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==Halo Wars Community Site Archive==
==naval weapon stuff==
[https://www.halowaypoint.com/en-us/forums/82841d11296340069f6b8e3ccbfcee11/topics/halo-wars-web-services-retirement---march-30-2018/40bba720-ad8f-4b8a-92f9-16ca01d26885/posts As of March 30th, 2018], halowars.com will no long exist. F.
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*[[Magnetic Accelerator Cannon]]


*'''Game Info'''
*[[Coilgun]]
* '''Overview'''
**[[Naval coilgun]]
* '''Skirmish Maps'''
*[[Railgun (fiction)|Railgun]]
* '''UNSC'''
* '''Covenant'''
** '''[https://web.archive.org/web/20180210162159/http://www.halowars.com/GameInfo/SpiritOfFire.aspx Spirit of Fire]'''<small>(Archived 10/02/2018)</small>
** '''[https://web.archive.org/web/20180210152902/http://www.halowars.com/gameinfo/timeline.aspx Timeline #1]'''<small>(Archived 10/02/2018)</small>
** '''[https://web.archive.org/web/20180210161429/http://www.halowars.com/gameinfo/timeline2.aspx Timeline #2]'''<small>(Archived 10/02/2018)</small>


* '''Galleries'''
*Missile
Note, the links to all the images/ renders stored in these pages still work so you can still access the lovely concept art.
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** '''[https://web.archive.org/web/20180210162433/http://www.halowars.com/Galleries/Screenshots.aspx Screenshots]'''<small>(Archived 10/02/2018)</small>
*Plasma lance
** '''[https://web.archive.org/web/20180210162749/http://www.halowars.com/Galleries/ConceptArt.aspx Concept Art]'''<small>(Archived 10/02/2018)</small>
*Plasma torpedo
** '''[https://web.archive.org/web/20180210162854/http://www.halowars.com/Galleries/Renders.aspx Renders]'''<small>(Archived 10/02/2018)</small>
*Plasma cannon
*Laser
*Pulse laser
 
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==UNSC lasers==
*[[M6 Spartan Laser]] series
**[[M6/E Spartan Laser]]
**[[M6/R Spartan Laser]]
**[[M6/V Spartan Laser]]
**[[M6/X Spartan Laser]]
*[[M6 Grindell/Galilean Nonlinear Cannon]] ([[AV-22 Sparrowhawk|AV22]] and [[AV-22B Sparrowhawk]]s)
*[[M8C Grindell/Galilean Nonlinear Cannon]] ([[G79H-TC Pelican]])
*[[M11B nonlinear cannon]]
*[[Command Mantis]] guns
*[[XM820B4 Scorpion|XM820B4 "Hannibal" Scorpion]] main gun
*[[X23 Non-Nuclear Electromagnetic Pulse Cannon]]
*[[G81 Condor]] pulse laser turret
*[[Helios high-energy laser]]
*[[Magna-320 pulse laser]]
*[[AN/SEQ-11 point-defense laser array]]
*[[M995 Backstop point defense laser]]
*[[Helios high-energy laser]]
*[[Brightlance reflex laser]]
*[[MQ-96 Support Drone]] high-energy laser
 
==Banished forges==
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*[[Armory of Barukaza]]
**[[Riuctda Workshop Ghost]]
**[[Bolroci Workshop Chopper]]
**[[Barukaza Workshop Scarab]]
**[[Barukaza Workshop Locust]]
**[[Barukaza Workshop siege-hauler]]
**[[Bolroci Workshop Shade]]
 
*[[Armory of Gethrog]]
**[[Zaagokelu Workshop Ghost]]
**[[Barug'qel Workshop Chopper]]
**[[Klavrig Workshop Skitterer]]
**[['Ahtulai Workshop Banshee]]
**[[Barug'qel Workshop Trespasser]]
 
*[[Eklon War-Forges]]
**[[Eklon'Dal Workshop Marauder]]
**[[Eklon'Dal Workshop Death Wagon]]
**[[Eklon'Dal Workshop Goblin]]
**[[Eklon'Dal Workshop Wraith]]
**[[Eklon'Dal Workshop Wraith Invader]]
**[[Klavbrig Workshop Shroud]]
**[[Eklon'Dal Workshop Phantom]]
**[[Eklon'Dal Workshop Spirit]]
**[[Eklon'Dal Workshop Lich]]
**[[Eklon'Dal Workshop Antlion]]
 
*[[Kordulaan War-Forge]]
**[[Gydrozka Workshop Blisterback]]
**[[Gydrozka Workshop drop pod]]
 
*[[Crucibles of Dovotaa]]
**[[Dovotaa Workshop Reaver]]
**[[Dovotaa Workshop Griever]]
 
*[[Forge of Raansek]]
**[[Bolroci Workshop Wraith]]
**[[Kaelum Workshop Banshee]]
**[[Qavardu Workshop war-skiff]]
 
*[[Sovo-lot-kesh Armory]]
**[[Qavardu Workshop Gravemaker]]
 
*[[Crucibles of Voinmel]]
**[[Kywasky Workshop Gorespike cannon]]
 
*[[Ogoro Workshop Tronto]]
 
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*[[Saizos Armory]]
**[[Ukala Workshop Mangler]]
 
*[[Mistrach'an Armory]]
**[[Grenflekt Workshop Spiker]]
 
*[[Forge of Teash]]
**[[Flaktura Workshop Skewer]]
**[[Grenflekt Workshop scrap cannon]]
 
*[[Armory of Reckoning (location)]]
**[[Sicatt Workshop shock rifle]]
**[[Sicatt Workshop Disruptor]]
**[[Sicatt Workshop dynamo]]
 
 
*[[Forge of Torograd]]
**[[Veporokk Workshop Ravager]]
 
*[[Jovokada Foundry]]
**[[Jovokada Workshop brute shot]]
**[[Jovokada Workshop spike grenade]]
 
*[[Sacred Promissory]]
**[[Qavardu Workshop Prowler]]
**[[Barukaza Workshop Chopper]]
**[[Paegaas Workshop Spiker]]
**[[Ukala Workshop Mauler]]
**[[Jovokada Workshop brute shot]]
**[[Jovokada Workshop spike grenade]]
**[[Orgudam Workshop incendiary grenade]]
 
