The Pit: Difference between revisions

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|devname=<code>cyberdyne</code>
|devname=<code>cyberdyne</code>
|map=War Games Map_Set/: 590-1<ref name="HU">[https://www.halowaypoint.com/en-us/universe/locations/earth '''Halo Waypoint''' - ''Universe: Earth'']</ref>
|map=War Games Map_Set/: 590-1<ref name="HU">[https://www.halowaypoint.com/en-us/universe/locations/earth '''Halo Waypoint''' - ''Universe: Earth'']</ref>
|location=[[UNSC Training Facility Bravo]] [[Africa]], [[Earth]]<ref name="HU"/>
|location=[[UNSC Training Facility Bravo]] [[Africa]], [[Earth]]{{Ref/Reuse|HU}}
|terrain=Ramps and obstacles
|terrain=Ramps and obstacles
|symmetry=Symmetrical
|symmetry=Symmetrical
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==Setting==
==Setting==
{{Main|UNSC Training Facility Bravo}}
{{Main|UNSC Training Facility Bravo}}
While most contemporary combat simulations occur in the [[Holography|holographic]] and pneumatic world of [[War Games]], UNSC Training Facility Bravo - alongside others located throughout the [[East African Protectorate]] - offer unfettered, live combat in real world settings. This methodology is the pride and joy of old-school drill instructors, whose lament the rise in illusory combat environs. Ironically, this site was then replicated in War Games as The Pit, a testament to its time-honored combat value.<ref name="HU"/>
While most contemporary combat simulations occur in the [[Holography|holographic]] and pneumatic world of [[War Games]], UNSC Training Facility Bravo - alongside others located throughout the [[East African Protectorate]] - offer unfettered, live combat in real world settings. This methodology is the pride and joy of old-school drill instructors, whose lament the rise in illusory combat environs. Ironically, this site was then replicated in War Games as The Pit, a testament to its time-honored combat value.{{Ref/Reuse|HU}}


The facility itself is set in a large aircraft hangar. Although a fence prevents trainees from leaving the arena, multiple [[D77H-TCI Pelican]]s, [[Scout Warthog]]s and [[M831 Troop Transport Warthog]]s can be seen on the facility's runway, with [[Mount Kilimanjaro]] looming in the distance. The interior of the facility has numerous hallways and platforms with which to simulate a combat environment, and motion-activated pop-up targets of [[Jiralhanae]] wielding [[Type-25 Spiker|Spikers]] and [[Kig-Yar Sniper]]s. The map also has a control room with multiple readout screens.
The facility itself is set in a large aircraft hangar. Although a fence prevents trainees from leaving the arena, multiple [[D77H-TCI Pelican]]s, [[Scout Warthog]]s and [[M831 Troop Transport Warthog]]s can be seen on the facility's runway, with [[Mount Kilimanjaro]] looming in the distance. The interior of the facility has numerous hallways and platforms with which to simulate a combat environment, and motion-activated pop-up targets of [[Jiralhanae]] wielding [[Type-25 Spiker|Spikers]] and [[Kig-Yar Sniper]]s. The map also has a control room with multiple readout screens.
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<!--This is TRIVIA, not Strategies, only trivia belongs here, please put strategies below in the Strategies section-->
<!--This is TRIVIA, not Strategies, only trivia belongs here, please put strategies below in the Strategies section-->
===Production notes===
===Production notes===
*The Pit's internal name during development was ''Cyberdyne'' and was first discovered shortly after the release of the [[Halo 3 Beta]]. However, it was referred to at least once before official reveal under the name of "Gym Class".<ref name="humpday"/>
*The Pit's internal name during development was ''Cyberdyne'' and was first discovered shortly after the release of the [[Halo 3 Beta]]. However, it was referred to at least once before official reveal under the name of "Gym Class".{{Ref/Reuse|humpday}}
**The codename that was given to The Pit, "Cyberdyne", is the name of the company in the ''Terminator'' movies that helps recreate artificial intelligence.  
**The codename that was given to The Pit, "Cyberdyne", is the name of the company in the ''Terminator'' movies that helps recreate artificial intelligence.  
