I think this was only for Boneyard the case. Every other map was planned as Campaign sections first.
Yep. Boneyard was brought in as an Invasion map because a location was cut (and the map that went with it).
Can we all please stop saying shit like this. Bungie does not have limited resources they have terrible project managers who can't put together a great campaign AND multiplayer experience to save their lives.
GTA3 had something like 30 developers on it, and they were building entire video game conventions up from scratch. That's limited resources. Bungie works out of an old movie theater complex, had Microsoft paying the bills, 3 years of dev time, and was iterating on the same game they've been making for a decade. That is far, far, far, from limited, that's a blessing.
Every company has a limited amount of work time and people on a game. Unless you have a 5 billion dollar budget, 24 hour rotated shift work on the game and can make the game inside of slipspace so that you have a 20 year development cycle but only appears as a 2 year cycle to the rest of the world, an HD game puts more strain on the same amount of of people than previous generation games. Gamers won't let developers get away with an ugly map even if it plays great. If you may notice, the Forge World pieces of the previous maps in most cases are the literal geometry from Halo 2, and even at that they have more detail from the added Forerunner dressing put on them than the Halo 2 version. This is just the reality of making a game for the Xbox 360 or the PS3.
I'm sure it was a good idea on paper, but with 20/20 hindsight it looks like it may have put too much pressure on the schedule, forcing more bottlenecks and creating more design constraints.
Bungie has become more accepting of cutting content before it drags the rest of the project down so that they don't get a repeat of the Halo 2 nightmare, where the refusal to cut content out early in the process dragged the rest of the game down. Even if the maps were completely separate spaces, they would have probably had a near amount same of cuts from their new "cut first, ask questions later" mantra that they constantly talked about while making ODST. They even mentioned at PAX09 that the Mythic maps used to be intended as ODST campaign spaces, so it's not like an idea they suddenly floated for Reach. If Bungie had made Halo 3 today they would have more than likely cut Construct and Guardian from the Halo 3 lineup.
It's not even a new video game idea. A lot of the maps from Goldeneye, including the most popular one Facility, were campaign spaces. In that case, they were campaign spaces first, and multiplayer spaces later.
In my opinion, the fact that a map had to be good enough to survive being cut saved us from shit maps like Isolation and 3DSMaxstruct in the final game. I like some maps more than others but in Reach, I vote for the gametype, not against any developer map. In Halo 3 I spent a lot of my time vetoing away the map even if I liked the gametype. If I had to pick a least favorite it'd be Sword Base, and that's more than likely because I hated Boarding Action.
Haven't seen any DLC tonight in Team Slayer. If only we had a list where DLC was guaranteed.
Don't understand why Big Team Battle just didn't become DLC required. It's traditionally been the all-DLC playlist. DLC requirements would add a steady supply of Tempest, Breakpoint, Highlands, Condemned, Ridgeline, Headlong, and High Noon to the rotation. Penance if you really want to push things.