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BTS: Defiant Map Pack: Difference between revisions

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*'''[[Frank O'Connor]]''': "This map pack in some ways is one of our first full direct Halo game projects."
*'''[[Frank O'Connor]]''': "This map pack in some ways is one of our first full direct Halo game projects."


*'''Dan Ayoub''': "We started thinking about what we wanted to do for map packs, when we want to do them."
*'''Dan Ayoub''': "We started thinking about what do we want to do for map packs, when do we want to do them."


*'''Frank O'Connor''': "We definitely wanted to pay full service to the universe created in [[Reach]]."
*'''Frank O'Connor''': "We definitely wanted to pay full service to the universe created in ''[[Halo: Reach|Reach]]''."


One big consideration when we were working was, how do we fit this to the fiction?
All these maps are unique, from the story standpoint, of being places that are snapshots around the ''Reach'' universe as Reach is falling.
You're constantly confronted with the fact that there's this beautiful place, but it's not going to be there forever.
'''HALO: REACH'''
'''BEHIND THE SCENES: DEFIANT MULTIPLAYER MAP PACK'''
Coming up with a sort of spectrum for a map pack is a really is a really straightforward business at a very high level. You just say, "What do we already have, and what do we need to kind of flesh things out.
Everyone on the right side is working on super top-secret stuff I can't talk about, and then everyone over here is also working on super secret stuff that I can't talk about.
[[Certain Affinity]], we're an independent developer down here in Austin, Texas. We're about fifty people now.
That team has a lot of experience with the engine, a lot of experience with ''Halo''. Incredible Halo fans obviously because so many of them have been involved in the games before.
On ''[[Halo: Combat Evolved|Halo 1]]'' I ended up doing the user interface. ''[[Halo 2]]'' I shifted to development. ''[[Halo 3]]'' I was multiplayer online lead.
So right from the get-go we worked really closely with the publishing team at [[343 Industries|343]] to identify maps that would make sense in the context of Reach.
It was great because CA was crazy passionate, like these guys just showed up with a huge list, and it was more a quest of "Okay, well we can only make so many of these, so you know let's get to ones that we think kind of fit the fiction, fit the flow.
There was a lot of exploration and a lot of collaboration between the two groups.
One idea that came to mind was "Wouldn't it be awesome to have a multiplayer map that you can see the planet getting glassed below you?"
[[Condemned]] takes place high above Reach on a space station somewhat decimated by a Covenant attack.
When we started Condemned we wanted to make a map that was really fun for close range, but still had some long range sniping stuff in it.
We were looking at [[Lockout]], specifically. What are some of the characteristics about Lockout that we think are so fun and how can we take some of those and do them in a completely new map? Something that really pulls infantry together in a really tight environment?
It is a circular map. How do we prevent people from just getting in this habit of going in a circle and never meeting each other?
The low-grav center, which we experimented with a couple different ideas on. Sort of this one spot where no matter where you are on the map you can always get to the action quickly or you can always get across the map quickly.
It does change your gameplay style and things you need to do. You're kind of a sitting duck when you're sitting out there in low gravity, floating around.
Well I remember at one point there was a giant energy beam that would come down and if you were standing on that center platform at the wrong time you'd get blasted to smithereens.
It was just encouraging people not to go into the center of the map, which is the exact opposite of what we wanted to do, so we just removed it.
The earlier stages of the art pass were dark and much more creepy. If it's dark and industrial, it's really easy to get lost. So over the course of development we decided to brighten the space more.
To make it still retain a lot of the character we'd originally wanted but to make it work.
On a really tight map like Condemned, it's critical the the player's able to orient themselves.
It actually came down to a lot of art coming in and helping us out and doing color-coded rooms.
In the common room there's actually a big hologram establishing where it's been damaged and been abandoned.
Thinking about it like a facility you would be in, you know what kind of signage would be around that would help you navigate an airport or a hospital or a military base.
One of the effects that we iterated on the most was the shield door effect. We couldn't make it look like a shield from any other shield effect that you have in ''Halo'' because that would communicate a certain functionality. We had to design a new one, and we went through probably four or five different iterations. Some were way too strong and way too distorted, because people want to be able to stand and shoot through the reactor core, so we couldn't do anything that would really obstruct the view.
It's gonna be really fun when people play it the first time and they think they can go their old camping routine at the shield door, and they just get a sticky grenade right in the face and they're gonna drop.
At the end I feel like we have a map which has a lot of mood in each of the spaces and really feels unique, not just in and of itself but to the rest of all of maps that are in the ''Halo'' franchise.
{{Expand-Section}}
{{Expand-Section}}



