Cold Storage: Difference between revisions

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{{Era|RW}}
{{Status|Gameplay}}
{{Multiplayer map infobox
{{Multiplayer map infobox
|pagegamelabel=H3
|pagegamelabel=H3
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*[[Slayer]]
*[[Slayer]]
*[[Oddball]]
*[[Oddball]]
*[[Slayer|Duel]]
}}
}}


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===Forge===
===Forge===
There are only a handful of new [[Forge objects]] available for Cold Storage, including Energy Barriers similar to the ones on ''[[Avalanche]]'' and [[Forge Filter]]s that affect the color and overall tone of the map. The [[soccer ball]] is once again included, and the [[M274 Mongoose|Mongoose]] and [[Type-32 Ghost|Ghost]] can be placed in as well, though the map is not especially designed for the vehicles. It is the only map that isn't from a map pack that has color filters.
There are only a handful of new [[Forge objects]] available for Cold Storage, including Energy Barriers similar to the ones on ''[[Avalanche]]'' and [[Forge Filter]]s that affect the color and overall tone of the map. The [[soccer ball]] is once again included, and the [[M274 Mongoose|Mongoose]] and [[Karo'etba-pattern Ghost|Ghost]] can be placed in as well, though the map is not especially designed for the vehicles. It is the only map that isn't from a map pack that has color filters.


The [[M7057 flamethrower|flamethrower]] is available for use, but can only be added in [[Forge]]. [[Teleporter]]s have a new design to them, as they now have a circular base instead of the usual three-pronged base. They also have blue-violet color rather than the usual green aura.
The [[M7057 flamethrower|flamethrower]] is available for use, but can only be added in [[Forge]]. [[Teleporter]]s have a new design to them, as they now have a circular base instead of the usual three-pronged base. They also have blue-violet color rather than the usual green aura.
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==Trivia==
==Trivia==
[[File:Floodtank.jpg|thumb|right|A player stuck inside the test tube.]]
[[File:Floodtank.jpg|thumb|A player stuck inside the test tube.]]
===Production notes===
===Production notes===
*Cold Storage, known in development as ''Smuggler'', was first hinted at in the 05/23/08 Bungie Weekly Update.<ref>[http://halo.bungie.net/News/content.aspx?type=topnews&cid=13824 '''Bungie.net''': ''Bungie Weekly Update: 5/23/08''] - ''Before I went on holiday, Smuggler was a fun foray into rat-in-a-cage levels of carnage. Around each corner, atop each walkway, or camping the top ledge of a middle room was a Shishka, a Sketch, a Frankie or some other unnamable, jarring horror. Upon returning, Smuggler has become a picture perfect nearly majestic play space with sinister undertones. Pristine construction is foiled by a staunch reminder of how often the best laid plans can fail.''</ref> In the subsequent weekly updates for the next two weeks, the Cold Storage Reports would be released hinting at the map's circumstances and setting.{{Ref/Reuse|report1}}{{Ref/Reuse|report2}} Cold Storage was officially announced by [[Bungie]] at [[Major League Gaming|MLG]] San Diego on June 14, 2008, in which it was first shown in an exhibition game between Bungie members; Lukems and Shishka, and MLG Pros; Karma and Legend,.<ref>[http://www.mlgpro.com/?q=node/219030 '''MLG Pro''']</ref><ref>[http://halo.bungie.net/News/content.aspx?cid=14291 '''Bungie.net''': ''Shishka and Luke's MLG Wrap-Up'']</ref> The next few updates would continue to show more screenshots and images of the map,<ref>[http://halo.bungie.net/News/content.aspx?cid=14347 '''Bungie.net''': ''Bungie Weekly Update: 06/20/08'']</ref><ref>[http://halo.bungie.net/News/content.aspx?cid=14472 '''Bungie.net''': ''Bungie Weekly Update:06/27/08'']</ref><ref>[http://halo.bungie.net/News/content.aspx?type=topnews&cid=14556 '''Bungie.net''': ''Bungie Humpday: Cold War'']</ref> before it was announced to release on [[Bungie Day]].<ref>[http://halo.bungie.net/News/content.aspx?cid=14568 '''Bungie.net''': ''Bungie Weekly Update: 07/03/08'']</ref> On the week of release, a [[Halo 3 ViDoc: And on the Seven7th Day...|ViDoc]] and a breakdown were posted on Bungie.net.<ref name="Q&A">[http://halo.bungie.net/News/content.aspx?type=topnews&cid=14640 '''Bungie.net''': ''Cold Storage Q&A'']</ref>
*Cold Storage, known in development as ''Smuggler'', was first hinted at in the 05/23/08 Bungie Weekly Update.<ref>[http://halo.bungie.net/News/content.aspx?type=topnews&cid=13824 '''Bungie.net''': ''Bungie Weekly Update: 5/23/08''] - ''Before I went on holiday, Smuggler was a fun foray into rat-in-a-cage levels of carnage. Around each corner, atop each walkway, or camping the top ledge of a middle room was a Shishka, a Sketch, a Frankie or some other unnamable, jarring horror. Upon returning, Smuggler has become a picture perfect nearly majestic play space with sinister undertones. Pristine construction is foiled by a staunch reminder of how often the best laid plans can fail.''</ref> In the subsequent weekly updates for the next two weeks, the Cold Storage Reports would be released hinting at the map's circumstances and setting.{{Ref/Reuse|report1}}{{Ref/Reuse|report2}} Cold Storage was officially announced by [[Bungie]] at [[Major League Gaming|MLG]] San Diego on June 14, 2008, in which it was first shown in an exhibition game between Bungie members; Lukems and Shishka, and MLG Pros; Karma and Legend,.<ref>[http://www.mlgpro.com/?q=node/219030 '''MLG Pro''']</ref><ref>[http://halo.bungie.net/News/content.aspx?cid=14291 '''Bungie.net''': ''Shishka and Luke's MLG Wrap-Up'']</ref> The next few updates would continue to show more screenshots and images of the map,<ref>[http://halo.bungie.net/News/content.aspx?cid=14347 '''Bungie.net''': ''Bungie Weekly Update: 06/20/08'']</ref><ref>[http://halo.bungie.net/News/content.aspx?cid=14472 '''Bungie.net''': ''Bungie Weekly Update:06/27/08'']</ref><ref>[http://halo.bungie.net/News/content.aspx?type=topnews&cid=14556 '''Bungie.net''': ''Bungie Humpday: Cold War'']</ref> before it was announced to release on [[Bungie Day]].<ref>[http://halo.bungie.net/News/content.aspx?cid=14568 '''Bungie.net''': ''Bungie Weekly Update: 07/03/08'']</ref> On the week of release, a [[Halo 3 ViDoc: And on the Seven7th Day...|ViDoc]] and a breakdown were posted on Bungie.net.<ref name="Q&A">[http://halo.bungie.net/News/content.aspx?type=topnews&cid=14640 '''Bungie.net''': ''Cold Storage Q&A'']</ref>
*Cold Storage was chosen for development as, at the time, there were few maps of a Forerunner theme being developed. The idea to bring the Flood in came as inspiration from ideas briefly touched on in ''Halo 2'', and a desire to explore the concept more. One of the goals with the level was to make the majority of the level's colour come from lighting to create visually distinct rooms. The Flood being contained outside the playable area, for the most part, was due to not wanting to change the map's layout too much, and due to the map [[Isolation]] already allowing players to see the Flood up close and personal.{{Ref/Reuse|Q&A}}
*Cold Storage was chosen for development as, at the time, there were few maps of a Forerunner theme being developed. The idea to bring the Flood in came as inspiration from ideas briefly touched on in ''Halo 2'', and a desire to explore the concept more. One of the goals with the level was to make the majority of the level's colour come from lighting to create visually distinct rooms. The Flood being contained outside the playable area, for the most part, was due to not wanting to change the map's layout too much, and due to the map [[Isolation]] already allowing players to see the Flood up close and personal.{{Ref/Reuse|Q&A}}
*It was joked about in the ViDoc, [[Halo 3 ViDoc: And on the Seven7th Day...|And On the Seventh Day]], which Bungie had wanted to call this map ‘‘Cold Sore’’. Bungie said, however, that this name wouldn't work.
*It was joked about in the ViDoc, [[Halo 3 ViDoc: And on the Seven7th Day...|And On the Seventh Day]], which Bungie had wanted to call this map ''Cold Sore''. Bungie said, however, that this name wouldn't work.
*A part of this map's "Walls" were, until recently, used as Bungie.net's wallpaper. They are folded out structures that seem to be power cells of some sort.
*A part of this map's "Walls" were, until recently, used as Bungie.net's wallpaper. They are folded out structures that seem to be power cells of some sort.


