Gameplay

The Cage: Difference between revisions

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{{Era|RW}}
{{Status|Gameplay}}
{{Multiplayer Map Infobox
{{disambig header|the multiplayer map|the conference room on {{UNSCShip|Point of No Return}} known as The Cage|Odin's Eye}}
|image = [[File:HaloReach - The Cage.jpg|300px]]
{{Multiplayer map infobox
|pagegamelabel=HR
|image = [[File:HR Bnet TheCage.jpg|300px]]
|name = The Cage
|name = The Cage
|game = ''[[Halo: Reach]]''
|game = ''[[Halo: Reach]]''
Line 7: Line 9:
|terrain = [[Forerunner]] structures, cliffside
|terrain = [[Forerunner]] structures, cliffside
|vehicles =  
|vehicles =  
|gametypes = [[Slayer]]
|gametypes =*[[Slayer]]
*[[Infection]]
}}
}}
{{Article quote|Analysis reveals that this structure once accommodated a wide variety of sentient species. To what end remains unknown.{{Ref/Site|Id=bnet|URL=http://halo.bungie.net/projects/reach/article.aspx?ucc=maps&cid=28537|Site=Bungie.net|Page=Halo: Reach - Maps - The Cage|D=15|M=1|Y=2021}}}}


<center>''Were you looking for [[Odin's Eye]], a conference room on [[UNSC Point of No Return]] known as The Cage?''</center>
'''The Cage''' is an asymmetrical map built into the Lagoon area of [[Forge World]]. It is reminiscent of [[Lockout]] from ''[[Halo 2]]'' and [[Blackout]] from ''[[Halo 3]]'', but retains its own unique layout. It is roughly the same scale as Lockout and is built around an open center, but features longer sight lines and paths that are strictly one way.


{{Article Quote|Analysis reveals that this structure once accommodated a wide variety of sentient species. To what end remains unknown.<ref name="bnet">[http://www.bungie.net/projects/reach/article.aspx?ucc=maps&cid=28537 '''Bungie.net''': ''The Cage Preview'']</ref>}}
==Layout==
===Callouts===
''Note: These names are unofficial and are being used as a map directory.''


'''The Cage''' is an asymmetrical map built into the Lagoon area of [[Forge World]]. It is reminiscent of [[Lockout]] from ''[[Halo 2]]'' and [[Blackout]] from ''[[Halo 3]]'', but retains its own unique layout. "The Cage" was the original name for Lockout when it was in development for ''[[Halo 2]]''. The version of The Cage featured in Forge World is based on these pre-Lockout ideas. It is roughly the same scale as Lockout and is built around an open center, but features longer sight lines and paths that are strictly one way. [[Chris Carney]] is said to have built this map inside [[Forge World]] in a day. The Cage appears in matchmaking.
*'''Man Cannon Deck: '''This area of the map holds the [[man Cannon|man cannon]] and is the place that holds the sniper spawn. The Cannon launches you up to a platform near Death's Turn and a ramp leading to the Bellow Deck.


==Locations==
*'''Death's Turn: '''Be careful when using the evade move on this turn. If you execute a roll on one of the two ramps leading to this turn, you will most likely get thrown off. Death's Turn also serves as a good vantage point over the Center Stage.


'''*'''These names are unofficial and are being used as a map directory.*
*'''Center Stage: '''This is the middle of the map, with two rooms on either side and a ramp leading to the Bellow Deck. The room facing Cliffside has a glass cover that protects you from players on the Central Highway. At the back of the room is a tiny platform you can use to snipe players on the Cliffside. The other room has a door leading up to Death's Turn and another one leading to the Central Highway.


'''Man Cannon Deck- '''This area of the map holds the [[man Cannon|man cannon]] and is the place that holds the sniper spawn. The Cannon launches you up to a platform near Death's Turn and a ramp leading to the Bellow Deck.
*'''Central Highway: '''The main road, connecting the Center Stage to the Apartment. The distance to cover going from place to place is long, leaving you open to snipers.


