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So I decided to take some time during my days of not having internet, and well make a nice good competitive map after the Scrimmage make for Yoshi and I's tourney. Now, this map is not for the tourney, it's just.... A map I made. I enjoyed making it as well. I did use Scrimmage for the concept though. Same weapons and everything. Here is a preview of a sketch of the map: Now, before I show you the make of the map and everything. Let's go over the details. The map supports 2-8 players. Size is small. You can play almost any objective you want on this map. It is supported. Ricochet, Race, Territories, CTF, Assault. You name it, it supports it. However, you are not able to play Neutral Game Modes, such as Neutral Flag or Neutral Bomb. Those are not supported. Featured map weapons are: 2x Battle Rifle, 2x Covenant Carbine, 2x Plasma Rifle, 2x SMG, 4x Frag (2 sets of 2), 2x Snipers, 2x Needlers, 1x Overshield. There is only 3 Map Gadgets. 2 of which are the same. Each team has a Control Console, each console controls the teams lights. Doesn't affect gameplay. Unless you're tinkering with it when you shouldn't. The third thing is located on the center building. Aesthetics as well, the switches will flicker on and off every 10 seconds. However, if you melee one when it's on. It will shut them all off instantly. Does not affect gameplay. You can play FFA on this map, Neutral spawns are eliminated if there is Team-Play. All that means is neutral spawns at bases, are removed. Now that that's said, here is a preview of the map. Here below is a video of me, just meandering the map. Showing you a few details I could not capture in picture. Enjoy!
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This racetrack is a remake of Bowser’s Castle from Mario Kart 64. Features include a fire-breathing Bowser statue, scripted crate Thwomps, and a lava bridge. Speed boost powerups work like mushroom boosts, and there’s another powerup near the end that drops crates on opponents just ahead of you. Since there are so many sharp 90 degree turns I added infection shields in some places which work like bumpers. Laps take about 1 minute and 30 seconds. The map is designed for mongoose racing and supports up to 16 players. Play with my race gametype for the best experience.
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In this minigame each player tries to survive the longest in their warthog. The platform is an 8x8 grid riddled with holes that players can fall through. Players that die respawn in a room filled with 16 switches, and each switch launches in a kill ball below (10 second recharge). The switches are color coordinated with the platform below, so players know where the kill ball will appear which allows them to target specific players. Switches are not available for the first 30 seconds of each round.
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So I decided to take my time and build a "Defend the Keep" map. Which was suggested by the Community. I was alternatively going to make a "Tower of the Gods" map, but that went out of the question. Anyways, Armathian Fortress is a Keep/Fort like structure map. Red Team spawns inside the Keep, and is supplied with few necessary vehicles, and weapons of variety. Blue Team spawns outside the keep, behind any of the cliffs that are in the distance. They are supplied with many vehicles, and heavy assault. However, no need to be cocky. There's only one entrance for vehicles, and Red Team has turrets to counter vehicles as well as a few weapons, a Sniper Rifle and a Rocket Launcher. That's it. Working together will be the key to a proper defense, as the same goes for the assault. Supported Game-Types: 1 Flag CTF, 1 Bomb Assault, Classic Infection, Team Slayer. These are just the Game-Types, however if you want the Action-Pack-Fun-Pack, you're going to need 14-16 players for that to work. Game-Types are in my file share already, with the map. Just lookup "L Fishy L" if you don't know where to go. Infantry have different access ways than vehicles. For example, they are able to climb the Brace supports, or the Rocks that lay up against the wall. Be careful though, snipers sit on the Keep Towers. Also, take note in the EMP's. They are detonated manually, and can be detonated only once every 100+ seconds, use them wisely. They don't affect infantry. Also, take note that Red Team has a supported Wraith, setup on the top of the Keep as a Mortar support. Will help out much for cluster kills, or that random teammate save from the Gauss Warthog. Just don't betray! Take note of Blue Teams official spawn, it's furthest from the Keep. However, respawns will take you elsewhere. Initial respawn just supplies everyone with 2 SMG's, 2 Battle Rifles, and 2 Grenades. BR's are initial loadout, but a little ammo doesn't hurt. Also, take note there is only enough room for 7 players in vehicles, whoever is your 8th player. Use them for cover support, or send them over to the Sniper Rifle to helpout with your assault! I hope you all enjoy the map and give it a shot! It's BIG! and by BIG! I mean, it's BIG! That Keep is half of the map, the other half is the terrain.
