Sandtrap: Difference between revisions

From Halopedia, the Halo wiki

No edit summary
Line 54: Line 54:
Sandtrap is set in a vast desert (possibly situated on [[Installation 00|The Ark]], as the nearby Albatross known as "[[03]]" was said to have crashed in the Ark's vicinity) with rolling sand dunes and some enigmatic half buried structures. They have obviously been dulled and eroded by the sand to quite some extent, suggesting that the structures are much older than other [[Forerunner]] structures. They may have been built merely as temporary shelters or possibly bunkers. Another possibility is that these structures were built by the [[Precursors]] before the Forerunner's rise to power. The origin of these structures is unknown, but they bear certain similarities to the "temples" on [[Installation 05]].
Sandtrap is set in a vast desert (possibly situated on [[Installation 00|The Ark]], as the nearby Albatross known as "[[03]]" was said to have crashed in the Ark's vicinity) with rolling sand dunes and some enigmatic half buried structures. They have obviously been dulled and eroded by the sand to quite some extent, suggesting that the structures are much older than other [[Forerunner]] structures. They may have been built merely as temporary shelters or possibly bunkers. Another possibility is that these structures were built by the [[Precursors]] before the Forerunner's rise to power. The origin of these structures is unknown, but they bear certain similarities to the "temples" on [[Installation 05]].


It features odd Forerunner constructs and is encircled with a minefield that features vertically launching mines to prevent players from venturing beyond its boundaries. Six large towers surround the outer extremities of the map, all connected by a large wall. The purpose and origin of these structures is unknown. The September 07 ''[[EGM]]'' stated that this was the site of a [[Brute]] excavation and [[UNSC]] forces (deployed from the frigate {{UNSCShip|Aegis Fate}}, which hovers in the sky above the map) came along and removed them; remains from both sides' forces can be seen in the form of a crashed [[Phantom]] and a crashed [[Albatross]].<ref>Electronic Gaming Monthly September 2007 page 70</ref> It has a heavy emphasis on vehicular combat. All of the forgable vehicles in the game are on this map (with the exception of the transport hornet) - for example, the "bases" are a pair of [[UNSC Elephant]]s at opposite ends of the recently unearthed Forerunner ruins. There are also some very interesting sniper spots. For example, if you are inside of the crashed Phantom, it will be hard for other players to see you and the location gives you a very interesting view to take down some unsuspecting players. Also, a large hill gives you a good view over the field from overhead.
It features odd Forerunner constructs and is encircled with a minefield that features vertically launching mines to prevent players from venturing beyond its boundaries. Six large towers surround the outer boundaries of the map, all connected by a large wall. The purpose and origin of these structures is unknown. The September 07 ''[[EGM]]'' stated that this was the site of a [[Brute]] excavation and [[UNSC]] forces (deployed from the frigate {{UNSCShip|Aegis Fate}}, which hovers in the sky above the map) came along and removed them; remains from both sides' forces can be seen in the form of a crashed [[Phantom]] and a crashed [[Albatross]].<ref>Electronic Gaming Monthly September 2007 page 70</ref> It has a heavy emphasis on vehicular combat. All of the Forgable vehicles in the game are on this map (with the exception of the Transport Hornet) - for example, the "bases" are a pair of [[UNSC Elephant]]s at opposite ends of the recently unearthed Forerunner ruins. There are also some very interesting sniper spots. For example, if you are inside of the crashed Phantom, it will be hard for other players to see you, and the location gives you a very interesting view to take down some unsuspecting players. Also, a large hill gives you a good view over the field from overhead.


