Gameplay

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{{Ratings}}
{{Status|Gameplay}}
{{Era|H3|RVB|}}
{{Multiplayer map infobox
{{Multiplayer Map Infobox
|pagegamelabel=H3
|name=High Ground
|name=High Ground
|image=[[Image:High Ground Sniper-Gate View.jpg|center|300px]]
|image=[[File:H3 High Ground Sniper-Gate View.jpg|center|300px]]
|game=''[[Halo 3]]''
|game=''[[Halo 3]]''
|location=Near [[New Mombasa]], [[Earth]]
|devname=<code>deadlock</code>
|map=
|location=[[Outpost C9]], [[Africa]], [[Earth]]
|terrain=Beach, Urban Fortress, and plateaus
|terrain=Beach, Urban Fortress, and plateaus
|weapons=*[[BR55HB SR Battle Rifle|Battle Rifle]]
|symmetry=
*[[Brute Shot]]
|playernumber=4-12
*[[Plasma Pistol]]
*[[Carbine]]
*[[Mauler]]
*[[Needler]]
*[[M41 SSR MAV/AW|Rocket Launcher]]
*[[Shotgun]]
*[[SMG]]
*[[SRS99D-S2 AM|Sniper Rifle]]
*[[Spartan Laser]]
*[[Spiker]]
*[[AIE-486H Heavy Machine Gun|Machine Gun Turret]]
*[[Fragmentation Grenade]]s
*[[Spike Grenade]]s
|vehicles=*[[Ghost (Vehicle)|Ghost]]
*[[Mongoose]]
|equipment=*[[Bubble Shield]]
*[[Power Drain]]
*[[Portable Grav Lift]]
|power-ups=*[[Active Camo]]
*[[Overshield]]
|gametypes=*[[1 Flag CTF|One Flag]]
|gametypes=*[[1 Flag CTF|One Flag]]
*[[Single_Bomb|One Bomb]]
*[[Assault|One Bomb]]
*[[Territories]]
*[[Territories]]
*[[One Sided VIP]]
*[[VIP|One Sided VIP]]
*[[Team Slayer]]
*[[Team Slayer]]
*[[Slayer]]
|playernumber=*4-12
}}
}}


{{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]] level in ''[[Halo 3]]''. It is an old [[UNSC]] base in [[New Mombasa]] that was reactivated after the [[Slipspace]] cataclysm that destroyed Mombasa. One of the few asymmetric maps in the game, High Ground is great for One-Sided objective games such as One-Bomb, One-Flag, and Territories.
==Universe and lore==
{{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>


==Layout==
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]].
[[Image:HighGround-HeatMap.jpeg|left|thumb|200px|An overview of ''High Ground''.]]
"'''''High Ground'''''" is an asymmetric map featuring an elevated, but crumbling, UNSC base surrounded by low and eroded cliffs on 3 sides and a beachfront on the fourth. There are multiple ways to approach and enter the base; through the main gate that must be activated (only in asymmetric gametypes, otherwise it is open by default), or side passages which offer more protection and discretion.  


==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 [[Assault|Single Bomb|One Bomb]], [[1 Flag CTF|One Flag]], and [[Territories]].
<gallery>
File:HMCC H3 High Ground Map.png|High Ground Map.
File:H3 High Ground Overview.jpg|An annotated overview of ''High Ground''
File:H3 HighGround HeatMap.jpg|An overview of ''High Ground''.
</gallery>
====Beach====
====Beach====
Attacking players spawn at the far side of the map, aptly named "the beach". If the main gate is open, it can be used as a quick entrance or escape from the base.
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, and outside the base walls to aid attackers in storming the base. Perhaps the two most valuable weapons include the [[Sniper Rifle]] and the [[M41 Rocket Launcher]], and the shotgun but this can be reached by the players who spawn in the base by using vehicles, so in most games a battle over control of the Rockets (and sometimes Camo) ensues at the start of the game and accordingly with the power weapons' respawn rates. Players can also find a [[Portable Gravity Lift]], [[Bubble Shield]], and [[Overshield]] to aid in their attack. In addition to the weapons and equipment, players can choose from a [[Mongoose]] or [[Ghost]] to get to the base wall faster.
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 [[SRS99D-S2 AM sniper rifle|sniper rifle]] and the [[M41 SPNKR|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 [[M90 shotgun|shotgun]], [[Portable gravity lift|gravity lift]], [[Z-4190 bubble shield|bubble shield]], [[Active camouflage|active camo]], and [[overshield]] to aid in their attack. In addition to the weapons and equipment, players can choose between a [[M274 Mongoose|Mongoose]] or [[Karo'etba-pattern Ghost|Ghost]] to get to the base wall faster.


