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{{Status|Canon}}
{{Species infobox
|variant=Flood
|name=Pod infector
|image=[[File:H2A - Flood infection form model.jpg|300px]]
|latin=
|classification=[[Infection form]]
|species=[[Flood]]
|subspecies=
|diet=
|height={{Convert|89.6|cm|ftin|sp=us}}-{{Convert|131.4|cm|ftin|sp=us}}{{Ref/Game|Id=Library|HCEA|Library (feature)|Library|Detail=Infection Form}}
|weight={{Convert|16.8|kg|lb}}-{{Convert|28.6|kg|lb}}{{Ref/Reuse|Library}}
|distinctions=Small, sac-like creatures with many tentacles for probing.
|lifespan=
|homeworld=
|techlevel=
|notable-person=
|othernames=
|languages=
}}
The '''pod infector''' (sometimes shortened as '''pod'''),{{Ref/Game|Id=PLPI|HW2|Phoenix Logs|Detail=Pod Infectors}} often ubiquitously called the '''Flood infection form''',{{Ref/Book|Id=enc11p164|Enc11|Page=164}}{{Ref/Book|Id=enc22|Enc22|Page=406}} is a stage of the virulent [[Flood]] xenoform. It serves as the primary form for spreading the Flood infection due to its effectiveness compared to mere [[Flood spores]] when deployed in large numbers. Subsequently, it is usually the first Flood forms to be produced as well as the most commonly encountered Flood form.{{Ref/Reuse|PLPI}}
==Overview==
===Physical characteristics===
{{Quote|As you can see, it has tentacles in place of legs, plus a couple of extremely sharp penetrators, which they use to invade the victim's central nervous system and take control of it.|[[Melissa McKay]] describing a pod infector.{{Ref/Novel|Id=McKayQuote|TF|10|Quote=As you can see, it has tentacles in place of legs, plus a couple of extremely sharp penetrators, which they use to invade the victim's central nervous system and take control of it.}}}}
Pod infectors have soft, pod-shaped bodies; they are characterized by a small, sagging brown lobe rising from the top of its back,{{Ref/Reuse|enc11p164}} while its frontal surface has numerous tentacle-like appendages and a frond-like array, which acts as the creature's sensory system.{{Ref/Game|Id=PLIF|HW2|Phoenix Logs|Detail=Infection Forms}}{{Ref/Reuse|enc22}} Their tendrils are multi-purpose locomotion systems and insidious methods of control.{{Ref/Reuse|PLIF}}{{Ref/Reuse|enc22}} Used for attacking and infecting organisms,{{Ref/Book|Id=enc11p180|Enc11|Page=180}} each tendril ends in nano-scale barbs, which can latch onto a target's body, slice open bare skin,{{Ref/Novel|TF|12|Quote=The Spartan gave a cry of pain, felt the tentacle slide down toward his spine, and knew it was over.}} and even cut through armor or environmental suits.{{Ref/Reuse|PLIF}}{{Ref/Reuse|enc22}} The pod infector's bulbous body is filled with noxious gases,{{Ref/Reuse|enc22}} while its numerous tentacles allow them to travel at high rates of speed and leap surprising distances in pursuit of a host.{{Ref/Reuse|Library}}{{Ref/Book|Id=OSFM|OSFM|Page=174}}
The pod infector does not feel pain or fear.{{Ref/Reuse|enc22p408}} Though barely intelligent on their own, once an infection form infiltrates a sentient creature, they turn the victim's cognitive power to the furtherance of Flood goals. Each pod infector able to sift through memories of any sentient creature to learn of military countermeasures, security access codes, and the location of population centers. This information is then shared with other Flood through their connection with the [[key mind]]s.{{Ref/Reuse|PLIF}}
Pod infectors appear to be developed from [[Flood tadpole|a form]] vaguely resembling a larva or tadpole but bearing the basic superficial characteristics of a pod infector.{{Ref/Site|Id=onefinaleffort|URL=http://halo.bungie.net/news/content.aspx?type=topnews&cid=25650|Site=Bungie.net|Page=One Final Effort (4/16/2010)|D=11|M=4|Y=2013}}
===Function===
{{Quote|You can see how the body has been transformed by the genetic restructuring of the Flood infection. The small creatures carry spores that cause a host to mutate. The mutated host then produces spores that can pass the Flood to others. It is insidious and elegant. As long as any hosts remain, the Flood is virulent.|[[343 Guilty Spark]] explains the infection process.{{Ref/Level|Id=343GSquote|HCE|The Library|Quote=You can see how the body has been transformed by the genetic restructuring of the Flood infection. The small creatures carry spores that cause a host to mutate. The mutated host then produces spores that can pass the Flood to others. It is insidious and elegant. As long as any hosts remain, the Flood is virulent.}}}}
