Gameplay

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{{Era|H3}}
{{Status|Gameplay}}
 
{{Multiplayer map infobox
{{Multiplayer Map Infobox
|pagegamelabel=H3
|name=High Ground
|name=High Ground
|image=[[Image:Hg_int2.jpg|center|300px]]
|image=[[File:H3 High Ground Sniper-Gate View.jpg|center|300px]]
|game=''[[Halo 3]]''
|game=''[[Halo 3]]''
|location=[[New Mombasa]], [[Earth]]
|devname=<code>deadlock</code>{{Ref/File|Id=H3EK|H3EK|H3EK\tags\levels\multi\deadlock\deadlock.scenario}}
|terrain=Beach, Urban Fortress
|map=
|weapons=
|location=[[Outpost C9]], [[Africa]], [[Earth]]
*[[MA5C Assault Rifle]]
|terrain=Beach, Urban Fortress, and plateaus
*[[BR55HB SR Battle Rifle]]
|symmetry=Asymmetrical
*[[Brute Shot]]
|playernumber=4-12
*[[Covenant Carbine]]
|gametypes=*[[1 Flag CTF|One Flag]]
*[[AIE-486H Heavy Machinegun]]
*[[Assault|One Bomb]]
*[[Needler]]
*[[Territories]]
*[[Rocket Launcher]]
*[[VIP|One Sided VIP]]
*[[Shotgun]]
*[[Team Slayer]]
*[[SRS99D-S2 AM Sniper Rifle]]
*[[Spartan Laser]]
*[[Mauler]]s
*[[Spiker]]
*[[Fragmentation Grenade]]s
*[[Spike Grenade]]s
|vehicles=*[[Ghost (Vehicle)|Ghost]]
*[[Mongoose]]
*[[Warthog]]
|equipment=*[[Bubble Shield]]
*[[Power Drainer]]
*[[Portable Grav Lift]]
|gametypes=*[[1 Flag CTF]]
*[[Slayer]]
*[[Assault]]
|playernumber=*4-12
}}
}}
{{Article Quote|A relic of older conflicts, this base was reactivated after the New Mombasa Slipspace Event.}}
'''High Ground''' is a [[multiplayer]] level in ''[[Halo 3]]''. It is a [[UNSC]] base in [[New Mombasa]] that was reactivated after the [[Slipspace]] cataclysm that destroyed Mombasa.


== Layout ==
{{Article quote|A relic of older conflicts, this base was reactivated after the New Mombasa Slipspace Event.}}
"High Ground" is an asymmetrical map consisting of a elevated, but crumbling UNSC base surrounded by cliffs on 3 sides, and a beach to the front. High Ground was originally thought to be the successor to [[Zanzibar]] until [[Bungie]] revealed [[Last Resort]]. However, due to its general appearance, namely the beachhead assault layout, it has several familiarities to Zanzibar. The layout of the map is such that defenders spawn in the war-torn base, with attackers spawing on the beach. There are multiple ways to approach and enter the base; through the main gate that must be activated, or side passages which offer more protection and discretion.
'''''High Ground''''' is a [[multiplayer]] map in ''[[Halo 3]]'', and later included in ''[[Halo Online]]'' where it was known as '''Elevation'''.  It was one of the maps playable in the [[Halo 3 Beta|''Halo 3'' Beta]].{{Ref/Site|Id=HGBeta|URL=https://halo.bungie.net/content.aspx?link=h3betaHighGround|Site=Bungie.net|Page=High Ground: The Beta guide|D=14|M=10|Y=2015}}
 
