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  1. hello there everyone and 343 industries and microsoft we want the elites back into halo multiplayer again and halo 5 guardians everyone would love to have the elites back into halo multiplayer if you are listening please bring the elites back hey community please spread the word about the elites in halo multiplayer we must get our voices heard and you are the future of halo you are our last hope 343 industries and microsoft please bring the elite back in halo multiplayer thank you so much for listening....
  2. Studio head of 343 Industries, Bonnie Ross, sat down with IGN for a quick interview to talk about Halo: The Master Chief Collection, Nightfall, Halo 5: Guardians and more. In the Interview Bonnie confirms that unlocks from the Halo 5: Guardians beta will carry over to the final game, this will obviously include things such as armor, skins etc. Bonnie also spoke about DLC for Halo 2: Anniversary "As for the DLC question - right now we don't have any plans for DLC but we've been asked this a lot. As soon as you guys find out what the last two maps are, let us know what you think and we'll see what we can do." Despite having no plans for DLC for Halo 2: Anniversary it is very clear their doors are open to it and we could be seeing more remastered maps. So for those who thought six remastered maps wasn't quite enough there is now hope more will arrive in the future. To watch the full interview click on the video below. Are you happy to hear that content from the Halo 5: Guardians beta will carry over to the actual game? If 343 Industries does release DLC for Halo 2 what maps would you like to be included?
  3. Studio head of 343 Industries, Bonnie Ross, sat down with IGN for a quick interview to talk about Halo: The Master Chief Collection, Nightfall, Halo 5: Guardians and more. In the Interview Bonnie confirms that unlocks from the Halo 5: Guardians beta will carry over to the final game, this will obviously include things such as armor, skins etc. Bonnie also spoke about DLC for Halo 2: Anniversary "As for the DLC question - right now we don't have any plans for DLC but we've been asked this a lot. As soon as you guys find out what the last two maps are, let us know what you think and we'll see what we can do." Despite having no plans for DLC for Halo 2: Anniversary it is very clear their doors are open to it and we could be seeing more remastered maps. So for those who thought six remastered maps wasn't quite enough there is now hope more will arrive in the future. To watch the full interview click on the video below. Are you happy to hear that content from the Halo 5: Guardians beta will carry over to the actual game? If 343 Industries does release DLC for Halo 2 what maps would you like to be included? View full article
  4. San Diego Comic Con 2014 is just under 2 weeks away and when it kicks off more Halo news is expected to surface. 343 will be attending Comic Con hosting two panels to discuss and share more information on Halo: The Master Chief Collection and we will also get our first look at Ridley Scott's live action digital series Halo: Night fall. On July 24th 11:45 A.M. PDT 343's Frank O'Connor (franchise development director) Kiki Wolfkill (executive producer) and the cast and crew from Halo: Nightfall will be joining together to discuss and share information about the live action series and will show a first look preview of the show. Those who purchase Halo: The Master Chief Collection will have access to view the entire show when it launches. On July 25th 10:15 A.M. PTD 343's Dan Ayoub (executive producer) Dennis Ries (senior producer) and Frank O'Connor (franchise director) along with Max Hoberman (Certain Affinity founder and president and original Halo 2 multiplayer designer) will also be joining together for a panel to discuss more about The Master Chief Collection. Are you looking forward to getting your first look at Halo: Night fall? What would you like to know or see next about The Master Chief, more on the new ranking system, remastered maps, forge? Leave your hopes and expectations on the upcoming panels below. Source: Comic-Con
  5. San Diego Comic Con 2014 is just under 2 weeks away and when it kicks off more Halo news is expected to surface. 343 will be attending Comic Con hosting two panels to discuss and share more information on Halo: The Master Chief Collection and we will also get our first look at Ridley Scott's live action digital series Halo: Night fall. On July 24th 11:45 A.M. PDT 343's Frank O'Connor (franchise development director) Kiki Wolfkill (executive producer) and the cast and crew from Halo: Nightfall will be joining together to discuss and share information about the live action series and will show a first look preview of the show. Those who purchase Halo: The Master Chief Collection will have access to view the entire show when it launches. On July 25th 10:15 A.M. PTD 343's Dan Ayoub (executive producer) Dennis Ries (senior producer) and Frank O'Connor (franchise director) along with Max Hoberman (Certain Affinity founder and president and original Halo 2 multiplayer designer) will also be joining together for a panel to discuss more about The Master Chief Collection. Are you looking forward to getting your first look at Halo: Night fall? What would you like to know or see next about The Master Chief, more on the new ranking system, remastered maps, forge? Leave your hopes and expectations on the upcoming panels below. Source: Comic-Con View full article
  6. Man, it's good to be back here. You guys are probably as caught up as I am, so I'll make this quick. At E3, 343i confirmed that Halo 2 Anniversary "will be getting the full anniversary treatment" (notice the emphasis on "full"), so at first, we thought, "So they will do six remastered maps with a brand new engine and then have the classic and remastered versions of all of the maps, right?" WRONG!!! As it turns out, to my surprise, Halo 2: Anniversary IS the six remastered maps on a new engine: There is no retextured version! What kind of next generation experience is offered with only SIX?!?! That's not my point, not even close. The point is, that means that we can reexperience only six different locations, and the general poll question is... What are the six maps? Well Certain Affinity has confirmed Coagulation and Ascension, so that leaves four maps. Oh, and future people, I won't update this when others are announced, but the common I see is... > Ascension > Coagulation > Zanzibar > Lockout > Midship > Ivory Tower But the two main maps that I think that were EXTREMELY UNDERRATED in this case were Burial Mounds and Waterworks. Now, I played the hell out of Zanzibar and Lockout, so there is no need to remaster what is already in-date. So the list should go like this... > Ascension > Coagulation > Midship > Ivory Tower > Burial Mounds > Waterworks Yes, there is something attractively misleading about the title, but I've got nothing to write! No multiplayer statistics (courtesy of Bungie), nothing! Good thoughts, everyone!
  7. My x box live account had a message pop up during a game of griffball stating that I was temporarily banned from earning credits, I was wondering as to why, and if there was anything I could do to lift this bann, I love playing halo and I hate cheaters and I would never try to boost points or try to trick the system, please 343 industries help me get this credit bann lifted so I can continue playing halo reach, and if there is anything I can do to get this lifted or prove myself to you please let me know THANK YOU FOR READING Also forgot to mention that my gamer tag is, A Body Piercer Also forgot to mention that my gamer tag is, A Body Piercer
  8. 343 Industries' own Frank O'Connor, who's been with the team since it's start, has spoken out about leaks regarding games and their faults. Halo is a series well known by a large number of supposed leaks before a Halo game's launch, often revealing key points that would have otherwise been a surprise. Frank O'Connor, Halo's development director, took to NeoGaf.com to speak about leaks and the drastic problems they cause for developers, likely referring to the large number of recent Xbox related leaks and Halo leaks, but speaking about the Industry in general. He said, "Ultimately he [the leaker] is taking or being given information and leaking it, illegally and often erroneously. And he isn't doing it for some noble or worthy reason. He's doing it for attention." He also referred to it's proclamation as a prophecy, saying that it's "just annoying" and not assisting or helpful in any outcome to the developer or player. Frankie also discussed the overall dissatisfaction and worthlessness of leaking, even mentioning termination of employees for such issues, "It's not fun, and for what? So you can have a mildly interesting surprise 8 hours early and lacking context? Or get hyped or disappointed disproportionately? Or get someone fired or someone innocent yelled at?" This could hint at some of the previous Anniversary or Master Chief Collection rumors being completely true, or the opposite as the leaks could cause false hype. View attachment: 1halo5.jpg Do you think this is a ret-con or hint at some previous Halo rumors to go out publicly and make a full speech about leaking? Let me know below, thanks for the read! View full article
  9. 343 Industries' own Frank O'Connor, who's been with the team since it's start, has spoken out about leaks regarding games and their faults. Halo is a series well known by a large number of supposed leaks before a Halo game's launch, often revealing key points that would have otherwise been a surprise. Frank O'Connor, Halo's development director, took to NeoGaf.com to speak about leaks and the drastic problems they cause for developers, likely referring to the large number of recent Xbox related leaks and Halo leaks, but speaking about the Industry in general. He said, "Ultimately he [the leaker] is taking or being given information and leaking it, illegally and often erroneously. And he isn't doing it for some noble or worthy reason. He's doing it for attention." He also referred to it's proclamation as a prophecy, saying that it's "just annoying" and not assisting or helpful in any outcome to the developer or player. Frankie also discussed the overall dissatisfaction and worthlessness of leaking, even mentioning termination of employees for such issues, "It's not fun, and for what? So you can have a mildly interesting surprise 8 hours early and lacking context? Or get hyped or disappointed disproportionately? Or get someone fired or someone innocent yelled at?" This could hint at some of the previous Anniversary or Master Chief Collection rumors being completely true, or the opposite as the leaks could cause false hype. View attachment: 1halo5.jpg Do you think this is a ret-con or hint at some previous Halo rumors to go out publicly and make a full speech about leaking? Let me know below, thanks for the read!
