Sandtrap: Difference between revisions

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[[File:H3 Sandtrap Concept.jpg|thumb|right|200px|Concept art for Sandtrap.]]
[[File:H3 Sandtrap Concept.jpg|thumb|right|200px|Concept art for Sandtrap.]]
[[File:H3 Sandtrap Initial Layout.jpg|thumb|200px|right|The initial layout idea for Sandtrap, with attackers pressing into the "bowl".]]
[[File:H3 Sandtrap Initial Layout.jpg|thumb|200px|right|The initial layout idea for Sandtrap, with attackers pressing into the "bowl".]]
*Sandtrap, known in development as "Shrine", started development in [[2005]]. Developer [[Justin Hayward]]'s goals for the map initially were to make "the ultimate warthog map" and to make the map friendly for both infantry and vehicles. The initial concept was extremely large, but scaled down during development, with the initial idea intending to be an a sequential objective map (similar to the [[Invasion]] mode later featured in ''[[Halo: Reach]]''), where the attacking team would assault a section of the map that would lead into the "bowl" that would later become the setting of Sandtrap. This initial opening section was also massive, and was "a second Sandtrap right next to the one you know.”.<ref name="postmortem"/>
*Sandtrap, known in development as "Shrine", started development in [[2005 (real world)|2005]]. Developer [[Justin Hayward]]'s goals for the map initially were to make "the ultimate warthog map" and to make the map friendly for both infantry and vehicles. The initial concept was extremely large, but scaled down during development, with the initial idea intending to be an a sequential objective map (similar to the [[Invasion]] mode later featured in ''[[Halo: Reach]]''), where the attacking team would assault a section of the map that would lead into the "bowl" that would later become the setting of Sandtrap. This initial opening section was also massive, and was "a second Sandtrap right next to the one you know.”.<ref name="postmortem"/>
*At the time of the map's conception, the only solid detail of the map's setting was to be set in miscellaneous Forerunner structures, with the official design documentation later adding ''"Deep within the boundless dune-fields of Waypoint, the high tech Forerunner structure encases the remnants of even older Forerunner stonework."''. Hayward chose sandstone as the map's primary structural element as it provided a more "human scale" element, with the intent of being more mysterious. There was internal debate at Bungie with some developers opposing the idea of using sandstone Forerunner structures, while Hayward wanted to use the external metal guardian towers to feel like they were containing something on the map.<ref name="postmortem"/> Originally, there would have been a dozen or so towers around the map.
*At the time of the map's conception, the only solid detail of the map's setting was to be set in miscellaneous Forerunner structures, with the official design documentation later adding ''"Deep within the boundless dune-fields of Waypoint, the high tech Forerunner structure encases the remnants of even older Forerunner stonework."''. Hayward chose sandstone as the map's primary structural element as it provided a more "human scale" element, with the intent of being more mysterious. There was internal debate at Bungie with some developers opposing the idea of using sandstone Forerunner structures, while Hayward wanted to use the external metal guardian towers to feel like they were containing something on the map.<ref name="postmortem"/> Originally, there would have been a dozen or so towers around the map.
*Two notes on Sandtrap's concept sheet in early development were “Crater at center accessible by tunnels that radiate out from the pit” and “Drivable beach area extends all the way around the island.” - although these concepts would make their way onto the map, it was decided that the map was too large for capture and hold-style progression, as at the time the team was still trying to figure out what ''Halo 3''s multiplayer would be. Hayworth began 3D blockouts to ascertain a sense of scale, and realised the map fit a good spot currently absent in the sandbox; a large map with an asymmetric objective and layout.<ref name="postmortem"/>
*Two notes on Sandtrap's concept sheet in early development were “Crater at center accessible by tunnels that radiate out from the pit” and “Drivable beach area extends all the way around the island.” - although these concepts would make their way onto the map, it was decided that the map was too large for capture and hold-style progression, as at the time the team was still trying to figure out what ''Halo 3''s multiplayer would be. Hayworth began 3D blockouts to ascertain a sense of scale, and realised the map fit a good spot currently absent in the sandbox; a large map with an asymmetric objective and layout.<ref name="postmortem"/>