==Universe and lore==
{{Main|Outpost C9}}
High Ground is located around Outpost C9, a former-[[NATO]] military base in [[Voi]], [[Africa]], designed to combat "earlier and simpler enemies" than those later faced by the [[UNSC]] in the twenty-sixth century. The base was reactivated after the [[New Mombasa Slipspace Event]] in [[2552#October|October 2552]].{{Ref/Reuse|HGBeta}}{{Ref/Map|H3|High Ground|Detail=map description}} The base was utilized by the UNSC to test captured examples of the [[Paegaas Workshop Spiker]] recovered from fallen [[Jiralhanae]] in the wake of the [[Great Schism]].{{Ref/Site|URL=http://halo.bungie.net/News/content.aspx?type=topnews&link=BAGBruteSpiker|Site=Bungie.net|Page=The Spiker|D=30|M=06|Y=2019|LocalArchive=Machines, Materiel and Munitions from the Human-Covenant Conflict, 2525 - Present#Brute Spiker}}
 
Due to the old NATO architecture and newer UNSC technology, the facility has a mix of crumbling bulwarks and high-tech military equipment.{{Ref/Reuse|HGBeta}} The base has a concrete bunker and large partitioning wall to divide the beachhead and base itself, with a single large blast gate overlooked by an [[AIE-486H machine gun]]. A single watchtower is above the bunker, while the other side of the wall has decayed due to time. The back of the base has a small courtyard with an [[Advanced Short-Range Ground-to-Air Missile 10X|ASRGAM-10X]] [[Surface-to-air missile launcher]].


=== Beach ===
==Overview==
Attacking players spawn at the far side of the map, aptly named "the beach." To the players backs, an African vista can be seen. Adjacent the player to the left is a long ridge that leads up to the Overshield. From the beach, it is literally an uphill battle for players to enter the base. Attacking players have some options on the route, which is more or less direct, to assault the base. To the right of the main wall, players can grab [[Active Camouflage]] and take the direct route into the base via the broken wall. Player also have the option of sneaking into a service pipe and accessing the back of the base. To the left of the main wall is a broken down bunker that provides quick and silent access into the bowels of the main base. If the main gate is open, it can be used as a quick entrance or escape from the base.
===Layout===
High Ground is an asymmetric map featuring an elevated, crumbling UNSC base positioned along a beach. Low, eroded cliffs lie to the north, east, and west of the base, with the beach lying south of the base. There are multiple ways to approach and enter the base; through the main gate (that is closed only in asymmetric gametypes), or through side passages, which offer more protection and discretion. As one of the few asymmetric maps in the game, High Ground is great for one-sided objective games such as [[Assault|Single Bomb|One Bomb]], [[1 Flag CTF|One Flag]], and [[Territories]].
<gallery>
File:HMCC H3 High Ground Map.png|High Ground Map.
File:H3 High Ground Overview.jpg|An annotated map of High Ground.
File:H3 HighGround HeatMap.jpg|The heatmap for High Ground.
</gallery>
====Beach====
Attacking players spawn at the south side of the map, aptly named "the beach". If the main gate is open, it can be used as a quick entrance to or exit from the base.


A variety of weaponry and equipment has been placed near the beach, and outside the base walls to aid attackers in storming the base. Perhaps the two most valuable weapons include the [[Sniper Rifle System 99D-S2 AM]] and the [[M41 Rocket Launcher]]. Players can also find a [[Portable Gravity Lift]], [[Bubble Shield]], and [[Overshield]] to aid in their attack. In addition to the weapons and equipment, players can choose from a [[Mongoose]] or [[Ghost]] to get to the base wall faster.
A variety of weaponry and [[equipment]] has been placed near the beach to aid attackers in storming the base. Perhaps the two most valuable weapons are the [[SRS99D-S2 AM sniper rifle|sniper rifle]] and the [[M41 SPNKR|rocket launcher]], though the latter can be reached by the base defenders if they use vehicles. In most games, a battle for control of the rocket launcher ensues at the start of the game, and repeats whenever the weapon respawns. Players can also find a [[M90 shotgun|shotgun]], [[Portable gravity lift|gravity lift]], [[Z-4190 bubble shield|bubble shield]], [[Active camouflage|active camo]], and [[overshield]] to aid in their attack. In addition to the weapons and equipment, players can choose between a [[M274 Mongoose|Mongoose]] or [[Karo'etba-pattern Ghost|Ghost]] to get to the base wall faster.
[[Image:Highgroundabove.jpg|left|thumb|200px|A shot of High Ground from above.]]


