Guardian (map): Difference between revisions

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==Layout==
==Layout==
[[Image:GuardianHeatMap.jpg|left|thumb|200px|An overhead view of the map.]]
[[Image:GuardianHeatMap.jpg|left|thumb|200px|An overhead view of the map.]]
''Guardian'' is set in an ancient [[Forerunner]] complex surrounded by a lush, dense jungle that is believed to be the [[Yanme'e|Drone]] home world [[Palamok]]. The map is multi-leveled, with walkways, and paths connecting all areas of the map. The map is split into four key areas, with the centre acting as a connection point between them all. The level is fairly simple in design, so the learning curve is short. It is a very good map for free-for-all multiplayer games.
''Guardian'' is set in an ancient [[Forerunner]] complex surrounded by a lush, dense jungle that is believed to be the [[Yanme'e|Drone]] home world [[Palamok]]. The map is multi-leveled, with walkways, and paths connecting all areas of the map. The map is split into four key areas, with the center acting as a connection point between them all. The level is fairly simple in design, so the learning curve is short. It is a very good map for free-for-all multiplayer games.


In aesthetics, the layout recalls a mixture of ''[[Lockout (Level)|Lockout]]'' and ''[[Ascension (Level)|Ascension]]'' from ''[[Halo 2]]''; it retains the central area and size of ''Ascension'', and its layout and weapon spawns are very reminiscent of ''Lockout''. However, unlike ''[[Lockout]]'', the scenery between areas of the map changes noticeably, so players do not get lost as easily.
In aesthetics, the layout recalls a mixture of ''[[Lockout (Level)|Lockout]]'' and ''[[Ascension (Level)|Ascension]]'' from ''[[Halo 2]]''; it retains the central area and size of ''Ascension'', and its layout and weapon spawns are very reminiscent of ''Lockout''. However, unlike ''[[Lockout]]'', the scenery between areas of the map changes noticeably, so players do not get lost as easily.
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====Blue Room====
====Blue Room====
The "Blue Room" is properly named, due to the soft blue lights giving the room an ambient look. This room is adjacent, but slightly off centre from the Yellow Lift and the Centre Platform. Like the other key areas, it can be accessed from multiple directions. Inside the room, players will find 2 [[Plasma Batteries]]. There is also a [[Flare]] and a [[Mauler]] located here, as well as an SMG on the ramp leading into the room. An archway allows players to jump into the Yellow Lift, either above or below. As players move from the Blue Room to the centre, there is an impenetrable glass wall allowing players cover from enemy fire. Players may also travel downward to the lower level. Next to the archway is an L-shaped hallway that leads directly to the Yellow Lift's upper level, and contains explosive [[Power Core]]s built into the wall. Players may also drop to the "[[Shotgun]] hall" from here.
The "Blue Room" is properly named, due to the soft blue lights giving the room an ambient look. This room is adjacent, but slightly off center from the Yellow Lift and the center Platform. Like the other key areas, it can be accessed from multiple directions. Inside the room, players will find 2 [[Plasma Batteries]]. There is also a [[Flare]] and a [[Mauler]] located here, as well as an SMG on the ramp leading into the room. An archway allows players to jump into the Yellow Lift, either above or below. As players move from the Blue Room to the center, there is an impenetrable glass wall allowing players cover from enemy fire. Players may also travel downward to the lower level. Next to the archway is an L-shaped hallway that leads directly to the Yellow Lift's upper level, and contains explosive [[Power Core]]s built into the wall. Players may also drop to the "[[Shotgun]] hall" from here.


Some have said that the blue nebula is a slip space portal, but no one really knows what it is really for, aside from decoration.
Some have said that the blue nebula is a slip space portal, but no one really knows what it is really for, aside from decoration.
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====Yellow Lift====
====Yellow Lift====
[[Image:Yellow_Lift_Overlook.jpg|left|thumb|200px|An overlook of the Yellow Lift.]]
[[Image:Yellow_Lift_Overlook.jpg|left|thumb|200px|An overlook of the Yellow Lift.]]
The "Yellow Lift" is directly opposite the [[Sniper]] Tower, and is on the other side of the Centre Platform. Modeled after the "Blue Lift" from ''[[Lockout]]'', players can travel upwards from the lower level. Players may also drop down from the upper level via two "holes" on either side of the lift. Another common trick is for players to send [[grenades]] up the lift first, sometimes scoring a stick with a plasma grenade. There is a small walkway that connects the lower levels of the Yellow Lift and Centre Platform. On the upper level, players can move in 4 main directions (or retreat into the "holes" on the side of the lift).
The "Yellow Lift" is directly opposite the [[Sniper]] Tower, and is on the other side of the center Platform. Modeled after the "Blue Lift" from ''[[Lockout]]'', players can travel upwards from the lower level. Players may also drop down from the upper level via two "holes" on either side of the lift. Another common trick is for players to send [[grenades]] up the lift first, sometimes scoring a stick with a plasma grenade. There is a small walkway that connects the lower levels of the Yellow Lift and center Platform. On the upper level, players can move in 4 main directions (or retreat into the "holes" on the side of the lift).


