User:BaconShelf/Sandbox: Difference between revisions

From Halopedia, the Halo wiki

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*[[ODST helmet]] (include Dutch's ODST-HS helmet)
*[[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 in a small office in South Halsted, Chicago, 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"/><ref name="GI"/> As development progressed, Bungie would eventually move offices to the north side of Chicago to be in a nicer area and nearer to Marty O'Donnel's studio.<ref name="GI"/>
===Early story drafts===
 
===Macworld and official unveiling===
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 name="bravenew">[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>
 
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>
{{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)''] - (Interview begins at 56:04)</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.
 
===Microsoft acquisition===
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 independence - 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 name="gamestar">[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 acquisition 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"/> The buyout was announced on June 19, 2000; Microsoft had acquired Bungie for around $30 million and ''Halo'' would become an exclusive for the upcoming Xbox console - much to the dismay of PC and Mac fans. Bungie began a restructuring, moving their officers to Redmond and designer Joseph Staten joining the cinematics team.<ref>[http://halo.bungie.org/news.html?item=1756 ''halo.bungie.org: Joseph Staten to head fourth development team at Bungie'']</ref>
 
===Continued development===
Even amidst the negotiations to move to Xbox, Bungie once more showed off ''Halo'' at E3 in May 2000, showing off a [[Halo E3 2000 trailer|new trailer]] showcasing a deployment of Marines on the titular ringworld. Like the Macworld conference, the demo was finished at the 11th hour, with Marty O'Donnell finishing the music and burning the DVD just two hours before departing for the conference.<ref name="matrydiscuss">[http://halo.bungie.org/news.html?item=1840 ''halo.bungie.org: Marty O'Donnell discusses Halo's sound'']</ref> This trailer would mark the appearance of several new vehicles and equipment; the [[Sangheili|Elites]], [[D77-TC Pelican|Pelican dropship]], a sniper rifle, the [[Type-1 energy sword|energy sword]] and the first appearance of the Master Chief. Previous builds of the game had featured multiple SPARTAN supersoldiers as merely one type of infantry, but now the Master Chief was a singular character. The Master Chief shown in the E3 2000 build would also bear armour much closer to resembling the [[MJOLNIR Powered Assault Armor/Mark V|MJOLNIR Mark V]] found in the final game, albeit with a small antenna and other slight differences. The trailer would also mark the first appearances of the Covenant [[Type-26 Wraith|Wraith]] tank and the [[Type-46 Spectre|"Spectre"]], the latter of which would later be cut from the final game. The Warthog additionally featured a mounted rocket launcher later reminiscent in design of the [[M12G1 Gauss Warthog|Gauss Warthog]] featured in ''[[Halo 2]]'' and the [[M12A1 Rocket Warthog|Rocket Warthog]] later featured in the ''Halo: Combat Evolved'' [[Halo PC|PC port]].<ref>[https://www.youtube.com/watch?v=cgUfN7x7BSA ''Youtube: Halo: Combat Evolved E3 2000 trailer'']</ref> A press kit handed out at E3 2000 estimated the game was "60% complete"<ref>[http://halo.bungie.org/news.html?item=1429 ''halo.bungie.org: Press kit says Halo 60% done'']</ref>, while a later article claimed that the only components now missing were mission design and AI.<ref name="gamestar"/> At this time, the team did have code to generate geometry on the fly as the player explored the world, and "stupidly" discussed this aspect of the game to magazines at E3 with the map being set in an archipelago created in an ancient asteroid strike. As the game later began to evolve into a linear shooter, this style of open world was ditched as it was deemed too RPG-like and the team wanted the player to spend less time exploring and more on shooting.<ref name="jones"/>
 
The game organically evolved to become about the man behind the gun, though the team didn't know precisely ''who'' that was yet. As the game currently stood, the third-person camera felt too removed from the player, and thus the decision was made to bring the game into first-person. Jaime Greisemer began properly delving into how to build a first-person control set for console controllers, and ultimately implemented aim assist and the ability to only carry two weapons but switch between them with one button - features standard in shooters now but revolutionary in 2000. This was easier on both the controller, due to having fewer buttons, and on the console, as not as many models and textures would need to be loaded in.<ref name="untold"/> By May 26, 2000, the team was investigating first-person though hadn't committed to it yet.<ref>[http://halo.bungie.org/news.html?item=1555 ''halo.bungie.org: Halo 1st person view mode undecided as yet'']</ref> Jason Jones had previously opposed the switch to first-person when engineer Charlie Gough attached a camera to the tank's turret in the RTS days of the game's development, after his experience with creating first person games six years prior. Luckily, graphics technology had advanced enough that he was sold on the idea, and Halo's format switched once again from third to first person shooter.<ref name="IGNhistory">[https://uk.ign.com/articles/2010/11/16/the-history-of-halo?page=2 ''IGN: The History of Halo'']</ref>
 