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**If you stand at the Flood Room windows for long enough, some Pod infectors will come over and scrape at the glass as if trying to attack you.
**If you stand at the Flood Room windows for long enough, some Pod infectors will come over and scrape at the glass as if trying to attack you.
**If you stare at the Tank Form long enough it will twitch as if it's trying to growl at you, then continue to remain motionless leading to the belief that this Tank Form is merely a prisoner and not a dead test subject.
**If you stare at the Tank Form long enough it will twitch as if it's trying to growl at you, then continue to remain motionless leading to the belief that this Tank Form is merely a prisoner and not a dead test subject.
*Using the [[Forge turret glitch]], it is possible to get inside the Tank Form's cryo-container. Once inside, your player model will pass through the Tank Form, yet when you melee it in the mouth, it will make squishing noises. Shooting it in the mouth will make "Flood blood" come out. Shooting anywhere else will give you the same effect as shooting a wall. [[Type-1 plasma grenade|Plasma grenades]] can stick to the Tank Form as well, with the exception of the head.
*Using the [[Forge turret glitch]], it is possible to get inside the Tank Form's cryo-container. Once inside, your player model will pass through the Tank Form, yet when you melee it in the mouth, it will make squishing noises. Shooting it in the mouth will make "Flood blood" come out. Shooting anywhere else will give you the same effect as shooting a wall. [[Anskum-pattern plasma grenade|Plasma grenades]] can stick to the Tank Form as well, with the exception of the head.
*The Turret Glitch can also be used to access the area with Pod infectors; immediately exiting Edit Mode after bypassing the glass windows can in some cases prevent a player from dying.
*The Turret Glitch can also be used to access the area with Pod infectors; immediately exiting Edit Mode after bypassing the glass windows can in some cases prevent a player from dying.


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