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Hello. For the last 10 months we have all experienced the frustration that MCC has put upon us. For many games you may have seen teammates quit early, go afc, or even just murder you for a power weapon. If this is your problem, here is your solution. KOO is a halo clan on MCC that has been running since early July. We have about 30 members as of our last routine check. Our clan has a set uniform and traditional set of rules. Our clan has a ranking structure as well, allowing players to prove their worth on a second plane outside of the games basic functions. If you decide to join you will have access to a coordinated team, experienced leadership, and most importantly, success on the field. Details are as follows: UNIFORM POLICY AND DETAILS: Our uniform is only for H2A, If you're to join you must play as an elite with a set of colors.Our emblem is the only thing we ask you to wear consistently. However whenever you're with the clan, all aspects of your uniform must be in order. RULES AND REGULATIONS: Within the clan we have a high sense of respect for anyone we encounter. This means we have zero tolerance for anything that degrades the other person. This means no T-Bagging, Melees, or shootings towards dead bodies. It is not only disrespectful, but a waste of time within the games.As far as respecting others go, others won't always respect you. If anyone commits one of the actions above it does not mean you have permission to stoop down to their level for vengeance.We don't allow our members to trash talk other players. It makes you look like a jerk, and your actions will define us as a clan. However, if another person starts a fight with you, you may defend yourself.Finally, like many other clans we don't allow team betrayals or rage quitting. We understand you may accidentally shoot your teammate and we understand MCC frequently kicks people out of games. We will be lenient, but if a pattern arises we will handle it RANKING AND STRUCTURE: Oracles Polyphony and it's roots can be traced back to its predecessor clan up to four years ago. During that time we have refined our ranking structure and seasoned our leaders with experience.The ranks in the clan run based on divisions and member skill sets.All members start in the infantry division. This is where we see if you're the kind of person we want, and if you can live up to our expectations. Once you pass infantry you have the opportunity to specialize in a skill. Certain divisions specialize in different things. For example, our Ranger division is a BTB oriented vehicle specialist division. Our Spec-Ops are the highly skilled stand alone players that specialize in long range weapons. These are just two of our divisions, for more information you can see our website. WEBSITE: A direct link to the website is as follows: www.KnightsoftheOldOrder.weebly.com The only problem you will have from here on out is your enemies quitting out before the game can get a chance to end. Thank you for your time and consideration, I hope to see a message from you soon. To contact us you can use our website or you can message me on xbox live with the gamertag Apex Arbiter. I hope you find the clan that's right for you, if that clan is us, let me know. -Apex Arbiter
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As most of you may know, Yoshi and I have been making forge maps for the Community, and hosting them on my file share. The first attempt we tried was Scrimmage. Which was actually finished by SikSlik, but the concept was by myself. Featuring 1v1 style combat, that could fit in a 2v2 respectfully. Next up was Salient, a concept by me and created by me. Featuring a 2v2 style combat map, that could fit a 4v4 respectfully. As you can see, those had some good pull through. Not the best, but not the worst. What Yoshi and I are trying to do is create more concepts, and apply them into forge. To create some competitive style maps for everyone to play on and enjoy. Well first up on our list, we have a map that will be named: Terrace The map is basic style combat, idea was based off of a Halo: Reach map. A name I can't think of, but was a community forged map that was premiered in Team Slayer. Next up we have a map called: Viaduct. The map design is simple, and it's pretty colorful and visible. While at the same time proving protection and symmetrical combat. Next up we have a map called: Polyandrium. Another symmetrical map concept, that provides plenty of fire, and small vehicle combat. This will be one of the larger scale maps. 12-16 player size, to be exact. This one will take longer, but hopefully more enjoyable to play. Next up after that we have: Foyer. I know what you're thinking, and the answer is yes. We are making another map that is not symmetrical. Terrace isn't the only one. That's because we want to provide maps with mysteries wherever they go, as well give off a mysterious aura. We like the concept of this map for the open areas, as well as the amount of coverage. Allowing players to travel at their own risk, kind of like a Halo 3 Citadel feeling when you're out in the open. Last but not least, we will attempt to remake the H:CE famous map: Chiron Tl-34. This one will be easier to attempt and such, but we're not putting this as a priority map. This is more of a lax, sit down and have fun map. Although settings are different, we are hoping we can give the full feeling of the original map. Minus the flamethrower, of course. We hope you all look forward to our future creations! You are welcome to help if you wish! However, we do not tolerate players who are intentionally destructing the map. You will be kicked from the lobby if such a thing happens.
