Guardian (map): Difference between revisions

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{{Quote|Guardian was never intended to replace [[Lockout]], but it does share approximate scale and game type suitability. Guardian is Guardian.|[[Frank O'Connor]]<ref>[http://halo.bungie.net/news/content.aspx?type=topnews&cid=12834 ''Bungie.net'': 10/05/07 Bungie Weekly What's Update!]</ref>}}
{{Quote|Guardian was never intended to replace [[Lockout]], but it does share approximate scale and game type suitability. Guardian is Guardian.|[[Frank O'Connor]]<ref>[http://halo.bungie.net/news/content.aspx?type=topnews&cid=12834 ''Bungie.net'': 10/05/07 Bungie Weekly What's Update!]</ref>}}
[[File:H3 Guardian Concept 4.jpg|thumb|right|Concept art for the Guardian.]]
[[File:H3 Guardian Concept 4.jpg|thumb|right|Concept art for the Guardian.]]
Guardian started development as a level of the ''Halo 3'' campaign called "'''[[Guardian Forest]]'''". This level was to take place in the eponymous forest, with the player flying an [[AV-14 Hornet]] through the trees. The level would have featured the aptly-named Guardian, a [[Sentinel]] construct featured in several pieces of ''Halo 3'' concept art (and later on featured, albeit vastly redesigned, as the [[Guardian Custode]] in ''[[Halo 5: Guardians]]''). The level ultimately was one of a number of casualties of scope reduction mid-way through the development of ''Halo 3'', as Bungie had realised they wouldn't be able to ship all planned features in time. The aerial Hornet battle was moved into the final battle at the [[Citadel]] on the level [[The Covenant (level)|The Covenant]], and the jungle aesthetic was re purposed for the eventual multiplayer map Guardian.<ref>[http://xbox360.ign.com/articles/966/966319p1.html ''IGN'': GDC 09: The Halo 3 Level You Never Played] (defunct, [https://web.archive.org/web/20090327083550/http://xbox360.ign.com/articles/966/966319p1.html Archive.org backup])</ref><ref name="OXM">''Official Xbox Magazine'': June 2009 ([https://archive.org/stream/OXM_2009_06-web/OXM_2009_06-web_djvu.txt Archive.org transcript])</ref>
Guardian started development as a level of the ''Halo 3'' campaign called "'''[[Guardian Forest]]'''". This level was to take place in the eponymous forest, with the player flying an [[AV-14 Hornet]] through the trees. The level would have featured the aptly-named [[Guardian Sentinel|Guardian]], a [[Sentinel]] construct featured in several pieces of ''Halo 3'' concept art; an idea that was later revisited, albeit vastly redesigned, as the [[Guardian Custode]] in ''[[Halo 5: Guardians]]''. The level ultimately was one of a number of casualties of scope reduction mid-way through the development of ''Halo 3'', as Bungie had realized they wouldn't be able to ship all planned features in time. The aerial Hornet battle was moved into the final battle at the [[Citadel]] on the level [[The Covenant (level)|The Covenant]], and the jungle aesthetic was re purposed for the eventual multiplayer map Guardian.<ref>[http://xbox360.ign.com/articles/966/966319p1.html ''IGN'': GDC 09: The Halo 3 Level You Never Played] (defunct, [https://web.archive.org/web/20090327083550/http://xbox360.ign.com/articles/966/966319p1.html Archive.org backup])</ref><ref name="OXM">''Official Xbox Magazine'': June 2009 ([https://archive.org/stream/OXM_2009_06-web/OXM_2009_06-web_djvu.txt Archive.org transcript])</ref>