  10. Has a new domain teased an upcoming Halo announcement? Quick answer: No. Several Internet users came across dawnof2014.com this weekend, which appears to be related to Halo and Halo 5. The domain features a countdown clock that is, at the time of writing, under the 24-hour mark, along with the Xbox One logo and a page banner that reads, “He returns…exclusively on Xbox One!” With a quick whois.net search, we were quick to notice that the website was just created this past Friday and was registered in Panama. Both Microsoft and 343 Industries are located in the state of Washington, so it’s highly improbable they made the site. In addition, late Sunday night, 343 Industries community manager Jessica Shea dismissed the website with a tweet that simply reads, “We don’t comment on things unrelated to Halo. Sorry.” Source-GameZone
  11. Has a new domain teased an upcoming Halo announcement? Quick answer: No. Several Internet users came across dawnof2014.com this weekend, which appears to be related to Halo and Halo 5. The domain features a countdown clock that is, at the time of writing, under the 24-hour mark, along with the Xbox One logo and a page banner that reads, “He returns…exclusively on Xbox One!” With a quick whois.net search, we were quick to notice that the website was just created this past Friday and was registered in Panama. Both Microsoft and 343 Industries are located in the state of Washington, so it’s highly improbable they made the site. In addition, late Sunday night, 343 Industries community manager Jessica Shea dismissed the website with a tweet that simply reads, “We don’t comment on things unrelated to Halo. Sorry.” Source-GameZone View full article
  12. Below, you'll find the top 200 players in the Team Slayer Playlist as of 12.22.13. To participate, head into Team Slayer and start playing! You can track your CSR (Competitive Skill Rank) for the playlist by visiting your Halo 4 Service Record. To learn more about CSR, head here. Only CSR 50 players will have a progress bar next to their ranking, which will allow for direct comparison between other CSR 50 players. We are currently in Season 1, which ends on 1.20.13. Check back next week to see if you made it into the Top 200 1 DN PRODIGY 2 DA BLIND DUCK 3 ME6AX 4 BLUE DIAMONDXXX 5 F U N Z B O B 6 TECHNICOLOR 7 THROTTLE 8 PHARMASSISTS 9 A REAL STRUGGLE 10 CHOCONO 11 TEXICANOS 12 DURBN 13 KOBURI 14 PITTYUU4233 15 K FL R M FL 16 PROFIZZEI 17 DAN0WNZ 18 OCTOPUSMANIAC 19 SE SLY KILLER 20 TRIGGAZ 21 JUST SO TINY 22 TWISSTED MINDSS 23 VEXAERIUM 24 PHUMPHY 25 ZETABITE 26 THE REAL RC 27 SE FRANKSTER 28 TUMUCHSHUMON3Y 29 FLAWLESSNSP 30 DSB KRISTO 31 HAWKERZZZ 32 DOCTORJSQUARED 33 DPS GOOSE 34 VILLA I 35 MALEVXLENT 36 SPUDDS 1313 37 C0RN F1AKE5 38 EK STUH SEE 39 SHINYQUARTAR 40 JOYSLAYS 41 GOON IZZ BACK 42 FEARZ ASSAULT 43 VLONEWOLF 44 IWARFARE 45 NIGHILISM 46 EYEOFTH3SNIP3R 47 L BLITZ ACE L 48 GUCCI T1ME 49 HAHN GOINGINHOT 50 YOGI IS CLUTCH 51 MAALDITO 52 DIPLOMACFAILYR 53 N0VA I 54 KEONELEHUA 55 O HEAT MISER O 56 EMK PERFEXIONZX 57 JF LEGOS 58 MR MILAKUNIS 59 ETRADEMERK 60 THEAMAZINGCLY76 61 DOMINATOR DANY 62 SOCCER21GOD 63 FINNIE V2 64 KEV1N FRANKLIN 65 PASSIVEGOSLING2 66 REFERENTS 67 BENOIT10 68 MR P0LITICI4N 69 BOOQIN 70 KAZUHLLL 71 DUSTYBREETCHES 72 BARBIE BOY 73 TELESTI 74 FADECISM 75 HAZZARD JUST 76 L HALO2 GOD L 77 GONZO PARIS 78 CUERVO92 79 SKULLERAS 80 BEARTACULAR 81 SHXT ITZ FATAL 82 IX SN1PER XL 83 QUPES 84 LAGNAF2 85 VBLITE 86 DUDEKILDMYFAMLY 87 ELBURGERWEINER 88 KING PROTOTYPED 89 BEAM RIFLE 90 ALD0 TERMINADOR 91 DARBINSON 92 SSJ2 PIKACHU 93 PITBULLCHEEF 94 INSANE MINDS 95 DHG GOHAN 96 BRYNARY 97 ALECT321 98 COG TRIPJAZ 99 SHADOWHD09 100 TGEIER 101 JAPAMER 102 ZUILFIRE 103 GOODKNIGHTT 104 EARTHIST 105 IHANDLEWITCARE 106 WAY TO CLUTCH 107 BACKYARD BEN 108 ONYWAN 109 FOOTEDPANDA 110 QUESTIONMARK10 111 ALPHA1185 112 METAL EAG1E 113 MELDRUM 114 XN1NJA RAMPAGEX 115 PHILLYFAN1516 116 ASSASSINADEDYOU 117 HS XMETAH 118 TT RUNZ DUBZ 119 REIGN OJI 120 CHAU23 121 THEDZWICK69 122 SUMMED LV 123 BALLINEVAN11 124 ASTRAL MANGO 125 PRICYRAPIER142 126 DALEY B4 127 LL MAJORITY LL 128 KRIS TRIBAL 129 YABOYISSSH 130 LRIS 131 BUTTER IS CRAZY 132 WILL CHRONOS 133 WICKEDELSEWHERE 134 I MANIAACK I 135 MILITARYSPADE 136 DYLFACE09 137 CALL ME KAMI 138 EMK GRAVITY 139 RUSTYBUTCRUSTY 140 LOCKED0WN 141 COMANDO UNULTRA 142 HURTNEVERSQUIRT 143 DO13ZILLA 144 XALUCARDXZ 145 CRAZYAMBU5H 146 FURTIFIST 147 ASAP ENIGMA 148 VEGAN ELITE 149 DAVOINE 150 THE RANT 151 SUBMISSION X2 152 PLVZMA 153 THEBLOODYTIP 154 VXOL 155 HALOGY 156 I SAVAGE I 157 SYKES OO 158 KIRKKD 159 OO NOCTURNAL 0O 160 CO2 OUTBR3AK 161 MASTERCHIEFTDR 162 JF RISU 163 DT WOODER 164 IMJUICYPARROT 165 Z T W E E K 166 JEFFLERS 167 VETERANWORM4 168 WAFFLEZONSUNDAY 169 TS SNIP3R 170 HG KITSUNE 171 BANAMY 172 TWISTINN IT UP 173 XHF BACKPACK 174 XIK1NG J0K3RIX 175 ASH TG 176 RAGING NABBY 177 GHOST FIRE 3678 178 CLOUD855 179 SULLYY VAN 180 BIO ZANE 181 NICOOODA 182 P E R R E T E S 183 VETOED 184 CAPTAINAWES0MEE 185 PARRSY 186 IL NO MERCY IL 187 NUMZI 188 I HUNT UR HEAD 189 MEXLCANO 190 ALEX ESPARTANO 191 THINKINGG 192 IPWN LEGUAN 193 TLD ZENSEI 194 E1 TRYHARD 195 ZEALOTN7 196 LISVON 197 ANNIHILATOR BH 198 OMG A SITH 199 TRIXZ12 200 TIMFELIX17 Source-Waypoint
  13. Source-LatinoPost With 2014 almost here, many fans are eager to see what sort of games Sony and Microsoft will be releasing on to their new next gen platforms, the PlayStation 4 and Xbox One. Especially important to gamers is seeing what exclusive games will be coming to the new systems, as these games could sway public opinion on the consoles and convince gamers to pick one over the other when they are more widely available. To highlight the upcoming 2014 exclusive games, here are the top five games in the category for both PlayStation 4 and Xbox One. 5. Infamous: Second Son (PlayStation 4)- This game seeks to take the franchise to a new level, as the new console hardware will allow the game to have an even bigger and better open world and even more insane superpowers for users to play around in. Throw in a more charismatic protagonist and the game could be a crown jewel in the PlayStation 4 launch window lineup when it is released March 21. 4. Plants Vs. Zombies: Garden Warfare (Xbox One)- While this game is also being released on the Xbox 360 and PC, the Xbox One version of the game is the definitive one for fans due to the inclusion of offline co-op and Boss Mode. The game seeks to mix Plants vs. Zombies with online shooters, and the game looks to be the sleeper hit of 2014. 3. Uncharted 4 (PlayStation 4)- While Naughty Dog has only confirmed that they are working on an Uncharted game, without saying it will be the fourth game in the series, it is enough to earn the game a place on this list. Considering that the Uncharted games on the PlayStation 4 set a new standard for cinematic gameplay when they were released, having the series come to the PlayStation 4 and do the same thing seems to be a given for the new year. 2. Titanfall (Xbox One)- This game, due in March, seeks to merge single player story telling with multiplayer online gameplay, and so far the game looks to have done that perfectly. If Titanfall is able to do everything that it has promised to do, it could lead to industry staples like Call of Duty completely changing their formula and risk becoming outdated. But besides all that, the game will allow users to fight it out on massive maps with different mech warriors as well as on foot, which could be worth the price of admission all by itself. 1. Halo 5 (Xbox One)- The Halo series was confirmed to be getting a new game in 2014 for the Xbox One, but Microsoft did not reveal if the game is indeed Halo 5. Nonetheless, the series gets a pass for this, as any sort of new Halo title is enough to cause gamers to sit up and take notice. While many people will be watching this game closely to see how it compares to Destiny, the new game from former Halo developers Bungie, there is no reason to doubt that the new Halo game will continue the franchise's stellar record View full article
