Top 10 (vol. 23, best FPS multiplayer maps)
I feel like this list is long over due, and could generate some interesting debate (at least this is the kind of thing I love talking about). In order:
10. Guardian (Halo 3 - xBox 360): This is still, despite my placing it 10th, my favorite H3 map. The reason I don’t rate it higher is only because it has a tendency to snowball, which can be REALLY frustrating if you’re on the wrong end of the spree, but can be super satisfying if you’re the one on the killing frenzy. Also, the sniper tower tends to encourage camping (guilty as charged, and it isn’t necessarily a bad thing, but…), which tends to force a majority of the action to that corner of the map.
9. G5 Building (Perfect Dark - N64): I only wish they would have used a different texture on the walls so that everything didn’t look the same. Very close quarters for PD, and it was possible to be super cheap against the Sims by holding up in the dead-end hall at the top with the window, get your magnum doubled up, train your sites to head level and wait for them to pop out from the end of the hallway. Incidentally, that ended up being one of the big problems with many of the PD maps, too many dead end hallways that you could get yourself set up in.
8. Sandbox (Halo 3 - xBox 360): I know, this is a very new map (well, really 3 maps in one), but I have extremely high hopes for it, and love customization. This forgeable canvas promises to have all the flexibility and functionality that Foundry lacked.
7. Prisoner (Halo CE - xBox): I always liked this level, even though I was never all that successful at it. I liked the balance of two clear strategies, snipe and cover the over-shield or roam the bottom with rockets, AR and invisibility. The plasma rifle was also great in this level, catch a guy on one of those gangways, stick him with the gun until you ran over and punched him. I always wanted an official remake of this level for H2 & 3, but without fall damage, it probably wouldn’t play nearly as well.
6. High Ground (Halo 3 - xBox 360): It took me awhile to warm up to this map, but it plays with a great balance of long, mid, and short range combat, plus vehicles work, but it isn’t so big that 4 player games slow down. You can play a post up game, or roam, good lines of sight, but plenty of cover to allow safe travel across the map.
5. Stack (GoldenEye - N64): This map usually ranks behind the Facility and Temple, but I always thought it was a better map than either of them, there weren’t any bottle necks, the bi-level courtyards made for interesting shoot-outs. I chose the Stack above the Library mainly because the Basement wasn’t all that fun, and really made the level too big for even 4 player matches.
4. The Pit (Halo 3 - xBox 360): This map plays so balanced. Again, there is a nice mix of long, mid, and short range combat, definitely multiple strategies and playing styles can be successful which makes for more interesting and exciting games.
3. Villa (Perfect Dark - N64): The quality of multiplayer maps in this game was one of the big strikes against it, but this was a great map. Unfortunately, it was one of the very very few maps in which the Sims didn’t get too bogged down in a loop somewhere and turn into a shooting gallery. Great lighting, hill games here were super fun.
2. Chill Out (Halo CE - xBox): Small maps are my favorite, so its no surprise that this was my favorite map from CE. The remake for H3 really shows how different the game has become.
1. Complex (GoldenEye - N64): Simply the best. There aren’t any natural bottle necks in this level, it flows so well with multiple routes to anywhere on the map, all parts of the map are played. I have fond memories of shoot-outs in all of the sections. Its sad that this was also the best map on PD, for some reason, Rare wasn’t ever able to replicate the magic they created with this map. Making a forged Sandbox version of this map for H3 is priority #1 for me.
Oh man keenan, this is a good one. I’ll have to give it careful consideration. List coming soon…
Honorable Mentions:
Facility (GoldenEye - N64): The only map I played more often than Facility was Complex. Its a pretty straight forward map. It had some really unfortunate bottlenecking elements to it though. For one, spawning in the bathroom was fatal, however there were heroic (and occasionally successful) efforts to escape the bathroom trap. Of course the other huge choke point was the slow opening airlock that connected the laboratory section to the hallway with the bottling rooms. Especially in 2v2 games, each team would end up holding one of these two sections in a stalemate. In that way, the map was actually quite poorly designed, but it was still fun, and a classic.
Temple (GoldenEye - N64): This is the other great map from GoldenEye. Its a little big for my taste, and the lighting was bad, and made worse by all the hidden doors around the map (I can still hear the noise they made as they lifted - crcrcrcrcrcrcrcrcr). The worst part though was that the only body armor on this level was put in a dead end, so camping on it was highly effective (even if it was cheap).
