What’s the core idea behind Utah Mambo?
A. I was lucky enough to get an early look at the maps (thanks, ForgeHub) and my goal initially was to make something that would show people just how powerful a creative tool Sandbox could be. And, as always, I wanted to add some variety to the Halo 3 experience for my friends over at The Ghosts of Onyx and ForgeHub. The best way to do that was to shoot for a truly-large-scale objective map. (I had originally hoped to support 8v8, but that proved to be a bit too ambitious). Devinish mentioned something about the possibility of structures built into the sand. I put two and two together, et voila. Q. How do you go about planning your assault on the Forge? Do you mock up a blueprint? Keep all the ideas in your head? Just wing it? A. The process really depends on the map. For Utah Mambo, the only thing I really had planned out initially was the Defensive base, and that I wanted something asymmetric which could handle symmetric games, too. Then I looked at what attack angles and lines-of-si