Halo 2: Killtacular: Difference between revisions

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{{Title|''Halo 2: Killtacular''}}
{{Status|RealWorld}}
{{Status|RealWorld}}
{{Disambig header|the [[ViDoc]] produced for ''[[Halo 2]]''|other uses of the term|Killtacular (disambiguation)}}
{{#widget:YouTube|id=a7xObHgI8gE|thumb|width=350px|caption=The documentary on YouTube.}}
{{#widget:YouTube|id=a7xObHgI8gE|thumb|width=350px|caption=The documentary on YouTube.}}
'''Halo 2: Killtacular''' was a documentary contained on the disc for the ''[[Halo 2 Multiplayer Map Pack]]''. It is an 18-minute video produced by [[Bungie]], with the developers going over the maps available in the [[Bonus Map Pack|Bonus]], [[Killtacular Pack|Killtacular]] and [[Maptacular Pack|Maptacular]] map packs, and their designs. The documentary also covers the making of the [[Another Day at the Beach]] cutscene, contained on the disc.
'''''Halo 2: Killtacular''''' is a [[ViDoc|video documentary]] contained on the disc for the ''[[Halo 2 Multiplayer Map Pack]]''. It is an 18-minute video produced by [[Bungie]], with the developers going over the maps available in the [[Bonus Map Pack|Bonus]], [[Killtacular Pack|Killtacular]] and [[Maptacular Pack|Maptacular]] map packs, and their designs. The documentary also covers the making of the [[Another Day at the Beach]] cutscene also included on the disc.


==Transcript==
==Transcript==
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*'''[[Curtis Creamer]]''': "At the end of ''Halo 2'', we thought it would be a really cool idea if we got a lot of people involved with making small multiplayer maps."
*'''[[Curtis Creamer]]''': "At the end of ''Halo 2'', we thought it would be a really cool idea if we got a lot of people involved with making small multiplayer maps."


*'''Aaron Lieberman''': "People spend most time on multiplayer maps, not in the single player ones."
*'''Aaron Lieberman''': "Most people spend their time on multiplayer maps, not in the single player ones."


*'''[[Adrian Perez]]''': "The importance of all the different things you can do is wildly changing."
*'''[[Adrian Perez]]''': "The importance of all the different things you can do is wildly changing."


*'''[[Michael Wu]]''': "It's easy to get the concept; 'I am here to defend the space.'"  
*'''[[Michael Wu]]''': "It's easy to get the concept; 'I am here to defend this space.'"  


*'''[[Max Hoberman]]''': "So we split into four groups."
*'''[[Max Hoberman]]''': "So we split into four groups."
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*'''[[Paul Russel]]''': "Non-stop action."  
*'''[[Paul Russel]]''': "Non-stop action."  


*'''Michael Wu''': "Bang bang bang."
*'''Michael Wu''': "Bang, bang, bang."


*'''[[Steve Cotton]]''': "Frantic game of whack-a-mole."  
*'''[[Steve Cotton]]''': "Frantic game of whack-a-mole."  
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*'''Curtis Creamer''': "A lot of new eyes."  
*'''Curtis Creamer''': "A lot of new eyes."  


*'''[[Chris Carney]]''': "Definitely see stuff that you're like, 'how the hell did they do that?'"
*'''[[Chris Carney]]''': "Definitely see stuff that you're like, 'How the hell did they do that?'"


*'''[[Mike Zak]]''': "Think you're exaggerating."
*'''[[Mike Zak]]''': "Think you're exaggerating."
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*'''Steve Cotton''': "The bases are more intricate."
*'''Steve Cotton''': "The bases are more intricate."


*'''Michael Wu''': "...because they're basically the [[Sidewinder]] bases."
*'''Michael Wu''': "...'cause they're basically the [[Sidewinder]] bases."


*'''Steve Cotton''': "Make it more interesting."
*'''Steve Cotton''': "Make it more interesting."
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*'''Michael Wu''': "Two [[Warthog]]s."
*'''Michael Wu''': "Two [[Warthog]]s."