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So this map was simple, something I made way back on Halo Reach when the game first came out. So around 2010, is when I first had the idea. Well, here recently. I though I might recreate the map, and give it some of the newer specs of what forge has in mind for us. Which is exactly what I did. The map setup and structure is the same, nothing new has been added. However, there is no Spartan Lasers of course. Anyways, I'm going to start off from the first chamber. All the way to the last chamber. The map is setup on a timer. Each chamber the survivors have to defend themselves, until a gravity lift spawns and they are able to head to the next chamber. Each player has random weapons, while the Alpha Zombie has 2000% Resistance but 25% speed. The Alpha Zombie is the only one with an Infected Sword. Which increases lunge range. Standard Infected have Energy Swords. Chamber 1, your spawn chamber. From here you can see heavy resistance. Barricades and shield door. You can also see the teleporter, and no gravity lift. This is the initial start of the game. The 1st chamber features close quarter guns. Plasma Rifles and Assault Rifles, that's about it. The Gravity Lift will spawn in, and you can continue forward. However, in the H2A version of this game; a yellow light will also appear to indicate the grav lift spawn. Chamber 2. As you can see, all there is is just Jersey Barricades, short. With Covenant Carbines and Battle Rifles on them. Which come in handy when you need them. Chamber 3. Now, this is where things start to get different. As you can see, there's a One-Way Shield door in the way. So once you're through, your through. Good for camping, unless a zombie decides to find you. Also, take note that this is known as the grenade chamber. There's a pile of 64 grenades on the floor. 32 frag, 32 plasma. Up for takes, if you need them. However, they're extremely close to the One-Way Shield. So be careful if you want to spam. Also, this chambers gravity lift has transformed into a UNSC man cannon. Chamber 4. Known as the precision chamber. If you look along the wall, you can see there's Beam Rifles and Sniper Rifles. As well as Shields to protect the flood when needed. Good for swarming the enemies. However, the flood/infected would be wise to not let the enemies get this far. The gravity lift in this room is now a Vehicle Gravity Lift, since the teleporter is located on the ceiling. Chamber 5. The survivor stronghold. There's a Machine Gun Turret Fixed, Machine Gun Turret Detachable, a Plasma Turret, and a Gauss Turret. As well as Rocket Launchers and Fuel Rod Guns underneath the stairs. This chamber is where survivors can stand together to overcome the enemy. That is, if there's enough of them left alive. Which the infected would be insane to let such a thing happen. There is a teleporter that spawns in here as well, but requires you to run all the way back to the entrance of the chamber, which is suicide. However, a green light indicates the spawn in this version. Starting in chamber 3, all teleporters have been modified from the original version. The teleporters are now floating in the air. And a forerunner gravity lift is right in the entrance. This gravity lift picks up any of its surroundings, and then pushes them forward. Like a vent, sort of. This is to prevent assassinations. If you decide to go through the teleporter in Chamber 5, which takes you to the Infected Spawn Area. So you might wanna get out of their quick. This teleporter is also connected to the Initial Floods (Alpha) spawn. Which is located off the map, and once left. You can never return. It's much more of a slow down for survivors to get a chance. Unless they want to become infected. Also, notice the man cannon spawn. There is a total of 3 of these on the map. Each of them aren't initially spawned, but they start to appear after survivors reach chamber 4. They all spawn when the survivors are at chamber 5. These man cannons are just to help the Alpha Infected reach the survivors faster. Anyways, that's about it. The files are on my fileshare. My GT is L Fishy L. Enjoy! If you don't know how to do the search system yet. Here's how: Launch MCC > Open Roster By Pressing "X" > Click On Your Name > Select Find Player > Enter Gamertag.