====Fortress====
====Fortress====
This large, but crumbling base is where defending players spawn. In the back of the base, to the left, players can find a large mortar or a [[Surface-to-Air Missile Launcher|SAM (Surface-to-Air-Missile)]] site; it is unusable and is merely a piece of scenery for the level. Several vehicles, including Mongoose and Ghost spawn in the back of the base, allowing defenders to quickly catch fleeing attackers, or for attackers to make a quick getaway. These vehicles are a [[Ghost]] and 2 [[Mongoose]]s.
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.
[[Image:Highgroundabove.jpg|left|thumb|250px|A shot of ''High Ground'' from above.]]
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]] gametypes, in which attackers must steal the flag, or arm the bomb in this room. It is also possible to jump above the control room by first jumping on the crumbling wall, then to the top. This position offers no protection though, and a good sniper can take you down from the beach. To the far left of the base is the "Pipe Room," where attackers can enter the base via a small pipe that connects to the front of the base.


The right of the base is mostly indoors, and offers 2 levels of play. The lower-most level can be accessed several ways; by attackers coming through the bunker or multiple entry points from above or ground level by the base defenders. 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, just as the gate in ''[[Zanzibar]]'' or ''[[Last Resort]]'' would be. The base is designed to promote dual wielding, and as such, a number of dual-wieldable weaponry can be found behind the base wall.
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 [[Capture the Flag|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 base wall is an important area for defenders as it gives them a line of site to incoming attackers. It also leaves them open to [[Battle Rifle]] or [[Sniper]] fire from the beach as well. The [[Spartan Laser]] can be found on the tower on the right side of the base wall. This tower is somewhat vulnerable however, as there are some fusion coils stacked on one side of it. In addition, a [[AIE-486H Heavy Machine Gun|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. [[Image:H3 High Ground Overview.jpg|right|thumb|350px|An Annotated Overview of ''High Ground'']]
The western half of the base is mostly indoors and offers two levels of play. The lower level connects the base to a [[Wikipedia:Bunker#Pillbox|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.


==Strategies==
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 [[BR55HB battle rifle|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 [[M6 Spartan Laser|Spartan Laser]] and two [[fusion coil]]s spawn. In addition, a [[AIE-486H machine gun|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.
<!--This is STRATEGIES, not Trivia, only strategies belong here, please put trivia above in the Trivia section-->
 
