Gameplay

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{{Era|RW}}
{{Title|Guardian}}
{{Title|Guardian}}
<center>''Looking for [[Guardians]], which prevent moving outside certain levels' barriers?''</center>
{{Status|Gameplay}}
{{Multiplayer Map Infobox
{{disambig header|a multiplayer level|other uses|Guardian (disambiguation)}}
{{Multiplayer map infobox
|pagegamelabel=H3
|name=Guardian
|name=Guardian
|image=[[File:H3 MP Guardian Env4.jpg|325px]]
|image=[[File:H3 MP Guardian Env4.jpg|300px]]
|game=''[[Halo 3]]''
|game=''[[Halo 3]]''
|location=[[Installation 00|The Ark]]<ref>Official Xbox Magazine, Allen Murray talks about cut content</ref>
|devname=<code>guardian</code>{{Ref/File|Id=H3EK|H3EK|H3EK\tags\levels\multi\guardian\guardian.scenario}}
|map=
|location=[[Installation 00]]{{Ref/Reuse|OXM}}
|terrain=Jungle, giant trees around suspended [[Forerunner]] structures.
|terrain=Jungle, giant trees around suspended [[Forerunner]] structures.
|weapons=*[[MA5C Individual Combat Weapon System|Assault Rifle]]
|symmetry=Asymmetrical
*[[BR55HB SR Battle Rifle|Battle Rifle]]
|playernumber=2-6
*[[Type-25 Grenade Launcher|Brute Shot]]
*[[Type-51 Carbine|Carbine]]
*[[Type-2 Energy Weapon/Hammer|Gravity Hammer]]
*[[M6G Personal Defense Weapon System|Magnum]]
*[[Type-52 Pistol|Mauler]] (removed from matchmaking)
*[[Type-33 Guided Munitions Launcher|Needler]]
*[[Type-25 Directed Energy Pistol|Plasma Pistol]]
*[[Type-25 Directed Energy Rifle|Plasma Rifle]]
*[[M90 Close Assault Weapon System|Shotgun]]
*[[M7/Caseless Submachine Gun|SMG]]
*[[Sniper Rifle System 99D-S2 Anti-Matériel|Sniper Rifle]]
*[[Type-25 Carbine|Spiker]]
*[[M9 High-Explosive Dual-Purpose Grenade|Fragmentation Grenades]]
*[[Type-1 Antipersonnel Grenade|Plasma Grenades]]
|vehicles=None
|equipment=*[[Bubble Shield]]
*[[Flare]] (removed from matchmaking)
|power-ups=*[[Active camouflage|Active Camo]]
*[[Overshield]]
|gametypes=*[[Slayer]]
|gametypes=*[[Slayer]]
*[[Team Slayer]]
*[[Oddball]]
*[[Oddball]]
|playernumber=2-6
*[[1 Flag CTF|One Flag]]
*[[Assault|One Bomb]]
*[[Slayer|Duel]]
}}
}}
{{Article Quote|Millennia of tending has produced trees as ancient as the [[Forerunner]] structures they have grown around.}}
{{Article quote|Millennia of tending has produced trees as ancient as the [[Forerunner]] structures they have grown around.}}


'''''Guardian''''' is a ''[[Halo 3]]'' [[multiplayer]] map. Reminiscent of ''[[Halo 2]]'' multiplayer maps [[lockout|''Lockout'']] and [[Ascension (level)|''Ascension'']], Guardian is a medium-sized level comprised of catwalks and small rooms, which make the level feel smaller than it actually is. Its asymmetric layout makes it great for [[Slayer]] and Team Slayer gametypes, while its central platform makes for interesting games of [[King of the Hill]].
'''Guardian''' is a ''[[Halo 3]]'' [[multiplayer]] map that was also included in ''[[Halo Online]]''. Reminiscent of ''[[Halo 2]]'' multiplayer maps [[Lockout]] and [[Ascension]], Guardian is a medium-sized level comprised of catwalks and small rooms, which make the level feel smaller than it actually is. Its asymmetric layout makes it great for [[Slayer]] and Team Slayer gametypes, while its central platform makes for interesting games of [[King of the Hill]].


==Layout==
==Universe and lore==
[[File:GuardianHeatMap.jpg|left|thumb|200px|An overhead view of the map.]]
''Guardian'' is set in an ancient [[Forerunner]] complex on [[Installation 00]]{{Ref/Reuse|OXM}} surrounded by a lush, dense jungle. The multi-level map is split into four key areas; some of these areas connect to each other with catwalks and man cannons, and all of these areas connect to each other at the center of the map. [[Rangmejo|Quadwings]] fly around the outskirts of the map.
''Guardian'' is set in an ancient [[Forerunner]] complex surrounded by a lush, dense jungle. The multi-level map is split into four key areas; some of these areas connect to each other with catwalks and man cannons, and all of these areas connect to each other at the center of the map.


==Overview==
===Layout===
Guardian's central area and size are reminiscent of Ascension, while its layout and weapon spawns resemble those of Lockout. Unlike Lockout, the scenery between areas of the map changes noticeably, so players do not get lost as easily. The changes in scenery and the simplicity of the map's layout lead to a short learning curve. It is a very good map for free-for-all multiplayer games.
Guardian's central area and size are reminiscent of Ascension, while its layout and weapon spawns resemble those of Lockout. Unlike Lockout, the scenery between areas of the map changes noticeably, so players do not get lost as easily. The changes in scenery and the simplicity of the map's layout lead to a short learning curve. It is a very good map for free-for-all multiplayer games.
 