====Infection====
[[File:TFS-Likeafrog.png|thumb|250px|A carrier form spawning pod infectors aboard the {{UNSCShip|Spirit of Fire}} in 2537.]]
Serving as the primary vector for the Flood infection, pod infectors usually attack en masse, overwhelming and overpowering their prey, until one is able to burrow into the victim's flesh,{{Ref/Reuse|Library}} As with other infection forms, the pod infector has an array of "penetrators", which are barbed tentacles that can cut through flesh and armor.{{Ref/Reuse|PLIF}}{{Ref/Reuse|enc22}} When a pod infector attacks a victim, its tentacles insert into the spine,{{Ref/Novel|TF|9|Quote=...because ever since the infection form had inserted its penetrator into his spine, Private Wallace A. Jenkins had been sharing his physical form with something he thought of as "the other."}} with the goal of invading the target's central nervous system,{{Ref/Reuse|McKayQuote}} which then initiates a violent transformation triggered by the the [[Flood spore]]s carried by the pod infector.{{Ref/Reuse|343GSquote}} Once the target is compromised, the pod infector injects [[Flood Super Cell]]s to suborn the victim's nervous system,{{Ref/Reuse|enc22}} "digesting" the DNA of its victims,{{Ref/Book|AoH3|Page=26}} while the pod infector itself bores into the host body to hollow out a nest, quickly twisting the remains of its victim into a combat or carrier form.{{Ref/Reuse|enc22}}
Due to the balloon-like qualities of the pod infector, it could deflate itself to fit inside the victim's body.{{Ref/Novel|TF|10|Quote=If you peek through the hole in her chest you can see the remains of the infection form that deflated itself enough to fit in around her heart and lungs.}} Even if the infection form is quickly removed, Flood cells in the wounds will slowly consume the victim and turn them into quivering, spore-packed blisters.{{Ref/Reuse|PLIF}} The Flood utilizes the hosts' nervous system and calcium store to mutate its body;{{Ref/Book|AoH|Page=50}} as such, if the infected host has sufficient biomass for self-sustenance, it will mutate neurologically and physiologically into a [[Flood combat form|combat form]].{{Ref/Book|Id=enc11p165|Enc11|Page=165}} The pod infector is capable of augmenting its new body and repair minor damage;{{Ref/Book|Id=enc22p408|Enc22|Page=408}} as such, combat forms typically possess unnatural physical strength, perhaps gained through the mutation of the host's musculoskeletal structures.{{Ref/Reuse|enc11p165}} Otherwise, sections of the host's body are consumed and converted into FSC, with much of their internal organs being consumed and replaced with FSC accretions that function as support lattices. Some limbs and sensory organs are retained on the combat form to enable use of tools, weapons, or vehicles; though the pod infector sees the environment using its own sensory organs—often the flexible fronds or antennae on the end of narrow tendrils—and whatever remains of the host's native senses are usually redundant and ignored. Combat forms tend to retain some of its host's characteristics; sapient hosts are generally made into the most basic version of combat form, simply known as an [[attacker form]],{{Ref/Reuse|enc22p408}} whereas non-sapient hosts are made into [[Flood thrasher form|thrasher]] or [[Flood swarm form|swarm]] forms.{{Ref/Book|Id=enc22p409|Enc22|Page=409}} Human attacker forms are notably known for its agility and swift movement rather than the heavy and dense frame of the its Sangheili counterparts.{{Ref/Game|HCEA|Library (feature)|Detail=Human Combat Form}} If its host has been heavily damaged, a pod infector may abandon its host to look for a new one. Conversely, if the pod infector inside an attacker form has been destroyed, but the attacker form itself is intact enough to continue serving its purpose, a loose pod infector may burrow inside the body and take the place of the one that mutated it, effectively "re-animating" the attacker form.{{Ref/Game|H3|gameplay}}