*'''Steve Cotton''': "A [[Banshee]], and an outside of your wall is a [[M808B Scorpion|tank]]."
*'''Steve Cotton''': "A [[Banshee]], and outside of your wall is a [[M808B Scorpion|tank]]."


*'''Steve Cotton''': "We tried to do some things the other big maps didn't: incorporate the tank, hopefully effectively this time."
*'''Steve Cotton''': "We tried to do some things the other big maps didn't: incorporate the tank, hopefully effectively this time."


*'''Curtis Creamer''': "This sort of flesh out their ideas with Max riding shotgun overall, making sure that they're not getting too crazy."
*'''Curtis Creamer''': "They sort of flesh out their ideas with Max riding shotgun overall, making sure that they're not getting too crazy."


*'''Michael Wu''': "We were going to have what we call "boo bags". They would just be these clusters of these boogers all over the level that would explode and harm you. Max decided that they bounced too much, so he made them pretty static."
*'''Michael Wu''': "We were going to have what we call '[[Energy core|boo bags]]'. They would just be these clusters of these boogers all over the level that would explode and harm you. Max decided that they bounced too much, so he made them pretty static."


*'''Max Hoberman''': "If they're gonna make a change for artistic reasons, it's really helpful when they also can think how this will affect gameplay."
*'''Max Hoberman''': "If they're gonna make a change for artistic reasons, it's really helpful when they also can think how this will affect gameplay."
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*'''Michael Wu''': "Whenever you ask Cotton or Paul about it, they get pretty upset, because they liked them the way they worked."
*'''Michael Wu''': "Whenever you ask Cotton or Paul about it, they get pretty upset, because they liked them the way they worked."


*'''Steve Cotton''': "...you wonder why this map took three months to make."
*'''Steve Cotton''': "You wonder why this map took three months to make."


*'''Paul Russel''': "There wasn't really any precedent for bouncing testicles of death. I hate video games."
*'''Paul Russel''': "There wasn't really any precedent for bouncing testicles of death. I hate video games."
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// Environmental Artist</sub>
// Environmental Artist</sub>


*'''[[Justin Hayward]]''': "Backwash is a humid environment. In all our other multiplayer maps, you can see another player from a quarter mile away. Here you can't."
*'''[[Justin Hayward]]''': "Backwash is a humid environment. In all our other multiplayer maps, you can see another player from a quarter mile away. Here, you can't."


*'''Rob Stokes''': "We knew we had to make this small, like, four-player [[Slayer]] style map; the idea came up to use the ''[[Halo: Combat Evolved|Halo 1]]'' swamp as this foggy arena."
*'''Rob Stokes''': "We knew we had to make this small, like, four-player [[Slayer]] style map; the idea came up to use the ''[[Halo: Combat Evolved|Halo 1]]'' swamp as this foggy arena."


*'''Justin Hayward''': "Old and crusty Forerunner."
*'''Justin Hayward''': "Old and crusty [[Forerunner]]."


*'''Eamon McKenzie''': "We're saying this is on the Delta Halo, and it's actually an area very similar to the place on the Alpha Halo, where [[John-117|the Chief]] met [[343 Guilty Spark|Guilty Spark]]. In fact, we actually have the [[2401 Penitent Tangent|monitor of the Delta Halo]]. He's flying around the environment."  
*'''Eamon McKenzie''': "We're saying this is on the [[Installation 05|Delta Halo]], and it's actually an area very similar to the place on the [[Installation 04|Alpha Halo]], where [[John-117|the Chief]] met [[343 Guilty Spark|Guilty Spark]]. In fact, we actually have [[2401 Penitent Tangent|the monitor of the Delta Halo]]. He's flying around the environment."  