*[[Akelus Workshop gravity hammer]] {{C|Halo 3}}
*[[Paegaas Workshop gravity hammer]] {{C|Halo Reach}}
*[[Sepulo'tez Workshop gravity hammer]] {{C|Halo 5}}
*[[Halbashi Workshop gravity hammer]] {{C|Halo Infinite}}
*[[Akelas Workshop gravity hammer]]
*[[Eektah-fel siphon hammer]] {{C|Halo Wars 2 Blitz}}
 
{{Col-end}}
 
==Weapon overview pages==
;Spike weaponry
*Spiker (Paegaas)
*Spiker (the other one)
*Skewer
*Spike base turrets
*Spike chopper autocannons
*Spike grenades
 
;Gravitic weaponry
*Gravity hammers (why so many)
*dreadnought gravitic ram
*uhhh that one torture device from broken circle
 
;Plasma weaponry
*Too many Covenant guns
*That one human plasma rifle
*Pre-Covenant San'Shyuum pulse rifle + Sangheili weapons
 
;Laser weaponry (rewrite existing laser page)
*Spartan lasers
*Pulse laser turrets
*Various UNSC navy laser pew pews
 
;Particle beam weaponry
*rip beam rifles you have no brothers
*fibril cutters
*particle cannons(?)
 
;Hard light weaponry
*all that stuff
 
==Plasma cannons==
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{{Col-3}}
;Light (class-1) plasma cannons
*Spectre
**Type-46 Directed Energy Weapon/Mounted
*Scout Revenant
*Prowler
*Zurdo (3/R)-pattern Wraith + Ogab'd AA Wraith
**Type-26 Directed Energy Weapon/Emplacement
*Kemu (H5)-pattern Wraith + Muv'te AA Wraith
 
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;Medium (class-2) plasma cannons
*Ghost
**Type-32 Directed Energy Weapon/Linked (Ghost)
*Muz (H2)-pattern Wraith
**2x medium plasma cannons
*Umbra
**H5 plasma cannon
*Shadow
**Type-29 Anti-Infantry Weapon Emplacement/Mounted
 
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*{{Pattern|Elsedda|Banshee}}
**2x heavy plasma cannon{{Ref/Book|Enc22|Page=287}}{{Ref/Game|HR|[[Halo: Reach manual|Manual]] - Page 9}}{{Ref/Book|EVG|Page=19}}
 
*{{Pattern|Taaku Xur|Spirit}}
**1x heavy plasma cannon{{Ref/Book|Enc22|Page=280}}
 
*{{Pattern|Nuro'k Xur|Spirit}}
**1x heavy plasma cannon{{Ref/Book|Enc22|Page=280}}
 
*{{Pattern|Dextro Xur|Spirit}}
**''Murien''-pattern heavy plasma cannon{{Ref/Book|HWF|Page=74-75}}{{Ref/Book|Enc22|Page=280}}{{Ref/Site|URL=http://halo.xbox.com/en-us/Universe/Detail/spirit/1676cbba-efbb-44b8-9dd3-3f6f38b1320a|Site=Halo Waypoint|Page=Spirit|D=12|M=07|Y=2012|LocalArchive=Archive:Halo Waypoint/2009 to 2014/Universe/Vehicles#Spirit}}{{Ref/Book|EVG|Page=187}}{{Ref/Site|URL=http://halo.bungie.net/projects/reach/article.aspx?ucc=ordnance&cid=24584|Site=Bungie.net|Page=Spirit|D=07|M=02|Y=2021}}{{Ref/Game|HR|[[Halo: Reach manual|Manual]] - Page 9}}
 
*{{Pattern|Brhi Xur|Leech}}
**''Murien''-pattern heavy plasma cannon{{Ref/Book|Enc22|Page=281}}
 
*[[Ogoro Workshop Tronto]]
**1x quad heavy plasma cannon{{Ref/Book|Enc22|Page=281}}
 
*{{Pattern|Ru'swum|Phantom}}
**Heavy plasma cannon{{Ref/Book|Enc22|Page=282}}{{Ref/Book|EVG|Page=137}}{{Ref/Game|HR|[[Halo: Reach manual|Manual]] - Page 9}}
**Type-44 Directed Energy/Mounted (DEW/M){{Ref/Book|H4EVG|Page=118-119}}
**Plasma autocannon{{Ref/Site|Id=Guide|URL=https://www.halowaypoint.com/en-us/intel/inteldetail/1c2a19be-9f52-4ec4-93ac-d6cec703b88c/phantom|Site=Halo Waypoint|Page=Halo 4 Interactive Guide - Weapons: Concussion Rifle|D=01|M=05|Y=2013|LocalArchive=Halo 4 Interactive Guide#Covenant Vehicles}}
 
*{{Pattern|Mikpramu|Phantom}}
**Heavy plasma cannon{{Ref/Book|Enc22|Page=282}}{{Ref/Site|URL=https://www.halowaypoint.com/en-us/universe/vehicles/phantom|Site=Halo Waypoint|Page=Phantom|D=28|M=07|Y=2021}}
 
*{{Pattern|Kai|Seraph}}
**4x ''Tevaas Mu''-pattern heavy plasma cannons{{Ref/Book|Enc22|Page=288}}
 
*{{Pattern|Morsam|Seraph}}
**4x ''Gle'mahn''-pattern heavy plasma cannons{{Ref/Book|Enc22|Page=288}}{{Ref/Book|EVG|Page=169}}{{Ref/Game|HR|[[Halo: Reach manual|Manual]] - Page 9}}
 
*{{Pattern|Deutoros|Scarab}}
**1x ultra-heavy plasma cannon{{Ref/Book|Enc22|Page=279}}{{Ref/Game|HR|[[Halo: Reach manual|Manual]] - Page 9}}
 
