Sandtrap: Difference between revisions

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|devname=<code>shrine</code>
|devname=<code>shrine</code>
|map=
|map=
|location= [[Installation 00]]<ref name="postmortem"/><ref group="Note" name="waypoint"/>
|location= [[Installation 00]]{{Ref/Reuse|postmortem}}<ref group="Note" name="waypoint"/>
|terrain=[[Forerunner]] ruins, desert sand
|terrain=[[Forerunner]] ruins, desert sand
|symmetry=
|symmetry=
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Sandtrap is set in a desert wasteland on [[Installation 00|The Ark]].<ref name="postmortem">[https://halo.bungie.net/News/content.aspx?type=topnews&link=Sandtrap_Postmortem '''Bungie.net''': ''Sense of Scale - Postmortem''] - A postmortem anaylsis of Sandtrap.</ref><ref group="Note" name="waypoint">In Bungie's [https://halo.bungie.net/News/content.aspx?type=topnews&link=Sandtrap_Postmortem Sandtrap postmortem], a section of Sandtrap's design document reads ''"Deep within the boundless dune-fields of Waypoint, the high tech Forerunner structure encases the remnants of even older Forerunner stonework."''. During development of ''Halo 3'', "Waypoint" was the name given for the structure that would come to be known as The Ark.</ref> The primary focus of the map is a series of ancient [[Forerunner]] stone structures, buried in the desert sands. Surrounding the site is a circular Forerunner wall, lined with six [[Shrine defender|massive Forerunner towers]]. The stone ruins extend off to both sides of the map, though those in the centre have been partially excavated by persons unknown.
Sandtrap is set in a desert wasteland on [[Installation 00|The Ark]].<ref name="postmortem">[https://halo.bungie.net/News/content.aspx?type=topnews&link=Sandtrap_Postmortem '''Bungie.net''': ''Sense of Scale - Postmortem''] - A postmortem anaylsis of Sandtrap.</ref><ref group="Note" name="waypoint">In Bungie's [https://halo.bungie.net/News/content.aspx?type=topnews&link=Sandtrap_Postmortem Sandtrap postmortem], a section of Sandtrap's design document reads ''"Deep within the boundless dune-fields of Waypoint, the high tech Forerunner structure encases the remnants of even older Forerunner stonework."''. During development of ''Halo 3'', "Waypoint" was the name given for the structure that would come to be known as The Ark.</ref> The primary focus of the map is a series of ancient [[Forerunner]] stone structures, buried in the desert sands. Surrounding the site is a circular Forerunner wall, lined with six [[Shrine defender|massive Forerunner towers]]. The stone ruins extend off to both sides of the map, though those in the centre have been partially excavated by persons unknown.


At some point, likely during the [[Battle of Installation 00]], the area came under the occupation of the [[Jiralhanae]], who fortified the site with [[Brute landmine|landmines]] and at least one [[Type-52 Phantom]]. However, the brutes were later driven from the region and UNSC forces deployed from {{UNSCShip|Aegis Fate}} took control of the area, utilising [[D96-TCE Albatross]] ''[[03]]'' and two [[M313 Elephant]]s, named "Behemoth" and "Leviathan". An analysis of Sandtrap's atmosphere by the UNSC showed its atmospheric compositon to be the following:<ref name="elephant"/>
At some point, likely during the [[Battle of Installation 00]], the area came under the occupation of the [[Jiralhanae]], who fortified the site with [[Brute landmine|landmines]] and at least one [[Type-52 Phantom]]. However, the brutes were later driven from the region and UNSC forces deployed from {{UNSCShip|Aegis Fate}} took control of the area, utilising [[D96-TCE Albatross]] ''[[03]]'' and two [[M313 Elephant]]s, named "Behemoth" and "Leviathan". An analysis of Sandtrap's atmosphere by the UNSC showed its atmospheric compositon to be the following:{{Ref/Reuse|elephant}}
*'''Carbon dioxide''': 82.7%<ref name="elephant"/>
*'''Carbon dioxide''': 82.7%{{Ref/Reuse|elephant}}
*'''Nitrogen''': 7.5%<ref name="elephant"/>
*'''Nitrogen''': 7.5%{{Ref/Reuse|elephant}}
*'''Hydrogen''': 4.7%<ref name="elephant"/>
*'''Hydrogen''': 4.7%{{Ref/Reuse|elephant}}
*'''Argon''': 2.5%<ref name="elephant"/>
*'''Argon''': 2.5%{{Ref/Reuse|elephant}}


