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{{Era|Forerunner|Covenant|Human|UNSC|HCW|Post}}  
{{Era|Forerunner|Covenant|Human|UNSC|HCW|Post}}  
{{SeeWikipedia}}
{{SeeWikipedia}}
[[File:Frunner_door_common.jpg|thumb|250px|right|A common type of Forerunner door.]]
[[File:Frunner_door_common.jpg|thumb|250px|right|A common type of Forerunner door.]]
'''Doors''' are movable barriers used to cover up openings; typically, such barriers are attached to the very openings they block. Doors are a basic component of architecture among all known major civilizations.
'''Doors''' are movable barriers used to cover up openings; typically, such barriers are attached to the very openings they block. Doors are a basic component of architecture among all known major civilizations.


== Background ==
==Background==
Like all technology created by the various factions of the Halo universe, the doors they create for various purposes represent their general design styles in many ways.  
Like all technology created by the various factions of the Halo universe, the doors they create for various purposes represent their general design styles in many ways.  


=== Covenant ===
===Covenant===
The [[Covenant Empire|Covenant]] frequently use curves as well as bright purples, blues, and grays in the design of their technology; everything from weapons to cities. The doors incorporate the curves and colors standard to Covenant design, most notably in [[High Charity]]. While many doors throughout the Halo Universe have indicator lights and work by sliding in and out of the walls, only the doors in High Charity flash when the player gets close and emit a tone.<ref>'''[[Halo: Combat Evolved]]''', campaign level, ''[[The Truth and Reconciliation]]''</ref><ref>'''[[Halo 2]]''', campaign level, ''[[Gravemind (level)|Gravemind]]''</ref><ref name="Cortana">'''Halo 3''', campaign level, ''[[Cortana (level)|Cortana]]''</ref>
The [[Covenant Empire|Covenant]] frequently use curves as well as bright purples, blues, and grays in the design of their technology; everything from weapons to cities. The doors incorporate the curves and colors standard to Covenant design, most notably in [[High Charity]]. While many doors throughout the Halo Universe have indicator lights and work by sliding in and out of the walls, only the doors in High Charity flash when the player gets close and emit a tone.<ref>'''[[Halo: Combat Evolved]]''', campaign level, ''[[The Truth and Reconciliation]]''</ref><ref>'''[[Halo 2]]''', campaign level, ''[[Gravemind (level)|Gravemind]]''</ref><ref name="Cortana">'''Halo 3''', campaign level, ''[[Cortana (level)|Cortana]]''</ref>


=== Humanity ===
===Humanity===
[[Human]] technology for doors has progressed since the modern era. While most doors today are based on a hinge system, the doors seen on Earth are almost exclusively sliding (except for the antiquated doors in [[Crow's Nest]]),<ref name="crows">'''[[Halo 3]]''', campaign level, ''[[Crow's Nest (level)|Crow's Nest]]''</ref> either opened by proximity or a switch located on the door itself. Like most human technology applied to everything from roads to spacefaring military vessels, the design is simple and geometric (with some discrepancies) with straight lines and angles, and involves blacks, grays, and browns. Most doors have a light on them that is either green to indicate that it is open or can be opened, or red to indicate that it is locked.<ref name="poa">'''Halo: Combat Evolved''', campaign level, ''[[The Pillar of Autumn (Halo: Combat Evolved level)|The Pillar of Autumn]]''</ref><ref>'''Halo 2''', campaign level, ''[[Cairo Station (level)|Cairo Station]]''</ref><ref>'''Halo 3''', campaign level, ''[[The Storm]]''</ref> While human doors usually consist of one or two sliding segments, there are some exceptions, such as the multi-segmented doors in some of [[Reach]]'s industrial facilities.<ref>'''[[Halo: Reach]]''', campaign level ''[[Tip of the Spear]]''</ref><ref>'''Halo: Reach''', campaign level ''[[The Pillar of Autumn (Halo: Reach level)|The Pillar of Autumn]]''</ref> Reinforced [[blast door]]s are a common sight in [[military base]]s and starships,<ref name="crows"/><ref name="poa"/> but are also used in cities to close off certain sections in emergencies.<ref>'''[[Halo 3: ODST]]''', campaign level ''[[Mombasa Streets]]''</ref>
[[Human]] technology for doors has progressed since the modern era. While most doors today are based on a hinge system, the doors seen on Earth are almost exclusively sliding (except for the antiquated doors in [[Crow's Nest]]),<ref name="crows">'''[[Halo 3]]''', campaign level, ''[[Crow's Nest (level)|Crow's Nest]]''</ref> either opened by proximity or a switch located on the door itself. Like most human technology applied to everything from roads to spacefaring military vessels, the design is simple and geometric (with some discrepancies) with straight lines and angles, and involves blacks, grays, and browns. Most doors have a light on them that is either green to indicate that it is open or can be opened, or red to indicate that it is locked.<ref name="poa">'''Halo: Combat Evolved''', campaign level, ''[[The Pillar of Autumn (Halo: Combat Evolved level)|The Pillar of Autumn]]''</ref><ref>'''Halo 2''', campaign level, ''[[Cairo Station (level)|Cairo Station]]''</ref><ref>'''Halo 3''', campaign level, ''[[The Storm]]''</ref> While human doors usually consist of one or two sliding segments, there are some exceptions, such as the multi-segmented doors in some of [[Reach]]'s industrial facilities.<ref>'''[[Halo: Reach]]''', campaign level ''[[Tip of the Spear]]''</ref><ref>'''Halo: Reach''', campaign level ''[[The Pillar of Autumn (Halo: Reach level)|The Pillar of Autumn]]''</ref> Reinforced [[blast door]]s are a common sight in [[military base]]s and starships,<ref name="crows"/><ref name="poa"/> but are also used in cities to close off certain sections in emergencies.<ref>'''[[Halo 3: ODST]]''', campaign level ''[[Mombasa Streets]]''</ref>


