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Some stick to their PC's, and some others stick to their home consoles. But there are a few, or many actually that do a lot of mobile gaming on some console devices small enough to play games almost anywhere. Nintendo, being one of the top mobile gaming(Mobile meaning a console like the DS) companies with Sony, etc, has some of histories top mobile games. One of the most famous games besides Zelda, is the Pokemon Franchise. Now I have specifically created this 'Guide' to help those who want to play Pokemon but do not know what Pokemon game to receive as their very first. Here is a history of every Pokemon Game that has been played by gamers around the world to date. http://bulbapedia.bulbagarden.net/wiki/List_of_games_by_release_date) Please read the full list before going on. So as you see there are so many to choose from, which one is the right one to play first? Well before you choose a game from random, lets talk about the consoles that they can be played on and which one to get. POSSIBLE CONSOLES I RECOMMEND: The Game Boy Advance SP: The Game Boy Advance SP (a�ームボーa�a�ドバンa�SP Gēmu Bōi Adobansu Essu Pī?), released in February 2003,[7]is an upgraded version of Nintendo's Game Boy Advance. The "SP" in Game Boy Advance SP stands for Special.[8] The SP was marketed at US$99.99 at launch. In September 2004, Nintendo lowered the price to US$79.99. The SP is accompanied by the Nintendo DS (released in November 2004) and the Game Boy Micro (released in September 2005). Here is an Image of the GBASP. Source: http://en.wikipedia.org/wiki/Game_Boy_Advance_SP The GameBoy Advance SP allows gamers to play Pokemon Red, Blue, Yellow Gold, Silver, Crystal, Ruby, Sapphire, Emerald, Firered, and Leafgreen. The GBASP was really an amazing mobile console that really defined gaming for a long time before Nintendo stepped up their game to the first DS. I highly recommending purchasing one of these consoles for no more than $60 on Ebay or online somewhere else. They are not sold in GameStop anymore sadly. Nintendo DS Lite: The Nintendo DS Lite (ニンテンドーDS Lite Nintendō Dī Esu Raito?) is a dual-screen handheld game console developed and manufactured by Nintendo. It is a slimmer, brighter, and more lightweight redesign of the original Nintendo DS. It was announced on January 26, 2006, more than a month before its initial release in Japan on March 2, 2006 due to overwhelming demand for the original model.[3] It has been released in Australia, North America, Europe, New Zealand, Singapore, and defined regions in South America, the Middle East, and East Asia. As of December 31, 2009, shipments of the DS Lite have reached 89.19 million units worldwide, according to Nintendo.[1] Source: http://en.wikipedia.org/wiki/Nintendo_DS_Lite The Nintendo DS Lite, (Dual Screen Console) was a more advanced version of the original Nintendo DS. The DS Lite had a few updates to it and started to incorporate WIFI capabilities as well. I'm not saying the DS Lite is so much better than the Nintendo DS, but the DS Lite was lighter, thinner and by far was a fan favorite myself. The Console is able to play GBA games such as Ruby, Sapphire, Emerald, Firered, and Leaf Green. None of the original GBA games such as Red, Blue, Yellow, Crystal, Gold and Silver cannot be played on the DS Lite so there is about of a downside to this console, except for the fact that this console also incorporated the use of Nintendo DS cards in the DS slot on the back of the system. Later in the post I will compare GBA to DS cartridges and their sizes. To me, the DS Lite is my favorite Console. The GBASP is right behind this console. The 3DS XL: The Nintendo 3DS XL (Japanese: ニンテンドー3DS LL Hepburn: Nintendō Surī Dī Esu Eru Eru?, abbreviated to3DS XL) is the first Nintendo 3DS handheld game console revision produced by Nintendo. As with the transition from the Nintendo DSi to the DSi XL, the Nintendo 3DS XL features larger screens, longer battery life, and a greater overall size than the original Nintendo 3DS. The Nintendo 3DS XL is intended to complement the original 3DS, not replace it, as both models remain in production. When in its open position, the Nintendo 3DS XL is the longest, widest and heaviest system of the Nintendo 3DS family.