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Halo 4 : Wrapround Map Explanation


Spectral Jester

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Wraparound

 

Clouds billow past. The sun is blinding. And your mind cannot even begin to comprehend the monstrous scale of the imposing towers that surround you. As your eyes follow the flowing lines of the Forerunner architecture, your body picks up the implied movement and your mind suddenly asks, “Where am I?” The answer comes to you, a subtle whisper hidden within the whistling of the wind: you’re inside a tower, suspended in the atmosphere….

 

You’re on Wraparound.

 

Wraparound was one of the first maps we worked on for Halo 4, and because it was done early in the development process, it went through a few different reboots. From a design perspective, it stayed the same. Visually, though, it became more ornate with each successive iteration.

 

When the first iteration didn’t meet our vision for the Forerunner style, we (literally) went back to the ol’ drawing board. Significant progress was made between the second and third iterations, and that’s when this particular multiplayer map became an integral part in helping define the visual style of the Forerunner geometry found in Halo 4.

 

Some of the things we really wanted to push were the impossible scale of being on colossal towers, the complexity of the high-reaching structures, and the familiar yet foreign sky. We also felt it was important to capture a feeling of movement. When you look at a still image of Wraparound, the form pulls your eyes in different directions. Players follow those guiding lines, which helps with traversing this two-tiered playspace.

 

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.

 

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.

 

Yes, you’re a humanity-defending, ancient-evil–fighting, codpiece-wearing, cybernetically enhanced super-soldier. And yes, you should have those hero moments where you feel every single bit of that, too.

 

Back to the map, though. Halls in the center provide long lines of sight. This map is not as powerful for long-range weapons, but, if you look hard enough, you can still find locations where you can use those weapons effectively. The bulk of the combat, as you would expect from a smaller-sized map, is close to mid. But, no matter what happens in the sandbox, this level tends to play out consistently.

 

The center is a rally point, with the rear disconnected from the front and middle. While you can get there on foot, man cannons are also available to launch you directly into this high-occupancy area. In addition to the established lines of travel, there are a few secret routes that lead from the lower level to the upper center for players who are observant about the angles of the pillars leading to the upper deck.

 

I can neither confirm nor deny that fancy-schmancy jumping may be involved in those routes. I can say, however, that fancy-schmancy jumping is definitely involved in those routes.

 

Speaking of confirming and denying, you may be wondering why I’m not sharing new Wraparound in-game screenshots with you. While many of you would say (and have said, AHEM) I enjoy torturing you, the truth is that when we withhold information, there’s always a reason why. The two most common reasons are we prefer to only share that which is close to final or final (in order to minimize disappointment if things get changed or potentially pulled) or there is a plan which involves its usage in the future. I’ll let you reread the first few paragraphs and determine which one is applicable in this case.

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good read, where did you find it....

Halo waypoint bulletin

 

http://halo.xbox.com...etin-32112.aspx

 

Here is the link

 

There is also a little more info about halo 4. (It is not very much s don't be dissappointed)

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I’ll let you reread the first few paragraphs and determine which one is applicable in this case.

 

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.

Looks more and more promising!! I love this quote!! :thumbsup:

Thanks for the info Jester!!

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The center is a rally point, with the rear disconnected from the front and middle. While you can get there on foot, man cannons are also available to launch you directly into this high-occupancy area. In addition to the established lines of travel, there are a few secret routes that lead from the lower level to the upper center for players who are observant about the angles of the pillars leading to the upper deck.

I'm glad that there are jump routes from bottom to top to keep people up top guessing and bottom people more options to get into the fight. I'm disappointed by the man cannon news though...never have been a fan of them but I understand why they're used in place of teleporters. I just hope that they don't have a loud noise to broadcast your location when you use them, or that there are enough so that people don't really know where to look when one is used.

 

I imagine that this map will easily support just about every gametype since it is an arena style map, but I'm wondering if it will have any sort of base structures on two sides to make it more ctf friendly.

 

I really want a video walkthrough of this and War House :'(

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