Introducing Prometheus
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Alright good, we've weeded out a few of the newbs; now let’s get down to business. For the intellectually superior, go down to the "Interested Individual Version" below.

The Lazy Person Version

Prometheus is a map editor that supports the editing of Halo and Halo 2 maps, along with anticipated support for any future Bungie / Halo Engine games. Prometheus gives an all-in-one interface to the creation of all new maps, making your life easier by giving you all the tools you need in one place.

Prometheus boasts features such as:

  • Project management
  • Content versioning
  • Map and model rendering
  • Animation playback
  • Map de/compilation
  • Scripting IDE with de/compilation
  • Tag creation and editing
  • Tag format plug-in system
  • … and of course much more.

This project is in active development by a group of total newbs nobody has ever heard of before: Grenadiac, MonoxideC, Nick, ViperNeo, kornman00, CLuis, JamesD, and Aztec. There is no set release date and one will not be announce until we can meet it and have all the features we want for an initial release implemented – do not bother us about a release date.

You should expect bi-monthly updates on this site, maybe more, maybe less – no guarantees. Today there are 10 screenshots showing various maps being rendered in Prometheus and some model animations being played back. Every screenshot we release will be from a 2-3 week old build, just to keep you in a bit of suspense and possibly agitate you beyond belief.

The Interested Individual Version

As stated, Prometheus is a map editor, a tool to be utilized in the creation of maps, a tool that gives you the hands of God and lets you do your evil bidding, a tool that can change the world, a tool tha… you get the point. As also stated, Prometheus edits and creates maps for the ever amazing Halo and Halo 2, with plans to support future games that use the Halo Engine or at the least a derived map format (Stubbs the Zombie comes to mind). Prometheus’ flexible design looks to make such expansions trivial. Now that you know a little about Prometheus, it’s only proper that you meet the parents.

So who all is working on this project? More importantly, were there any women involved? Well, we’re made up of a few guys you’ve never heard of before: Grenadiac, MonoxideC, Nick, ViperNeo, kornman00, CLuis, JamesD, and Aztec. All foolish, foolish newbs, as you’ve surely figured out by now. The majority of us have been a part of HaloDev for over a year now, though not working on Prometheus the entire time; Nick is the founder of the group and CLuis is the latest edition joining in December of last year. As for the women, only those neglected by the accused were somewhat involved.

What exactly does it mean to edit and create a map for a game? Prometheus enables you to create, load, and edit tags that are used in the Bungie map format. Our visual scenario editor lets you place objects in the world with ease. The compiler creates your playable map file. Where have you seen these three types of components before? The Halo Editing Kit, released by Gearbox Software, of course. Connecting the dots leads you to the conclusion that Prometheus is meant to be a replacement for the original development tools for Halo and Halo 2. Crazy, ambitious, insane, foolhardy, imbecilic, preposterous, isn’t it? That’s what the guys told me when I presented them with the idea a year ago.

What is the point of this project since the H.E.K. already exists and why not just use it instead? Well, technically, the plans for this project were drawn up long before the H.E.K. actually got into the hands of map developers. So why didn’t we quit when it was released? The H.E.K., while it serves its purpose of creating kick ass maps, is not perfect. Many elements of it could use improvements and the life of a map developer could be better spent on content creation than learning curve. Prometheus aims to remedy the many things we disliked about the H.E.K. and add many new useful features.

We’re announcing that we’ve been working on this project today, but when are we finally going to let everybody use it? We have no release date yet, we won’t make one up, and we won’t give estimates. We want, to get this project out to the community quickly, however, we are quite dedicated to making sure what we release is stable and worth using. We refuse to compromise the integrity of our project just so people can see what our tool is like hands on. So basically we’re saying, “When it’s done.” But, we’ll be sure to keep you abreast to the development of Prometheus and give a projected release date when we feel we can meet it.

You should expect bi-monthly updates on this site, maybe more, maybe less – no guarantees. We will throw some screens up when we feel there’s something cool to show off and a little blurb will be written about it on the front page. Today, we have 10 screens for you showing off our child of twisted computer science, of course you know this already because I stuck some of them in-between paragraphs in this pseudo-press release. Every screenshot we release will be from a 2-3 week old build, just to keep you in a bit of suspense and possibly agitate you beyond belief.

Bar.