  14. Source-LatinoPost With 2014 almost here, many fans are eager to see what sort of games Sony and Microsoft will be releasing on to their new next gen platforms, the PlayStation 4 and Xbox One. Especially important to gamers is seeing what exclusive games will be coming to the new systems, as these games could sway public opinion on the consoles and convince gamers to pick one over the other when they are more widely available. To highlight the upcoming 2014 exclusive games, here are the top five games in the category for both PlayStation 4 and Xbox One. 5. Infamous: Second Son (PlayStation 4)- This game seeks to take the franchise to a new level, as the new console hardware will allow the game to have an even bigger and better open world and even more insane superpowers for users to play around in. Throw in a more charismatic protagonist and the game could be a crown jewel in the PlayStation 4 launch window lineup when it is released March 21. 4. Plants Vs. Zombies: Garden Warfare (Xbox One)- While this game is also being released on the Xbox 360 and PC, the Xbox One version of the game is the definitive one for fans due to the inclusion of offline co-op and Boss Mode. The game seeks to mix Plants vs. Zombies with online shooters, and the game looks to be the sleeper hit of 2014. 3. Uncharted 4 (PlayStation 4)- While Naughty Dog has only confirmed that they are working on an Uncharted game, without saying it will be the fourth game in the series, it is enough to earn the game a place on this list. Considering that the Uncharted games on the PlayStation 4 set a new standard for cinematic gameplay when they were released, having the series come to the PlayStation 4 and do the same thing seems to be a given for the new year. 2. Titanfall (Xbox One)- This game, due in March, seeks to merge single player story telling with multiplayer online gameplay, and so far the game looks to have done that perfectly. If Titanfall is able to do everything that it has promised to do, it could lead to industry staples like Call of Duty completely changing their formula and risk becoming outdated. But besides all that, the game will allow users to fight it out on massive maps with different mech warriors as well as on foot, which could be worth the price of admission all by itself. 1. Halo 5 (Xbox One)- The Halo series was confirmed to be getting a new game in 2014 for the Xbox One, but Microsoft did not reveal if the game is indeed Halo 5. Nonetheless, the series gets a pass for this, as any sort of new Halo title is enough to cause gamers to sit up and take notice. While many people will be watching this game closely to see how it compares to Destiny, the new game from former Halo developers Bungie, there is no reason to doubt that the new Halo game will continue the franchise's stellar record
  15. Since its initial unveiling at E3 2013, 343 Industries' upcoming science fiction video game, Halo 5 is shrouded by mystery. Though the game was teased earlier, and Microsoft, its publisher confirmed it for a release in 2014, not much of information has trickled out. Below IGN make a list of the known facts of the still-in-development game A teaser video of the game that was titled only as Halo was shown at E3 2013 confirming the appearance of Master Chief. But no information on the role of Cortana is available. A data chip in Master Chief's hand is shown It might mean her resurrection or if it is only for her remembrance is not yet known. Phil Spencer, corporate vice president of Microsoft Studios spoke about the teaser trailer claiming that it was just a conceptual representation for where Microsoft wished to take its Halo series. It was also stated that Halo Trilogy will exceed its limit and will be a Saga, henceforth. 343 Industries is working on a Halo TV show that will be handled by Stevan Spielberg of Jurassic Park fame. The studio is also working on projects other than Halo."What is looming on the horizon for the studio is both exciting and daunting. We're working on projects that you know about (the TV show and Halo Xbox One) and others that you don't (insert absolutely zero clues here)," it wrote on Halo Waypoint blog. Corrine Yu, principal engine programmer of Halo 4 left 343 Industries and joined Naughty Dog. He was regarded as a great talent in the industry and was the driving force behind Halo 4's technical achievements. Timothy Longo, creative director of Tomb Raider joined 343 Industries and will be acting as the creative director of the joining studio. He previously worked with two Star Wars Projects: Republic Commando and other Lucasarts projects. Source-ibtimes View full article
  16. Since its initial unveiling at E3 2013, 343 Industries' upcoming science fiction video game, Halo 5 is shrouded by mystery. Though the game was teased earlier, and Microsoft, its publisher confirmed it for a release in 2014, not much of information has trickled out. Below IGN make a list of the known facts of the still-in-development game A teaser video of the game that was titled only as Halo was shown at E3 2013 confirming the appearance of Master Chief. But no information on the role of Cortana is available. A data chip in Master Chief's hand is shown It might mean her resurrection or if it is only for her remembrance is not yet known. Phil Spencer, corporate vice president of Microsoft Studios spoke about the teaser trailer claiming that it was just a conceptual representation for where Microsoft wished to take its Halo series. It was also stated that Halo Trilogy will exceed its limit and will be a Saga, henceforth. 343 Industries is working on a Halo TV show that will be handled by Stevan Spielberg of Jurassic Park fame. The studio is also working on projects other than Halo."What is looming on the horizon for the studio is both exciting and daunting. We're working on projects that you know about (the TV show and Halo Xbox One) and others that you don't (insert absolutely zero clues here)," it wrote on Halo Waypoint blog. Corrine Yu, principal engine programmer of Halo 4 left 343 Industries and joined Naughty Dog. He was regarded as a great talent in the industry and was the driving force behind Halo 4's technical achievements. Timothy Longo, creative director of Tomb Raider joined 343 Industries and will be acting as the creative director of the joining studio. He previously worked with two Star Wars Projects: Republic Commando and other Lucasarts projects. Source-ibtimes
  17. Duel-Wield Puzzlers - A 2V2 Style Puzzle Map Created by Juggacly v1.1- 1. Fixed challenge #3: was able to exploit by jumping off the wall from the previous challenge. And was also able to shoot the golfball down before getting to challenge #4. 2. Fixed challenge #5: was able to cheat solo. 3. Fixed Blue's challenge #4: was able to do Warthog section solo. 4. Added an extra step to challenge #3, making it easier to get back to the previous challenge. Map Link: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/9c4994ed-0b70-459e-85e6-fa725a49f464 Gametype Link: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/21119302-f980-4712-b55b-cf0dff09c52d Also a BIG thanks to the testers: Quizter, Zandril S312, Grif otaged, Darkrain491, XtoungeXloveX, RaManGo & WPX Caboose (Sorry if I missed anyone) Difficulty: Medium Duel-Wield Puzzlers is a 2v2 style puzzle map. Basically, 2 teams of 2 are spawned in 2 symmetrical rooms. Their first site is a little room with 2 teleporters. These are your checkpoints, incase you mess up. Both 2 teams are pit against 6 logical, unique challenges. They can only complete the challenges in a cooperative fashion. They must complete the challenges before the other team does. If no one finishes, they have 20 minutes if that time runs out, no one wins. When a team gets to the end of the puzzle, 1 player from the teammust be sacrificed to win. Once a player from the team is at the end, they must capture the hill for a whole massive second! If a player from both teams get to the end at the same time, it is adeathmatch to the finish. Assassinations only! Red Spawn Blue Spawn First Challenge (Red) First Challenge (Blue) Some more challenges... This is the end...epic, I know Walkthrough http://www.youtube.com/watch?v=qhDOsxn1Ag8&feature=c4-overview&list=UU9vASlan-2x2985gJZC0Jdw Anyway, that's it for the map, please leave me feedback, it is much appreciated. If you like what you see, make sure you give the map AND gametype a download.
