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{{Level infobox | {{Level infobox | ||
|pagegamelabel=ODST | |pagegamelabel=ODST | ||
|image=[[File:H3ODST MombasaStreets Loadscreen.png|300px]] | |image=[[File:H3ODST MombasaStreets Loadscreen.png|300px]] | ||
|prev=*''[[Prepare To Drop]]'' {{C|Gameplay}} | |||
*''[[Kikowani Station]]'' {{C|Chronologically}} | |||
|next=*''[[Data Hive]]'' {{C|Chronologically}} | |||
*''[[Tayari Plaza]]'' {{C|Following the story}} | |||
|game=''[[Halo 3: ODST]]'' | |game=''[[Halo 3: ODST]]'' | ||
|devname=<code>h100</code> | |devname=<code>h100</code> | ||
|player= | |name='''''Mombasa Streets''''' | ||
|player=[[The Rookie]] | |||
|date=[[2552#October|October 20, 2552]], 2206 hours | |date=[[2552#October|October 20, 2552]], 2206 hours | ||
|place= | |place=[[New Mombasa]], [[Kenya]], [[Earth]] | ||
|objective=Explore the city and find the respective beacons leading to each flashback levels. | |objective=Explore the city and find the respective beacons leading to each flashback levels. | ||
|parscore=100,000 {{C|''Halo 3: ODST''}} | |parscore=100,000 {{C|''Halo 3: ODST''}} | ||
}} | }} | ||
{{Article | {{Article Quote|Explore the city, find your ODST team.}} | ||
'''Mombasa Streets''' is the second campaign level of ''[[Halo 3: ODST]]'', and serves as "the hub", an open-world environment used to access flashback missions. It is set in the city of [[New Mombasa]]. | '''Mombasa Streets''' is the second campaign level of ''[[Halo 3: ODST]]'', and serves as "the hub", an open-world environment used to access flashback missions. It is set in the city of [[New Mombasa]]. | ||
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The city map provided by the [[Superintendent (Construct)|Superintendent]] highlights points of interest, such as the "beacon" objects. The Superintendent also guides the player into the right direction using the city's plentiful digital signs and billboards. | The city map provided by the [[Superintendent (Construct)|Superintendent]] highlights points of interest, such as the "beacon" objects. The Superintendent also guides the player into the right direction using the city's plentiful digital signs and billboards. | ||
During the first playthrough, some areas in the city are inaccessible, and the player is forced to play the | During the first playthrough, some areas in the city are inaccessible, and the player is forced to play the flashbacks in chronological order. Completing flashbacks unlocks more areas in the city, allowing the player to progress to the next beacon. Once game is completed, the city is fully unlocked for exploration. | ||
==Plot== | ==Plot== | ||
The level starts six hours after the Squad's [[Operation: BUMRUSH|failed orbital insertion]], in the occupied [[New Mombasa City Center]]. Some time after [[the Rookie]] wakes up, exits his [[ | The level starts six hours after the Squad's [[Operation: BUMRUSH|failed orbital insertion]], in the occupied [[New Mombasa City Center]]. Some time after [[the Rookie]] wakes up, exits his [[Single Occupant Exoatmospheric Insertion Vehicle|pod]] and starts to explore the city, the [[Superintendent (Construct)|Superintendent]] will contact him via a public phone and upload a map of the city to his [[Visual Intelligence System, Reconnaissance|VISR]] navigation database. After finding the final beacon and completing the last flashback level, the Rookie will receive a distress signal from [[Captain (Navy)|Captain]] [[Veronica Dare|Dare]], who is pinned down in the data center under the city. At this point, the city will be mostly locked, with only a way to the nearest underground entrance, where the Rookie will descend into the depths of the city underground. | ||
==Transcript== | ==Transcript== | ||
[[File:NM sectors.png|thumb|Map of the level, showing the city's sectors.]] | [[File:NM sectors.png|thumb|right|Map of the level, showing the city's sectors.]] | ||
'''THE ROOKIE''' | '''THE ROOKIE''' | ||
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'''6 hours after drop''' | '''6 hours after drop''' | ||