=== Forerunner ===
===Forerunner===
Doors built by the [[Forerunner]]s are completely geometric and incorporate the similar light grays, browns, and blues of the rest of their technology. The doors themselves are geometric and often slide in multiple parts. They also have complex and geometric designs on them, it is often patterned. This same trend can be seen on floors of Forerunner structures.<ref>'''Halo: Combat Evolved''', campaign level, ''[[The Silent Cartographer]]''</ref><ref>'''Halo: Combat Evolved''', campaign level, ''[[Assault on the Control Room]]''</ref><ref>'''Halo 2''', campaign level, ''[[The Arbiter]]''</ref>
Doors built by the [[Forerunner]]s are completely geometric and incorporate the similar light grays, browns, and blues of the rest of their technology. The doors themselves are geometric and often slide in multiple parts. They also have complex and geometric designs on them, it is often patterned. This same trend can be seen on floors of Forerunner structures.<ref>'''Halo: Combat Evolved''', campaign level, ''[[The Silent Cartographer]]''</ref><ref>'''Halo: Combat Evolved''', campaign level, ''[[Assault on the Control Room]]''</ref><ref>'''Halo 2''', campaign level, ''[[The Arbiter]]''</ref>


=== Flood ===
===Flood===
While the Flood do not have what we consider conventional architecture, they build their structures out of biomass they have consumed. Their doors, called [[Porta]]s, are built from biomass of infected hosts, and resemble valves like those in the heart. They open based on proximity. While the sections of the door itself retract, the circular frame of the door contracts at the same time. This effect was most likely added by Bungie to make the player feel as if they were playing inside a living thing during the level, and add effect to the level.<ref name="Cortana"/><ref>'''Halo 3''', campaign level, ''[[Isolation]]''</ref>
While the Flood do not have what we consider conventional architecture, they build their structures out of biomass they have consumed. Their doors, called [[Porta]]s, are built from biomass of infected hosts, and resemble valves like those in the heart. They open based on proximity. While the sections of the door itself retract, the circular frame of the door contracts at the same time. This effect was most likely added by Bungie to make the player feel as if they were playing inside a living thing during the level, and add effect to the level.<ref name="Cortana"/><ref>'''Halo 3''', campaign level, ''[[Isolation]]''</ref>


== Trivia ==
==Trivia==
The object [[John-117]] rode to Earth in the [[Arrival|beginning]] of ''Halo 3'', is apparently some sort of Forerunner door, part of the [[Forerunner Dreadnought]].
The object [[John-117]] rode to Earth in the [[Arrival|beginning]] of ''Halo 3'', is apparently some sort of Forerunner door, part of the [[Forerunner Dreadnought]].


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File:3_TsavoHW_2.jpg|A gate leading out of Crow's Nest.
File:3_TsavoHW_2.jpg|A gate leading out of Crow's Nest.
File:Industrial_door.jpg|A door in [[Traxus Factory Complex 09]].
File:Industrial_door.jpg|A door in [[Traxus Factory Complex 09]].
File:Covenant_door.jpg|A Covenant door in [[High Charity]].
File:H2A HighCharityDoor.png|A door in ''[[High Charity]]''
File:Covenant_door.jpg|A Covenant door in ''High Charity''.
File:HaloLegends-CovenantDoor.png|Another Covenant door onboard a [[CAS-class assault carrier|''CAS''-class Assault Carrier]] in ''[[Halo Legends]]: [[The Package]]''.
File:HaloLegends-CovenantDoor.png|Another Covenant door onboard a [[CAS-class assault carrier|''CAS''-class Assault Carrier]] in ''[[Halo Legends]]: [[The Package]]''.
File:01 cairostation doors large 2.png|A set of [[Blast door|blast doors]] on [[Cairo Station]].
File:01 cairostation doors large 2.png|A set of [[Blast door|blast doors]] on [[Cairo Station]].
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<references/>
<references/>


== Related pages ==
==Related pages==
*[[Shield door]]
*[[Shield door]]
*[[Blast door]]
*[[Blast door]]
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