  18. The winning map for the Meet Your Maker - Dominion forge contest is by yet another very talented forger who has produced a number of Competitive and Flood maps for the Halo community. His offering for the Dominion contest was a showcase of his talent and ability to forge high quality playing environments across various game types. He was also recently chosen to provide video commentary for THFE, which occurred long after map submissions, due to his understanding of quality forge techniques and his ability to speak to them so others can gain insight and advance their forge capabilities. The Winner of Meet Your Maker - Dominion is....... by PA1NTS The map reflects an urban setting that allows players to traverse the areas between the bases by either sprinting down the open corridors between the buildings and around the exterior edge of the map,through the multiple levels of the structures - which allow for vehicle use in some cases - or across the 'roof tops'. The maps unique "L" shaped design offers avenues of access and varying levels that provide for a much more 'larger than it looks' feeling. Looking at the map from overhead for the first time the foot print seemed somewhat small with it's six structures and tight interior routes between Bravo, and the Green, Blue and Red structures, but once on the ground you find the true art in Monsoon's design. Alpha and Charlie are reverse mirror images of each other as are the two connecting structures that lead to Bravo, yet it is the creative use of multiple heights for the ground level that transitions into the first and second floors of buildings that give Monsoon it's unique ebb and flow. The varying tiers of the buildings and their open areas provide a series of sight lines for both attack and defense especially when holding the pivotal Green building that is located on the interior elbow of the map. The Avalanche-esque man cannons offer a quick departure form the ground level adjacent to Alpha and Charlie launching you onto the respective corridors between Blue and Red that are the roof over the tunnel that funnels around the interior corner of Green. PA1NTS has given the community such a high caliber Dominion map and it is why we are proud to note him as the winning forger for this contest. Download Monsoon here Second Runner Up Announcement First Runner Up Announcement Winners and Maps of Note from Meet Your Maker - Infinity Slayer Stay tuned to THFE and this site as we continue to showcase some 'maps of note' that were, along with the top three selections, examples of the type of quality and creativity our forge community has to offer. We would also like the forge community at large to know that all of these and many other (what I like to refer to as) premier forgers all use a series of testing lobbies and custom games with fellow forgers and players to test their creations. This process allows them to gain feedback of all types which then allows them to refine the map from it's original incarnation and shape it into the finished product represented here. Not one forger of any merit would be able to tell you they built a map without the help of testing. Whether they have an inherit forge ability or have learned it from others, all talented forgers makes use of and truly listen to the advice of others. We not only thank the forgers, but all of you who were part of the testing and critiquing process. Here is a list of former and current judges for the Meet Your Maker forge series. SaltyKoalaBear Spades N AZ AbleSirThomas The Fated Fire Warholic Psychoduck Absolute Dog I would also like to offer a special thanks to Spades N AZ who no longer is part of our Halo community. Due to his overwhelming dislike for current title he felt he could no longer do what he had done for so many years for the forge community. Spades was integral in helping to form the ties between the various judges and his testing lobbies over the years had helped to find and bring forward some of the talented forgers we have showcased with Meet Your Maker as well as in other contests in the forge community. His dedication, friendly nature, knowledge and friendship is missed by many of us in the forge community. Thank you Spades for all that you gave and continue to give with your lineage of sharing and leadership. ♠ Spades N AZ ♠
  19. I am stepping down from the position of Site Moderator of 343industries.org. I have worked over the past many months training and watching RedStarRocket as he has taken on the reigns of the site moderator position. I know I have made a good choice for a successor and am confident he will continue on with the traditions of this forum. RSR I wish you the best! I have made an unending list of friends over the years on this site and in the Halo community and am grateful for the opportunity to have met and become friends with so many. My work with the forge community will continue by promoting and highlighting the incredible maps and game types they create. Forge has always been close to my heart and I have met and become friends and associates with some of the best forgers in our community. I will continue the Meet Your Maker series along with THFE and the incredible group that has helped judge these contests. My work with Forge Cafe and Halo Customs with the 2v2 Forge Tournament will be seen through to the end as well. I have hopes that it will be the first in a string of similar events between our communities. As for the members of 343industries.org, it has been a privilege and honor to serve all of you. Thanks to all members, past and present, who have helped to build and maintain this site with your ideas, participation and love for the game. Thank you from the bottom of my heart. Here are a few facts about me as a moderator, a member and a Halo player. I have performed 2,272 administrative actions as a moderator. This tops all other admin actions, which is 13 more than Twam and nearly 2 1/2 times that of my friend and former co-site moderator Jester. I have performed 6,068 moderator actions which is 2,200+ over Jester and Twam and no other moderator even begins to comes close to us. Though these are all lofty numbers, know that all moderators, save a couple, have done some serious work for this site and should be thanked. I never had any intention of being a moderator and came close to turning down the position. I had no plans on returning after I stepped down to care for loved ones. Life is funny that way. I met, then moved across the country and now live with the woman I met on XBOX Live playing Halo 3. I am an old school Halo fan, playing Halo CE since 2001, and have logged over 30,000 match made games and an unknown number of custom and Lan line games with all of my accounts over the years. My name, GT, was given to me by friends years ago because I hated being sniped from across the map and would hunt down snipers with a passion. I would literally 'dog' or hound them to death. Ergo my friends comments were, "He will absolutely dog you if you have the sniper rifle.". Halo 3 is my favorite of the Halo series because I truly enjoy the arena style of competition it offers and play it regularly. I have a deep rooted love of forge and genuinely admire the competitive play of professional Halo players. I love the Halo community and this site and all the good memories they have given me. I want to thank a few close friends and noted members of this site. Spectral Jester - Friend for life Choot 'em - Friend for life imakequilts - Love of my life and unsung supporter of this site Twinreaper - Tech Guru, mean as a badger, miss you Vitamin PWN - Forgive and forget Total Mayhem - Fellow Christian and friend RSR - She is all yours now, take care of her Drizzy Dan - The shinning star The Director - Never a dull moment Spades N AZ - Thanks for everything, miss you Twam - Thanks for the opportunity Thanks to all of you. I will miss serving you. - Absolute Dog
  20. It has been recently noted that Corrinne Yu's Linkedin profile that she has left 343 Idustries to join game developer Naughty Dog. Connie was the principle engine programmer at Microsoft's 343 Industries and while there she developed new lighting technology for Halo 4 using dynamic radiosity algorithms which Microsoft patented.Though unable to be currently confirmeddue to deletion, a tweet by Connie is said to have read: "I am loving PS4 graphics coding. No more Windows 8 for me. So happy!" Connie hired onto 343 Industries as Principal Engine Architect in 2008 whereYu programmed lighting, facial animation, and developed various new technologies for use in Halo 4. Naughty Dog, which has developed of the popular Uncharted series, is sure to have acquired her services for working on their newest installment Uncharted 4 which was announced on Spike TV's All Access earlier this month. According to spokespeople from Naughty Dog, the installment will see "a big jump" in graphical quality. Before joining Microsoft, Yu was also a lead technology programmer at 3D Realms, and a director of technology at Gearbox Software where she worked on titles Brothers in Arms and Borderlands. She was a founding member of Microsoft’s Direct 3D advisory board, and participated in CUDA and GPU simulation at Nvidia. Connie Yu's Accomplishments She is an experienced Studio Wide Director of Technology on Xbox 360, PS3, PC. She is coding graphics on PS4. You can contact her on non PS4 business at [email protected]. She is one of the 10 Most Influential in Gaming in the Last Decade [source: Kotaku] She is coding/coded at big and seminal companies like Microsoft, Apple, Sony, Intel, IBM, Apogee, 3D Realms, Learning Company, Sierra Oakhurst as Studio Wide Director of Technology and Lead Programmer. She is SIGGRAPH Game Development Committee Member She is Microsoft Graphics Advisory Board member. She is Founding Member of Microsoft's First Graphics Advisory Board. She is GDC WiG Best Programmer award winner. She programmed Borderlands and Brothers In Arms for Xbox 360, PS3, PC.