*There is a hatch on top of the bunker that can be blown open by shooting, bashing, or jumping on the lock for quick entry.
===Callouts===
*A good place to hide is behind the Laser Tower; there is a small opening in the wall where there is a stone ledge where players can simply jump over and camp there with the [[laser]], [[sniper]], or [[rocket launcher]].
*'''Beach'''
*A popular trick is to use the portable grav lift to get onto the laser tower.
*'''Base'''
*The portable grav lift can be used to drive vehicles and jump people over the gatehouse.
*'''Bunker'''
*In SWAT the defending team should take control of the sniper tower. It is a good position to see the entire field of play. Duck every so often as to not provide opponents with easy headshots.
*'''Bunker Cave'''
*On the beach, there are several trees one can jump on hide among the branches. Several of these overlook the base and other parts of the map, so this is a pretty good sniper position. The one problem is that you cannot see the ground under you very well, but the advantage to this is your opponents have the same view of you, so it's generally easy to go unnoticed.
*'''Broken Wall'''
*For Team SWAT in that tunnel where the [[Grav Lift]] is a rock you can hide behind and kill people from because many people walk through that tunnel and you get a good view of the beach.
*'''Missile Launcher'''
*If someone is in the tower with the Spartan Laser, and you have a Rocket Launcher, if you fire with good aim your rocket can destroy the fusion coils and kill the person with the laser.
*'''Bunker Cave'''
*On top of the tower where the [[Spartan Laser]] spawns (Laser Tower) there is a ceiling made of some sort of fence. This place is accessible by either crouch jumping from the wall through a large hole in the ceiling, which can be quite difficult. Or by placing a grav-lift on top of the bridge and then launching towards the roof. This can be a good sniper-spot.
*'''Beach Tunnel'''
*On Shotty-Snipers, it is sometimes a good idea to wait in the middle of the pipe with your sniper out and watch you radar. When you see someone coming close to you, then snipe him or her, as they will most likely have their shotgun out.
*'''Broken Tunnel'''
*Using the Machine Gun Turret on the gate wall while it's mounted is not always a good idea, because you are very vulnerable to Sniper or Battle Rifle fire. Unless the sniper is uncontested or is under control of your team, rip off the turret and walk with it among the base.
*'''Ledge'''
*The Hatch on the bunker can be opened by melee or by gunfire, but the people inside will most likely notice and be ready to attack. An easy and quiet way to open this is get on top of the lazer tower with a bubble shield. Jump down twords the bunker and throw the shield on the hatch. It will break open instantly.
*'''Tower'''
*'''Gate'''
*'''Gate Switch'''
*'''Pipe Room'''
*'''Backside'''
 
===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 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.
*The many [[Vostu-pattern carbine|carbines]] on this map could be a substitute for the BR. Do so because there are only 3 BRs on this map, and they're all on the offensive side.
*A good place to snipe enemies exiting the pipes and enemies on the ledge is in the tree South East of the bunker (see annotated map to the right).
*The grav lift can be used to drive vehicles and jump people over the tower.
*Ghosts can splatter enemies in the base, but it has limited use when the enemy team goes inside the base.
*Be sure to eliminate the Laser before charging with a Mongoose or Ghost. The laser is the biggest hazard to vehicles.
*The high areas can make a huge vantage point, you can easily hijack a Ghost from the top.
