IGN Interview & Video: Hang 'Em High

Check outthe interview!

A special thanks to ZippingFilly812 for finding this video!
www.youtube.com/watch?v=0hR4xmp2h0Y&feature=channel_video_title

> IGN: This will be the second time you’ve remade the map, what did you learn making Tombstone for Halo 2 that you’re employing for this redeux redeux?
>
> Max Hoberman: We kept the Tombstone remake very close to the original map, only making changes to address issues that arose during development. For example, jump height forced us to change the vertical scale on the map, and this made the big long ramp look horribly awkward and stretch too far into the play space, and so we replaced it with a lift. We also started everyone with a battle rifle, rather than the standard SMG, to better approximate the pistol start on the original map, and this caused us to want to ease mobility (e.g. jump up to the broken walkway) and make it easier to drop into cover (e.g. “crack hole” that led down to the tunnel). For the second remake we found ourselves in a great position - we could have our cake and eat it too. Our remake goes out of its way to be as true to the original as possible, and then via the wonders of Forge adds new elements to the High Noon variant that go way farther afield than we ever even considered on Tombstone. So the two experiences of remaking this classic map were wildly different from one another, but both times we got to playtest one of our all-time favorite maps every day, so we loved it.
>
> IGN: Tombstone was tweaked with cosmetic changes (visual overhaul, soda machines, fusion coils) and to accommodate for Halo 2’s jump heights. What changes other than aesthetic tweaks have you made to accommodate for Halo: CE/Halo: Reach gameplay?
>
> MH: For the classic version we stayed true to the original, so beyond visuals we just scaled things to accommodate for jump heights. For the new version the biggest change that we had to deal with was the inclusion of the jetpack. The extra mobility that this affords radically changes the nature of the game, and this was causing a lot of problems because it’s such a wide open map with so little cover. The jetpack became the only equipment worth a damn, and anyone without one felt like a mouse surrounded by circling hawks. To address this we went to town with new tunnels and passages, giving little mice places to hide (with shotguns at the ready).
>
> IGN: Tombstone appears to be set in the Halo: ODST timeline (destroyed New Mombasa can be seen in the distance), what period is High Noon in?
>
> MH: We imagined Tombstone as a military training facility outside New Mombasa, abandoned after the city’s destruction. We called it the “High Plains Training Facility” since High Plains was our codename for the map during development. There are plains outside Mombasa, right? I’m sure there are. We took the new map further afield. It’s a Forerunner facility that generates portals, though I’m not quite sure where or when. I’m pretty sure that the Forerunners probably used these for interstellar mail delivery.
>
> IGN: Tombstone was the only map in Halo 2 to have 8 territories, (the game’s limit). How many territories will High Noon have?
>
> MH: I admit - you’ve stumped me (damn you!). I remember setting up the 8 territories on Tombstone, but I had to ask Kyle, our Test Lead, to find out about High Noon. Fortunately he said that there are eight territories, so I guess he gets to keep his job.
>
> IGN: Describe the weapon loadout and power weapon locations; will sword and sniper spawn remain in the precarious spawnpoints? Rockets? Overshield for classic mode? Something else for Reach gameplay?
>
> MH: Simple answer: yes. We’ve tried to keep the classic version of the map as true to the original as possible, including weapon locations, powerups, etc. We changed things up to better suit the High Noon variant, but learning is half the fun, so I’m sure you’ll do fine.

Discuss!

Nice! I was wondering what the last map was gonna be…

> Nice! I was wondering what the last map was gonna be…

The Hang 'em High remake was known about since CEA was announced. It’s in the announcement trailer.

> > Nice! I was wondering what the last map was gonna be…
>
> The Hang 'em High remake was known about since CEA was announced. It’s in the announcement trailer.

I know, but it’s nice to finally hear something about it. Even if it’s just an interview.

Wasn’t the forge remake in Team Classic also named High Noon? I feel like they could’ve picked their own better name.

Hang 'em High

Is that a hard light bridge?

Nice! Hang’em High aka pistol wars is back one of my favorites in the original it plays so different than most of the other maps!

Awwww yeah! I love that map!

Ahhh the search engine has served me well.
(link to theme music for map, not images of Halo)
I like how High Noon’s evolution is Hang’em High, elongated on the Y axis, a ledge here, a hole there, we have Tombstone. Then reduce the scale on the Y axis and add few Forge objects… we showdown at High Noon.

High Noon… that’s Gary Cooper yoink!hole. lmao. :slight_smile: But not the soundtrack, oh no, no, no, no. I couldn’t link a proper song from the proper. There is nothing proper about that Forsaken song.

You’re Welcome: www.youtube.com/watch?v=0hR4xmp2h0Y&feature=channel_video_title

Right back at ya.

> Ahhh the search engine has served me well.
> (link to theme music for map, not images of Halo)
> I like how High Noon’s evolution is Hang’em High, elongated on the Y axis, a ledge here, a hole there, we have Tombstone. Then reduce the scale on the Y axis and add few Forge objects… we showdown at High Noon.
>
> High Noon… that’s Gary Cooper yoink!hole. lmao. :slight_smile: But not the soundtrack, oh no, no, no, no. I couldn’t link a proper song from the proper. There is nothing proper about that Forsaken song.

Good choice of music, I bloody love that film.

Hadn’t seen this. Awesome. That means we’ll probably get some pics in the next bulletin!

> You’re Welcome: www.youtube.com/watch?v=0hR4xmp2h0Y&feature=channel_video_title

Thank you for finding this! This made my day.

Whoa! Did you see that portal!
The story of the map is amazing!

> Whoa! Did you see that portal!
> The story of the map is amazing!

Aye, that map is a beaty, and the whole thing seems forgeable too! :wink:

Nice.

> Hadn’t seen this. Awesome. That means we’ll probably get some pics in the next bulletin!

I believe we will, theres alot for BS Angel to write about and not that many Weekly Bulletins between here and Anniversary’s release date.