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So as many of you konw, Halo 2 Anniversary came with some maps that were remade. Some people like them, and others do not. I however, am one of those who like it. That said, discussing the possibilities that more remakes will come in the future. However, Bravo said no more DLC remakes. Completing voiding some of the good Halo 2 DLC Maps that were there. We already have Ascension, Coagulation, Lockout, Zanzibar remakes. Which ones would you like to see in the future? I personally think a Waterworks remake needs to be made, since it's arguably the biggest map in Halo 2. Fighting against Containment. What's yours? You can vote, discuss below, or do both! Also, if you want Midship. You might as well buy Halo 5: Guardians instead.
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Hey guys check out this new that map that I made called Chopper Gunner. Basically, the map is comprised of a medium sized town where players play capture the flag game types. But, the CATCH is that at the beginning of the match, one player from each team spawns at a hornet and gets to help their team play the objective until they die. This was sort of inspired by the chopper gunner kill-streak in call of duty. To see a map tour and game play, check out the walkthrough video below... https://youtu.be/Zww44VkWXzg
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In H2a's ost, we got alot of remastered songs, but there were also alot missing and i was wondering if anyone is able to get them. Songs that I noticed were missing right off the Soundtrack: 2nd part of Cortege (Sacred icon suite, plays during the cutscene where the arbiter is being deployed at the sentinel wall) along with the last 2 minutes 2nd part of Ghosts of Reach (Percussion) Unyielding Dust and Bones Finale Epilogue Along with some ambient tracks: One Way Ticket (Regret) Commons Area B1 7 (Cairo Station) Beyond Hope (Cairo Station) The Courtyard (Outskirts) Halo Theme Scarab Mix (Metropolis) The Heretic Flees (The Arbiter) Cable Tower Ascend (The Oracle) The Final Cable (The Oracle) Heretic (The Oracle) Trapped in a Postcard (Delta Halo) Helium Queen (Delta Halo) Submerged (Regret) Falling (Sacred Icon) Confused (Sacred Icon) Entering the Quarantine Zone (Sacred Icon) The Arena (Gravemind) Subsume (High Charity) Gravemind (High Charity) Destroyers Invocation Choir (Tartarus Boss Fight) If anyone can get these tracks, that would be amazing! Crossed out tracks are tracks that have been found and are on Youtube.
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Over on IGN Max Hoberman, Presdent of Certain Affinity, revealed the final map for Halo 2: Anniversary: Warlock (though we knew that it was one of the remakes already). The map, now known as Warlord in H2A, features a brooding green atmosphere reminiscent of Shatter from Halo 4, but this one seems to be a little creepier (2spooooky4erryone). Screenshot of Warlord. H2A's Warlord is a remake of Halo 2's Warlock, and that map is actually a remake of Wizard from Halo: CE Aside from minor map tweaks (adding more cover, stepping stones to higher ground, fixing weapon spawns, and color coding bases for Multi Team) the map has not been changed dramatically. Max Hoberman does say that a Sentinel Beam (which has increased damage compared to Halo 2's) now spawns in the center of the map, and acts as one of the map's power weapons. The visuals have also been increased dramatically (obviously). It is unknown whether or not Warlord will feature a dynamic element. Warlord Map screenshots and concept art: IGN then revealed the new names for some of the remakes. Now we can see the full list of remakes + their respective new names (there are only 6 maps in H2A): Warlock (Warlord) Ascension (Zenith) Coagulation (Bloodline) Sanctuary (Shrine) Zanzibar (Stonetown) Lockout (Lockdown) IGN will be hosting map walkthroughs of all the H2A maps with Max Hoberman in the coming weeks. The Warlord walkthrough, and gameplay vid (of Team 343i vs Team IGN) is in the link below. *Halo 2: Anniversary is contained within Halo: The Master Chief Collection: which launches on November 11th in North America, and November 14th in the UK.* - - - - - Thoughts? Source: IGN http://www.ign.com/articles/2014/10/06/warlock-is-the-final-halo-2-remake-map-for-halo-the-master-chief-collection-ign-first