Over the month following the Microsoft acquisition, Bungie moved campus to Redmond. To make sure they left Chicago with a bang, Seropian and Jones went back to the first Bungie office, an old basement apartment, and offered the now-current tenant $1000 to let them have a farewell party there.<ref name="bungiehistory"/> With the switch to working on Xbox, Bungie now had an arduous task of bringing the game they'd developed so far for PC and Mac to work on the Xbox. This was a blessing and a curse, as it meant the team only had one hardware platform to worry about making the game for, but the Xbox devkits had not been given to Bungie yet and the timescale for the game's development had been rushed, with a little under a year to make the game. The switch to first-person and the Xbox platform would force a radical crunch period on the studio, with "90% of the game" being made in just nine months prior to ship.<ref name="crunch">[https://twitter.com/Dr_Abominable/status/1061172229990481920 ''Paul Russel on Twitter'':] ''It's always going to be CE. We made 90% of the game in 9 months. I worked, that entire time, from January until early October  2001, 16-20 hours a day 6 days a week and from home on Sunday. It wrecked me for months after ship. Halo 2 had more studio strife, though.''</ref><ref name="untold"/> By September of 2000, Bungie still hadn't started work on the campaign of ''Halo''.<ref name="campaigndelay">[http://forums.bungie.org/halo/archive2.pl?read=42414 ''halo.bungie.org: Re: That reminds me...'']</ref>
 
===Combat Evolved===
Over the summer following E3, little info was released about ''Halo'', though some tidbits of information emerged such as a screenshot of the [[Mgalekgolo|Hunter]] enemy, the then-unnamed (and later cut) [[Huragok|Engineer]] and repeated assurance by Microsoft and Bungie that ''Halo'' would come to Mac and PC.<ref>[http://halo.bungie.org/news.html?item=1901 ''halo.bungie.org: Halo WILL ship for the Mac'']</ref><ref>[http://halo.bungie.org/news.html?item=1906 ''halo.bungie.org: Microsoft says Mac and PC... of course!'']</ref> Eventually, [[Matt Soell]] began posting weekly community updates to keep track of progress on the game. revealing that campaign brainstorming began in December.<ref name="campaigndecember">[http://rampancy.net/info/weekly_updates/december_1_2000_originally_at_halo_bungie_org ''Rampancy.net: 1/12/2000 Bungie update'']</ref> The Redmond studio in which Bungie was now located was designed by Microsoft to be programmer-centric, with closed offices and such that the Bungie team hated, preferring a more open and collaborative working environment, leading to the Redmond studio having the walls and dividers ripped out. This led to tensions between Bungie and some of the other Microsoft teams working there.<ref name="untold"/><ref name="bravenew"/> Eventually, Bungie mandated that regular Microsoft keycards in the building wouldn't grant access to the studio to ensure the development could move smoothly.<ref name="untold"/>
 
During this time, Microsoft hired a marketing company to talk to the senior Bungie staff, with a trailer cut together featuring fast cuts, action and heavy metal. The takeaway the company and Microsoft executives wanted was for Bungie to change the name "Halo", listing a variety of reasons why that Bungie heavily disagreed with. This back-and-forth lasted for several months until eventually the Microsoft team told Bungie they were giving the game a subtitle - ''"Combat Evolved''". Bungie didn't like the name, but were able to ignore it, leading to the final shipping name of ''Halo'' - ''Halo: Combat Evolved''.<ref name="untold"/>
 
In total, roughly 40 people - not including testers - worked on developing ''Halo: Combat Evolved''.<ref name="commentary"/>
 
<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>
 
===Early story and setting drafts===
[[File:HCE EarliestFlood Concept.jpg|thumb|right|The earliest known concept art of the Flood, by Robert McLees in roughly 1997 during the RTS days of the game's development.<ref name="AOH52">''The Art of Halo: Creating a Virtual World'' - ''p. 52''</ref> The full resolution was lost during the shuffle of years at Bungie, and the colour resembles human skin more due to McLees' colour-blindness.<ref name="feast"/>]]
When developing games prior to ''Halo'', Bungie's method of development was to develop their engine, then make their multiplayer gameplay feel good. This was only followed then by campaign as the final element to take place.<ref>[http://halo.bungie.org/pressscans/display.html?scan=cgw1199 ''halo.bungie.org: Computer Gaming World 1999 scan'']</ref> The development of ''Halo'' was no exception, as the rough story for the game didn't even begin to take shape until mid-199, following the Macworld trailer premiere. The first seeds of the franchise were sown following [[Robert McLees]]' creation of the then-"future soldier" (the predecessor to the Master Chief) and the Warthog vehicle, at which point he began to place himself in the year 2500, with the player at war with alien factions.<ref name="untold"/> In the early stages of the game's development, the game's setting of a "fortress world" was to be a hollowed-out planet, though this soon evolved into a [[dyson sphere]] and later the titular ringworld.<ref name="AOH73"/><ref name="jones">[http://halo.bungie.net/News/content.aspx?cid=6 ''Bungie.net: Jason Jones Interviewed By You'']</ref> This planet was to have been named "Solipsis", one of the names suggested as the game's title during development.<ref name="IGNhistory"/> The evolution of the setting to the ringworld, however, inspired Paul Russel to come up with the name ''Halo'', which was then applied to the ring itself.{{Citation needed}} The earliest drafts of the structure that would later become the [[Portal at Voi]] were concepted by [[Marcus Lehto]]<ref>[https://twitter.com/game_fabricator/status/1088274744456159232 ''Marcus Lehto on Twitter:''] ''These are the oldest drawings of the Ark. Started playing around with this idea during Halo CE development''</ref> and implemented into an early build by around 1998.<ref name="LehtoWireframe">[https://twitter.com/game_fabricator/status/1198285568712441858?s=19 ''Marcus Lehto on Twitter:''] ''This is the very first Warthog I designed for Halo back in 1998. Old pc build only runs in wireframe now. Master Chief could go prone, crouch and drive this somewhat unwieldy vehicle around the map. Even had an early Forerunner Ark in the background! #warthog #halo #cybertruck''</ref><ref group="Note" name="Ark">This concept would later be considered for inclusion in ''Halo 2'' as the Ark, before later being relegated to ''Halo 3'' as the Voi portal.</ref>
 