  21. It has been recently noted that Corrinne Yu's Linkedin profile that she has left 343 Idustries to join game developer Naughty Dog. Connie was the principle engine programmer at Microsoft's 343 Industries and while there she developed new lighting technology for Halo 4 using dynamic radiosity algorithms which Microsoft patented.Though unable to be currently confirmeddue to deletion, a tweet by Connie is said to have read: "I am loving PS4 graphics coding. No more Windows 8 for me. So happy!" Connie hired onto 343 Industries as Principal Engine Architect in 2008 whereYu programmed lighting, facial animation, and developed various new technologies for use in Halo 4. Naughty Dog, which has developed of the popular Uncharted series, is sure to have acquired her services for working on their newest installment Uncharted 4 which was announced on Spike TV's All Access earlier this month. According to spokespeople from Naughty Dog, the installment will see "a big jump" in graphical quality. Before joining Microsoft, Yu was also a lead technology programmer at 3D Realms, and a director of technology at Gearbox Software where she worked on titles Brothers in Arms and Borderlands. She was a founding member of Microsoft’s Direct 3D advisory board, and participated in CUDA and GPU simulation at Nvidia. Connie Yu's Accomplishments She is an experienced Studio Wide Director of Technology on Xbox 360, PS3, PC. She is coding graphics on PS4. You can contact her on non PS4 business at [email protected]. She is one of the 10 Most Influential in Gaming in the Last Decade [source: Kotaku] She is coding/coded at big and seminal companies like Microsoft, Apple, Sony, Intel, IBM, Apogee, 3D Realms, Learning Company, Sierra Oakhurst as Studio Wide Director of Technology and Lead Programmer. She is SIGGRAPH Game Development Committee Member She is Microsoft Graphics Advisory Board member. She is Founding Member of Microsoft's First Graphics Advisory Board. She is GDC WiG Best Programmer award winner. She programmed Borderlands and Brothers In Arms for Xbox 360, PS3, PC. View full article
  22. If you have any really good 2v2 film clips that you would like to offer for a chance to end up in a video announcement on THFE, please submit them via Private Message (PM) to me, Absolute Dog. Clips must be short film sequences of amazing team work, great shooting sequences or anything that would provide a good perspective of two players working together. Please submit all clips by this Friday, November 22nd, by 10:00 am EST via the PM system on this site to Absolute Dog. All clips must be from Halo 4......tea bagging is optional!
  23. This is something I want 343 to see and read, to take notes on what we the community what in Halo 5. So if any member of 343 reads this, although it is highly unlikely, please tell us out of everything in this list tell us what can and cannot be done on this list as there is a brand new Engine used in Halo 5 and it may not be capable of putting some of the stuff mentioned on this list in the game itself Halo 5 Multiplayer & Firefight [updated] Made by The RZI Guy All of these are the changes I made to the list, if you have any other suggestions, and if I like them, I will update it and give you credit for your awesome ideas. So if you like it and even if you don't like it, or want a few changes, please give me your thoughts so we can possibly make Halo 5 the best it can be. One person does not make a game, one Company does not make a game, it is a collaberation of many great minds who work out there thoughts and visions for something and make it into reality. [Thanks to Pureeey for some of his ideas, and corrections for what Halo 5 Multiplayer should be.] Thel' Vadamee Returns Not even a Multiplayer idea, but please bring Thel' Vadam The Arbiter back in Halo 5's Campaign and give him a role instead of being there for "just" the love of the fans! Halo: Escalation will be coming out in 1 month and that might be there way of bringing Arby into Halo 5. Lets hope so. Halo 2 Anniversary I think that after they make and release Halo 5 next year, they should make a Campaign DLC add on. Think about it, Halo 5 is coming out 10 years after Halo 2, so what if 343 actually made a Halo 2 Anniversary Campaign DLC for Halo 5, there would no multiplayer like they did with Halo: Anniversary, just a Full HD remake Halo 2's Campaign, this will bring Hundreds of Thousands of Halo Players back to Halo 5 to relive the glory days of Halo 2. Multiplayer Gameplay Halo 5 on the Xbox One has both Social and Ranked Playlists make a return with Custom Loadouts being in the Social Playlist. Both Custom Loadouts, like Halo 4 but "without armor abilities or perks" and also have Equipment being scattered around the map return. Preset Loadouts like with Halo: Reach but without armor abilities and instead having Equipment scattered across the map will also be in Halo 5. The Social Playlist will have Sprint and it would be a default ability like in Halo 4. Some of the Equipment are the old equipment from Halo 3, while some of them are old Armor Abilities that have been turned into an Equipment you pick up, instead of starting with it like an Armor Ability. I'll explain it later. In the Ranked Playlist, it will have a Halo 3-like set up with everyone spawning with the same Primary, secondary, grenade type and having Equipment scattered across the Map. Sprint "will not" be in the Ranked Playlist. Satisfying both players that like or hate Sprint. Both Social and Ranked will have Duel Wielding. Resupply becomes avaliable to everyone in both the Ranked and Social Playlists like it should have been in Halo 4. [Having resupply become a perk in Halo 4 and not being avaliable to everyone like its always been from Halo CE to Reach is rediculous.] [i would like to have Sprint, Evade and a new addition Slide from Destiny and Cod: Ghosts into Halo 5, but I don't know how to balance it out, or make it work out. I would like to have it all in one gametype somehow so if anyone has any idea of how to make it work, please comment and of course I will give you credit for this idea and any other idea you may have.] In Halo 4, When you are scoped in and someone shoots at you, you could still shoot at them while scoped. I loved that addition in Halo 4 as it would get annoying in other Halo games to have keep getting in and out of scope. That will also return. Players can join in midgame, but only in the first few minutes of the Game. Hitmarkers returns, but No Grenade Indicators. Weapon Skins will return in the few Playlists in Social that have Custom Loadouts, and Firefight (343 said they have no plans for Spartan Ops Season 2 so there will be no Spartan Ops in Halo 5). Another idea is that maybe we could choose different designs for each weapon. Like being able to choose between the Halo: Reach and Halo 4 Assault Rifle designs or the Halo 3 and Halo 4 Battle Rifle. There would be no difference in gameplay other than having a different layout of the weapon and also having a Weapon Skin along with whichever weapon design you choose, giving the player a ton of varietiy and customization. [Thanks to Wangtim3 for the idea of different weapon models, or at least that's where I got the idea.] Halo 5 Equipment Like I said earlier, Halo 3 Equipment returns but some of them are some of the old armor abilities from Reach and Halo 4. The Armor Abilities that are returning are no longer Armor Abilities but are now as Equipment like Halo 3 had it. The Bubble Shield, Jet Pack, Active Camoflage, Radar Jammer, Regeneration Field, Thruster Pack, Flare and Power Drain all return. The Regeneration Field, Bubble Shield, Power Drain, Active Camo, Radar Jammer, and Flair will be like in Halo 3, it will only be used once. The Jet Pack can be used only for a limited time before it breaks, it will not break if you dont use it. the Thruster Pack will be usable until the player dies in which another player can pick it up. Custom Game Matchmaking Halo 5 could have a feature that lets you choose what map and what gametype you want to play and searches other players that want the same map and gametype. There would be two playlists for this. • 1) it would only be default Maps and default Gametypes giving you XP for playing it as it normally would. • 2) it would be for Custom Made Maps and Gametypes and you would get no XP as it would be for players that want to have Custom Games and want to find other players to play those custom games as it can be hard to find enough people to play Custom Games. Plus there would be people that purposly try to rig the map so they win, so again, you would not get any XP so there wouldn't be a reason to cheat or rig the map. This would help solve both finding people for your custom games and others players that try to cheat. Destructible Environments Halo 5 Multiplayer should also have destructible Environments, wall panals can fall of, certain man cannons can be destroyed. No buildings can be destroyed in multiplayer. Halo 5 should feature some player-triggered environmental hazards like floors that can be electricized like in Vertigo in Halo 4, another good example is High Ground from Halo 3. Another thing is that in the Halo 4 Campaign level Infinity, when driving the Mantis, you could destroy some bridges above the player. Perhapes something similar could be seen in Halo 5 Multiplayer. Ist Person Driving When driving a vehicle, air or ground, by pressing the thumbstick you can switch between 1st Person or 3rd Person when Driving a vehicle