Longest (Halo CE - xBox): I always liked this map, and I was super excited when they remade it for Halo 2 as Elongation, but alas, it wasn’t the same. Very simple, great mix of mid and long range combat, skilled grenade tossing went a long way in this map, its all about getting the goodies.
Blackout (Halo 3 - xBox 360): The remake of the H2 map Lockout. I like the new version better (although I didn’t play much H2, so my frame of reference is a little skewed). Not much to complain about here, its a great map. One of the most rewarding maps for the creative player, so many ways to get so many places in such unconventional ways. I very nearly put this map on my list, not sure why I didn’t the more I think about it.
10: Damnation - (Halo CE) - This could just as well be any number on this list. Had I not just had a very bad experience on it (We totally could have won Wilson) It may even be number one. You have to know the history behind my experience with the map to fully understand my love of it. I’ll save it for the impending discussion.
9: High Ground - (Halo 3) - I’m a sucker for asymmetry (see 1-3). not much to say about this one really, its just flat out a great map… not to mention it looks great. my only beef with it is the very slight disadvantage beach-side players have to ones bas-side. But its so pretty.
8: Skyskrapers - (Unreal Tournament) - low gravity should be an option on more games. the map featured three towers high above a city… really high… think jetsons high. there were jump pads to propel you from building to building but with the low gravity option checked you could simply jump from rooftop to rooftop and level to level. it made for a very unique fps experience: one i’d never had before and have never had since.
7: Iceworld - (Counter Strike (Source)) - So elegant in its simplicity. Split the players into two teams, set piles of the best guns in front of those players, begin game. Also, Counter Strike’s round based play made for a great game as the action was fast and furious at first then quickly became tactical as the team sizes dwindled. This map, though simple, accommodated both styles of play. Just 30 seconds of fun again and again.
6: Carentan, France - (COD 2) - So many ways to die… so many ways to die. This game was fast furious and fun, and this map was the acme of all three for this game. grenade spamming was a bit out of control and the rolling spawn was a bit predictable but you had so many options as far as player class, style of play, and execution that the map took on a life of its own. it was always changing and a player had to adapt to a new game nearly every spawn. very fun.
5: Complex - (Goldeneye 64) - Keenan pretty much said it all here… at least two ways to get everywhere and perfect balance. Things tend to get a little crowded around the yellow ramp but then again, thats where the armor was… and I should know. AC-10 FTW!!!
4: Longest - (Halo CE) - This would have taken the number 3 or even 2 spot about a year ago but now that my circle of players have refined their play style a bit, its becoming a bit more frustrating to play ([cough] i blame josh [cough]) being in a hallway, desperately clamoring up a ladder as someone riddles you with pistol shot is both terrifying and exhilarating… especially if you make it up the ladder, avoid the incoming grenades, grab the shotgun, make a split second decision on which way to go and grab a kill or two on the way there. Its so easy to be caught unawares here but alas that sword is double sided. Halo CE’s spawn system can cause some unnecessary snowballing (not the dirty kind) but an amazing stick or a charged up punch or two make the frustration worth it to come back. - all that plus… i just love the shotgun
3: Chill Out (Cold Storage) - (Halo 3) - It says something when my top 3 maps are asymmetrical ones. It says, “I’m a slayer player, and while i enjoy the comradeship of a good teammate, i enjoy even more running out on my own armed to the teeth killing everything that moves (or attempting to anyway).” It says, “I’m not an objective games player”, and that’s alright with me. Now that you know a little about my play style, you should also know I prefer a fast paced game. And it doesn’t get much more fast paced than the Halo 3 version of the CE classic “Chill Out”, “Cold Storage”. spawn, kill, die, game over. and as you rub the crust off of your eyes don’t forget to check and see if you won or not.
2: Facility - (Goldeneye 64) - I always liked this map better than complex… I think it was because of the colors. There were a few rooms and corridors that went unused and while normally that is a sign of a poorly designed map for me, for some reason I look back on this one very fondly. Also, doors that fly open, or in the case of the back area, open super slowly, are a great dynamic for shootouts and should really be used more often. I’ve been on the wrong end of a swinging door before and, perhaps more often, on the business end.
