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Legendary Map Pack

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#1 Syracuse022

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Posted 15 December 2007 - 12:04 AM

We?re playing the next batch of DLC. This first trio has been very well received. Eventually your Halo experience will be so swollen and engorged that you?ll have a hard time even remembering what the original map selection was. In the future, we?ll be bringing you more fully custom built maps and they may include one or more of the following:



? Symmetrical arena maps for competitive play.

? Returning classics demanded by the fans.

? Crazy new stuff you never expected.

? Unusual maps with lots of potential for interesting game types.

? Graphically spectacular settings.

? More Forge objects to use on new maps.

? Surprises.

Discuss.

I'll start...

OMG HELL YES.

#2 vociferous

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Posted 15 December 2007 - 12:38 AM

Competitive arena maps. Hopefully they're of the same vein as Sanctuary and Midship. I'd love to see stuff like that. If I were a betting man, I'd bet that Lockout and Sidewinder will be remade. Midship would be another one I could see being remade. I personally think Sidewinder would excel with the Halo 3 sandbox. It's interesting that I love Valhalla and Rat's Nest, yet I've had a history of hating post-Combat Evolved large maps. Headlong was the only large map in Halo 2 that I liked, but as it stands, I currently like 50% of the four 'large' maps in Halo 3. Sidewinder would put me over .500.

#3 NJ Shlice

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Posted 15 December 2007 - 03:26 AM

If they are already testing the map pack, then it must have been in the workings for a while now, before the game even shipped. So I hope that we're not given the same kind of Meh maps that were the majority of the launch maps. Also, I think we'll only get One remake in this set and it will either be Lockout or Chill Out. Just a hunch. Bungie did an awesome thing with the additions to Forge in the Heroic Map Pack. Seeing Forge continue to improve really makes me hawt.

#4 Oozer

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Posted 15 December 2007 - 11:24 PM

Here are my predictions: * It will be called the Legendary Map Pack * It will be entirely remakes * It will feature Sidewinder, Lockout, Midship, and Chill Out * It will still cost 800 Points

#5 vociferous

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Posted 16 December 2007 - 10:16 AM

I like your predictions. Hopefully Bungie does too.

#6 Jironimo

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Posted 16 December 2007 - 11:59 PM

You know I was wondering how many maps we'll get in the next pack. For Halo 2 we had two free and two for purchase right off the bat, I wonder if we'll get a pack of four next time around or if they'll give us five like the second wave in Halo 2 which would be awesome for the Spring.

#7 zenbaltz

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Posted 17 December 2007 - 07:20 AM

Classic Pack Lockout Midship another favorite (like Warlock, BCreek, Sanc)

#8 alexh

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Posted 25 December 2007 - 03:05 PM

Midship and Lockout would be amazing!

#9 Cocopjojo

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Posted 04 January 2008 - 05:46 PM

Well, Purple Reign isn't Midship.

Purple Reign, another map, coming in the foreseeable future, isn’t asymmetrical at all. It’s a brand new, small, arena style map that we hope some of our more competitive-focused players will enjoy.

http://www.bungie.ne...y...s&cid=13135

Edited by Cocopjojo, 04 January 2008 - 05:46 PM.


#10 Drew

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Posted 05 January 2008 - 01:40 AM

fuuuuuuuuuuck Why, Bungie? Whhhhy? Midship, Lockout, Sidewinder, Ascension. That's all I want. That's all I'm asking of you. For the love of GOD.

#11 Shin Karasawa

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Posted 09 January 2008 - 10:06 AM

They should remake Boarding Action. lulz Sidewinder would be sweet, actually. I'd enjoy seeing a variation of Ivory Tower, as that was my favorite map in terms of design. Lockout, midship, etc.

Edited by Shin Karasawa, 09 January 2008 - 10:07 AM.


#12 justininhifi

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Posted 09 January 2008 - 10:15 AM

I honestly think they will include a remake of a map on this pack. I can also see them releasing a map pack consisting of older maps. I havent played Halo 3 in a couple of weeks and I am not sure why, but it could be due to the maps just not being that fun anymore. I really hope we get Lockout, Ascension, Ivory Tower, or atleast some new maps that are comparable.