<gallery>
File:HMCC H3 Guardian Map.png|Guardian Map.
File:H3 Guardian HeatMap.jpg|An overhead view of the map.
</gallery>
====Sniper Tower====
====Sniper Tower====
[[File:Sniper_Tower_Overlook.jpg|right|thumb|200px|Sniper Tower Overlook with Elbow in background.]]
The map's Sniper Tower is a three-floored structure that features a winding circular ramp. The eponymous [[SRS99D-S2 AM sniper rifle|sniper rifle]] spawns on the bottom level of the tower. A [[Vostu-pattern carbine|Covenant carbine]] and an [[overshield]] are tucked into opposite corners of the tower's second-floor room, and a [[Type-33 needler|needler]] spawns nearby at the base of the tower's circular ramp. The top of the winding ramp features two [[Anskum-pattern plasma grenade|plasma grenade]] spawns, and gives players a view of the entire upper portion of the map. A [[plasma battery]] also spawns here, to balance the location and prevent camping.
The map's Sniper Tower is a three-floored structure that features a winding circular ramp. The eponymous [[Sniper Rifle System 99D-S2 Anti-Matériel|Sniper Rifle]] spawns on the bottom level of the tower. A [[Covenant Carbine]] and an [[Overshield]] are tucked into opposite corners of the tower's second-floor room, and a [[Type-33 Guided Munitions Launcher|Needler]] spawns nearby at the base of the tower's circular ramp. The top of the winding ramp features two [[Plasma Grenade]] spawns, and gives players a view of the entire upper portion of the map. A [[Plasma battery|Plasma Battery]] also spawns here, to balance the location and prevent camping.


Each level of the sniper tower offers direct access to the center platform and a clear view of the opposite side of the map. An L-shaped walkway (referred to by some as "the Elbow") connects the sniper tower's second-floor room to the map's more forested area.
Each level of the sniper tower offers direct access to the center platform and a clear view of the opposite side of the map. An L-shaped walkway (referred to by some as "the Elbow") connects the sniper tower's second-floor room to the map's more forested area.


Rooms in the sniper tower are commonly called out as "S1", "S2", and "S3", going from bottom to top.
Rooms in the sniper tower are commonly called out as "S1", "S2", and "S3", going from bottom to top.
 
<gallery>
File:H3 Guardian SniperTowerOverlook.jpg|Sniper Tower Overlook with Elbow in background.
</gallery>
====Blue Room====
====Blue Room====
The Blue Room, named for its soft lighting, is adjacent to the yellow lift and the center platform. It contains two Plasma Batteries, a [[Flare]], and a [[Type-52 Pistol|Mauler]].
The Blue Room, named for its soft lighting, is adjacent to the yellow lift and the center platform. It contains two plasma batteries, a [[flare]], and a [[Type-52 Mauler|Mauler]].


An archway allows players to jump from the blue room into both the top and bottom floors of the yellow lift. Adjacent to that archway, an L-shaped hallway (with explosive [[Power core|Power Cores]] built into a wall) offers direct access to yellow lift's top level and bottom blue's [[Shotgun]] spawn. Across from these paths, a walkway (featuring an [[SMG]]) connects the blue room to the central platform, and features impenetrable glass to shield players from enemy fire.
An archway allows players to jump from the blue room into both the top and bottom floors of the yellow lift. Adjacent to that archway, an L-shaped hallway (with explosive [[power core]]s built into a wall) offers direct access to yellow lift's top level and bottom blue's [[M90 shotgun|shotgun]] spawn. Across from these paths, a walkway (featuring an [[M7 SMG|SMG]]) connects the blue room to the central platform, and features impenetrable glass to shield players from enemy fire.


====Bottom Blue====
====Bottom Blue====
The area beneath the blue room is known as "bottom blue," and features a [[man cannon]] that leads to the sniper tower, a dead-end hallway (that can be dropped into from the blue room), and walkways that lead to the yellow lift's bottom level. A shotgun spawns in the dead-end hallway.
The area beneath the blue room is known as "bottom blue," and features a [[man cannon]] that leads to the sniper tower, a dead-end hallway (that can be dropped into from the blue room), and walkways that lead to the yellow lift's bottom level. A shotgun spawns in the dead-end hallway.


Using the bottom blue man cannon at the start of a Team Slayer game is unwise, as the other team will have control of the Overshield that spawns at sniper tower.
Using the bottom blue man cannon at the start of a Team Slayer game is unwise, as the other team will have control of the overshield that spawns at Sniper Tower.


====Yellow Lift====
====Yellow Lift====
[[File:Yellow_Lift_Overlook.jpg|right|thumb|200px|An overlook of the Yellow Lift.]]
The yellow lift, also known as the gold room, is a two-floored structure that lies directly across from the Sniper Tower. The area closely resembles Lockout's blue lift: the eponymous [[gravity lift]] allows players to travel from the bottom floor to the top, and holes on either side of the lift allow players to drop back down to the bottom floor.
The yellow lift, also known as the gold room, is a two-floored structure that lies directly across from the sniper tower. The area closely resembles Lockout's blue lift: the eponymous [[gravity lift]] allows players to travel from the bottom floor to the top, and holes on either side of the lift allow players to drop back down to the bottom floor.


Yellow lift's top floor features a [[BR55HB SR Battle Rifle|Battle Rifle]] and four doorways. The first doorway leads to an L-shaped hallway that connects yellow lift to blue room, while an adjacent doorway opens up to a gap that players can jump across to enter blue room through its archway. A doorway at the front of yellow lift opens up to a gap that players can jump across to reach the center platform. The last doorway is directly opposite the first two, and leads to a curved walkway that features an [[Active camouflage|Active Camo]] spawn, two Plasma Grenade spawns, and a man cannon that leads to the center platform.
Yellow lift's top floor features a [[BR55HB battle rifle|battle rifle]] and four doorways. The first doorway leads to an L-shaped hallway that connects yellow lift to blue room, while an adjacent doorway opens up to a gap that players can jump across to enter blue room through its archway. A doorway at the front of yellow lift opens up to a gap that players can jump across to reach the center platform. The last doorway is directly opposite the first two, and leads to a curved walkway that features an [[Active camouflage|active camo]] spawn, two Plasma Grenade spawns, and a man cannon that leads to the center platform.
 
Two walkways directly connect yellow lift's bottom floor to the central platform and to bottom blue; the walkway to the center platform lies directly under the gap between central platform and yellow lift's top floor. Both of these walkways contain [[Type-25 Directed Energy Rifle|Plasma Rifle]] spawns.


