MULTIPLAYER MADNESS
Chris Carney, he of all things multiplayer is, and Parsons will HATE me for saying this, nearly finished. Multiplayer is almost complete. From 2pm today, when some final lightmaps are applied, the multiplayer game will be all but content complete. That means the maps are finished, the layouts complete and everything after that will be fine-tuning and testing.
Chris says that the multiplayer team will even have some time (a rare commodity) to go in and do some extra tweaks and additions they didn't think they'd have time to do, including res-ing up some textures, sharpening some graphics and improving some visuals just for the hell of it. Of course, there's still lots to do in terms of testing and tuning of gameplay on those maps, but some of the new levels are amazing.
The use of big, big maps is going to make for some very interesting scenarios. One particularly massive map has enough indoor and outdoor locations for totally different game styles to break out. There could be Banshee dogfights going on in the sky, shotgun deathmatches in a building and sniper matches on the rooftops, all while Warthogs race each other around the same level. It is considerably bigger than the relatively large Zanzibar.
There's even an indoor space big enough for vehicle fights and full of potentially explosive moving objects. Which ought to make for some interesting and pyrotechnic matches. And all told, the biggest spatial innovation in Halo 2 multiplayer, is the increased use of asymmetrical maps, which makes objective-based gametypes, like CTF, all the more fun. Also, asymmetrical maps tend to "feel" more like real places. The varied architecture and geometry in Halo 2 MP tends to be much more realistic than some of the very simple, older maps from Halo.
Dave Dunn and the environment guys are also reaching a stage where they're not really creating new art or objects, merely fixing problems with existing spaces. Asked which of the levels was the furthest from completion, Dave paused, reflected, ran his hands over his plush new Mohawk, and said, "Well really, there isn't a space in the whole game that hasn't been 'touched.' There's a couple of things here and there, but mostly we're fixing bugs."
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The rest can be found here. Good to see that they're wrappin' things up... Now give us some screenshots of the new and improved New Mombasa!
Chris Carney, he of all things multiplayer is, and Parsons will HATE me for saying this, nearly finished. Multiplayer is almost complete. From 2pm today, when some final lightmaps are applied, the multiplayer game will be all but content complete. That means the maps are finished, the layouts complete and everything after that will be fine-tuning and testing.
Chris says that the multiplayer team will even have some time (a rare commodity) to go in and do some extra tweaks and additions they didn't think they'd have time to do, including res-ing up some textures, sharpening some graphics and improving some visuals just for the hell of it. Of course, there's still lots to do in terms of testing and tuning of gameplay on those maps, but some of the new levels are amazing.
The use of big, big maps is going to make for some very interesting scenarios. One particularly massive map has enough indoor and outdoor locations for totally different game styles to break out. There could be Banshee dogfights going on in the sky, shotgun deathmatches in a building and sniper matches on the rooftops, all while Warthogs race each other around the same level. It is considerably bigger than the relatively large Zanzibar.
There's even an indoor space big enough for vehicle fights and full of potentially explosive moving objects. Which ought to make for some interesting and pyrotechnic matches. And all told, the biggest spatial innovation in Halo 2 multiplayer, is the increased use of asymmetrical maps, which makes objective-based gametypes, like CTF, all the more fun. Also, asymmetrical maps tend to "feel" more like real places. The varied architecture and geometry in Halo 2 MP tends to be much more realistic than some of the very simple, older maps from Halo.
Dave Dunn and the environment guys are also reaching a stage where they're not really creating new art or objects, merely fixing problems with existing spaces. Asked which of the levels was the furthest from completion, Dave paused, reflected, ran his hands over his plush new Mohawk, and said, "Well really, there isn't a space in the whole game that hasn't been 'touched.' There's a couple of things here and there, but mostly we're fixing bugs."

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The rest can be found here. Good to see that they're wrappin' things up... Now give us some screenshots of the new and improved New Mombasa!