*In SWAT, the defending team should take control of the sniper tower. It is a good position to see the entire field of play. Duck every so often to avoid providing opponents with easy headshots.
*The Spartan laser user can watch the camo cave and the rockets until they are taken.
*The player with the rockets should go after the sniper or the player with the objective. Let the laser player handle the vehicles.
*The turret can easily mow down attackers advancing up the middle, but watch out for a sniper.
*There is a lot of vegetation further down the base, a sniper can hide here and see defenders, but the defenders will most likely not see the sniper.
*On the beach, there are several trees one can jump on and hide among the branches. Several of these overlook the base and other parts of the map, so this is a pretty good sniper position. The one problem is that you cannot see the ground under you very well, but the advantage to this is your opponents have the same view of you, so it's generally easy to go unnoticed.
*The rocket wall is where most enemies except the sniper will likely venture in hopes to obtain the rockets and SMGs when they appear and retreat, throw grenades in the cave to kill them in their so-called safe zone.
*If someone is in the tower with the Spartan Laser, and you have a rocket launcher, if you fire with good aim, your rocket can destroy the tower's fusion coils and kill anyone inside of it.
*Throw a grenade in the camo cave and get a teammate to ambush anyone trying to take the camo from behind.
*On top of the tower, there is a ceiling made of some sort of fence. Players can reach this ceiling by [[crouch jumping]] or by using a grav lift. This can be a good sniper-spot.
*The tight areas of the base can cause difficulties for the Ghost, it is easy to board one here. If you are in a Ghost, be sure your team has control of the base. The splatter targets are the ones charging up the hill.
*Attackers with a bomb will most likely take the camo and crawl through the pipe. Toss grenades to flush them out, have another player watch the other end with the laser to prevent the carrier from escaping.
*Bringing the turret on the catwalks in the back can soften up potential targets for teammates to finish off.
*On [[Shotty Snipers]], it is sometimes a good idea to wait in the middle of the pipe with your sniper rifle out, and watch your [[motion tracker]]. When you see someone coming close to you, snipe them—they will most likely have their Shotgun out.
*Using the machine gun turret on the gate wall while it's mounted is not always a good idea, because you are very vulnerable to sniper or battle rifle fire. Unless the sniper rifle is uncontested or is under control of your team, rip off the turret and walk with it among the base.
*The hatch on the bunker can be opened by melee or by gunfire, but the people inside will most likely notice and be ready to attack. A quicker and easier way to open it is simply to crouch and melee the hatch twice, thus falling through and surprising those inside.
*Dual wield weapons are often effective in the bunkers, use them to your advantage or when your rifle is out of ammo.
*A great sniping place is on top of the small base with the computer in it. You can get on top of here by getting on the bridge and walk towards the pipe area. You can then run and crouch jump on to it.
*A great sniping place is on top of the small base with the computer in it. You can get on top of here by getting on the bridge and walk towards the pipe area. You can then run and crouch jump on to it.
*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.
*Open the gate, it allows allies to bring in vehicles in team games.
*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.
*It is possible to get on top of the laser tower if you have a gravity lift and place it in the right spot, allowing for a better vantage point.
 