1: Prisoner - (Halo CE) - This map is just as much a player in the game as you are. It can take a player having a great night and crush him into dust or make his night even better. It can pick up a struggling player or make him feel as if he’s never played the game before. Just the right amount of snipe action and close quarters combat. The rockets are certainly king but the map makes you pull off some spectacular shots with them to earn 4 kills. Every weapon can be neutralized as well as every upgrade (the map usually neutralizes the active camo as the trip to the top cuts its life in half). A forge remake of this map is priority one for me (as far as forging goes). I’d love to see how the absence of fall damage changes the map dynamic. There’s a reason why we always play this map first.
I’m surprised to not see Zanzibar on your list.
I found it interesting that your only beef with High Ground is that being beach side results in a slight disadvantage, and yet Damnation is next on your list, which is ALL about the advantage of being on top. I don’t think the fact that one team can gain an advantage by holding a certain part of the map is particularly a problem, it makes for epic battles and forces refined team work, and in fact I would suggest that this is probably true of every map to some degree (although a much greater degree on Damnation).
AC-10 FTW all day, its interesting that you identify the yellow ramp body armor location, when I think of BA on that level, I think of the red room BA first, no wonder people hated playing with (I mean against) us! I still remember going to Best Buy one day and playing the demo they had set up. It was 1v1, winner stayed and a line no less than 10 people deep. We happened to be playing Facility with the Moonraker, needless to say, I played for about 3 hours straight before Ulrich finally beat me.
By “refined their play” I assume you mean improved their pistol skills, I wonder if my improved BR skills from H3 would translate into improved HCE pistol skills. Truth be told, I really didn’t start seeing head shots in Halo until a month or two ago, I was shooting at center mass and head shots were collateral, now I’m seeing the head and shooting at it, reminds me of my GoldenEye days, very refreshing.
I remember playing that Skyscrapers level over at your house a few times, very fun, I don’t know why no one has done something like that since. Do I smell a forge project?
Zanzibar is great, but its true potential is realized only in objective based games, specifically assault or single flag CTF. in slayer, the hot zones and traffic patterns are turned 90 degrees so that players hop back and forth from the BR tower to Froman’s perch… That was clearly not the intent of the map as it inevitably leads to clustering and chaotic play. Its a fun awesome map, but not top ten worthy.
I see the top on damnation as something to be both feared and respected… the high ground on… um… high ground is more of an annoyance. the advantage on high ground is, as i said, very slight. its not very hard to take and makes the innevitable back and forth of beach side, fort side less epic than tedious. So tedious in fact that by the end of most games, fort side players are giving up there advantage and facing oncoming beach siders out in the open in front of the main gate in an effort to tighten things up a bit. Don’t get me wrong it stays on my list, but like i said… its mainly because it looks so pretty.
us a good team in goldeneye? wahh?
by “refined their play” i mean just straight up sharpening up and tightening tactics. we reached the pinnacle of pistoleering years ago keenan, and in fact, i’ve slipped a little from that height. so the improvement is more in tactics than anything, both team tactics and individual. as much as i hate to admit it, Josh is probably the best Halo CE player I know right now… I think he could take Alan. And Kegen is shooting up there too. im not sure i can put too much finer a point on it, i’ve just noticed improvement across the board, for everyone. less predictable? - maybe, more careful? - could be, better at managing risk? - sure… i dont really know, but i know i have to fight harder and harder for every kill. which just makes them that much more rewarding.
I’m forging a lvl similar to sky skrapers in the skybox on sandbox… after prisoner of course.
You’re right, we rarely played together as a team in GoldenEye, I would guess mainly because that wouldn’t have been fun for the other team, thats all I meant by that.
I’m eager to play with you guys soon, maybe not CE (no bumper jumper BOOO!), but H3.