and surface composition to be Carbon, Silicon, Sodium, Titanium, Nitrogen, Zinc, Calcium, and other trace elements.<ref name="elephant"/><ref group="Note" name="elements">The Elephant [[:File:H3 Sandtrap ElephantScreen 2.png|readount]] lists what appear to be these elements. However, many are too blurry to make out properly. An identical label can be found on the ''Halo 3: ODST'' map [[Windward]], though in higher resolution.</ref> In addition, the composition of the structures is presently unknown, and life signs in the region are minimal.<ref name="elephant">[[:File:H3 Sandtrap ElephantScreen 2.png|Elephant analysis screens]] on the map.</ref>
and surface composition to be Carbon, Silicon, Sodium, Titanium, Nitrogen, Zinc, Calcium, and other trace elements.{{Ref/Reuse|elephant}}<ref group="Note" name="elements">The Elephant [[:File:H3 Sandtrap ElephantScreen 2.png|readount]] lists what appear to be these elements. However, many are too blurry to make out properly. An identical label can be found on the ''Halo 3: ODST'' map [[Windward]], though in higher resolution.</ref> In addition, the composition of the structures is presently unknown, and life signs in the region are minimal.<ref name="elephant">[[:File:H3 Sandtrap ElephantScreen 2.png|Elephant analysis screens]] on the map.</ref>


[[File:H3_Sandtrap_Numbered.jpg|thumb|right|200px|1) The main base with the "cavern" below, 2) The destroyed Phantom, 3) The main "spine" of the level, 4) The upper "deck", 5) Smaller base, 6) The buried Albatross.]]
[[File:H3_Sandtrap_Numbered.jpg|thumb|right|200px|1) The main base with the "cavern" below, 2) The destroyed Phantom, 3) The main "spine" of the level, 4) The upper "deck", 5) Smaller base, 6) The buried Albatross.]]
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==Secrets of Sandtrap==
==Secrets of Sandtrap==
[[File:H3_Sandtrap_DaVinci_2.jpg|right|thumb|One of the Da Vinci objects on the map.]]
[[File:H3_Sandtrap_DaVinci_2.jpg|right|thumb|One of the Da Vinci objects on the map.]]
The "Secret of Sandtrap" is a community-generated idea that Sandtrap has a large secret, and was the subject of community speculation for many years.<ref name="postmortem"/> As such, players have spent countless hours poring over Sandtrap's details, attempting to uncode the "secrets" behind the following map production objects;
The "Secret of Sandtrap" is a community-generated idea that Sandtrap has a large secret, and was the subject of community speculation for many years.{{Ref/Reuse|postmortem}} As such, players have spent countless hours poring over Sandtrap's details, attempting to uncode the "secrets" behind the following map production objects;
*Each tower is paired with a [[Da Vinci Code Objects|low-poly sphere using a default texture]]. These spheres fire faint beams that strike near the player, spawning the [[brute landmine]]s that pop out of the ground in the minefield.
*Each tower is paired with a [[Da Vinci Code Objects|low-poly sphere using a default texture]]. These spheres fire faint beams that strike near the player, spawning the [[brute landmine]]s that pop out of the ground in the minefield.
*The two wind tunnels or air lifts are powered by a green square object. There are only two of these objects hidden underneath each of the tunnels or lifts. To see them, you must get under the map in [[Theater]] and fly to them. Another way to view them is by [[modding]] a map to have them on the surface.
*The two wind tunnels or air lifts are powered by a green square object. There are only two of these objects hidden underneath each of the tunnels or lifts. To see them, you must get under the map in [[Theater]] and fly to them. Another way to view them is by [[modding]] a map to have them on the surface.
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*There is a symbol inside the "crypt" of Sandtrap which is the same symbol inside the crypt of [[Sandbox]] and they are crossed on the hologram on the ceiling and on the double block, stone platform, so they may have a lot in common.
*There is a symbol inside the "crypt" of Sandtrap which is the same symbol inside the crypt of [[Sandbox]] and they are crossed on the hologram on the ceiling and on the double block, stone platform, so they may have a lot in common.