[12] Source: http://en.wikipedia.org/wiki/Nintendo_3DS_XL This is the Nintendo 3DS XL. It is my 3rd place recommended console if you are going to be the newest Pokemon games to date. To date, this console is what High-tech nintendo gaming is. This console is what I recommend for all those gamers out there who adore quality in their games. For this console, or all 3DS consoles because their is a smaller version of this console, it plays DS cartridges and 3DS Cartridges. Once again, I will compare all there Cartridges shortly. But this console and all consoles after the Nintendo DS Lite took out the GBA Cartridge, and only allows gamers to play Pokemon DS and 3DS games such as, Pokemon Pearl, Diamond, Platinum, HeartGold(Remake of GBA Gold), SoulSilver(Remake of GBA Silver), Black, White, Black 2, White 2, X and Y. This console is very high-tech for use of WIFI and Infrared technology. The system also has 3 built in cameras. Also, it is 3D for 3DS games only. Another new thing about this console and the regular 3DS is that in the top left bottom of the console their is a joystick. This is a new feature for these consoles, because ever since the GBA it has only used the + Pad right below the joystick. Now if I were to rank these consoles it would go like this: 1.) DS Lite- For those who pick medium to old games to play(GBA and DS Games) 2.) GameBoy Advanced SP- For those who pick old games to play(GBA) 3.) 3DS XL- For those who play Medium to Newer games(DS and 3DS) Now I have also been mentioning GBA, DS and 3DS Game Cartridges. Here is what they actually are. GBA: Source: http://fc01.deviantart.net/fs48/i/2009/212/3/3/Pokemon_Rom_Icons_RBY_by_Alforata.jpg These are RED, BLUE and YELLOW. These are the original Pokemon games. These are one type of GBA cartridges. Silver, Gold and Crystal are also this shape. Source: (http://i00.i.aliimg.com/wsphoto/v1/729031058_1/New-5-X-font-b-POKEMON-b-font-Emerald-Sapphire-Fire-Red-font-b-Leaf-b.jpg) As shown above is the other shape of GBA cartridges for the GBASP. The games shown above are Pokemon Ruby, Sapphire, Emerald, Firered and Leafgreen. If I was to recommend an order for these games for you to purchase or get I would go by this list: 1.) Red and Yellow, get both. 2.) Emerald 3.) Gold or Silver 4.) Ruby or Sapphire 5.) Firered or LeafGreen (I understand I did not list some games but I did not care for the others) NINTENDO DS: Source: (https://lh3.googleusercontent.com/-q2uahRJRE8s/UOT5oao9g8I/AAAAAAAADx4/iKLk3BRbfjY/s640/IMG_0548.JPG) This is the DS cartridge. A small chip that would fit into the back of a Nintendo DS Lite or 3DS. Pictured above is Pokemon Black. Here is a picture of all the RP Pokemon Games. Source: ( So if I were to recommend these games in a list here it is. 1.) Pearl or Diamond(Pearl was more popular at the time of release) 2.) SoulSilver or HeartGold(SoulSilver was more popular at time of release) 3.) Black or White (Platinum, Black 2 and White 2 were all continuations and almost the same game with a few extras, so unless you like playing the same game over again I do not suggest getting them). 3DS: Source: (http://img.gawkerassets.com/img/18j2r1j59dwp7jpg/ku-xlarge.jpg) Pictured above is the 3DS game card. Pokemon games to date with this design are Pokemon X and Y, the first Pokemon Games to incorporate 3D Tech and updated Graphics. Now to end it all off, what do I recommend to you, now that you have seen all the Pokemon RP games? Well I suggest to start with Pokemon Emerald as it is a very good GBA game, and to buy a DS LITE to be able to purchase HeartGold or SoulSilver later on to transfer Pokemon from both games with only 1* console. *(To date, only a few GBA to DS games can transfer Pokemon with only 1 Console needed). I hope this was helpful to all of those thinking of playing Pokemon. It becomes pretty addicting after some time. Have fun!
