BTS: Anniversary Multiplayer: Difference between revisions

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{{Era|RW}}
{{Title|BTS: Anniversary Multiplayer}}
{{Title|BTS: Anniversary Multiplayer}}
<div class="floatright"><youtube width="350" height="250">tab_mInnY80</youtube></div>
{{Status|Gameplay}}
{{#widget:YouTube|id=tab_mInnY80|width=350|right}}


'''''BTS: Anniversary Multiplayer''''' is a [[343 Industries]] [[BTS|Behind-the-Scenes]] documentary video that offers a look at the developmental process of the [[multiplayer]] of ''[[Halo: Combat Evolved Anniversary]]''. It was first released on [[Wikipedia:YouTube|YouTube]] and [[Halo Waypoint]] on [[2011|August 27, 2011]].<ref>[http://halo.xbox.com/en-us/intel/featured/video/bts-anniversary-multiplayer/22c7b7e6-8106-4ac9-a5cd-c53660d02434 '''Halo Waypoint:''' ''BTS: ANNIVERSARY MULTIPLAYER'']</ref><ref>[http://youtu.be/tab_mInnY80 '''YouTube:''' ''Behind The Scenes - Halo: Anniversary Multiplayer'']</ref> The video features exclusive interviews with 343 Industries employees explaining how and why they have chosen which specific maps should be remade for ''Halo: Anniversary'', as well as the development process for the maps themselves. Integration with ''[[Halo: Reach]]''<nowiki>'</nowiki>s multiplayer component is also discussed.
'''''BTS: Anniversary Multiplayer''''' is a [[343 Industries]] [[BTS|Behind-the-Scenes]] documentary video that offers a look at the developmental process of the [[multiplayer]] of ''[[Halo: Combat Evolved Anniversary]]''. It was first released on [[Wikipedia:YouTube|YouTube]] and [[Halo Waypoint]] on [[2011|August 27, 2011]].<ref>[http://halo.xbox.com/en-us/intel/featured/video/bts-anniversary-multiplayer/22c7b7e6-8106-4ac9-a5cd-c53660d02434 '''Halo Waypoint:''' ''BTS: ANNIVERSARY MULTIPLAYER'']</ref><ref>[http://youtu.be/tab_mInnY80 '''YouTube:''' ''Behind The Scenes - Halo: Anniversary Multiplayer'']</ref> The video features exclusive interviews with 343 Industries employees explaining how and why they have chosen which specific maps should be remade for ''Halo: Anniversary'', as well as the development process for the maps themselves. Integration with ''[[Halo: Reach]]''<nowiki>'</nowiki>s multiplayer component is also discussed.
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*'''Bill Fox:''' "Looking at it from the player's perspective in the current day, with the current abilities; how would I play this level and what do I think is missing?"  
*'''Bill Fox:''' "Looking at it from the player's perspective in the current day, with the current abilities; how would I play this level and what do I think is missing?"  


*'''Frank O'Connor:''' "We look at maps from the [[Halo series]] in entire including ''Halo: CE'', ''[[Halo PC]]'' and even ''[[Halo 2]]''; and we thought which of the maps are people's favorites that work well with the ''Reach'' engine and gameplay."  
*'''Frank O'Connor:''' "We look at maps from the [[Halo series]] in entire including ''Halo: CE'', [[Halo: Combat Evolved (PC port)|''Halo: Combat Evolved'' for PC]] and even ''[[Halo 2]]''; and we thought which of the maps are people's favorites that work well with the ''Reach'' engine and gameplay."  


===[[Beaver Creek]]===
===[[Beaver Creek]]===
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{{Main|Ridgeline}}
{{Main|Ridgeline}}


*'''[[Frank O'Connor]]:''' "We chose Timberland because it was kind of an unsung classic."  
*'''Frank O'Connor:''' "We chose Timberland because it was kind of an unsung classic."  


*'''[[Chad Armstrong]]:''' "Probably one of the best vehicle maps; we spent a lot of time in custom servers on [[Halo PC]] playing [[Team Slayer]] on it."  
*'''Chad Armstrong:''' "Probably one of the best vehicle maps; we spent a lot of time in custom servers on [[Halo: Combat Evolved (PC port)]] playing [[Team Slayer]] on it."  


