Gameplay

High Ground: Difference between revisions

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{{Article quote|A relic of older conflicts, this base was reactivated after the New Mombasa Slipspace Event.}}
{{Article quote|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|''Halo 3'' Beta]].<ref name="HGBeta">[https://halo.bungie.net/content.aspx?link=h3betaHighGround '''Bungie.net''': ''High Ground: The Beta guide'']</ref>
'''''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==
==Universe and lore==
{{Main|Outpost C9}}
{{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 26th Century. The base was reactivated after the [[New Mombasa Slipspace Event]] in [[2552#October|October 2552]].{{Ref/Reuse|HGBeta}}<ref>'''[[Halo 3]]''', ''High Ground map description''</ref> 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>[http://halo.bungie.net/news/content.aspx?cid=12237 '''Bungie.net''': ''The Spiker'']</ref>
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]].
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]].
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<gallery>
<gallery>
File:HMCC H3 High Ground Map.png|High Ground Map.
File:HMCC H3 High Ground Map.png|High Ground Map.
File:H3 High Ground Overview.jpg|An annotated overview of ''High Ground''
File:H3 High Ground Overview.jpg|An annotated map of High Ground.
File:H3 HighGround HeatMap.jpg|An overview of ''High Ground''.
File:H3 HighGround HeatMap.jpg|The heatmap for High Ground.
</gallery>
</gallery>
====Beach====
====Beach====
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*'''Pipe Room'''
*'''Pipe Room'''
*'''Backside'''
*'''Backside'''
 
<!--
===Strategies===
===Strategies===
<!--This is STRATEGIES, not Trivia, only strategies belong here, please put trivia below in the Trivia section-->
*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 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.
*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.
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*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.
*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.
*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==
==Production notes==
[[File:H3 HighGround BigAssMortarGun.jpg|thumb|300px|A diagram of the "big ass mortar gun" and AI-controlled turrets from early development.]]
[[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}}
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.


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.<ref name="vidoc">[[Halo 3 ViDoc: Is Quisnam Protero Damno!|'''Halo 3 ViDoc''': ''Is Quisnam Protero Damno!'']]</ref> 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/Reuse|vidoc}}
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!]]}}


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}}
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}}


==Trivia==
==Trivia==
<!--This is TRIVIA, not Strategies, only trivia belongs here, please put strategies above in the Strategies section-->
*The [[Cortana on High Ground]] easter egg can be found on this level.
*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:  
*The radio inside the fort where the flag spawns transmits three different [[Morse Code]] messages. When translated they are:  
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** "[[SABABWL]]"
** "[[SABABWL]]"
**"''Don't Make us Kick Your Ass''" - a classic Bungie saying.
**"''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 ''[[Halo: Combat Evolved]]'', entitled "[[Under Cover of Night]]".
*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.
*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.
*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.
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===Pre-release screenshots===
===Pre-release screenshots===
<gallery>
<gallery>
File:H3_Alpha_HighGround.jpg|The Base Wall in the Alpha, showing the [[M247 general purpose machine gun]] in place of the final release AIE-486H chaingun.
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.
File:H3_Alpha_HighGround_Above.jpg|The base from above in the Alpha.
File:H3_Alpha_HighGround_Above.jpg|The base from above in the Alpha.
File:H3 Alpha HighGround Battle.jpg|A battle at the base wall in the Alpha.
File:H3_HighGround_Early.jpg|An early ''Halo 3'' multiplayer Spartan on High Ground.
File:H3_HighGround_Early.jpg|An early ''Halo 3'' multiplayer Spartan on High Ground.
</gallery>
</gallery>
===Final release screenshots===
===Final release screenshots===
<gallery>
<gallery>
File:H3_HighGround_FrontView.jpg|The calm before the storm.
File:H3 HighGround RedTeam.jpg|Red team in the bunker.
File:H3_HighGround_Territory.jpg|Territories on High Ground.
File:H3 HighGround Mongoose.jpg|Spartans on a Mongoose.
File:Halo3 High-Ground-env-01.jpg|Flag bridge.
File:H3 HighGround Battle.jpg|A battle inside the base.
File:Halo3 High-Ground-env-02.jpg|To the bunker.
File:H3_HighGround_Territory.jpg|Defending the base interior during Territories.
File:H3 HighGround Bunker Overview.jpg|High Ground front view.
File:H3 HighGround Bunker Overview.jpg|The hill leading up to the base.
File:H3 HighGround CommandCenter.jpg|Inside the base.
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.
File:H3 HighGround NATO symbol.jpg|The [[North Atlantic Treaty Organization|NATO]] symbol in the base.
</gallery>
</gallery>

Revision as of 05:34, August 12, 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

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

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

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 Single Bomb|One Bomb, One Flag, and Territories.

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 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

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

  • 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

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

Gallery

Development images

Pre-release screenshots

Final release screenshots

Sources

  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!