Editing Forerunner City
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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 | '''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}} | ||
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 | 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 | 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. | ||
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}} | ||
*[[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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== Gallery == | == Gallery == | ||
<gallery> | <gallery> | ||
File:LostCity skyscrapers.jpg| | File:LostCity skyscrapers.jpg|Some of the initial skyscraper designs. | ||
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:LostCity flipped.jpg| | File:H3 TheLostCity LateStage.jpg|A later stage of the Lost City. | ||
File:LostCity cantilever.jpg| | |||
File:LostCity final interior 1.jpg| | |||
File:LostCity final interior 2.jpg| | |||
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. | ||
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:LostCity_Origins.png|The city, as seen in ''Origins''. | File:LostCity_Origins.png|The city, as seen in ''Origins''. | ||
</gallery> | </gallery> |