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Map Design: Flow, Connections, Verticality, and Asymmetry This is my approach to map design, it is not the ultimate view of halo map design, there are many different approaches to take, and this is one of the many that has been shown to work. During the early days of forge I contributed many things to our development and understanding of asymmetrical map design. Some of this work dates back 6 years. All of my post and articles were recently lost when MLG deleted the Halo 3 forge forums post. I am posting a compilation of my work on asymmetrical map design that has been edited and expanded. This post is an accumulation of a large chunk of my knowledge of map design, to which I want to share with the rest of the community. Some of this information is now common knowledge, but I think it is important to have it set and well defined. This also helps newer designers and forgers understand and develop their concept of map design. I hope that this will be of help to new and old forgers alike. It is a long and extensive read, so be ready to set some time aside for this. All together it is 8 full pages on a Microsoft Word document. Thank you and Enjoy, John “Darkling Ninja” Section 1: Flow A. Defining Flow Flow is basically the way in which player(s) move through a map during the course of a game. As stated by Bungie flow is very hard to define and talk about being that it is an abstract concept. Here are two articles from professionals that talk about flow and explain it better then I can. Bungie: http://halo.bungie.n....aspx?cid=29601 Epic Games: http://udn.epicgames...rMapTheory.html B. Circular Flow A circular flow is a common and great way to create successful flow throughout a map. That does not mean that players should be running around in a circle the entire time they play your map. Instead of thinking about this idea geometrically think of it in terms of conceptual movement. Conceptually a circle is a consistent, easily repeated, and natural pattern of movement. A good analogy for this would be rocks moving around in circulating water. The rocks move around in a circular motion within the water, occasionally they will run into another rock or two. This run in will cause those rocks to be set off course with the circular flow of the water. The rocks might end up moving through the center of the circular flowing water or go outside of it. Even though those rocks where set off course they will eventually be drawn back into that circular movement, flowing around inside the water. This process would repeat itself over and over. Although this might sound odd, think of the rocks as players and the circulated water as the map they are playing on. Players are going to be set off course of your maps flow over and over, your job as the designer is to make sure the player can once again be easily drawn back into the flow of your map. As a designer creating this within your map takes time, thought and testing. When designing a map, you want to make sure that the flow of your map extends to all areas. A majority of the time, the reason why an area on a map is underused is because there is no flow into that area. Paying attention to flow of your map will help contribute to the overall game play of your design. Section 2: Connections A. Intro Connections are basically the way in which a player transitions from one part of the map to another. There are many ways to create connections in your map design. In the end these connections are what determine the flow of your map. There are many different ways to create and use connections. In the end the connections on your map will be its life line. How you use connections will determine whether or not your map plays well. B. Types of Connections and Transitions There are many different types of connections and transitions. So I will just list them in a simple way. Types of Connections Hard Connection Hard connections are basically routes from one place to another that do not involve the player to do anything but move through it. They do not involve jumping, or going out of the way in any fashion, it is just a straight walk from one point to another. Examples of this would be a bridge, floor, ramp ect… 2. Soft connections Soft connections are routes to a location that involves the player actively doing something in order to use. In most scenarios this type of connection involves jumping, thus the term “jump ups”. Lifts and drop downs are also forms of soft connections. 3. Direct Connections and Indirect Connections A direct connection is one that takes a player directly to where they want to go without having to go out of the way to get there. An indirect connection usually involves the player having to go out of their way in order to get to an area. An example of these types of connection would be bottom middle of guardian. If I am bottom middle on guardian and I want to approach Snipe tower I can either take the direction connection through S1 or take the indirect connect through Green and L. 4. Controlled and Uncontrolled Connections Most connections are controlled connections, meaning the player has full control of what they are doing. An uncontrolled connection is a connection that when used a player does not have control over their movement. In Halo there are really only three ways to create uncontrolled connections, and that is a Lift, Teleporters and drop down. In