By 1997/1998, the [[Flood]] were already being concepted, and story ideas circulating about their role alongside the Covenant. The Flood had been designed by Jason Jones purely for gameplay, and McLees was the first to truly think about what the Flood was in the fiction. His first idea was to have the Flood be a bioweapon engineered by the Covenant, designed as a "living minefield" with which the Covenant would seed planets on their borders, in case anyone tried to make landfall. At the time the game was to be set on a planet, the concept of the [[UNSC]] did not exist yet, simply named the "Empire", later reflected in some of the earliest marketing materials published about the game's story. The story beats of what would become ''Halo: Combat Evolved'' were in place, though still undefined. In this early draft, the player and their ship would crash on a planet populated by humans not part of the Empire, with the player's technology from 2552 and the native technology from the 1950s. The player's goal would be to train the indigenous population for when the Covenant arrived. They would ocmbat the natives in the early levels, and the Covenant later on.<ref name="feast">[http://halo.bungie.net/news/content.aspx?type=topnews&link=Feast_of_Bones ''Bungie.net: Feast of Bones'']</ref>
[[File:HCE_EarlyCortana_Render.jpg|thumb|250px|left|An early model of Cortana featuring green eyes and face symbols.]]
Another Flood origin, written by Griesemer, would have the Flood as a meningitis-like disease that made a life form more aggressive and more intelligent. The natives would use the Flood as a rite of passage, throwing males of-age into a mass grave in which they'd climb back out smarter and looking for a fight.<ref name="feast"/><ref group="Note">This origin is remarkably similar to the origins of the Flood and its effects on [[Pheru]] later described in ''[[Halo: Cryptum]]'' and its sequels.</ref> Another idea to emerge in the pre-Microsoft era of ''Halo''<nowiki>'</nowiki>s development was [[Cortana]]. The idea for Cortana came about based on Durandal, an AI companion in Bungie's previous game ''[[Marathon]]'' named after a famous literary French sword. Three words stood out as a "three-pack" - Durandal, Cortana and Joyeuse. Durandal was taken and Joyeuse sounded "lame", so Cortana was chosen to be the AI companion for the Master Chief.<ref name="untold"/> Character artist Chris Hughes modeled Cortana's face based off the Egyptian queen [[Wikipedia:Nefertiti|Nefertiti]]<ref>[http://forums.bungie.org/halo/archive9.pl?read=241110 ''halo.bungie.org: Cortana's face was modeled after an Egyptian queen'']</ref>, with an early version of the Cortana character model having symbols on the character's face and featuring green eyes, later removed from the final in-game model. Actress [[Jen Taylor]] was hired to be the voice of Cortana as she and Joseph Staten had been in college together. Cortana was originally slated to have a British accent, but Taylor's previous role in ''No One Lives Forever'' sounded too similar, and Cortana was changed to be American - though some lines such as ''"sod off!"'' and "''toady about"'' remained in the final script.<ref name="untold"/> One early story draft involved the Master Chief returning to the Control Room of Halo, only to find Cortana had gone mad with power and now wanted to take over the universe - a storyline notably similar to the later premise of ''[[Halo 5: Guardians]]''.<ref name="commentary"/>
 
Sergeant Major [[Avery Johnson]] was another character in the game who emerged early on, as an "caricature unashamedly lifted from ''[[List of references to Aliens in the Halo series|Aliens]]''". Johnson was originally designed to just be a random Marine, but voice actor [[David Scully]]'s improvisation and line delivery impressed people so much he eventually became a larger character in the later games. One suggestion from Marty O'Donnel would involve Johnson ending up on the ship at the end of the game with the player shouting "good to see you, Chief!", though this idea was shot down by Staten as he didn't believe anyone would care about the Marine NPCs.<ref name="untold"/> Marcus Lehto wanted the marines to look as realistic as possible, and thus watched war movies for reference, but ultimately had to be videotaped by his wife running around with a two-by-four pretending to be a soldier so he could gain more animation reference.<ref name="AOH12">''The Art of Halo: Creating a Virtual World'' - ''p. 12''</ref>
 