*'''Rob Stokes''': "We definitely were looking to encourage the short game, so you'd be more inclined to use weapons like [[shotgun]]s and the [[energy sword|sword]]."
*'''Rob Stokes''': "We definitely were looking to encourage the short game, so you'd be more inclined to use weapons like [[shotgun]]s and the [[energy sword|sword]]."
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*'''Rob Stokes''': "It's very easy to spawn and instantly see where everybody is fighting, because you see plasma bolts in the fog and you know exactly where everybody is, so you just go charging over there."
*'''Rob Stokes''': "It's very easy to spawn and instantly see where everybody is fighting, because you see plasma bolts in the fog and you know exactly where everybody is, so you just go charging over there."


*'''Rob Stokes''': "...and Nathan's favorite tactics to get up here on this little metal protrusion that he's just lobbing grenades down at people.
*'''Rob Stokes''': "...and Nathan's favorite tactic is to get up here on this little metal protrusion that he's just lobbing grenades down at people.


*'''[[Nathan Walpole]]''': "I'm kind of the resident griefer. I kill everybody on my team, laughing the top of my lung."
*'''[[Nathan Walpole]]''': "I'm kind of the resident griefer. I kill everybody on my team, laughing the top of my lungs."


*'''Eamon McKenzie''': "Nathan's griefing is is a well balanced by his lack of skill."
*'''Eamon McKenzie''': "Nathan's griefing is well balanced by his lack of skill."


*'''Justin Hayward''': "Yeah, no one likes Nathan."
*'''Justin Hayward''': "Yeah, no one likes Nathan."


*'''Eamon McKenzie''': "You know this map will be a success if people love this place. Slayer is ''Halo'' at its simplest form. It should be one of the places where it's just fun to find the high spots and gain elevation through jumping and when you do that, you pull it off, um... I don't know, I feel like a ''Halo'' god."
*'''Eamon McKenzie''': "You know this map will be a success if people love this place. Slayer is ''Halo'' at its simplest form. It should be one of the places where it's just fun to find the high spots and gain elevation through jumping... and when you do that, you pull it off, um... I don't know, I feel like a ''Halo'' god."


*'''Justin Hayward''': "And we got glow bugs. It doesn't get any better than that."
*'''Justin Hayward''': "And we got glow bugs. It doesn't get any better than that."
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// Environmental Artist</sub>
// Environmental Artist</sub>


*'''Chris Carney''': "Terminal. It is a train terminal. Exists in [[New Mombasa]]."
*'''Chris Carney''': "Terminal. It's [[Liwitoni Station|a train terminal]]. Exists in [[New Mombasa]]."


*'''Mike Zak''': "It's supposed to be [[Zanzibar]]-plus."
*'''Mike Zak''': "It's supposed to be [[Zanzibar]]-plus."
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*'''Chris Carney''': "What if we took Zanzibar to the next level? What would that map be?"
*'''Chris Carney''': "What if we took Zanzibar to the next level? What would that map be?"


*'''Chris Carney''': "It's completely asymmetrical. There are two bases, but it's not a mirrored environment, or an environment that is rotated so it's identical on both sides. The nature of it is it's imbalanced, so the attackers have a starting location and the defenders have a base, but they're not equal like which one is easier to defend or easier to attack."
*'''Chris Carney''': "It's completely asymmetrical. There are two bases, but it's not a mirrored environment, or an environment that is rotated so it's identical on both sides. The nature of it is it's imbalanced, so the attackers have a starting location and the defenders have a base, but they're not equal in like which one is easier to defend or easier to attack."


*'''Mike Zak''': "The only real dynamic element is the train."
*'''Mike Zak''': "The only real dynamic element is the [[Maglev train|train]]."


