Tags: FAQs
The idea for Prometheus was first thrown together a long, long time ago on a laptop far away (now in a trash heap somewhere). The idea first came up when modding was just starting out around August 2003, maybe a little bit before actually, and has been fluxing between furious development and dormancy ever since.
When the HEK was released, we were crushed, but we soon found a kick in the pants when we realized the HEK was never truly meant for public release - as was quite noticeable by the design and lack of documentation - and we had a new motivation and some helpful new tools to progress even faster. Now don't get me wrong, Mr. Noguchi (of Bungie Studios) did a wonderful job on the tools (HEK) when you consider:
- It was for internal use only - he could implement features, debug issues, and tweak the tools when need be.
- He had a short time and only himself to do them.
- The tools served their purpose of making really amazing Halo maps.
So we forged on, still in the deadly state of flux we found ourselves in previously, and then we hit another wall: The Campaign for .NET. You thought Halo 2's legendary was hard, such battles were child's play by comparison. We were stuck in the MFC/C++ vs .NET/C# battles for many months and not much progressed until finally the .NET side broke down and progress ensued. Things were moving along quite nicely thanks to Grenadiac and then the .NET camp mounted an offensive of reclamation, winning the title of Platform of Choice, once the nuclear fallout passed.
It was no easy choice but things eventually settled down and we had to spend time rebuilding what was then war torn. After a few weeks progress was revived and we continued marching on toward finishing the little project that could. Thousands of man hours, sissy fights productive meetings, and a handful orphan souls beta testers later, we still work to bring you our twisted baby of computer science, Prometheus; but fear not, for it shall be ready Soon™.