=== Fortress ===
====Fortress====
This large, but crumbling base is where defending players spawn. In the back of the base, to the right, players can find a large mortar or a [[Surface-to-Air Missile Launcher|SAM (Surface-to-Air-Missile)]] site. It was originally thought that this missile battery would fire devastating missiles upon incoming attackers. This was disproved by Bungie, stating that it is unusable and is merely a piece of scenery for the level. Several vehicles spawn in the back of the base, allowing defenders to quickly catch fleeing attackers, or for attackers to make a quick getaway. These vehicles include the Ghost, Mongoose and Warthog.
This large, crumbling base on the northern side of the map is where defending players spawn. In the back of the base, there is an unusable [[surface-to-air missile launcher]]. Several vehicles, including Mongooses and a Ghost, spawn just east of the launcher, allowing defenders to quickly catch fleeing attackers, or for attackers to make a quick getaway.


A broken down control room is located in the center of the base, complete with computers and a radio set. This control room is the objective area for CTF and Assault gametypes, in which attackers must steal the flag, or arm the bomb in this room. It is also possible to jump above the control room by first jumping on the crumbling wall, then to the top. This position offers no protection though, and a good sniper can take you down from the beach. To the far left of the base is the "Pipe Room," where attackers can enter the base from a small pipe that connects to the front of the base.  
A broken-down control room is located in the center of the base, complete with computers and a radio set. This control room is the objective area for [[Capture the Flag|CTF]] and [[Assault]] game types, containing the flag spawn point and bomb plant point, respectively. Farther east is the "Pipe Room", where attackers can enter the base via a small pipe that connects to the front of the base.


The right of the base is mostly indoors, and offers 2 levels of play. The lower-most level can be accessed several ways; by attackers coming through the bunker or multiple entry points from above or ground-level by the base defenders. The upper level is used as a choke-point to keep attackers from reaching the gate controls on the catwalk. If a player is able to access the gate controls, the base wall gate will be permanently opened, just as the gate in Zanzibar or Last Resort would be. The base is designed to promote duel-wielding, and as such, a number of dual-wieldable weaponry can be found behind the base wall.
The western half of the base is mostly indoors and offers two levels of play. The lower level connects the base to a [[Wikipedia:Bunker#Pillbox|pillbox bunker]] lying just outside the base's walls; the level also has multiple entry points inside the base. The upper level is used as a choke point to keep attackers from reaching the gate controls on the catwalk. If a player is able to access the gate controls, the base wall gate will be permanently opened, as is the case with the gates in [[Zanzibar]] and [[Last Resort]]. The base is designed to promote [[dual wielding]], and as such, a number of dual-wieldable weaponry can be found behind the base wall.


The base wall is an important area for defenders as it gives them a line of site to incoming attackers. It also leaves them open to Battle Rifle or Sniper fire from the beach as well. The [[Spartan Laser]] can be found on the tower on the right side of the base wall. This tower is somewhat vulnerable however, as there are some fusion cores stacked on one side of it.In addition, a [[AIE-486H Heavy Machinegun]] is mounted above the main gate. The Rocket Launcher can be accessed by defenders as well, if they quickly rush up and over the base wall, beating the attackers.
The base wall is an important area for defenders, as it gives them a view of most of the beach. Defenders on the wall, however, are vulnerable to [[BR55HB battle rifle|battle rifle]] and sniper rifle fire from the beach. The wall acts as a bridge, connecting the base's eastern side to its western side. On the western edge of the wall, there is a tower where a [[M6 Spartan Laser|Spartan Laser]] and two [[fusion coil]]s spawn. In addition, a [[AIE-486H machine gun|machine gun turret]] is mounted above the main gate, which is useful for beating back approaching rushes and vehicles. The rocket launcher can be accessed by defenders as well, if they quickly rush up and over the base wall, beating the attackers.