The main character of the game, [[John-117]] - The Master Chief - emerged as the "future soldier" in the RTS days of the game's development. During this time, the future soldier was just one of several types of unit available to the player. As development evolved, production became more and more centered on the player and the character they control. The name of "John" was conceived by ''[[Halo: The Fall of Reach]]'' writer [[Eric Nylund]]<ref name="untold"/>, while the "117" was created by [[Eric Trautmann]] as a [[List of references to religion in the Halo series|reference]] to 1:17, Revelation of St. John the Divide - ''"And when I saw him, I fell at his feet as dead."''<ref name="trautmann117">[https://twitter.com/mercuryeric/status/883832744936996864 ''Twitter: Eric Trautmann Twitter thread on the origins of John-117 and Halsey'']</ref> These names recieved pushback from Bungie, who didn't want to call their main character "John" in the game. A meeting with Griesemer, Jones, McLees and Staten turned out the suggestion from McLees to name him after a military rank, with Griesemer suggesting Sergeant. McLees pointed out John would be in the [[UNSC Navy|Navy]], so a Naval rank would be appropriate.  Griesemer instead suggested Commander, similar to ''[[Wikipedia:James Bond|James Bond]]'', though McLees also countered that Commander would be too high a rank for someone being sent into battle like the player does. The team then looked at real world military rank structures, and found "Master Chief Petty Officer" as the highest non-commissioned officer rank in the Navy, and gave that name to the Master Chief. Many people in the team didn't like the name, but it stuck.<ref name="untold"/> At one point, Microsoft urged the team to change the name from Master Chief to "The Commando" to better reflect the tone of the game.<ref>[http://halo.xbox.com/Content/assets/en-us/Podcast/343Sparkast_006.mp3 ''343 Sparkast #6''] (Archived copy available [https://web.archive.org/web/20120201111637/http://halo.xbox.com/Content/assets/en-us/Podcast/343Sparkast_006.mp3 here]</ref>
 
[[File:Halo chief 1099.jpg|thumb|250px|left|The "future soldier" wielding a gatling gun.]]
[[File:Early Render Of Engineers.jpg|200px|right|thumb|A later build of a near-final Master Chief with a Covenant Engineer.]]
The Master Chief's look similarly evolved throughout the game's production, with an early version in 1999 looking radically different to the now-iconic MJOLNIR Powered Assault Armor featured in the final game. This iteration had magazine pouches and miniature missile launchers on the shoulders. This initial design of the Master Chief was concepted by Shi Kai Wang, with one of his sketches showcasing a heavily manga-influenced soldier with ammo bandoliers on the chest and a [[machete|bladed weapon]] on the back. This art caught the attention of the development team, but that version in model form looked too sleek and effeminate, so Marcus Lehto began to work on the model to turn it more into a tank-like character.<ref name="AOH5">''The Art of Halo: Creating a Virtual World'' - ''p. 5''</ref> By the time of the switch to third-person shooter in 2000, the Master Chief design had more radically evolved to something closer to the final product. This iteration of the Chief had a robotic voice and an antenna on the shoulder.
 
The ''Pillar of Autumn''<nowiki>'</nowiki>s name has an origin story, though this was later addressed as being "not half as interesting as that of her twice-renamed sister ship, "{{UNSCShip|Dawn Under Heaven}}"."<ref name="jones"/>