A [[Battle Rifle]] spawns on the top level giving players some range against snipers. The player can choose to go to their left, pick up a [[Active Camouflage]] power-up. If the player travels to their right, they can jump into the Blue Room, which can be tricky, or drop on opponents below. They can also take the longer way around by the power cores; this route adds more safety and discretion, as long as the power cores are not detonated.
A [[Battle Rifle]] spawns on the top level giving players some range against snipers. The player can choose to go to their left, pick up a [[Active Camouflage]] power-up. If the player travels to their right, they can jump into the Blue Room, which can be tricky, or drop on opponents below. They can also take the longer way around by the power cores; this route adds more safety and discretion, as long as the power cores are not detonated.


====Green Area====
====Green Area====
Not much action occurs in the Green Area, partially because the only weapons that spawn here are the [[Brute Shot]] and the [[Plasma Pistol]]. Like the Centre Platform, this area is essentially another means of connecting all areas and walkways together. In the centre sits an old dead tree stump in which players can grab a [[Bubble Shield]] and then jump to the Centre Platform. The Green Area is connected to the Sniper Tower by means of "The Elbow" walkway. In addition, players may take a small gravity lift jump up to the Yellow Room's ledge (by the camouflage). This area also leads underneath the Centre Platform, and is a more discreet route to the gravity hammer.
Not much action occurs in the Green Area, partially because the only weapons that spawn here are the [[Brute Shot]] and the [[Plasma Pistol]]. Like the center Platform, this area is essentially another means of connecting all areas and walkways together. In the center sits an old dead tree stump in which players can grab a [[Bubble Shield]] and then jump to the center Platform. The Green Area is connected to the Sniper Tower by means of "The Elbow" walkway. In addition, players may take a small gravity lift jump up to the Yellow Room's ledge (by the camouflage). This area also leads underneath the center Platform, and is a more discreet route to the gravity hammer.


====Center Platform====
====Center Platform====
The Center Platform is the main area of Guardian and the main means of player transportation. While no weapons spawn on the upper level, a [[Gravity Hammer]] does spawn in the room underneath, making it a key area. Also, less known to some players, in a Team Hammers match (Or any other match where the Gravity Hammer is present), one can set a bubble shield in the middle of the Center Platform, making it an ideal spot to control when grenades can not be thrown into the circle and forcing other players to come into the middle. This also can give it the name called by many people who utilize this strategy: "The Circle of Fun" or to the victims of this tactic "The Circle of Death". Since this area is a transportation zone, it sees a lot of action. Players can reach the Centre Platform from all the key areas by means of walkways or jumping. Above players can see a [[Forerunner]] style structure, which is accessible via grenade-jump off the elbow with help from the plasma battery, a [[Gravity Hammer]] bounce, or by going into Forge and positioning a [[Gravity Lift]], just right.
The Center Platform is the main area of Guardian and the main means of player transportation. While no weapons spawn on the upper level, a [[Gravity Hammer]] does spawn in the room underneath, making it a key area. Also, less known to some players, in a Team Hammers match (Or any other match where the Gravity Hammer is present), one can set a bubble shield in the middle of the Center Platform, making it an ideal spot to control when grenades can not be thrown into the circle and forcing other players to come into the middle. This also can give it the name called by many people who utilize this strategy: "The Circle of Fun" or to the victims of this tactic "The Circle of Death". Since this area is a transportation zone, it sees a lot of action. Players can reach the center Platform from all the key areas by means of walkways or jumping. Above players can see a [[Forerunner]] style structure, which is accessible via grenade-jump off the elbow with help from the plasma battery, a [[Gravity Hammer]] bounce, or by going into Forge and positioning a [[Gravity Lift]], just right.