like in Battlefield 3. Creating a whole new driving experience in Halo. The same can be done when holding the Flamethrower or any Covenant or UNSC Turret, by pressing the thumbstick, you can switch between 1st and 3rd Person. Custom Emblems Like in Cod: Black Ops, you should be able to create and customize your own emblem. Now of course, there will be people who will make sexual pictures or anything else that is innapropriate, so while you can make your own emblem, anyone who makes an innapropriate emblem in Halo 5 will lose there ability to do so and will go back to Halo's original way of making a Halo emblem. You can choose to have the classic way of making an emblem if you choose to do so. Duel Weilding Returns Duel Wielding returns better than Ever! You can sprint when duel wielding without dropping your weapons. Armor Customization In Halo 5, I would like to transfer my Halo 4 armor configuration into Halo 5. Like how you could transfer your Mass Effect Character from Mass Effect to Mass Effect 2 and 2 to 3. The Armor configuration you have in Halo 4 would transfer over and only that armor set would transfer, no other armor set would transfer over so you have to choose wisely as to what armor that you liked in Halo 4 to bring over to Halo 5. Although this idea of transfering you're armor to Halo 5 is probably just me, which I understand if some people don't like the idea. To unlock armor in Halo 5 you should have to do Vidmasters Achievements which I think need to return and also make more Vidmaster Challanges than Bungie did with Halo 3 and ODST, playing the Campaign Solo on Legendary, finding Skulls and Terminals in the Campaign and any other Campaign Achievements. Now some armor could be unlocked in Multiplayer, but they need to take time and real effort to try to unlock them. In Halo 4 it was too easy, in Halo 5, it needs to have a challange trying to get the Armor you want, so you actually have a reason to play multiplayer. Also many of the old Armor from Halo 3 and Halo: Reach that were forgotten in Halo 4 needs to make a return These Armor Confingurations need to return. Halo 3 Armor Returning Mark VI Mark V EVA (Halo 3 Design) CQB EOD Hayabusa [Definetly!] ODST Helmet (Halo 3 Design) Marathon Helmet Rogue Helmet Halo: Reach Armor Returning Recon CQC Hazop Operator Scout (Reach Design) Commando JFO Grenadier Sniper Sholders Jump Jet Halo 4 Armor Returning Recruit Warrior Air Assault Soldier Aviator Defender EVA (Halo 4 Design) War Master Orbital EOD (Halo 4 Design) Pathfinder Rogue C.I.O Venator Raider Scanner Strider Mark V (Halo 4 Design) ODST (Halo 4 Design) Prefect Ricochet Vanguard All Halo 4 Forearms, legs and all Visor Colors. Keep in mind, I think they should keep multiple designs for some of these Armor configurations like Scout, Mark V, ODST, EOD, EVA etc to satisfy players that like one one armor design from one game over another [Example me prefering the Halo 4 Scout Helmet over the Reach Scout Helmet] Elites Epic Return Elites Return in Halo 5 Multiplayer with Customizable Armor and are Playable with Spartans in Team Games like in Halo 3 with no difference except size, so playing as an Elite is your own choice and your own risk. You can also choose to play as a Spartan or an Elite at the Beginning of the Game, like choosing a side in Star Wars Battlefront, instead of having to switch between Spartans and Elites before the Game like in Halo 3, you can choose before you first spawn. When the Elites are teaming with Spartans like in Halo 3, the Elites start off with the same weapon as then, except for a few gametypes in which they can start with a Storm Rifle, Plasma Rifle, Covenant Carbine etc. I also want to have the Plasma Repeater from Halo: Reach to return, but it is now a Covenant LMG. When the Elites get the Thruster Pack, they get the Evade Ability instead, but both would have to be balanced equally with the same distance and recharge time. Elites also have the default ability to Sprint if they are in the Social Playlist but will not be able to sprint in the Ranked Playlist as there will be no sprint in the Ranked Playlist. Elites are in both Ranked and Social Playlists. Also an Elite Playlist would be a choice in the Social Playlist Gametypes for everyone who wants to play as an Elite. Medals Weapon spree medals were given a significant overhaul in Halo: Reach. While in previous games they were only awarded for consecutive kills with the same weapon, in Halo: Reach, the player needed to only accumulate the number of kills without dying. Halo: Reach had the best Medal System in any Halo Game. Halo 5 needs to have another overhaul bigger than that. Having" all" the Gameplay Medals in Halo: Reach and all the new objective and other new medals that were added in Halo 4. (New Medals) Vengence - kill the opponent who just ended your killing spree These Multiplayer Gametypes should make a return in Halo 5 1. Dominion - Halo 4 2. Extraction - Halo 4 3. Headhunter - Halo: Reach 4. Infection and Flood - Halo 3 & 4 5. Invasion/Invasion Slayer - Halo: Reach 6. Race - Halo: Reach 7. Regicide - Halo 4 8. Stockpile - Halo: Reach 9. Conquest - Battlefield 10. Gun Game - Halo 4 Mod 11. Hostage Rescue - Halo 4 Mod 12. Space Battle - Battlefront II 13. Search and Destroy - CoD 14. King of the Hill 15. Assault 16. Capture the Flag/One Flag CTF 17. Elite Slayer 18. Griffball 19. Generater Defense 20. Juggernaut 21. King of the Hill 22. Oddball 23. Silenced Slayer 24. SWAT 25. Team Snipers 26. Territory 27. VIP Cature the Flag Capture the Flag obviously returns in Halo 5. you still hold a pistol when carrying the flag like in Halo 4, but now returns the ability to drop the flag whenever you want like all Halo games before Halo 4. In a few varients of CTF, you cannot drop the flag, for those that like that change in Halo 4. You can have those settings in custom gametypes as well. Multiplayer Space Battles Much like Star Wars: Battlefront II, Halo 5 should have Space battles. Each team have 4 seperate hangers, 2 players in each of them. It will be 8v8, each team spawns in a hanger, gets into a Pelican, Broadsword etc and has to destroy parts of the enemy ship, and kill other players on the other team. It can be UNSC vs. Covenant Space Battle, Red vs. Blue Spartans Space Battles with two UNSC Frigate Ships and/or it could be Red vs. Blue Elites Space Battles with two Covenant Ships. Capture the Flag and Assault would also be available in Space Battles. Also have some other gametypes like trying to download data from the enemy teams ship and returning it to your ship, or have a Hostage Rescue gametype. When playing CTF you would have to take the flag in a Pelican and have someone drive you back to you're ship, promoting more teamwork in CTF. Silenced Slayer Silenced Slayer is regular Team Slayer where every weapon has a silencer attached to it. Except Rocket Launcher, Spartan Laser, Rail Gun and Sticky Detonator. No Covenant Weapons. Everyone Spawns with a Silenced SMG and No duel Wielding in this gametype. True Skill Ranking System Halo 3's True Skill ranking system for its matchmaking on a per-playlist basis. A linear measure of a player's experience with the matchmade portion of the game and each particular playlist is also tracked (denoted as EXP), but make it as or even more difficult than it was in Halo 2 and 3. Active Roster Returns to show you who is online, what they are doing and join them if avaliable Firefight Firefight would return in Halo 5 like its always been, with no major difference. You could fight against the Covenant like before, but you could finally fight the Flood in firefight and now you could also fight against the Promeatheans and even the Innsurectionists from the Halo Novels. If you want, you can play as an Elite and fight against another Spartan like in Halo: Reach's Firefight. You could also play as any other Covenant, Flood or Promeathean in Firefight against Spartans. Kind of like Horde Mode from Gears of War. So if you want to play as a Grunt or Jackel, you can finally do that. If you want to play as a Covenant against a Spartan, but don't have anyone to play with or don't have Xbox Live, the Spartans would also be an AI to play against making it easy or hard to fight, choosing the difficulty settings you want for it. You can also Forge your own map and play a Firefight on it, but only in custom games but it could make it into firefight matchmaking if 343 approves it. Space Firefight In Halo 5, they should bring back Firefight, but bring it back with a bang. Bring back Firefight on the ground and in Space. You would start in a hanger and would be able to choose if you want to fly a Pelican, Longsword, Broadsword or any other UNSC Flying Vehicle in Space Firefight to fight against the Covenant, "or" you could play as a Covenant and you could fly in a Phantom, Seraph, Space Banshee from Reach or any other Covenant Flying Vehicle against the UNSC. in Halo 4, storyline wise, Multiplayer is a simulation aboard the UNSC Infinity, Firefight and Space Firefight would also be a simulation aboard the Infinity to show other players how long the Player could last against the Covenant, Promeatheans or the Flood etc Halo 5 Multiplayer Map Packs Halo 5 should have 4 or even 5 Map Packs. Each Map Pack has 3 New maps, 1 Map Remake from a past Halo Game and 1 brand New Firefight Map. Halo 5 should have 5 Forge Worlds 1. Forge World (Bigger) - Reach 2. Impact (Bigger) - Halo 4 3. A Lava filled Forge World 4. A Snowy Forge World 5. A Desert Forge World And other Huge