According to the holographic displays stationed on the lower sections of both Elephants, Sandtrap has an atmosphere which is mainly composed of CO<sub>2</sub> or other poisonous gases, making it harmful to unprotected human life. This may disprove the possibility of Sandtrap being located on the Ark.
According to the holographic displays stationed on the lower sections of both Elephants, Sandtrap has an atmosphere which is mainly composed of CO<sub>2</sub> or other poisonous gases, making it harmful to unprotected human life. This may disprove the possibility of Sandtrap being located on the Ark.
Line 60: Line 60:


==Secrets of Sandtrap==
==Secrets of Sandtrap==
*Each tower is paired with a literal [[Easter Egg]]. These Easter Eggs fire faint beams that appear to be similar to a Sentinel Beam but are not. These beams are believed to be used for triggering the mines in the minefield. See also: [[Easter Egg Towers]].
*Each tower is paired with a literal [[Easter Egg]]. These Easter Eggs fire faint beams that appear to be similar to a Sentinel Beam but are not.[[File:104509760-Full.jpg|thumb|140px|Sandtrap Easter Egg]] These beams are believed to be used for triggering the mines in the minefield. See also: [[Easter Egg Towers]].
*The two wind tunnels or air lifts are powered by a green square object. There are only two of these objects hidden underneath each of the tunnels or lifts. To see them, you must get under the map in [[Theater]] and fly to them. Another way to view them is by [[modding]] a map to have them on the surface.
*The two wind tunnels or air lifts are powered by a green square object. There are only two of these objects hidden underneath each of the tunnels or lifts. To see them, you must get under the map in [[Theater]] and fly to them. Another way to view them is by [[modding]] a map to have them on the surface.
*There are several hidden shapes within the walls of Sandtrap. Most of these shapes are just different types of parallelograms, the most common kind being squares.
*There are several hidden shapes within the walls of Sandtrap. Most of these shapes are just different types of parallelograms, the most common kind being squares.
Line 92: Line 92:
==[[Forge]]==
==[[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-->
*The crashed Phantom is a good place to hide hidden weapons. It can also be used to hide Teleporters that lead to safe zones during infection games.
*The crashed Phantom is a good place to hide hidden weapons. It can also be used to hide Teleporters that lead to safe zones during Infection games.
*There are two ways to "bridge the gap" between the big wall in the center. The first is a simple two-way teleport system, obviously both being on the same channel. This allows for infantry to cross; however vehicles can't go through Teleporters. The way to fix that is to place two permanent [[Grav Lift]]s, one on either side, of the gap. This will allow most land-based vehicles going a decent rate of speed to cross, the only exceptions being [[Scorpions]] and [[Wraiths]]. Be cautious going towards the smaller base (with the [[Albatross]]), as you may go through the holes in the top, and flip your vehicle over.
*There are two ways to "bridge the gap" between the big wall in the center. The first is a simple two-way teleport system, obviously both being on the same channel. This allows for players to cross; however vehicles can't go through Teleporters. The way to fix that is to place two permanent [[Grav Lift]]s, one on either side of the gap. This will allow most land-based vehicles going a decent rate of speed to cross, the only exceptions being [[Scorpions]] and [[Wraiths]]. Be cautious going towards the smaller base (with the [[Albatross]]), as you may go through the holes in the top, and flip your vehicle over.
*Another fun way to "bridge the gap" is to use the [[Floating Forge Items]] trick on Crates. This also gives you the opportunity to make a new focus point for some of the attention if it is a [[Flag]], [[Bomb]] or [[Oddball]] spawn point.
*Another fun way to "bridge the gap" is to use the [[Floating Forge Items]] trick on Crates. This also gives you the opportunity to make a new focus point for some of the attention if it is a [[Flag]], [[Bomb]] or [[Oddball]] spawn point.
*Similarly, Crates, Radio Antennae, and similar objects are useful when constructing floating bases using the Floating Forge Items glitch.
*Similarly, Crates, Radio Antennae, and similar objects are useful when constructing floating bases using the Floating Forge Items glitch.
*The map is obviously based on vehicular combat, so consider that when in Forge. Place vehicles like [[Hornets]] and [[Gauss Warthogs]], and make sniper towers out of the pillars, adding Barricades for cover, and a [[Teleporters|Two-Way Node]] from the top of the pillars to the bottoms.
*The map is obviously based on vehicular combat, so consider that when in Forge. Place vehicles like [[Hornets]] and [[Gauss Warthogs]], and make sniper towers out of the pillars, adding Barricades for cover, and a [[Teleporters|Two-Way Node]] from the top of the pillars to the bottoms.
*It is possible to make the Elephant fly while in Forge. Place all the map's explosives (Fusion Coils and [[Plasma Battery|Plasma Batteries]]) in the Elephant and set the run time minimum to the highest number. Then, spawn a Hornet. Get into the Hornet and fire missiles at the explosives. The Elephant will do flips and get off the ground. It causes lots of lag and noise, but it is still fun to watch.
*It is possible to make the Elephant fly while in Forge. Place all the map's explosives (Fusion Coils and [[Plasma Battery|Plasma Batteries]]) in the Elephant and set the run time minimum to the highest number. Then, spawn a Hornet. Get into the Hornet and fire missiles at the explosives. The Elephant will do flips and get off the ground. It causes a lot of lag and noise, but it is still fun to watch.
*There is a way to indirectly pick up the Elephant in Forge, though it will not spawn where you place it. Spawn a Scorpion tank and slip it inside horizontally from behind the Elephant. You will see hook-like attachments on top of the Elephant. Slip the scorpion under that and lift. It will rise a little then the tank will slip out from under it eventually.
*There is a way to indirectly pick up the Elephant in Forge, though it will not spawn where you place it. Spawn a Scorpion tank and slip it inside horizontally from behind the Elephant. You will see hook-like attachments on top of the Elephant. Slip the Scorpion under that and lift. It will rise a little, then the tank will slip out from under it eventually.
*Another way to pick up the Elephant is to spawn a closed Drop Pod and move it into the cockpit. Then, you just move the Drop Pod and the Elephant will come too.
*Another way to pick up the Elephant is to spawn a closed Drop Pod and move it into the cockpit. Then, you just move the Drop Pod and the Elephant will come too.