*'''Adam Crist:''' "The map itself is actually now 20% smaller that what it used to be."  
*'''Adam Crist:''' "The map itself is actually now 20% smaller that what it used to be."  
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*'''Frank O'Connor:''' "There's so many tight turns that there are lots of places for you to get hung up on and grenaded. Fun stuff happens.  
*'''Frank O'Connor:''' "There's so many tight turns that there are lots of places for you to get hung up on and grenaded. Fun stuff happens.  


*'''[[Max Hoberman]]:''' "What other [[First-person shooter|FPS]] do you get to put colorful flowers and green grass on your map?"
*'''Max Hoberman:''' "What other [[First-person shooter|FPS]] do you get to put colorful flowers and green grass on your map?"


===[[Prisoner]]===
===[[Prisoner]]===
{{Main|Solitary}}
{{Main|Solitary}}


*'''[[Chad Armstrong]]:''' "Another example of a map that was grey walls all the way through."  
*'''Chad Armstrong:''' "Another example of a map that was grey walls all the way through."  


*'''[[David Ellis]]:''' "You feel like you're in a box with ramps."
*'''David Ellis:''' "You feel like you're in a box with ramps."


*'''[[Max Hoberman]]:''' "We wanted to make it feel like a prison by putting it a place which couldn't be accessed."  
*'''Max Hoberman:''' "We wanted to make it feel like a prison by putting it a place which couldn't be accessed."  


*'''Adam Crist:''' "There's a lot of walls and windows; we've even added glass to the floor."  
*'''Adam Crist:''' "There's a lot of walls and windows; we've even added glass to the floor."  
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*'''Bill Fox:''' "Damnation is a really good example of just purple walls, and that's what represented the [[Covenant Empire|Covenant]] theme."  
*'''Bill Fox:''' "Damnation is a really good example of just purple walls, and that's what represented the [[Covenant Empire|Covenant]] theme."  


*'''[[Chad Armstrong]]''': "We kind of left it to [[Certain Affinity]] to think about whether they cam give this map a context. I think they started in the room with the waterfalls."  
*'''Chad Armstrong''': "We kind of left it to [[Certain Affinity]] to think about whether they cam give this map a context. I think they started in the room with the waterfalls."  


*'''[[Max Hoberman]]:''' "We really wanted to give people a sense that they are in this water-processing plant of this facility which had to deal with these natural elements."  
*'''Max Hoberman:''' "We really wanted to give people a sense that they are in this water-processing plant of this facility which had to deal with these natural elements."  


*'''[[David Ellis]]:''' "At the bottom of the waterfall, there used to be a space where you would have to jump through spaces, but now there is just a single walk-way."  
*'''David Ellis:''' "At the bottom of the waterfall, there used to be a space where you would have to jump through spaces, but now there is just a single walk-way."  


*'''Bill Fox:''' "You didn't realize it the first time you played it in the original, but now there's all these ledges and different opportunities to get around your opponent and flank them that weren't there before."  
*'''Bill Fox:''' "You didn't realize it the first time you played it in the original, but now there's all these ledges and different opportunities to get around your opponent and flank them that weren't there before."  
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*'''Adam Crist:''' "I think with our additions including [[Armor abilities#Jet Pack|jet packs]] so you don't fall to your death all of the time, the map has really changed a lot; just the general flow and it's a of fun to play."
*'''Adam Crist:''' "I think with our additions including [[Armor abilities#Jet Pack|jet packs]] so you don't fall to your death all of the time, the map has really changed a lot; just the general flow and it's a of fun to play."


===[[Installation 04 (level)|Installation 04]]===
===[[Installation 04 (map)|Installation 04]]===
This location we chose is kind of where the genesis of Firefight began.  
*'''David Ellis:''' This location we chose is kind of where the genesis of Firefight began.  


It's a place where you stop and you defend.
*'''Frank O'Connor:''' It's a place where you stop and you defend.