Two walkways directly connect yellow lift's bottom floor to the central platform and to bottom blue; the walkway to the center platform lies directly under the gap between central platform and yellow lift's top floor. Both of these walkways contain [[Okarda'phaa-pattern plasma rifle|plasma rifle]] spawns.
<gallery>
File:H3 Guardian YellowLiftOverlook.jpg|An overlook of the Yellow Lift.
</gallery>
====Green Area====
====Green Area====
The forested green area does not see as much action as the rest of the map, due in part to its weapon spawns. A short bridge connects the green area to the central platform's lower level, and an L-shaped catwalk (sometimes called "the Elbow") connects the green area to the sniper tower's second floor. A man cannon provides direct access to yellow lift's Active Camo spawn. A [[Bubble Shield]] spawns atop a small, ramp-like tree stump at the center of the green area; this tree stump can be used to jump up to the top of the central platform.
The forested green area does not see as much action as the rest of the map, due in part to its weapon spawns. A short bridge connects the green area to the central platform's lower level, and an L-shaped catwalk (sometimes called "the Elbow") connects the green area to the sniper tower's second floor. A man cannon provides direct access to yellow lift's active camo spawn. A [[Z-4190 bubble shield|bubble shield]] spawns atop a small, ramp-like tree stump at the center of the green area; this tree stump can be used to jump up to the top of the central platform.


A [[Type-25 Grenade Launcher|Brute Shot]] spawns at the base of the stump, and a Plasma Battery is placed past it, against the green area's outer wall. A [[Type-25 Directed Energy Pistol|Plasma Pistol]] spawns nearby on the bridge to the central platform, and pairs of [[Type-25 Carbine|Spikers]] and [[M9 High-Explosive Dual-Purpose Grenade|Frag Grenades]] spawn on the elbow.
A [[Type-25 Brute Shot|Brute Shot]] spawns at the base of the stump, and a plasma battery is placed past it, against the green area's outer wall. A [[Type-25 plasma pistol|plasma pistol]] spawns nearby on the bridge to the central platform, and pairs of [[Paegaas Workshop Spiker|Spikers]] and [[M9 fragmentation grenade|frag grenades]] spawn on the elbow.


====Center Platform====
====Center Platform====
The circular center platform acts as the main pathway between all of Guardian's four outer regions, and therefore sees quite a bit of traffic. The large top floor is completely devoid of cover and weapons, while the smaller, closed-in bottom floor contains a [[Type-2 Energy Weapon/Hammer|Gravity Hammer]] spawn.
The circular center platform acts as the main pathway between all of Guardian's four outer regions, and therefore sees quite a bit of traffic. The large top floor is completely devoid of cover and weapons, while the smaller, closed-in bottom floor contains a [[Gravity hammer (fiction)|gravity hammer]] spawn.


A decorative Forerunner structure hangs above the center platform, and can be reached through various means:
A decorative Forerunner structure hangs above the center platform, and can be reached through various means:
*a grenade-jump from the elbow with help from a Plasma Battery.
*a grenade-jump from the elbow with help from a plasma battery.
*a Brute Shot jump from the top of sniper tower's curved ramp.
*a Brute Shot jump from the top of sniper tower's curved ramp.
*a Gravity Hammer bounce.
*a gravity hammer bounce.
*a precisely-placed Grav Lift in [[Forge]].
*a precisely-placed grav lift in [[Forge]].


===Matchmaking adjustments===
===Strategies===
Guardian has been slightly altered for [[Matchmaking]]. Two of the [[Type-52 Pistol|Maulers]] were removed and the Flare was swapped for the Power Drain. In addition, invisible barriers have blocked off some areas, such as the ledge above the Active Camo spawn.
 
