Halo: The Master Chief Collection

Halo: The Master Chief Collection

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Huge High Ground
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Engine: Halo3
Game Content: Multiplayer
File Size
Posted
Updated
1.229 GB
24 Sep, 2023 @ 3:30pm
31 Mar @ 10:37pm
8 Change Notes ( view )

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Huge High Ground

Description
High Ground is a very nostalgic map as it was the first map I played on Halo 3 on the Halo 3 Beta, so it felt right to give this map a mod. I've always believed that High Ground would be a good BTB map with a separate base, and this mod accomplishes that. Instead of a single base, there are two bases, with one on either side. The map is essentially duplicated with a few improvements to the original.

Version 2.0.4 Released
  • Updated to work on any MCC build so future MCC updates should no longer break the mod. If you do experience any issues, please let me know in the comments. Thank you.

Version 2.0.3
  • Now works on latest game version.

Version 2.0.2
  • After a lot of feedback, the button for the gate has been restored to its original location and now opens your teams gate.
  • Fixed a few decorator brush issues.

Version 2.0.1
  • Now works on latest game version.

Version 2.0.0
  • Map has been significantly expanded into three lanes making it even larger, with each side leading into a cave that has the Forerunner structure from Valhalla.
  • Structure-design / soft barriers have been changed so they face vertically, rather than horizontally. This allows for the use of Banshees.
  • Hard barriers removed.
  • Acoustics have been updated correctly in the mirrored base so it replicates the first base.
  • Grav-lift now added so you can scale over the body of water in the middle. This is perfect for objective modes.
  • Spawns & spawn zones have been updated so you're not spawning in the base constantly.
  • Scorpion tank removed as it was too powerful. A single Wraith is now located inside the cave.
  • Water quality has been improved.
  • More vehicles added.
  • Weapon sandbox increased.
  • Custom FX added in the scenery Forge pallet.
  • Overall map details improved.

Version 1.1.0
  • Alpha Bubbleshield equipment has now been added! Bungie's original idea of the Bubbleshield rolling was seen in a video of pre-release alpha footage in their multiplayer vidoc. I've made a minor modification, which is that it now magnetises to vehicles as well. This is effective in both attacking and defending situations.
  • The Halo 3 Beta Tripmine is back! When Bungie presented us with a first play of Halo 3 during the Beta, the Tripmine was significantly more powerful. It was a game changer to be able to set traps by sticking them to vehicles. The Tripmine was rendered useless in the final build of Halo 3 due to its lowered damage and removal of magnetism. This decesion wasn't recieved well and players were asking for it back. This update brings the Beta Tripmine back to its full glory.
  • Spawn timers on vehicles have been adjusted.
  • Forge pallete updated.
  • Small changes to weapon and vehicle placements.

Version 1.0.0
  • The outer BSP has seen a significant improvement in foliage density, allowing High Ground to feel more isolated.
  • Another base has been added to High Ground, with a large body of water at the bottom to connect the bases.
  • The weapon sandbox has been expanded to accommodate BTB.
  • A Scorpion tank has been added, but it comes with a drawback... Due to the presence of two bases, the control to open the gate is located in the enemy base. The purpose of this is to make it challenging to defend the base and prevent the opposing team from unleashing their firepower.
40 Comments
Mattyovers  [author] 31 Mar @ 10:27pm 
@SkyCommander Thank you for letting me know. It's now been updated.
SkyCommander 29 Mar @ 5:24pm 
Map no longer shows up as a selection choice. Any chance to fix this/update?
Mattyovers  [author] 12 May, 2024 @ 1:26am 
Based on a lot of feedback, I've released a new update. The gate is now restored back to its original location and opens your teams gate.
Crater 27 Mar, 2024 @ 9:54pm 
The gate buttons really need a rework of some sort I think. Opening the other team's base from your base is pretty much just a given, especially in objective modes. Even if no one presses it (or can't find it - they're in a weird spot) then it locks every vehicle in the base until you get to the other side. Or more likely, people will try to jank the vehicles out of the base via staircases. It kinda made sense when the tanks were there, but even then it was a little odd for players who were going in blind.

I'd say the original gate buttons should just be restored, OR alternatively - you could put the gate controls in the new middle areas. Could be near the middle water area for each side (think Containment from Halo 2). Maybe near the grav lifts or something, a little elevated so they're harder to reach from the opposite side. Could also be interesting if they were somewhere in/near the Valhalla base, but there's probably already plenty of motivation to go there.
MAJR 27 Feb, 2024 @ 4:37pm 
Thank you
Mattyovers  [author] 27 Feb, 2024 @ 2:14pm 
@MAJR thanks for letting me know, both maps have been updated to work on the latest game version.
MAJR 23 Feb, 2024 @ 7:16pm 
Map doesn't show up for me
Mattyovers  [author] 24 Dec, 2023 @ 11:18am 
@Jjaro thanks for the feedback. Just out of curiosity how many people were playing in the match? I haven't actually managed to fully playtest with a full 16 player lobby. I like the idea of a one way tunnel, though having one exit through the waterfall will become a choking point.

I think it's the spawns that need rearranging and generally the scale of the cave and tunnel that need reducing overall. Due the scale of the tunnel and where the spawns are situated is what is causing the main problem. It takes too long to get through the tunnel with too many spawns at base and not enough in the cave, which is what it causing the congestion.

I do have another version that hasn't been finalised yet with these adjustments. Adjusting the cave was also on my agenda so it's not too much open space would help significantly with player engagements.
Mattyovers  [author] 1 Dec, 2023 @ 3:55am 
@Undeadkiva I'll be willing to collaborate to make this happen?
fodz 22 Nov, 2023 @ 11:49am 
nice!