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  1. Welcome to the 9th 343i Weekly Community Poll! Last week's question asked where each of you would like to live in the Halo Universe. The planet where the majority of 343i would be in the Halo universe was: Now there were a lot of great answers last week but the one I felt was most thought out was. Moving on to this week's question. This week's question is one that popped into my my head while playing Halo 2, and to be honest, I'm not all that familiar with all of these species but I've researched them just for this poll. Anyways here's the question, "Who is your favorite member of the Covenant?" Now you can choose your favorite species in the Covenant or you can single out a single person in that species, it's really up to you. Here are the species of the covenant and some info about them if you'd like to research this subject more. Click on the image above to learn about the Covenant Empire -San 'Shyuum (The Prophets) -Sangheili (The Elites) -Jiralhanae (The Brutes) -Huragok (The Engineers) - Yanme'e (The Drones) -Kig-Yar (The Jackals) -Unggoy (The Grunts) -Mgalekgolo (The Hunters) IF YOU WANT YOUR VOTE TO COUNT, PLEASE VOTE BEFORE 10:00AM EST 10-14-13 Thank you for taking part in this poll, and see ya next week! Have a question, suggestion, or complaint pertaining to the Community Poll? Message me
  2. Welcome to the 8th 343i Weekly Community Poll! To start this week off let's see what the ship of choice was in last week's community poll. This week's question has a TON of answers so, while I won't be listing them, please stay within the realm of Halo. Because we want your vote to count, we really do. Ok, here it is this week's question is, If you could live on any planet in the Halo Universe, where would you choose to live? If you click on the image above it'll take you to a list of some of the many planets in the Halo Universe. Thanks for being a part of this week's community poll! Deadline for voting is 10/14/13 at 10:00 a.m. Est. Have a question, suggestion, or complaint pertaining to the Community Poll? Message me
  3. So does anyone have any idea when 343i will give us any more data on Halo 5/ Halo xbox one? thoughts, theaories? i was checking the web for any major game conventions i might not have been aware of. im just getting antsy to know ANYTHING more about the next in halo in the series.
  4. So I was thinking about this pretty strongly... should 343i include a free, community made map pack? It would be filled with maps for each game mode, and some extra aesthetically pleasing details. The maps might be made by THFE, or they could be by unassociated map makers. I think this would improve community morale, bring players back to Halo, and be lots of fun. Also, they could add these maps to the official multiplayer playlists or even have one of its own. Obviously it would take place on the four forge maps in Halo 4, and they would be equally varied and distributed. I think this addition would be promising. I know that they do already have community maps in War Games, but I'm asking for a full fledged map pack that is treated as so and even includes achievements. Anyways, guys, your opinions?
  5. i have recently started playing halo again and am sad to say its still glitchy and unbalanced as hell. I remember when i first started playing halo 4 i loved it even though it glitchy i played through since it was new and my first multiplayer experience. But then people started playing exile a lot and it was unbalanced. The tank was basically lets face it owned by the red team since it was a sprint a way from their spawn. While the blue team had the Gauss cannon which could destroy the tank in 2 hits and since it had unlimited range this was not hard. People by luck got on the blue team and were thankful. Now lets get to ricochet about 1 year has passed since exile was like it was. Then a patch came around and fixed that up and now its more balanced. The first map i played ricochet on was haven and it was balanced. But then the next map adrift i found out that the blue team had a slight advantage and by slight i mean HUGE advantage. They could run across there hallway, get on a man cannon, and fly straight into your goal. I took them 2 minutes to finish a 15 minute match. I was outraged at the unfairness of the game. With these finding i discover that the blue team always seems to have the advantage over the red team. Is there somebody at 343i thats colorblind and hates red?
  6. Welcome to the second 343i weekly poll, lets get right to it. Last week's winner was Now for this week's question: Who will prove to be a greater challenge for Master Chief, the Forerunners or the Covenant? Please list your thoughts and ideas below. Also what type of question would you like to see next week? Would you like the questions to stay with Halo or branch out a bit? List your thoughts on this below. See you next week
  7. This forum is for Halo players that appreciate all the time and effort 343i put ingo the Halo Franchise. I personally think that Halo 4 can stand together with all the other Halo Games as great. It delivered a great multiplayer experience, alongside an cinematic campaign and spartan ops. (Although I do miss firefight oh so dearly.) For all you gamers who under estimated 343i abilities, Halo 4 should be a big slap in your slap in your ungrateful face. And for those who still continue to troll 343i, stop the hate, spread the love for Halo 4. No game is perfect, and I think even Bungie knew that.