===Campaign===
===Campaign===
In planning out the game's campaign, Marcus Lehto built a number and letter system on 3x5 index cards pinned to a board. There were around 40 of these cards, with numbers and letters such as A10, A20, A30 and so forth. The mission "[[Halo (Halo: Combat Evolved level)|Halo]]" had the name A30, while "Truth and Reconciliation" had the name A50. A40 was the name given to an eventually cut mission, possibly one referenced to be set near a volcano involving "heavy machinery".<ref name="campaigndecember"/> Later on, twenty five missions were planned in total, but only ten made the final cut - with heavy asset and layout reuse included.<ref>[https://www.eurogamer.net/articles/better-than-halo-the-making-of-halo-2-article?page=4 ''Eurogamer: Better Than Halo: The Making of Halo 2''] - ''Page 4''</ref>
The first level developed for the game was B30 - The Silent Cartographer. B30 began as a test map for the developers at Bungie to test weapons, models, textures, effects and other aspects of development on.<ref name="AOH79"/> This terrain was rebuilt several times over the course of development<ref name="commentary"/>, and was later used for early demonstrations of the game. This mission was the one in which the Forerunner art style was truly developed by artist Paul Russel.<ref name="AOH80"/> The mission's original objective was to feature the player hunting down and assassinating a Covenant [[Prophet]] who was trying to find the Silent Cartographer, an idea later reused in ''Halo 2''. The swaying of the dropship in the mission's intro was done just to "look cool", while the marine sat opposite the player in the Pelican in the intro sequence would originally stare forward at the player rather than look out of the drop bay. A level was originally supposed to take place between The Silent Cartographer and the following level "[[Assault on the Control Room (level)|Assault on the Control Room]]", but the level was cut and instead replaced by the cutscene of the Pelican descending into the ring's depths through the structure in the center of the Silent Cartographer island. The Pelican did not actually fit inside the structure, and the cutscene never shows the Pelican going through the hole but instead clips between the Pelican on either side to give the illusion of doing so. Despite this, Assault on the Control Room retains the name B40. The decision was made to send the Pelican underground due to lack of matte painting resources available to show the ship flying from a tropical island to a snowy canyon. <ref name="commentary"/>
Another level was cut, that would have served to explain the function of Installation 04 and its status as a weapon. However, this level was cut and the necessary information condensed into a single expository cutscene when John-117 rescues Captain Keyes on the level [[The Truth and Reconciliation]]. This choice was later joked about, with Joseph Staten nicknaming the captain "Captain Exposition" because of the writing in the cutscene. After Keyes picked up a Needler, there was a bug in which Keyes would do the "taunt" animation - in which he would fire the weapon into an enemy corpse repeatedly. Due to the Needler's supercombine functionality, the projectiles would explode and kill the captain, failing the mission. The final cutscene of the level was one of the final cutscenes created, and was done in a short amount of time. Because of this, the final cutscene has little in the way of character animation and doesn't show Keyes' [[Type-25 Spirit|Spirit]] dropship splattering the Hunters on-camera, as the Hunters' collision would glitch and not look good. A further level was cut later in the game, resulting in the part of [[Two Betrayals]] where the player must walk into the [[phase pulse generator]] to destroy it.<ref name="commentary"/>
Much of the cutscene work was done by Joseph Staten. A common technique was to "pilot" any given character by taking control of the actor and moving it around like a player, with the system recording his inputs and simply playing them back in-real time during the cutscene. This caused issues in the cutscenes for the level 343 Guilty Spark, in the flashback cutscene showing the marines entering the facility. During the development of the level, Staten manually piloted every marine NPC, but during the level's art pass, a bush was placed in the way of one of the marines and the camera, resulting in the camera clipping through the bush in the final game. Because of this method of recording cutscenes, if there was bad input lag on the mouse the playback animation has a tendency to look jittery - noticeable with Master Chief's walking animation in the final cutscene of Assault on the Control Room. The use of "vignettes" such as the cutscene in the level [[Halo (Halo: Combat Evolved level)|Halo]] in which the light bridge is activated came about fairly late in development.<ref name="commentary"/>
The reveal of the Flood was a pivotal moment for Bungie, and one they kept closely-guarded. The use of the aforementioned playback animation, AI and custom animation made the flashback cutscene extremely development-intensive. Every time the camera moves around in the cutscene, it is to allow an animation to stop or begin playback or to spawn/despawn a character. Jaime Griesemer wanted to pit the player straight into the action following this cutscene, but Staten disagreed, wanting to let the player have a quiet moment to build tension. Staten and O'Donnell also had a disagreement about the [[Paranoid Marine]], as one suggestion for the encounter would have the player hear a gunshot noise if they walked a certain distance away from the Marine. If the player returned, they would find the marine had committed suicide.<ref name="commentary"/>
<ref name="commentary">''[[Halo 3 Legendary Edition]]'' - ''Halo: Combat Evolved developer commentary''</ref>
saving link for later - https://medium.com/@Oozer3993/the-making-of-halo-how-combat-evolved-from-blam-part-2-6bfeabde0f90


===Multiplayer===
===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"/>
At some point in the game's development following the transition to FPS, [[Chris Butcher]] had working [[jetpack]]s implemented into the game, and the map [[Boarding Action]] was designed with the use of these jetpacks in mind. However, the jetpacks were later cut from the single-player mode of the game, and the map had to be redesigned to have teleporters instead.<ref>[https://www.youtube.com/watch?v=xEhdyzjVVqk&feature=youtu.be&t=9m16s ''YouTube: Question Session - Level Design''] - ''Hardy LeBel discusses the cut jetpacks.''</ref> At least one multiplayer map was worked on by Paul Russel and LeBel called "Ruined Pain".<ref name="ruinedpain">''[[:File:REF YouTube RuinedPain Comment.png|Hardy LeBel discusses "Ruined Pain"]]'' - ''Screenshot of the comments section from "Question Session - Level Design" in which LeBel discusses cut levels''</ref>


