User:JackVibe/Sandbox: Difference between revisions
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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. | 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. | ||
Line 278: | Line 152: | ||
it would have been a problem | it would have been a problem | ||
Relic Big Island the original idea came from the very first halo multiplayer map back on the pc | Relic Big Island the original idea came from the very first halo multiplayer map back on the pc 4v4 that's kind of the sweet spot for that map | ||
the more people that gets a little more chaotic we were looking for a asymmetric one flag CTF map that played differently than any of the others | the more people that gets a little more chaotic we were looking for a asymmetric one flag CTF map that played differently than any of the others | ||
Line 296: | Line 170: | ||
there's a contest to go and get the rocket launcher much like there's a contest to get the sniper rifle and you have to make real conscious decisions about what's important to you to win this map | there's a contest to go and get the rocket launcher much like there's a contest to get the sniper rifle and you have to make real conscious decisions about what's important to you to win this map | ||
it's Gemini | it's Gemini | ||
Line 302: | Line 175: | ||
its origin is in marathon | its origin is in marathon | ||
in Marathon infinity there is a map called duality that's the fundamental structure that we took | in Marathon infinity there is a map called duality that's the fundamental structure that we took | ||
it's not really a symmetrical or asymmetrical map it's an arena free for all map | |||
the teleporters that let you rapidly move to another part of the map the door see | we wanted it to feel fully otherworldly. this isn't something for the rest of the Covenant/ this is the prophets antechamber. the two rooms, two ramps in the lower lobby. | ||
corridors cool moody lighting lots of | |||
artfully well-placed weapons and good | the teleporters that let you rapidly move to another part of the map the door see mreally\mundane but a door actually lets you play with the person | ||
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 | |||
cover the entire map in about 15 seconds | |||
that makes it very difficult to actually | even walking slowly I can cover the entire map in about 15 seconds. that makes it very difficult to actually mount a defense | ||
mount a defense our engine is designed | |||
for a mix of different weapons that work | our engine is designed for a mix of different weapons that work at different ranges you can only carry two | ||
at different ranges you can only carry | |||
the reason you pick up two plasma rifles is not so you can squeeze both triggers at the same time it so that you can pulse them like you can fire one until it burns and then fire together while the other ones cooling off because if you need to reload them in your dual wielding that you're basically screwed | |||
rifles is not so you can squeeze both | |||
triggers at the same time it so that you | I really wanted to have a lot of small maps. warlock had a characteristic thing for being symmetrical - radially symmetrical | ||
can | |||
until it burns and then fire together | |||
while the other ones cooling off because | |||
if you need to reload them in your dual | |||
wielding that you're basically screwed | |||
I really wanted to have a lot of small | |||
it's designed to be completely equal | it's designed to be completely equal | ||
turf turf is a medium to small map | warlock is uh is based on the original halo one map a 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 | ||
invasion before this stuff really starts | I though it'd be fairly easy to get warlock up to speed considering that the geometry already existed | ||
hitting the fan | |||
we had to mark off each base with a different color so that you wouldn't get lost and it's pretty easy to get lost in a place where every four of the coroner's look identical | |||
single-player inhaler to seeing certain | |||
landmarks from a single player game in | the game is really giving you something that you look at so you know you're here | ||
the distance the bridge just gives it | |||
such a great feel | we have almost 36 styles and 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 | ||
it's got lots of cover lots of very | 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 | ||
small scale interconnections more close | |||
quarters combat it's meant for a match | I put some things like there's bats | ||
between two small teams we really wanted | |||
to work on a map that really featured a | no bats | ||
new game type that we had | |||
called territories territory | I think there have been there somewhere | ||
requires a map that is designed for the | |||
I'm sure | |||
objective is to capture and control the | |||
territories territory control as you | yeah I mean I know that we don't have any so | ||
control them you gain time and you win | |||
the game by having the most time the | bats | ||
more control you have the more tenuous | |||
that control is as you're controlling a | no bats | ||
larger area than that you have to divide | |||
your attention over a much greater space | sanctuary is about battle that takes place on the Delta halo | ||
so that it's easier for the underdog to | |||
come in | you can envision Delta temple being in the distance behind the cliff behind the waterfall | ||