Maps for Forge. Possibly twice or even 3 times as big as Forge world. Please watch these 2 videos Halo 5's Forge needs this! Civilian Vehicles and all. Out of all the Multiplayer Maps, I want 1. Waterworks from Halo 2 2. Breakneck from Halo 2 and Halo: Reach/Anniversary 3. Coagulation from Halo 2 4. Last Resort from Halo 3 - All to return sometime in Halo 5 Halo 5 Weapons U.N.S.C. Assault Rifle Battle Rifle Designated Marksman Rifle [DMR] SMG (Duel Wield) Magnum (Duel Wield) Shotgun Rocket Launcher Sniper Rifle (Halo: Reach Updated Design) Sparan Laser Railgun SAW Sticky Detonator Flamethrower Machine Gun Turret Frag Grenade Covenant Storm Rifle Covenant Carbine Plasma Rifle (Duel Wield) Plasma Repeater (New Covenant LMG) Plasma Pistol (Duel Wield) Brute Plasma Rifle (Duel Wield) Brute Spiker (Duel Wield) Brute Shot Gravity Hammer Energy Sword Needler Concussion Rifle Beam Rifle Fuel Rod Cannon Plasma Turret Plasma Grenade Fire Grenade (from Halo 3) Forerunner / Promethean Light Rifle Suppressor Bolt Shot Scattershot Binary Rifle Incineration Cannon Sentinel Beam (finally returns) Pulse Grenade *New Forerunner SMG, other new Forerunner Weapons and a new Promethean Turret* Vehicles U.N.S.C Warthog (Default, Guass & Rocket) Troop Transport Warthog Mongoose Falcon (Modified Version) Scorpion Tank Mantis (Weaker Version) Pelican Dropship Broadsword Covenant Ghost Banshee Spectre (Returns) Wraith Chopper (Returns) Scarab (Certain Gametype) Seraph Phantom Dropship Lich Thanks for reading and if any member 343 Industries saw and read all this, please take it all into consideration.
  24. Infinity Wards 'Call of Duty' series is so closely tied to the XBOX that when it was realized Microsoft's newest console could not support 1080p directly it was seen as a big discrepancy between the XBOX One and PS 4 consoles. Mark Rubin, executive producer at Infinity Ward explains the reasons to interviewer Wesley Yin-Poole of Eurogamer.net. Here is some insight from an earlier article. "If there is something about the Xbox One hardware that's to blame, it is the way it allocates memory resources", Rubin suggests. Microsoft's console reserves 10 per cent of GPU time for its operating system. As Digital Foundry's Richard Leadbetter describes it, features such as Kinect skeletal tracking account for "precious resources that are inaccessible to game developers". Rubin discusses this issue, and more, in the below interview. Xbox One Resolutiongate: Call of Duty: Ghosts dev Infinity Ward responds Original Article by: Wesley Yin-Poole Eurogamer.net Creating a next-gen launch title sounds like a nightmare. Can you explain exactly the challenges you faced? Mark Rubin: It is for our engineers, especially. Fortunately, both Xbox One and PS4 are very much like PC, more so than the last generation. That helped enormously. If the systems had their very peculiar architecture, like they did in current gen, this would have been a different conversation. But because of that the development this time around it was significantly easier. I have experienced the current-gen launch. I was at Infinity Ward for COD 2. When we launched it was just PC and Xbox 360, but that was our first console, period. There was a lot to learn leading up, but that was just one console, when all it was was PC and that new console. And that was an interesting challenge. So to do PC, current-gen two SKUs and next-gen two SKUs, was a massive challenge. Working with the theoretical hardware would have been a disaster if... honestly, the hardest thing to deal with is not the architecture. It's the OS (operating system) of the systems. That's the thing that comes on the latest. The Xbox One's OS on their box versus the Sony OS, becomes the hardest. All the SDKs and stuff you have to work with - that's the stuff that changes, not the hardware itself. What about the operating systems, exactly, is the problem? Mark Rubin: There's stuff in the console's OS that interacts with the game. So, for instance, voice chat is often supported by the hardware manufacturer rather than the software, and you're just using their channel. When that stuff is changing - because they're developing it on their side - and the resources they're using are changing - your, from a game design standpoint, challenge is with trying to make enough room for those resources to be used but at the same time use as much resources as possible. One of the greatest challenges the engineers have to deal with is memory management, or thread management. There are X number of threads in your CPUs. Where in those threads is the stuff that's Microsoft or Sony? Where does it fall? How does it work? We don't have the SDKs for those features yet, and then they come in and you go, okay, well it needs 3MB of RAM - oh, crap, we only allocated two! You can't just take a MB from anywhere. It's not like there's just tonnes of it just laying there. You have to pull it from something else. And now you have to balance that somewhere. It becomes a massive change internally for our entire engine, if they add a few MB to the amount of resources they need, or if they require all their processes to be on one thread. If it's not multi-threaded then we have to put it on one thread. Now we have to find space on one thread, where that can live, that it's not creating a traffic jam on that thread. Sometimes we have to be like, okay, we have to move all this stuff over to a different thread and then put that in to that thread, just to manage traffic. That's what engineers are often doing: managing the traffic of CPU threads and memory and where that's going, allocating memory, what kind of memory is it? Is it dynamic? Sometimes what has to happen is we have to allocate the 3MB straight off the bat and just say, these 3MB, specifically, these actual memory addresses, have to be used for this. They can't be used anywhere else. Whereas dynamic, it's like, okay, I need 3MB but it doesn't matter where those 3MB come from. So all that stuff can change on the fly. And you're trying to develop your system to match with that, and it's two systems, now, not just one: Sony and Xbox. That creates a massive engineering nightmare. Wow. It sounds harder than I realised. Is all that you've just described the reason the Xbox One version is native 720p and the PS4 version is native 1080p? Mark Rubin: In a way. I don't know if I can point to one particular cause. Early on, we didn't know where exactly the resolution of anything would fall because we didn't have hardware or the software to support it. We tried to focus in on 1080p, and if we felt like we were on borderline of performance somewhere... We tried to make the best decision for each platform that gives you the best-looking game we could get and maintains that 60 frames a second. There's no specific, oh, well, the VO chat on Xbox took up so much resources that we couldn't do 1080p native. There's no definitive one to one per se cause and effect. It's just an overall thing. We took each system individually and said, 'okay, let's make the best game for each system.' I think both look great. Some people might notice if they had them right next to each other. Some people might not. The Xbox One is 1080p output, it's just upscaled hardware wise. It was a late decision, too. That call wasn't made until a month ago. Put me in your shoes when you were told this was going to be the case. I assume your engineering team explains to you this is the way it has to be. How did you guys react internally? Could Microsoft engineers not have helped? Mark Rubin: It's not a thing, like pointing to the day he came and said... It wasn't like that. It's a long process. And we're always working with both platforms. There were Microsoft engineers there throughout development. They were always there. There wasn't an event, per se. There wasn't a meeting. It was just something that developed over time. Everybody was involved. Obviously the PR guys, when they found out, when they were told, that was more of an event than the devs sitting at work working on it. So you'd have to ask them. What everyone will ask is whether this is the result of the Xbox One simply not being as powerful as the PS4, and you're doing your best with the hardware you have, or whether for future versions you may be able to get the Xbox One version running natively at 1080p? Mark Rubin: It's very possible we can get it to native 1080p. I mean I've seen it working at 1080p native. It's just we couldn't get the frame rate in the neighbourhood we wanted it to be. And it wasn't a lack of effort. It wasn't that it was like last minute. We had the theoretical hardware for a long time. That's the thing you get pretty quickly and that doesn't change dramatically. It was more about resource allocation. The resource allocation is different on the consoles. That huge web of tangled resources, whether it's threads-based or if it's GPU threads or if it's memory - whatever it is - optimisation is something that could go theoretically on forever. I definitely see slash hope both platforms will look way better the next time we get a chance at it. As an obvious analogy - and if people are not sure about this it's pretty simple - look at Call of Duty 2 versus COD 4. It was a massive leap forward in graphics, and that's just because it takes time to get through this. First launch, first time at bat at a new console is a challenging one. That's just the way it is. For people fearful one system is more powerful than the other or vice versa, it's a long game.