Revision as of 01:10, July 14, 2012

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<youtube width="350" height="250">RcAGExpiYe8</youtube>

BTS: Defiant Map Pack is a 343 Industries Behind-the-Scenes documentary video that discusses the development of the Defiant Map Pack for Halo: Reach. It was the first BTS to be released.[1]

Transcript

  • Frank O'Connor: "This map pack in some ways is one of our first full direct Halo game projects."
  • Dan Ayoub: "We started thinking about what do we want to do for map packs, when do we want to do them."
  • Frank O'Connor: "We definitely wanted to pay full service to the universe created in Reach."

One big consideration when we were working was, how do we fit this to the fiction?

All these maps are unique, from the story standpoint, of being places that are snapshots around the Reach universe as Reach is falling.

You're constantly confronted with the fact that there's this beautiful place, but it's not going to be there forever.

HALO: REACH

BEHIND THE SCENES: DEFIANT MULTIPLAYER MAP PACK

Coming up with a sort of spectrum for a map pack is a really is a really straightforward business at a very high level. You just say, "What do we already have, and what do we need to kind of flesh things out.

Everyone on the right side is working on super top-secret stuff I can't talk about, and then everyone over here is also working on super secret stuff that I can't talk about.

Certain Affinity, we're an independent developer down here in Austin, Texas. We're about fifty people now.

That team has a lot of experience with the engine, a lot of experience with Halo. Incredible Halo fans obviously because so many of them have been involved in the games before.

On Halo 1 I ended up doing the user interface. Halo 2 I shifted to development. Halo 3 I was multiplayer online lead.

So right from the get-go we worked really closely with the publishing team at 343 to identify maps that would make sense in the context of Reach.

It was great because CA was crazy passionate, like these guys just showed up with a huge list, and it was more a quest of "Okay, well we can only make so many of these, so you know let's get to ones that we think kind of fit the fiction, fit the flow.

There was a lot of exploration and a lot of collaboration between the two groups.

One idea that came to mind was "Wouldn't it be awesome to have a multiplayer map that you can see the planet getting glassed below you?"

Condemned takes place high above Reach on a space station somewhat decimated by a Covenant attack.

When we started Condemned we wanted to make a map that was really fun for close range, but still had some long range sniping stuff in it.

We were looking at Lockout, specifically. What are some of the characteristics about Lockout that we think are so fun and how can we take some of those and do them in a completely new map? Something that really pulls infantry together in a really tight environment?

It is a circular map. How do we prevent people from just getting in this habit of going in a circle and never meeting each other?

The low-grav center, which we experimented with a couple different ideas on. Sort of this one spot where no matter where you are on the map you can always get to the action quickly or you can always get across the map quickly.

It does change your gameplay style and things you need to do. You're kind of a sitting duck when you're sitting out there in low gravity, floating around.

Well I remember at one point there was a giant energy beam that would come down and if you were standing on that center platform at the wrong time you'd get blasted to smithereens.

It was just encouraging people not to go into the center of the map, which is the exact opposite of what we wanted to do, so we just removed it.

The earlier stages of the art pass were dark and much more creepy. If it's dark and industrial, it's really easy to get lost. So over the course of development we decided to brighten the space more.

To make it still retain a lot of the character we'd originally wanted but to make it work.

On a really tight map like Condemned, it's critical the the player's able to orient themselves.

It actually came down to a lot of art coming in and helping us out and doing color-coded rooms.

In the common room there's actually a big hologram establishing where it's been damaged and been abandoned.

Thinking about it like a facility you would be in, you know what kind of signage would be around that would help you navigate an airport or a hospital or a military base.

One of the effects that we iterated on the most was the shield door effect. We couldn't make it look like a shield from any other shield effect that you have in Halo because that would communicate a certain functionality. We had to design a new one, and we went through probably four or five different iterations. Some were way too strong and way too distorted, because people want to be able to stand and shoot through the reactor core, so we couldn't do anything that would really obstruct the view.

It's gonna be really fun when people play it the first time and they think they can go their old camping routine at the shield door, and they just get a sticky grenade right in the face and they're gonna drop.

At the end I feel like we have a map which has a lot of mood in each of the spaces and really feels unique, not just in and of itself but to the rest of all of maps that are in the Halo franchise.

Template:Expand-Section

Sources

Template:BTS