{{Col-end}}
 
==Covenant starship weaponry==
;Excavation beam
*''Lux''-pattern superheavy array (CSO)
*''Elseon''-pattern superheavy (Brigantine)
*''Infernus''-pattern superheavy (Syfon, CPV, RPV)
*''Excellen''-pattern (RCS)
*''Phar''-pattern (Varric)
*''Pherex''-pattern (Hekar)
*''Profero''-pattern (Ket CCS)
 
;Plasma cannon
*''Melusean''-pattern heavy plasma cannon (ORS, CPV, RPV, Rasus, SDV, DAV)
**Arrays (DSC)
*''Gaff Naran''-pattern (man o'war, Hekar)
*''Morfen''-pattern (RCS, DDS)
*''Sey''-pattern (CAR)
*''Sono''-pattern (Ket CCS)


==Link dumps==
==Link dumps==
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*https://www.artstation.com/artwork/xZme1
*https://www.artstation.com/artwork/xZme1
*http://www.vis-atk.com/2011/02/22/reach-destroyed-millions-dead-posters-ruined/
*http://www.vis-atk.com/2011/02/22/reach-destroyed-millions-dead-posters-ruined/
*https://furiotedeschi.myportfolio.com/halo-4-models
https://twitter.com/game_fabricator/status/837008432049762305
https://twitter.com/game_fabricator/status/857414707509985281
https://twitter.com/game_fabricator/status/700787338201305088
early covers:
https://twitter.com/game_fabricator/status/824365215999356928
https://imgur.com/a/JIIB8


==Project Warthog==
==Project Warthog==
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#Create an overall [[Warthog]] page as part of the wiki's wider "hub pages" project (see: [[Wraith]], [[Lich]], [[Spirit]] for examples). A disambiguation page will be needed too.
#Create an overall [[Warthog]] page as part of the wiki's wider "hub pages" project (see: [[Wraith]], [[Lich]], [[Spirit]] for examples). A disambiguation page will be needed too.
#Rework the Warthog navbox to better reflect the nature of Warthog variants. Likely divide M12 and M12B warthogs into different rows. '''DONE!'''
#Rework the Warthog navbox to better reflect the nature of Warthog variants. Likely divide M12 and M12B warthogs into different rows. '''DONE!'''
{{Warthogs}}
#Perhaps the trickiest, figure out a way to better divide the Warthog pages for the LRV, Gauss and Rocket designs (ongoing).
#Perhaps the trickiest, figure out a way to better divide the Warthog pages for the LRV, Gauss and Rocket designs (ongoing).
#Listed at the end but really something to do as the project goes along, use this rework as an opportunity to bring Warthog information over from Halo Nation as part of the two wikis' ongoing merger project. Links left below for future reference.
#Listed at the end but really something to do as the project goes along, use this rework as an opportunity to bring Warthog information over from Halo Nation as part of the two wikis' ongoing merger project. Links left below for future reference.
***https://halo.fandom.com/wiki/M12B_Force_Application_Vehicle
***https://halo.fandom.com/wiki/M12B_Force_Application_Vehicle
***https://spina.halopedia.org/index.php/M12B_Force_Application_Vehicle
***https://dev.porplemontage.com/M12B_Force_Application_Vehicle


==Project ODST armour==
==Project ODST armour==
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*[[Mark IV/LBE-AA field case]] (not technically ODST, Jorge's backpack but including anyway)
*[[Mark IV/LBE-AA field case]] (not technically ODST, Jorge's backpack but including anyway)
*UA Collar/ Pauldron
*UA Collar/ Pauldron
*[[ODST helmet]] (include Dutch's ODST-HS helmet)


==Halo CE development==
==Halo 2 development==
===Early development===
===Early development===
In [[1997 (real world)|1997]], Bungie had just finished ''Myth: The Fallen Lords'' and was beginning the development of ''Myth II''. During this time, Bungie only had 12-15 employees, when [[Marcus Lehto]] was brought on board to work with [[Jason Jones]] on a small "side project" then-known as "Armor".<ref name="Armor">[http://forums.bungie.org/halo/archive.pl?read=10986 '''halo.bungie.org''' - ''RE: Armor'']</ref> This project was at least in progress by the time the "Armor" trademark was filed on September 24, 1997.<ref>[https://inventively.com/trademarks/armor/bungie-software-products-corporation/75362042 ''Armor trademark'']</ref> This side project was the origins of ''Halo: Combat Evolved'', originating as an RTS due to thinking ''Myth'' would be better if it were science-fiction and ''Starcraft'' would be better without resource management. Due to Bungie's interest in physics to provide gameplay, they wanted the vehicles to feel like vehicles and move on 3D terrain. This integration would be based in the ''Myth'' engine<ref name="untold">[https://www.vice.com/en_us/article/xwqjg3/the-complete-untold-history-of-halo-an-oral-history#ulf-1 '''VICE''' - ''The Complete, Untold History of Halo'']</ref>, and was later referred to as "basically ''[[Myth]]'' in a sci-fi universe."<ref name="bungiehistory">[http://bungie.net/Inside/CustomPage.aspx?section=History&subsection=Main&page=6 '''Bungie.net''': ''Inside Bungie: History''] (Archived copy [https://web.archive.org/web/20041216074133/https://www.bungie.net/Inside/CustomPage.aspx?section=History&subsection=Main&page=6 here])</ref> This prototype would change name from "Armor" due to the need to avoid the game actually shipping with that title, and would be referred to internally as "Monkey Nuts" as to ensure the game would not ''actually'' ship with that title. "Monkey Nuts" was quickly changed to "Blam!" as Jones didn't want to tell his mother he was working on a game called "Monkey Nuts".<ref name="untold"/> The trademarks for "Blam.net" and "Blam.org" were filed in March 1998.<ref>[http://marathon.bungie.org/story/bungiedomreginfo.html ''Blam.net and Blam.org trademarks'']</ref>