== Map Overview ==
===Callouts===
[[Image:H3 High Ground Overview.jpg|thumb|350px|The Layout of High Ground]]
*'''Beach'''
#Beach  
*'''Base'''
#Base
*'''Bunker'''
#Bunker
*'''Bunker Cave'''
#Bunker Cave
*'''Broken Wall'''
#Broken Wall
*'''Missile Launcher'''
#Missile Launcher
*'''Bunker Cave'''
#Bunker Cave
*'''Beach Tunnel'''
#Beach Tunnel
*'''Broken Tunnel'''
#Broken Tunnel
*'''Ledge'''
#Ledge  
*'''Tower'''
#Tower
*'''Gate'''
#Gate
*'''Gate Switch'''
#Gate Switch  
*'''Pipe Room'''
#Pipe Room
*'''Backside'''
#Backside
<!--
===Strategies===
*A good defensive tactic for Territory 5 is to get a shotgun, and then pick up the active camo (default). Quickly go to Territory 5, jump into the pipe, and wait. When someone comes to try to take the Territory, [[melee]] them or shoot them with the Shotgun. When your active camo wears off, either wait for another teammate with active camo to replace you, or re-obtain it when it respawns.
*A good place to hide is behind the Laser Tower; there is a small opening in the wall with a stone ledge, where players can simply jump over and camp with the Spartan Laser, sniper rifle, or rocket launcher.
*The many [[Vostu-pattern carbine|carbines]] on this map could be a substitute for the BR. Do so because there are only 3 BRs on this map, and they're all on the offensive side.
*A good place to snipe enemies exiting the pipes and enemies on the ledge is in the tree South East of the bunker (see annotated map to the right).
*The grav lift can be used to drive vehicles and jump people over the tower.
*Ghosts can splatter enemies in the base, but it has limited use when the enemy team goes inside the base.
*Be sure to eliminate the Laser before charging with a Mongoose or Ghost. The laser is the biggest hazard to vehicles.
*The high areas can make a huge vantage point, you can easily hijack a Ghost from the top.
*In SWAT, the defending team should take control of the sniper tower. It is a good position to see the entire field of play. Duck every so often to avoid providing opponents with easy headshots.
*The Spartan laser user can watch the camo cave and the rockets until they are taken.
*The player with the rockets should go after the sniper or the player with the objective. Let the laser player handle the vehicles.
*The turret can easily mow down attackers advancing up the middle, but watch out for a sniper.
*There is a lot of vegetation further down the base, a sniper can hide here and see defenders, but the defenders will most likely not see the sniper.
*On the beach, there are several trees one can jump on and hide among the branches. Several of these overlook the base and other parts of the map, so this is a pretty good sniper position. The one problem is that you cannot see the ground under you very well, but the advantage to this is your opponents have the same view of you, so it's generally easy to go unnoticed.
*The rocket wall is where most enemies except the sniper will likely venture in hopes to obtain the rockets and SMGs when they appear and retreat, throw grenades in the cave to kill them in their so-called safe zone.
*If someone is in the tower with the Spartan Laser, and you have a rocket launcher, if you fire with good aim, your rocket can destroy the tower's fusion coils and kill anyone inside of it.
*Throw a grenade in the camo cave and get a teammate to ambush anyone trying to take the camo from behind.
*On top of the tower, there is a ceiling made of some sort of fence. Players can reach this ceiling by [[crouch jumping]] or by using a grav lift. This can be a good sniper-spot.
*The tight areas of the base can cause difficulties for the Ghost, it is easy to board one here. If you are in a Ghost, be sure your team has control of the base. The splatter targets are the ones charging up the hill.
*Attackers with a bomb will most likely take the camo and crawl through the pipe. Toss grenades to flush them out, have another player watch the other end with the laser to prevent the carrier from escaping.
*Bringing the turret on the catwalks in the back can soften up potential targets for teammates to finish off.
*On [[Shotty Snipers]], it is sometimes a good idea to wait in the middle of the pipe with your sniper rifle out, and watch your [[motion tracker]]. When you see someone coming close to you, snipe them—they will most likely have their Shotgun out.
*Using the machine gun turret on the gate wall while it's mounted is not always a good idea, because you are very vulnerable to sniper or battle rifle fire. Unless the sniper rifle is uncontested or is under control of your team, rip off the turret and walk with it among the base.
*The hatch on the bunker can be opened by melee or by gunfire, but the people inside will most likely notice and be ready to attack. A quicker and easier way to open it is simply to crouch and melee the hatch twice, thus falling through and surprising those inside.
*Dual wield weapons are often effective in the bunkers, use them to your advantage or when your rifle is out of ammo.
*A great sniping place is on top of the small base with the computer in it. You can get on top of here by getting on the bridge and walk towards the pipe area. You can then run and crouch jump on to it.
*From on top of the base with the computer, you can slightly crouch walk under the rock behind you. Walk toward the pipe room. You can stand on a small pipe above this room. You are very open to gunfire, but many people will not notice you.
*If you use forge, the defensive team can add lots of MG positions on the wall, in the bunker, and near the beach, thus forcing the offensive team into cover. The beach will essentially become an Omaha replication.
-->
==Production notes==
[[File:H3 HighGround BigAssMortarGun.jpg|thumb|300px|A diagram of the "big ass mortar gun" and AI-controlled turrets from early development.]]
Originally called given the name "Deadlock" during early development,{{Ref/Twitter|Id=IsaacTweet|Isaac_Hannaford|1582840542014365696|Isaac Hannaford|Quote=Concept art for Deadlock Halo 3 multiplayer map.|D=20|M=10|Y=2022}}{{Ref/Twitter|Id=Hoberman|MaxHoberman|1646711580472516612|Max Hoberman|Quote=Yes, this is High Ground, which we called Deadlock at the time. It was an attempt to make a Zanzibar-esque map (but different). Here's the full prepro image.|D=14|M=04|Y=2023}} High Ground started off as an idea exploration from designer [[Steve Cotton]]; ''"Could we build a wall that one team had to take from the other team?"'' Later inspiration came from the D-Day landings,{{Ref/Mag|Id=PCG348|Magazine=PC Gamer|Issue=348|Year=2020|Month=October|Title=Special Report: Theaters of War|Page=12-13}} and the ''[[Halo 2]]'' map [[Zanzibar]].{{Ref/Reuse|Hoberman}} [[Cut Halo 3 levels#Monkey Mountain|Monkey Mountain]], a map in development near the end of the ''Halo 3''{{'}}s pre-production, similarly explored the concept.