'''Death's Turn-''' Be careful when using the evade move on this turn. If you execute a roll on one of the two ramps leading to this turn, you will most likely get thrown off. Death's Turn also serves as a good vantage point over the Center Stage.
*'''Apartment: '''This area of the map is the 2-Story tower tucked in the corner. This area serves as a major spawning point. Nearby is the [[shotgun]] spawn.


'''Center Stage- '''This is the middle of the map, with two rooms on either side and a ramp leading to the Bellow Deck. The room facing Cliffside has a glass cover that protects you from players on the Central Highway. At the back of the room is a tiny platform you can use to snipe players on the Cliffside. The other room has a door leading up to Death's Turn and another one leading to the Central Highway.
*'''Cliffside:''' This describes the whole area next to or on the cliff face. There is a small bridge attached to the cliff that has a raised platform at one part. You cannot reach it by jumping, it's mostly used for players on the other areas of the stage to get to the Cliffside.


'''Central Highway- '''The main road, connecting the Center Stage to the Apartment. The distance to cover going from place to place is long, leaving you open to snipers.
*'''Below Deck: '''This area is the platform under the Center Stage. The platform near the edge serves as another major spawning point.


'''Apartment- '''This area of the map is the 2-Story tower tucked in the corner. This area serves as a major spawning point. Nearby is the [[shotgun]] spawn.
==Map variants==
Uncaged adds a few new walkways, most notably allowing faster access from the cliffside to the central area.{{Ref/Site|Id=uncaged|URL=http://halo.bungie.net/news/content.aspx?type=topnews&cid=30547|Site=Bungie.net|Page=Bungie Weekly Update: 02.04.11|D=10|M=2|Y=2014}}


'''Cliffside-''' This describes the whole area next to or on the cliff face. There is a small bridge attached to the cliff that has a raised platform at one part. You cannot reach it by jumping, it's mostly used for players on the other areas of the stage to get to the Cliffside.
==Production notes==
{{Article quote|The Cage is a Carney box. It’s like Lockout on steroids.{{Ref/Reuse|bwu}}}}
During the development of ''[[Halo: Combat Evolved]]'', ''The Cage'' was the name given to the predecessor of what would come to be [[Lockout]] in ''[[Halo 2]]'', albeit changed heavily. The Cage in ''Halo: Reach'' was designed  using some of the original pre-Lockout layout ideas, and originally built on the original version of [[Forge World]], which was based in a [[New Alexandria (location)|New Alexandria]] skyscraper, with the working name "Blockout". Following the revamp of Forge World into the map known today, designer [[Chris Carney]] was challenged by other employees to build a full map just using the Forge tools to prove it could be done.{{Ref/Site|Id=bwu|URL=http://halo.bungie.net/news/content.aspx?type=topnews&link=BWU_072310|Site=Bungie.net|Page=Bungie Weekly Update: 07.23.10|D=10|M=2|Y=2014}} Carney did a week of design on paper, before moving into Forge to construct the map. Originally, the elevated section of the map was to be situated next to the cliff, but this was instead turned around to provide the players a visual reference point for where they are on the map, alongside the addition of a Forerunner spire and a blinking red light.{{Ref/Site|Id=carney|URL=http://www.bungie.net/News/content.aspx?cid=29601|Site=Bungie.net|Page=Carney's Crash Course: Map Design 101|D=8|M=11|Y=2010}}


'''Below Deck- '''This area is the platform under the Center Stage. The platform near the edge serves as another major spawning point.
==Gallery==
 
{{Linkbox|gallery=yes}}
==Map variants==
===Development images===
Uncaged<ref>[http://www.bungie.net/News/content.aspx?type=topnews&cid=30547 '''Bungie.net''': ''Bungie Weekly Update 02/04/11'']</ref> adds a few new walkways, most notably allowing faster access from the cliffside to the central area.
<gallery>
File:H2 Lockout Concept 1.jpg|The first drawing of the map Lockout, which would be later used in the development of The Cage.
File:HR_TheCage_Sketch_1.jpg|The first iteration of The Cage.
File:HR_TheCage_Sketch_2.jpg|The second iteration of The Cage.
File:HR_TheCage_Sketch_3.jpg|The third iteration of The Cage.
File:HR_TheCage_Sketch_4.jpg|The fourth iteration of The Cage.
File:HR_TheCage_Sketch_5.jpg|The fifth iteration of The Cage.
</gallery>
===Screenshots===
<gallery>
File:HR TheCage.jpg|A view from the highest point of The Cage.
File:HR TheCage 2.jpg|A view from tower in the corner.
File:HR TheCage Side.jpg|Side view of The Cage.
File:HTMCC-HR TheCage 1.png|The Cage from the distance.
File:HTMCC-HR TheCage 2.png|The man cannon.
File:HTMCC-HR TheCage 3.png|The walkway.
File:HR TheCage TopDown.jpg|An overhead view of The Cage.
File:HR TheCage Battle.jpg|A battle on the walkways.
File:HR TheCage Jetpack.jpg|Spartans across multiple floors.
File:HR TheCage Battle 2.jpg|A battle near the center platform.
</gallery>