The initial RTS prototype was built with an isometric camera view, though experimentation with certain features allowed a third-person camera to be attached to units for control including the soon-to-be Warthog and Marines. The fun of using the Warthog vehicle led to the camera getting closer and closer. The initial revisions of what would become the Master Chief at this time were simple ~400-polygon models nicknamed something along the lines of the "future soldier", designed to be a supersoldier much like the final Master Chief, but deployable en-masse on the battlefield.<ref name="untold"/> These RTS versions of the game had no story and were purely designed for multiplayer<ref name="untold"/>, though by late [[1998]]/ early [[1999 (real world)|1999]], the game had fully morphed into a third person shooter.<ref name="OriginOfHalo">[https://halo.bungie.net/News/content.aspx?cid=630 '''Bungie.net''': ''The Origin of Halo'']</ref> [[Jaime Griesemer]] was hired in mid-1998 at which point the ''Halo'' team was 8-9 people mostly working on the game engine. By this point, the game had one assault rifle that could fire grenades and a small boat called a "[[Doozy]]", though Griesemer soon began creation of the shotgun and sniper rifle. The multiplayer mode had a [[Slayer|4v4 deathmatch mode]], and the staff would often stop development at 4pm every day and play for the evening.<ref name="untold"/>
===Early story drafts===


===Macworld and official unveiling===
===Campaign===
On July 21, 1999, during the Macworld Conference & Expo, Steve Jobs announced that ''Halo'' would be released for Mac OS and Windows simultaneously.<ref>[http://pc.ign.com/articles/068/068975p1.html '''IGN''': ''Heavenly "Halo"'']</ref> Before this public announcement, game industry journalists under a non-disclosure agreement had previewed the game in a private showing during [[Electronic Entertainment Expo|E3 1999]] - mid-May of that year - and were reportedly amazed.<ref name="untold"/><ref>[http://halo.bungie.org/pressscans/display.html?scan=pcgamerusoct99 '''PC Gamer''': ''Your first look at... "Halo"'']</ref> However, the game was still nameless and thus Bungie hired a branding company to help them name the game. The company and Bungie generated hundreds of names<ref name="untold"/> including "The Santa Machine", "The Crystal Palace", "Solipsis"<ref name="solipsis" group="Note">Solipsis was the original name for the planet the ring orbited, now known in canon as [[Threshold]].</ref>, "Hard Vacuum", "Starshield", "Star Maker", "Age of Aquarius"<ref name="OriginOfHalo"/> and "Red Shift".<ref name="AOH73">'''[[The Art of Halo: Creating a Virtual World]]''' - ''p. 73''</ref> However, the name the team ultimately settled on was "Covenant", and this name was given several logo treatments.<ref name="untold"/> However, one artist - [[Paul Russel]] - thought the name was "stupid" and came up with five or six other names<ref name="untold"/>, including "Project: Halo"<ref name="AOH73"/>. Few people at the studio liked the name at first, as some thought it was too-religious and that it didn't particularly sound like an action game.<ref name="untold"/><ref name="AOH73"/> However, when Russel wrote down the name on the whiteboard in the studio, the name "clicked" in a way that was simple, and described the intent of the universe while maintaining a sense of mystery.<ref name="untold"/> Bungie also teased fans with a Blam! mention on their webcam<ref>[http://halo.bungie.org/bborgarch/bborg_072199/e3.html '''halo.bungie.org''' - ''E3 Shenanigans'']</ref>, and on May 20th a ''Myth II'' fan site was suddenly updated with what would become the Blam! project's final name - ''Halo''.<ref name="MBO">[http://marathon.bungie.org/story/blam.html '''marathon.bungie.org''' - ''Blam!'']</ref> The trademark for ''Halo'' was filed in February 1999.<ref>[https://inventively.com/trademarks/halo/microsoft-corporation/75638523 ''Halo trademark'']</ref>


Prior to the 1999 Macworld conference, however, then-executive vice president of Bungie Peter Tamte joined the company due to a wish to help an entreprenueurial company grow following Bungie's setbacks in 1998 and the disastrous release of ''Myth II''. Tamte was a former-Apple employee, and one of his first actions was calling his old boss - Steve Jobs - to ask him to introduce ''Halo'' to the world. [[Joseph Staten]], Jason Jones and Tamte went to the Apple HQ to pitch the demo to Jobs - with Jones presenting and Staten there in case the demo didn't work.<ref name="untold"/> The OpenGL technology used on the soon-to-be Mac didn't work yet, and the demo was shown to Jobs on a PC just twelve days before the game was set to be announced for a Mac release at Macworld conference.<ref name="MBOjones">[http://marathon.bungie.org/story/jjonestranscript.html '''marathon.bungie.org:''' ''Transcript of Miguel Chavez's "The Jason Jones Macworld Expo NY Interview movie".'']</ref> By the Friday before the Macworld showing, it became clear that the studio wouldn't be able to get sound working on the Mac, and thus [[Martin O'Donnell]] was tasked with creating a soundtrack that could be played from a CD. The instructions given to him by Staten on the Saturday before the conference were the words "Ancient. Epic. Mysterious.", and Marty began brainstorming melodies, settling on the now-famous [[Halo Theme|gregorian chant]]. The piece was recorded on the following Monday and burned onto a CD for presentation in New York the following day<ref>[https://www.youtube.com/watch?v=OtG6--4r_qk '''YouTube:''' ''O Brave New World'']</ref><ref name="H2A">[https://www.youtube.com/watch?v=W9-Wk_R3SPw '''Youtube:''' ''Remaking the Legend - Halo 2: Anniversary''] - ''3:10''</ref>, before someone promptly stepped on and broke the CD in New York. Luckily, Marty had a backup.<ref name="bitner">[http://halo.bungie.org/misc/interviews/halonews.nbitner.092599/ '''halo.bungie.org:''' ''The Nathan Bitner Interview'']</ref>
===Multiplayer===