In an interview later conducted in 2010, however, Justin Hayworth did indicate that Sandtrap does have a secret involving the script found on the metal panels in the stone structures, the script being identical to that found on [[Epitaph]].<ref name="postmortem"/> Hayworth had the following to say;
In an interview later conducted in 2010, however, Justin Hayworth did indicate that Sandtrap does have a secret involving the script found on the metal panels in the stone structures, the script being identical to that found on [[Epitaph]].{{Ref/Reuse|postmortem}} Hayworth had the following to say;
{{Article quote|There are tons of strips of metal littered throughout Sandtrap that have weird digital writing on them and I wanted those to have meaning. My hope was that people would pour over the script and try to figure it out. It’s actually the same ‘text’ that appears on Epitaph.}}
{{Article quote|There are tons of strips of metal littered throughout Sandtrap that have weird digital writing on them and I wanted those to have meaning. My hope was that people would pour over the script and try to figure it out. It’s actually the same ‘text’ that appears on Epitaph.}}


Hayworth later professed to not remembering if he definitely did place a "secret" on Sandtrap, and what it was.<ref name="postmortem"/> A thread further detailing the cipher can be found [https://www.reddit.com/r/gamedetectives/comments/58dynk/the_secret_of_sandtrap_unsolved_bungie_cipher/ here].
Hayworth later professed to not remembering if he definitely did place a "secret" on Sandtrap, and what it was.{{Ref/Reuse|postmortem}} A thread further detailing the cipher can be found [https://www.reddit.com/r/gamedetectives/comments/58dynk/the_secret_of_sandtrap_unsolved_bungie_cipher/ here].