''The Rookie slowly opens his eyes in his pod. There is static interference in his visor, and multiple cracks in his pod's windows. The screens that are still working are filled with static. Two Covenant [[ | ''The Rookie slowly opens his eyes in his pod. There is static interference in his visor, and multiple cracks in his pod's windows. The screens that are still working are filled with static. Two Covenant [[Phantom]]s fly in the background.'' | ||
''Shortly after the dropships pass, the Rookie activates four explosive bolts to release his pod door open. The pod is on the edge of a short building, but, having no other choice, the Rookie hops out, only to fall about 15 feet to ground, injuring him slightly. If the game is being played in cooperative mode, the bolts section is skipped, and the hatch is popped automatically, as is the Rookie jumping out.'' | ''Shortly after the dropships pass, the Rookie activates four explosive bolts to release his pod door open. The pod is on the edge of a short building, but, having no other choice, the Rookie hops out, only to fall about 15 feet to ground, injuring him slightly. If the game is being played in cooperative mode, the bolts section is skipped, and the hatch is popped automatically, as is the Rookie jumping out.'' | ||
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*'''Buck (COM)''' ''(flashback)'': "All right. Meet you up top!" | *'''Buck (COM)''' ''(flashback)'': "All right. Meet you up top!" | ||
''Fades to black. [[NMPD HQ]] begins.'' | ''Fades to black. [[NMPD HQ|NMPD HQ]] begins.'' | ||
[http://youtu.be/YgiB_H06XSY '''{''NMPD HQ Outro''}'''] | [http://youtu.be/YgiB_H06XSY '''{''NMPD HQ Outro''}'''] | ||
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|- | |- | ||
|[[New Mombasa Sector 9|Sector 9]], in front of [[New Mombasa Uplift]] building | |[[New Mombasa Sector 9|Sector 9]], in front of [[New Mombasa Uplift]] building | ||
|align="center" width="225px" | [[File:H3ODST Beacon Uplift Reserve.jpg|225px]]<br/>Damaged [[F-99 | |align="center" width="225px" | [[File:H3ODST Beacon Uplift Reserve.jpg|225px]]<br/>Damaged [[F-99 Unmanned Combat Aerial Vehicle|F-99 Drone]] Optics Package | ||
|[[Taylor H. Miles|Dutch]] | |[[Taylor H. Miles|Dutch]] | ||
|[[Uplift Reserve]] | |[[Uplift Reserve]] | ||
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|- | |- | ||
|[[New Mombasa Sector 3|Sector 3]], hanging from a power line | |[[New Mombasa Sector 3|Sector 3]], hanging from a power line | ||
|align="center" width="225px" | [[File:H3ODST Beacon NMPD HQ.jpg|225px]]<br/>[[ | |align="center" width="225px" | [[File:H3ODST Beacon NMPD HQ.jpg|225px]]<br/>[[Sniper Rifle System 99D-S2 Anti-Matériel|Sniper Rifle]] | ||
|[[Kojo Agu|Romeo]] | |[[Kojo Agu|Romeo]] | ||
|[[NMPD HQ]] | |[[NMPD HQ|NMPD HQ]] | ||
|3 hours after drop (19:14) | |3 hours after drop (19:14) | ||
|- | |- | ||
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*The entire BSP (the level geometry itself) is not rendered at once because of engine limitations - this is why Bungie put in blast doors and walls in between sectors. Furthermore, some of the BSPs are identical - Sectors 4 and 5, 3 and 8, and 0 and 9.{{Ref/Game|H3ODST|[[:File:NM sectors.png|VISR database - New Mombasa map]]}} The only noticeable difference is that players cannot enter the building in Sector 4 as they did the one in Sector 5, and another being the [[Uplift Nature Reserve]] in Sector 9. Also, when the player opens a blast door, the BSP loads, but, for example, if the player enters Sector 8, it will load the Sector 3 BSP since they are one and the same. Note that scenery items are not included in the BSP, since no part of the BSP is movable. | *The entire BSP (the level geometry itself) is not rendered at once because of engine limitations - this is why Bungie put in blast doors and walls in between sectors. Furthermore, some of the BSPs are identical - Sectors 4 and 5, 3 and 8, and 0 and 9.{{Ref/Game|H3ODST|[[:File:NM sectors.png|VISR database - New Mombasa map]]}} The only noticeable difference is that players cannot enter the building in Sector 4 as they did the one in Sector 5, and another being the [[Uplift Nature Reserve]] in Sector 9. Also, when the player opens a blast door, the BSP loads, but, for example, if the player enters Sector 8, it will load the Sector 3 BSP since they are one and the same. Note that scenery items are not included in the BSP, since no part of the BSP is movable. | ||