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TeamBeyond recently posted a few screenshots of the new Halo 2: Anniversary map remake, Relic, on their site. Apparently they got them from a video shown at the HCS Halo 2 Classic Match by Bravo, and Jay Frechette. Here they are in all their glory (they're a little choppy): - - - - - - - - - - - - - - - Thoughts? Source: TeamBeyond http://teambeyond.net/new-halo-2-anniversary-relic-screenshots/
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Some of you may have heard of the Forgehub contest for a 1v1 map in Halo 2 Anniversary. The prizes being $500, a $300 gaming headset, or $100 gaming glasses. But that contest is already over. Well I had an absolutely spectacular idea. However, I am neither experienced nor dedicated at Forge, but I do not want this idea to go to waste. I am reluctant to share everything about the map, but I will say a few things. It has some interesting dynamics that could totally work in Halo 2 Anniversary, but that I've never seen in any other maps before. I did test this dynamic to see if it would work, and alas, it did, exactly to my expectations. The aesthetic for the canvas I wanted to use fit perfectly as well. If you are a forger who has made several (being more than two I suppose) decent maps, contact me on Xbox Live @ Furi0usGeorgeX and let me see some of the maps you've made. If I like them, both aesthetically and in terms of map design, I will share the plans I made for the map with you, and trust you to build the map of my dreams. Trust me, the idea is cool as hell and I'm not hard to please. I will also help you playtest the map. Again, if you're interested, contact Furi0usGeorgeX on Xbox Live.
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As the title says, this is an attempt to tackle all the details (or most of them at least) about the Audio for the Master Chief Collection, and of course Halo 2 Anniversary. - - - - - General Game Audio: Halo 2: Anniversary Soundtrack Weapon Audio / Sound Effects - - - - - Well that's it. Thanks for reading! *Halo: The Master Chief Collection releases in North America on 11.11.14, and in Europe on 11.14.14.* - - - - - Thoughts? Sources: DualSHOCKERS, YouTube http://www.dualshockers.com/2014/08/30/halo-2-anniversary-listen-to-the-re-recorded-music-and-a-sound-effect-comparison-with-the-original/
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TeamBeyond recently posted a few screenshots of the new Halo 2: Anniversary map remake, Relic, on their site. Apparently they got them from a video shown at the HCS Halo 2 Classic Match by Bravo, and Jay Frechette. Here they are in all their glory (they're a little choppy): - - - - - - - - - - - - - - - Thoughts? Source: TeamBeyond http://teambeyond.net/new-halo-2-anniversary-relic-screenshots/ This post has been promoted to an article
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TeamBeyond recently posted a few screenshots of the new Halo 2: Anniversary map remake, Relic, on their site. Apparently they got them from a video shown at the HCS Halo 2 Classic Match by Bravo, and Jay Frechette. Here they are in all their glory (they're a little choppy): - - - - - - - - - - - - - - - Thoughts? Source: TeamBeyond http://teambeyond.net/new-halo-2-anniversary-relic-screenshots/ View full article
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Onyx Squad is looking for players for competitive matchmaking and battles. Were not just a team, we also belong to a larger community called Spartan Guardian Legions. Onyx is a part of its legions. Onyx Squad members train daily in Halo Championship Series (HCS) playlists. Ranked and HCS matchmaking games are the most popular multiplayer picks. SGL uses a custom made rank system to highlight players with dedication amongst their piers. Any questions on this can be discussed with me on XBL. Requirements are as follows: -mic -halo mcc -maturity*** -positive K/D rules are as follows: -No disrespect to other players -No rage quitting -No team killing -Stay in uniform when you're with the squad If you're still interested but don't meet all of these requirements I can arrange for you to join another squad. If you are interested or have questions, contact me on xbox: Apex Arbiter "Splintered shields and shattered swords" Onyx squad leader, Apex Arbiter Please only contact me via XBL, thank you.
