The Pit
From Halopedia, the Halo wiki
| The Pit | |
|---|---|
| Map overview | |
|
Game: |
|
|
Map file name (?): |
|
| Lore information | |
|
Map designation (?): |
War Games Map_Set/: 590-1[2] |
|
Location: |
|
| Gameplay overview | |
|
Terrain: |
Ramps and obstacles |
|
Map layout: |
Symmetrical |
|
Recommended number of players: |
4-10 players |
|
Recommended gametype(s): |
|
| “ | Software simulations are held in contempt by the veteran instructors who run these training facilities. | ” |
The Pit[3] is a symmetrical Halo 3 multiplayer map. It was included in Halo Online under the name Hangar.
Universe and lore[edit]
- Main article: UNSC Training Facility Bravo
While most contemporary combat simulations occur in the holographic and pneumatic world of War Games, UNSC Training Facility Bravo - alongside others located throughout the East African Protectorate - offer unfettered, live combat in real world settings. This methodology is the pride and joy of old-school drill instructors, whose lament the rise in illusory combat environs. Ironically, this site was then replicated in War Games as The Pit, a testament to its time-honored combat value.[2]
The facility itself is set in a large aircraft hangar. Although a fence prevents trainees from leaving the arena, multiple D77H-TCI Pelicans, Scout Warthogs and M831 Troop Transport Warthogs can be seen on the facility's runway, with Mount Kilimanjaro looming in the distance. The interior of the facility has numerous hallways and platforms with which to simulate a combat environment, and motion-activated pop-up targets of Jiralhanae wielding Spikers and Kig-Yar Snipers. The map also has a control room with multiple readout screens.
Overview[edit]
Layout[edit]
Even though it is a symmetrical map, The Pit is multi-leveled, giving players many avenues and routes via ramps and walkways in which to hide and/or engage the enemy. While each side of the map is identical in geometry and weapon placement, several power weapons and power-ups exist in the central area. A sniper rifle sits on the bottom level of each base.
The Bases[edit]
On either side of the map exists an identical base with identical weapon and spawn points. Each base consists of an upper and lower area, which mainly designates where the sniper rifle and shotgun are located. The Upper and Lower bases are connected by walkways and ramps, and offer plenty of cover from enemy fire, as well as an assortment of weapons and equipment. The bases have very long sight lines and if a sniper were on top they would have a clear view of the other base.
Upper Base[edit]
Also known to players as "Sniper Tower," this area of the base covers the three-leveled structure where the sniper rifle, Brute Shot, and a regenerator spawn. From the top of the tower, players can see directly into the other team's tower. Snipers often use this perch, as they have a field of view over their side of the map. This area of the base is located closer to the Sword Room and overshield Alley, giving players quicker access to those power-ups. A machine gun turret is also located at the top of the tower, but players often become easy prey to snipers when mounting this weapon (the turrets are also in clear view of each other).
Lower Base[edit]
The area of the Lower Base is adjacent or similar to the Upper Base, but is considered much larger. In this area, players spawn in either a rectangular room with ramps leading to the shotgun or Upper Base. The Shotgun spawns in the farthest corner in a small hallway curving around the edge of the map. This open area features much of the combat, as it is multi-leveled with ramps that access the Rocket or Camouflage Hall, as well as the High Bridge and Sword Room. Players can pick from a selection of a battle rifle, Mauler, or two Spikers. Above the Lower Base is a room which is only accessible by re-spawning or by butterfly jumping in it. This room is an excellent sniper perch. It is also a very effective hiding place in game types such as Team Doubles.
Rocket Hall[edit]
This area of the map is aptly named for the rocket launcher that can be found here. It is often the area of heavy fire in the start of a round or game, with players rushing to secure the power weapon. Players spawning can also pick up a battle rifle or needler on their way to the hall to assist in killing the enemy. This hallway essentially serves as a connection point between the Lower Base on each side of the map. The needler run is usually an effective but suicidal attempt, so simply lob in grenades and take out any eager chargers with the battle rifle. Do not go in for the weapon until all is clear.
Camo Hall[edit]
Also referred to as the "Green Home" or "Green Box", players rushing the rocket launcher often deviate from that path, and go the route of the active camouflage power-up. This hallway is parallel to the Rocket Hall, and allows players to flank up behind the opposing team in hopes of killing them and allowing your teammates to secure the rocket launcher. This is the central-most location of the map, and players have access to any area from here. Walkways or ramps can lead players to the Upper Base or the Lower Base, the Rocket Hall, and the Sword Room.
Sword Room[edit]
Often called "Blue Room", "Control Room", or the "Sword Spawn" by players, this area houses the energy sword. Although the sword is located here, this area sometimes goes uncontested due to the claustrophobic nature of the curved hallway and limited cover; however, teams will sometimes camp in this room after securing the close range power weapons, such as shotguns and the sword, with the regenerators also being valued as it makes grenade kills virtually impossible. It is very difficult to flush players out with grenades due to the curvature of the walls, which also make for devastating ambushes against a reckless player charging into the room unprepared.
It is possible to throw grenades through a gap in the top of wall parallel to the entrances. It's also possible to get a power drain through the gap with a little luck and a good jump. A ramp on each side of the Sword Room gives players an entry and exit way to either Upper Base or Overshield Alley. Players may also take the high route, and travel