==Strategies==
<!--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-->
*You can access an effective sniping perch by standing atop the Plasma Battery at the sniper tower, jumping, and then shooting the Plasma Battery at the height of the jump. This will propel you up the tree, granting a view of almost the entire level.
*You can access an effective sniping perch by standing atop the plasma battery at the Sniper Tower, jumping, and then shooting the Plasma Battery at the height of the jump. This will propel you up the tree, granting a view of almost the entire level.
*As you run up the ramp to the Overshield spawn, you can jump off of the right side to land downstairs where the Sniper Rifle spawns. This can sometimes allow you to avoid the Overshield player and get to the Sniper Rifle first during free-for-all matches.
*As you run up the ramp to the overshield spawn, you can jump off of the right side to land downstairs where the sniper rifle spawns. This can sometimes allow you to avoid the overshield player and get to the sniper rifle first during free-for-all matches.
*If you plan on using the Sniper Rifle at the sniper tower's circular ramp, you should destroy the Plasma Battery first, so that it cannot be used against you.
*If you plan on using the sniper rifle at the sniper tower's circular ramp, you should destroy the plasma battery first, so that it cannot be used against you.
*The Sniper Rifle and the Needler can be used to get easy kills in the hallway that runs through the bottom of the center platform.
*The sniper rifle and the needler can be used to get easy kills in the hallway that runs through the bottom of the center platform.
*Players that [[dual-wield]] Spikers can be quite dangerous in the blue room, particularly if they are helping to protect a sniper in that area.
*Players that [[dual-wield]] Spikers can be quite dangerous in the blue room, particularly if they are helping to protect a sniper in that area.
*In the sniper tower's second-floor (Overshield) room, it is possible to crouch-jump and wedge oneself high into the corner of the room above the Carbine spawn.
*Spiker and plasma rifle combos are particularly effective when ambushing players who exit the big gravity lift that faces the central platform.
*If, at the start of a team game, your team spawns at the sniper tower, it is a good idea to have the team's sniper guard the Gravity Hammer until a teammate can grab it.
*In the sniper tower's second-floor (overshield) room, it is possible to crouch-jump and wedge oneself high into the corner of the room above the Carbine spawn.
*If you are near the blue room at the start of a team game, picking up the Shotgun and man-cannoning over to the sniper tower is a good way to disable the sniper and give your team a good start, but watch out for someone with the Overshield.
*If, at the start of a team game, your team spawns at the Sniper Tower, it is a good idea to have the team's sniper guard the gravity hammer until a teammate can grab it.
*The top of the center platform is often empty. If you need to make a quick escape from some part of the map, and have a Bubble Shield, then you can run across the center platform and deploy the Bubble Shield on it for cover.
*If you are near the blue room at the start of a team game, picking up the shotgun and man-cannoning over to the sniper tower is a good way to disable the sniper and give your team a good start, but watch out for someone with the Overshield.
*A cool jump, though not an easy one: While you are on the pathway from Elbow to [[#Sniper_Tower|S2]], you can jump from where you are to the Gravity Hammer spawn.
*The top of the center platform is often empty. If you need to make a quick escape from some part of the map, and have a bubble shield, then you can run across the center platform and deploy the bubble shield on it for cover.
*A cool jump, though not an easy one: While you are on the pathway from Elbow to [[#Sniper_Tower|S2]], you can jump from where you are to the gravity hammer spawn.
*At the start of a Team SWAT match, it's usually a good idea to stay put at your spawn and watch the route of travel the enemy team is most likely to take.
*At the start of a Team SWAT match, it's usually a good idea to stay put at your spawn and watch the route of travel the enemy team is most likely to take.
**A team that spawns near the blue room should stay put and look at the elbow that connects the sniper tower to the green area.
**A team that spawns near the blue room should stay put and look at the elbow that connects the sniper tower to the green area.
**A team that spawns near the elbow should stay put and look at bottom blue's lift.
**A team that spawns near the elbow should stay put and look at bottom blue's lift.
*If, at the start of a Team SWAT match, you spawn near the blue room, then it may be a good idea to go to the pathway that connects bottom blue to bottom gold. Look towards the lift in the green area; usually, you'll have a direct line of fire on players using that lift.
*If, at the start of a Team SWAT match, you spawn near the blue room, then it may be a good idea to go to the pathway that connects bottom blue to bottom gold. Look towards the lift in the green area; usually, you'll have a direct line of fire on players using that lift.
*If you get the Gravity Hammer then head to the yellow lift and wait at the top and hide in the corners of the room and wait for people to come.
*If you get the gravity hammer then head to the yellow lift and wait at the top and hide in the corners of the room and wait for people to come.
*The Gravity Hammer's splash damage travels through the glass surrounding its spawn. If you get the Hammer first, it may be worthwhile to stay at its spawn and use it to score easy kills on anyone else trying to obtain it.
*The gravity hammer's splash damage travels through the glass surrounding its spawn. If you get the hammer first, it may be worthwhile to stay at its spawn and use it to score easy kills on anyone else trying to obtain it.
*In a Team Hammers match, one can set a Bubble Shield in the middle of the center platform, making it an ideal spot to control when grenades can not be thrown into the circle and forcing other players to come into the middle.
*In a Team Hammers match, one can set a bubble shield in the middle of the center platform, making it an ideal spot to control when grenades can not be thrown into the circle and forcing other players to come into the middle.
*The bubble shield spawn point on the top of the tree stump is an extremely interesting point. If you activate the device on top of the root, anyone who wants to attack you must leap over to melee you. This could be helpful in games like [[Oddball]]. The gravity hammer is positioned at the center of the map. The sniper rifle is near it just down the hall. Make sure you know where each man cannon leads to. You can still get turned around in this small map. Get to the gravity hammer as soon as you can. When you have it stay indoors. You can knock people over the edge with it also. The gravity hammer can penetrate barriers like the glass where the hammer spawns.


==Forge==
==Forge==
{{Main|Forge}}
{{Main|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-->
*Using Gravity Lifts, you can allow the players to move from the lower to the upper "decks" of the level without having to go to the ramps.
*Using gravity lifts, you can allow the players to move from the lower to the upper "decks" of the level without having to go to the ramps.
*It is possible to stick objects to the ceiling of the blue room.
*It is possible to stick objects to the ceiling of the blue room.
*It is possible to get out of the map using Forge. First spawn a sender node in the lift room. Then, by the power cores, look in the corner and spawn a receiver node. Go through and you'll be out.
*It is possible to get out of the map using Forge. First spawn a sender node in the lift room. Then, by the power cores, look in the corner and spawn a receiver node. Go through and you'll be out.
*The Forerunner structure above the center platform is an excellent sniping position, and can be accessed if you set up Teleporters. It is helpful to place pallets over the openings on either side, to give the sniper more room to shoot.
*The Forerunner structure above the center platform is an excellent sniping position, and can be accessed if you set up [[teleporter]]s. It is helpful to place pallets over the openings on either side, to give the sniper more room to shoot.
*There is a secret area. In Forge, you need to float to the tallest tree stump and float over the broken tree and on the other side, there is a small ledge for you to hide in, but it's a small area because of invisible walls, to get back out you float over the tree again.
 
==Production notes==
{{Quote|Guardian was never intended to replace [[Lockout]], but it does share approximate scale and game type suitability. Guardian is Guardian.|[[Frank O'Connor]]<ref>[http://halo.bungie.net/news/content.aspx?type=topnews&cid=12834 ''Bungie.net'': 10/05/07 Bungie Weekly What's Update!]</ref>}}
[[File:H3 Guardian Concept 4.jpg|thumb|Concept art for the Guardian.]]
Guardian started development as a level of the ''Halo 3'' campaign called "'''[[Guardian Forest]]'''". This level was to take place in the eponymous forest, with the player flying an [[AV-14 Hornet]] through the trees. The level would have featured the aptly-named [[Guardian Sentinel|Guardian]], a [[Sentinel]] construct featured in several pieces of ''Halo 3'' concept art; an idea that was later revisited, albeit vastly redesigned, as the [[Guardian Custode]] in ''[[Halo 5: Guardians]]''. The level ultimately was one of a number of casualties of scope reduction mid-way through the development of ''Halo 3'', as Bungie had realized they wouldn't be able to ship all planned features in time. The aerial Hornet battle was moved into the final battle at the [[Citadel]] on the level [[The Covenant (level)|The Covenant]], and the jungle aesthetic was re purposed for the eventual multiplayer map Guardian.<ref>[http://xbox360.ign.com/articles/966/966319p1.html ''IGN'': GDC 09: The Halo 3 Level You Never Played] (defunct, [https://web.archive.org/web/20090327083550/http://xbox360.ign.com/articles/966/966319p1.html Archive.org backup])</ref><ref name="OXM">''Official Xbox Magazine'': June 2009 ([https://archive.org/stream/OXM_2009_06-web/OXM_2009_06-web_djvu.txt Archive.org transcript])</ref>
 