[[Steve Cotton]] picked the Guardian Forest level for creating Guardian due thinking about the kinds of themes and concepts that could suit a level with lots of floating platforms similar to Lockout. He was drawn to several pieces of concept art by [[Frank Capezzuto]] and [[Chris Barrett]] for the Guardian Forest level, which inspired some of the shapes seen on Guardian. Cotton did another concept which was more moody in nature, which led to the map being "locked in" for development. Cotton worked on Guardian alongside the early versions of [[Valhalla]] and [[High Ground]], and recieved flak when he pitched Guardian as it wasn't a style of map he had attempted before. Due to the map's setting resembling the forest moon of Endor from ''Star Wars: Return of the Jedi'', [[Chris Carney]] played the Ewoks' theme from the film when Cotton got up to present the map, resulting in the map's codename of '''Jub-Jub''' <ref name="postmortem">[https://halo.bungie.net/News/content.aspx?type=topnews&link=Guardian_Postmortem ''Bungie.net'': Forest For The Trees - Postmortem]</ref><ref>''Electronic Gaming Monthly'': September 2007</ref> (or to [[Luke Timmins]], "Lukeout").<ref>[https://halo.bungie.net/News/content.aspx?cid=12725 ''Bungie.net'': Bungie Weekly Update - 08/24/07]</ref>
[[Steve Cotton]] picked the Guardian Forest level for creating Guardian due thinking about the kinds of themes and concepts that could suit a level with lots of floating platforms similar to Lockout. He was drawn to several pieces of concept art by [[Frank Capezzuto]] and [[Chris Barrett]] for the Guardian Forest level, which inspired some of the shapes seen on Guardian. Cotton did another concept which was more moody in nature, which led to the map being "locked in" for development. Cotton worked on Guardian alongside the early versions of [[Valhalla]] and [[High Ground]], and received flak when he pitched Guardian as it wasn't a style of map he had attempted before. Due to the map's setting resembling the forest moon of Endor from ''Star Wars: Return of the Jedi'', [[Chris Carney]] played the Ewoks' theme from the film when Cotton got up to present the map, resulting in the map's codename of '''Jub-Jub''' <ref name="postmortem">[https://halo.bungie.net/News/content.aspx?type=topnews&link=Guardian_Postmortem ''Bungie.net'': Forest For The Trees - Postmortem]</ref><ref>''Electronic Gaming Monthly'': September 2007</ref> (or to [[Luke Timmins]], "Lukeout").<ref>[https://halo.bungie.net/News/content.aspx?cid=12725 ''Bungie.net'': Bungie Weekly Update - 08/24/07]</ref>


One of the early drafts for the map placed Guardian inside a single enormous tree, with the players travelling through the inside of the tree to traverse the map. This central tree eventually became the middle platform as the map evolved.{{Ref/Reuse|postmortem}} By March 9, 2007, Guardian had not been worked on in "ages", and didn't have any graphical polish but did have some geometry.<ref>[https://halo.bungie.net/News/content.aspx?cid=11008 ''Bungie.net'': Bungie Weekly Update 03/09/07]</ref> By March 23, Cotton had started work on map's art pass.<ref>[https://halo.bungie.net/News/content.aspx?cid=12310 ''Bungie.net'': Bungie Weekly Update 03/23/07]</ref> The Quadwings were implemented around April.<ref>[https://halo.bungie.net/News/content.aspx?cid=12392 ''Bungie.net'': Bungie Weekly Update 04/27/07]</ref>
One of the early drafts for the map placed Guardian inside a single enormous tree, with the players travelling through the inside of the tree to traverse the map. This central tree eventually became the middle platform as the map evolved.{{Ref/Reuse|postmortem}} By March 9, 2007, Guardian had not been worked on in "ages", and didn't have any graphical polish but did have some geometry.<ref>[https://halo.bungie.net/News/content.aspx?cid=11008 ''Bungie.net'': Bungie Weekly Update 03/09/07]</ref> By March 23, Cotton had started work on map's art pass.<ref>[https://halo.bungie.net/News/content.aspx?cid=12310 ''Bungie.net'': Bungie Weekly Update 03/23/07]</ref> The Quadwings were implemented around April.<ref>[https://halo.bungie.net/News/content.aspx?cid=12392 ''Bungie.net'': Bungie Weekly Update 04/27/07]</ref>