Territories: Difference between revisions

m
Text replacement - "\|(right|thumb)(\|[^\]\n]+)?\|(right|thumb)" to "|thumb$2"
m (Text replacement - "\|(right|thumb)(\|[^\]\n]+)?\|(right|thumb)" to "|thumb$2")
 
(9 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{era|RW}}
{{Status|Gameplay}}
[[File:Territories Icon.svg|thumb|right|The Territories icon.]]
[[File:Territories Icon.svg|thumb|The Territories icon.]]


'''Territories''' is a [[gametype]] introduced in ''[[Halo 2]]'', in which players must fight to control specific zones ("territories") on the map. Players capture territories by standing inside of them while no enemies are also inside of them. In symmetric matches, two teams fight to control neutral territories; in asymmetric matches, a defending has control of all territories at round start, and the other team must capture them. In ''[[Halo 4]]'' it was replaced with the [[Dominion]] gametype.  In ''[[Halo 5: Guardians]]'' it was replaced by the [[Strongholds]] gametype.
'''Territories''' is a [[gametype]] introduced in ''[[Halo 2]]'', in which players must fight to control specific zones ("territories") on the map. Players capture territories by standing inside of them while no enemies are also inside of them. In symmetric matches, two teams fight to control neutral territories; in asymmetric matches, a defending has control of all territories at round start, and the other team must capture them. In ''[[Halo 4]]'' it was replaced with the [[Dominion]] gametype.  In ''[[Halo 5: Guardians]]'' it was replaced by the [[Strongholds]] gametype.
Line 11: Line 11:
''[[Halo 3]]'' introduced a feature that would come to be called "Capture Lock;" if enabled, territories would lock after being captured, preventing them from being (re)taken by another team. Capture Lock is common in one-sided games, where it prevents attackers from losing their progress during a round; in symmetric games, it simply removes the need to defend captured territories.
''[[Halo 3]]'' introduced a feature that would come to be called "Capture Lock;" if enabled, territories would lock after being captured, preventing them from being (re)taken by another team. Capture Lock is common in one-sided games, where it prevents attackers from losing their progress during a round; in symmetric games, it simply removes the need to defend captured territories.


==List of built in variants==
== Built-in variants ==


===''Halo 2''===
===''Halo 2''===
Line 28: Line 28:
|-
|-
![[Control Issues]]
![[Control Issues]]
|Bring out the big guns to fight for control of just 2 territories. Everyone has [[overshield|overshields]], 5 minutes control time wins.
|Bring out the big guns to fight for control of just 2 territories. Everyone has [[overshield]]s, 5 minutes control time wins.
|-
|-
![[Contention]]
![[Contention]]
Line 91: Line 91:
|}
|}


==Related Pages==
==See also==
*[[Team Objective]]
*[[Team Objective]]
*[[Dominion]]
*[[Dominion]]
*[[Strongholds]]
*[[Strongholds]]


{{Games}}
{{Gametype}}
[[Category:Multiplayer]]
 
[[Category:Rulesets]]
[[Category:Multiplayer gametypes]]
[[Category:Halo 2 gametypes]]
[[Category:Halo 3 gametypes]]
[[Category:Halo: Reach gametypes]]
[[Category:Halo 2: Anniversary multiplayer gametypes]]