The Macworld demo was still being created on the hour-and-a-half flight from Chicago to New York, completely in-engine.<ref name="bitner"/> On Tuesday, July 21, Jason Jones went on stage with Steve Jobs to show off the long-awaited ''Halo'' demo to the world, visibly nervous due to a fatal bug that could appear and crash the game on startup.<ref name="H2A"/> Luckily, the demo went off as planned and ''Halo'' was unveiled to the world as intended.<ref>[https://www.youtube.com/watch?v=6eZ2yvWl9nQ '''Youtube:''' ''Halo - Macworld Unveiling'']</ref> The creation of this trailer would ultimately sow the seeds of what would become the ''Halo'' universe, bringing the Master Chief character to life and giving the Covenant a reason for existing.<ref name="untold"/> The same day, Bungie officially announced the game with the following synopsis;<ref name="rampancy">[http://rampancy.net/info/articles/halo_brings_action_gamers_a_world_without_end '''Rampancy.net:''' Halo Brings Action Gamers A World Without End'']</ref>
===Art===
{{Article quote|''The player is a military recon unit of the human race's fledgling planetary empire. Pursued by alien warships to a massive and ancient ring construct deep in the void, the player must single-handedly improvise a guerilla war over land, sea and air, using the arsenals and vehicles of three distinct cultures. Using everything from composite swords to orbital bombardment, driving everything from giant tanks to agile combat aircraft, players wage intense warfare over and under the surface of this world.''}}


Despite this, the primary issue remained that the gameplay footage seen at the Macworld conference was almost everything the studio had working at the time.<ref name="GI">[https://www.youtube.com/watch?v=Wqb3Mgc_T0M '''Youtube:''' ''GI Show: The Halo Spectacular (Feat. 343i, Jaime Griesemer, Marty O'Donnell)''] - (1:09:45)</ref> At the time, the game promised a seamless world without levels or loading screens, open terrain, fauna, flora, weather, celestial events and more.<ref name="rampancy"/> Ultimately, many of these features would be cut for various reasons, but the large expansive levels and seamless transitions from indoor to outdoor environments - considered revolutionary at the time<ref name="GI"/> - would remain in the final release.
===Audio===


===Microsoft acquisition===
===Gallery===
Despite the hype surrounding ''Halo'' and Bungie's success in announcing it, the company was undergoing financial struggles due to the less-than-successful launch of ''Myth II''<ref name="seropian">[http://halo.bungie.org/misc/interviews/img.seropian.061900/ '''halo.bungie.org:''' ''Interview: Bungie's Alexander Seropian'']</ref> - the game had an installer bug that forced Bungie to recall copies of the game so it could be fixed. A month following the Macworld unveiling of ''Halo'', on August 13, Bungie announced they were entering into a publishing partnership with Take Two Interactive, and would begin to see their games published on consoles - where before Bungie had primarily been a PC game developer. Bungie would handle publishing in North America through Take Two's framework, while the two would co-publish games in Europe and Asia.<ref name="mac">[https://www.macobserver.com/news/99/august/990813/bungietaketwo.html '''The Mac Observer:''' ''Bungie Software Brings In Distribution Partner, May Head Into Console Market'']</ref> Around this time, Microsoft had begun work on the [[Xbox]], and then-Microsoft Game Studios head Ed Fries was tasked with building up a portfolio of games for the console's launch in fall [[2001]]. When he received a call from Peter Tamte about Bungie's financial situation, he was extremely interested. Take Two invited two of their leading studios - Bungie and Rockstar Games - to meet with Microsoft in January [[2000]].<ref name="untold"/><ref name="seropian"/> Alex Seropian and Tamte later agreed that joining Microsoft would be good<ref name="untold"/>, particularly as Seropian believed that if Bungie was going to lose their independance - as was the case with Take Two - they may as well fully merge so they can try and have as much a say as possible.<ref name="seropian"/>


However, Bungie was still in a deal with Take Two, and thus Microsoft and Bungie negotiated that Take Two would retain the rights to Bungie's previous properties and the other game being developed by Bungie, ''Oni'', while Microsoft would keep Bungie itself and ''Halo''.<ref name="untold"/> Microsoft announced their Xbox console at the Game Developer's Conference (GDC) in March 2000, to which Bungie later stated their interest in working on the platform.<ref>[http://halo.bungie.org/news.html?item=1141 '''halo.bungie.org:'''] ''"X-Box is a prime example of a console entering the market at the leading edge of technology, which is where we want our games to be"''</ref><ref>[http://rampancy.net/info/articles/translation_of_the_gamestar_may_2000_halo_preview '''Rampancy.net:''' ''Translation of the GameStar May 2000 Halo Preview'']</ref> At this time, the Microsoft aquisition was still not complete, and speculation remained that ''Halo'' would be ported to other consoles such as the Playstation 2.<ref>[https://uk.ign.com/articles/2000/05/12/halo-5 '''IGN:''' ''Halo - Bungie's ambitious first-person shooter is coming...'']</ref>, though Bungie later said ''"We never got it running on PS2 anyway"''.<ref name="bungiehistory"/>
https://twitter.com/MaxHoberman/status/1085856052678180864
https://twitter.com/MaxHoberman/status/1076178181625921542
https://twitter.com/MaxHoberman/status/1076104288584286208
https://twitter.com/MaxHoberman/status/1075073344976891904
https://twitter.com/MaxHoberman/status/1074776739618922497
https://twitter.com/MaxHoberman/status/1073619075719413760
https://twitter.com/MaxHoberman/status/1106210187201921024
https://twitter.com/MaxHoberman/status/1105490972782354432
https://twitter.com/MaxHoberman/status/1100603529935441923
https://twitter.com/MaxHoberman/status/1100845051129794563
https://twitter.com/MaxHoberman/status/1097849436997382144
https://twitter.com/MaxHoberman/status/1097632341852409857
https://twitter.com/MaxHoberman/status/1097594163149848577
https://twitter.com/MaxHoberman/status/1097553912738004992
https://twitter.com/MaxHoberman/status/1096500255573663750
https://twitter.com/MaxHoberman/status/1095052843604733952


<ref name="MediumI">[https://medium.com/@Oozer3993/the-making-of-halo-how-combat-evolved-from-blam-part-1-f6b58fcc4ade '''Medium:''' ''The Making of Halo: How Combat Evolved from Blam!— Part 1'']</ref>
==Halo 2 design documentation==
For archive purposes until such a time as it can be made proper use of.<ref>[https://twitter.com/MaxHoberman/status/1249543356935528454 ''Max Hoberman on Twitter'':] ''All the design specs are mine. I had the master plan in my head, and I used the team as a sounding board, writing up docs like this to express my ideas and plans. Then the Xbox Live team modified existing and built new functionality to support it all.''</ref>