As far as pistol skills go, no offense, but having watched MLG HCE footage, I never saw you guys at the “pinnacle”, I’m not saying you never reached it, just that I never saw it. All the hypothetical improvements could be manifest in something as simple as better shooting accuracy or more precise grenade throwing (and don’t tell me it would be impossible to improve in these areas, because I just don’t think thats fundamentally possible). Also, please define “tactics”, because this is something I’ve become immersed in. Believe it or not, I re-watch every game we play identifying mistakes (in both execution and strategy) and analyzing positions. Are there new dominant positions, strategies? One of the striking things about MLG games is how efficient they are about getting the goodies as soon as they spawn, actually going to the spawn locations and fighting over it seconds before it re-appears. Could internal clocks be getting better tuned to goody re-spawn times?
when i said “pinnacle” i really meant our own personal skill levels. and i cant speak for everyone and realize this is merely observational but i feel like no one has necessarily gotten any better with the pistol than they were a year ago. or any gun for that matter. i remember 3 years ago playing HCE against some friends from college and 3-shotting them almost every time. so i have gotten decidedly worse as a matter of fact. and as far as tactics like i said, i really can’t put too fine a point on it other than to say i feel like i have to work harder and harder to win a game. you’ll have to forgive me for being so vague but i don’t study the game as much as you… at all really. although im sure it would offer some interesting insight.
thinking about it… i can see grenade throwing getting better maybe…
Damnation is one of the most frustrating and annoying levels ever made for a 1st person shooter. I enjoy it when I’m blessed with the top, but it would totally be on my top ten worst levels list. The fact that there is almost never a close game played there is a testament to its terrible engineering. Combine that with HCE’s horrible respawn system and you’ve got an aneurysm waiting to happen.
1. Prisoner (HCE)
2. Complex (007)
3. Chill Out (HCE)
4. Longest (HCE)
5. Facility (007)
6. The Pit (H3)
7. Hang em High (HCE)
8. High Ground (H3)
9. Guardian (H3)
10.Zanzibar (H2’s only saving grace)
Thats a pretty solid list, and I completely agree with your comment about close games being a measuring stick for map design. Incidentally, I don’t remember ever playing Damnation lone wolf, it seems like it might play better as a free for all map than for team slayer.
If I read you correctly, you’re claiming that Zanzibar was the best map on H2. I’ll have to disagree with you there. Give me Lockout, Beaver Creek (ramps are so much better than ladders) and Sanctuary over Zanzibar any day.
Damnation is awesome. <- see that period? The thing is, yeah maybe there aren’t a LOT of close games, but that’s a shitty measuring stick for a good level if you ask me.
Don’t get me wrong, i used to hate damnation. I used to think it was just a hair above Chiron in the race for worst map ever. But as our skills have improved and the amount of times the top switches hands during a game has gone up, it has become (obviously) one of my favorites of all time. Assume 4 players of relatively high and equal skill are playing a game in Damnation and consider the following…
1. players controlling the top must stay ice cold and razor sharp to keep it. one false move could mean losing the top which, at the very least, would mean a shift in kills for the other team and at the most, the game.
2. players on bottom have to be on their A-game as well, setting up for a calculated or sometimes brute-force-war-of-attrition-assault on the top. if you are careless, you are just making it easier for the players on the top.
3. there are few better mid-game feelings than taking the top in damnation. now that’s a measuring stick for a level.
4. there are few worse feelings… like apologize to your partner worse… than losing the top on damnation.
5. no close games? i remember one night in particular when we had to play a rubber match in damnation because two games were 25-24 either team winning. Those were epic games. Which would have been much less epic in any other level.
A level, much like a golf course, should challenge you to be better, not just give you a wide open area to kill each other in. I guarantee an open box with no cover would end in close games nearly every time. by your measuring stick that would be a good map. no thanks. give me a level that challenges me, makes me play better than i thought i could and rewards me greatly for it… give me damnation.
Yeah, but Damnation is like a basketball court where one of teams hoops is only 8 feet tall and 4 feet wide… I don’t have a study to back it up, but I bet if I did conduct one I’d find that in Damnation the team that starts the game closer to the top overwhelmingly wins in the end, everything else being equal. The top in damnation is just too easy to defend… or at least too hard to take. Maybe if screen watching was eliminated that would help…
I hear you, and you make a good point against using close games as the only metric, a map can be bad and still produce regularly close games. At the same time, I think snowballing is a symptom of poor map design. If a lesser player happens to take a certain position on a map and therefore, because of the position, not their skill, can go on to win the game by easily holding the position, then the map is clearly not properly balanced. I’m not saying that is necessarily true of Damnation, just that if the advantage conferred by holding a position is too great, then the map design breaks down.