Line 114: Line 114:
*In the [[Elephant]], there is a screen near the [[Mongoose]] with a description about the vehicle and the map itself.
*In the [[Elephant]], there is a screen near the [[Mongoose]] with a description about the vehicle and the map itself.
*Sandtrap has the highest height barrier in the game. If measured with a Sniper Rifle's scope, the map's barrier is over 127 meters (416 feet) at it's highest point.
*Sandtrap has the highest height barrier in the game. If measured with a Sniper Rifle's scope, the map's barrier is over 127 meters (416 feet) at it's highest point.
*Near the top of one of the temples there is an apparent "Black Hole" that absorbs any explosive attack, for example, if you shoot a rocket into it, it will go through the Black Hole and not explode. If the "Black hole" is looked through at a certain angle in Forge mode, the player can see what one of the opposing players sees, similar to the blue room in Avalanche and the freezer room on Longshore. (the black hole was thought to be a glitch by most players)
*Near the top of one of the temples there is an apparent "Black Hole" that absorbs any explosive attack, for example, if you shoot a rocket into it, it will go through the Black Hole and not explode. If the "Black Hole" is looked through at a certain angle in Forge mode, the player can see what one of the opposing players sees, similar to the blue room in Avalanche and the freezer room on Longshore. (the Black Hole was thought to be a glitch by most players)
*A [[w:c:half-life:Crowbar|crowbar]] similar to [[w:c:half-life:Gordon_Freeman|Gordon Freeman's]] from the Half-Life series can be found in the crypt area. Coincidentally, [[w:c:half-life:Sandtraps|"Sandtraps"]] is also the name of the eighth chapter of Half-Life 2.
*A [[w:c:half-life:Crowbar|crowbar]] similar to [[w:c:half-life:Gordon_Freeman|Gordon Freeman's]] from the Half-Life series can be found in the crypt area. Coincidentally, [[w:c:half-life:Sandtraps|"Sandtraps"]] is also the name of the eighth chapter of Half-Life 2.
*Sandtrap is a unique map, having many differences the other maps do not have, most noticeably the Elephants. There are also a number of glitches and Easter Eggs on the map.
*Sandtrap is a unique map, having many differences the other maps do not have, most noticeably the Elephants. There are also a number of glitches and Easter Eggs on the map.