  25. Infinity Wards 'Call of Duty' series is so closely tied to the XBOX that when it was realized Microsoft's newest console could not support 1080p directly it was seen as a big discrepancy between the XBOX One and PS 4 consoles. Mark Rubin, executive producer at Infinity Ward explains the reasons to interviewer Wesley Yin-Poole of Eurogamer.net. Here is some insight from an earlier article. "If there is something about the Xbox One hardware that's to blame, it is the way it allocates memory resources", Rubin suggests. Microsoft's console reserves 10 per cent of GPU time for its operating system. As Digital Foundry's Richard Leadbetter describes it, features such as Kinect skeletal tracking account for "precious resources that are inaccessible to game developers". Rubin discusses this issue, and more, in the below interview. Xbox One Resolutiongate: Call of Duty: Ghosts dev Infinity Ward responds Original Article by: Wesley Yin-Poole Eurogamer.net Creating a next-gen launch title sounds like a nightmare. Can you explain exactly the challenges you faced? Mark Rubin: It is for our engineers, especially. Fortunately, both Xbox One and PS4 are very much like PC, more so than the last generation. That helped enormously. If the systems had their very peculiar architecture, like they did in current gen, this would have been a different conversation. But because of that the development this time around it was significantly easier. I have experienced the current-gen launch. I was at Infinity Ward for COD 2. When we launched it was just PC and Xbox 360, but that was our first console, period. There was a lot to learn leading up, but that was just one console, when all it was was PC and that new console. And that was an interesting challenge. So to do PC, current-gen two SKUs and next-gen two SKUs, was a massive challenge. Working with the theoretical hardware would have been a disaster if... honestly, the hardest thing to deal with is not the architecture. It's the OS (operating system) of the systems. That's the thing that comes on the latest. The Xbox One's OS on their box versus the Sony OS, becomes the hardest. All the SDKs and stuff you have to work with - that's the stuff that changes, not the hardware itself. What about the operating systems, exactly, is the problem? Mark Rubin: There's stuff in the console's OS that interacts with the game. So, for instance, voice chat is often supported by the hardware manufacturer rather than the software, and you're just using their channel. When that stuff is changing - because they're developing it on their side - and the resources they're using are changing - your, from a game design standpoint, challenge is with trying to make enough room for those resources to be used but at the same time use as much resources as possible. One of the greatest challenges the engineers have to deal with is memory management, or thread management. There are X number of threads in your CPUs. Where in those threads is the stuff that's Microsoft or Sony? Where does it fall? How does it work? We don't have the SDKs for those features yet, and then they come in and you go, okay, well it needs 3MB of RAM - oh, crap, we only allocated two! You can't just take a MB from anywhere. It's not like there's just tonnes of it just laying there. You have to pull it from something else. And now you have to balance that somewhere. It becomes a massive change internally for our entire engine, if they add a few MB to the amount of resources they need, or if they require all their processes to be on one thread. If it's not multi-threaded then we have to put it on one thread. Now we have to find space on one thread, where that can live, that it's not creating a traffic jam on that thread. Sometimes we have to be like, okay, we have to move all this stuff over to a different thread and then put that in to that thread, just to manage traffic. That's what engineers are often doing: managing the traffic of CPU threads and memory and where that's going, allocating memory, what kind of memory is it? Is it dynamic? Sometimes what has to happen is we have to allocate the 3MB straight off the bat and just say, these 3MB, specifically, these actual memory addresses, have to be used for this. They can't be used anywhere else. Whereas dynamic, it's like, okay, I need 3MB but it doesn't matter where those 3MB come from. So all that stuff can change on the fly. And you're trying to develop your system to match with that, and it's two systems, now, not just one: Sony and Xbox. That creates a massive engineering nightmare. Wow. It sounds harder than I realised. Is all that you've just described the reason the Xbox One version is native 720p and the PS4 version is native 1080p? Mark Rubin: In a way. I don't know if I can point to one particular cause. Early on, we didn't know where exactly the resolution of anything would fall because we didn't have hardware or the software to support it. We tried to focus in on 1080p, and if we felt like we were on borderline of performance somewhere... We tried to make the best decision for each platform that gives you the best-looking game we could get and maintains that 60 frames a second. There's no specific, oh, well, the VO chat on Xbox took up so much resources that we couldn't do 1080p native. There's no definitive one to one per se cause and effect. It's just an overall thing. We took each system individually and said, 'okay, let's make the best game for each system.' I think both look great. Some people might notice if they had them right next to each other. Some people might not. The Xbox One is 1080p output, it's just upscaled hardware wise. It was a late decision, too. That call wasn't made until a month ago. Put me in your shoes when you were told this was going to be the case. I assume your engineering team explains to you this is the way it has to be. How did you guys react internally? Could Microsoft engineers not have helped? Mark Rubin: It's not a thing, like pointing to the day he came and said... It wasn't like that. It's a long process. And we're always working with both platforms. There were Microsoft engineers there throughout development. They were always there. There wasn't an event, per se. There wasn't a meeting. It was just something that developed over time. Everybody was involved. Obviously the PR guys, when they found out, when they were told, that was more of an event than the devs sitting at work working on it. So you'd have to ask them. What everyone will ask is whether this is the result of the Xbox One simply not being as powerful as the PS4, and you're doing your best with the hardware you have, or whether for future versions you may be able to get the Xbox One version running natively at 1080p? Mark Rubin: It's very possible we can get it to native 1080p. I mean I've seen it working at 1080p native. It's just we couldn't get the frame rate in the neighbourhood we wanted it to be. And it wasn't a lack of effort. It wasn't that it was like last minute. We had the theoretical hardware for a long time. That's the thing you get pretty quickly and that doesn't change dramatically. It was more about resource allocation. The resource allocation is different on the consoles. That huge web of tangled resources, whether it's threads-based or if it's GPU threads or if it's memory - whatever it is - optimisation is something that could go theoretically on forever. I definitely see slash hope both platforms will look way better the next time we get a chance at it. As an obvious analogy - and if people are not sure about this it's pretty simple - look at Call of Duty 2 versus COD 4. It was a massive leap forward in graphics, and that's just because it takes time to get through this. First launch, first time at bat at a new console is a challenging one. That's just the way it is. For people fearful one system is more powerful than the other or vice versa, it's a long game. View full article
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