Forerunner City: Difference between revisions

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{{Quote|All I can say is, imagine a beard trimmer, and each blade of the comb is the size of manhattan, each with tiered 'hoods.|[[Paul Russel]]{{Ref/Twitter|Dr_Abominable|732114909027176450|Paul Russel|Quote=All I can say is, imagine a beard trimmer, and each blade of the comb is the size of manhattan, each with tiered 'hoods.|D=30|M=10|Y=2020}}}}
{{Quote|All I can say is, imagine a beard trimmer, and each blade of the comb is the size of manhattan, each with tiered 'hoods.|[[Paul Russel]]{{Ref/Twitter|Dr_Abominable|732114909027176450|Paul Russel|Quote=All I can say is, imagine a beard trimmer, and each blade of the comb is the size of manhattan, each with tiered 'hoods.|D=30|M=10|Y=2020}}}}
'''100_forecity''' (or more simply, '''Forerunner City''') was a level that was worked on during the [[Development of Halo 3|development]] of ''[[Halo 3]]'', but was [[Cut Halo 3 levels|ultimately cut from]] the game. The level was to follow on from [[Alpine (cut Halo 3 level)|090_alpine]], and was ultimately combined with 090_alpine in the final release of the game to form the mission [[The Covenant (level)|The Covenant]].{{Ref/Twitter|Id=DanConfirms|dmiller360|1498175220737196032|Dan Miller|Quote=Alpine and Forerunner City become ‘The Covenant’ if I recall correctly.|D=28|M=02|Y=2022}} The level is famous for its distinctive [[Forerunner]] structures, more commonly known by the nickname '''The Lost City''',{{Ref/Reuse|picasa}} or more jokingly, '''"Forerunner Condo"''' to Bungie and '''"Cuesta Verde phase 4"''' to [[Vic DeLeon]].{{Ref/Twitter|Id=condo|vicdeleon|1250140058088124416|Vic DeLeon|Quote=We called it Forerunner Condo. I called it Cuesta Verde phase 4. The fiction behind it was a supposed housing complex for Forerunner scientists living on the ring. Maybe for the Librarian's team? I don't really remember.|D=14|M=4|Y=2020}}  
'''100_forecity''' (or more simply, '''Forerunner City''') was a level that was worked on during the [[Development of Halo 3|development]] of ''[[Halo 3]]'', but was [[Cut Halo 3 levels|ultimately cut from]] the game. The level was to follow on from [[Alpine (cut Halo 3 level)|090_alpine]], and was ultimately combined with 090_alpine in the final release of the game to form the mission [[The Covenant (level)|The Covenant]].{{Ref/Twitter|Id=DanConfirms|dmiller360|1498175220737196032|Dan Miller|Quote=Alpine and Forerunner City become ‘The Covenant’ if I recall correctly.|D=28|M=02|Y=2022}} The level is famous for its distinctive [[Forerunner]] structures, more commonly known by the nickname '''The Lost City''',{{Ref/Reuse|picasa}}{{Ref/Reuse|GoogleRussel}} or more jokingly, '''"Forerunner Condo"''' to Bungie and '''"Cuesta Verde phase 4"''' to [[Vic DeLeon]].{{Ref/Twitter|Id=condo|vicdeleon|1250140058088124416|Vic DeLeon|Quote=We called it Forerunner Condo. I called it Cuesta Verde phase 4. The fiction behind it was a supposed housing complex for Forerunner scientists living on the ring. Maybe for the Librarian's team? I don't really remember.|D=14|M=4|Y=2020}}  


Forerunner City was given some limited development during ''Halo 3''{{'}}s production, with basic mission layouts and 3D models generated, though these were largely scrapped once the level was merged to become The Covenant. Many of its intended plot beats were adapted into the final game mostly-intact (albeit polished). In the final game, the remnants of Forerunner City can be seen in the final encounter on The Covenant - particularly the sections inside the [[Installation 00 Citadel|Citadel]] at the end of the level. Most of the plot information about the level comes from a [[:File:H3 Script FirstDraft.pdf|first-draft script]] uploaded online by campaign design lead Rob Stokes.{{Ref/Site|Id=Stokes|URL=https://rpstokes53.wixsite.com/work-of-rob-stokes/halo-3|Site=Work of Rob Stokes|Page=Halo 3|D=25|M=05|Y=2023}}
Forerunner City was given some limited development during ''Halo 3''{{'}}s production, with basic mission layouts and 3D models generated, though these were largely scrapped once the level was merged to become The Covenant. Many of its intended plot beats were adapted into the final game mostly-intact (albeit polished). In the final game, the remnants of Forerunner City can be seen in the final encounter on The Covenant - particularly the sections inside the [[Installation 00 Citadel|Citadel]] at the end of the level. Most of the plot information about the level comes from a [[:File:H3 Script FirstDraft.pdf|first-draft script]] uploaded online by campaign design lead Rob Stokes.{{Ref/Site|Id=Stokes|URL=https://rpstokes53.wixsite.com/work-of-rob-stokes/halo-3|Site=Work of Rob Stokes|Page=Halo 3|D=25|M=05|Y=2023}}


