User:JackVibe/Sandbox

Production Notes
Known as "B-30" during development, the level geometry for The Silent Cartographer went through multiple design iterations under Art Director Marcus Lehto and Environmental Artist Paul Russel. As one of the first levels constructed, it was originally a testbed sandbox where Bungie tested lighting, graphics, weapons or vehicles.

The level geometry was given to designer Jaime Griesemer, who then led the design on level objective and combat encounters. The wave-advancing artificial intelligence for the opening beach assault, in particular, became one of the two AI scripts Griesemer and programmer Chris Butcher developed for the game, the other being the defensive AI seen throughout other levels.

The original objective of the level was to assassinate a Covenant Prophet who was searching for the Silent Cartographer. This early iteration of Prophet was described as "an Elite with a funny hat". The idea was partly reused in Halo 2 campaign level Regret. The Huragok were meant to appear on this level, but were removed from the game, though their tags remained in the map file.

The level was first showcased by Project Lead Jason Jones and Director of Cinematics Joseph Staten during the gameplay demo of Halo Combat Evolved at Microsoft Gamestock 2001. In the demo, John-117 arrived at the island on a Banshee, and drove a Warthog to the Cartographer facility. The Spartan ventured deeper into the facility, defeating Covenant defences before reaching the Cartographer. The demo did not feature any cinematics or scripted dialogue. Instead, Staten narrated the game’s premise as an introduction.

By Halo: Combat Evolved Beta 1749, the general level design has been completed. Minor changes and additions were made prior to the final release: for example, Steve Abeyta added a unique sitting animation for the Marine sitting opposite of John-117 in the Pelican at the beginning of the level, and Shi Kai Wang animated the Halo ring breaking into pieces when the Cartographer was being accessed by John-117.

A level was supposed to take place between this level and Assault on the Control room, however it was cut and instead replaced by the cutscene in which Foehammer enters the tunnel to explain the drastic change in settings from a tropical island to a snowy canyon.

The events of the level were expanded in the novel Halo: The Flood, including the appearances of two ODSTs (Hosky and an unidentified corporal) while the two Mgalekgolo at the Cartographer’s entrance were given the names Ogada Nosa Fasu and Igido Nosa Hurru. The appearance of Gunnery Sergeant Marcus Stacker was substituted by Sergeant Waller.

The Silent Cartographer would be referenced in the later games. The level geometry became the basis for the Halo PC multiplayer map Death Island. In the Halo 2 campaign level The Great Journey, the landing pad of the Bastion of the Brutes heavily resembled entrance of the Cartographer. In Halo 3, the layout of the two rooms immediately following the locked door inside the Cartographer facility were recreated by Paul Russel for the Cartographer of Installation 00 in the campaign level The Ark. Additionally, a similar shaped island can be found in the final level of Halo 3, depicted as an unfinished island that is a major feature of the landscape as the player drives along the collapsing Installation 08. The island, like the rest of the visible landscape, is still snowy, surrounded by metal structures and unfinished, but from above it is nearly identical in shape. John-117 drives around it just before the final jump into the. In Halo 5: Guardians, the Warzone map Raid on Apex 7 was designed as the spiritual successor of The Silent Cartographer, featuring a similar tropical landscape.

=Halo 4=

Volume 1
E5C3 opening cinematic E6C1 after freeing marines E10C3 boarding E7C2 when Covenant reinforcements arrive, followed by a lighter version E9C5 activating the map E3C1 defense with UNSC gear E3C2 final wave of Covenant E4C3 initial arrival E4C4 light version in opening, followed by full version E6C1 after deactivating shield door E7C2 when returning to the hangar E8C2 opening cinematic E8C3 opening cinematic E8C5 briefly in opening cinematic E9C4 wave of hunters after ambush E10C1 blowing up the harvester entrance E10C5 briefly in opening cinematic E4C4 when defending after arrival of mantis E4C2 when defending the rear tower E4C5 when reactivating the reactor E5C1 when defending wave E5C5 briefly in opening cinematic E5C5 when Phantoms arrive E6C3 after extracting Covenant intel E7C4 when clearing aft weapon controls E8C3 when inside the cave E8C5 when clearing the area after activating AA guns E10C3 when opening door E10C3 exiting the lich E3C1 Opening cinematic E3C2 opening cinematic E4C5 closing cinematic E5C4 opening cinematic E5C5 after clearing the area
 * 1) Awakening – 5:41
 * 1) Belly of the Beast – 2:38
 * 1) Requiem – 2:15
 * 2) Legacy – 2:29
 * 1) Faithless – 5:02
 * 1) Haven – 5:44
 * 2) Nemesis – 3:31
 * 3) Ascendancy – 4:19
 * 1) Solace – 4:45
 * 2) To Galaxy – 4:57
 * 1) Immaterial – 7:32
 * 2) 117 – 7:28
 * 3) Arrival – 5:36
 * 4) Revival – 7:19
 * 5) Green and Blue – 7:59