[[Steve Cotton]] picked the Guardian Forest level for creating Guardian due thinking about the kinds of themes and concepts that could suit a level with lots of floating platforms similar to Lockout. He was drawn to several pieces of concept art by [[Frank Capezzuto]] and [[Chris Barrett]] for the Guardian Forest level, which inspired some of the shapes seen on Guardian. Cotton did another concept which was more moody in nature, which led to the map being "locked in" for development. Cotton worked on Guardian alongside the early versions of [[Valhalla]] and [[High Ground]], and received flak when he pitched Guardian as it wasn't a style of map he had attempted before. Due to the map's setting resembling the forest moon of Endor from ''Star Wars: Return of the Jedi'', [[Chris Carney]] played the Ewoks' theme from the film when Cotton got up to present the map, resulting in the map's codename of '''Jub-Jub''' <ref name="postmortem">[https://halo.bungie.net/News/content.aspx?type=topnews&link=Guardian_Postmortem ''Bungie.net'': Forest For The Trees - Postmortem]</ref><ref>''Electronic Gaming Monthly'': September 2007</ref> (or to [[Luke Timmins]], "Lukeout").<ref>[https://halo.bungie.net/News/content.aspx?cid=12725 ''Bungie.net'': Bungie Weekly Update - 08/24/07]</ref>


==General Tips==
One of the early drafts for the map placed Guardian inside a single enormous tree, with the players travelling through the inside of the tree to traverse the map. This central tree eventually became the middle platform as the map evolved.{{Ref/Reuse|postmortem}} By March 9, 2007, Guardian had not been worked on in "ages", and didn't have any graphical polish but did have some geometry.<ref>[https://halo.bungie.net/News/content.aspx?cid=11008 ''Bungie.net'': Bungie Weekly Update 03/09/07]</ref> By March 23, Cotton had started work on map's art pass.<ref>[https://halo.bungie.net/News/content.aspx?cid=12310 ''Bungie.net'': Bungie Weekly Update 03/23/07]</ref> The Quadwings were implemented around April.<ref>[https://halo.bungie.net/News/content.aspx?cid=12392 ''Bungie.net'': Bungie Weekly Update 04/27/07]</ref>
The [[Bubble Shield|Bubble shield]] spawn point on the top of the tree stump is an extremely interesting point. If you activate the device on top of the root, anyone who wants to attack you must leap over to melee you. This could be helpful in games like [[Oddball]]. The [[type-2 Energy Weapon/Hammer|gravity hammer]] is positioned at the center of the map. The [[sniper rifle]] is near it just down the hall. Make sure you know where each [[man Cannon|man cannon]] leads to. You can still get turned around in this small map. Get to the gravity hammer as soon as you can. When you have it stay indoors. You can knock people over the edge with it also. The gravity hammer can penetrate barriers like the glass where the hammer spawns.
 
Guardian was not selected for inclusion in the ''[[Halo 3 Beta]]'',<ref>[https://halo.bungie.net/News/content.aspx?cid=12442 ''Bungie.net'': Bungie Weekly Update 05/11/07]</ref> but was referenced in the game's hexadecimal code leading fans to learn the final name of Guardian.<ref>[http://www.xbox360fanboy.com/2007/06/01/halo-3-multiplayer-map-names-discovered/ ''Xbox 360 Fanboy'': Halo 3 multiplayer map names discovered] (defunct, [https://web.archive.org/web/20080316012501/http://www.xbox360fanboy.com/2007/06/01/halo-3-multiplayer-map-names-discovered/ Archive.org backup])</ref>
 
Guardian was later recreated in the ''[[Halo Mash-Up: Minecraft Evolved]]'' pack.<ref>[https://blogs.halowaypoint.com/en-us/blogs/waypoint/posts/more-master-chief-and-minecraft ''Halo Waypoint'': More Master Chief and Minecraft]</ref>
 
Guardian has been slightly altered for [[Matchmaking]]. Two of the Maulers were removed and the flare was swapped for the [[power drain]]. In addition, invisible barriers have blocked off some areas, such as the ledge above the active camo spawn.{{Citation needed}}