====Matchmaking Adjustments====
====Matchmaking Adjustments====
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*The Carbine and the Battle Rifle both have only one spawn, the carbine spawns right next to the overshield and the BR spawns in the Gold Lift, propped against a tree. If it is not Team BRs then both these weapons allow a great advantage over Assault Rifle wielders.
*The Carbine and the Battle Rifle both have only one spawn, the carbine spawns right next to the overshield and the BR spawns in the Gold Lift, propped against a tree. If it is not Team BRs then both these weapons allow a great advantage over Assault Rifle wielders.
*If you are camping at the golden lift, you can throw grenades through the holes next to the lift to damage or kill players trying to go up.
*If you are camping at the golden lift, you can throw grenades through the holes next to the lift to damage or kill players trying to go up.
*In the Overshield room, it is possible to be wedged high into the corner of the room between the doorway that leads to the centre of the map and the doorway that leads to the ramp (Jump and crouch). If players have their look centered they will not see you. It is recommended to have a shotgun here.
*In the Overshield room, it is possible to be wedged high into the corner of the room between the doorway that leads to the center of the map and the doorway that leads to the ramp (Jump and crouch). If players have their look centered they will not see you. It is recommended to have a shotgun here.
*If you are at the Sniper side of the map at the start of a team game, the Sniper of the team is advised to guard the Hammer until a team-mate can grab under cover of the Sniper.
*If you are at the Sniper side of the map at the start of a team game, the Sniper of the team is advised to guard the Hammer until a team-mate can grab under cover of the Sniper.
*If you are at the Blue Room side of the map at the start, picking up the Shotgun and man-cannoning over to the Sniper area is a good way to disable the sniper and give your team a good start, but watch out for someone with the Overshield.
*If you are at the Blue Room side of the map at the start, picking up the Shotgun and man-cannoning over to the Sniper area is a good way to disable the sniper and give your team a good start, but watch out for someone with the Overshield.
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*If players jump below the proto-man-cannons, they will levitate beneath them. This is an excellent sniping spot and may be a Carney hole. If the player moves inward, they will be shot to the center of the map. If they move outward, they will plummet to their death.
*If players jump below the proto-man-cannons, they will levitate beneath them. This is an excellent sniping spot and may be a Carney hole. If the player moves inward, they will be shot to the center of the map. If they move outward, they will plummet to their death.
*Due to Matchmaking adjustments, ''Guardian'' has so far been the only ''Halo 3'' map in Matchmaking that only has one equipment spawn point, the Bubble Shield, as the Flare on this map was removed.
*Due to Matchmaking adjustments, ''Guardian'' has so far been the only ''Halo 3'' map in Matchmaking that only has one equipment spawn point, the Bubble Shield, as the Flare on this map was removed.
*When examining the Centre Platform, players can notice that the entire platform and lower compartment is almost identical to the [[Blood Gulch]] bases with the exception for lack of the stairs leading to the roof. In addition the walkway to the Blue Room is coincidentally placed of the location of the "magnum platform" from the roof of the base. Plus, the location of the original green teleporters being located on the spot of the open section leading to the "Green Area". In addition, the location of the original two base ramps being replaced with walkways leading to the Gravity Lift room and the Sniper tower. And finally, the lower entrance to the "Green Area" is located on the same spot as the original front base entrance.
*When examining the center Platform, players can notice that the entire platform and lower compartment is almost identical to the [[Blood Gulch]] bases with the exception for lack of the stairs leading to the roof. In addition the walkway to the Blue Room is coincidentally placed of the location of the "magnum platform" from the roof of the base. Plus, the location of the original green teleporters being located on the spot of the open section leading to the "Green Area". In addition, the location of the original two base ramps being replaced with walkways leading to the Gravity Lift room and the Sniper tower. And finally, the lower entrance to the "Green Area" is located on the same spot as the original front base entrance.
<!--*The [[Grav Lift]] in this map uses the same sound effect as one of the background creatures  on the planet Malestare from the Star Wars franchise.
<!--*The [[Grav Lift]] in this map uses the same sound effect as one of the background creatures  on the planet Malestare from the Star Wars franchise.
if you have a specific reference for this, add it. Otherwise, it's invisible.
if you have a specific reference for this, add it. Otherwise, it's invisible.