Gameplay

Guardian (map): Difference between revisions

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{{Ratings}}
{{Title|Guardian}}
{{Era|H3}}
{{Status|Gameplay}}
{{Multiplayer Map Infobox
{{disambig header|a multiplayer level|other uses|Guardian (disambiguation)}}
{{Multiplayer map infobox
|pagegamelabel=H3
|name=Guardian
|name=Guardian
|image=[[Image:H3 MP Guardian Env4.jpg|325px]]
|image=[[File:H3 MP Guardian Env4.jpg|300px]]
|game=''[[Halo 3]]''
|game=''[[Halo 3]]''
|location=Unknown World, possibly the [[Yanme'e|Drone]] homeworld, [[Palamok]].
|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|Assault Rifle]]
|symmetry=Asymmetrical
*[[BR55HB SR Battle Rifle|Battle Rifle]]
|playernumber=2-6
*[[Brute Shot]]
*[[Carbine]]
*[[Gravity Hammer]]
*[[M6G|Magnum]]
*[[Mauler]] (removed from matchmaking)
*[[Needler]]
*[[Plasma Pistol]]
*[[Plasma Rifle]]
*[[Shotgun]]
*[[SMG]]
*[[SRS99D-S2 AM|Sniper Rifle]]
*[[Spiker]]
*[[Fragmentation Grenade]]s
*[[Plasma Grenade]]s
|vehicles=None
|equipment=*[[Bubble Shield]]
*[[Flare]] (removed from matchmaking)
|power-ups=*[[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 (Level)|''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.


==Layout==
'''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]].
[[Image:GuardianHeatMap.jpg|left|thumb|200px|An overview view of the map]]
''Guardian'' is set in an ancient [[Forerunner]] complex surrounded by a lush, dense jungle that is believed to be the [[Yanme'e|Drone]] home world [[Palamok]]. The map is multi-leveled, with walkways, and paths connecting all areas of the map. The map is split into four key areas, with the centre acting as a connection point between them all. The level is fairly simple in design, so the learning curve is short. It is a very good map for free-for-all multiplayer games.  


In aesthetics, the layout recalls a mixture of ''[[Lockout (Level)|Lockout]]'' and ''[[Ascension (Level)|Ascension]]''; it retains the central area and size of ''Ascension'', and its layout and weapon spawns are very reminiscent of ''Lockout''. However, unlike ''[[Lockout]]'', the scenery between areas of the map changes noticeably, so players do not get lost as easily.  
==Universe and lore==
''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.


==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.
<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====
[[Image:Sniper_Tower_Overlook.jpg|left|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.
At one end of the map players can find the [[SRS99D-S2 AM Sniper Rifle|Sniper Rifle]], an [[Overshield]], and a [[Needler]], hence the "Sniper Tower". The [[Sniper Rifle]] sits on the bottom level, in the hallway leading to the center. Here, players have a clear view to the opposite site of the map and the Yellow Lift, which is a good place to snipe from.  


There is a small winding ramp on the tower that leads up to higher ground, and gives players a view of the entire upper portion of the map. To balance the tower out and prevent camping, a [[Plasma Battery]] has been placed at the top. Players have access to the Center Platform from above and below, as well as the Green Area via a walkway some players have labeled it as "The Elbow," due to its "L" shape.
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.


A common trick is to detonate the [[Plasma Batteries]] at the apex of a jump, propelling the player up onto the tree above, and allowing for an unprecedented view, of the map.
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====
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]].


====Blue Room====
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.
The "Blue Room" is properly named, due to the soft blue lights giving the room an ambient look. This room is adjacent, but slightly off centre from the Yellow Lift and the Centre Platform. Like the other key areas, it can be accessed from multiple directions. Inside the room, players will find 2 [[Plasma Batteries]]. There is also a [[Flare]] and a [[Mauler]] located here, as well as an SMG on the ramp leading into the room. An archway allows players to jump into the Yellow Lift, either above or below. As players move from the Blue Room to the centre, there is an impenetrable glass wall allowing players cover from enemy fire. Players may also travel downward to the lower level. Next to the archway is an L-shaped hallway that leads directly to the Yellow Lift's upper level, and contains explosive [[Power Core]]s built into the wall. Players may also drop to the "[[Shotgun]] hall" from here.