street territorial which is being themed | |||
as a marine headquarters the opposite | it should look like a single player map but play like a multiplayer map | ||
corner we have a warehouse territory and | |||
then at the third quarter we have a | it sold forerunner architecture supported by some newer forerunner metal structures | ||
scare although in Halo | |||
called plots no they're just territories | it's really important to us that people believe that they are real places in our | ||
in the UI doesnt say plots well it's | universe first is just a high-level strategy just a plan from there we go to | ||
called three plots for the three | paper design which is the designer and the artist working together | ||
being too verbose | it actually is a symmetrical map symmetrical is mirrored in some fashion and it's an | ||
attempted to try to make things balanced | |||
a map cam feel balanced but there's a subtle like sniper advantage to one side or the | |||
other | |||
what it was designed for a CTF might take the medium range weapons like the battle rifle and the carbine 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 are taking on a role that's kind of mentality I take you know designing spaces are there good places for a player to assume those roles and be effective in and are there places for players to fight against that role as well | |||
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 | |||
Mombasa was one of my favorite part in the single-player inhaler to seeing certain | |||
landmarks from a single player game in the distance the bridge just gives it such a great feel | |||
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 | |||
we really wanted to work on a map that really featured a new game type that we had halo 2 | |||
called territories | |||
territory requires a map that is designed for the game | |||
territories is the game where the objective is to capture and control the territories territory control | |||
as you control them you gain time and you win the game by having the most time | |||
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 that it's easier for the underdog to come in | |||
we have a street territorial which is being themed as a marine headquarters the opposite | |||
corner we have a warehouse territory and then at the third quarter we have a | |||
scare | |||
although in Halo lingo lot they called plots no they're just territories in the UI doesnt say plots well it's called three plots for the three terriorties | |||
therefore | |||
yes | |||
am I being too verbose | |||
this is going to be the easiest map to navigate and learn | |||
so everyone always wants to do a little bit more than they probably can we always overshoot and then come back | |||
put it in rip it out this map has probably had the most work done on of all the maps | |||
saying the detail that's on here | |||
this is probably my favorite halo map thus far it's awesome I love his mouth I like it | |||
it's fun map and I did no work | |||
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 play test it | |||
the rest of the staff is working on all these maps what was the animation team gonna be doing | |||
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 a cinematic together | |||
we looked at the way we combined animation and sound and everything else into the cinematics and halo 2 and how we can make that process better | |||
we didn't feel like our pipeline was really well thought out and we wanted to go through it again and come up with new tools they're all like well let's do a short film | |||
status I wanted to do something that kind of paralleled what happened in the game Marines at the beginning earth city is one of those kind of tangents that you see the beginning of and you see the end of but you never really hear what happened the third Pelican kind of flies | |||
by and halfway through that level youth see that same Pelican crashing on the beach and you meet up with the Marines that were in it but you never really found out what happened to them felt like a good place where you can tie in both the beginning and the end actual gameplay | |||
just placing the master chief in the scene and this shot that I'm | |||
working on right now is the very first shot | |||
this shot right here is where the Pelican is just crashed you see phones checking checking the corpse of O'Brien | |||
we're actually gonna be able to fly the Pelican around in a space and capture five got one audio of it be able to embed that the cinematic in a way that we weren't able to in the game engine | |||
that's actually me I'm the one with the plasma and that's Jeremy over here and | |||
bells dead of course of | |||
the jackal is a good character | |||
we killed bill up pretty quickly | |||
what do you think hollywood? | |||
it is going to be prerendered 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 lip feel there are effects and more lighting stuff | |||
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 were doing for fun it was a | |||
learning exercise it was all just a lot of really good experience for everybody on the team | |||
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 | |||
this is | I would definitely say this is wet the whistle for for what comes next | ||
we better get moving | |||
agreed | |||
Revision as of 18:26, October 28, 2024
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.
