Modification de Chronique:Halo Bulletin 17/10/2012

Le WikiHalo rappelle à ses contributeurs que toute information ajoutée doit être officielle et vérifiable. Les contributions sans sources et les théories sur Halo Infinite seront rejetées.

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As the video game industry advances, so does its tools and techniques, and that is readily apparent when looking at the Master Chief's evolution over the past ten years. Each iteration of our favorite Spartan super-soldier has been distinctive yet similar, but don't confuse design with canon - the Chief is the Chief, just with the details and idiosyncrasies based on what each time period and toolset has to offer. So embiggen the picture above by clicking on it, and enjoy the walk down Master Chief Memory Lane. Just don't wander off too long, because some brand new Meltdown screenshots are anxiously awaiting your attention.
As the video game industry advances, so does its tools and techniques, and that is readily apparent when looking at the Master Chief's evolution over the past ten years. Each iteration of our favorite Spartan super-soldier has been distinctive yet similar, but don't confuse design with canon - the Chief is the Chief, just with the details and idiosyncrasies based on what each time period and toolset has to offer. So embiggen the picture above by clicking on it, and enjoy the walk down Master Chief Memory Lane. Just don't wander off too long, because some brand new Meltdown screenshots are anxiously awaiting your attention.
<span style="color:red">FROM: CODENAME SURGEON<br/>
TO: CODENAME COALMINER</span>


===Meltdown===
===Meltdown===
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Meltdown is built around a looping layout with upper and lower pathways. The lower path is focused on vehicles (which tend to run loops around the map and perform hit-and-run actions on enemies), and the upper path is focused on infantry (which tend to move across the light bridges into the center combat space and use cover to ambush enemy players or move around the cliff walls and fight at range from the high ground). Throughout the design process, our goal was to make infantry feel on equal footing to vehicles. This is where the tighter vehicle paths, plenty of cover and numerous foot paths come into play. With this in mind, we wanted a level that felt like a large vehicle map while staying the size of a medium infantry map. Unlike the normal large vehicle maps that are usually seen in Halo, the tighter vehicle paths and prevalent infantry areas make it much easier for the player to traverse on foot without feeling vulnerable to snipers and vehicles. It's also possible to run from one side of the map to the other within a short amount of time, similar to other medium-sized maps.
Meltdown is built around a looping layout with upper and lower pathways. The lower path is focused on vehicles (which tend to run loops around the map and perform hit-and-run actions on enemies), and the upper path is focused on infantry (which tend to move across the light bridges into the center combat space and use cover to ambush enemy players or move around the cliff walls and fight at range from the high ground). Throughout the design process, our goal was to make infantry feel on equal footing to vehicles. This is where the tighter vehicle paths, plenty of cover and numerous foot paths come into play. With this in mind, we wanted a level that felt like a large vehicle map while staying the size of a medium infantry map. Unlike the normal large vehicle maps that are usually seen in Halo, the tighter vehicle paths and prevalent infantry areas make it much easier for the player to traverse on foot without feeling vulnerable to snipers and vehicles. It's also possible to run from one side of the map to the other within a short amount of time, similar to other medium-sized maps.


<span style="color:red">CLASSIFICATION: ELEVENTH HOUR [2/5]<br/>
SUBJECT: OVER THE FENCE</span>


<center>[[Fichier:H4-Meltdown 03.jpg|300px]] [[Fichier:H4-Meltdown 02.jpg|300px]]</center>
<center>[[Fichier:H4-Meltdown 03.jpg|300px]] [[Fichier:H4-Meltdown 02.jpg|300px]]</center>

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