==Overview==
==Overview==
Forerunner City received some limited development and 3D prototyping in ''Halo 3''{{'}}s development before being combined with Alpine to form The Covenant. An initial script pass was done by Rob Stokes, with visual look-development done by Paul Russel. During production, Russel's 3D environment grew so large that "''it could be a game in itself''".{{Ref/Site|Id=picasa|URL=https://picasaweb.google.com/114253662089061571624/Halo3TheLostCity#5573889624080394914|Site=Picasaweb.google.com (defunct): Paul Russel > Halo 3: The Lost City|D=11|M=2|Y=2011|ArchiveURL=https://web.archive.org/web/20160413070942/https://picasaweb.google.com/114253662089061571624/Halo3TheLostCity}}  Nonetheless, it was to have been a fully-playable level, with Russel's 3D blockout used as the basis for a level layout plan done by Stokes.
Forerunner City received some limited development and 3D prototyping in ''Halo 3''{{'}}s development before being combined with Alpine to form The Covenant. An initial script pass was done by Rob Stokes, with visual look-development done by Paul Russel. During production, Russel's 3D environment grew so large that "''it could be a game in itself''".{{Ref/Site|Id=picasa|URL=https://picasaweb.google.com/114253662089061571624/Halo3TheLostCity#5573889624080394914|Site=Picasaweb.google.com (defunct): Paul Russel > Halo 3: The Lost City|D=11|M=2|Y=2011|ArchiveURL=https://web.archive.org/web/20160413070942/https://picasaweb.google.com/114253662089061571624/Halo3TheLostCity}}{{Ref/Site|Id=GoogleRussel|URL=https://photos.google.com/share/AF1QipPaIX7V20Jzg5bfSpzw9l4nZfMZIbp6WAaSwMqD3pVle0JrKHUuRSE4xN9U5QW3rw?key=aDBoUEVYaWg5Y3pvaEhtUzVCRFZWSnA2WGEyalZ3|Site=Google Pictures|Page=Halo 3: The Lost City|D=01|M=06|Y=2023}}  Nonetheless, it was to have been a fully-playable level, with Russel's 3D blockout used as the basis for a level layout plan done by Stokes.