== Trivia ==
During development of the map, the SAM Launcher in the back of the base was originally to be an AI-controlled "big-ass mortar gun" that would fire down on players attempting to advance up the beach. The map would have also featured AI-controlled machine guns in the watchtowers firing down on the attacking team, though these features were cut as they made the map impossibly stacked against the attacking team and too difficult to play on. The watchtowers were scaled back to just the one watchtower—now the spawn of the Spartan Laser—and the one player-controlled chaingun above the main gate.{{Ref/Marketing|Id=vidoc|H3|[[ViDoc]] [[Halo 3 ViDoc: Is Quisnam Protero Damno!|Is Quisnam Protero Damno!]]}}


* Originally thought to be the new [[Zanzibar]], it is now only a map with a similar setup. Zanzibar has its own Halo 3 remake known as [[Last Resort (Level)|Last Resort]]
High Ground was one of the first multiplayer maps unveiled for ''Halo 3'', alongside [[Snowbound]] and [[Valhalla]]. These three maps were playable in the game's beta.{{Ref/Reuse|HGBeta}}
* A picture of [[Cortana]] appears for a split second on the console closest to the flag.
* The Radio inside the fort where the flag spawns transmits three different Morse Code messages. When translated they are "Frogblast the ventcore" a reference to Bungie's classic FPS Marathon, "sababwl" a acronym found on the Halo Soundtrack which was a quote from Bungie's Martin O'Donnell back when the original Halo was about to be released, the acronym stands for "shiny and bumpy and bursting with love!" and "Don't make us kick your ass" a classic Bungie saying.
* The Radio inside the fort where the flag spawns also transmits a musical piece from the original Halo entitled "Under Cover of Night".
* A glitch can be exploited in Forge if a player opens the gate and places Fusion Cores where the gate is. Setting the run time to maximum and coming back in another game with the same saved map will result in the cores continuously exploding, making progress through the gate impossible. A Forge map has been created for this, known as the Wall of Hell[http://www.bungie.net/Forums/posts.aspx?postID=13512146 ]
* There are small fish that can be killed and will wash up on the shore.


