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Final Defense is a multiplayer level based on Installation 04 (II) from Halo 3.
Final Defense is a large multiplayer map, and is the first section of the level Halo from halo 3. It is designed for Single Flag CTF, King of the hill and One bomb Assault, but still works well with Infection, Slayer and Team Slayer. There are several main locations on the map, many of which can be used to the player's advantage. They are The Crash Site, the Caves, the field, the lower Level, the centeral level, the upper level, the control room, the cliff and the passageway.
The attacking teams base, or Crash Site, is the crashed pelican, just on the other side of the mountain from the control room. This is where the attacking team will spawn. At the crash site, there will be a Gauss Warthog, and two mongooses', aswell as Battle Rifles, two sniper rifles, two plasma pistol's, a pair of plasma rifles and some SMG's. There is also a bubble shield at the pelican.
The Caves is the passageway connecting the Crash Site and the control room. This is the only way to get to and from the Crash site. It is a popular spot for campers, especially defending team players with shotguns. In the caves, there is a shotgun, several Magnums and a brute shot. An invisibility can be found in the Caves, and at the end, there is a Machine gun turret. The are several modifications in the caves, such as the area where you drop down, has been turned into a snowy hill, allowing people to return to the base, and there caves have been widened, to allow the warthog and the mongooses' through at the same time.
The field is the open area between The Caves and the Control room. It has several pieces of cover, such as rocks and snow mounds, but is a popular place at the beginning of the match, as that is where the rocket launcher, the Fuel rod gun and the SPARTAN laser can be found. There is also a Overshield here, aswell as a ghost.
The Lower Level
The Lower Level is the bottom floor of the Control room building. Here there are Carbines, spikers and a regenerator, aswell as a plasma cannon and brute shot. Only the Mongooses' and the ghost can fit up onto the building, so those on the warthog have to leave it at the bottom.
The Center Level
The Center Level is the next floor on the control room building. This area has a flamethrower and power drain, aswell as a flare, several Spikers, a beam rifle, two carbines and several plasma pistols and rifles.
The Upper Level
The Upper Level is the top level of the control room building and is where two mongooses' and a banshee can be found. Here there are several different ways to go. There is the cliff, the control room, and the center level. There is a defense on the upper level which stops many attackers getting in, which is the ability to open and close the main door, but only from the inside. Here there is a bubble shield, another beam rifle, two maulers and carbines, aswell as plasma pistols and SMG's.
The Cliff Leads to to pulse generator room, where an invinciblility can be found, along with a missile pod. Inside the room, there is a switch, which opens up a passageway along the cliff. this is the only way around the door, unless it is openned.
The Passageway is the alternative way in to the control room. From opening the switch, along the cliff a small doorway will open up, letting players through. This leads to one of the doors inside the control room, which only open after the switch has been pressed.
The Control Room
The Control Room is the Defending team's base, and is the main spawn point for the defending team. The door can also be openned and closed from here and there is a brute shot, two plasma rifles several carbines and a bubble shield. In a game type called Activation, this is the defending team's base.
Reclaimer is a game type made just for this level, which works in a similar way to terratories. There are two teams, one spawns at the Control room. This is the defending team. The other spawns at the pelican and are the attackers. The Defending team have six players, the attackers have ten. The Defenders must hold the control room for five minutes, and the attackers must capture it. The defending team recieve the aid of bots, in the form of sentinels and they come from several sentinel launchers on the control room building. Only six sentinels will come out at one time, and the launchers can be destroyed. After 30 seconds, sentinel constructors will come to repair the launchers. If the Defending team manange to hold the control room for five minutes, the control room will light up and 'activate'. Then a new round will start with the previous defenders attacking, and so on. It is best of 5 rounds.
Other than the normal forge objects like weapons, vehicles and other things such as crates, there are new features.
- Bot spawn points-The ability to place Sentinel launchers anywhere on the map and choose which team they are to help, if any.
- Snowing-Able to add snow effects, such as light or heavy snow, or a blizzard. It is even possible to have the snow melting and turning into water.
- Flood-The ability to add bots in the shape of Flood forms, but only a 32 at an time. You can also set points where the flood pods would touch down.
- Extra Damage Effects-Al objects have the ability to be completly destroyed, such as the door on the control room being blown open.