Hoberman designed a full tournament system for ''Halo 2'' which couldn't be implemented in-game due to UI, but the Xbox Live team set up the back end and patented it.<ref>[https://twitter.com/MaxHoberman/status/1148347287346864129 ''Max Hoberman on Twitter'':] ''This came up just the other day. I had ambitious plans for an automated tournament system in Halo 2. We had to cut it because we couldn't implement all of the in-game UI, but the Xbox Live team implemented the backend and subsequently patented it.''</ref><ref>[https://patents.google.com/patent/US7682251 ''Halo 2 tournament patent]''</ref>
<gallery>
File:H2_Messaging_DesignDoc.png|Design documentation for how ''Halo 2'' would employ [[Xbox Live]] messaging features.<ref>[https://twitter.com/MaxHoberman/status/1249535571506192391 ''Max Hoberman on Twitter'':] ''For Halo 2 we invented so much. Here's an old design spec that I wrote describing how messaging would work in game and in tandem with the Y menu, utilizing a generic service that the Xbox Live team modified for us. I haven't seen this in 15+ years, neat!''</ref>
File:H2_Tournament_DesignDoc.png|An overview of the ''Halo 2'' tournament system for the Xbox Live team.
File:H2_Tournament_Security_DesignDoc.png|An overview of how network security would work for the tournament system.
</gallery>


===Early story and setting drafts===
A full design doc for the ''Halo 2'' multiplayer featureset.<ref name="h2mmdoc">[https://twitter.com/MaxHoberman/status/1189555877512175622 ''Max Hoberman on Twitter'':] ''I've been sharing tidbits from my original Halo 2 multiplayer, UI, and online specs, but here's a real treat: an entire design doc. I wasn't initially in charge of the larger scale mp game, so I had to play catch-up. This was my plan.''</ref> This was a "living" design doc circulated around Bungie and last updated in November 2003. Red indicates features not-yet implemented.<ref name="h2mmdoc2">[https://twitter.com/MaxHoberman/status/1189555885028397058 ''Max Hoberman on Twitter'':] ''This was a living design doc, which I would share regularly inside of Bungie for feedback. This was last updated in November of 2003. Note that I used red to indicate features not yet implemented.''</ref> This approach was copmmonly used inside Bungie to get feedback from all areas of development.<ref>[https://twitter.com/MaxHoberman/status/1189869601515081729 ''Max Hoberman on Twitter'':] ''I used this approach for everything. I found it extremely helpful for getting feedback from engineers and non-engineers alike. Here's the goal, here's the strategy, here's a list of ideas for how to accomplish a related objective - please help flesh it out further.''</ref> The multiplayer had "shockingly few" people on it.<ref>[https://twitter.com/MaxHoberman/status/1189582643492524033 ''Max Hoberman on Twitter'':] ''No time to try. Just had to prioritize. MP had shockingly few people on it.''</ref>
Halo was originally set on a hollowed-out planet but this morphed into a ringworld.<ref name="AOH73"/>
<gallery>
File:H2_Multiplayer_DesignDoc_1.png|Design documentation for ''Halo 2'' multiplayer.<ref name="h2mmdoc"/>
File:H2_Multiplayer_DesignDoc_2.png|Design documentation for ''Halo 2'' multiplayer.<ref name="h2mmdoc"/>
File:H2_Multiplayer_DesignDoc_3.png|Design documentation for ''Halo 2'' multiplayer.<ref name="h2mmdoc"/>
File:H2_Multiplayer_DesignDoc_4.png|Design documentation for ''Halo 2'' multiplayer.<ref name="h2mmdoc"/>
File:H2_Multiplayer_DesignDoc_5.png|Design documentation for ''Halo 2'' multiplayer.<ref name="h2mmdoc2"/>
File:H2_Multiplayer_DesignDoc_6.png|Design documentation for ''Halo 2'' multiplayer.<ref name="h2mmdoc2"/>
File:H2_Multiplayer_DesignDoc_7.png|Design documentation for ''Halo 2'' multiplayer.<ref name="h2mmdoc2"/>
File:H2_Multiplayer_DesignDoc_8.png|Design documentation for ''Halo 2'' multiplayer.<ref name="h2mmdoc2"/>
</gallery>


==Halo 3 design documentation==
Ditto.
<gallery>
File:H3 Multiplayer InitialThoughts.png|An early writeup of Max Hoberman's initial thoughts on what ''Halo 3'' multiplayer should be.
File:H3_Matchmaking_2005_DesignDoc 1.png|Early 2005-era design documentation for ''Halo 3'' matchmaking.<ref name="h3mmdoc">[https://twitter.com/MaxHoberman/status/1248005518632747008 ''Max Hoberman on Twitter'':] ''While looking through old Halo documents I also stumbled on this high level online design goals document that I wrote for Halo 3 in January of 2005. Anything interesting here?''</ref>
File:H3_Matchmaking_2005_DesignDoc 2.png|Early 2005-era design documentation for ''Halo 3'' matchmaking.<ref name="h3mmdoc"/>
File:H3_Matchmaking_2005_DesignDoc 3.png|Early 2005-era design documentation for ''Halo 3'' matchmaking.<ref name="h3mmdoc"/>
File:H3 GameMode Editor DesignDoc 1.png|Early design documentation for the custom games gametype editor in ''Halo 3''.<ref name="h3cgdoc">[https://twitter.com/MaxHoberman/status/1249394794264236037 ''Max Hoberman on Twitter'':] ''Just in time for Easter, I found a sweet, creamy, delicious batch of additional Halo design documents. Here's one from my early days on Halo 3, titled Game Variant Editing Prototype. What catches your eye?''</ref>
File:H3 GameMode Editor DesignDoc 2.png|Early design documentation for the custom games gametype editor in ''Halo 3''.<ref name="h3cgdoc"/>
File:H3 GameMode Editor DesignDoc 3.png|Early design documentation for the custom games gametype editor in ''Halo 3''.<ref name="h3cgdoc"/>
File:H3 Recruiting DesignDoc.png|Early design documentation for using matchmaking to find players for parties, known as "recruiting".<ref name="h3recruiting">[https://twitter.com/MaxHoberman/status/1260656020495323139 ''Max Hoberman on Twitter'':] ''I was looking for another original Halo 2 design doc to share, in honor of H2A release on PC. Unfortunately I came up empty. But I did stumble on this early working doc of mine for Halo 3, exploring using matchmaking to find players for parties – a concept I called "Recruiting".''</ref>
File:H3_Achievements_DesignDoc.jpg|Late pre-production documentation for ''Halo 3'' achievements.<ref name="h3achdoc">[https://twitter.com/MaxHoberman/status/1261388072291192834 ''Max Hoberman on Twitter'':] ''Here's another fun tidbit from my old Halo multiplayer design docs. This is from a presentation that I gave at the end of preproduction on Halo 3, a slide talking about Achievements.''</ref>
</gallery>