all three cases the player does not have control of what they are doing while they use the connection. C. Designing Connections Each type of connection has its own advantages and disadvantages. Balancing out these advantages and disadvantages is very important. Halo 3 Construct is a good example of connection usage. The lifts are direct, soft, uncontrolled connections. The speed of the lifts allows the player to quickly reach the top most powerful part of the map. In return the player cannot control themselves until after they have used this connection, making it a risky connection to use. Players also have the option of taking the gold ramps up to open street, this is an indirect, hard, controlled connection. The ramps allow a safer transition to the top then the lifts, but the amount of time it takes gives the enemy team a chance to set up. The ramps up to sword room give the player a third option of approach creating a direct, soft, controlled connection. A player must go out of there way, and do something just to use this, but it results in a direct path to the top of the map and a possible flank. Putting to much emphasis on one type of connection can make it over powered or useless. Making a route to indirect can make it take so long to use that its pointless to give the other that much time to set up, so by they time you get there you just get destroyed. Having a route be direct can result it the route being over powered and over used, restricted the flow of your map to that section. As one can see designing the connections on your map can be a real pain, and take a lot of thought, but it is a vital part of your design. Section 3: Verticality A. Intro to Verticality Verticality, one of the hardest things to pull off right, but important in every map design except for a griff ball court. Many terms and phrases are used to describe verticality, “height variation or changes”. “Different Levels”, we all have a term or way to describe this. The ubiquitous nature of verticality shows its importance to map design. Without verticality all you have is a flat map like most griff ball courts. For most forgers verticality is a wall that we all must climb over in our development as designers. This section on verticality explored the properties, and usage of verticality in map design. Many new forgers do not take proper consideration into the vertical space that their map occupies. A map can have the same width and depth of the original guardian, but the vertical height of the map can make it 5 times larger then guardian. Realizing this, the application and usage of verticality in your design has a huge impact on your map. B. Properties and Functions of Verticality This section is short and sweet, I am just going to list some of the main properties or functions that verticality can have. If I miss some, please comment and I will do my best to add them in. 1. Dynamic and Versatile Verticality creates dynamic and versatile game play in a map. The height variations prevent stale and repetitive game play. 2. Divisions Verticality creates divisions between the difference levels of your map. This can be for better or for worse. Divisions can be used to promote movement and create dynamic game play. They can also cause your map to be sectioned off and disconnected. You can prevent this from happening by proper use of connections. 3. Advantages Verticality can create advantages for players. Verticality can provide control over a fight, superior angles, height advantage, Cover and many other things. 4. Disadvantages Verticality can also create disadvantages for players. Being high up and out in the open can result in a player becoming an easy target or a swift death. 5. Flow Verticality has a clear impact on the flow of the map. Instinctively players will travel to the highest point of the map, thus verticality can make the lower part of your maps underused or even ignored. C. Usage and Application of Verticality The primary concern when using vertically is how you make the connections from one level to the other. Making sure there is adequate and balanced connections is what will make or break the verticality on your map. A player should be able to move from varies level changes smoothly. A good way to create this is using Drop Downs and Lifts. Lifts and drop downs allow for instantaneous vertical movement up and down. In the best map throughout the halo series lifts and drops downs are common place. Wizard, Pirate, Midship, Lockout, Foundation, Ivory Tower, Construct, Guardian, The Pit, Narrows all had lifts and drop downs. Making sure there is also a diversity of all the connections that balance out with one and other is key in creating successful vertically. In order to make sure the lower portions of your map are used, a good trick is to give them an ample supply of connections that are greater then their higher up adversaries. When designing the vertically make sure to take everything into account. Section 4: Asymmetrical Map Design A. An Intro to Pie Method Now after all that reading we finally get to the bread and butter, Asymmetrical Map Design. There are multiple ways to approach Asymmetrical Map Design. Asymmetrical Maps are maps that are inherently are not balanced. Thus when creating an asymmetrical map you are creating an unbalanced map. That does not mean the map will not work, that means that you have to find a way to create a form of balance or