User:BaconShelf/Sandbox

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< User:BaconShelf
Revision as of 19:25, April 13, 2024 by SpyglassUnitBeta (talk | contribs) (→‎naval weapon stuff: link changes, replaced: RailgunRailgun)
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naval weapon stuff

  • Missile
  • Plasma lance
  • Plasma torpedo
  • Plasma cannon
  • Laser
  • Pulse laser

UNSC lasers

Banished forges


Weapon overview pages

Spike weaponry
  • Spiker (Paegaas)
  • Spiker (the other one)
  • Skewer
  • Spike base turrets
  • Spike chopper autocannons
  • Spike grenades
Gravitic weaponry
  • Gravity hammers (why so many)
  • dreadnought gravitic ram
  • uhhh that one torture device from broken circle
Plasma weaponry
  • Too many Covenant guns
  • That one human plasma rifle
  • Pre-Covenant San'Shyuum pulse rifle + Sangheili weapons
Laser weaponry (rewrite existing laser page)
  • Spartan lasers
  • Pulse laser turrets
  • Various UNSC navy laser pew pews
Particle beam weaponry
  • rip beam rifles you have no brothers
  • fibril cutters
  • particle cannons(?)
Hard light weaponry
  • all that stuff

Plasma cannons

Light (class-1) plasma cannons
  • Spectre
    • Type-46 Directed Energy Weapon/Mounted
  • Scout Revenant
  • Prowler
  • Zurdo (3/R)-pattern Wraith + Ogab'd AA Wraith
    • Type-26 Directed Energy Weapon/Emplacement
  • Kemu (H5)-pattern Wraith + Muv'te AA Wraith
Medium (class-2) plasma cannons
  • Ghost
    • Type-32 Directed Energy Weapon/Linked (Ghost)
  • Muz (H2)-pattern Wraith
    • 2x medium plasma cannons
  • Umbra
    • H5 plasma cannon
  • Shadow
    • Type-29 Anti-Infantry Weapon Emplacement/Mounted

Covenant starship weaponry

Excavation beam
  • Lux-pattern superheavy array (CSO)
  • Elseon-pattern superheavy (Brigantine)
  • Infernus-pattern superheavy (Syfon, CPV, RPV)
  • Excellen-pattern (RCS)
  • Phar-pattern (Varric)
  • Pherex-pattern (Hekar)
  • Profero-pattern (Ket CCS)
Plasma cannon
  • Melusean-pattern heavy plasma cannon (ORS, CPV, RPV, Rasus, SDV, DAV)
    • Arrays (DSC)
  • Gaff Naran-pattern (man o'war, Hekar)
  • Morfen-pattern (RCS, DDS)
  • Sey-pattern (CAR)
  • Sono-pattern (Ket CCS)

Link dumps

Just a bunch of links to various bits of concept art and whatnot I don't want to lose.

https://www.neoseeker.com/halo-2/concept_art/ https://www.neoseeker.com/halo-3/concept_art/

https://twitter.com/game_fabricator/status/837008432049762305 https://twitter.com/game_fabricator/status/857414707509985281 https://twitter.com/game_fabricator/status/700787338201305088

early covers: https://twitter.com/game_fabricator/status/824365215999356928 https://imgur.com/a/JIIB8

Project Warthog

Because I'm really creative with names. Project Warthog is my own personal project to revamp and redo the current set of Warthog pages on the wiki, to make the information within more easily digestible and less bloated. For full details of my proposal, see this thread on the forums.

Stats for REQ vehicle health can be found here (backup of the pastebin incase the tweet goes down here).

Steps

  1. Create a page for the M12B Warthog. The idea of this page is to split Warthog information roughly in half, allowing the M12 Warthog page to focus primarily on the Warthog version found in Halo CE through Reach (and also CEA by extent but you get the idea) while the M12B page focuses on the version found in Halo 4 onwards.. DONE!
  2. Create the following page(s) DONE!
  1. Create an overall Warthog page as part of the wiki's wider "hub pages" project (see: Wraith, Lich, Spirit for examples). A disambiguation page will be needed too.
  2. Rework the Warthog navbox to better reflect the nature of Warthog variants. Likely divide M12 and M12B warthogs into different rows. DONE!
  3. Perhaps the trickiest, figure out a way to better divide the Warthog pages for the LRV, Gauss and Rocket designs (ongoing).
  4. Listed at the end but really something to do as the project goes along, use this rework as an opportunity to bring Warthog information over from Halo Nation as part of the two wikis' ongoing merger project. Links left below for future reference.

Project ODST armour

Because my naming creativeness knows no bounds. Project to revamp the ODST armours part of the site to resemble the MJOLNIR armor pages more, because why do Spartans deserve cool pages alone?

Steps

Creation of the following pages;

Halo 2 development

Early development

Early story drafts

Campaign

Multiplayer

Art

Audio

Gallery

https://twitter.com/MaxHoberman/status/1085856052678180864 https://twitter.com/MaxHoberman/status/1076178181625921542 https://twitter.com/MaxHoberman/status/1076104288584286208 https://twitter.com/MaxHoberman/status/1075073344976891904 https://twitter.com/MaxHoberman/status/1074776739618922497 https://twitter.com/MaxHoberman/status/1073619075719413760 https://twitter.com/MaxHoberman/status/1106210187201921024 https://twitter.com/MaxHoberman/status/1105490972782354432 https://twitter.com/MaxHoberman/status/1100603529935441923 https://twitter.com/MaxHoberman/status/1100845051129794563 https://twitter.com/MaxHoberman/status/1097849436997382144 https://twitter.com/MaxHoberman/status/1097632341852409857 https://twitter.com/MaxHoberman/status/1097594163149848577 https://twitter.com/MaxHoberman/status/1097553912738004992 https://twitter.com/MaxHoberman/status/1096500255573663750 https://twitter.com/MaxHoberman/status/1095052843604733952