*'''Chris Carney''': "If you play too close to the tracks, you'll die."
*'''Chris Carney''': "If you play too close to the tracks, you'll die."
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*'''Chris Carney''': "Most of our ''Halo 2'' maps, playing single flag CTF, the vehicles are fun, but they're not a key component of how you win or lose. We wanted to make a vehicle encounter significant; you cannot ignore the [[Wraith]]. The Wraith is a big deal. You need to take out the Wraith if you're an attacker. If you're a defender, you want to preserve the Wraith."
*'''Chris Carney''': "Most of our ''Halo 2'' maps, playing single flag CTF, the vehicles are fun, but they're not a key component of how you win or lose. We wanted to make a vehicle encounter significant; you cannot ignore the [[Wraith]]. The Wraith is a big deal. You need to take out the Wraith if you're an attacker. If you're a defender, you want to preserve the Wraith."


*'''Max Hoberman''': "Everything that we're thinking about is balance. We put a lot of thought into making sure that a guy on the foot can destroy that vehicle."
*'''Max Hoberman''': "Everything that we're thinking about is balance. We put a lot of thought into making sure that a guy on foot can destroy that vehicle."


*'''Mike Zak''': "No rocket launcher."
*'''Mike Zak''': "No rocket launcher."
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*'''Max Hoberman''': "I think they've actually softened on that position a little bit. There's now a rocket on Terminal."
*'''Max Hoberman''': "I think they've actually softened on that position a little bit. There's now a rocket on Terminal."


*'''Chris Carney''': "Okay, people who are good with the Wraith: we've added the rocket launcher back in the Terminal, which we didn't want to do in the first place. We tried to specifically designed this map, so we didn't have to use the rocket launcher, but now, because people have gotten so good with the Wraith, the rocket launcher's back in there."
*'''Chris Carney''': "Okay, people who are good with the Wraith: we've added the rocket launcher back in Terminal, which we didn't want to do in the first place. We tried to specifically designed this map, so we didn't have to use the rocket launcher, but now, because people have gotten so good with the Wraith, the rocket launcher's back in there."


*'''Mike Zak''': "It's pretty rare that you'll get people just sitting in a spot and being cowardly. I hate cowards."
*'''Mike Zak''': "It's pretty rare that you'll get people just sitting in a spot and being cowardly. I hate cowards."
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// Engineer</sub>
// Engineer</sub>


*'''Tyson Green''': "This is a remake of [[Longest]], one of the maps in ''Halo 1''. It's supposed to be this dirty cargo freighter. Two parallel hallways with bases at either corner."
*'''Tyson Green''': "This is a remake of [[Longest]], one of the maps in ''Halo 1''. It's supposed to be this dirty cargo [[freighter]]. Two parallel hallways with bases at either corridor."


*'''Dave Dunn''': "You can see [[Earth]]. You can see the [[moon]]. I thought about it; I really hated about Longest that I wanted to fix. The ladders really destroy the realism."
*'''Dave Dunn''': "You can see [[Earth]]. You can see the [[moon]]. I thought about it: what I really hated about Longest that I wanted to fix. The ladders really destroy the realism."


*'''Adrian Perez''': "I've never seen a ladder I liked."
*'''Adrian Perez''': "I've never seen a ladder I liked."
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*'''Dave Dunn''': "You have this vertical motion, but you don't see your hands doing that. We got rid of all the ladders. Everybody hated ladders."  
*'''Dave Dunn''': "You have this vertical motion, but you don't see your hands doing that. We got rid of all the ladders. Everybody hated ladders."  


*'''Adrian Perez''': "It's a really nice thing about this map is that there's total mobility.  
*'''Adrian Perez''': "It's a really nice thing about this map is that there's total mobility."


*'''Tyson Green''': "It's a fairly simple map, so that it's easy to navigate, easy to understand."
*'''Tyson Green''': "It's a fairly simple map, so that it's easy to navigate, easy to understand."
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*'''Tyson Green''': "I never expressed that."
*'''Tyson Green''': "I never expressed that."


*'''Dave Dunn''': "It would have been shot down."
*'''Dave Dunn''': "He would have been shot down."


*'''Adrian Perez''': "It would have been a problem."
*'''Adrian Perez''': "It would have been a problem."
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// Environmental Artist</sub>
// Environmental Artist</sub>


*'''Rob Stokes''': "Relic. Big Island."
*'''Rob Stokes''': "Relic. Big island."