== Images ==
==Trivia==
*The [[Cortana on High Ground]] easter egg can be found on this level.
*The radio inside the fort where the flag spawns transmits three different [[Morse Code]] messages. When translated they are:
**"''[[Marathon|frogblast the ventcore]]''"
** "[[SABABWL]]"
**"''Don't Make us Kick Your Ass''" - a classic Bungie saying.
*The radio inside the fort where the flag spawns also transmits ''[[Under Cover of Night]]'' from ''[[Halo: Combat Evolved]]''{{'}}s [[Halo: Original Soundtrack|soundtrack]].
*There are small [[list of animals|fish]] that can be seen and killed, and will wash up on the shore.
*It is possible to go deep into the water on this map by [[Overload glitch (Halo 3)|overloading]] it with [[TR/9 Antipersonnel Mine|Trip Mines]] then sticking a respawn point out side, or by using [[teleporter]]s and having one player go through a Sender Node while another [[Forge|holds]] a Receiver Node beyond the map.


==Gallery==
{{Linkbox|gallery=yes}}
===Development images===
<gallery>
File:H3 Concept HighGroundExterior.jpg|Concept art of the exterior of the base on High Ground.
File:H3 Concept HighGroundInterior1.jpg|Concept art of the interior of the base.
File:H3 Concept HighGroundInterior2.jpg|More concept art of the base interior.
File:H3_HighGround_EarlyLayout.jpg|An early layout for the map.
File:H3 HighGround PrePro Screenshot.jpg|A screenshot of High Ground, at the end of ''Halo 3'' pre-production.{{Ref/Reuse|Hoberman}}
</gallery>
===Pre-release screenshots===
<gallery>
<gallery>
Image:HighGroundLevelScreenShot.jpg|The Base Wall.
File:H3_Alpha_HighGround.jpg|The Base Wall in the Alpha, showing the [[M247 general purpose machine gun|M247 GPMG]] in place of the final release AIE-486H chaingun.
Image:Calm_before_the_storm.bmp.jpg|The calm before the storm.
File:H3_Alpha_HighGround_Above.jpg|The base from above in the Alpha.
Image:Base_above.jpg|The base from above.
File:H3 Alpha HighGround Watchtower.jpg|The base interior in the Alpha.
Image:High_ground_concept_art.png|Concept art
File:H3 Alpha HighGround Battle.jpg|A battle at the base wall in the Alpha.
Image:Highgroundterritorycapture.jpg|Territories.
File:H3_HighGround_Early.jpg|An early ''Halo 3'' multiplayer Spartan on High Ground.
Image:Mongoose_chaos_on_high_ground.jpg|Battle in the base.
Image:Halo3_High-Ground-env-01.jpg|Flag bridge.
Image:Halo3_High-Ground-env-02.jpg|To the bunker.
Image:H3 High Ground Overview.jpg|Overview of High Ground.
Image:High Ground3.jpg|Inside fort on High Ground
</gallery>
</gallery>


== Related Articles ==
===Final release screenshots===
* [[Halo 3]]
<gallery>
* [[High Ground Tactics]]
File:H3 HighGround RedTeam.jpg|Red team in the bunker.
 
File:H3 HighGround Mongoose.jpg|Spartans on a Mongoose.
{{level}}
File:H3 HighGround Battle.jpg|A battle inside the base.
 