People spend most time on multiplayer maps, not in the single player ones
the importance of all the different things you can do is wildly changing
it's easy to get the concept I'm here to defend the space
so we split into four groups fresh ideas
non-stop action
bang bang bang
frantic game of whack-a-mole
a lot of new eyes
definitely see stuff that you're like how the hell did they do that
think you're exaggerating
swing
just like everybody else we were getting a little bit tired of playing some of the same maps over and over so it was a great opportunity to get more maps out there
double kill triple he'll killtacularx
containment is a big map
it's definitely the biggest map in the downloadable content
two team capture the flag eight on eight
this map is so big the xbox can't even hold it we are visiting the quarantine zone. these zones were created by the sentinels in order to prevent the flood from escaping further and infecting even more of the halo structure
it was supposed to be just a straight-up conversion of timberland from halo pc
the bases are more intricate
because they're basically the sidewinder basis
make it more interesting
change it even further
more dynamic
just change it altogether
two rocket launchers
there's also two sniper rifles
two warthogs a banshee and an outside of your wall is a tank
we tried to do some things the other big maps didn't: incorporate the tank hopefully effectively this time
this sort of flesh out their ideas with Max or riding shotgun over all of them making sure that they're not getting too crazy
if we were going to have what we call boo bags they would just be these clusters of these boogers all over the level thatwould explode and harm you max decided that they bounced too much so he made them pretty static
if they're gonna make a change for artistic reasons it's really helpful when they also can think if it will affect gameplay
whenever you ask cotton or Paul about it they get pretty upset because they like them but really works
you wonder why this map took three months to make
there wasn't really impress event for for bossing testicles of deaths I hate video games what
backwash is a humid environment. In all our other multiplayer maps you can see another player from a quarter mile away. Here you cant
we knew we had to make small like four player Slayer style map[ the idea came up to use the halo 1 swamp is this foggy arena
old and crusty forerunner
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 the chief met Guilty Spark in fact we actually have monitor of the Delta halo he's flying around the environment we definitely were looking to encourage the short game so you'd be more inclined to use weapons like shotguns and the sword it's very easy to spawn and instantly see where everybody's fighting because you see plasma bolts in the fog and you know exactly where everybody is you just go charging over there
and Nathan's favorite tactics to get up here on this little metal protrusion that he's just lobbing grenades down at people Im kind of the resident greeter I kill everybody on my team laughing the top of my lung
Nathan's griefing is is a well balanced by his lack of skill yeah
no one likes Nathan you know this map will be a success of people love with less Slayer 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 no I feel like a halo God
and we got glow bugs it doesn't get any better than that
terminal is a train terminal exists in New mombasa
supposed to be Zanzibar plus
what if we took sands par to the next level what would that map be
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 unlike which one is easier to defend or easier to attack
the only real dynamic element is the Train
play too close to the tracks will die
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 that and we wanted to make a vehicle encounter significant you cannot ignore the rave the Wraith is a big deal you need to take out the race if you're an attacker if you're a defender you want to preserve the raid
everything that we're thinking about is balanced put a lot of thought into making sure that a guy on the foot can destroy that vehicle
no rocket model rocket our Akash
this big design issue
I think they've actually just softened on that position\ a little bit there's now a rocket on terminal
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 tread in 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 launchers back in there
it's pretty rare that you'll get people just sitting in a spot and being cowardly hate cowards
this is a remake of longest one of the maps in halo 1
supposed to be this dirty cargo freighter two parallel hallways with bases at either corner you can see earth you can see the moon I thought about it I really hated about longest that I wanted to fix ladders really destroy the realism
I've never seen the ladder right like
you have this vertical motion but you don't see your hands doing that
we got rid of all the ladders
everybody hated ladders it's a really nice thing about this map is that there's total mobility it's a fairly simple map so that it's easy to navigate easy to understand
one of the ways that you can get to the second floor from the ground for is to take advantage of these boxes that are moving around
gameplay-wise the crates of her huge change because they create this jumping path that you can get between the two levels on the map from any point
one of the interesting things that just kind of fell out of this design and this is not intentional if you are on the conveyor belt even though you're moving faster than the motion sensor if you're standing still don't show up it has like this one thing that we've never had before which is you can hide and actually end up with a different spot than you were and the whole time will be on the motion sensor
I wanted to put the ladders back in but make them slanted so that you didn't have the same horrible problems that you did they never expressed that though
I never expressed that when
he were to get shot
it would have been a problem
Relic Big Island the original idea came from the very first halo multiplayer map back on the pc 4v4 that's kind of the sweet spot for that map
the more people that gets a little more chaotic we were looking for a asymmetric one flag CTF map that played differently than any of the others
it's designed specifically to have a unique experience for capture the flag
it's set up and have the side that is protecting the flag so there's always an attacker and defender keeping the entire map in play at all times
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
both sides trying to fight to get that as quickly as possible
you take the quick route and run out me open to get to the base or did you take the longer but safer route I mean there's a trade-off we intentionally make it so that the fastest route is the straight line that's running the gauntlet so it's risk versus reward
scoping out over the entire island is really cool because you can see people coming up through the rocks Gillian's free junk you
there's a contest to go and get the rocket launcher much like there's a contest to get the sniper rifle and you have to make real conscious decisions about what's important to you to win this map
it's Gemini
its origin is in marathon
in Marathon infinity there is a map called duality that's the fundamental structure that we took
it's not really a symmetrical or asymmetrical map it's an arena free for all map
we wanted it to feel fully otherworldly. this isn't something for the rest of the Covenant/ this is the prophets antechamber. the two rooms, two ramps in the lower lobby.