In some circumstance, the pod infector is unable to completely dominate the original personality and the victim remains fully aware of their irrevocable transformation and their being used as a tool of the Flood. Though their bodies are bent to the Flood's will, occasionally the victim can still whisper for mercy or cry out in pain. More often, the parasite will speak on their behalf, using stolen thoughts and memories as a psychological weapon, terrorizing both the host and anyone unfortunate enough to be within earshot.{{Ref/Reuse|enc22p408}}{{Ref/Game|HW2|Phoenix Logs|Detail=Infected}} This was the fate of [[Wallace Jenkins]] during the [[Battle of Installation 04|Battle]] of [[Installation 04]]; a pod infector had been severely weakened during long periods of hibernation, and while strong enough to take over and transform Jenkins' body, it lacked the force and clarity to completely control Jenkins.{{Ref/Novel|TF|6|Quote=Due to some fluke, some random toss of the galactic dice, the mind that invaded his body had been severely weakened during the long period of hibernation, and while strong enough to take over and begin the work necessary to create a combat form, it lacked the force and clarity required to completely dominate its host the way it was supposed to.}} With the Flood mind weakened, Jenkins survived infection, and even remained conscious, with short periods of time where he could exert control over his mutated body.{{Ref/Novel|TF|10|Quote=Jenkins had used pantomime to request a mirror. A well-meaning Corporal brought one in, held it up in front of the soldier's devastated face, and was frightened when he tried to scream.}}{{Ref/Novel|TF|12|Quote=Jenkins, still unable to speak, managed to mouth the words “thank you.”}}
While an effective vector of infection against armored and shielded organisms as well as those equipped with atmospheric filters, a pod infector is not necessary for the Flood to infect a host; merely ingesting Flood spores or inserting them via a wound is sufficient to initiate Flood conversion — in two instances, Flood spores were introduced into a bite wound. Such infection may occur several seconds or perhaps minutes later, yet the transformation will occur almost instantaneously once it has begun.{{Ref/Level|HW|Anders' Signal}}{{Ref/Anthology|Evo|Story=The Mona Lisa}}
====Reproduction====
Once the parasite can establish a hive, it can begin to produce massive numbers of infection forms that spread out in search of new sentients to infect, and non-sapient animals on which to feed. Both ground and airborne infection forms are used as living weapons, hurling themselves at the enemy to overwhelm defenses and assimilate the unprepared.{{Ref/Reuse|enc22}} The [[Flood blister]] itself is an infection form, incubating spores as well as carrying pod infectors; when ruptured, the blister releases the pod infectors.{{Ref/Level|H3|Cortana (level)|Cortana}}{{Ref/Book|Enc22|Page=407}} [[Flood carrier form|Carrier forms]] serve as mobile incubators of pod infectors; when they are in close range of enemies, or when their sacs are perforated, they rapidly swell and then detonate,{{Ref/Reuse|enc11p165}} releasing pod infectors being held within.{{Ref/Book|Enc22|Page=409}} [[Flood pure form]]s, including the [[Flood spawner form|spawner form]] and the [[tank form]], are known to gestate pod infectors to spread the Flood infection.{{Ref/Book|Id=enc11p166|Enc11|Page=166}}{{Ref/Game|HW2|Phoenix Logs|Detail=Spawners}}
==Trivia==
*In ''[[Halo: Combat Evolved]]'', if a Pod infector latches itself onto a Marine or one of the Covenant, instead of mutating the host, it will become irrevocably attached until the host is dead. If at least one pod infector manages to leap onto an unshielded player in this game, it will deal a noticeable amount of damage (this will increase depending on difficulty and number of Pod infectors attached), fall off, and attempt to strike the player again. This effect on the player also appears in ''Halo 3''.
*In ''Halo: Combat Evolved'', Pod infectors are not affected by fall damage, most likely due to the script or slow speed during freefall.
*An [[energy sword]] will not lose energy by killing pod infectors in ''Halo 2'' and ''Halo 3'', but this method is highly ineffective as pod infectors are extremely hard to hit with an energy sword.
*Pod infectors do not add points to the player's meta-score when the [[campaign scoring]] is activated in ''Halo 3'' and ''[[Halo: The Master Chief Collection]]''. This is most likely because pod infectors come in swarms, and could be used to rack up points with almost no effort.