Some have said that the blue nebula is a slip space portal, but no one really knows what it is really for, aside from decoration.
====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.


====Below Blue Room====
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.
Below the Blue Room, or "Bottom Blue", there is a whole new subsection. Players will find the [[Shotgun]] in a short hallway reminiscent of the "Green Hallway" in ''Lockout.'' However, the hallway is shorter and can be approached from more angles, from above as well as on the same level. Walkways and paths lead to the Yellow Lift's lower level. Moving in the opposite direction, players can take a small [[Gravity Lift]] up to the "Sniper Tower" to catch any player’s off-guard. However, using this lift at the start of a Team Slayer game is unwise, as the other team will definitely have control of the Overshield.


====Yellow Lift====
====Yellow Lift====
[[Image:Yellow_Lift_Overlook.jpg|left|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" is directly opposite the [[Sniper]] Tower, and is on the other side of the Centre Platform. Modeled after the "Blue Lift" from ''[[Lockout]]'', players can travel upwards from the lower level. Players may also drop down from the upper level via two "holes" on either side of the lift. Another common trick is for players to send [[grenades]] up the lift first, sometimes scoring a stick with a plasma grenade. There is a small walkway that connects the lower levels of the Yellow Lift and Centre Platform. On the upper level, players can move in 4 main directions (or retreat into the "holes" on the side of the lift).  


A [[Battle Rifle]] spawns on the top level giving players some range against snipers. The player can choose to go to their left, pick up a [[Active Camouflage]] power-up. If the player travels to their right, they can jump into the Blue Room, which can be tricky, or drop on opponents below. They can also take the longer way around by the power cores; this route adds more safety and discretion, as long as the power cores are not detonated.
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 [[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====
Not much action occurs in the Green Area, partially because the only weapon that spawns here is the [[Brute Shot]]. Like the Centre Platform, this area is essentially another means of connecting all areas and walkways together. In the centre sits an old dead tree stump in which players can grab a [[Bubble Shield]] and then jump to the Centre Platform. The Green Area is connected to the Sniper Tower by means of "The Elbow" walkway. In addition, players may take a small gravity lift jump up to the Yellow Room's ledge (by the camouflage). This area also leads underneath the Centre Platform, and is a more discreet route.
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.


====Centre Platform====
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.
The Centre Platform is the main area of Guardian and the main means of player transportation. While no weapons spawn on the upper level, a [[Gravity Hammer]] does spawn in the room underneath, making it a key area. Also, less known to some players, in a Team Hammers match (Or any other match where the Gravity Hammer is present), one can set a bubble shield in the middle of the Centre 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. This also can give it the name called by many people who utilize this strategy: "The Circle of Fun" or to the victims of this tactic "The Circle of Death". Since this area is a transportation zone, it sees a lot of action. Players can reach the Centre Platform from all the key areas by means of walkways or jumping. Above players can see a [[Forerunner]] style structure, which is accessible via grenade-jump off the elbow with help from the plasma battery, a [[Gravity Hammer]] bounce, or by going into Forge and positioning a [[Gravity Lift]], just right.


====Matchmaking Adjustments====
====Center Platform====
Guardian has been slightly altered for [[Matchmaking]]. All three of the [[Mauler]]s and the [[Flare]] have been removed. In addition, invisible barriers have blocked off some areas, such as the ledge above the Active Camo 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.