Traditionally, Firefight you've never really had the Marines fighting with you, and that's something we were able to do and we thought, well if we could pull this off, this is going to be a nice new take on Firefight.
*'''Dan Ayoub:''' Traditionally, Firefight you've never really had the Marines fighting with you, and that's something we were able to do and we thought, well if we could pull this off, this is going to be a nice new take on Firefight.


Now it's you, your friends and some buddies, or if you're playing by yourself, now you actually have some help.
*'''Adam Crist''': Now it's you, your friends and some buddies, or if you're playing by yourself, now you actually have some help.


Honestly, there's nothing better than hopping online with a buddy, getting in a Warthog, and just killing some Grunts. That's fun.
*'''David Ellis:''' Honestly, there's nothing better than hopping online with a buddy, getting in a Warthog, and just killing some Grunts. That's fun.


Normally with a title update what happens is you download the title update and your world is changed forever.
*'''Chad Armstrong:''' Normally with a title update what happens is you download the title update and your world is changed forever.


Since we couldn't really give them the existing ''Halo: CE'' gameplay with an online component, this was the next best thing.
*'''Frank O'Connor:''' Since we couldn't really give them the existing ''Halo: CE'' gameplay with an online component, this was the next best thing.


A lot of the fun of ''Halo 1'' is being to use the [[M6D Personal Defense Weapon System|magnum]] again, and we wanted to allow you to use that in multiplayer.
*'''Dan Ayoub:''' A lot of the fun of ''Halo 1'' is being to use the [[M6D Personal Defense Weapon System|magnum]] again, and we wanted to allow you to use that in multiplayer.


We were able to replicate the look and feel of the ''[[Halo 1]]'' pistol with the standard pistol from ''Reach''. Three headshots, anywhere on the map you're going to take an enemy down.
*'''David Ellis:''' We were able to replicate the look and feel of the ''Halo 1'' pistol with the standard pistol from ''Reach''. Three headshots, anywhere on the map you're going to take an enemy down.


We've made sure that we can implement these changes on a gametype level, which means that we can have a version of Slayer that is exactly as it's always been and a version of Slayer with our title update changes.
*'''Chad Armstrong:''' We've made sure that we can implement these changes on a gametype level, which means that we can have a version of Slayer that is exactly as it's always been and a version of Slayer with our title update changes.


We're going to be releasing Beta Hoppers before the launch of ''Halo: Anniversary'' and we're going to utilize all of the feedback we get from the millions of players that participate that will ultimately shape this title update.
*'''David Ellis:''' We're going to be releasing Beta Hoppers before the launch of ''Halo: Anniversary'' and we're going to utilize all of the feedback we get from the millions of players that participate that will ultimately shape this title update.


If people take away one thing from the ''Halo: Anniversary'' DLC, it's the realization that those old classic maps still feel really modern.
*'''Frank O'Connor:''' If people take away one thing from the ''Halo: Anniversary'' DLC, it's the realization that those old classic maps still feel really modern.


It's like a brand new map all over again once you get the armor abilities in there.
*'''David Ellis:''' It's like a brand new map all over again once you get the armor abilities in there.


The soul of all of all of these maps are still very present, and in fact in many ways they're enhanced now.
*'''Dan Ayoub:''' The soul of all of all of these maps are still very present, and in fact in many ways they're enhanced now.


Overall, the campaign and the multiplayer, it just hasn't aged in the way that we expected it to feel, and when I switch to Classic mode in campaign or when I play Beaver Creek in multiplayer it feels new and it still feels nostalgic, and that's a strange mixture of feelings.
*'''Frank O'Connor:''' Overall, the campaign and the multiplayer, it just hasn't aged in the way that we expected it to feel, and when I switch to Classic mode in campaign or when I play Beaver Creek in multiplayer it feels new and it still feels nostalgic, and that's a strange mixture of feelings.


<code>HALO ANNIVERSARY 11.15.2011</code>
<code>HALO ANNIVERSARY 11.15.2011</code>


==Sources==
==Sources==
<references/>
{{Ref/Sources}}
 
{{BTS}}
{{BTS}}


[[Category:Video Documentaries]]
[[Category:Video documentaries]]
[[Category:Anniversary Map Pack]]