==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 above in the Strategies section-->
[[File:65870459-Medium.jpg|thumb|right|Guardian viewed from a distance.]]
[[File:H3 Guardian OutOfBounds.jpg|thumb|Guardian viewed from a distance.]]
*"Guardian" was first seen as a reference in the hexadecimal code of the [[Halo 3 Beta|''Halo 3'' Beta]]. Later, it was confirmed to be in the final game of ''Halo 3'' when it was detailed in an issue of ''Electronic Gaming Monthly'' magazine and an article in the Japanese magazine ''Famitsu''.
*Players that jump below the man cannons will levitate beneath them. This is an excellent sniping spot and may be a Carney hole. If a player in this position moves inward, they will be shot to the center of the map. If they move outward, they will plummet to their death.
*The September 2007 issue of ''EGM'' states that Guardian is the "Jub-Jub" map that Bungie referred to numerous times in their weekly updates, the nickname being a reference to the Ewoks' dialogue in ''Star Wars: Return of the Jedi''.
**There may also be a link between the name "Jub-Jub", the [[Quadwing]] birds, and Lewis Carroll's poem ''Jabberwocky'', which contains the lines "''Beware the Jabberwock, my son! The jaws that bite, the claws that catch! Beware the Jubjub bird, and shun The frumchous [[Bandersnatch]]!''"
*The Quadwings can be seen on this map and can be closely examined by Forge or Theater. The [[connection host]] can also shoot and kill them with any long- or medium-range precision weapon.
*If one listens carefully, one can hear the screeches made by the [[Quadwings]] in the background.
*Players that jump below the man-cannons will levitate beneath them. This is an excellent sniping spot and may be a Carney hole. If a player in this position moves inward, they will be shot to the center of the map. If they move outward, they will plummet to their death.
*When examining the center platform, players may notice that the entire platform and lower compartment is similar to the [[Blood Gulch]] bases. Where a Blood Gulch base would have ramps, Guardian's center platform has walkways leading to the sniper tower and yellow lift. Where a Blood Gulch base would have a teleporter frame, Guardian has an open gap leading to the green area. The bridge between the green area and the central platform corresponds to the front entrance of a Blood Gulch base.
<!--*The [[Grav Lift]] in this map uses the same sound effect as one of the background creatures  on the planet Malestare from the Star Wars franchise.
if you have a specific reference for this, add it. Otherwise, it's invisible.-->
*There is a secret area. In forge you need to float to the tallest tree stump and float over the broken tree and on the other side, there is a small ledge for you to hide in, but its a small area because of invisible walls, to get back out you float over the tree again.
*Guardian's environment bears a small resemblance to the cover of ''[[Halo: Ghosts of Onyx]]''.
*Guardian was originally a Campaign mission set in a vast jungle, and dotted with Forerunner structures. This mission -- the [[Guardian Forest]] -- would have featured the [[Guardian Sentinel]] as a fightable enemy, but was cut due to production schedules.<ref>http://xbox360.ign.com/articles/966/966319p1.html</ref>
*Before the announcement of [[Blackout]], many people believed that Guardian was made as a near-remake of the ''Halo 2'' map [[Lockout]], due to the many similarities in their layouts.
*There is a Carney hole located above the active camo spawn that can be reached by jumping. A similar Carney hole is located above the needler spawn, but can only be reached if one uses the plasma batteries nearby.
*There is a Carney hole located above the active camo spawn that can be reached by jumping. A similar Carney hole is located above the needler spawn, but can only be reached if one uses the plasma batteries nearby.
*The nebula hologram in the blue room resembles the one on the floor of the bridge-extending tower in the level "[[Delta Halo (Level)|Delta Halo]]" in Halo 2.
* A scene from [[Origins]] Part 2 depicts a [[Gravemind]] giving [[John-117]] an [[Data crystal chip]] (presumably [[Cortana]]) on a Forerunner building strongly resembling Guardian; the context of this scene is unknown. As Cortana was slowly descending into [[rampancy]], it's possible it was her incorrectly depicting how she was returned to John.
*Bungie originally designed the map to be an enormous tree stump, supported by smaller tree stumps.<ref>''“Guardian was originally a single, enormous tree stump in the middle of the space supported by other tree stumps with everything sort of interconnected via the various platforms. Giant trees are just cool to me. I eventually ended up combining the trees into one in order to weight the map towards a single direction and allowed players to travel through the tree itself -- a hollowed out stump and you could actually play inside it. Then the middle structure became the floating platform and not a tree in and of itself.”'' - [http://www.bungie.net/News/content.aspx?type=topnews&link=Guardian_Postmortem Bungie.net]</ref>
*An environment that looks like Guardian is featured in the [[Halo Legends]] film, [[Origins]]. It can be seen near the end of Origins II, when the [[John-117|Master Chief]] encounters the [[Gravemind]].
*Guardian was recreated in the [[Halo Mash-Up: Minecraft Evolved]].<ref>[https://blogs.halowaypoint.com/en-us/blogs/waypoint/posts/more-master-chief-and-minecraft '''Halo Waypoint -''' ''More Master Chief and Minecraft'']</ref>


==Gallery==
==Gallery==
<gallery widths="150">
{{Linkbox|gallery=yes|gallerypage=Images of Guardian (level)}}
File:GuardianGameplay.jpg|Players fight on ''Guardian'''s center platform.
<gallery>
File:H3 GuardianForest Concept 1.jpg|A concept image of Guardian Forest, the cut level which Guardian is based on.
File:H3 GuardianForest Concept 2.jpg|Concept art for the map.
File:H3 GuardianMap Concept Sketch.jpg|A concept sketch of the map.
File:H3_GuardianMap_Concept_Mood.jpg|Steve Cotton's "mood" concept for Guardian.
File:H3 Guardian Structure Sketch.png|A concept sketch for one of the structures on the map.
File:H3 GuardianMap FloorPlan.jpg|Initial floor plan for Guardian.
File:H3 Guardian PrePro Screenshot 1.jpg|Early pre-production-era Guardian.{{Ref/Twitter|MaxHoberman|1645612652368994306|Max Hoberman|Quote=Those who said Guardian: excellent work! Here's the full image. Again, this was the state of the map at the end of preproduction.|D=11|M=04|Y=2023}}
File:H3 GuardianMap Concept 1.jpg|Concept art for the final Guardian map.
File:H3 GuardianMap Concept 2.jpg|Concept art for the final Guardian map.
File:GuardianGameplay.jpg|Players fight on ''Guardian''{{'}}s center platform.
File:H3 MP Guardian 3P15.jpg|A free-for-all on ''Guardian''.
File:H3 MP Guardian 3P15.jpg|A free-for-all on ''Guardian''.
File:Mediapic.jpg|A [[Sangheili]] model wielding a Mauler.
File:Mediapic.jpg|A [[Sangheili]] model wielding a Mauler.
File:Mediatop.jpg|A [[SPARTAN-II Program|Spartan]] attacks an Elite from above.
File:Mediatop.jpg|A [[SPARTAN-II Program|Spartan]] attacks an Elite from above.
File:Guardian_forest.jpg|A concept image of Guardian Forest, the cut level which Guardian is based on.
</gallery>
</gallery>


==Sources==
==Sources==
<references/>
{{Ref/Sources}}
 
==Related Links==
*[[Blackout]]
*[[Lockout]]


{{Level|H3|mode=yes}}
{{Levels|H3|HO|mode=yes}}
[[Category:Installation 00]]

Latest revision as of 14:35, November 13, 2024

This article is about a multiplayer level. For other uses, see Guardian (disambiguation).
Guardian
H3 MP Guardian Env4.jpg
Map overview

Game:

Halo 3

Map file name (?):

guardian[1]

Lore information

Location:

Installation 00[2]

Gameplay overview

Terrain:

Jungle, giant trees around suspended Forerunner structures.

Map layout:

Asymmetrical

Recommended number of players:

2-6

Recommended gametype(s):

 
Millennia of tending has produced trees as ancient as the Forerunner structures they have grown around.