#13 mattacus

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Posted 09 January 2008 - 10:16 AM

Ya know, everybody talks smack about boarding action, but some of the most tense one-on-one matches and TS matches I've ever played have been sniping and pistoling across that endless divide.

#14 Drew

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Posted 09 January 2008 - 10:21 AM

Plus, with the ability to place mancannons, or hell, completely replace the teleporters with mancannons, it would probably be the best map of all time.

#15 Cocopjojo

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Posted 09 January 2008 - 10:24 AM

Boarding Action was pretty good. With no fall damage and no pistol though, I don't think it would work well as a remake. I'm about 99% sure that the snow level is Sidewinder. They haven't talked aobut it much, and they've clearly stated that O.K. Corral and Purple Reign are both new maps. Why wouldn't they have said that about the snow level? Anyway, it would work perfect for Halo 3 - a wide, open map with plenty of room for vehicle battles. Although, if it plays like the original, no one will be doing that - they'll just be hiding on the ladders with rockets. Which is fine by me. This is one of my favorite maps from Halo 1. Although, come to think of it, I think practically every map was my favorite.

Edited by Cocopjojo, 09 January 2008 - 10:25 AM.


#16 SharpeWolfe

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Posted 09 January 2008 - 11:01 AM

I think ladders would be replaced with air lifts, and thus help get rid of that strategy Coco...although I used it as well, lol.
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#17 Cocopjojo

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Posted 09 January 2008 - 12:18 PM

I liked that strategy! But yeah, you're right, they definitely would be.

If it is indeed Sidewinder, it'll be interesting to see how it turns out. I think we've discussed it before (probably in this thread), but even minor changes can completely alter the feel of a map. And like the air lift thing, some things have to be changed for Halo 3. I'm sure the gate that you could bump through will be changed - and I can't even begin to imagine how the teleport thing would work. Part of what made that level so much (in my opinion) was the teleport camping. Hopefully it still maintains the feel of Sidewinder as a whole.

And hopefully we can still use Ghosts to get on top of the level. : )

#18 mattacus

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Posted 09 January 2008 - 02:48 PM

Sidewinder on the PC was a whole lot more fun. I think they added extra teleporters and fuel rod cannons. Never got boring, tons of strategy and shootouts away from the bases.

#19 Merguson

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Posted 12 January 2008 - 10:02 AM

Azathoth117 asks: Are the orange worm-type thingies in the back of the Scarab the same things as the worms in Hunters, or is it just superficial resemblance?

The resemblance is not just superficial. A future DLC map might expand upon that mystery.

King Leopold789 asks: Whatever happened to Moon Base Alpha?

?Moon Base Alpha? ? a codename only - is definitely still being worked on. It?s received some new lighting and different switches to enable and disable access to various parts of the map. We?re still playing it pretty often. It is a brutal map to play on, that may appeal to fans of Elongation, but is absolutely NOT a remake.


Teh HeartBreaker asks: Will there be any maps with more water?

Absolutely.

Crzymnky069 asks: Will any of the new maps in the future have a vehicle specific to it? Kind of like the Elephant on Sandtrap.

There will be vehicle variations, both aesthetic and functional, specific to certain maps in DLC, but we currently don?t have any plans to introduce a brand new vehicle to the Halo 3 sandbox.



#20 Cocopjojo

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Posted 21 February 2008 - 11:36 AM

Ghost Town

Once infrequently referred to as "O.K. Corral," Ghost Town (pictured throughout this story) is the first map from the upcoming Legendary Map Pack, the second injection of downloadable content coming to Halo 3 later this Spring. Artists Vic DeLeon and Cameron Pinard and designer Lars Bakken answered a few quick questions to give readers more information about this abandoned shell in Africa.


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Q: What did each of you do on Ghost Town?

Vic: We split the map up into so many tasks that it became more of a collaborative effort than anything else either of us had ever worked on. It’s a small map comparatively speaking, so there were some challenging aspects- like who’s working on those polys over there? And hey I want to do that little part here! There are very few things that either of us can’t do, but we resolved to go with the idiom that I would direct the artistic direction and Cameron would take charge of the layout. Cameron’s heaviest influence was designing the blue base, the greenhouse building, and all that beautiful rebar. I worked on modeling the main areas around and inside the central building, the debris and damage everywhere, and placing all the vegetation throughout the map. We took turns modeling, painting, and detailing the terrain and the cliff walls.