**The Pit's final name is a reference to ''The Wire''. It was named by Joe Tung, as it's "where all the deals went down".<ref name="postmortem"/>
**The Pit's final name is a reference to ''The Wire''. It was named by Joe Tung, as it's "where all the deals went down".{{Ref/Reuse|postmortem}}
*In the initial conception of The Pit, developrs [[Steve Cotton]] and [[Chris Carney]] were inspired by architecture of [[:wikipedia:Bernard Tschumi|Bernard Tschumi]]. They were inspired by cultural centres in France, in which several buildings were built underneath one large roof. An early point of the Pit's design was to use light to differentiate both sides of the map, with one side being in light and the other in shade. This was eventually rotated, with the light area being the light streaming into the hangar from the runway and the dark area being the back wall of the hangar.<ref name="postmortem"/>
*In the initial conception of The Pit, developrs [[Steve Cotton]] and [[Chris Carney]] were inspired by architecture of [[:wikipedia:Bernard Tschumi|Bernard Tschumi]]. They were inspired by cultural centres in France, in which several buildings were built underneath one large roof. An early point of the Pit's design was to use light to differentiate both sides of the map, with one side being in light and the other in shade. This was eventually rotated, with the light area being the light streaming into the hangar from the runway and the dark area being the back wall of the hangar.{{Ref/Reuse|postmortem}}
*In this original design for The Pit, the map was to be the size of a small town roughly the size of ''[[Halo: Combat Evolved]]'' map [[Hang 'Em High]], with action in the rooftop area and on the ground. In this design, the map would be two storeys high, with players fighting to control a street running down the middle while each team controlled half the town. Inspiration was later taken from ''[[Halo 2]]'' map [[Turf]], while playing around on the roofs. Players would be able to grab the flag out of the base and get onto the rooftops with it, and "be like Spider-Man"; jumping and running along the roof back to the friendly base. To prevent situations like those common in [[Zanzibar]] CTF, the flag would be spawned on the lower level and players on the top, so defenders have quick routes to return the flag.<ref name="postmortem"/>
*In this original design for The Pit, the map was to be the size of a small town roughly the size of ''[[Halo: Combat Evolved]]'' map [[Hang 'Em High]], with action in the rooftop area and on the ground. In this design, the map would be two storeys high, with players fighting to control a street running down the middle while each team controlled half the town. Inspiration was later taken from ''[[Halo 2]]'' map [[Turf]], while playing around on the roofs. Players would be able to grab the flag out of the base and get onto the rooftops with it, and "be like Spider-Man"; jumping and running along the roof back to the friendly base. To prevent situations like those common in [[Zanzibar]] CTF, the flag would be spawned on the lower level and players on the top, so defenders have quick routes to return the flag.{{Ref/Reuse|postmortem}}
*The Pit was originally designed to have a [[Forerunner]] landscape with machines running around the map, and built into a cliff face. Once blocked out, the map was a "disaster". The middle street wasn't controllable, so it was decided to make the street into a wall. The bridge crossing the street became the camo hallway in the final build.<ref name="postmortem">[http://halo.bungie.net/news/content.aspx?type=topnews&link=Pit_Postmortem '''Bungie.net''', ''Excavating The Pit'']</ref>
*The Pit was originally designed to have a [[Forerunner]] landscape with machines running around the map, and built into a cliff face. Once blocked out, the map was a "disaster". The middle street wasn't controllable, so it was decided to make the street into a wall. The bridge crossing the street became the camo hallway in the final build.<ref name="postmortem">[http://halo.bungie.net/news/content.aspx?type=topnews&link=Pit_Postmortem '''Bungie.net''', ''Excavating The Pit'']</ref>
*The inspiration to set the map in a training facility came from a piece of concept art by [[Isaac Hannaford]] set in a rrealistic modern day facility, built out of plywood, metal and spray paint. One concept produced by [[Paul Russel]] set the map in a human pump station, with a waterfall on one part of the map. This idea would set the level in a human military base that would later be reused and turned into the [[Crow's Nest]] level in the campaign. The map itself would be set in a cave with a waterfall leading into a pool, where players would be able to jump off the map and die.<ref name="postmortem"/>
*The inspiration to set the map in a training facility came from a piece of concept art by [[Isaac Hannaford]] set in a rrealistic modern day facility, built out of plywood, metal and spray paint. One concept produced by [[Paul Russel]] set the map in a human pump station, with a waterfall on one part of the map. This idea would set the level in a human military base that would later be reused and turned into the [[Crow's Nest]] level in the campaign. The map itself would be set in a cave with a waterfall leading into a pool, where players would be able to jump off the map and die.{{Ref/Reuse|postmortem}}
