Modification de Chronique:Halo Bulletin 21/03/2012
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We'll dive into Warhouse next week, but join me today as we take a look at the development of Wraparound. | We'll dive into Warhouse next week, but join me today as we take a look at the development of Wraparound. | ||
[[Fichier: | [[Fichier:H4PreviewArtMap wraparound.jpg|center|600px]] | ||
====Wraparound==== | ====Wraparound==== | ||
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Stylistically, the philosophy behind the layout of the map is closer to some of the small, symmetrical arenas in Halo: CE, 2, and 3. We wanted something balanced and tuned for competitive play, and something that supports Halo in its purest form: aiming, running, shooting, and jumping. | Stylistically, the philosophy behind the layout of the map is closer to some of the small, symmetrical arenas in Halo: CE, 2, and 3. We wanted something balanced and tuned for competitive play, and something that supports Halo in its purest form: aiming, running, shooting, and jumping. | ||
[[Fichier:H4-Concept Wraparound (Preview | [[Fichier:H4-Concept Wraparound (Preview).jpg|center|600px]] | ||
Jump gaps that you use to get into the center are there so if you find yourself on the losing side of combat, you can drop down, recharge your shields, and regain your composure. Those very same jump gaps also give you that adrenaline-filled moment when you're charging into combat and leaping over the center, confidence soaring that you are, in fact, going to finish the fight. | Jump gaps that you use to get into the center are there so if you find yourself on the losing side of combat, you can drop down, recharge your shields, and regain your composure. Those very same jump gaps also give you that adrenaline-filled moment when you're charging into combat and leaping over the center, confidence soaring that you are, in fact, going to finish the fight. |