As part of Russel's development process for the art in the level, he tried to use the city's architecture to showcase values held by [[Forerunner]] society and how they might have lived their daily lives.{{Ref/Twitter|Id=fore1|Dr_Abominable|732109307529986048|Paul Russel|Quote=In terms of creating spaces that had cultural function, tried to imply Forerunner daily life through architecture. What their values were. How function and form worked, probably the most interesting thing I took on, because it wasn't just cool shapes with mysterious purpose. Telling a story|D=16|M=5|Y=2016}} Vic DeLeon also worked on the level, and further elaborated that their goal was to create something more than "just cool shapes with mysterious purpose," creating something that told a story.{{Ref/Reuse|fore1}} Russel stated that in total, there "were probably 10 different versions of the city."{{Ref/Reuse|DeLeonpics}}
As part of Russel's development process for the art in the level, he tried to use the city's architecture to showcase values held by [[Forerunner]] society and how they might have lived their daily lives.{{Ref/Twitter|Id=fore1|Dr_Abominable|732109307529986048|Paul Russel|Quote=In terms of creating spaces that had cultural function, tried to imply Forerunner daily life through architecture. What their values were. How function and form worked, probably the most interesting thing I took on, because it wasn't just cool shapes with mysterious purpose. Telling a story|D=16|M=5|Y=2016}} Vic DeLeon also worked on the level, and further elaborated that their goal was to create something more than "just cool shapes with mysterious purpose," creating something that told a story.{{Ref/Reuse|fore1}} Russel stated that in total, there "were probably 10 different versions of the city."{{Ref/Reuse|DeLeonpics}}
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*Rob Stokes (mission design and script)
*Rob Stokes (mission design and script)
*[[Dan Miller]] (level designer){{Ref/Reuse|NeoGAFDan1}}{{Ref/Twitter|Id=DanShip|dmiller360|1498411926853865475|Dan Miller|Quote=I’m surprised we shipped those scripts at all. I worked on ForeCity but barely. We cut those early.|D=28|M=02|Y=2022}}
*[[Dan Miller]] (level designer){{Ref/Reuse|NeoGAFDan1}}{{Ref/Twitter|Id=DanShip|dmiller360|1498411926853865475|Dan Miller|Quote=I’m surprised we shipped those scripts at all. I worked on ForeCity but barely. We cut those early.|D=28|M=02|Y=2022}}
*[[Paul Russel]] (3D environment art){{Ref/Reuse|picasa}}
*[[Paul Russel]] (3D environment art){{Ref/Reuse|picasa}}{{Ref/Reuse|GoogleRussel}}
*[[Vic DeLeon]] (3D environment art){{Ref/Reuse|condo}}
*[[Vic DeLeon]] (3D environment art){{Ref/Reuse|condo}}
*[[Isaac Hannaford]] (concept art paintovers)
*[[Isaac Hannaford]] (concept art paintovers)
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The cutscene inside the Citadel would play out much akin to the final game's, albeit with less refined dialogue. The Arbiter and Chief enter the foyer and are subjected to see a live feed of Truth activating the [[Halo Array]]. He calls on his Brute bodyguards to bring Miranda - now captured - from the shadows with the intent of activating the rings. However, she struggles against her captor and is able to grab the Brute's pistol - holding it in the air and turning around. As the Brutes close in around her, Truth hides behind them. Miranda realizes that they need her to activate the rings and starts to bring the gun to her own head, only to be stopped by Truth. Truth grabs her by the throat and then brings her over to the activation console - using her to activate the rings in much the same way as he uses [[Avery Johnson|Johnson]] in the final game. Finally, he then snaps Miranda's neck, killing her.
The cutscene inside the Citadel would play out much akin to the final game's, albeit with less refined dialogue. The Arbiter and Chief enter the foyer and are subjected to see a live feed of Truth activating the [[Halo Array]]. He calls on his Brute bodyguards to bring Miranda - now captured - from the shadows with the intent of activating the rings. However, she struggles against her captor and is able to grab the Brute's pistol - holding it in the air and turning around. As the Brutes close in around her, Truth hides behind them. Miranda realizes that they need her to activate the rings and starts to bring the gun to her own head, only to be stopped by Truth. Truth grabs her by the throat and then brings her over to the activation console - using her to activate the rings in much the same way as he uses [[Avery Johnson|Johnson]] in the final game. Finally, he then snaps Miranda's neck, killing her.
<gallery>
<gallery>
File:H3 TheCovenant Storyboard 13.jpg|A [[Halo 3 storyboards|storyboard]] of Truth and Miranda.
File:H3 TheCovenant Storyboard 7.jpg| A [[Halo 3 storyboards|storyboard]] of The Arbiter, Master Chief, and Guilty Spark entering the foyer.
File:H3 TheCovenant Storyboard 13.jpg|A storyboard of Truth and Miranda.
File:H3_TheCovenant_Storyboard_15.jpg|A storyboard of Truth, having killed Miranda.
File:H3_TheCovenant_Storyboard_15.jpg|A storyboard of Truth, having killed Miranda.
File:H3 Crow'sNest Storyboard 7.jpg
</gallery>
</gallery>


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With a brief respite in the fighting, Chief, Arbiter, and Spark ponder that the Flood is now truly unstoppable - they are on the Ark and the Halos cannot be fired anymore. However, Chief begins to see flashes of Cortana around him, and finds himself at a dark corridor. He heads down the corridor and finds himself at a console with a brief apparition of Cortana standing next to it. A single button can be pressed, which sees the walls of the chamber begin to unfold and reveal the Ark's core around them. A [[Installation 08|new Halo ring]] then arises from the [[Foundry (location)|foundry]] as in the final game. The dialogue plays out mostly the same, with Chief and Arbiter agreeing to light the ring, Spark flying off into the distance, and Chief making the decision to retrieve Cortana from the remains of High Charity.
With a brief respite in the fighting, Chief, Arbiter, and Spark ponder that the Flood is now truly unstoppable - they are on the Ark and the Halos cannot be fired anymore. However, Chief begins to see flashes of Cortana around him, and finds himself at a dark corridor. He heads down the corridor and finds himself at a console with a brief apparition of Cortana standing next to it. A single button can be pressed, which sees the walls of the chamber begin to unfold and reveal the Ark's core around them. A [[Installation 08|new Halo ring]] then arises from the [[Foundry (location)|foundry]] as in the final game. The dialogue plays out mostly the same, with Chief and Arbiter agreeing to light the ring, Spark flying off into the distance, and Chief making the decision to retrieve Cortana from the remains of High Charity.


<gallery>
File:H3 TheCovenant Storyboard 25.jpg|A storyboard depicting the aftermath of Chief and Arbiter facing off against the Flood.
</gallery>
What would have followed next would be the level [[High Charity (cut Halo 3 level)|High Charity]], though in the final game this level was cut and replaced by the level [[Cortana]].
What would have followed next would be the level [[High Charity (cut Halo 3 level)|High Charity]], though in the final game this level was cut and replaced by the level [[Cortana]].