==Strategies==
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===
<!--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-->
*A second strategy to get to the console is to put gravity down to 50% in the game settings menu, and then just jump.
*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.
*To get an unprecedented Sniping spot, use the same trick with the Plasma Batteries, but this time jump on top of them. At the apex of the jump, shoot the Plasma Battery. This will propel the player 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.
*When running up the ramp that leads to the [[Overshield]] Spawn, the player can run along the right side of it and jump off, if done properly, the player can get downstairs into the Sniper Spawn and hopefully avoid the Overshield player on free-for-alls at the same time.
*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.
*When at the sniper tower and about to snipe, the sniper should make sure to remove the Plasma Battery with a grenade or a weapon so that it cannot be used against them.
*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 Overshield room, it is possible to be wedged high into the corner of the room between the doorway that leads to the centre of the map and the doorway that leads to the ramp (Jump and crouch). If players have their look centered they will not see you. It is recommended to have a shotgun here.
*Spiker and plasma rifle combos are particularly effective when ambushing players who exit the big gravity lift that faces the central platform.  
*If you are at the Sniper side of the map at the start of a team game, the Sniper of the team is advised to guard the Hammer until a team-mate can grab under cover of the Sniper.
*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 at the Blue Room side of the map at the start, picking up the Shotgun and man-cannoning over to the Sniper area 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.
*When in the Sniper Tower, if you don't plan on using the [[Plasma Battery]] to get height or kill an enemy that comes up the ramp, destroy it if you want a safe sniping spot.
*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.
* While on the second floor of the yellow room, you can drop down through the gap and assassinate unsuspecting passersby.
*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 proven strategy for starting off a Team based game well goes like this (but it will only work if you spawn on the bridge, close to the [[Sniper Rifle]]): In [[Team Doubles]], player 1 would head for the man cannon and pick up [[Brute Shot]], while the other player rushes [[Sniper Rifle]] as quick as possible. Player 1 uses his Brute Shot to: a. Kill the opponent(s) who rush(es) [[Active Camouflage]], or b. Secures Active Camouflage for himself, keeping the enemy at bay with his Brute Shot. In the meantime, the second player either: a. Uses Sniper Rifle to provide cover for Player 1 or b. Uses [[Overshield]] and Sniper to deal with any opponents who travel over to the Sniper post. The Overshield should only be used when you know someone heading towards the Sniper, and at the last moment, the OS can be used for its 3-4 second invulnerability to take out 1 or both opponents, even if they carry over [[Shotgun]].
*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.
*A cool jump: While you are on the pathway from Elbow to S2 (Sniper Tower, Second floor), you can jump from where you are to hammer spawn. This takes a little skill, and may take some practice to perform.
*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.
* When playing Team SWAT, when you spawn at elbow don't move and look towards Blue Lift (Lift that goes to Sniper Tower). Usually your opponents will go there, allowing kills in the very beginning of the game. This goes vise versa- if you spawn at blue side then just look towards elbow.
**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.
* When playing Team SWAT, when you spawn at blue side go to the pathway that leads from bottom blue to bottom gold. Look towards the lift at Jungle. Usually there will be someone going up the lift, allowing you a kill if you able to pull it off.
**A team that spawns near the elbow should stay put and look at bottom blue's lift.
*If you start at [[Overshield]], grab the Carbine and Shield and head up the elbow to the Fusion Core and Plasma Grenades. Throw a frag at the core, turn around, and jump. Since you have overshields, the blast will not kill you, and if done right you can land on the odd shaped thing that juts out from the Yellow lift building. This can be done in about 10 seconds, and it offers a 180-degree view of the centre area and doors. If you crouch, you can maintain this area until your ammo runs out, often with the opposite team trying to figure out how they are dying.
*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.
*If you have the Hammer, just wait at its respawn spot (Hammers are effective in close and tight areas) to get some easy kills on those looking for a Hammer.
*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 forge hide in the hidden tree stump ledge and no-one can shoot you.
*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}}
<!--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 with out 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.
*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>
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>
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-->
*Guardian may possibly be in the swamps of Installation 04. It may also take place on [[Palamok]], the [[Yanme'e]] homeworld.
[[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]]''. 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]]'' stated that ''Guardian'' is the map "''Jub-Jub''" that Bungie referred to numerous times in their weekly updates, an undying love reference to the Ewok's dialogue in ''Star Wars: Return of the Jedi''.
*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.
*This is an interesting map to play sniping matches on as there are at the same time many twists and turns and head-on encounters.
* 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.
*''Guardian'' may have something to do with the [[guardians|mysterious entities]] that can inexplicably kill players in Multi player.
*There are a number of indistinct voices whispering in the background.
*The [[Dino-Birds|Dinosaur Birds]] can be seen on this map and can be closely examined by Forge or theatre. They can also be shot and killed with any long/medium range precision weapon.
*In the [[Machinima]] Marlin the Elite, Marlin's grandmother lives here.
*There may also be a link between the name "Jub-Jub", the [[Halo Dinosaurs|Dinosaur 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 frumious Bandersnatch!''"
*Like ''[[Narrows]]'', ''[[Foundry]]'', ''[[Valhalla]]'', and ''[[Sandtrap]]'', there have been numerous reports of a ghost haunting the map. This ghost wields a [[Spartan Laser]], which is strange, as the [[Spartan Laser]] does not spawn on this map.
*A picture of ''Guardian'' appears in ''Wired''. <ref>''Wired Magazine''- Issue Sept. 2007 - Pg 145</ref>
*The terrain around the map resembles the same terrain as the planet Dagobah in the ''Star Wars'' films.
*There is a hidden face on ''Guardian''. To find it, one must overload the map and go into theatre mode and go behind the structure. Above the yellow lift is a black smiley.<ref>http://www.youtube.com/watch?v=jiNKesnHlXk</ref>
*Even easier to find are the faces that appear in the middle of the keystone shaped protrusions on the doorways in the map. One can see these faces by either using the binocular or getting a scoped weapon and looking directly in the middle of these keystones. The easiest to find is the one on the doorway from Blue Hallway to Gold room, and the one on the doorway from Middle to Sniper Tower.
*If one listens careful, one can hear the screeches made by the [[Dino-Birds]] in the background.
*If players jump below the proto-man-cannons, they will levitate beneath them. This is an excellent sniping spot and may be a Carney hole. If the player moves inward, they will be shot to the center of the map. If they move outward, they will plummet to their death.
*Due to Matchmaking adjustments, ''Guardian'' has so far been the only ''Halo 3'' map in Matchmaking that only has one equipment spawn point, the Bubble Shield, as the Flare on this map was removed.
*When examining the Centre Platform, players can notice that the entire platform and lower compartment is almost identical to the [[Blood Gulch]] bases with the exception for lack of the stairs leading to the roof. In addition the walkway to the Blue Room is coincidently placed of the location of the "magnum platform" from the roof of the base. Plus, the location of the original green teleporters being located on the spot of the open section leading to the "Green Area". In addition, the location of the original two base ramps being replaced with walkways leading to the Gravity Lift room and the Sniper tower. And finally, the lower entrance to the "Green Area" is located on the same spot as the original front base entrance.
*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.