Q: What’s the fictional premise behind Ghost Town?

Vic: Ghost Town is the fragmented ruins of a small 24th century water purification complex that geographically lies just North and West of the jungle foothills hydroelectric facility from the Sierra 117 mission. The well-protected facility built into a shallow ravine was once home to the Global Water Campaign, where the still somewhat-pure Kilimanjaro meltwater was transported via pipelines from the river and directed to this small outpost where it became further purified, and then transported via GWC trans-African pipelines along the Tsavo Highway for distribution throughout the entire continent.

Q: What were some of the artistic inspirations for Ghost Town?

Vic: We had both worked on the Sierra 117 level from the singleplayer campaign and we wanted to make something work within that environment because we are crazy like that. We knew Jungle would be hard to pull off in multiplayer, but noooo… we wanted to go further and add the elements of abandon and destruction. Cue the amazing work that Stan Winston and his team of artists made for the Halo 3 “Believe” commercials. That diorama of the huge battle with the destroyed buildings and debris everywhere was insanely cool and, well you know, we had to try it.

Cameron: The abandoned temples of Angkor Wat were always part of the early discussions but as Vic points out, we were so impressed with the diorama work from the “Believe” campaign that we looked to incorporate some of the ruined aspects into Ghost Town.


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Q: Was there a hook that led to the map’s initial creation?

Vic: Yes and no. Steve Cotton started out with a very rough mass of spaces that were insanely fun to play in, and then Cameron and I were left with our imaginations running wild and our spirits ablaze, only to find ourselves pounding our heads against large heavy things. There was blood. When we got started on the map it was literally a group of boxes posing as buildings and feeling like swiss cheese. Some of the guys during our early playtests (not sure who) started calling it “The Ghost Town Map” and it totally stuck, even after a brief effort to rename it Mortar. is this something I should mention? how about "Some of us were affectionately calling it the Counter-Strike map."

Q: From beginning to end how long did Ghost Town take to complete?

Vic: The first massed out models were created in mid-September of 2007 so it’s been about 4-5 months.

Q: What's the nuts and bolts premise behind Ghost Town in terms of gameplay?

Cameron: Essentially Ghost Town is an asymmetric map designed for 4v4 encounters, it’s meant to be a strong infantry map where you get a nice range of close combat and longer range. The spaces are set up to allow two to three person squads a good bit of operating room and several tactical options.

Q: What gametypes is the map designed for?

Cameron: As an asymmetric map it’s designed for things like One Bomb, and One Flag, it also creates a great environment for FFA and team slayer. Overall though, the map is more general purpose and of course balancing is done with an eye towards our more popular game types.

Q: How has the map layout evolved over time with Ghost Town? Have different configurations resulted in a map that plays different?

Cameron: The core layout has actually been fairly constant throughout development, while a few areas have been added, for the most part it follows the original layout. Over time the map become more and more porous, we also worked on funneling action into more interesting areas of the map. I’d have to defer to Lars on most of the design changes over time.

Lars: Like Cameron said the core layout hasn’t changed much. For a time we had the “bases” switched, in terms of gameplay. The fortified building used to be the attacker spawn in objective games and the open cave spawn used to be the defender base. We made some changes to the building (added another way in), and then switched to its current configuration. Other subtle (or not so subtle, heh) changes were swapping the Spartan Laser for the Rocket Launcher, and removing the Regenerator for the Grav Lift. This one was actually pretty cool, because it allows players to enter into the second floor of the center building now without taking the normal routes in.


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Q: It’s a brand new map, but does Ghost Town remind you of any Halo CE, Halo 2 or other Halo 3 maps?

Cameron: From the earliest iterations it had some elements that reminded me vaguely of Lockout, visually it has some elements similar to Warlock and Sanctuary, and it also pulls from Sierra 117 and Crow’s Nest from the singleplayer. Overall we really wanted to define a distinctive look for Ghost Town that strays outside of somewhat more traditional Halo environments.

Vic: It reminds me a little of the destroyed stuff I did on Warlock for Halo 2 - That’s still one of my most favorite maps, at least ones that I’ve worked on. I cannot deny that there’s a little bit o’ Warlock in Ghost Town, I just won’t say what or where. And no, there are no bats in it.





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