===Art===
===Art===
[[File:MarcusLehto PreCE Halo sketch.jpg|thumb|200px|An early sketch of the ring's mechanics prior to the in-game model being created.<ref>[https://twitter.com/game_fabricator/status/707762473122680834 ''Marcus Lehto on Twitter:''] ''Sketch before building the first #Halo ring. Was my math way off for a 1.5hr rotation to provide Earth-like gravity?''</ref>]]
[[File:PreXbox_Ring.jpg|right|thumb|200px|In the 1999 builds, the ring had the appearance of being broken or unfinished, a concept later reused for [[Installation 08]] in ''[[Halo 3]]''.]]
One of the early distinctions made about ''Halo'' in development was for there to be a clear distinction between The UNSC and Covenant design aesthetic, with the UNSC employing traditional ammuninition-based weaponry to differentiate from the aliens' high-tech [[plasma weaponry|plasma weapons]]. Artist [[Shi Kai Wang]] was employed to define the look of the Covenant, taking curvilinear forms from sea creatures, shells and iridescent textures from a horseshoe crab carapace, eventually defining the Covenant with a blue, purple and green colour scheme.<ref name="untold"/> This direction took the form of the three "design schools" of ''Halo''; the aforementioned human and Covenant, and the Forerunners with large cavernous and mysterious structures. This idea was spearheaded by Paul Russel.<ref name="AOH71">''The Art of Halo: Creating a Virtual World'' - ''p. 71''</ref> The Covenant environments were primarily showcased in the level "[[The Truth and Reconciliation]]", with the original plan for the level involving a ramp the player would walk up to access the ship, intended to be low to the ground. However, the art team didn't want to have the player be able to inspect the ship up-close due to the low resolution of the in-game asset, so the [[gravity lift]] technology was conceived to to help provide the player with a way of entering the ship while keeping the vessel airborne. This idea proved to be more visually interesting that the level was structured around the gravity <ref name="AOH85">''The Art of Halo: Creating a Virtual World'' - ''p. 85''</ref>
To develop the characteristic feel of the Forerunners, Marcus Lehto treated the setting of [[Installation 04]] as a character or entity unto itself - the team started with an idea of the ring's scale and function, and from there began to develop the Forerunner visual language. The ring's external surface and internal landmasses were created by concept painter [[Craig Mullins]], who created a series of images showing the ring in various tages of dissamebly with one pristine and new, one damaged and one on fire and coming apart. The ring's surface texture was gleaned from these paintings and later applied to the in-game 3D model.<ref name="AOH77">''The Art of Halo: Creating a Virtual World'' - ''p. 77''</ref> Lehto felt that the structures on the surface of the ring were simply the tip of the iceberg, with each structure unique and filled with increasingly complex machinery beneath the surface. The Forerunner architecture was created through a process of trial and error, with the original style concepted in the old Chicago office a mix of Aztec and Louis B. Sullivan. The style was broken through with roughly five months before the game reached "content complete" status due to concept art created by Eddie Smith, who would produce several pieces of art depicting Forerunner structures.<ref name="AOH79">''The Art of Halo: Creating a Virtual World'' - ''p. 79''</ref> Smith had little mandate or direction when he first started doing sketches of the Forerunner environments, but wanted to give the environment art team a starting point to begin their work on the levels. There was a vague notion of how things ''could'' look but nothing concrete, so Smith began to sketch based on the story synopsis, trying to differentiate from the existing Human and Covenant environments in a style he referred to as "streamlined industrial".<ref name="AOH80">''The Art of Halo: Creating a Virtual World'' - ''p. 80''</ref>
For Russel, the Forerunner visual language solidified during the production of the level "[[The Silent Cartographer]]", during building the segments in which Master Chief descends into the interior of the map room. During development, Russel found the architecture beginning to evolve the deeper he went, and he kept improving and refining the formula as he continued on the level until he reached the bottom.<ref name="AOH80"/> The swamps of Installation 04 found in the later level "[[343 Guilty Spark (level)|343 Guilty Spark]]" were designed with lots of fog in the level for both mood and atmosphere reasons, but also to hide level geometry and save performance.<ref>[https://www.gamasutra.com/view/news/126782/343_Industries_OConnor_Speaks_Out_On_Halo_Anniversarys_New_Visuals.php#comments ''Gamasutra: 343 Industries' O'Connor Speaks Out On Halo: Anniversary's New Visuals'']</ref> During the production of the level, artist [[Michael Wu]] spent a lot of time working on one of the signature mangrove trees in the level's start, characteristically referred to as the "evil tree".<ref name="AOH82">''The Art of Halo: Creating a Virtual World'' - ''p. 82''</ref> Late in production, Griesemer worked on the level, placing the blood decals and Covenant barricades around.<ref name="commentary"/>
The human aesthetic - primarily that of the interiors of the {{UNSCShip|Pillar of Autumn}} - was driven by Paul Russel's inspiration from the works of the artist Ron Cobb, who had done a number of instrumental work on developing the look of the ''Nostromo'' in ''[[Wikipedia:Alien|Alien]]'' and the colony in ''[[Wikipedia:Aliens|Aliens]]''. The interior of the vessel was designed to look believable and interesting, with drink vending machines, [[bulletin board]]s, and signed denoting various areas of the ship for the crew and the player. Paul tried to take the industrial look developed by Cobb for ''Alien'' and riff on that without turning into a blatant copy, wanting to show things in a functional way that looked like it fit together. The final result was a design direction which looked like it had been built by human hands.<ref name="AOH75">''The Art of Halo: Creating a Virtual World'' - ''p. 75''</ref> Smith also provided concept artwork for the interior of the ''Autumn'', with [[Lorraine McLees]] developing some of the exterior look. McLees' involvement in the game's production was primarily to do with visual branding and marketing and began working on the ship as everyone else on the team was too busy to do so. Griesemer and Lehto specified they wanted the vessel to look distinctly human, but the only human designs in the game at that point in time were the Warthog, weapons and a now-cut boat. McLees did a handful of sketches, and the team was drawn to one reminiscent of the shape of the assault rifle. At the request of Lehto, the ship was lengthened about three hundred percent to make it longer than tall.<ref name="AOH125">''The Art of Halo: Creating a Virtual World'' - ''p. 125''</ref>