the teleporters that let you rapidly move to another part of the map the door see mreally\mundane but a door actually lets you play with the person
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
even walking slowly I can cover the entire map in about 15 seconds. that makes it very difficult to actually mount a defense
our engine is designed for a mix of different weapons that work at different ranges you can only carry two
the reason you pick up two plasma rifles is not so you can squeeze both triggers at the same time it so that you can pulse them like you can fire one until it burns and then fire together while the other ones cooling off because if you need to reload them in your dual wielding that you're basically screwed
I really wanted to have a lot of small maps. warlock had a characteristic thing for being symmetrical - radially symmetrical
it's designed to be completely equal
warlock is uh is based on the original halo one map a 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
I though it'd be fairly easy to get warlock up to speed considering that the geometry already existed
we had to mark off each base with a different color so that you wouldn't get lost and it's pretty easy to get lost in a place where every four of the coroner's look identical
the game is really giving you something that you look at so you know you're here
we have almost 36 styles and 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
I put some things like there's bats
no bats
I think there have been there somewhere
I'm sure
yeah I mean I know that we don't have any so
bats
no bats
sanctuary is about battle that takes place on the Delta halo
you can envision Delta temple being in the distance behind the cliff behind the waterfall
it should look like a single player map but play like a multiplayer map
it sold forerunner architecture supported by some newer forerunner metal structures
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
it actually is a symmetrical map symmetrical is mirrored in some fashion and it's an attempted to try to make things balanced
a map cam feel balanced but there's a subtle like sniper advantage to one side or the other
what it was designed for a CTF might take the medium range weapons like the battle rifle and the carbine 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 are taking on a role that's kind of mentality I take you know designing spaces are there good places for a player to assume those roles and be effective in and are there places for players to fight against that role as well
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
Mombasa was one of my favorite part in the single-player inhaler to seeing certain landmarks from a single player game in the distance the bridge just gives it such a great feel
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
we really wanted to work on a map that really featured a new game type that we had halo 2 called territories
territory requires a map that is designed for the game
territories is the game where the objective is to capture and control the territories territory control
as you control them you gain time and you win the game by having the most time
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 that it's easier for the underdog to come in
we have a street territorial which is being themed as a marine headquarters the opposite corner we have a warehouse territory and then at the third quarter we have a scare
although in Halo lingo lot they called plots no they're just territories in the UI doesnt say plots well it's called three plots for the three terriorties
therefore
yes
am I being too verbose
this is going to be the easiest map to navigate and learn
so everyone always wants to do a little bit more than they probably can we always overshoot and then come back
put it in rip it out this map has probably had the most work done on of all the maps
saying the detail that's on here
this is probably my favorite halo map thus far it's awesome I love his mouth I like it it's fun map and I did no work
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 play test it
the rest of the staff is working on all these maps what was the animation team gonna be doing
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 a cinematic together
we looked at the way we combined animation and sound and everything else into the cinematics and halo 2 and how we can make that process better
we didn't feel like our pipeline was really well thought out and we wanted to go through it again and come up with new tools they're all like well let's do a short film
status I wanted to do something that kind of paralleled what happened in the game Marines at the beginning earth city is one of those kind of tangents that you see the beginning of and you see the end of but you never really hear what happened the third Pelican kind of flies by and halfway through that level youth see that same Pelican crashing on the beach and you meet up with the Marines that were in it but you never really found out what happened to them felt like a good place where you can tie in both the beginning and the end actual gameplay
just placing the master chief in the scene and this shot that I'm working on right now is the very first shot
this shot right here is where the Pelican is just crashed you see phones checking checking the corpse of O'Brien
we're actually gonna be able to fly the Pelican around in a space and capture five got one audio of it be able to embed that the cinematic in a way that we weren't able to in the game engine
that's actually me I'm the one with the plasma and that's Jeremy over here and bells dead of course of
the jackal is a good character
we killed bill up pretty quickly
what do you think hollywood?
it is going to be prerendered 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 lip feel there are effects and more lighting stuff
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 were doing for fun it was a learning exercise it was all just a lot of really good experience for everybody on the team
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
I would definitely say this is wet the whistle for for what comes next
we better get moving
agreed