*'''[[Chris Barrett]]''': "The original idea came from the very first ''Halo'' multiplayer map back on the PC. four-on-four; that's kind of the sweet spot for that map. The more people, it's gets a little more chaotic."
*'''[[Chris Barrett]]''': "The original idea came from the very first ''Halo'' multiplayer map back on the PC. Four-on-four; that's kind of the sweet spot for that map. The more people, it gets a little more chaotic."


*'''Rob Stokes''': "We were looking for a asymmetric one-flag CTF map that played differently than any of the others."
*'''Rob Stokes''': "We were looking for an asymmetric one-flag CTF map that played differently than any of the others."


*'''Chris Barrett''': "It's designed specifically to have a unique experience for Capture the Flag."
*'''Chris Barrett''': "It's designed specifically to have a unique experience for Capture the Flag."


*'''Rob Stokes''': "It's set up to have a side that is protecting the flag.  
*'''Rob Stokes''': "It's set up to have a side that is protecting the flag."


*'''Chris Barrett''': "So there's always an attacker and defender keeping the entire map in play at all times."
*'''Chris Barrett''': "So there's always an attacker and defender keeping the entire map in play at all times."


*'''Rob Stokes''': "It totally changes the way the two side behave; one of the smart routes to go is down here by the beach, because that's where the rocket launcher is."
*'''Rob Stokes''': "It totally changes the way the two sides behave; one of the smart routes to go is down here by the beach, because that's where the rocket launcher is."


*'''Chris Barrett''': "Both sides try to fight to get that as quickly as possible."
*'''Chris Barrett''': "Both sides try to fight to get that as quickly as possible."
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*'''[[Tom Doyle]]''': "It's Gemini. Its origin is in ''[[Marathon]]''."
*'''[[Tom Doyle]]''': "It's Gemini. Its origin is in ''[[Marathon]]''."


*'''Tyson Green''': "In ''Marathon Infinity'' there is a map called Duality; that's the fundamental structure that we took."
*'''Tyson Green''': "In ''Marathon Infinity'', there is a map called Duality; that's the fundamental structure that we took."


*'''Tyson Green''': "It's not really a symmetrical or asymmetrical map. It's an arena free-for-all map."
*'''Tyson Green''': "It's not really a symmetrical or asymmetrical map. It's an arena free-for-all map."


*'''Tom Doyle''': "We wanted it to feel holy, otherworldly. This isn't something for the rest of the Covenant; this is the [[Hierarchs|Prophets]]' antechamber. The two rooms, two ramps in the lower lobby..."
*'''Tom Doyle''': "We wanted it to feel holy, otherworldly. This isn't something for the rest of the [[Covenant]]; this is the [[Hierarchs|Prophets]]' antechamber. The two rooms, the ramps in the lower lobby..."


*'''Tyson Green''': "The teleporters that let you rapidly move to another part of the map. The door seem really mundane, but a door actually lets you play with the person."
*'''Tyson Green''': "...the teleporters that let you rapidly move to another part of the map. The door seem really mundane, but a door actually lets you play with the person."


*'''Tom Doyle''': "That's what this is: corridors. Cool moody lighting. Lots of artfully well-placed weapons and good combat, so that's the essence of a good ground pounder."
*'''Tom Doyle''': "That's what this is: corridors. Cool moody lighting. Lots of artfully well-placed weapons and good combat, so that's the essence of a good ground pounder."
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*'''Max Hoberman''': "Our engine is designed for a mix of different weapons that work at different ranges; you can only carry two."
*'''Max Hoberman''': "Our engine is designed for a mix of different weapons that work at different ranges; you can only carry two."