Guardian is a Halo 3 multiplayer map that was also included in Halo Online. Reminiscent of Halo 2 multiplayer maps Lockout and Ascension, Guardian is a medium-sized level comprised of catwalks and small rooms, which make the level feel smaller than it actually is. Its asymmetric layout makes it great for Slayer and Team Slayer gametypes, while its central platform makes for interesting games of King of the Hill.

Universe and lore[edit]

Guardian is set in an ancient Forerunner complex on Installation 00[2] surrounded by a lush, dense jungle. The multi-level map is split into four key areas; some of these areas connect to each other with catwalks and man cannons, and all of these areas connect to each other at the center of the map. Quadwings fly around the outskirts of the map.

Overview[edit]

Layout[edit]

Guardian's central area and size are reminiscent of Ascension, while its layout and weapon spawns resemble those of Lockout. Unlike Lockout, the scenery between areas of the map changes noticeably, so players do not get lost as easily. The changes in scenery and the simplicity of the map's layout lead to a short learning curve. It is a very good map for free-for-all multiplayer games.

Sniper Tower[edit]

The map's Sniper Tower is a three-floored structure that features a winding circular ramp. The eponymous sniper rifle spawns on the bottom level of the tower. A Covenant carbine and an overshield are tucked into opposite corners of the tower's second-floor room, and a needler spawns nearby at the base of the tower's circular ramp. The top of the winding ramp features two plasma grenade spawns, and gives players a view of the entire upper portion of the map. A plasma battery also spawns here, to balance the location and prevent camping.

Each level of the sniper tower offers direct access to the center platform and a clear view of the opposite side of the map. An L-shaped walkway (referred to by some as "the Elbow") connects the sniper tower's second-floor room to the map's more forested area.

Rooms in the sniper tower are commonly called out as "S1", "S2", and "S3", going from bottom to top.

Blue Room[edit]

The Blue Room, named for its soft lighting, is adjacent to the yellow lift and the center platform. It contains two plasma batteries, a flare, and a Mauler.

An archway allows players to jump from the blue room into both the top and bottom floors of the yellow lift. Adjacent to that archway, an L-shaped hallway (with explosive power cores built into a wall) offers direct access to yellow lift's top level and bottom blue's shotgun spawn. Across from these paths, a walkway (featuring an SMG) connects the blue room to the central platform, and features impenetrable glass to shield players from enemy fire.

Bottom Blue[edit]

The area beneath the blue room is known as "bottom blue," and features a man cannon that leads to the sniper tower, a dead-end hallway (that can be dropped into from the blue room), and walkways that lead to the yellow lift's bottom level. A shotgun spawns in the dead-end hallway.

Using the bottom blue man cannon at the start of a Team Slayer game is unwise, as the other team will have control of the overshield that spawns at Sniper Tower.

Yellow Lift[edit]

The yellow lift, also known as the gold room, is a two-floored structure that lies directly across from the Sniper Tower. The area closely resembles Lockout's blue lift: the eponymous gravity lift allows players to travel from the bottom floor to the top, and holes on either side of the lift allow players to drop back down to the bottom floor.

Yellow lift's top floor features a battle rifle and four doorways. The first doorway leads to an L-shaped hallway that connects yellow lift to blue room, while an adjacent doorway opens up to a gap that players can jump across to enter blue room through its archway. A doorway at the front of yellow lift opens up to a gap that players can jump across to reach the center platform. The last doorway is directly opposite the first two, and leads to a curved walkway that features an active camo spawn, two Plasma Grenade spawns, and a man cannon that leads to the center platform.

Two walkways directly connect yellow lift's bottom floor to the central platform and to bottom blue; the walkway to the center platform lies directly under the gap between central platform and yellow lift's top floor. Both of these walkways contain plasma rifle spawns.

Green Area[edit]

The forested green area does not see as much action as the rest of the map, due in part to its weapon spawns. A short bridge connects the green area to the central platform's lower level, and an L-shaped catwalk (sometimes called "the Elbow") connects the green area to the sniper tower's second floor. A man cannon provides direct access to yellow lift's active camo spawn. A bubble shield spawns atop a small, ramp-like tree stump at the center of the green area; this tree stump can be used to jump up to the top of the central platform.

A Brute Shot spawns at the base of the stump, and a plasma battery is placed past it, against the green area's outer wall. A plasma pistol spawns nearby on the bridge to the central platform, and pairs of Spikers and frag grenades spawn on the elbow.

Center Platform[edit]

The circular center platform acts as the main pathway between all of Guardian's four outer regions, and therefore sees quite a bit of traffic. The large top floor is completely devoid of cover and weapons, while the smaller, closed-in bottom floor contains a gravity hammer spawn.

A decorative Forerunner structure hangs above the center platform, and can be reached through various means:

  • a grenade-jump from the elbow with help from a plasma battery.
  • a Brute Shot jump from the top of sniper tower's curved ramp.
  • a gravity hammer bounce.
  • a precisely-placed grav lift in Forge.

Strategies[edit]

