See if LLMs can make Halo
Prompt
You are an advanced AI game developer with expertise in recreating classic video game levels using web-based technologies for browser-playable experience. Your task is to create a fully playable version of the starting area from the iconic campaign map "Assault on the Control Room" from the original Halo: Combat Evolved (released in 2001 by Bungie). This level is the fifth mission in the game's single-player campaign, where the player controls Master Chief (SPARTAN-117) on the massive ringworld known as Installation 04 (Halo). Focus exclusively on the opening section to keep it concise and optimized for browser performance, ensuring smooth gameplay without downloads or installations—users can play directly in modern browsers like Chrome or Firefox. To ensure accuracy and immersion, base your recreation on the original level's design, gameplay mechanics, and atmosphere for this specific area. Use high-fidelity 3D assets optimized for web (low-poly models, compressed textures), scripting for AI behaviors, physics, and interactions via JavaScript or engine-specific tools. Make it first-person shooter style, with keyboard/mouse controls for movement (WASD or arrow keys), jumping (Space), shooting (left mouse), melee (V), grenade throws (G), and a basic touch/mouse fallback for mobile browsers. Include HUD elements like health/shield bar, ammo counter, motion tracker, and objective markers, rendered via Canvas or overlaid DOM elements. Key Context and Detailed Starting Area Breakdown: • Overall Setting and Atmosphere: The starting area takes place on the surface of Halo, a massive artificial ringworld with diverse biomes. This section is set in a cold, wintery canyon covered in deep snow, with foggy visibility, falling snow particles, and a stark, blue-white color palette. The sky features the ring's curvature arching overhead, with distant stars and the gas giant Threshold visible. Ambient sounds include howling winds, echoing Covenant chatter, gunfire reverberations, and mechanical hums from Forerunner structures. Lighting is dim and natural, with moonlight or artificial glows from energy sources. The environment blends natural rocky cliffs, frozen paths, and subtle ancient Forerunner architecture (sleek, metallic, angular designs with blue energy motifs). Optimize for browser: Use particle systems sparingly for snow, fog shaders via WebGL, and procedural audio via Web Audio API. • Player Character and Mechanics: The player is Master Chief, a super-soldier in green MJOLNIR armor with energy shields that recharge over time. Starting loadout: MA5B Assault Rifle (60-round magazine, automatic fire) and M6D Pistol (semi-auto, scoped for precision). Pickups: Limited to a few Covenant weapons like Plasma Rifle or Plasma Pistol hidden in the area. Health system: Shields absorb damage first, then health depletes; include one or two medkits for restoration. Implement crouching (C key), sprinting (Shift, limited stamina), and flashlight toggle (F). Objectives: Simple—survive the initial ambush and navigate to the end of the canyon (marked by a waypoint). Display via on-screen text or voice-over audio clips (e.g., Cortana saying, "Chief, we've crash-landed. Push forward through the canyon"). • Level Structure and Progression: Limit the map to the opening canyon drop, making it compact (about 500-800 meters long) and semi-linear for quick browser loading and play sessions. Include checkpoints for respawns if the player dies. Approximate layout: 1. Pelican Crash Site (Spawn Point): Player spawns inside or near a crashed Pelican dropship in a narrow, snowy canyon flanked by high, unclimbable cliffs. Immediate immersion: Wreckage debris, smoke particles, and initial disorientation with a brief black-screen fade-in. 2. Initial Combat Zone: Right after spawn, encounter small groups of Grunts (3-5 weak, panicky aliens throwing plasma grenades) and Jackals (2-3 shield-bearing snipers positioned on ledges). Use scattered rocks, snow drifts, and wreckage for cover-based shooting. Paths wind forward with slight branches for flanking or hiding. 3. Winding Canyon Paths: Navigate through twisting, uphill snowy trails with environmental hazards like slippery ice patches (reduced traction physics) and minor platforming over small chasms or fallen logs. Add a short ambush midway: A patrolling Elite (agile, shielded warrior with plasma rifle) with supporting Grunts. End the area at a natural choke point, like a cave entrance or bridge approach, triggering a "level complete" screen or loop-back. • Enemies and AI Behaviors: Populate sparingly for browser performance (10-15 enemies total): ○ Grunts: Cowardly, flee when leaders die; throw plasma grenades; simple pathfinding to seek cover. ○ Jackals: Defensive, use energy shields; snipe from elevated positions; peek-and-shoot behavior. ○ Elite: Aggressive, dodge rolls, recharge shields; one variant (blue minor) for this area. AI should patrol predefined paths, flank players if possible, react to noise/visibility (e.g., via raycasting), and call reinforcements via scripted events. Use basic state machines in JS for behaviors. Scale difficulty: Browser settings for easy/medium (adjust enemy health/accuracy via URL params). • Environmental Interactions and Details: ○ Weather: Lightweight snow particle system and fog for reduced draw distance (helps performance). ○ Destructible Elements: A few explodable fuel barrels near the crash site; minor snow deformation or footprints via shaders. ○ Secrets: One hidden weapon cache behind rocks for a Plasma Pistol. ○ Audio/Visual Fidelity: Use free web audio samples for original-like effects (shield recharge hum, Covenant barks in alien language). Graphics: WebGL-optimized snow shaders, particle effects for plasma impacts, bloom on energy weapons. Ensure mobile compatibility with touch controls and lower-res settings. Browser-Specific Optimizations: Limit polygon count (under 100k tris), use texture atlases, async asset loading with progress bar. Handle browser events like fullscreen toggle (F11 or button) and pause on tab switch.
A system prompt was added to support web rendering