asymmetrical balance. This does not mean making the two uneven sides equal in power, that usually results in standoffish game play. Pie method is a layout that Bungie was very fond of using in their maps. I am sure they have a more technical name for it, but until they tell us what it is pie method will do. I posted pie method 6 years ago as a way to layout out a functioning asymmetrical map. This was during a time when forgers where struggling to find a way to create a proper asymmetrical design and find a way to make asymmetry work. Note that pie method is not the only way to layout an asymmetrical map, but for those who want to learn how to design asymmetrical maps or better their asymmetrical design it is a successful ad easy to use template. B. Terminology Control points: Control points are areas on the map that offer rewards for controlling. The rewards can range from controlling other areas of the map to shooting angles, power weapons and/or connections. Dominate control points: This refers to the parts of the map that have the most power or rewards Secondary Control points: These parts of the map are usually checked by one of the dominate control points on the map, and are controlled by the team in control of the dominate control point that checks it. Checks: Checks refer to areas on the map that counter another area of the map, or put them into check. C. Pie Method Pie method lays out 4 sections of the map, dividing it into two dominate areas, which both have control over a different secondary control point on the map. REFER TO PICTURE FOR EXPLANATION Pie Method Layout Red is the most dominate control point, the most powerful area of the map Blue is the sub-dominate control point, the second most powerful area on the map. The shooting angles on Red allow it to check Green, making it Green Red’s secondary control point. The shooting angles on Blue allow it to check Gold, making it Gold Blue’s secondary control point. Red checks both Green and Blue, and has a slight advantage on Gold but not enough to check or control Gold. Blue checks both Gold and Red, and has a slight advantage in Green but not enough to check or control Green Green and Gold check each other Example: A team’s objective is to control the Dominate Control Point, due to the fact that it offers the best rewards and advantages to control. Red team will be in control of The dominate point, while blue team is in control of the Sub-dominate control point. Blues teams objective is to take control of the dominate control point, While Red teams objective will be to keep control of the dominate point. By being in control of a dominate control point, a team also controls a secondary control point that is not as powerful as a primary control point, but allows players to move about the map more, and have more shooting angles. As players fight for control of the different areas of the map the flow around it shifting control of different areas, and flowing around the map like a circle. You can easily shift up where the control points are on the map, making Gold dominate and Blue a secondary, or do the same with Red and Green or both. D. Power weapons and Balance "Your map should not support your power weapons, Your power weapons should support your Map." -Darkling NInja Basically what this quote means is that an area of your map should not be designed around a power weapon. The power weapons that are placed on your map should reinforce the structure and flow of your map. No area on your map should rely on power weapon support to function properly. The best way to avoid doing this in a design is to not even think about power weapons on your map until after it has been completely forged. I personally do not even begin to place or think about power weapons until after I have placed the spawns and set up all game types. This is so that I can gear the spawns and game types in the way that will play best with the structure of my maps. The power weapons go last, because they allow me to place weapons that reinforce not just my maps geometry but also every game type and player spawn. When balancing out the many different areas on your map, you do not need to rely on power weapon spawns to create flow and movement. Instead use Flow, connections and verticality to strengthen the core of your map design. Flow, connections and verticality will give you more then enough ways to balance out your asymmetrical map. Instead of relying on gimmicks like power weapons use your knowledge and tools as a designer to create harmony within your map. That doesn't mean that a map is not good if it has an area that relies on a power weapon to function properly. My personal opinion is to avoid it though. E. Conclusion Pie method can be seen in multiple asymmetrical maps throughout the Halo series, including Chill out, Hang'em High, Lockout, Guardian, Prisoner, Headlong, Damnation, and Ivory Tower. Pie method is not the only way to approach and design an asymmetrical map, but it is a reliable and easy method that works. For those of you just starting off or veterans who are struggling with an asymmetrical map design, Pie Method can be a valuable asset. For those trying to learn asymmetrical map design, creating a map using pie method can teach you a lot about making an asymmetrical map. It can be a great tool that will help you understand and learn how to make successful asymmetrical maps. I hope You all enjoyed the read!