Speaking of Chiron, you could just as easily apply points 1-4 above to holding the central rocket launcher room in that map and yet everyone agrees that Chiron is a tragically horrible map. Whats the difference?
damnation is awesome.
weak, justify your opinion. And lets have your list.
kegen pretty much said it best i think but i’ll try to elaborate a bit on the difference between chiron and damnation.
First of all, you speak of poor map “balance” without defining what good balance would look like. I assume you are talking about weapon placement only because asymmetrical maps with clear points of geographical advantage are very common, in fact high ground comes to mind and is on your list. high ground’s weapons are “balanced” however in that the sniper rifle and rockets are outside the fortress, not to mention the only vehicle with a weapon system (in team slayer games).
So assuming you meant weapon balance lets take a look at chiron and damnation.
chiron has no weapon balance whatsoever because the function of the map is such that weapons and players are forced to fight in one room at a time. you cannot shoot through doorways or down hallways. in fact the “map” that is chiron is whatever room you happen to be in upon engagement, therefore it should almost be considered 6 or 7 separate maps instead of one, given that there is absolutely no flow, aside from players passing through portholes, from room to room. This creates a unique circumstance where the room chosen for engagement almost always is the room the power weapon is in… regardless of placement. think about it. that room has three entrances. it would be much easier to defend the shotgun room that has high ground and only two entrances… one of which doesn’t immediately face the room, but players stay in the rocket room because that is where the rocket spawns. It has nothing to do with the shape or layout of the map.
Damnation on the other hand spawns two power weapons and the oversheild off of the top. the geographical advantage takes precedence over the advantage in arms and players would rather keep the top than camp in the rocket trench. To me, this is balanced weapon placement (or at least more balanced than chiron). Also, the map is about a thousand times more wide open than chiron giving you sight lines too and from the top from a myriad of places on the map. This is perhaps the biggest difference as more sight lines give you many more tactical options for taking the top in damnation than you have for taking the rocket room in chiron.
with solid play and a little bit of patience it is possible to take the top in damnation with skill alone. This is not as easily said about the rocket room that is chiron.
to summarize…
1. geographical advantage is fine as long as weapons are appropriately balanced e.g. high ground.
2. while the weapon balance is not necessarily perfect in damnation (pistol and long rifle on top) it gives enough of an advantage in arms to the bottom dwellers to have skill once again become a factor in the battle
3. chiron sucks
4. to quote kegen, “damnation is awesome.”
Yeah, but as soon as you finally “take the top with skill alone” in Damnation, and your shields are down, your partner is dead, and your clip is empty HCE will spawn both of your opponents right there on the high ground with you…. they kill you, then you and your partner spawn at the bottom of the map.
And you cited the placement of the overshield away from the top as a boon to the balance of the level, but the overshield is so far from where all the action inevitably happens (given the shittyness of the map) that by the time you hop across all the gaps and climb three ramps (in full view of the top) your shield is gone.
Honestly though, I think the map would play a little better system linked, to eliminate screen watching. It just too easy to, given the top, with a pistol (all powerful in HCE), the sniper rifle, invisibility, and ample grenades to check someones screen and then find an angle on them.
Really if you have the top, the only way you can loose in that level is to make a stupid mistake, like falling off.
The base in High Ground can’t even be compared to the top in Damnation. High Ground is SUCH a better level and is SOOO much more balanced. When I play HG I don’t really even feel like there is necessarily an advantage to spawning in the base or down the level. Where as in Damnation if I spawn on the top, I pretty much feel that its in the bag… and if I spawn and the bottom of the level by the waterfall I’m ready to quit.
I’m basically forming my opinion on 2v2 split screen play… I think Keenan is probably right that free for all would help or larger teams…. maybe.
I think defining ‘balance’ is important, but more important is defining the role ‘balance’ plays in determining the overall quality of a map. If I read you correctly, you are defining ‘balance’ as simply the trade off between geomorphological irregularities and the placement of weapons, equipment, and/or power-ups (referred to as ‘goodies’ here after) relative to those irregularities. The more extreme the geomorphological differences on the map, the more extreme the weapon placement must be to ‘balance’ those differences and if they are not adequately balanced, the “design” of the map would be considered flawed. Therefore, an unbalanced map is a badly designed map.
