Originally we only had one player per team start in the elevated “safer” areas with his two teammates starting on the outskirts. If I’m either of the other two start locations I tend to go for an all out boom to tech’d up air units hoping our center position teammate can hold out while I try to get there.Įxile was originally called “Bowl_3_SWE” during the majority of development, so I always have to think twice what people are talking about when they say Exile.įort Deen went through some iterations on gameplay because we wanted this map to feel like each player was pretty safe from the rush. If I’m the center start position I like to rush hard and force the opposing center start player to call for help, keeping his teammates from doing what they want. Tactics: On exile I tend to let my start placement dictate my strategy more so than other maps. Justin Rouse, a skirmish map Designer, gives us one of his tactics: I found that the players that got placed in the middle where always planning for incoming attacks and would hesitate sending their forces away from their base to support allies. My favorite tactic on this map was to gain control over the free reactors and always get my team to hit the player on the outer most ring first. So I had to slowly sculpt and blend the terrain by hand all the way around one of our largest maps. I had originally planned on using a very large masking technique to handle this, but after a few attempts I realized that was not going to work for something that needed this type of pixel perfect alignment. One of the hardest parts of creating Exile had to be alignment of the terrain to the bordering Forerunner structure along the outer edges. Minimal use of terrain objects/vegetation and no water/lava, which actually worked out nicely since the setting was to represent a lifeless, dried up planet. Paul Slusser, an Artist who worked on Exile tells us a bit about his work on the map.Įxile was one of the maps we created toward the end of the development cycle, so we pretty much knew going into it what kind of things to avoid.Since 3v3 maps are our worst performance maps, due to the amount of units it could have on screen at any given time, we knew this maps had to be pretty simplistic. If a thumbnail isn't clickable yet, check back in the future, as we'll be rolling them out as time goes by. On each page you'll find snippets about the map from designers and artists, as well as much larger images of the maps, and a Y-Axis shot allowing you to plan avenues of attack. If the thumbnail is clickable, it will take you to a page about that map. Here you'll find information about all of Halo Wars' Skirmish Maps. Please visit our FAQ page for answers to common questions. Halo Wars was released around the world on March 3rd, 2009. They were the developers behind the award winning Age of Empires series of real-time strategy games. Halo Wars was developed by Ensemble Studios in Dallas, Texas. We were able to take all the best aspects of RTS games, make them work perfectly on the Xbox 360, and exclude the rest. Halo Wars was created for the Xbox 360 from the ground up, which meant we didn't have to make compromises or shoe-horn in artifacts from a Windows PC game. We've spent a great deal of time simply on getting the controls right. Our E3 demo video gives a narrated first look at the game, and you can download it from our movies page. In Halo Wars fans will be able to control armies of units that are familiar to them from the FPS games, such as UNSC Marines, Scorpion Tanks, and the iconic Warthog. Set early in the iconic war between the Covenant and UNSC - made famous by the Halo FPS games - Halo Wars provides a new angle on the war while bringing new heroes to the battle. Halo Wars is a real-time action strategy game for the Xbox 360 that allows the player to control large armies and to shrewdly direct them in realistic warfare.
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