*In creating the aesthetic of the final level, concept done by [[Lee Wilson]] for ''Mindhunter'' was used for inspiration. In doing concept production for that film, Wilson had been sent to a secret facility in Holland to gather reference that he nicknamed "Crime Town". The facility had molded concrete structures that could be reconfigured or detached for training missions. From there, the artists "put in a UNSC flavor – some metal bars, little connectors, and panels. And thus The Pit was born".<ref name="postmortem"/>
*In creating the aesthetic of the final level, concept done by [[Lee Wilson]] for ''Mindhunter'' was used for inspiration. In doing concept production for that film, Wilson had been sent to a secret facility in Holland to gather reference that he nicknamed "Crime Town". The facility had molded concrete structures that could be reconfigured or detached for training missions. From there, the artists "put in a UNSC flavor – some metal bars, little connectors, and panels. And thus The Pit was born".{{Ref/Reuse|postmortem}}
*The control room on the map was added with the original intention being that the monitors would actually display CCTV footage from the cameras placed around the map. The room is heavily enclosed due to how expensive this rendering is, but at one point the system was fully working and standing in the control room would let players see what was going on in other areas of the map. The cameras would operate like AI and follow players near them, but had to count as another player due to how much processing power they needed to work correctly. Because of this, it was cut but the control room remained as the sword room.<ref name="postmortem"/>
*The control room on the map was added with the original intention being that the monitors would actually display CCTV footage from the cameras placed around the map. The room is heavily enclosed due to how expensive this rendering is, but at one point the system was fully working and standing in the control room would let players see what was going on in other areas of the map. The cameras would operate like AI and follow players near them, but had to count as another player due to how much processing power they needed to work correctly. Because of this, it was cut but the control room remained as the sword room.{{Ref/Reuse|postmortem}}
*As production got going properly, the Pit's layout changed very little with the main exception being the reduced verticality from the original concept. Originally, however, the Active Camo would have spawned in a room down a ramp. This was removed and changed to the green corridor known in the final map variant.<ref name="postmortem"/>
*As production got going properly, the Pit's layout changed very little with the main exception being the reduced verticality from the original concept. Originally, however, the Active Camo would have spawned in a room down a ramp. This was removed and changed to the green corridor known in the final map variant.{{Ref/Reuse|postmortem}}
*At one point, the man cannon fans were to be mobile forge objects that could be placed anywhere.<ref name="postmortem"/>
*At one point, the man cannon fans were to be mobile forge objects that could be placed anywhere.{{Ref/Reuse|postmortem}}
*During development, the Pelicans on the runway were placed in a layout to emulate ''Black Hawk Down''.<ref name="postmortem"/>
*During development, the Pelicans on the runway were placed in a layout to emulate ''Black Hawk Down''.{{Ref/Reuse|postmortem}}
===Miscellaneous===
===Miscellaneous===
*Inside the room containing the energy sword, there is a phone that you can melee and will fall on the floor. Then you melee it until it is upside down. If you zoom in on it, you can see a [[Windows Logo]].
*Inside the room containing the energy sword, there is a phone that you can melee and will fall on the floor. Then you melee it until it is upside down. If you zoom in on it, you can see a [[Windows Logo]].
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**''"The white zone is for unloading and loading only."'' (reference to the movie 'Airplane')  
**''"The white zone is for unloading and loading only."'' (reference to the movie 'Airplane')  
**''"Will the owner of a blue SUV please move their vehicle."''  
**''"Will the owner of a blue SUV please move their vehicle."''  
***The voices were recorded by [[Lars Bakken]] and [[C. Paul Johnson]].<ref name="postmortem"/>
***The voices were recorded by [[Lars Bakken]] and [[C. Paul Johnson]].{{Ref/Reuse|postmortem}}
*The name BARRET is stenciled on the tarmac among the Pelicans, which can only be viewed by escaping the map boundaries in [[Pan Cam]]. The name is a reference to Bungie level designer, [[Chris Barrett]].
*The name BARRET is stenciled on the tarmac among the Pelicans, which can only be viewed by escaping the map boundaries in [[Pan Cam]]. The name is a reference to Bungie level designer, [[Chris Barrett]].
*The screens in the ops centre show the same readouts as those in the mission Crow's Nest.
*The screens in the ops centre show the same readouts as those in the mission Crow's Nest.