==Gallery==
==Gallery==
{{Linkbox|gallery=yes|gallerypage=Images of Guardian (level)}}
<gallery>
<gallery>
Image: GuardianGameplay.jpg|Players fight on ''Guardian'''s center platform.
File:H3 GuardianForest Concept 1.jpg|A concept image of Guardian Forest, the cut level which Guardian is based on.
Image: H3_MP_Guardian_3P15.jpg|A free-for-all on ''Guardian''.
File:H3 GuardianForest Concept 2.jpg|Concept art for the map.
Image:Mediagur.jpg|Player wielding a [[Mauler]], overlooking the center platform.
File:H3 GuardianMap Concept Sketch.jpg|A concept sketch of the map.
Image:Mediapic.jpg|An [[Elite]] model wielding a Mauler.
File:H3_GuardianMap_Concept_Mood.jpg|Steve Cotton's "mood" concept for Guardian.
Image:Mediatop.jpg|A [[Spartan]] attacks an Elite from above.
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:Mediapic.jpg|A [[Sangheili]] model wielding a Mauler.
File:Mediatop.jpg|A [[SPARTAN-II Program|Spartan]] attacks an Elite from above.
</gallery>
</gallery>


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


{{Levels}}
{{Levels|H3|HO|mode=yes}}
[[Category:Halo 3]]
[[Category:Multiplayer]]
[[Category:Multiplayer Levels]]
[[Category:Default Multiplayer Levels]]
[[Category:Multiplayer Maps]]

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]