Volume 2
E10C5 escaping the cave E9C5 activating grav lift E4C5 activating base power E9C4 after ambush E4C4 when knights enter near the end E5C2 when destroying tech E6C5 exiting harvester E9C1 defending the power source E10C3 returning to caves E3C2 deactivating generators E3C4 briefly opening between each wave E5C2 between each wave E6C5 seraching IFF tags E7C1 opening skirmish E9C2 between encounters E10C1 inside harvester E10C5 inside cave E3C4 when defending waves of Banshees and Phantoms E5C5 when drop pods arrive after finding UNSC gear E7C4 when closing doors E7C5 when facing final wave E8C2 when clearing the conduits E8C3 clearing the area after freeing switchback E9C3 nitial scorpion section, again in the final assault E10C5 attacking the harvester E10C3 when lich arrives E3C3 briefly in opening cinematic (3:15) E7C2 when entering server room hallway (1:07) E7C5 upon clearing hangar E9C2 into the cave E6C5 entering harvester E7C4 when moving to guns E4C1 after cinematic and until pylon is activated E5C2 when returning to the main atrium E5C4 when defending the generators E6C1 opening combat E7C3 in the hallways to data center E7C1 after Murphy drops off a Mantis E10C4 when defending the caves and clearing the landing zone
 * 1) Atonement – 3:16
 * 2) Gravity – 2:09
 * 1) Wreckage – 3:24
 * 2) Aliens – 5:31
 * 1) Kantele Bow – 4:04
 * 1) Pylons – 5:39
 * 1) Escape – 3:57
 * 1) Swamp – 2:49
 * 1) Push Through – 4:44
 * 1) Convoy – 4:44
 * 1) To Galaxy (Extended) – 7:04
 * 1) Lasky's Theme – 3:55
 * 2) Foreshadow – 3:34
 * 1) Cloud City – 4:35
 * 2) This Armour – 4:47
 * 3) Intruders – 3:39
 * 1) Mantis – 4:02
 * 1) Sacrifice – 3:02
 * 2) Never Forget (Midnight Version) – 4:37
 * 3) Majestic – 2:12

Music excluded from OST (according to my ears anyway):
 * The strings heard during level Requiem when moving to The Gate
 * E3C3 when attacking jammer
 * E4C1 when leaving sniper valley
 * E6C3 when outside fending off reinforcements from the phantom
 * E7C2 when clearing the hangar
 * E8C5 when investigating the first two map locations
 * Ambiance with soft drums and suspenseful strings heard in E3C3 when investigating tower
 * Grave melody by strings and bass heard in E3C4 during initial defense
 * Strings melody heard in E3C4 when pelicans bring in mantises
 * triumphant melody usually played for crimson heroics
 * S3C4 when defending
 * S4C3 after activating portal
 * E8C5 after activating turrets
 * E10C1 disabling the aa guns
 * E10C3 after activating comm panel
 * humming suspenseful ambiance
 * E4C1 after tapping into covenant comms
 * upbeat woodwinds
 * E4C2 opening cinematic
 * creepy digital ambiance (sounds like swamp - variation?)
 * E4C2 when attacking waterfront tower
 * creepy ambiance
 * E4C2 when inside waterfront tower
 * suspenseful bass and percussion
 * E4C5 opening
 * short suspenseful strings
 * E6C4 investigating base