*Unlike in ''Halo: Combat Evolved'' and ''Halo 2'', the pod infectors in ''Halo 3'' float in water. Thus, they cannot infect corpses that are in water ponds because of this animation.
*In ''Halo 3'', code exists for a deleted <code>flood_infection_banger</code> variant of Pod infector, which would explode like a plasma grenade when destroyed.{{Ref/YouTube|R60geSLtnWk|Lord Zedd|Halo 3 - Cut Enemy: Flood Infection "Banger"}}
* In ''Halo Wars'', when Sergeant Forge shoots the pod infectors that are attacking Professor Anders, they do not pop like all other pod infectors. Instead, they simply fall lifelessly to the ground.
==Gallery==
{{Linkbox|gameplay=yes|gallery=yes|gallerypage=Images of Pod infectors}}
<gallery>
File:HCE_InfectionForm_Concept.jpg|Concept art of a Pod Infector from ''Halo: Combat Evolved''.
File:Flood3.jpg|Flood Pod infector in ''[[Halo: Combat Evolved]]''.
File:HCE Flood Infection Form.png|In-game view of a Flood Pod infector in ''Halo: Combat Evolved''.
File:HCE Infectionforms.jpg|The Master Chief watches as Pod infectors prepare to consume a dead Elite and a dead Grunt.
File:H2 Flood Infection Form.png|A Pod infector in the [[Threshold gas mine]] in ''[[Halo 2]]''.
File:H2_PodInfector_Closeup.jpg|A Pod infector in ''Halo 2''.
File:HTMCC Avatar InfectionForm.png|Render of the ''Halo 2'' Pod infector in ''[[Halo: The Master Chief Collection]]''.
File:InfectionForm Profile.jpg|Pod infectors in ''[[Halo 3]]''.
File:Flood infection form in HaloWars.jpg|A Pod infector in ''[[Halo Wars]]''.
File:Anders Flood.png|Pod infectors assaulting [[Ellen Anders|Professor Anders]].
File:HW PodInfector Blur Render.jpg|A render of the pod infector asset created for ''Halo Wars''{{'}} cutscenes.
File:Infectionformpet.png|A pet Flood Pod infector which can be purchased as a feature for any Xbox 360 Avatar.
File:Floodsuit.png|An [[Avatar (Xbox 360)|Xbox 360 Avatar]] customized with a Flood Pod infector suit.
File:HTMCC-H4 Terminals LibrarianAtWork.png|The [[Librarian]] investigating a Flood Pod infector in ''[[Halo 4]]''<nowiki>'s</nowiki> [[Terminal (Halo 4)|terminals]].
File:Flood infector Spirit of Fire.jpg|A Flood Pod infector inside the {{UNSCShip|Spirit of Fire}}'s cryo-room in ''[[Halo: Escalation]]''.
File:HSA Flood mode.jpg|Flood Pod infectors in ''[[Halo: Spartan Assault]]''.
File:MercyFlood.jpg|A Pod infector attacks the Prophet of Mercy, eventually killing him.
File:TFS-Krunch.png|Jerome-092 destroying a Pod infector in a single punch in ''[[Something has Happened]]''.
File:HW2 - Flood infection form models.jpg|Models of the Pod infector for ''[[Halo Wars 2]]''.
File:HW2 - Flood infection form.jpg|More detailed models.
File:HW2_InfectorTidalWave_Concept.jpg|Banished forces succumbing to a tidal wave of Pod infectors.
File:HW2-SpikedInfectionform.jpg|A Pod infector killed by a Banished Jiralhanae's Spiker in ''Halo Wars 2''.
File:HW2-Squish.gif|Atriox crushes a Pod infector.
File:HOD-InfectionForm.jpg|An infection form at [[Outpost Discovery]].
File:HINF Unknown Cylix Scan.png|A Pod infector trapped in a [[Cylix]] on [[Installation 07]] in ''[[Halo Infinite]]''.
File:HINF - Charm icon - Infection charm.png|A Pod infector weapon charm in ''Halo Infinite''.
</gallery>
==List of appearances==
{{Col-begin}}
{{col-2}}
*''[[Halo: Combat Evolved]]'' {{1st}}
*''[[Halo: The Flood]]''
*''[[Halo: First Strike]]'' {{Mo}}
*''[[Halo 2]]''
**''[[Conversations from the Universe]]'' {{Mo}}
*''[[Halo Graphic Novel]]''
**''[[Breaking Quarantine]]''
*''[[Halo 3]]''
*''[[Halo Wars]]''
*''[[Halo 3: ODST]]'' {{MCCo}}
*''[[Halo Legends]]''
**''[[Origins]]''
{{col-2}}
*''[[Halo: Evolutions]]''
**''[[The Mona Lisa]]''
*''[[Halo: Combat Evolved Anniversary]]''
*''[[Halo 4]]''
**''[[Terminal (Halo 4)|Terminals]]''
*''[[Halo: Spartan Assault]]'' {{C|Simulation-only}}
*''[[Halo: Escalation]]''
*''[[Halo 2: Anniversary]]''
*''[[Halo Mythos: A Guide to the Story of Halo]]''
*''[[Halo: Tales from Slipspace]]''
**''[[Something Has Happened]]''
*''[[Halo Wars 2]]''
*''[[Halo: Fireteam Raven]]''
*''[[Halo: Outpost Discovery]]''
*''[[Halo Infinite]]''
{{col-end}}
==Sources==
{{Ref/Sources}}
{{Flood}}
[[Category:Flood forms]]
<!--
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 44 that's kind of the sweet spot for that map
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
[Music]