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Onyx Squad is looking for players for competitive matchmaking and battles. Were not just a team, we also belong to a larger community called Spartan Guardian Legions. Onyx is a part of its legions. Onyx Squad members train daily in Halo Championship Series (HCS) playlists. Ranked and HCS matchmaking games are the most popular multiplayer picks. SGL uses a custom made rank system to highlight players with dedication amongst their piers. Any questions on this can be discussed with me on XBL. Requirements are as follows: -mic -halo mcc -maturity*** -positive K/D rules are as follows: -No disrespect to other players -No rage quitting -No team killing -Stay in uniform when you're with the squad If you're still interested but don't meet all of these requirements I can arrange for you to join another squad. If you are interested or have questions, contact me on xbox: Apex Arbiter "Splintered shields and shattered swords" Onyx squad leader, Apex Arbiter
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Seeing how 343 is going to have an online 2v2 tournament and no doubles online playlist. Trying to get some matches in before the tournament while we can. Message me if interested. my gamertag is Flexx bRahh
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Throughout my halo career I have delved into nearly every aspect of the games. I have vanquished covenant, silenced the flood, and conquered matchmaking. Now a new point has come, the weight of halo and it's responsibility lay on 343s shoulders. With this moment coming, I can only voice my opinion to the new parents of halo. My concerns are first laid upon the master chief collection. All bugs put aside, it shines bright in the collection of halo, however there are larger concerns. For example, custom games. I find it very difficult to connect with the community due to the games difficult setup. One feature in particular bothers me the most. This feature is the one that does not allow other players to join in a game in progress. Not only does this frustrate me, but it also grinds the gameplay to a halt whenever someone else wishes to join in the fun. This is a basic component to the game, and certainly lowers the value without it. Next is the upcoming title 'Halo 5: Guardians'. I am interested in the story of this game. 343 has done well in their campaigns so far, but yet again I am concerned for the multiplayer. Watching the gameplay I noticed many aspects that were questionable to the seasoned halo player. For instance, the automatic callouts during gameplay made me think the game was being dumbed down. Part of the competitive edge I enjoyed about having a team was being able to communicate exclusively. The tedious timing on weapon spawns gave a player the upper hand. However looking at this gameplay makes it look like there is little room to overcome your enemy in method. Halo 5 also concerns me in its customization. I myself have always found that halo has given the most expansive customization to its players, but looking into halo 5 it seems there will be less. I talk about the elite player models. I fear 343 will yet again forsake the elite choice as they did in halo 4. Having elites available open up many different opportunities. Machinamas, matchmaking games (invasion), or even a story connection, and if none of these, just basic preference. If you have successfully made it through my lengthy complaints, I thank you for listening. I only hope 343 will take my opinion into account, for there are many others like myself, one just needs to look. -Apex
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Hey guys, v1 of my map Bloodlust was released today after a few days of testing and one or two tweaks with feedback I got. It's a map designed around 4v4 CTF and Slayer, King of the Hill is also available. It's symmetrical and hopefully well balanced, and performance was a high priority, there should be no frame drops ingame. Power weapons and powerups include 2 snipers, 1 active camo, 1 overshield and a rocket launcher. All the screenshots are here (this is version 0.9): http://imgur.com/a/s29hX You can download from my fileshare 'RIOTFRUIT'
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Hello everyone, I am Bits n' Pieces, also known as The Dumb Weasel! And I would like to officially announce my new forge project... This project is a one man project, and I plan on bringing some well known Game Cube maps into the Halo world. I also made a small video about it! (It's like... Not very good, I've not taken a film class yet. But hey, I tried.) Along with a quick build of.. Well... You'll see it when you watch it. The map is out as a demo for now, and I'm currently working on what game types they will be compatible with. Thanks for reading. -TDW UPDATE: Small video with a list of games I plan on using maps from. (1 inspired by Bnus' Legend of Zelda idea. )