  8. All credit goes to this guy; give him a like on Facebook!: https://www.facebook.com/LetsFinishTheFight?hc_location=stream War sphinx ( Big looking bird in Halo 5 Teaser Trailer) War sphinxes were midsize Forerunner fighting suits used by the Prometheans. They were powerful war machines that were generally dropped from high orbit, and were capable of sweeping continents and decimating entire cities. The Ur-Didact's twelve war sphinxes, used by his warriors during the Human-Forerunner War, were left on Erde-Tyrene to guard his Cryptum. By the time Bornstellar Makes Eternal Lasting visited the planet in approximately 100,000 BCE, these suits were considered antiquated and outdated.More advanced versions of the war sphinx continued to be in use during the Forerunner-Flood war,[3] alongside the more streamlined and less ornate Seekers used by Builder Security. Description: The war sphinxes were described as being ten meters high and twenty meters long, with an elongated tail that provided lift and power. From the "tail" rose a large rounded torso with a command cabin perched on top. As was common with Promethean combat constructs, the command cabin was designed to resemble a Forerunner face, with features arranged in an angry or stern expression and two viewports serving as "eyes". They also had limbs, with joints of hard light. Much like Onyx Sentinels, two sphinxes could also merge to create a larger unit, which still retained a similar "face" at the forward surface. War sphinxes were programmed to contain samples of their wearer's mental patterns and personalities before they were killed in battle. These preserved personalities were less complete than Durances, but could still be studied by a commander to gain useful information. The Didact kept the final impressions of his children, who were killed in battle, within their war sphinxes. Crew: Driver (1) Durance: A Durance was a type of Forerunner memory storage device. Upon the the death of a Forerunner, the individual's last memories and mental patterns were stored inside a Durance. The Durance and a bit of plasma from the immolation of the body were then presented to the closest family members of the deceased.
  9. So I was playing matchmaking recently on Longbow and I was up against a Warthog and its gunner. So I was like well why don't I try and outrun them right? I try and get into a building, little did I know that the plan was never going to work, so at the very last second when I was about to die, I activated my hologram ability and out of now where my hologram was white, crouched and glided for a few yards, stopped and stood up. I hope 343 checks out this strange glitch that happened to me, not sure if it was a one time thing or anything but I was really bizarre.
  10. I am sure that with the soon to be coming release of Halo 5, there will be many questions about the forge and what it will contain as to special features. Sure, The dynamic lighting was nice, But I think that the forge could be expanded. So, what are your wishes for Halo 5 Forge? Please, do tell me! As for the forge, I have a few ideas. *Keep Dynamic Lighting *Choose music to play with the map. *Weather Effects *More pieces *Change Time of Day *Add AI to Maps *Create Custom Campaign Missions * Cooler Maps So these are my basic ideas, what are yours?
  11. A new halo project "Halo Bootcamp" was listed on the Korean Game Rating Board and it will be a new Halo game. Nothing much is known about the game other than it will be a third person shooter and it is a PC exclusive, it will not be coming to the 360 or One. This article from gamefront goes into more detail about this new Halo game A listing for “Bootcamp” surfaced on the Korean Game Rating Board today, which is apparently some sort of Halo game. Odd things in that description: Halo 3 is mentioned. Huh? Is this potentially the rumored Halo 3 PC port? Also, this is listed as a PC/online game, not an Xbox One title. Wah? We reached out to Microsoft for some clarity, and a spokesperson provided Game Front with the following statement: “What’s Bootcamp? It is not related to our Xbox One efforts, or the Reclaimer Saga, but rather a project we’re very enthusiastic about and will have more to say about in the near future.” So, it’s not an Xbox One game. Nor is it a part of the “Reclaimer Saga” (which is a fancy title referring to the new Halo trilogy, starting with Halo 4). So what the hell is this thing? It’s clearly a spinoff of some kind. Note that “Bootcamp” could in some way refer to the similarly titled Reed Ruiz novel Halo: Fall of Reach: Boot Camp. And what’s that book about? Here’s the Amazon description: The legend of Master Chief begins! The United Nations Space Command is engaged in a brutal battle against a growing tide of insurrection. Desperate times call for desperate measures, and under the threat of a prolonged war the UNSC initiates the SPARTAN-II Project, a military program seeking to create a squad of super-soldiers. And so a great adventure begins: Once, he was a 6-year-old boy named John. But his superior speed, intelligence and adaptability to the SPARTAN-II training allow him to rise above the rest, starting his journey to become the most legendary warrior the galaxy has ever known! Halo: Fall of Reach – Bootcamp begins the adaptation of Eric Nylund’s novel Halo: The Fall of Reach, based on the international videogame sensation Halo! Your guess is as good as ours at this point, but we’ve at least confirmed A). That Korean Game Rating Board page wasn’t ‘shopped, this is actually a thing, and . it’s not for Xbox One, and C). it’s not a part of the new Halo trilogy. UPDATE: PC gamers hoping Halo Bootcamp is the rumored PC port of Halo 3 may be in for a bit of disappointment. In the NeoGAF thread where this news originally surfaced, Google Translate was used to translate the Korean to English, which appeared to include a clear reference to Halo 3. However, running the mysterious game’s description text through other translation services reveals a different picture. Here’s what Bing Translator has to say: “‘Halo’ as a third-person point of view based on the worldview of the mission is going to be executing an action game of water Minor violence representation (expressed as mere weaponry, attacks and a third-person point-of-blood description) Thus, article 21 of the law on the promotion of the game industry and the provisions of article 9, paragraph 3, classified according to the classification as a ‘ 15 ‘ decision.” There’s obviously a lot of murky English in there, but one thing is pretty clear. The description isn’t referring to Halo 3. Rather, it’s referring to a a third-person Halo game. View full article