==Strategies==
==Strategies==
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[[File:H3 Sandtrap Concept.jpg|thumb|right|200px|Concept art for Sandtrap.]]
[[File:H3 Sandtrap Concept.jpg|thumb|right|200px|Concept art for Sandtrap.]]
[[File:H3 Sandtrap Initial Layout.jpg|thumb|200px|right|The initial layout idea for Sandtrap, with attackers pressing into the "bowl".]]
[[File:H3 Sandtrap Initial Layout.jpg|thumb|200px|right|The initial layout idea for Sandtrap, with attackers pressing into the "bowl".]]
*Sandtrap, known in development as "Shrine", started development in [[2005 (real world)|2005]]. Developer [[Justin Hayward]]'s goals for the map initially were to make "the ultimate warthog map" and to make the map friendly for both infantry and vehicles. The initial concept was extremely large, but scaled down during development, with the initial idea intending to be an a sequential objective map (similar to the [[Invasion]] mode later featured in ''[[Halo: Reach]]''), where the attacking team would assault a section of the map that would lead into the "bowl" that would later become the setting of Sandtrap. This initial opening section was also massive, and was "a second Sandtrap right next to the one you know.”.<ref name="postmortem"/>
*Sandtrap, known in development as "Shrine", started development in [[2005 (real world)|2005]]. Developer [[Justin Hayward]]'s goals for the map initially were to make "the ultimate warthog map" and to make the map friendly for both infantry and vehicles. The initial concept was extremely large, but scaled down during development, with the initial idea intending to be an a sequential objective map (similar to the [[Invasion]] mode later featured in ''[[Halo: Reach]]''), where the attacking team would assault a section of the map that would lead into the "bowl" that would later become the setting of Sandtrap. This initial opening section was also massive, and was "a second Sandtrap right next to the one you know.”.{{Ref/Reuse|postmortem}}
*At the time of the map's conception, the only solid detail of the map's setting was to be set in miscellaneous Forerunner structures, with the official design documentation later adding ''"Deep within the boundless dune-fields of Waypoint, the high tech Forerunner structure encases the remnants of even older Forerunner stonework."''. Hayward chose sandstone as the map's primary structural element as it provided a more "human scale" element, with the intent of being more mysterious. There was internal debate at Bungie with some developers opposing the idea of using sandstone Forerunner structures, while Hayward wanted to use the external metal guardian towers to feel like they were containing something on the map.<ref name="postmortem"/> Originally, there would have been a dozen or so towers around the map.
*At the time of the map's conception, the only solid detail of the map's setting was to be set in miscellaneous Forerunner structures, with the official design documentation later adding ''"Deep within the boundless dune-fields of Waypoint, the high tech Forerunner structure encases the remnants of even older Forerunner stonework."''. Hayward chose sandstone as the map's primary structural element as it provided a more "human scale" element, with the intent of being more mysterious. There was internal debate at Bungie with some developers opposing the idea of using sandstone Forerunner structures, while Hayward wanted to use the external metal guardian towers to feel like they were containing something on the map.{{Ref/Reuse|postmortem}} Originally, there would have been a dozen or so towers around the map.
*Two notes on Sandtrap's concept sheet in early development were “Crater at center accessible by tunnels that radiate out from the pit” and “Drivable beach area extends all the way around the island.” - although these concepts would make their way onto the map, it was decided that the map was too large for capture and hold-style progression, as at the time the team was still trying to figure out what ''Halo 3''s multiplayer would be. Hayworth began 3D blockouts to ascertain a sense of scale, and realised the map fit a good spot currently absent in the sandbox; a large map with an asymmetric objective and layout.<ref name="postmortem"/>
*Two notes on Sandtrap's concept sheet in early development were “Crater at center accessible by tunnels that radiate out from the pit” and “Drivable beach area extends all the way around the island.” - although these concepts would make their way onto the map, it was decided that the map was too large for capture and hold-style progression, as at the time the team was still trying to figure out what ''Halo 3''s multiplayer would be. Hayworth began 3D blockouts to ascertain a sense of scale, and realised the map fit a good spot currently absent in the sandbox; a large map with an asymmetric objective and layout.{{Ref/Reuse|postmortem}}
*At this time, the game's sandbox of weapons and vehicles (including the [[AV-14 Hornet|Hornet]], [[M6 Spartan Laser|Spartan Laser]] and [[LAU-65D/SGM-151 missile pod|missile pod]]) was beginning to take shape, which fit well with the need to make the vehicle offerings on the map a bit less dominant. The addition of larger vehicle routes, however, was done to allow light vehicles to escape grenades and regular gunfire. Hayworth then left to work on [[Snowbound]] while designer [[Chris Carney]] jumped on Sandtrap and began architecting and layout sketches.<ref name="postmortem"/>
*At this time, the game's sandbox of weapons and vehicles (including the [[AV-14 Hornet|Hornet]], [[M6 Spartan Laser|Spartan Laser]] and [[LAU-65D/SGM-151 missile pod|missile pod]]) was beginning to take shape, which fit well with the need to make the vehicle offerings on the map a bit less dominant. The addition of larger vehicle routes, however, was done to allow light vehicles to escape grenades and regular gunfire. Hayworth then left to work on [[Snowbound]] while designer [[Chris Carney]] jumped on Sandtrap and began architecting and layout sketches.{{Ref/Reuse|postmortem}}
*The landmines littering the perimeter originated as laser beams fired from the guardian towers similar to the ones later implemented on [[Sandbox]]. During development, the team implemented the landmines as a test of a separate system and did intend on reversing the change back to the lasers, but were unable to do so before the game shipped.<ref name="postmortem"/>
*The landmines littering the perimeter originated as laser beams fired from the guardian towers similar to the ones later implemented on [[Sandbox]]. During development, the team implemented the landmines as a test of a separate system and did intend on reversing the change back to the lasers, but were unable to do so before the game shipped.{{Ref/Reuse|postmortem}}
*The architecture of the [[Forerunner]] structures on both ''Sandtrap'' and [[Sandbox]] share a striking resemblance to the architectural design encountered on Lh'owon in ''[[Marathon (Video Game Series)|Marathon]]''.
*The architecture of the [[Forerunner]] structures on both ''Sandtrap'' and [[Sandbox]] share a striking resemblance to the architectural design encountered on Lh'owon in ''[[Marathon (Video Game Series)|Marathon]]''.
*Sandtrap was recreated in the [[Halo Mash-Up: Minecraft Evolved]].<ref>[https://blogs.halowaypoint.com/en-us/blogs/waypoint/posts/more-master-chief-and-minecraft '''Halo Waypoint -''' ''More Master Chief and Minecraft'']</ref>
*Sandtrap was recreated in the [[Halo Mash-Up: Minecraft Evolved]].<ref>[https://blogs.halowaypoint.com/en-us/blogs/waypoint/posts/more-master-chief-and-minecraft '''Halo Waypoint -''' ''More Master Chief and Minecraft'']</ref>