| A remake of the map, known as [[Pitfall]], was added to ''[[Halo 4]]'' as part of the [[Bullseye Map Pack]].
| | *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 your teammates don't care about your hogging the weapons, standing on the sniper tower with the sniper and the sword is a good tactic because if someone happens to rush you, bring out your energy sword and kill them. |
| ===''Halo 5: Guardians''===
| | *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 because you aren't shown on the radar. Then an unsuspecting enemy will come looking for the sword and you can pop out of nowhere and kill them.(Though it is considered to be noobish) |
| ''[[Halo 5: Guardians]]'' features a remake of The Pit with [[Breakout]] aesthetics called ''Simulation'', introduced as part of the [[Community Breakout]] playlist.{{Citation needed}}
| | *If someone steals the sword, exiting the room and turning a corner; shot the diagonal corner. It may hit them. |
| | | *Shooting a fusion coil that is by an enemy may give you a kill. |
| ===''Halo Infinite''===
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| ''[[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}}
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| ==Variant==
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| ===Pit Stop===
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| {{Quote|Some say the attics are haunted by fallen trainees that died camping. Warlocks are another popular theory.}}
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| '''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;
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| *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.
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| ==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 put a receiver node outside the chain link fence, and you have to stay in your ball or you will die in a few seconds. If you destroy the [[M831 Troop Transport|Troop Transport Warthog]] you can drive it, but you will still die after a few seconds. |
| *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 get out of the map by forging a Machine Gun Turret as well. Forge the turret facing inwards to the map, so that you can mount out of the map. |
| *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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| *If you destroy the [[M831 Troop Transport Warthog|Troop Transport Warthog]] behind the fence, you can drive it, but you will still die after a few seconds.
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| *Some items will, if placed behind the fence, but very close to it, remain on the map instead of vanishing instantly or after a few seconds. Fusion coils and weapon holders behave in this manner. | |
| *It is possible to create a near-impenetrable fortress using the entire "building" that houses the "Sword Room," which is great for Infection and One Bomb games. | | *It is possible to create a near-impenetrable fortress using the entire "building" that houses the "Sword Room," which is great for Infection and One Bomb games. |
| *It is possible to go up some of the rooftops in this map using [[Portable gravity lift|grav lifts]] or [[teleporter]]s; however, you will die after a few seconds. | | *It is possible to go up some of the roof tops in this map. You do have to use a gravity lift or using teleporters, but you will die a few seconds later. |
| *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.
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| [[File:H3 ThePit TroopTransport Warthog.jpg|thumb|Several players in the troop hog.]]
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| ===Warthogs===
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| 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.
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| 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.
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| ==Production notes==
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| [[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.]]
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| [[File:H3 ThePit PaperModel.jpg|thumb|250px|Paper models of "Crime Town".]]
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| 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}}
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| 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>
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| 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}}
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| 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}}
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| 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}}
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| 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}}
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| At one point, the man cannon fans were to be mobile forge objects that could be placed anywhere.{{Ref/Reuse|postmortem}}
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| 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}}
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| 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}}
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| 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}}
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| ==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]]. | | *This map is very useful for sniper or CQB practice. |
| *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 Warthog next to the Troop Transport is either a [[Flatbed Warthog]] or simply a Warthog with no turret. |
| *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. | | *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]]. |
| *Throughout the level, messages can be heard on the public-address system. Unfortunately, most likely due to the way sounds are saved in Halo 3's Films, most of these sounds will only play once and cannot be heard again, even if you rewind the film. Some known messages are: | | *The map has four holopanel [[Brute]] targets with fake energy shields that pop up when someone approaches. There are also two similar [[Jackal]] targets in the highest areas of the map. |
| **''"This is a reminder: The supporting firing range is off-limits every other Sunday."''