*'''Tyson Green''': "The reason you pick up two [[plasma rifle]]s is not so you can squeeze both triggers at the same time. It's so that you can pulse them, like you can fire one until it burns and then fire the other while the other one cooling off... 'cause if you need to reload when you're dual wielding that you're basically screwed."
*'''Tyson Green''': "The reason you pick up two [[plasma rifle]]s is not so you can squeeze both triggers at the same time. It's so that you can pulse them, like you can fire one until it burns and then fire the other while the other one cooling off... 'cause if you need to reload when you're [[dual wielding]], then you're basically screwed."


===Warlock===
===Warlock===
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// Sound Designer</sub>
// Sound Designer</sub>


*'''Max Hoberman''': "I really wanted to have a lot of small maps. Warlock had a characteristic thing for being four-way symmetrical.  
*'''Max Hoberman''': "I really wanted to have a lot of small maps. Warlock had a characteristic thing for being four-way symmetrical."


*'''[[Vic DeLeon|Victor DeLeon]]''': "Radially symmetrical. It's designed to be completely equal."
*'''[[Vic DeLeon|Victor DeLeon]]''': "Radially symmetrical. It's designed to be completely equal."


*'''[[Jay Weinland]]''': "Warlock is based on the original ''Halo 1'' map [[Wizard]] and for those that played ''Halo 1'' multiplayer, this is gonna be like an old friend. They're gonna immediately walk into this map and be like, 'Oh, I know what's happening.'"
*'''[[Jay Weinland]]''': "Warlock is based on the original ''Halo 1'' map [[Wizard]], and for those that played ''Halo 1'' multiplayer, this is gonna be like an old friend. They're gonna immediately walk into this map and be like, 'Oh, I know what's happening.'"


*'''Max Hoberman''': "I thought it'd be fairly easy to get Warlock up to speed considering that the geometry already existed."
*'''Max Hoberman''': "I thought it'd be fairly easy to get Warlock up to speed considering that the geometry already existed."
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*'''Victor DeLeon''': "We had to mark off each base with a different color, so that you wouldn't get lost. It's pretty easy to get lost in a place where every four of the corners look identical."
*'''Victor DeLeon''': "We had to mark off each base with a different color, so that you wouldn't get lost. It's pretty easy to get lost in a place where every four of the corners look identical."


*'''Jay Weinland''': "The game is really giving you something that you can look at, so you know you're here."
*'''Jay Weinland''': "The game is really giving you something that you can look at and something that you can hear."


*'''Jay Weinland''': "We have almost 36,000 pieces of audio that went into ''Halo 2''. 64 surround sound voices... and if you're playing multiplayer and you have a big battle going on around you, you are probably more than likely hitting that 62 to 64 voice limit pretty easily. If you look at it and you think it should make sound, we try to make it make sound."
*'''Jay Weinland''': "We have almost 36,000 pieces of audio that went into ''Halo 2''. 64 surround sound voices... and if you're playing multiplayer and you have a big battle going on around you, you are probably more than likely hitting that 62 to 64 voice limit pretty easily. If you look at it and you think it should make sound, we try to make it make sound."
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*'''Victor DeLeon''': "No bats."
*'''Victor DeLeon''': "No bats."


*'''C Paul Johnson''': "So I think there have been there somewhere."
*'''C Paul Johnson''': "So I think they may have been there somewhere."


*'''Victor DeLeon''': "I'm sure, yeah. I mean, I know that we don't have any, so..."
*'''Victor DeLeon''': "I'm sure, yeah. I mean, I know that we don't have any, so..."
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*'''Steve Cotton''': "You can envision [[Temple (Installation 05)|Delta Temple]] being in the distance behind the cliff and behind the waterfall."
*'''Steve Cotton''': "You can envision [[Temple (Installation 05)|Delta Temple]] being in the distance behind the cliff and behind the waterfall."


*'''Ed Smith''': "it should look like a single player map, but play like a multiplayer map."
*'''Ed Smith''': "It should look like a single player map, but play like a multiplayer map."


*'''Steve Cotton''': "Its old Forerunner architecture supported by some newer Forerunner metal structures."
*'''Steve Cotton''': "It's old Forerunner architecture supported by some newer Forerunner metal structures."