===Multiplayer===
The studio played a lot of multiplayer in development, but for a long time the terrain seen in the Macworld demo was the multiplayer map.<ref name="GI"/>


===Notes===
===Notes===

Latest revision as of 20:25, April 13, 2024

naval weapon stuff

  • Missile
  • Plasma lance
  • Plasma torpedo
  • Plasma cannon
  • Laser
  • Pulse laser

UNSC lasers

Banished forges


Weapon overview pages

Spike weaponry
  • Spiker (Paegaas)
  • Spiker (the other one)
  • Skewer
  • Spike base turrets
  • Spike chopper autocannons
  • Spike grenades
Gravitic weaponry
  • Gravity hammers (why so many)
  • dreadnought gravitic ram
  • uhhh that one torture device from broken circle
Plasma weaponry
  • Too many Covenant guns
  • That one human plasma rifle
  • Pre-Covenant San'Shyuum pulse rifle + Sangheili weapons
Laser weaponry (rewrite existing laser page)
  • Spartan lasers
  • Pulse laser turrets
  • Various UNSC navy laser pew pews
Particle beam weaponry
  • rip beam rifles you have no brothers
  • fibril cutters
  • particle cannons(?)
Hard light weaponry
  • all that stuff

Plasma cannons

Light (class-1) plasma cannons
  • Spectre
    • Type-46 Directed Energy Weapon/Mounted
  • Scout Revenant
  • Prowler
  • Zurdo (3/R)-pattern Wraith + Ogab'd AA Wraith
    • Type-26 Directed Energy Weapon/Emplacement
  • Kemu (H5)-pattern Wraith + Muv'te AA Wraith
Medium (class-2) plasma cannons
  • Ghost
    • Type-32 Directed Energy Weapon/Linked (Ghost)
  • Muz (H2)-pattern Wraith
    • 2x medium plasma cannons
  • Umbra
    • H5 plasma cannon
  • Shadow
    • Type-29 Anti-Infantry Weapon Emplacement/Mounted

Covenant starship weaponry

Excavation beam
  • Lux-pattern superheavy array (CSO)
  • Elseon-pattern superheavy (Brigantine)
  • Infernus-pattern superheavy (Syfon, CPV, RPV)
  • Excellen-pattern (RCS)
  • Phar-pattern (Varric)
  • Pherex-pattern (Hekar)
  • Profero-pattern (Ket CCS)
Plasma cannon
  • Melusean-pattern heavy plasma cannon (ORS, CPV, RPV, Rasus, SDV, DAV)
    • Arrays (DSC)
  • Gaff Naran-pattern (man o'war, Hekar)
  • Morfen-pattern (RCS, DDS)
  • Sey-pattern (CAR)
  • Sono-pattern (Ket CCS)

Link dumps

Just a bunch of links to various bits of concept art and whatnot I don't want to lose.

https://www.neoseeker.com/halo-2/concept_art/ https://www.neoseeker.com/halo-3/concept_art/

https://twitter.com/game_fabricator/status/837008432049762305 https://twitter.com/game_fabricator/status/857414707509985281 https://twitter.com/game_fabricator/status/700787338201305088

early covers: https://twitter.com/game_fabricator/status/824365215999356928 https://imgur.com/a/JIIB8

Project Warthog

Because I'm really creative with names. Project Warthog is my own personal project to revamp and redo the current set of Warthog pages on the wiki, to make the information within more easily digestible and less bloated. For full details of my proposal, see this thread on the forums.

Stats for REQ vehicle health can be found here (backup of the pastebin incase the tweet goes down here).

Steps

  1. Create a page for the M12B Warthog. The idea of this page is to split Warthog information roughly in half, allowing the M12 Warthog page to focus primarily on the Warthog version found in Halo CE through Reach (and also CEA by extent but you get the idea) while the M12B page focuses on the version found in Halo 4 onwards.. DONE!
  2. Create the following page(s) DONE!
  1. Create an overall Warthog page as part of the wiki's wider "hub pages" project (see: Wraith, Lich, Spirit for examples). A disambiguation page will be needed too.
  2. Rework the Warthog navbox to better reflect the nature of Warthog variants. Likely divide M12 and M12B warthogs into different rows. DONE!
  3. Perhaps the trickiest, figure out a way to better divide the Warthog pages for the LRV, Gauss and Rocket designs (ongoing).
  4. Listed at the end but really something to do as the project goes along, use this rework as an opportunity to bring Warthog information over from Halo Nation as part of the two wikis' ongoing merger project. Links left below for future reference.

Project ODST armour

Because my naming creativeness knows no bounds. Project to revamp the ODST armours part of the site to resemble the MJOLNIR armor pages more, because why do Spartans deserve cool pages alone?

