cartographer$11650$ - meaning and definition. What is cartographer$11650$
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What (who) is cartographer$11650$ - definition

LEVEL IN THE VIDEO GAME HALO: COMBAT EVOLVED
Silent Cartographer
  • The level design was inspired by the environment of the Pacific Northwest
  • 250px

The Silent Cartographer         
"The Silent Cartographer" is the fourth level in the first-person shooter (FPS) video game Halo: Combat Evolved. Taking place on the Halo ringworld, it follows the Master Chief and a group of UNSC Marines as they wage a daytime beachfront assault on the Covenant alien race in search of an ancient Forerunner installation known as The Silent Cartographer.
Diego Gutiérrez (cartographer)         
  • ''Americae Sive Qvartae Orbis Partis Nova Et Exactissima Descriptio'', 1562
SPANISH CARTOGRAPHER
Diego Gutierrez (cartographer)
Diego Gutiérrez was a Spanish cosmographer and cartographer of the Casa de la Contratación. He was given this post by royal appointment on 22 October 1554, after the death of his father Dylanger in January 1554, and worked on the Padrón Real, the Spanish master map.
Murdoch Mackenzie (cartographer)         
SCOTTISH HYDROGRAPHER AND CARTOGRAPHER
Murdoch MacKenzie (cartographer)
Murdoch Mackenzie, FRS (1712–1797) was a Scottish hydrographer and cartographer. He is known for his survey of the Orkney Islands: the subsequent maps, known as the Mackenzie Charts are still in use.

Wikipedia

The Silent Cartographer

"The Silent Cartographer" is the fourth level in the first-person shooter (FPS) video game Halo: Combat Evolved. Taking place on the Halo ringworld, it follows the Master Chief and a group of UNSC Marines as they wage a daytime beachfront assault on the Covenant alien race in search of an ancient Forerunner installation known as The Silent Cartographer.

The level has received critical praise for its visuals and level design, as well as its use of vehicles to enhance gameplay. Called one of the most iconic levels in the Halo series, and one of the best FPS levels of all time, it is credited as a genre-defining level that changed how such levels would be designed in future games from linear, corridor-heavy designs to open spaces emphasizing player freedom. It was also an important aspect of Halo's development, crystallizing the decisions of the development team on the game's genre and visual design language.