*'''Max Hoberman''': "It's really important to us that people believe that they are real places in our universe. First is just a high-level strategy. Just a plan. From there we go to paper design, which is the designer and the artist working together."
*'''Max Hoberman''': "It's really important to us that people believe that they are real places in our universe. First is just a high-level strategy. Just a plan. From there we go to paper design, which is the designer and the artist working together."


*'''Steve Cotton''': "it actually is a symmetrical map. Symmetrical is mirrored in some fashion and it's an attempt to try to make things balanced."
*'''Steve Cotton''': "It actually is a symmetrical map. Symmetrical is mirrored in some fashion and it's an attempt to try to make things balanced."


*'''Michael Wu''': "A map can feel balanced, but there's a subtle like sniper advantage to one side than the other."
*'''Michael Wu''': "A map can feel balanced, but there's a subtle sniper advantage to one side than the other."


*'''Steve Cotton''': "What it was designed for is CTF. There's medium range weapons like the [[battle rifle]] and the [[Covenant carbine|carbine]] The [[SMG]], you got a [[needler]]; those are all symmetrically placed to give each team even playing field. Every time they take on one of those weapons, they are taking on a role. That's kind of the mentality I take, you know, designing spaces. Are there good places for a player to assume those roles and be effective, and are there places for players to fight against that role as well?"
*'''Steve Cotton''': "What it was designed for is CTF. There's medium range weapons like the [[battle rifle]] and the [[Covenant carbine|carbine]]. The [[SMG]], you got a [[needler]]; those are all symmetrically placed to give each team even playing field. Every time they take one of those weapons, they are taking on a role. That's kind of the mentality I take, you know, designing spaces. Are there good places for a player to assume those roles and be effective, and are there places for players to fight against that role as well?"


===Turf===
===Turf===
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// Engineer<br/></sub>
// Engineer<br/></sub>


*'''Tyson Green''': "Turf. Turf is a medium-to-small map, set in [[Old Mombasa]], sort of early in the invasion before this stuff really starts hitting the fan."
*'''Tyson Green''': "Turf. Turf is a medium-to-small map, set in [[Old Mombasa]], sort of early in [[Battle of Mombasa|the invasion]] before the stuff really starts hitting the fan."


*'''Aaron Lieberman''': "Mombasa was one of my favorite part in the single-player in ''Halo 2''. Seeing certain landmarks from a single player game in the distance, like the [[Mombasa bridge|bridge]], just gives it such a great feel."
*'''Aaron Lieberman''': "Mombasa was one of my favorite part in the single player in ''Halo 2''. Seeing certain landmarks from the single player game in the distance, like the [[Mombasa bridge|bridge]], just gives it such a great feel."


*'''Tyson Green''': "It's got lots of cover, lots of very small scale interconnections. More close quarters combat. It's meant for a match between two small teams."
*'''Tyson Green''': "It's got lots of cover, lots of very small scale interconnections. More close quarters combat. It's meant for a match between two small teams."


*'''Curtis Creamer''': "We really wanted to work on a map that really featured a new game type that we had in ''Halo 2'' called [[Territories]]."
*'''Curtis Creamer''': "We really wanted to work on a map that really featured a new gametype that we had in ''Halo 2'' called [[Territories]]."


*'''Max Hoberman''': "Territories requires a map that is designed for the game."
*'''Max Hoberman''': "Territories requires a map that is designed for the game."
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*'''Adrian Perez''': "The more control you have, the more tenuous that control is. As you're controlling a larger area than that, you have to divide your attention over a much greater space, so then it's easier for the underdog to come in."
*'''Adrian Perez''': "The more control you have, the more tenuous that control is. As you're controlling a larger area than that, you have to divide your attention over a much greater space, so then it's easier for the underdog to come in."