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IGN posted an in-depth look at the Master Chief Collection with a list of "Bonus Facts", one of them a quip on the Halo 2: Anniversary Resolution. Frank O'Connor assured not that long ago that 343i was doing everything it could to get H2A to full 1080p, but was unsure whether or not they could achieve it in time. The new information shows that his worry is now the case. Blur's H2A cinematics look so real, that it's scary (hehe) In the BF (Bonus Fact... there's literally no other way to describe it) 343i Executive Producer Dan Ayoub told IGN: “During development we were really pleased with the way the engine and buffer allowed us to switch instantly between classic and Anniversary engines that are running simultaneously – however that, as you might expect, put a hit on resolution." "The campaign of Halo 2: Anniversary looked fantastic at 720p with the level of detail and clarity it gave us, but like every other aspect of the game and tech, we wanted to push it further. So in the last weeks of development, our teams were able to meet a stretch goal and the campaign of Halo 2: Anniversary now runs 60 fps at a crisp resolution of 1328x1080, which is a significant and meaningful boost in image quality we think fans are really going to appreciate. All of the other games across the entire package of The Master Chief Collection run 60 fps at 1920x1080 native.” So the final resolution for both the H2/H2A Campaign is 1328x1080p, and the rest of MCC runs at 1920x1080p native. Side Note: Dynamic Elements (like the stalactites of Lockdown) can be removed in Forge Before the resolution revelation IGN posted a few facts about The Master Chief Collection that were unknown at this point. Here's the near-full-letter quote of the list: There is no confirmation yet for Pre-Loading the MCC. Halo 3 and Halo 4 make use of the Xbox One controller's impulse triggers out of the box. Halo: CE and Halo 2 may have that functionality added in via a game update shortly after release. The Scorpion tank is in the Coagulation Anniversary remake, but you have to turn it on in Forge. In classic Halo 2 multiplayer, the Ghost's fuel tank could be shot, causing the Ghost to explode. This is also possible in the Halo 2-emulating Xbox One engine that runs the six Anniversary maps. 343i states - "We had to get Havok to recreate aspects of the original physics code used for Halo 2,". Halo: CE Anniversary's Kinect features are not supported in MCC. Halo: CE's multiplayer maps are the PC versions of the maps due to resolution, but their settings, such as spawn points, are set to make them play exactly as the original Xbox versions (i.e. the Banshee won't be on Blood Gulch). - - - - - - - - - - - - Thoughts? Source: IGN http://www.ign.com/articles/2014/10/07/the-horse-you-rode-in-on-a-halo-the-master-chief-collection-story-ign-first
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Over on IGN Max Hoberman, Presdent of Certain Affinity, revealed the final map for Halo 2: Anniversary: Warlock (though we knew that it was one of the remakes already). The map, now known as Warlord in H2A, features a brooding green atmosphere reminiscent of Shatter from Halo 4, but this one seems to be a little creepier (2spooooky4erryone). Screenshot of Warlord. H2A's Warlord is a remake of Halo 2's Warlock, and that map is actually a remake of Wizard from Halo: CE Aside from minor map tweaks (adding more cover, stepping stones to higher ground, fixing weapon spawns, and color coding bases for Multi Team) the map has not been changed dramatically. Max Hoberman does say that a Sentinel Beam (which has increased damage compared to Halo 2's) now spawns in the center of the map, and acts as one of the map's power weapons. The visuals have also been increased dramatically (obviously). It is unknown whether or not Warlord will feature a dynamic element. UPDATE: Bravo says that Warlord will NOT have a dynamic element: "No interactive element on Warlord. A few things were experimented with, but nothing stuck, and in the end it was confirmed that a good ol’ fashion match of 4v4 Warlock CTF cures any ailment." Warlord Map screenshots and concept art: IGN then revealed the new names for some of the remakes. Now we can see the full list of remakes + their respective new names (there are only 6 maps in H2A): Warlock (Warlord) Ascension (Zenith) Coagulation (Bloodline) Sanctuary (Shrine) Zanzibar (Stonetown) Lockout (Lockdown) IGN will be hosting map walkthroughs of all the H2A maps with Max Hoberman in the coming weeks. The Warlord walkthrough, and gameplay vid (of Team 343i vs Team IGN) is in the link below. *Halo 2: Anniversary is contained within Halo: The Master Chief Collection: which launches on November 11th in North America, and November 14th in the UK.* - - - - - Thoughts? Source: IGN http://www.ign.com/articles/2014/10/06/warlock-is-the-final-halo-2-remake-map-for-halo-the-master-chief-collection-ign-first This post has been promoted to an article
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