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  • Subject: Deconstructing Construct
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Formerly Knight Kninja

oh em gee this was amazing!

Construct is probably my favourite map to date, and that picture of the old construct lobby was pure beauty.

  • 12.10.2009 8:38 PM PDT

"Don't take life too seriously, nobody gets out alive anyway." Goes for anything I say; anything I do, doubly so.

Need assistance with anything? Shoot me a PM. Duardo's FAQ on User Titles. | A word from 54.

It's always interesting to look at the gorgeous concept art and thought processes behind any map... thanks for letting us in to the minds of the design and art teams!

Tyson shares some of the same sentiments that I do regarding that map: "I still would have liked to [...] integrate the layers further, to make the ramps and catwalks between them into less of an afterthought[.]" Build on that theory of multiple discrete passages in maps for Reach, perhaps.

However, there's another piece here that makes me wonder, also from Tyson: "If we redid the layout of the map, maybe we would place the majority of weapons on the first two levels and make players earn their perch on level three. But we would definitely need to play it a ton to see what worked."

Assuming he's right, and the map's default layout should be tweaked to better emphasize bottom/middle control, why haven't you redone the weapon layout of the map? I understand it's extremely late in the development cycle to be messing around with it, but better late than never right?

As a last question: in the little picture of Construct in the loading lobby, there's a teleporter. Where does that/did that lead to?

  • 12.10.2009 9:08 PM PDT

Posted by: Lordbulletmaker
Posted by: Twisted Youth
This was cool, I'd love some more of these!

  • 12.10.2009 9:09 PM PDT
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..

+2!

the community wants more from the level design ninjas!

  • 12.10.2009 9:55 PM PDT

Posted by: Reachtard
Did someone call for me?

Looks like one of the pictures was Ascension from halo 2, with a huge structure floating above....hmmm

  • 12.10.2009 10:56 PM PDT

Posted by: MADMAN Redux
urk, please do more of these articles. Fascinating stuff. I'd love to hear what some of the designers have to say about campaign levels, too.


Completely Agree. That was a really good read. As someone mentioned before, it'd really be great to see similar articles for the likes of Isolation, Narrows, Epitaph, etc.

One of the best articles in a while, I must say (not that they are ever bad) :)

  • 12.10.2009 11:41 PM PDT

I'm loving these postmortem articles, keep 'em coming!

  • 12.11.2009 1:36 AM PDT

You keep using that word. I do not think it means what you think it means.

Interesting to read about the constructive process.

  • 12.11.2009 4:45 AM PDT

An Ivory Tower remake would have been better. I never liked this map, and my theory that the maps for H3 were rushed is now confirmed.

  • 12.11.2009 5:05 AM PDT

Thanks for 3 great Halo games Bungie.

I just wanted to post that I really enjoyed this article. I always wondered why the forge allowed you to place Banshees and Hornets on that map. It's funny that the weapon set is still there to take them out, with the missile pod and the spartan laser.

As someone else posted, could we get a quick explanation of the teleporter in the thumbnail?

  • 12.11.2009 5:59 AM PDT

Nihilism (from the Latin nihil, nothing) is a philosophical position that argues that existence is without objective meaning, purpose, or intrinsic value.

Put simply in the words of Nietzsche as "the will to nothingness".

Very interesting to read from the makers perspective, these are cool. Nice work urk.

  • 12.11.2009 6:51 AM PDT

Plekpedia - The most epic site in the history of ever.

Very awesome. I enjoy these articles.

  • 12.11.2009 7:10 AM PDT

Don't be irreplaceable; if you can't be replaced, you can't be promoted.

I would have liked it more as it intentionally was ment. :)
nevertheless it's a cool map :D

  • 12.11.2009 7:12 AM PDT

Happiness is a warm gun

Cant wait to see what Bungie can pull off in Reach.

  • 12.11.2009 9:31 AM PDT

Real men use magnums.

Great article Urk. I love this kind of stuff. I'd give anything if you'd do one on Valhalla or maybe on some stuff that was cut from campaign like the level that turned into guardian.

  • 12.11.2009 9:38 AM PDT

I would have been your daddy...

I completely agree. It would be great to see of these explaining how the maps came to be and the iterations they go through before shipping.

Of course, some individuals may complain about wanting what they never knew about. So this may set the internet on fire, but what doesn't these days.

  • 12.11.2009 9:41 AM PDT

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I wish it had looked like the concept art. That looks spectacular. The map is excellent gameplay-wise, but that incredibly dazzling blue would have made it my favourite map.

=(

It's still a good-looking map, but now that I've seen that concept art, well... I'm in love with that blue!

  • 12.11.2009 10:01 AM PDT

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That was a very interesting read. The last piece of concept art was amazing, I wish Construct would look much more like that, with the cold blue and Forerunner glow on the walls.

  • 12.11.2009 10:35 AM PDT
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The End

‘The conscious is cancerous if allowed to linger’

"Even if you're on the right track, you'll get run over if you just sit there."

Posted by: MADMAN Redux
urk, please do more of these articles. Fascinating stuff. I'd love to hear what some of the designers have to say about campaign levels, too.
This.

I love a little bit of behind the scenes information :)

  • 12.11.2009 10:53 AM PDT

Machinima.com Director and for Realm
http://www.youtube.com/user/HemisphereCinema

Active Gamertag : iNocturne

so this is just plans how you guys did the halo3 construckt map and it's not some concept art from a reach map that you guys are planing ?

  • 12.11.2009 11:08 AM PDT

For the Sangheili!

Enjoyed the read.

From the sound of it, I think I would have enjoyed the original design concepts more than I enjoy the shipped version, if it were a bit more refined of course. I feel as if there aren't enough maps in Halo 3 that truly make gameplay different than the others, pumping out Blackouts and Guardians/Valhallas and Avalanches constantly can get old--Not to say I don't enjoy those maps; I just think Halo 3's map diet could have been a bit more varied.

In Halo: Reach, I hope you guys take these radical concepts you think of(lockout over ascension, lol) and run with it. Goodluck to you anyway!

  • 12.11.2009 12:53 PM PDT

Counter Strike FY Map Pack --> in my file share

"In my opinion, players always want to stay high on a map because it simply provides the best view and works with Halo's lower aiming camera."

You mean lower aiming reticle? The angle of the first person camera is actually pitched UP due to the lower aiming reticle, and does NOT work well on any map. Please give players the option to center their aiming reticle in Reach... please.

  • 12.11.2009 1:42 PM PDT

Is there a higher resolution copy of the last picture (of the lobby and purple room doorways)? It looks amazing.

  • 12.11.2009 3:09 PM PDT

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