File:H3_HighGround_Territory.jpg|Defending the base interior during Territories.
 
File:H3 HighGround Bunker Overview.jpg|The hill leading up to the base.
[[Category:Multiplayer]]
File:H3_HighGround_FrontView.jpg|A view of the base wall.
File:Halo3 High-Ground-env-01.jpg|The bridge leading to the flag.
File:Halo3 High-Ground-env-02.jpg|The door leading from the base courtyard to the bunker.
File:H3 HighGround CommandCenter.jpg|The base building holding the flag.
File:H3 HighGround SAM.png|The surface-to-air missile launcher in the base.
File:H3 HighGround NATO symbol.jpg|The [[North Atlantic Treaty Organization|NATO]] symbol in the base.
</gallery>


[[Category:Multiplayer Levels]]
==Sources==
{{Ref/Sources}}


[[Category:Default Multiplayer Levels]]
{{Levels|H3|HO|mode=yes}}

Latest revision as of 18:43, October 25, 2024

High Ground
A view of High Ground from the Sniper Rifle to the gate.
Map overview

Game:

Halo 3

Map file name (?):

deadlock[1]

Lore information

Location:

Outpost C9, Africa, Earth

Gameplay overview

Terrain:

Beach, Urban Fortress, and plateaus

Map layout:

Asymmetrical

Recommended number of players:

4-12

Recommended gametype(s):

 
A relic of older conflicts, this base was reactivated after the New Mombasa Slipspace Event.

High Ground is a multiplayer map in Halo 3, and later included in Halo Online where it was known as Elevation. It was one of the maps playable in the Halo 3 Beta.[2]

Universe and lore[edit]

Main article: Outpost C9

High Ground is located around Outpost C9, a former-NATO military base in Voi, Africa, designed to combat "earlier and simpler enemies" than those later faced by the UNSC in the twenty-sixth century. The base was reactivated after the New Mombasa Slipspace Event in October 2552.[2][3] The base was utilized by the UNSC to test captured examples of the Paegaas Workshop Spiker recovered from fallen Jiralhanae in the wake of the Great Schism.[4]

Due to the old NATO architecture and newer UNSC technology, the facility has a mix of crumbling bulwarks and high-tech military equipment.[2] The base has a concrete bunker and large partitioning wall to divide the beachhead and base itself, with a single large blast gate overlooked by an AIE-486H machine gun. A single watchtower is above the bunker, while the other side of the wall has decayed due to time. The back of the base has a small courtyard with an ASRGAM-10X Surface-to-air missile launcher.

Overview[edit]

Layout[edit]

High Ground is an asymmetric map featuring an elevated, crumbling UNSC base positioned along a beach. Low, eroded cliffs lie to the north, east, and west of the base, with the beach lying south of the base. There are multiple ways to approach and enter the base; through the main gate (that is closed only in asymmetric gametypes), or through side passages, which offer more protection and discretion. As one of the few asymmetric maps in the game, High Ground is great for one-sided objective games such as Single Bomb|One Bomb, One Flag, and Territories.

Beach[edit]

Attacking players spawn at the south side of the map, aptly named "the beach". If the main gate is open, it can be used as a quick entrance to or exit from the base.

A variety of weaponry and equipment has been placed near the beach to aid attackers in storming the base. Perhaps the two most valuable weapons are the sniper rifle and the rocket launcher, though the latter can be reached by the base defenders if they use vehicles. In most games, a battle for control of the rocket launcher ensues at the start of the game, and repeats whenever the weapon respawns. Players can also find a shotgun, gravity lift, bubble shield, active camo, and overshield to aid in their attack. In addition to the weapons and equipment, players can choose between a Mongoose or Ghost to get to the base wall faster.

Fortress[edit]

This large, crumbling base on the northern side of the map is where defending players spawn. In the back of the base, there is an unusable surface-to-air missile launcher. Several vehicles, including Mongooses and a Ghost, spawn just east of the launcher, allowing defenders to quickly catch fleeing attackers, or for attackers to make a quick getaway.