Halo 2 design documentation

For archive purposes until such a time as it can be made proper use of.[27]

Hoberman designed a full tournament system for Halo 2 which couldn't be implemented in-game due to UI, but the Xbox Live team set up the back end and patented it.[28][29]

A full design doc for the Halo 2 multiplayer featureset.[31] This was a "living" design doc circulated around Bungie and last updated in November 2003. Red indicates features not-yet implemented.[32] This approach was copmmonly used inside Bungie to get feedback from all areas of development.[33] The multiplayer had "shockingly few" people on it.[34]

Halo 3 design documentation

Ditto.


Notes


Sources

  1. ^ Halo Encyclopedia (2022 edition), page 287
  2. ^ Halo: Reach, Manual - Page 9
  3. ^ Halo: The Essential Visual Guide, page 19
  4. ^ Halo Encyclopedia (2022 edition), page 280
  5. ^ Halo Encyclopedia (2022 edition), page 280
  6. ^ Halo: Warfleet, page 74-75
  7. ^ Halo Encyclopedia (2022 edition), page 280
  8. ^ Halo Waypoint, Spirit (Retrieved on Jul 12, 2012) [local archive] [external archive]
  9. ^ Halo: The Essential Visual Guide, page 187
  10. ^ Bungie.net, Spirit (Retrieved on Feb 7, 2021) [archive]
  11. ^ Halo: Reach, Manual - Page 9
  12. ^ Halo Encyclopedia (2022 edition), page 281
  13. ^ Halo Encyclopedia (2022 edition), page 281
  14. ^ Halo Encyclopedia (2022 edition), page 282
  15. ^ Halo: The Essential Visual Guide, page 137
  16. ^ Halo: Reach, Manual - Page 9
  17. ^ Halo 4: The Essential Visual Guide, page 118-119
  18. ^ Halo Waypoint, Halo 4 Interactive Guide - Weapons: Concussion Rifle (Retrieved on May 1, 2013) [local archive] [external archive]
  19. ^ Halo Encyclopedia (2022 edition), page 282
  20. ^ Halo Waypoint, Phantom (Retrieved on Jul 28, 2021) [archive]
  21. ^ Halo Encyclopedia (2022 edition), page 288
  22. ^ Halo Encyclopedia (2022 edition), page 288
  23. ^ Halo: The Essential Visual Guide, page 169
  24. ^ Halo: Reach, Manual - Page 9
  25. ^ Halo Encyclopedia (2022 edition), page 279
  26. ^ Halo: Reach, Manual - Page 9
  27. ^ Max Hoberman on Twitter: All the design specs are mine. I had the master plan in my head, and I used the team as a sounding board, writing up docs like this to express my ideas and plans. Then the Xbox Live team modified existing and built new functionality to support it all.
  28. ^ Max Hoberman on Twitter: This came up just the other day. I had ambitious plans for an automated tournament system in Halo 2. We had to cut it because we couldn't implement all of the in-game UI, but the Xbox Live team implemented the backend and subsequently patented it.
  29. ^ Halo 2 tournament patent
  30. ^ Max Hoberman on Twitter: For Halo 2 we invented so much. Here's an old design spec that I wrote describing how messaging would work in game and in tandem with the Y menu, utilizing a generic service that the Xbox Live team modified for us. I haven't seen this in 15+ years, neat!
  31. ^ a b c d e Max Hoberman on Twitter: I've been sharing tidbits from my original Halo 2 multiplayer, UI, and online specs, but here's a real treat: an entire design doc. I wasn't initially in charge of the larger scale mp game, so I had to play catch-up. This was my plan.
  32. ^ a b c d e Max Hoberman on Twitter: This was a living design doc, which I would share regularly inside of Bungie for feedback. This was last updated in November of 2003. Note that I used red to indicate features not yet implemented.
  33. ^ Max Hoberman on Twitter: I used this approach for everything. I found it extremely helpful for getting feedback from engineers and non-engineers alike. Here's the goal, here's the strategy, here's a list of ideas for how to accomplish a related objective - please help flesh it out further.
  34. ^ Max Hoberman on Twitter: No time to try. Just had to prioritize. MP had shockingly few people on it.
  35. ^ a b c Max Hoberman on Twitter: While looking through old Halo documents I also stumbled on this high level online design goals document that I wrote for Halo 3 in January of 2005. Anything interesting here?
  36. ^ a b c Max Hoberman on Twitter: Just in time for Easter, I found a sweet, creamy, delicious batch of additional Halo design documents. Here's one from my early days on Halo 3, titled Game Variant Editing Prototype. What catches your eye?
  37. ^ Max Hoberman on Twitter: I was looking for another original Halo 2 design doc to share, in honor of H2A release on PC. Unfortunately I came up empty. But I did stumble on this early working doc of mine for Halo 3, exploring using matchmaking to find players for parties – a concept I called "Recruiting".
  38. ^ Max Hoberman on Twitter: Here's another fun tidbit from my old Halo multiplayer design docs. This is from a presentation that I gave at the end of preproduction on Halo 3, a slide talking about Achievements.

Transparent images

As part of the concept art revamp I'm restoring the original artist-uploaded images to the wiki rather than cropped pngs. The crops are stored here for archival purposes should they be needed then.