Cold Storage
From Halopedia, the Halo wiki
| Cold Storage | |
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| Map overview | |
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Game: |
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Map file name (?): |
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| Lore information | |
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Map designation (?): |
War Games Map_Set/: 429-2[2] |
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Location: |
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| Gameplay overview | |
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Terrain: |
Forerunner structure, Flood biomass |
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Map layout: |
Asymmetrical |
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Recommended number of players: |
2-6 |
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Recommended gametype(s): |
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| “ | Deep in the bowels of Installation 05 things have gotten a little out of hand. I hope you packed extra underwear. | ” |
Cold Storage is a Halo 3 multiplayer map, and a remake of the Halo: Combat Evolved map Chill Out. It was released for free on July 7, 2008.
Setting[edit]
Cold Storage is set in the Flood research facilities deep in the bowels of Installation 05. Scattered across the surface of Delta Halo were containment facilities designed to continually analyze Flood samples kept in various states of development. This particular facility specialized in determining the extremophilic thresholds of Flood-infected specimens before 2401 Penitent Tangent's lax oversight led to a containment breach.[2] A large Monitor, attached to the ceiling, can be seen on the map and will track players in its vicinity. A Flood tank form can be seen in containment in one of the cryo tanks, while Pod infectors roam free on the exterior of the map.
Design[edit]
Being derived from a Halo: Combat Evolved map, many changes needed to be made to Cold Storage to bring it into line with Halo 3's updated physics and graphic design. Many of the jumps and railings have been tweaked, like those on Blackout, but they stay well within the layout of Chill Out.
The Cold Storage Monitor in the ceiling follows players' movements, but will stop once they leave the room. The monitor will even observe invisible players which can be used to your advantage or theirs.
The map's mood is considered "competitive", and it is best played with small FFA Slayer games or Team Doubles. Combat tends to be rather chaotic, and because of the multitude of teleporters, it is very easy to get from one area to another and smite your opponents. The only noticeable change to the map's weapon layout is that Chill Out's M6D has been replaced with a battle rifle.
Strategies[edit]
- Maintaining control of the top of the map is key to victory. But make sure that you have one of your teammates watching your rear. Due the many teleporters on the map, it is easy to be flanked.
- Having the high ground with the sniper rifle is very effective on Free-For-All matches.
- Predicting your opponent's spawn is very important, especially for Team SWAT.
- It is very simple to find, "invisible," aka people who have active camo engaged. Simply follow the large monitor when it switches back and forth between you and the other player.
- The bridge in the middle can be jumped on providing easier access to the other side.
- Don't go to the lower areas unless absolutely necessary, it is easy to get bombarded with rockets or grenades
- Hiding on the platform next to the rockets can surprise anyone that tries to secure the rockets.
- If you jump from the ramp to the wall with all the empty test tubes inside, you will stick to a narrow ledge. Here you can be easily killed, but a lot of players don't bother to look up, giving you some easy assassinations.
Forge[edit]
There are only a handful of new Forge objects available for Cold Storage, including Energy Barriers similar to the ones on Avalanche and Forge Filters that affect the color and overall tone of the map. The soccer ball is once again included, and the Mongoose and Ghost can be placed in as well, though the map is not especially designed for the vehicles. It is the only map that isn't from a map pack that has color filters.
The flamethrower is available for use, but can only be added in Forge. Teleporters have a new design to them, as they now have a circular base instead of the usual three-pronged base. They also have blue-violet color rather than the usual green aura.
Cold Storage reports[edit]
- Main article: Cold Storage Reports
In the 5/30/08 Bungie Weekly Update, a mysterious transmission was posted attached to the end of the update, detailing the initial outbreak of the Flood on Installation 05 due to the lax containment measures on the part of 2401 Penitent Tangent.[3] On 06/06/08, another transmission was attached to the end of another weekly update.[4] The logs were later posted on Halo Waypoint.[5]
REPORT: CONTAINMENT FAILURE LF.Xx.3273 research and containment facility; [delta site] has experienced catastrophic specimen containment failure. All apertures into facility will be locked until further notice. Atmosphere evacuation and [reduction of ambient temperature] protocols have already been enacted. Request maintenance and security detail [at earliest opportunity]. [8 minutes] elapsed since initial containment failure. REPORT: CONTAINMENT FAILURE Waiting for maintenance and security detail. [32 minutes, 9 seconds] elapsed since request. REPORT: CONTAINMENT FAILURE Still waiting for maintenance and security detail. [24 hours] elapsed since request. REPORT: SECURITY BREACH LF.Xx.3273 research and containment facility; [delta site] has experienced a security breach via emergency [slip stream space] transportation conduits. Emergency [slip stream space] transportation conduits have been placed in recursive mode to contain unauthorized hostile life forms. Request emergency security detail. Still waiting for primary maintenance and security detail. [2512332 hours, 14 minutes, 6 seconds] elapsed since initial request. REPORT: DERELICTION OF DUTY 2401 [Penitent Tangent] has been lax in the areas of maintenance and security.
LOG: QUERIED ADJACENT FACILITIES LF.Xx.3273 research and containment facility [alpha, beta, gamma, epsilon, zeta, and kappa sites] have all replied [systems normal] within expected constraints. This would tend to signify that the containment failure was purely mechanical in nature; perhaps a manufacturing flaw. As no [outside agent] has accessed [delta site] in the past [874068942 hours, 4 minutes, 46 seconds]—[allowing for a 61360-hour, 54 minute, 2 second margin of error]—sabotage would seem unlikely. LOG: REQUEST UNANSWERED LF.Xx.3273 research and containment facility; [delta site] is currently being held at [.01 atm] / [184K]. Local maintenance and security hubs have failed to reply within expected constraints. [Bumping maintenance and security request up] to [quadrant oversight]. LOG: REQUEST UNANSWERED LF.Xx.3273 research and containment facility; [delta site] is currently being held at [1 atm] / [278K] as atmospheric seals were showing signs of stress. [Quadrant oversight] has failed to reply within expected constraints. [Bumping maintenance and security request all the way up] to 2401 [PENITENT TANGENT]. LOG: UNAUTHORIZED ACCESS TO FACILITIES LF.Xx.3273 research and containment facility; [delta site] emergency [slip stream space] transportation conduits have been accessed by unauthorized parties. LOG: FILED COMPLAINT TO INSTALLATION 00 2401 [PENITENT TANGENT], monitor of Installation 05, has been lax in the areas of maintenance and security. Requests for aid in said areas have gone unanswered by both 2401 and [subservient] systems well beyond expected constraints.
Theories[edit]
- The first time stamp 2512332 hours, 14 minutes, 6 seconds is the equivalent of 286 years, 9 months, 18 days, 4 hours, 48 minutes, 20 seconds. The second time stamp is equivalent to 99,779 years, 6 months, 21 days, 21 hours, 36 minutes, 40 seconds. The margins of error time stamp is equivalent to 7 years, a reference to Bungie's love of seven.
- It is possible that the "slipspace transportation conduits" are part of the teleportation grid on the Halos, which were used by 343 Guilty Spark and Cortana on Installation 04, and taken over by the Gravemind on Installation 05. It is also possible that the "slipspace transportation conduits" are referring to the teleporters on the map. That would mean that they each lead to another teleporter on the map because they are in "recursive mo