*When the player is in Sector 10, Sector 10's map in the VISR database also shows the bridge, which was destroyed already. The player can also explore the map of ONI Alpha Site. | *When the player is in Sector 10, Sector 10's map in the VISR database also shows the bridge, which was destroyed already. The player can also explore the map of ONI Alpha Site. | ||
*At certain points of the level, players can see objects that hint at the past presence of the fellow squadmates. A [[M12 Warthog|Warthog]] wreckage (presumably driven by Miles) can be found in the same plaza where the optics package is. A [[M808C Scorpion]] (presumed commandeered by Crespo) and a [[ | *At certain points of the level, players can see objects that hint at the past presence of the fellow squadmates. A [[M12 Warthog|Warthog]] wreckage (presumably driven by Miles) can be found in the same plaza where the optics package is. A [[M808C Scorpion]] (presumed commandeered by Crespo) and a [[Type-26 Wraith|Wraith]], both destroyed, can be found near the gate that separates Sector 4 and Sector 10. In Sector 4, an SOEIV (presumed that of Agu's or Crespo's) can be found in a courtyard, with a silenced SMG beside it. | ||
*In many parts of the level, the Huragok have marked areas of interest by mysterious symbols which are highlighted when the VISR is turned on. Most of these symbols are geometric glyphs similar to those used by the Forerunners, commonly arranged around a "Y"-shape. Some of the symbols depict the Superintendent's avatar, hinting at cooperation between the Huragok and the Superintendent. | *In many parts of the level, the Huragok have marked areas of interest by mysterious symbols which are highlighted when the VISR is turned on. Most of these symbols are geometric glyphs similar to those used by the Forerunners, commonly arranged around a "Y"-shape. Some of the symbols depict the Superintendent's avatar, hinting at cooperation between the Huragok and the Superintendent. | ||
==Gallery== | ==Gallery== | ||
===Concept art=== | ===Concept art=== | ||
<gallery widths=" | <gallery widths="150"> | ||
File:H3ODST_MombasaStreets_EarlyLayout.jpg|An early sketch of the hub's layout, including plans for VFX and art. The areas marked "SC100" etc are the locations of the single-player missions.{{Ref/Twitter|vicdeleon|1175909611695726592 |Vic DeLeon|Quote=Atmosphere & mood were a priority and here’s the general Env Art and VFX layout that helped us track all the SP levels (SC100-140), along with a couple early shots staging the look for the Hub at night.}} | File:H3ODST_MombasaStreets_EarlyLayout.jpg|An early sketch of the hub's layout, including plans for VFX and art. The areas marked "SC100" etc are the locations of the single-player missions.{{Ref/Twitter|vicdeleon|1175909611695726592 |Vic DeLeon|Quote=Atmosphere & mood were a priority and here’s the general Env Art and VFX layout that helped us track all the SP levels (SC100-140), along with a couple early shots staging the look for the Hub at night.}} | ||
File:H3ODST_MombasaStreets_Early_WIP.jpg|Work-in-progress screenshots of the level. | File:H3ODST_MombasaStreets_Early_WIP.jpg|Work-in-progress screenshots of the level. | ||
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File:H3ODST_OfficeDesk_Concept.jpg|Concept art of props and assets found within the level. | File:H3ODST_OfficeDesk_Concept.jpg|Concept art of props and assets found within the level. | ||
File:H3ODST_Kiosks_Concept.jpg|Concept art for the kiosk props in the streets. | File:H3ODST_Kiosks_Concept.jpg|Concept art for the kiosk props in the streets. | ||
</gallery> | </gallery> | ||