A broken-down control room is located in the center of the base, complete with computers and a radio set. This control room is the objective area for CTF and Assault game types, containing the flag spawn point and bomb plant point, respectively. Farther east is the "Pipe Room", where attackers can enter the base via a small pipe that connects to the front of the base.

The western half of the base is mostly indoors and offers two levels of play. The lower level connects the base to a pillbox bunker lying just outside the base's walls; the level also has multiple entry points inside the base. The upper level is used as a choke point to keep attackers from reaching the gate controls on the catwalk. If a player is able to access the gate controls, the base wall gate will be permanently opened, as is the case with the gates in Zanzibar and Last Resort. The base is designed to promote dual wielding, and as such, a number of dual-wieldable weaponry can be found behind the base wall.

The base wall is an important area for defenders, as it gives them a view of most of the beach. Defenders on the wall, however, are vulnerable to battle rifle and sniper rifle fire from the beach. The wall acts as a bridge, connecting the base's eastern side to its western side. On the western edge of the wall, there is a tower where a Spartan Laser and two fusion coils spawn. In addition, a machine gun turret is mounted above the main gate, which is useful for beating back approaching rushes and vehicles. The rocket launcher can be accessed by defenders as well, if they quickly rush up and over the base wall, beating the attackers.

Callouts[edit]

  • Beach
  • Base
  • Bunker
  • Bunker Cave
  • Broken Wall
  • Missile Launcher
  • Bunker Cave
  • Beach Tunnel
  • Broken Tunnel
  • Ledge
  • Tower
  • Gate
  • Gate Switch
  • Pipe Room
  • Backside

Production notes[edit]

A map of a Halo 3 multiplayer level High Ground while still in developement.
A diagram of the "big ass mortar gun" and AI-controlled turrets from early development.

Originally called given the name "Deadlock" during early development,[5][6] High Ground started off as an idea exploration from designer Steve Cotton; "Could we build a wall that one team had to take from the other team?" Later inspiration came from the D-Day landings,[7] and the Halo 2 map Zanzibar.[6] Monkey Mountain, a map in development near the end of the Halo 3's pre-production, similarly explored the concept.

During development of the map, the SAM Launcher in the back of the base was originally to be an AI-controlled "big-ass mortar gun" that would fire down on players attempting to advance up the beach. The map would have also featured AI-controlled machine guns in the watchtowers firing down on the attacking team, though these features were cut as they made the map impossibly stacked against the attacking team and too difficult to play on. The watchtowers were scaled back to just the one watchtower—now the spawn of the Spartan Laser—and the one player-controlled chaingun above the main gate.[8]

High Ground was one of the first multiplayer maps unveiled for Halo 3, alongside Snowbound and Valhalla. These three maps were playable in the game's beta.[2]

Trivia[edit]

Gallery[edit]

Development images[edit]

Pre-release screenshots[edit]

Final release screenshots[edit]

Sources[edit]

  1. ^ Halo 3 Editing Kit, game file H3EK\tags\levels\multi\deadlock\deadlock.scenario
  2. ^ a b c d Bungie.net, High Ground: The Beta guide (Retrieved on Oct 14, 2015) [archive]
  3. ^ Halo 3, multiplayer map High Ground: map description
  4. ^ Bungie.net, The Spiker (Retrieved on Jun 30, 2019) [local archive] [external archive]
  5. ^ Twitter, Isaac Hannaford (@Isaac_Hannaford): "Concept art for Deadlock Halo 3 multiplayer map." (Retrieved on Oct 20, 2022) [archive]
  6. ^ a b c Twitter, Max Hoberman (@MaxHoberman): "Yes, this is High Ground, which we called Deadlock at the time. It was an attempt to make a Zanzibar-esque map (but different). Here's the full prepro image." (Retrieved on Apr 14, 2023) [archive]
  7. ^ PC Gamer, October 2020 (Issue #348) - Special Report: Theaters of War, page 12-13
  8. ^ Halo 3 marketing, ViDoc Is Quisnam Protero Damno!