Gameplay

Territories: Difference between revisions

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{{era|RW}}
{{Status|Gameplay}}
[[File:Territories Icon.svg|thumb|right|The Territories icon.]]
[[File:Territories Icon.svg|thumb|The Territories icon.]]


'''Territories''' is a [[gametype]] introduced in ''[[Halo 2]]'', in which players must fight to control specific zones ("territories") on the map. Players capture territories by standing inside of them while no enemies are also inside of them. In symmetric matches, two teams fight to control neutral territories; in asymmetric matches, a defending has control of all territories at round start, and the other team must capture them. In ''[[Halo 4]]'' it was replaced with the [[Dominion]] gametype.  In ''[[Halo 5: Guardians]]'' it was replaced by the [[Strongholds]] gametype.
'''Territories''' is a [[gametype]] introduced in ''[[Halo 2]]'', in which players must fight to control specific zones ("territories") on the map. Players capture territories by standing inside of them while no enemies are also inside of them. In symmetric matches, two teams fight to control neutral territories; in asymmetric matches, a defending team has control of all territories at round start, and the other team must capture them. In ''[[Halo 4]]'' it was replaced with the [[Dominion]] gametype.  In ''[[Halo 5: Guardians]]'' it was replaced by the [[Strongholds]] gametype.


The gametype can be played in FFA or team games.
The gametype can be played in FFA or team games.
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''[[Halo 3]]'' introduced a feature that would come to be called "Capture Lock;" if enabled, territories would lock after being captured, preventing them from being (re)taken by another team. Capture Lock is common in one-sided games, where it prevents attackers from losing their progress during a round; in symmetric games, it simply removes the need to defend captured territories.
''[[Halo 3]]'' introduced a feature that would come to be called "Capture Lock;" if enabled, territories would lock after being captured, preventing them from being (re)taken by another team. Capture Lock is common in one-sided games, where it prevents attackers from losing their progress during a round; in symmetric games, it simply removes the need to defend captured territories.


==List of built in variants==
== Built-in variants ==


=== Halo 2 ===
===''Halo 2''===
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![[Control Issues]]
![[Control Issues]]
|Bring out the big guns to fight for control of just 2 territories. Everyone has [[overshield|overshields]], 5 minutes control time wins.
|Bring out the big guns to fight for control of just 2 territories. Everyone has [[overshield]]s, 5 minutes control time wins.
|-
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![[Contention]]
![[Contention]]
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=== Halo 3 ===
===''Halo 3''===
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=== Halo: Reach ===
===''Halo: Reach''===
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=== Halo 2: Anniversary ===
===''Halo 2: Anniversary''===
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==Related Pages==
==See also==
*[[Team Objective]]
*[[Team Objective]]
*[[Dominion]]
*[[Dominion]]
*[[Strongholds]]
*[[Strongholds]]


{{Games}}
{{Gametype}}
[[Category:Multiplayer]]
 
[[Category:Rulesets]]
[[Category:Multiplayer gametypes]]
[[Category:Halo 2 gametypes]]
[[Category:Halo 3 gametypes]]
[[Category:Halo: Reach gametypes]]
[[Category:Halo 2: Anniversary multiplayer gametypes]]

Latest revision as of 14:09, August 20, 2024

The Territories icon.

Territories is a gametype introduced in Halo 2, in which players must fight to control specific zones ("territories") on the map. Players capture territories by standing inside of them while no enemies are also inside of them. In symmetric matches, two teams fight to control neutral territories; in asymmetric matches, a defending team has control of all territories at round start, and the other team must capture them. In Halo 4 it was replaced with the Dominion gametype. In Halo 5: Guardians it was replaced by the Strongholds gametype.

The gametype can be played in FFA or team games.

Description[edit]

In Halo 2's maps, there are four territories, but this number can be lowered to one.

Halo 3 introduced a feature that would come to be called "Capture Lock;" if enabled, territories would lock after being captured, preventing them from being (re)taken by another team. Capture Lock is common in one-sided games, where it prevents attackers from losing their progress during a round; in symmetric games, it simply removes the need to defend captured territories.

Built-in variants[edit]

Halo 2[edit]

Title Description
3 Plots There are just 3 territories. Earn 3 minutes control time before your opponents by owning a majority of them.
Land Grab Own a majority of territories to earn 5 minutes control time before your opponents.
Gold Rush Grab your pistol and load your shotgun! 2 minutes wins a round. Rounds last 3 minutes. First to 3 rounds wins.
Control Issues Bring out the big guns to fight for control of just 2 territories. Everyone has overshields, 5 minutes control time wins.
Contention There's just one territory on the map. Work with your team to control it for 2 minutes to win.

Halo 3[edit]

Title Description
Territories One team must defend their territories. Other teams must take them. 4 rounds.
Land Grab Every territory is up for grabs. Once a territory is taken, it is locked. 3 rounds.
Flag Rally Territories do not lock after capture. Hold what you can until the round ends.

Halo: Reach[edit]

Title Description
3-Plot Territories Three Territories are up for grabs. Teams earn points for Territories they control.
Land Grab Capture the Territories to earn points. Territories lock when captured.
Territories Defend your Territory and control the land. Teams earn points for Territories they control.

Halo 2: Anniversary[edit]

Title Description
3 Plots Capture Territories. Controlled Territories earn points every second.
Incursion Attackers earn 1 point and extra time by capturing Defender's Territories, which lock. Territories appear one by one. 2 rounds.
Land Grab Own a majority of territories to earn 1000 points before your opponents.
Gold Rush Grab your pistol and load your shotgun! 150 points to win a round. 4 rounds per match.
Control Issues Bring out the big guns to fight for control of just 2 territories. Everyone has overshields, 5 minutes to control time wins.
Contention There's just one territory on the map. Work with your team to control it for 3 minutes to win.
Lockdown Attackers earn 1 point by capturing Defenders' Territories, which lock. 4 rounds.

See also[edit]