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==Production notes==
==Production notes==
Hang 'Em High was chosen to be remade in ''Halo 2'' due to its fan-favourite status in the original game. It was originally planned to be remade for the base game, alongside maps like [[Blood Gulch]] and [[Battle Creek]], but the changes from ''Halo: Combat Evolved'' to ''Halo 2'' such as the removal of fall damage, changed weapon sandbox and bizarre geometry from an art perspective, alongside fan demand and expectations made working on the map a "minefield". The map was experimented with in early ''Halo 2'' development but didn't feel good to play, and the relatively tiny multiplayer development team ultimately scrapped it to work on other maps. It was later considered for the map packs, but the art team had just finished working on the hellish development of the ''Halo 2'' campaign, and nobody volunteered to work on it.{{Ref/Reuse|bnet3}}
Hang 'Em High was chosen to be remade in ''Halo 2'' due to its fan-favourite status in the original game.  
 
It was originally planned to be remade for the base game, alongside maps like [[Blood Gulch]] and [[Battle Creek]], but the changes from ''Halo: Combat Evolved'' to ''Halo 2'' such as the removal of fall damage, changed weapon sandbox and bizarre geometry from an art perspective, alongside fan demand and expectations made working on the map a "minefield". The map was experimented with in early ''Halo 2'' development but didn't feel good to play, and the relatively tiny multiplayer development team ultimately scrapped it to work on other maps.  
 
It was later considered for the map packs, but the art team had just finished working on the hellish development of the ''Halo 2'' campaign, and nobody volunteered to work on it.  


Development on the map started after Max Hoberman moved to Austin, and began blocking out a version of the map while experimenting with the vertical scale. Following the startup of Certain Affinity, the map was chosen as one of 5-6 maps to remake for ''Halo 2'', and given the codename "High Plains". At this point, it was still too literal a port of the original Hang 'Em High, and thus designer Peter Marks - responsible for the original map - was brought on board to start over from scratch, changing the layout where needed to create the final product.{{Ref/Reuse|bnetCA}} Later on, the map was described as "90% Hang 'em High".<ref name="bnet3">[http://halo.bungie.net/News/content.aspx?cid=12324 '''Bungie.net''': Bungie Weekly Update 30/03/2007]</ref>
Development on the map started after Max Hoberman moved to Austin, and began blocking out a version of the map while experimenting with the vertical scale. Following the startup of Certain Affinity, the map was chosen as one of 5-6 maps to remake for ''Halo 2'', and given the codename "High Plains". At this point, it was still too literal a port of the original Hang 'Em High, and thus designer Peter Marks - responsible for the original map - was brought on board to start over from scratch, changing the layout where needed to create the final product.{{Ref/Reuse|bnetCA}} Later on, the map was described as "90% Hang 'em High".<ref name="bnet3">[http://halo.bungie.net/News/content.aspx?cid=12324 '''Bungie.net''': Bungie Weekly Update 30/03/2007]</ref>

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