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 it's not really a
in Marathon infinity there is a map called duality that's the fundamental structure that we took  
symmetrical or asymmetrical map it's an arena free fall 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
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 really\mundane but a door actually lets you play with the person that's what this is
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  
comments so that's the essence of a good
 
ground powder even walking slowly I can
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
 
two the reason you pick up to plasma
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 post 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 me for
wasting interval radially symmetrical
it's designed to be completely equal
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'd be
fairly easy to get more lock 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 is something that you here we
have almost 36 styles and pieces of
audio that went into halo 2 territory
with 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 64 voice limit pretty easily lost the
lead if you look at it and you think it
should make sound we try to make it mix
them I put some things like there's bats
up no bed so I think there have been
there somewhere I'm sure yeah I mean I I
know that we don't have any so that's no
no bad
[Music]
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 man but
play like a multiplayer map it sold for
runner 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 confuse 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 are there
places for players to fight against that
role as well
[Music]


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
setting old Mombasa sort of early in the
 
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
 
Oh busted us on my favorite part in the
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 hail with two
 
called territories territory server
I think there have been there somewhere
requires a map that is designed for the
 
game territories is the game where 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 jarrett ori lost we have a
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 linga lot they
 
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
retailers therefore yes and hannah am I
 
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 going to be the easiest map to
I would definitely say this is wet the whistle for for what comes next
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
[Music]
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 Matt and I did no work as a


game developer you really get to enjoy
we better get moving
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 the only 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
agreed
kind of paralleled what happened in the
game Marines at the beginning birth 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 anything hollywood it is going
to be free 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 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
-->

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