*'''Tyson Green''': "We have a street territory, which is being themed as a [[UNSC Marine Corps|marine]] headquarters. The opposite corner, we have a warehouse territory and then at the third quarter we have a [[Scarab]]."
*'''Tyson Green''': "We have a street territory, which is being themed as a [[UNSC Marine Corps|marine]] headquarters. The opposite corner, we have a warehouse territory and then at the third quarter, we have a [[Scarab]]."


*'''Dave Dunn''': "Although in ''Halo'' lingo, aren't they called plots?  
*'''Dave Dunn''': "Although in ''Halo'' lingo, aren't they called plots?  
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*'''Dave Dunn''': "Put it in, rip it out. This map has probably had the most work done on of all the maps. It's insane, the detail that's on here."
*'''Dave Dunn''': "Put it in, rip it out. This map has probably had the most work done on of all the maps. It's insane, the detail that's on here."


*'''Adrian Perez''': "This is probably my favorite ''Halo'' map thus far. It's awesome. I love his mouth."
*'''Adrian Perez''': "This is probably my favorite ''Halo'' map thus far. It's awesome. I love this map."


*'''Dave Dunn''': "I like it. It's a fun map and I did no work."
*'''Dave Dunn''': "I like it. It's a fun map and I did no work."
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*'''Michael Wu''': "As a game developer, you really get to enjoy two games. One is the game of creating the systems in the art itself and then the other one is to actually playtest it."
*'''Michael Wu''': "As a game developer, you really get to enjoy two games. One is the game of creating the systems in the art itself and then the other one is to actually playtest it."


*'''[[CJ Cowan]]''': "The rest of the staff is working on all these maps. What is the animation team gonna be doing?"
*'''[[CJ Cowan]]''': "The rest of the staff is working on all these maps. What's the animation team gonna be doing?"


*'''Curtis Creamer''': "Part of this process was getting everybody to take on a new challenge and even expand those skills in new ways that they hadn't thought of before. So that was a great opportunity to get [[Another Day at the Beach|a cinematic]] together."
*'''Curtis Creamer''': "Part of this process was getting everybody to take on a new challenge and even expand those skills in new ways that they hadn't thought of before. So that was a great opportunity to get [[Another Day at the Beach|a cinematic]] together."
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*'''Bill O'Brien''': "What do you think? Hollywood?"
*'''Bill O'Brien''': "What do you think? Hollywood?"


*'''CJ Cowan''': "It is going to be pre-rendered, so it's a little bit different than the cinematics that occur in game. We're still using the game engine to render it, but since it's not rendering in real time, we're able to do a lot, you know, more effects and more lighting stuff."
*'''CJ Cowan''': "It is going to be pre-rendered, so it's a little bit different than the cinematics that occur in-game. We're still using the game engine to render it, but since it's not rendering in real time, we're able to do a lot, you know, more effects and more lighting stuff."


*'''Curtis Creamer''': "Oh, everybody is really getting to do the things that they love to do, to work on the things that they love working on, because it was something that we are doing for fun, it was a learning exercise. It was all just a lot of really good experience for everybody on the team."
*'''Curtis Creamer''': "Oh, everybody is really getting to do the things that they love to do, to work on the things that they love working on, because it was something that we are doing for fun. It was a learning exercise. It was all just a lot of really good experience for everybody on the team."


*'''Max Hoberman''': "We have a long road ahead of us, I won't lie, but yeah, it's pretty cool. It's actually really fun time to be working here."
*'''Max Hoberman''': "We have a long road ahead of us, I won't lie, but yeah, it's pretty cool. It's actually really fun time to be working here."


*'''Curtis Creamer''': "I would definitely say this is wet the whistle for for what comes next."
*'''Curtis Creamer''': "I would definitely say this is wet the whistle for what comes next."
 
{{ViDoc}}
[[Category:Halo 2 Multiplayer Map Pack]]
[[Category:Halo 2 Multiplayer Map Pack]]
[[Category:Video documentaries]]
[[Category:Video documentaries]]