However, as you have rightly pointed out, ‘balance’ does not necessarily equate high map quality, e.g. an open room where everyone spawns with a BR and there are no goodies to pick up would be maximally ‘balanced’ but not a particularly fun or interesting map, and certainly unlikely to make anyone’s top 10. Movement away from this minimalist map design towards increasing complexity is possible by altering either the geomorphology of the map or by placing goodies in the map.
Of course, it actually is possible to add geomorphology to a map without affecting the ‘balance’ as you’ve defined it. To illustrate, I’ll continue our thought experiment building up from the minimalist map design. Instead of an empty room, the topography of the map could consist only of equally sized pillars equally spaced from the walls and each other. As long as every player experiences the map environment equally at all times, ‘balance’ remains the same despite the lack of compensation from goody placement. I should point out, for the sake of completeness, that it is theoretically also possible to place goodies on the map and still leave the ‘balance’ unaltered if you placed massive caches of all possible goodies with instant replacement everywhere on the map. Again, all the players are experiencing the map environment equally all the time. However, that is not to say that the addition of columns would not change the way the map plays. Now imagine, in addition to the equally spaced columns, each player spawns with a shotgun and sniper rifle instead of a BR. Depending of the spacing of the columns, the map design could favor different styles of play. This is some kind of second order interaction effect between geomorphology and weapons and is an element of balance that I referred to several times in my list that is not captured in your definition of ‘balance’, but I suspect is very important for map quality. I think the best maps accommodate multiple playing styles.
Going back to the room full of columns, you can continue to add complexity, making some columns thicker, differently spaced from each other, placing certain goodies in certain caches and not in others, etc. and ‘balance’ will remain relatively unchanged as long as the map environment each player experiences is equal on average through time. However, eventually these complexities accumulate to the point where the map environment is unequally experienced by the players, which means, depending on where in the map a player is, there is a significant difference in the likelihood of their successful completion of the objective. At this point, it does not technically matter whether the map is globally symmetrical or asymmetrical, it is the local environment experienced by the player that determines the ‘balance’ (incidentally, most symmetrical maps are bilaterally symmetrical, and it occurs to me that this global symmetry might work to balance 2 team games by allowing teams to experience the map environment equally through time, but I doubt it does anything to ‘balance’ 3+ team games or free for all games).
It is interesting, and telling, that you count only two power weapons spawning on the bottom of Damnation. I count three, the rocket launcher, sniper rifle, and shotgun. But of course, the shotgun isn’t on par with the sniper rifle and rocket launcher in terms of its conferred advantage on this map. This and the relative uselessness of the over-shield speak to a lack of balance in the interaction between geomorphology and goody placement.
It would be an interesting experiment to remove the sniper rifle and pistol from the top and see if people still camped up there, or if the camping would migrate down to the rocket launcher trench, or more likely the back room with the sender portal. My guess is that it would, in which case, it becomes less clear how much of the advantage is purely geomorphological and how much is an interaction between geomorphology and weapon placement.
A pistol spawning somewhere on the lower lever would do wonders.
The fact that teams start out in different areas throws the balance off from the start in a lot of levels, particularly ones that are less symmetrical. It’s just an inherent evil, and it’s a great scapegoat whenever someone is losing.
I love Damnation, even if I start on the bottom. And even if you know you’re going to lose, you still have to try to close the gap as much as possible. We should make a replica of Damnation in Halo 3, put the rockets up top and the Battle Rifle andSniper Rifle on bottom, and see what happens. There won’t be fall damage, but the only time people ever really die from falls is by the useless overshield bridges.
A Damnation remake for H3 (its already been done) would be fun, but comparing the dominance of the pistol to the BR is ridiculous, there is no comparison.
Damnation sucks, but I need to qualify that. It sucks 2v2, split screen, with the default weapon set and HCE’s respawn system.
For those interested:
http://www.forgehub.com/forum/competitive-maps/59363-process-damnation-remake.html
Most of my list is made up of levels that actually aren’t that great upon close inspection, they’re just my favorites to play.
Facility (Goldeneye)
Prisoner (Halo)
Zanzibar (Halo 2)
High Ground (Halo 3)
Complex (Goldeneye)
Chill Out (Halo)
Epitaph (Halo 3)
Damnation (Halo)
Longest (Halo)
The Pit (Halo 3)
That is crazy similar to Wilson’s list, just switch Damnation out for Hang am High and Epitaph out for Guardian and the lists are identical. [see above comment about H2 and Zanzibar]