*People heading for the camo on the map, in old sniper games or SWAT, this is particularly useful, spawning at the beach, heading to the Bunker, hiding just in front of it allows a great side-view of enemies going to camo, just be careful of any enemies inside the Bunker.
==Production notes==
[[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}}
 
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}}


==[[Forge]]==
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}}
<!--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-->
*Adding [[Fusion Coils]] around major walkways allows for easier kills, this will also change the pace of the game, as people will then try to avoid the places with the Fusion Coils.
*Opening the door and placing an item where the door will close will cause them to be open on that map variant from the beginning. This will be more useful for free-for-all than the launch version.
*If you leave the map and walk out to sea you will get killed by the [[guardians]].
*You can easily get out of the map by using the [[High Ground Vacation]] glitch.
*Placing a gravity lift under the hatch in the bunker makes it hard to get open unless the gravity lift is destroyed.


==Trivia==
==Trivia==
<!--This is TRIVIA, not Strategies, only trivia belongs here, please put strategies above in the Strategies section-->
<!--This is TRIVIA, not Strategies, only trivia belongs here, please put strategies above in the Strategies section-->
[[Image:Slayer Kouger Friend.jpg|A player highjacking a [[Ghost]] in the fortress.|250px|right|thumb]]
*The [[Cortana on High Ground]] easter egg can be found on this level.
*''High Ground'' was originally thought to be the successor to ''[[Zanzibar]]'' until [[Bungie]] revealed ''[[Last Resort]]''. However, due to its general appearance, namely the beachhead assault layout, it has several familiarities to ''[[Zanzibar]]''. The layout of the map is such that defenders spawn in the war-torn base, with attackers spawning on the beach.
*The radio inside the fort where the flag spawns transmits three different [[Morse Code]] messages. When translated they are:
*This map is often used for Shotty Snipers matches due to its many different angles, high ground and low ground, etc.
**"''[[Marathon|frogblast the ventcore]]''"
*During the ''Halo 3 Beta'' pictures of what appears to be [[Cortana]]'s face appears for brief seconds on all the computers placed on the map.  The face appears on every computer at the same time.
** "[[SABABWL]]"
*[[Cortana]]'s face appears every 117 seconds, a reference to Master Chief. The face also appears in the full game of [[Halo 3]] every 117 seconds on the computers, on the screen which shows what looks like the hangar from crows nest.
**"''Don't Make us Kick Your Ass''" - a classic Bungie saying.
*"''Red vs. Blue''" as well as "''This Spartan Life''" held "transition" episodes on this map, or at least made a reference to the map. These references are used in order to make a smooth transition from ''[[Halo 2]]'' to ''[[Halo 3]]''.
*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 transmits three different [[Morse Code]] messages. When translated they are "''frogblast the ventcore''" a reference to Bungie's classic FPS ''Marathon'', "[[SABABWL]]" an acronym found on the Halo Soundtrack which was a quote from Bungie's Martin back when the original ''Halo'' was about to be released, the acronym stands for "''shiny and bumpy and bursting with love!''" and "''Don't make us kick your ass''" a classic Bungie saying.  
*There are small [[list of animals|fish]] that can be seen and killed, and will wash up on the shore.
*The Radio inside the fort where the flag spawns also transmits a musical piece from ''Halo: Combat Evolved'', entitled "[[Under Cover of Night]]".
*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.
*There are small [[Fish (High Ground species)|fish]] that can be seen and killed and will wash up on the shore. The beachfront appears to be leading out into the ocean, but if you manage to get past the barriers you can see land a few miles away, hinting that this might be a wide river or a large lake.
*It is possible to go deep into the water on this map by overloading it with [[Trip Mine]]s then sticking a respawn point out side.  Or by using teleporters and having one player go through the sender and the other holds the receiver.  If one player does not hold the receiver it will fly back into the map or disappear.
*Based on the scenery in the distance (specifically the radio antennae that can be seen on the hill across the water), this map appears to be in the same general area as ''[[Standoff]]'' and [[Voi]]; they are both located in Africa.
*It is likely that the base was under the control of [[NATO]] in the past, as seven [[NATO]] symbols can be seen throughout the map, another seven reference.
*On some of the computers in the Control Center, there are readouts of [[Pelican Dropships]] with large weapons mounted onto the front of the craft.
*High Ground has more [[Covenant]] [[Carbine]] spawn points than any other ''Halo 3'' maps.
*In a [[Red vs Blue]] [[Halo 3]] special, where Red Team was looking into a new map, Church gave High Ground as an option. He said that there was a forty-car garage. The large garage is located at the very back of the base.
*As stated by Chris Carney in the Bungie Multiplayer Vidoc, there were originally going to be several towers with machine gun turrets being manned by AI gunners. These artificial intelligences would be very biased of the defending team in that they would shoot at whatever came up the hill.
*In Red vs Blue: Reconstruction. Church is based here and left when Agent Washington and Caboose ask him to come with him to the ship that Tex, Sheila and Andy crashed in [[Valhalla]]. Used in Red vs Blue Season 5 when Washington mentioned Tex's name to him.
*In pre-beta screenshots taken from High Ground (seen below), there is a [[M247 General Purpose Machine Gun|Halo 2-era machine gun turret]] in place of the [[AIE-486H Heavy Machine Gun|Halo 3-era machine gun turret]]; possibly due to the fact that High Ground was being built before the game was very far into development.
*The map bares a minute resemblance to [[Blood Gulch]] in terms of shape, only trimmed down.  It also includes a Rocket Launcher in the center and cave systems, hallmarks of the aforementioned map.
*If a dead body is thrown into the top of the gate it will get stuck and slowly be absorbed into it while twitching.