| | *In [[Forge]], it is possible to place a respawn point outside the boundary by forcing it through the fence. However, when beyond the boundary, the player will mysteriously die after walking anywhere within a few seconds. |
| **''"This is a reminder: Tampering with fusion cores is a disciplinary offense."'' | | *Outside of the map's boundaries on the tarmac, a player can see [[7]] [[Pelicans]], another reference to the number. |
| **''"This is a reminder: Fusion cores should not be stacked more than one high."'' | | *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 [[Warthogs]]) if outside the map. It is possible to bring the [[Warthogs]] into the game play area within Forge. |
| **''"Clear the runway: [[AV-14 Hornet|Hornet]]s inbound."'' | | *There are [[Swallow|swallows]] flying around in the rafters of the map, using weapons with scopes it is possible to shoot and kill them. |
| **''"The white zone is for unloading and loading only."'' (reference to the movie 'Airplane')
| | *There is a way to get into the top level of the building with a [[Brute Shot]]. Stand below of the doorways, look down, shoot and jump at the same time, and shoot again, and you are able to get inside. This is great for Sniping and hiding. |
| **''"Will the owner of a blue SUV please move their vehicle."'' | | *It is rumoured to have been codenamed ''Warthog, Inc.'' before release. |
| ***The voices were recorded by [[Lars Bakken]] and [[C. Paul Johnson]].{{Ref/Reuse|postmortem}}
| | *Many players claim to hear unexplained maniacal laughter on this level.{{Fact}} |
| *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]]. | | *Along with the laughter, players can hear a woman over the intercom saying "The White Zone is for loading and unloading of passengers only.", a possible joke reference to the movie "Airplane".{{Fact}} |
| *The screens in the ops centre show the same readouts as those in the mission Crow's Nest. | | *In the Ops Center, look at the main screen. On one of the slides, you can see several Seventh Column emblems and a very small [[7]]. |
| | *The Ops Center is used in the popular machinima [[Red vs Blue: Reconstruction]], when Private Walter Henderson was interrogated in Chapter One. However, the screen images are edited to show other information. |
| | *This is the map where a player got killed by a traffic cone in Matchmaking and was rewarded the [[Recon]] armour permutation. |
| | *Once you're outside The Pit in Forge, you can survive for as long as you want in editor mode, or by just staying off the ground altogether. |
| | *A new version of the Pit named [[Pit Stop]] has been released to play online from September 23rd plays alongside the default version. |
| | *In the October Playlist updates, Pit Stop replaced The Pit in Team Doubles. |
| | *The Pit is the only Halo 3 map to date that does not have a [[Bubble Shield]] equipment by default, except one mysteriously placed outside of the map boundaries. |
| | *There are six security cameras around the map; they do nothing but stare at you. They can’t be destroyed. |
| | *In the machinima [http://halomachinima.wikia.com/Marlin_the_Elite Marlin the Elite], The Pit is where Marlin lives after he is evicted from Headlong and fined 600 McBillion dollars. |
| | *The codename that was given to The Pit, "Cyberdyne", is the name of the company in the Terminator movie that helps recreate artificial intelligence. |
| | *The [[Halo 3]] symbol can be seen in the security cameras in the pit. |
| | *It is possible, albeit difficult, to destroy the warthog outside of the map, just keep throwing grenades over the fence until one hits or by putting a teleporter outside the map. |
| | *There are two Roadblocks, two Barrels, three Barriers, one Floodlight, one Crate, and three Warthogs placed out side of the map that cannot be deleted. |
| | *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 wont go up. |
| | *This place is used as the E.R.E.C.T. Headquaters in [[DigitalPh33r]]'s machinima [[Hard Justice]]. |
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| ==Gallery== | | ==Gallery== |
| {{Linkbox|gallery=yes}}
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| <gallery> | | <gallery> |
| File:H3_ThePit_EarlySideView.jpg|An early side view of The Pit.
| | Image:SnC ViC 4.jpg|A player on The Pit in [[Forge]] mode. |
| File:H3_ThePit_EarlyLayoutSketch_1.jpg|An early layout of the Pit.
| | Image:Troop_Hog.JPG|A player using a Troop Transport Hog on The Pit. |
| File:H3_ThePit_EarlyLayoutSketch_2.jpg|An early layout of the Pit.
| | Image:ThePit-HeatMap.jpeg|A birds-eye view of The Pit. |
| File:H3_ThePit Concept.jpg|Concept art of The Pit by Isaac Hannaford.
| | Image:ThePit-Base1_Overview.jpg|The Pit's Upper Base in view. |
| File:H3_ThePit_Exterior.jpg|An outside view of The Pit
| | Image:lowerbase1.jpg|The Pit's lower base. |
| File:H3_ThePit_TroopHog.JPG|A player using a Troop Transport Hog on The Pit.
| | Image:rockethall.jpg|The Rocket Hall of The Pit. |
| File:H3 ThePit-HeatMap.jpg|A birds-eye view of The Pit.
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| File:H3 ThePit-Base1 Overview.jpg|The Pit's Upper Base in view.
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| File:H3_ThePit_Schematic.png|The base schematic for the [[Crow's Nest]] base.
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| File:H3_ThePit_Seismic.png|A readout of Seismic Activity on Earth.
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| File:H3_ThePit_WorldMap.png|A full map of seismic activity on Earth to go with the previous slide.
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| File:H3_ThePit_Warthogs.png|A troop transport and an unarmed Warthog outside the map.
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| File:H3_ThePit_Pelicans.png|Pelicans outside the map.
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| File:H3_ThePit_Kilimanjaro.png|The view of Mt. Kilimanjaro.
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| File:H3 ThePit K1.png|Sector K1.
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| File:H3 The Pit out of bounds.jpg|A view of the map's exterior.
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| </gallery> | | </gallery> |
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| ==Sources== | | ==References== |
| {{Ref/Sources}}
| | <references/> |
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| | ==Related Pages== |
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| {{Levels|H3|HO|mode=yes}} | | {{Levels}} |
| | [[Category:Multiplayer]] |
| | [[Category:Multiplayer Levels]] |
| | [[Category:Default Multiplayer Levels]] |