==Sources==
==Sources==
<references/>
{{Ref/Sources}}


{{Levels}}
{{Levels|HR|mode=yes}}

Latest revision as of 16:32, November 17, 2024

This article is about the multiplayer map. For the conference room on UNSC Point of No Return known as The Cage, see Odin's Eye.
The Cage
The Cage from Bungie.net.
Map overview

Game:

Halo: Reach

Lore information

Location:

Forge World

Gameplay overview

Terrain:

Forerunner structures, cliffside

Recommended gametype(s):

 
Analysis reveals that this structure once accommodated a wide variety of sentient species. To what end remains unknown.[1]

The Cage is an asymmetrical map built into the Lagoon area of Forge World. It is reminiscent of Lockout from Halo 2 and Blackout from Halo 3, but retains its own unique layout. It is roughly the same scale as Lockout and is built around an open center, but features longer sight lines and paths that are strictly one way.

Layout[edit]

Callouts[edit]

Note: These names are unofficial and are being used as a map directory.

  • Man Cannon Deck: This area of the map holds the man cannon and is the place that holds the sniper spawn. The Cannon launches you up to a platform near Death's Turn and a ramp leading to the Bellow Deck.
  • Death's Turn: Be careful when using the evade move on this turn. If you execute a roll on one of the two ramps leading to this turn, you will most likely get thrown off. Death's Turn also serves as a good vantage point over the Center Stage.
  • Center Stage: This is the middle of the map, with two rooms on either side and a ramp leading to the Bellow Deck. The room facing Cliffside has a glass cover that protects you from players on the Central Highway. At the back of the room is a tiny platform you can use to snipe players on the Cliffside. The other room has a door leading up to Death's Turn and another one leading to the Central Highway.
  • Central Highway: The main road, connecting the Center Stage to the Apartment. The distance to cover going from place to place is long, leaving you open to snipers.
  • Apartment: This area of the map is the 2-Story tower tucked in the corner. This area serves as a major spawning point. Nearby is the shotgun spawn.
  • Cliffside: This describes the whole area next to or on the cliff face. There is a small bridge attached to the cliff that has a raised platform at one part. You cannot reach it by jumping, it's mostly used for players on the other areas of the stage to get to the Cliffside.
  • Below Deck: This area is the platform under the Center Stage. The platform near the edge serves as another major spawning point.

Map variants[edit]

Uncaged adds a few new walkways, most notably allowing faster access from the cliffside to the central area.[2]

Production notes[edit]

The Cage is a Carney box. It’s like Lockout on steroids.[3]

During the development of Halo: Combat Evolved, The Cage was the name given to the predecessor of what would come to be Lockout in Halo 2, albeit changed heavily. The Cage in Halo: Reach was designed using some of the original pre-Lockout layout ideas, and originally built on the original version of Forge World, which was based in a New Alexandria skyscraper, with the working name "Blockout". Following the revamp of Forge World into the map known today, designer Chris Carney was challenged by other employees to build a full map just using the Forge tools to prove it could be done.[3] Carney did a week of design on paper, before moving into Forge to construct the map. Originally, the elevated section of the map was to be situated next to the cliff, but this was instead turned around to provide the players a visual reference point for where they are on the map, alongside the addition of a Forerunner spire and a blinking red light.[4]

Gallery[edit]

Development images[edit]

Screenshots[edit]

Sources[edit]