==Gallery==
==Gallery==
{{Linkbox|gallery=yes}}
===Development images===
<gallery>
File:H3 Concept HighGroundExterior.jpg|Concept art of the exterior of the base on High Ground.
File:H3 Concept HighGroundInterior1.jpg|Concept art of the interior of the base.
File:H3 Concept HighGroundInterior2.jpg|More concept art of the base interior.
File:H3_HighGround_EarlyLayout.jpg|An early layout for the map.
File:H3 HighGround PrePro Screenshot.jpg|A screenshot of High Ground, at the end of ''Halo 3'' pre-production.{{Ref/Reuse|Hoberman}}
</gallery>
===Pre-release screenshots===
<gallery>
File:H3_Alpha_HighGround.jpg|The Base Wall in the Alpha, showing the [[M247 machine gun]] in place of the final release AIE-486H chaingun.
File:H3_Alpha_HighGround_Above.jpg|The base from above in the Alpha.
File:H3_HighGround_Early.jpg|An early ''Halo 3'' multiplayer Spartan on High Ground.
</gallery>
===Final release screenshots===
<gallery>
<gallery>
Image:HighGroundLevelScreenShot.jpg|The Base Wall.
File:H3_HighGround_FrontView.jpg|The calm before the storm.
Image:Calm_before_the_storm.bmp.jpg|The calm before the storm.
File:H3_HighGround_Territory.jpg|Territories on High Ground.
Image:Base_above.jpg|The base from above.
File:Halo3 High-Ground-env-01.jpg|Flag bridge.
Image:High_ground_concept_art.png|Concept art
File:Halo3 High-Ground-env-02.jpg|To the bunker.
Image:Highgroundterritorycapture.jpg|Territories.
File:H3 HighGround Bunker Overview.jpg|High Ground front view.
Image:Mongoose_chaos_on_high_ground.jpg|Battle in the base.
File:H3 HighGround CommandCenter.jpg|Inside the base.
Image:Halo3_High-Ground-env-01.jpg|Flag bridge.
File:H3 HighGround NATO symbol.jpg|The [[North Atlantic Treaty Organization|NATO]] symbol in the base.
Image:Halo3_High-Ground-env-02.jpg|To the bunker.
Image:H3 High Ground Overview.jpg|Overview of ''High Ground''.
Image:High Ground3.jpg|Inside fort on ''High Ground''
Image:Gate of Doom.jpg|A Spartan is blasted into the atmosphere by Fusion Coils & Propane Tanks on Forge mode.
</gallery>
</gallery>


==Related Pages==
==Sources==
{{Ref/Sources}}


{{Level}}
{{Levels|H3|mode=yes}}
[[Category:Multiplayer]]
{{Levels|HO|mode=yes}}
[[Category:Multiplayer Levels]]
[[Category:Default Multiplayer Levels]]

Latest revision as of 21:31, January 22, 2024

High Ground
A view of High Ground from the Sniper Rifle to the gate.
Map overview

Game:

Halo 3

Map file name (?):

deadlock

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.[1]

Universe and lore[edit]

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 26th Century. The base was reactivated after the New Mombasa Slipspace Event in October 2552.[1][2] 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.[3]

Due to the old NATO architecture and newer UNSC technology, the facility has a mix of crumbling bulwarks and high-tech military equipment.[1] 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[edit]

Layout[edit]

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[edit]

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[edit]

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[edit]

  • Beach
  • Base
  • Bunker
  • Bunker Cave
  • Broken Wall
  • Missile Launcher
  • Bunker Cave
  • Beach Tunnel
  • Broken Tunnel
  • Ledge
  • Tower
  • Gate
  • Gate Switch
  • Pipe Room
  • Backside

Strategies[edit]