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== Gallery ==
== Gallery ==
===The Lost City===
The first images ever revealed of Forerunner City were originally uploaded in a (now-defunct) Picasa web gallery titled ''Halo 3: The Lost City'', by [[Paul Russel]].{{Ref/Reuse|picasa}} While the original gallery has since been transferred to [https://photos.google.com/share/AF1QipPaIX7V20Jzg5bfSpzw9l4nZfMZIbp6WAaSwMqD3pVle0JrKHUuRSE4xN9U5QW3rw?key=aDBoUEVYaWg5Y3pvaEhtUzVCRFZWSnA2WGEyalZ3 Google Pictures],{{Ref/Reuse|GoogleRussel}} a direct archive of the gallery's contents and the images' original captions can be found below.
<gallery>
File:LostCity skyscrapers.jpg|{{Quote|How to build a forerunner city. Start with crazy skyscrapers.}}
File:LostCity DetailedAreas.jpg|{{Quote|Focus on a couple of detailed areas on a building.}}
File:LostCity Details.jpg|{{Quote|Check that building out, making sure you have the detail where you want it.}}
File:LostCity StartAgain.jpg|{{Quote|Then throw it away and start again with a more solid shape. Abandoning the idea that the forerunners would build a human like city.}}
File:LostCity Arcology.jpg|{{Quote|Stack those few shapes together into one massive building.}}
File:LostCity flipped.jpg|{{Quote|Then flip it on top of itself.}}
File:LostCity cantilever.jpg|{{Quote|Chuck the previous idea and go for a cantilevered and very ornate pattern of a single building.}}
File:LostCity Detail.jpg|{{Quote|Take a gander to see if you're going to kill the engine with too much detail.}}
File:TheLostCity.jpg|{{Quote|Shorten it and check it out as a whole.}}
File:LostCity final interior 1.jpg|{{Quote|Throw all that work away and merge the repetitive with the skyscraper arcology.}}
File:LostCity Interior.jpg|{{Quote|Check out the handiwork, begin work with design.}}
File:LostCity final interior 2.jpg|{{Quote|Toss the whole level because it could be a game in itself.}}
File:HaloLatticework.jpg|{{Quote|How to build a halo. Weave it on a loom.}}
File:H3 Ark Dynamic Concept.jpg|{{Quote|Early concept of the ark as a dynamic element in the sky.}}
File:H3 Ark Dynamic Night Concept.jpg|{{Quote|The same view at night as the arm you occupy spins into darkness. However the ark's many spinning elements are aligned differently.}}
File:H3 Ark Concept 2.jpg|{{Quote|View from space. Note the ring is a halo under construction. In this concept I didn't want to have anything too much bigger than the halo itself.}}
</gallery>
===Other images===
<gallery>
<gallery>
File:LostCity skyscrapers.jpg|Some of the initial skyscraper designs.
File:H3 TheLostCity LateStage.jpg|A later stage of the Lost City showcased by Paul Russel on Twitter.
File:LostCity flipped.jpg|The early arcology model.
File:LostCity cantilever.jpg|Closeup on the structure's cantilever pattern.
File:LostCity final interior 1.jpg|A view of the interior space of the final design.
File:LostCity final interior 2.jpg|Another view of the arcology interior.
File:H3 TheLostCity LateStage.jpg|A later stage of the Lost City.
File:H3_TheLostCity_Side.jpg|A side view of this later stage.
File:H3_TheLostCity_Side.jpg|A side view of this later stage.
File:H3 Concept LostCityPaintover.jpg|Concept paintover of the previous screenshot.
File:H3 Concept LostCityPaintover.jpg|Concept paintover of the previous screenshot by Isaac Hannaford.
File:H3 Concept LostCity.jpg|Concept art of the Lost City's exterior, bearing extreme resemblance to the final game's Cartographer.
File:H3 Concept LostCity.jpg|Concept art of the Lost City's exterior, bearing extreme resemblance to the final game's Cartographer.
File:H3 TheArk MatteSkybox.png|The matte skybox texture for [[The Ark (level)|The Ark]] level in the final game. The distant boundaries of the installation's [[refugia]] appear to sport a host of Forerunner towers bearing heavy resemblance to the models produced and scrapped for this level.
File:H3 TheArk ForerunnerCity Screenshot.jpg|An extreme closeup on the structures in the skybox.
File:LostCity_Origins.png|The city, as seen in ''Origins''.
File:LostCity_Origins.png|The city, as seen in ''Origins''.
</gallery>
</gallery>