Steps

Creation of the following pages;

Halo 2 development

Early development

Early story drafts

Campaign

Multiplayer

Art

Audio

Gallery

https://twitter.com/MaxHoberman/status/1085856052678180864 https://twitter.com/MaxHoberman/status/1076178181625921542 https://twitter.com/MaxHoberman/status/1076104288584286208 https://twitter.com/MaxHoberman/status/1075073344976891904 https://twitter.com/MaxHoberman/status/1074776739618922497 https://twitter.com/MaxHoberman/status/1073619075719413760 https://twitter.com/MaxHoberman/status/1106210187201921024 https://twitter.com/MaxHoberman/status/1105490972782354432 https://twitter.com/MaxHoberman/status/1100603529935441923 https://twitter.com/MaxHoberman/status/1100845051129794563 https://twitter.com/MaxHoberman/status/1097849436997382144 https://twitter.com/MaxHoberman/status/1097632341852409857 https://twitter.com/MaxHoberman/status/1097594163149848577 https://twitter.com/MaxHoberman/status/1097553912738004992 https://twitter.com/MaxHoberman/status/1096500255573663750 https://twitter.com/MaxHoberman/status/1095052843604733952

Halo 2 design documentation

For archive purposes until such a time as it can be made proper use of.[27]

Hoberman designed a full tournament system for Halo 2 which couldn't be implemented in-game due to UI, but the Xbox Live team set up the back end and patented it.[28][29]

A full design doc for the Halo 2 multiplayer featureset.[31] This was a "living" design doc circulated around Bungie and last updated in November 2003. Red indicates features not-yet implemented.[32] This approach was copmmonly used inside Bungie to get feedback from all areas of development.[33] The multiplayer had "shockingly few" people on it.[34]

Halo 3 design documentation

Ditto.


Notes


Sources

  1. ^ Halo Encyclopedia (2022 edition), page 287
  2. ^ Halo: Reach, Manual - Page 9
  3. ^ Halo: The Essential Visual Guide, page 19
  4. ^ Halo Encyclopedia (2022 edition), page 280
  5. ^ Halo Encyclopedia (2022 edition), page 280
  6. ^ Halo: Warfleet, page 74-75
  7. ^ Halo Encyclopedia (2022 edition), page 280
  8. ^ Halo Waypoint, Spirit (Retrieved on Jul 12, 2012) [local archive] [external archive]
  9. ^ Halo: The Essential Visual Guide, page 187
  10. ^ Bungie.net, Spirit (Retrieved on Feb 7, 2021) [archive]
  11. ^ Halo: Reach, Manual - Page 9
  12. ^ Halo Encyclopedia (2022 edition), page 281
  13. ^ Halo Encyclopedia (2022 edition), page 281
  14. ^ Halo Encyclopedia (2022 edition), page 282
  15. ^ Halo: The Essential Visual Guide, page 137
  16. ^ Halo: Reach, Manual - Page 9
  17. ^ Halo 4: The Essential Visual Guide, page 118-119
  18. ^ Halo Waypoint, Halo 4 Interactive Guide - Weapons: Concussion Rifle (Retrieved on May 1, 2013) [local archive] [external archive]
  19. ^ Halo Encyclopedia (2022 edition), page 282
  20. ^ Halo Waypoint, Phantom (Retrieved on Jul 28, 2021) [archive]
  21. ^ Halo Encyclopedia (2022 edition), page 288
  22. ^ Halo Encyclopedia (2022 edition), page 288
  23. ^ Halo: The Essential Visual Guide, page 169
  24. ^ Halo: Reach, Manual - Page 9
  25. ^ Halo Encyclopedia (2022 edition), page 279
  26. ^ Halo: Reach, Manual - Page 9
  27. ^ Max Hoberman on Twitter: All the design specs are mine. I had the master plan in my head, and I used the team as a sounding board, writing up docs like this to express my ideas and plans. Then the Xbox Live team modified existing and built new functionality to support it all.
  28. ^ Max Hoberman on Twitter: This came up just the other day. I had ambitious plans for an automated tournament system in Halo 2. We had to cut it because we couldn't implement all of the in-game UI, but the Xbox Live team implemented the backend and subsequently patented it.
  29. ^ Halo 2 tournament patent
  30. ^ Max Hoberman on Twitter: For Halo 2 we invented so much. Here's an old design spec that I wrote describing how messaging would work in game and in tandem with the Y menu, utilizing a generic service that the Xbox Live team modified for us. I haven't seen this in 15+ years, neat!
  31. ^ a b c d e Max Hoberman on Twitter: I've been sharing tidbits from my original Halo 2 multiplayer, UI, and online specs, but here's a real treat: an entire design doc. I wasn't initially in charge of the larger scale mp game, so I had to play catch-up. This was my plan.
  32. ^ a b c d e Max Hoberman on Twitter: This was a living design doc, which I would share regularly inside of Bungie for feedback. This was last updated in November of 2003. Note that I used red to indicate features not yet implemented.
  33. ^ Max Hoberman on Twitter: I used this approach for everything. I found it extremely helpful for getting feedback from engineers and non-engineers alike. Here's the goal, here's the strategy, here's a list of ideas for how to accomplish a related objective - please help flesh it out further.
  34. ^ Max Hoberman on Twitter: No time to try. Just had to prioritize. MP had shockingly few people on it.
  35. ^ a b c Max Hoberman on Twitter: While looking through old Halo documents I also stumbled on this high level online design goals document that I wrote for Halo 3 in January of 2005. Anything interesting here?
  36. ^ a b c Max Hoberman on Twitter: Just in time for Easter, I found a sweet, creamy, delicious batch of additional Halo design documents. Here's one from my early days on Halo 3, titled Game Variant Editing Prototype. What catches your eye?
  37. ^ Max Hoberman on Twitter: I was looking for another original Halo 2 design doc to share, in honor of H2A release on PC. Unfortunately I came up empty. But I did stumble on this early working doc of mine for Halo 3, exploring using matchmaking to find players for parties – a concept I called "Recruiting".
  38. ^ Max Hoberman on Twitter: Here's another fun tidbit from my old Halo multiplayer design docs. This is from a presentation that I gave at the end of preproduction on Halo 3, a slide talking about Achievements.

Transparent images

As part of the concept art revamp I'm restoring the original artist-uploaded images to the wiki rather than cropped pngs. The crops are stored here for archival purposes should they be needed then.