====Weapons====
The first weapon developed for ''Halo'' was the assault rifle, originally a low-detail model built during the RTS days of the game's development. However, the team at Bungie liked the weapon's silhouette, so artist Robt McLees took to filling in the detail and evolving it into the [[MA5B assault rifle]] found in the final game. McLees was the only person at Bungie familiar with firearms during development, and had to constantly battle to make the human weapons feel like they could mechanically function in the real world as opposed to merely look cool, such as making sure the assault rifle had enough room for bolt travel. McLees' design process for the weapons involved drafting thumbnail sketches on paper with names, caliber, features and slang nicknames for the marine allies to use in-game. McLees continually reworked the rifle's ergonomics and design throughout development, but didn't discover until four months after ship that French firearm manufacturer FN Herstal had produced a weapon with a very similar look around the same time - the [[Wikipedia:FN 2000|FN 2000]].<ref name="AOH96">''The Art of Halo: Creating a Virtual World'' - ''p. 96-99''</ref>
A number of more exotic human grenade designs were concepted but the more conventional "pineapple" eventually won out.<ref name="AOH107">''The Art of Halo: Creating a Virtual World'' - ''p. 107''</ref> Late in development, Jaime Greisemer was told he could only keep either the shotgun or the sniper rifle, but he and several other developers stayed up several nights to make sure both made the final cut.<ref name="untold"/> However, a [[M7057 flamethrower|flamethrower]] was intended for the base game on Xbox but ultimately cut.<ref group="Note" name="flamethrower">The flamethrower later made the cut for the 2003 release of [[Halo PC]], however.</ref>
====Vehicles====
The first vehicle developed for ''Halo'' was the [[M12 Warthog]]. During the RTS days of the game's development, the Warthog originated as the "Hummer" - a vehicle more resembling modern-day conventional [[Wikipedia:Humvee|Humvees]] employed by the US Military.<ref name="OriginOfHalo"/> Over time, this evolved through a number of iterations before resembling the one found in the final game. The Warthog was made drivable with a third-person camera during the RTS builds to test the vehicle's physics in traversing the terrain, with the employees eventually finding merely driving the vehicle around to be fun, eventually prompting the change for ''Halo'' to become a third-person game. By 1998, a version of the Warthog modelled by Marcus Lehto was drivable on terrain and was noticeably more squat than the later vehicles with a flat bed and no turret.<ref name="LehtoWireframe"/><ref group="Note" name="Spade">This model bears a notable resemblance to the vehicle later included in ''Halo: Reach'', the civilian [[Spade]].</ref> Another version was more armoured, and boasted a turret.<ref name="LehtoVehicles">[https://twitter.com/game_fabricator/status/1198286976249561088?s=19 ''Marcus Lehto on Twitter:''] ''This vid of some very early Halo vehicles shows a slight upgrade to the Warthog, several human tanks, and a couple Forerunner and Covenant vehicles. #halo #warthog''</ref> The 1999 Warthog shown at the Bungie 2002 Fanfest bears more resemblance to the final vehicle, though the version shown in the E3 2000 footage remains almost identical to the final game. However, this Warthog featured a rocket turret a opposed to the characteristic [[M41 Vulcan|chaingun]] of the final release. This rocket turret visually resembles the [[M68 Gauss cannon|Gauss cannon]] featured in ''Halo 2'', though behaves more similarly to the [[M39 rocket turret|rocket turret]] featured in the later release of ''Halo PC''.
<gallery>
File:PXH_RTS_Hummer_1.gif|The "Hummer" in the RTS build.
File:HCE EarlyWarthog Concept 2.jpg|1998-era Warthog concept art by Shi Kai Wang.
File:PXH_TTS_Warthog_Flatbed.png|The Warthog flatbed in the 1998 build.
File:PXH TTS Warthog Turreted.png|Another 1998-era Warthog with a turret.
File:Hog.jpg|An early Warthog in the 1999 build.
File:Prexbox rocket hog.png|The ~2000-era Warthog with a Rocket Turret.
File:HCE EarlyWarthog Concept 1.jpg|2000-era Warthog concept art by Shi Kai Wang.
File:H1 Warthog (FAV).jpg|The final Warthog.
</gallery>
A variety of other military vehicles were designed for the human arsenal in the RTS stage of development. A number of armoured tank designs made it, albeit untextured, into the engine by 1998.<ref name="LehtoVehicles"/> A larger selection never made it into mid or late-stage development, though two tank vehicles did. The "Stealth Tank" was a low-profiled, black-armoured main battle tank with "counter vented fire stabilisation"<ref>[https://twitter.com/game_fabricator/status/706167778101714944 ''Marcus Lehto on Twitter:''] ''Here's an old #Halo vehicle I built, the Stealth Tank. Low profile with counter vented fire stabilization.''</ref> featured in the third person builds of the game<ref name="OriginOfHalo"/>, while the [[M808B Scorpion]] continued active development and made it into the final release. A number of other heavy armoured vehicle designs were concepted by Shi Kai Wang featuring a vastly different look, with turrets more resemblant of the "HK tank" from the ''[[Wikipedia:Terminator|Terminator]]'' franchise. Helicopters were another vehicle intended for inclusion in ''Halo'', though ultimately cut because they weren't "futuristic enough".<ref name="OriginOfHalo"/>
Watercraft were another vehicle type planned for inclusion in ''Halo''. One watercraft was present in the early builds of the game, referred to as the "Doozy".<ref name="Untold"/><ref group="Note" name="Boat">The [[Doozy]], in canon is a snowmobile in use by the UNSC. A boat was concepted for inclusion in ''Halo 2'' under the same name.</ref> Another boat was later shown off, described as looking like "two floating carrots".<ref name="OriginOfHalo"/> It is possible the "Doozy" and this boat are one and the same.
<gallery>
File:Prexbox Husk.png|The Stealth Tank.
File:Stealth tank.png|The Stealth Tank, as driven by the player.
File:Prexbox chopper.png|The cut helicopter.
File:Carrotboat.png|The "two floating carrots" boat, possibly the same one nicknamed the "Doozy".
</gallery>