  • 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.
  • The many carbines on this map could be a substitute for the BR. Do so because there are only 3 BRs on this map, and they're all on the offensive side.
  • A good place to snipe enemies exiting the pipes and enemies on the ledge is in the tree South East of the bunker (see annotated map to the right).
  • The grav lift can be used to drive vehicles and jump people over the tower.
  • Ghosts can splatter enemies in the base, but it has limited use when the enemy team goes inside the base.
  • Be sure to eliminate the Laser before charging with a Mongoose or Ghost. The laser is the biggest hazard to vehicles.
  • The high areas can make a huge vantage point, you can easily hijack a Ghost from the top.
  • In SWAT, the defending team should take control of the sniper tower. It is a good position to see the entire field of play. Duck every so often to avoid providing opponents with easy headshots.
  • The Spartan laser user can watch the camo cave and the rockets until they are taken.
  • The player with the rockets should go after the sniper or the player with the objective. Let the laser player handle the vehicles.
  • The turret can easily mow down attackers advancing up the middle, but watch out for a sniper.
  • There is a lot of vegetation further down the base, a sniper can hide here and see defenders, but the defenders will most likely not see the sniper.
  • On the beach, there are several trees one can jump on and hide among the branches. Several of these overlook the base and other parts of the map, so this is a pretty good sniper position. The one problem is that you cannot see the ground under you very well, but the advantage to this is your opponents have the same view of you, so it's generally easy to go unnoticed.
  • The rocket wall is where most enemies except the sniper will likely venture in hopes to obtain the rockets and SMGs when they appear and retreat, throw grenades in the cave to kill them in their so-called safe zone.
  • If someone is in the tower with the Spartan Laser, and you have a rocket launcher, if you fire with good aim, your rocket can destroy the tower's fusion coils and kill anyone inside of it.
  • Throw a grenade in the camo cave and get a teammate to ambush anyone trying to take the camo from behind.
  • On top of the tower, there is a ceiling made of some sort of fence. Players can reach this ceiling by crouch jumping or by using a grav lift. This can be a good sniper-spot.
  • The tight areas of the base can cause difficulties for the Ghost, it is easy to board one here. If you are in a Ghost, be sure your team has control of the base. The splatter targets are the ones charging up the hill.
  • Attackers with a bomb will most likely take the camo and crawl through the pipe. Toss grenades to flush them out, have another player watch the other end with the laser to prevent the carrier from escaping.
  • Bringing the turret on the catwalks in the back can soften up potential targets for teammates to finish off.
  • On Shotty Snipers, it is sometimes a good idea to wait in the middle of the pipe with your sniper rifle out, and watch your motion tracker. When you see someone coming close to you, snipe them—they will most likely have their Shotgun out.
  • Using the machine gun turret on the gate wall while it's mounted is not always a good idea, because you are very vulnerable to sniper or battle rifle fire. Unless the sniper rifle is uncontested or is under control of your team, rip off the turret and walk with it among the base.
  • The hatch on the bunker can be opened by melee or by gunfire, but the people inside will most likely notice and be ready to attack. A quicker and easier way to open it is simply to crouch and melee the hatch twice, thus falling through and surprising those inside.
  • Dual wield weapons are often effective in the bunkers, use them to your advantage or when your rifle is out of ammo.
  • A great sniping place is on top of the small base with the computer in it. You can get on top of here by getting on the bridge and walk towards the pipe area. You can then run and crouch jump on to it.
  • 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.

Production notes[edit]

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,[4][5] 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,[6] and the Halo 2 map Zanzibar.[5]

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.[7] 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.[7]

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.[1]

Trivia[edit]

  • 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 also transmits a musical piece from Halo: Combat Evolved, entitled "Under Cover of Night".
  • There are small 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 overloading it with Trip Mines then sticking a respawn point out side, or by using teleporters and having one player go through a Sender Node while another holds a Receiver Node beyond the map.

Gallery[edit]

Development images[edit]

Pre-release screenshots[edit]

Final release screenshots[edit]

Sources[edit]

  1. ^ a b c d Bungie.net: High Ground: The Beta guide
  2. ^ Halo 3, High Ground map description
  3. ^ Bungie.net: The Spiker
  4. ^ Twitter, Isaac Hannaford (@Isaac_Hannaford): "Concept art for Deadlock Halo 3 multiplayer map." (Retrieved on Oct 20, 2022) [archive]
  5. ^ 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]
  6. ^ PC Gamer, October 2020 (Issue #348) - Special Report: Theaters of War, page 12-13
  7. ^ a b Halo 3 ViDoc: Is Quisnam Protero Damno!