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This article was last updated: (1/13/2022) Introduction: Hello to all Halo fans and players! The following article was written by myself in 2013 when Halo 4 was less than one year old on Xbox 360. Since then, this article has been updated and expanded to provide more detailed and accurate information when available. As of January 13th, 2022, most online functionality for the Halo titles released on Xbox 360 has been discontinued. You can read more about the full extent of this shutdown through the link below: https://support.halowaypoint.com/hc/en-us/articles/360054131591-Xbox-360-only-online-services-will-be-reduced-or-disabled-for-Halo-360-Games-on-January-13-2022- Please note that offline Single-Player and Local Multiplayer/System Link functionality for these games has not been affected. Furthermore, the method for earning XP offline in Halo 4 as detailed below is now the ONLY method to earn XP in the Xbox 360 version of Halo 4. This method will continue to work after January 13th, 2022, but only with an Xbox 360 profile that's not tied to an Xbox Live account. I hope you find the information provided useful and share it with others who may need it. If you have any questions about the method that aren't addressed here, feel free to send an email to [email protected] and I will provide further assistance if needed. ------------------------------------------ This is likely to be my last edit to this article, so I would like to just leave things off with some of my closing thoughts: Ever since I became a Halo fan back in 2010, I can't emphasize to you enough how much this series has changed my life and made me the person that I am today. I cried when the Legacy Halo servers went offline, as if I could feel a part of me was being ripped away beyond my control. Nevertheless, I am and will always be thankful that I was able to experience these amazing Halo titles the way they were meant to be experienced, and I wouldn't trade those memories for anything in the world. Writing these last few paragraphs has helped me cope greatly with everything and I thank you for taking the time to hear what I have to say. If you happen to stumble across this article sometime in the distant future, I hope the information I have provided can help you in a significant way to make the most of your Halo experience. From one Halo fan to another, may each of your days be totally epically awesome. Snipe MD (formerly SNIP3m101) ------------------------------------------ Hey Hey, it's me SNIP3m101 here with this week's post. If you are a Halo veteran and have played Halo Reach before, you would know that you could earn credits for fighting and scoring kills in Matchmaking, Firefight and the Campaign which could be used to purchase new armor and goodies for customization purposes. Halo 4 however is a much different story in this regard. Players originally couldn't find a way to earn XP offline and were instead forced to play Matchmaking or Spartan Ops while connected to Xbox Live to earn XP, which was discouraging for content creators and casual players who couldn't connect online to play with others. In spite of this, I have found a slow but effective solution to earning XP offline especially if you still have a 4 GB budget Xbox 360 and haven't upgraded yet. The things you need for this to work are as follows: (Although it goes without saying, please note that this method will not work with the version of Halo 4 released on the Master Chief Collection for Xbox One and PC.) . An Xbox 360 (any model) . Halo 4 (with Disk 2) . An Xbox 360 Hard Drive (or high-speed 8GB or higher Flash Drive) . An Xbox 360 controller (preferably with a USB charger cable) . Friends (optional) First, set up your Xbox 360 console as detailed in the instruction manual and boot it up. After this, insert Disk 2 of Halo 4 into the disk drive. After starting the disk up, it prompts you to install War Games and Spartan Ops (the contents of the disk) onto the console (Please note that 4.2 GBs of free space space is required to install the contents of Disk 2 onto the system. As a result, you cannot install Disk 2 on a 4GB Xbox 360 without some form of external storage). Install the contents of the disk onto an 360 Hard Drive or configure a USB flash drive for Xbox storage (if the flash drive is not specifically designed for use with Xbox 360) and use that instead. After the installation is finished, insert Disk 1 and load it up. Once installation of Disk 2 is complete, four options should become available from the Multiplayer menu: War Games, Spartan Ops, Forge, and Theater. If you go to either War Games or Spartan Ops (both modes from which you can earn XP), it says you need an Xbox Live Gold account to play it. Unfortunately there is no way to work around this while offline (even with Spartan Ops), but there is an option (albeit a slower one) to earn XP while offline. Go into the War Games menu and pick "Custom Game". Now, pick a game mode and map that fits your fancy (preferably any of the Slayer or