Editing Jumpmine
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| image=[[File:H3 BruteMine Transparent.png|300px]] | | image=[[File:H3 BruteMine Transparent.png|300px]] | ||
| name=Jumpmine | | name=Jumpmine | ||
|manufacturer=[[Sacred Promissory]] {{C|presumably}}{{Ref/Note|Id=origin|Given | |manufacturer=[[Sacred Promissory]] {{C|presumably}}{{Ref/Note|Id=origin|Given it reuses model and shader data from the [[Sacred Promissory]] variant of the [[Jiralhanae]]'s [[Jovokada Workshop spike grenade]] (<code>claymore_grenade</code> in ''Halo 3'' game files), as well as the [[Sandtrap]] map description stating that the location was at one point occupied by Jiralhanae, it could be reasonably inferred to be a spike explosive of Jiralhanae origin that is also manufactured by the Covenant's Sacred Promissory.}} | ||
| model= | | model= | ||
| type=[[Wikipedia:Bounding mine|Bounding mine]] | | type=[[Wikipedia:Bounding mine|Bounding mine]] | ||
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==Production notes== | ==Production notes== | ||
*The jumpmine is likely based on the [[World War II|WWII]]-era [[Wikipedia:S-mine|S-mine]], more commonly known as the "Bouncing Betty". | *The jumpmine is likely based on the [[World War II|WWII]]-era [[Wikipedia:S-mine|S-mine]], more commonly known as the "Bouncing Betty". | ||
*The jumpmine shares [[:File:H3 "jumpmine" spike grenade mesh data.png|model | *The jumpmine shares [[:File:H3 "jumpmine" spike grenade mesh data.png|model and shader data]] with the [[Jovokada Workshop spike grenade]]. Superficially, the jumpmine appears to be a spike grenade without a handle and the tactile spike protrusions around the top. | ||
*Multiplayer Design Lead [[Tyson Green]] pursued the use of jumpmines in Sandtrap. According to environmental artist [[Justin Hayward]], the jumpmine was a test of a system to prevent players from leaving the area, the other idea being the [[shrine defender]]s, which fire lasers at players that leave the play area. During development, the team tested both jumpmines and shrine defenders. Ultimately, the jumpmines were an ineffective barrier; they took too long to detonate and players can outrun their explosions. However, the team was unable to replace the jumpmines on Sandtrap with shrine defenders before the game shipped. The shrine defenders would later fulfil the same role in [[Sandbox]] from the [[Mythic Map Pack]].{{Ref/Site|URL=https://halo.bungie.net/News/content.aspx?type=topnews&link=Sandtrap_Postmortem|Site=Bungie.net|Page=Sense of Scale - Postmortem|D=13|M=10|Y=2014}} | *Multiplayer Design Lead [[Tyson Green]] pursued the use of jumpmines in Sandtrap. According to environmental artist [[Justin Hayward]], the jumpmine was a test of a system to prevent players from leaving the area, the other idea being the [[shrine defender]]s, which fire lasers at players that leave the play area. During development, the team tested both jumpmines and shrine defenders. Ultimately, the jumpmines were an ineffective barrier; they took too long to detonate and players can outrun their explosions. However, the team was unable to replace the jumpmines on Sandtrap with shrine defenders before the game shipped. The shrine defenders would later fulfil the same role in [[Sandbox]] from the [[Mythic Map Pack]].{{Ref/Site|URL=https://halo.bungie.net/News/content.aspx?type=topnews&link=Sandtrap_Postmortem|Site=Bungie.net|Page=Sense of Scale - Postmortem|D=13|M=10|Y=2014}} | ||