===Audio===
===Audio===
During the flashback cutscene of 343 Guilty Spark, Joseph Staten wanted Marty O'Donnell to license some rock music to play in the Pelican. ''[[Wikipedia:Paint It Black|Paint It Black]]'' by the Rolling Stones was considered for the choice, but O'Donnell and Salvatori created an original song; [[Shreddin']], for use instead.<ref name="commentary"/>


===Gallery===
===Gallery===
<gallery>
File:HCE_EarlyCoverArt_1.png|An early cover art draft from roughly 5-6 months prior to the launch of ''Halo: Combat Evolved''.<ref>[https://twitter.com/albertpenello/status/1063668617428951041 ''Albert Penello on Twitter'':] ''I want to say about 6-7 months before launch. These would have been early drafts.''</ref>
File:HCE_EarlyCoverArt_2.gif|Another early thumbnail cover art that surfaced on a Canadian retailer's website.<ref>[http://halo.bungie.org/misc/thumbnailcompare.html ''halo.bungie.org'': ''Bizarre Thumbnail at Futureshop.ca'']</ref>
</gallery>


==Halo 2 design documentation==
==Halo 2 design documentation==

Revision as of 09:26, April 13, 2020

Achievement table test area

Based off a similar implementation on Titanfall Wiki.

The following achievements can be unlocked on Winter Contingency.

Halo: Reach (Xbox 360) Halo: MCC (Xbox One) Halo: MCC (Steam) Title Unlock requirement Games
HR Achievement We're Just Getting Started.png
Steam Achievement Icon for the Halo: The Master Chief Collection - Halo Reach achievement We're Just Getting Started
We're Just Getting Started
Beat Winter Contingency on Normal difficulty or harder.
Halo: Reach
Halo: The Master Chief Collection
HR Achievement KEEP IT CLEAN.png
HTMCC Achievement KEEPITCLEAN.png
HTMCC Achievement KEEPITCLEAN Steam.jpg
KEEP IT CLEAN
Kill 7 Moa on Winter Contingency.
Halo: Reach
Halo: The Master Chief Collection
HR Achievement They've Always Been Faster.png
HTMCC Achievement They'veAlwaysBeenFaster.png
HTMCC Achievement They'veAlwaysBeenFaster Steam.jpg
They've Always Been Faster
Finish Winter Contingency without setting foot in a drivable vehicle.
Halo: Reach
Halo: The Master Chief Collection
N/A
Steam Achievement Icon for the Halo: The Master Chief Collection - Halo Reach achievement Winter Urgency
Winter Urgency
Beat the part time on Winter Contingency.
Halo: The Master Chief Collection
N/A
HTMCC HR Achievement IceInYourVeins.png
Steam Achievement Icon for the Halo: The Master Chief Collection - Halo Reach achievement Ice In Your Veins
Ice In Your Veins
Beat the part score on Winter Contingency.
Halo: The Master Chief Collection
N/A
HTMCC HR Achievement HeyYouDroppedThis.png
Steam Achievement Icon for the Halo: The Master Chief Collection - Halo Reach achievement Hey, You Dropped This
Hey, You Dropped This
Find Data Pad 1 on Winter Contingency.
Halo: The Master Chief Collection
N/A
Xbox Achievement Icon for the Halo: The Master Chief Collection - Halo Reach achievement Unreliable Narrator
Steam Achievement Icon for the Halo: The Master Chief Collection - Halo Reach achievement Unreliable Narrator
Unreliable Narrator
Find Data Pad 10 on Winter Contingency on Legendary difficulty.
Halo: The Master Chief Collection

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/

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!

  1. Perhaps the trickiest, figure out a way to better divide the Warthog pages for the LRV, Gauss and Rocket designs (ongoing).
  2. 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

Halo 2 design documentation

For archive purposes until such a time as it can be made proper use of.[1]

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.[2][3]

A full design doc for the Halo 2 multiplayer featureset.[5] This was a "living" design doc circulated around Bungie and last updated in November 2003. Red indicates features not-yet implemented.[6] This approach was copmmonly used inside Bungie to get feedback from all areas of development.[7] The multiplayer had "shockingly few" people on it.[8]

Halo 3 design documentation

Ditto.


Notes


Sources

  1. ^ 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.
  2. ^ 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.
  3. ^ Halo 2 tournament patent
  4. ^ 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!
  5. ^ 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.
  6. ^ 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.
  7. ^ 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.
  8. ^ Max Hoberman on Twitter: No time to try. Just had to prioritize. MP had shockingly few people on it.
  9. ^ 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?
  10. ^ 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?

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.