Regicide variants), and set the time for EXACTLY 10 MINUTES (this will provide you with the maximum amount of credits for this method). Make sure that your console is set to Local Play from the Settings tab (not Xbox Live), and start the game. If you have friends to play with, this is where they would become useful. After the 10 minutes have elapsed, the victory sign will appear and you will be transferred to the XP-earning screen. It is here that you'll earn varying amounts of offline XP depending on certain factors (if you played with other people, the game type, how long you played, your current SR rank, etc.). Keep in mind that any game lasting longer than 10 minutes is a waste unless your playing local split-screen with friends, as there is a per-game XP cap when playing by yourself that maxes out at the 10 minute mark. You can repeat this process as many times as you wish to gain a higher SR rank, gain more XP and eventually unlock more armor. Furthermore, the amount of XP you get will slightly increase each time your SR rank increases, up to 1190 XP per game. The majesty of this method is that you can start a 10 minute game BY YOURSELF and get XP for doing ABSOLUTELY NOTHING. You can do anything you want to do (like clean your room or browse the web) and every 10 minutes you'll get XP towards your specialization. It is also a method for content creators to get the armor they want/need for their video production. Before performing this method, here are a few important things you should know: . As you are unable to connect to an Xbox Live Account using this method, the highest SR rank you can reach offline is SR50. As a result, Specializations and their associated armor pieces are unavailable while offline. . This method will only work with an Xbox 360 Profile that isn't linked to an Xbox Live Account. When you start up your Xbox 360, you will be prompted to choose a sign-in profile. If the profile you select has "Xbox Live" under the Gamertag, this method will not work on that account and you'll have to make a separate Xbox 360 profile. I hope this guide helps you guys out, and if you have any questions post them on this thread and I'll find time to answer them. Until next week, I hope you all have a totally epically awesome day! Holding the fort, SNIP3m101-(last seen at Circuit City )
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Dancing Grunts http://www.youtube.com/watch?v=fGvXTUSd9rU&feature=youtu.be Conan Easter Egg http://www.youtube.com/watch?v=tkRs3g3iXvM&feature=youtu.be
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Hi guys, I've decided to make a few tutorial videos for those who are completely new at Halo. I personally believe that Halo is a bit more complex compared to other shooters. I thought it would be nice if i could provide new players with a bit of information about the weapons in the game, so that they could improve and hold their own in a match. Hopefully i can push them in the right direction and help the Halo community grow. Some of this information may seem very basic, so Intermediate or advance players please don't be offended. These videos are aimed at those that have no idea where to begin. take care guys The Battle Rifle (http://www.youtube.com/watch?v=31Nq-CDI7J4&feature=plcp) The DMR http://www.youtube.com/watch?v=LTZrqYK0p3E&feature=plcp The rest can be found on my playlist link as this site wont allow me to post more than 2 videos on a topic. http://www.youtube.c...O9SOyxA1tab_nLz The Shotgun The Sniper Rifle The Light Rifle The Suppressor The Assault Rifle The Rail Gun The Saw The Sticky Detonator Ill update the thread as i make new videos. Later
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Alright if you're going through and finishing all of the Halo Xbox360 titles (again) before the release of Halo 4, like myself.. You no doubt have seen, attempted or (god hoping) already conquered the Halo Reach achievement If they came to hear me beg Performed an Assassination against an Elite to survive a fall that would've been fatal. EVERYONE on the internet insists that it is easy if you start up the "final" mission Pillar of Autumn, and jump off the cliff and get that elite just right down there, well that is NOT easy, I tried countless times in 3 different separate sessions, hours... Not fun / didn't work. On the 3rd (playable) mission, Nightfall, it is SO easy. It took me a total of only 4 attempts and only 2 successful assassinations. YES! Play the mission on legendary difficulty from the beginning, at the start you have to take out an elite via silent assassination and then beat down 2 sleeping grunts (NOTE: if they shoot at all, just let them kill you because you won't be able to do the achievement afther that).. Now continue to this link and skip forward to about 1:50 in the video provided. All credit goes to these fellas and GEEZE it was so easy! No need to even quit sprinting!!!! WORKS! http://cruellegaceyproductions.com/guides-tutorials/achievement-guides/if-they-came-to-hear-me-beg/
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