  • You can access an effective sniping perch by standing atop the plasma battery at the Sniper Tower, jumping, and then shooting the Plasma Battery at the height of the jump. This will propel you up the tree, granting a view of almost the entire level.
  • As you run up the ramp to the overshield spawn, you can jump off of the right side to land downstairs where the sniper rifle spawns. This can sometimes allow you to avoid the overshield player and get to the sniper rifle first during free-for-all matches.
  • If you plan on using the sniper rifle at the sniper tower's circular ramp, you should destroy the plasma battery first, so that it cannot be used against you.
  • The sniper rifle and the needler can be used to get easy kills in the hallway that runs through the bottom of the center platform.
  • Players that dual-wield Spikers can be quite dangerous in the blue room, particularly if they are helping to protect a sniper in that area.
  • Spiker and plasma rifle combos are particularly effective when ambushing players who exit the big gravity lift that faces the central platform.
  • In the sniper tower's second-floor (overshield) room, it is possible to crouch-jump and wedge oneself high into the corner of the room above the Carbine spawn.
  • If, at the start of a team game, your team spawns at the Sniper Tower, it is a good idea to have the team's sniper guard the gravity hammer until a teammate can grab it.
  • If you are near the blue room at the start of a team game, picking up the shotgun and man-cannoning over to the sniper tower is a good way to disable the sniper and give your team a good start, but watch out for someone with the Overshield.
  • The top of the center platform is often empty. If you need to make a quick escape from some part of the map, and have a bubble shield, then you can run across the center platform and deploy the bubble shield on it for cover.
  • A cool jump, though not an easy one: While you are on the pathway from Elbow to S2, you can jump from where you are to the gravity hammer spawn.
  • At the start of a Team SWAT match, it's usually a good idea to stay put at your spawn and watch the route of travel the enemy team is most likely to take.
    • A team that spawns near the blue room should stay put and look at the elbow that connects the sniper tower to the green area.
    • A team that spawns near the elbow should stay put and look at bottom blue's lift.
  • If, at the start of a Team SWAT match, you spawn near the blue room, then it may be a good idea to go to the pathway that connects bottom blue to bottom gold. Look towards the lift in the green area; usually, you'll have a direct line of fire on players using that lift.
  • If you get the gravity hammer then head to the yellow lift and wait at the top and hide in the corners of the room and wait for people to come.
  • The gravity hammer's splash damage travels through the glass surrounding its spawn. If you get the hammer first, it may be worthwhile to stay at its spawn and use it to score easy kills on anyone else trying to obtain it.
  • In a Team Hammers match, one can set a bubble shield in the middle of the center platform, making it an ideal spot to control when grenades can not be thrown into the circle and forcing other players to come into the middle.
  • The bubble shield spawn point on the top of the tree stump is an extremely interesting point. If you activate the device on top of the root, anyone who wants to attack you must leap over to melee you. This could be helpful in games like Oddball. The gravity hammer is positioned at the center of the map. The sniper rifle is near it just down the hall. Make sure you know where each man cannon leads to. You can still get turned around in this small map. Get to the gravity hammer as soon as you can. When you have it stay indoors. You can knock people over the edge with it also. The gravity hammer can penetrate barriers like the glass where the hammer spawns.

Forge[edit]

Main article: Forge
  • Using gravity lifts, you can allow the players to move from the lower to the upper "decks" of the level without having to go to the ramps.
  • It is possible to stick objects to the ceiling of the blue room.
  • It is possible to get out of the map using Forge. First spawn a sender node in the lift room. Then, by the power cores, look in the corner and spawn a receiver node. Go through and you'll be out.
  • The Forerunner structure above the center platform is an excellent sniping position, and can be accessed if you set up teleporters. It is helpful to place pallets over the openings on either side, to give the sniper more room to shoot.
  • There is a secret area. In Forge, you need to float to the tallest tree stump and float over the broken tree and on the other side, there is a small ledge for you to hide in, but it's a small area because of invisible walls, to get back out you float over the tree again.

Production notes[edit]

"Guardian was never intended to replace Lockout, but it does share approximate scale and game type suitability. Guardian is Guardian."
Frank O'Connor[3]
Finalised concept artwork for the Guardian Sentinel.
Concept art for the Guardian.

Guardian started development as a level of the Halo 3 campaign called "Guardian Forest". This level was to take place in the eponymous forest, with the player flying an AV-14 Hornet through the trees. The level would have featured the aptly-named Guardian, a Sentinel construct featured in several pieces of Halo 3 concept art; an idea that was later revisited, albeit vastly redesigned, as the Guardian Custode in Halo 5: Guardians. The level ultimately was one of a number of casualties of scope reduction mid-way through the development of Halo 3, as Bungie had realized they wouldn't be able to ship all planned features in time. The aerial Hornet battle was moved into the final battle at the Citadel on the level The Covenant, and the jungle aesthetic was re purposed for the eventual multiplayer map Guardian.[4][2]

Steve Cotton picked the Guardian Forest level for creating Guardian due thinking about the kinds of themes and concepts that could suit a level with lots of floating platforms similar to Lockout. He was drawn to several pieces of concept art by Frank Capezzuto and Chris Barrett for the Guardian Forest level, which inspired some of the shapes seen on Guardian. Cotton did another concept which was more moody in nature, which led to the map being "locked in" for development. Cotton worked on Guardian alongside the early versions of Valhalla and High Ground, and received flak when he pitched Guardian as it wasn't a style of map he had attempted before. Due to the map's setting resembling the forest moon of Endor from Star Wars: Return of the Jedi, Chris Carney played the Ewoks' theme from the film when Cotton got up to present the map, resulting in the map's codename of Jub-Jub [5][6] (or to Luke Timmins, "Lukeout").[7]

One of the early drafts for the map placed Guardian inside a single enormous tree, with the players travelling through the inside of the tree to traverse the map. This central tree eventually became the middle platform as the map evolved.[5] By March 9, 2007, Guardian had not been worked on in "ages", and didn't have any graphical polish but did have some geometry.[8] By March 23, Cotton had started work on map's art pass.[9] The Quadwings were implemented around April.[10]

Guardian was not selected for inclusion in the Halo 3 Beta,[11] but was referenced in the game's hexadecimal code leading fans to learn the final name of Guardian.[12]

Guardian was later recreated in the Halo Mash-Up: Minecraft Evolved pack.[13]

Guardian has been slightly altered for Matchmaking. Two of the Maulers were removed and the flare was swapped for the power drain. In addition, invisible barriers have blocked off some areas, such as the ledge above the active camo spawn.[citation needed]

Trivia[edit]

Guardian viewed from a distance.
Guardian viewed from a distance.
  • Players that jump below the man cannons will levitate beneath them. This is an excellent sniping spot and may be a Carney hole. If a player in this position moves inward, they will be shot to the center of the map. If they move outward, they will plummet to their death.
  • There is a Carney hole located above the active camo spawn that can be reached by jumping. A similar Carney hole is located above the needler spawn, but can only be reached if one uses the plasma batteries nearby.
  • A scene from Origins Part 2 depicts a Gravemind giving John-117 an Data crystal chip (presumably Cortana) on a Forerunner building strongly resembling Guardian; the context of this scene is unknown. As Cortana was slowly descending into rampancy, it's possible it was her incorrectly depicting how she was returned to John.

Gallery[edit]

Sources[edit]