  12. A new halo project "Halo Bootcamp" was listed on the Korean Game Rating Board and it will be a new Halo game. Nothing much is known about the game other than it will be a third person shooter and it is a PC exclusive, it will not be coming to the 360 or One. This article from gamefront goes into more detail about this new Halo game A listing for “Bootcamp” surfaced on the Korean Game Rating Board today, which is apparently some sort of Halo game. Odd things in that description: Halo 3 is mentioned. Huh? Is this potentially the rumored Halo 3 PC port? Also, this is listed as a PC/online game, not an Xbox One title. Wah? We reached out to Microsoft for some clarity, and a spokesperson provided Game Front with the following statement: “What’s Bootcamp? It is not related to our Xbox One efforts, or the Reclaimer Saga, but rather a project we’re very enthusiastic about and will have more to say about in the near future.” So, it’s not an Xbox One game. Nor is it a part of the “Reclaimer Saga” (which is a fancy title referring to the new Halo trilogy, starting with Halo 4). So what the hell is this thing? It’s clearly a spinoff of some kind. Note that “Bootcamp” could in some way refer to the similarly titled Reed Ruiz novel Halo: Fall of Reach: Boot Camp. And what’s that book about? Here’s the Amazon description: The legend of Master Chief begins! The United Nations Space Command is engaged in a brutal battle against a growing tide of insurrection. Desperate times call for desperate measures, and under the threat of a prolonged war the UNSC initiates the SPARTAN-II Project, a military program seeking to create a squad of super-soldiers. And so a great adventure begins: Once, he was a 6-year-old boy named John. But his superior speed, intelligence and adaptability to the SPARTAN-II training allow him to rise above the rest, starting his journey to become the most legendary warrior the galaxy has ever known! Halo: Fall of Reach – Bootcamp begins the adaptation of Eric Nylund’s novel Halo: The Fall of Reach, based on the international videogame sensation Halo! Your guess is as good as ours at this point, but we’ve at least confirmed A). That Korean Game Rating Board page wasn’t ‘shopped, this is actually a thing, and . it’s not for Xbox One, and C). it’s not a part of the new Halo trilogy. UPDATE: PC gamers hoping Halo Bootcamp is the rumored PC port of Halo 3 may be in for a bit of disappointment. In the NeoGAF thread where this news originally surfaced, Google Translate was used to translate the Korean to English, which appeared to include a clear reference to Halo 3. However, running the mysterious game’s description text through other translation services reveals a different picture. Here’s what Bing Translator has to say: “‘Halo’ as a third-person point of view based on the worldview of the mission is going to be executing an action game of water Minor violence representation (expressed as mere weaponry, attacks and a third-person point-of-blood description) Thus, article 21 of the law on the promotion of the game industry and the provisions of article 9, paragraph 3, classified according to the classification as a ‘ 15 ‘ decision.” There’s obviously a lot of murky English in there, but one thing is pretty clear. The description isn’t referring to Halo 3. Rather, it’s referring to a a third-person Halo game.
  13. Below is a summary of requests for the Halo 5 Forge by the 343i Forums community. I took the time to gather unique ideas from two separate discussion threads: This one by Urban Bobcat, and this one by Squally DaBeans, with a few addional suggestions I have of my own. I wanted to pool together the various Forge suggestions by the community for Halo 5 as a preparation for a new thread I plan to compose stating the argument for greatly expanding the Forge capabilities and the community role in aiding with the design of DLC, and how this can work to both the benefit of 343, the Forging community, and a way to assist in reviving Halo to it's rightful place at the top of FPS multiplayer games. Once I start this thread I will update this one with a link to that discussion. Read through the summary and add any additional suggestions you may have below if there is something missing, or you are inspired by what you read and have some new thoughts or expanded ideas from the list. I will eventually create a new thread with the expanded list. Here is a summary of what several 343i community members have requested to be part of the next Forge: List of useful suggestions for updated forge: What We Need Most: *Precision editing and zoom: We had this in Reach. Apparently we don't in Halo 4 because of a bug that has not been fixed. We want it back in Halo 5 and into infinity (no pun intended). Sure, you can sort-of precision edit objects horizontally from above/below while holding objects, but there is no way to precision edit with height. Additionally, precision editing should also be possible when editing coordinates. *Inversion: It would be nice if all asymmetrical objects had mirrored cousins. We have asked for this since forever, but having the ability to invert/mirror asymmetrical objects such as ramped platforms/buildings and other non-symmetrical objects would make symmetrical map-building, well, more symmetrical. If for anything than for its aesthetic appeal to advanced Forgers. *Scale Object: Ability to expand dimensions of certain objects, such as blocks, natural objects, decorative, etc. This would be amazing, for obvious reasons, not the least of which means we would be able to have a larger selection of blocks/natural/inclines, but the ability to increase/decrease the dimensions, symmetrically or asymmetrically. Just think how many endless possibilities Forge would offer if we could take a standard medium rock and expand it to be as big as the rocks at the base of the Islands. There would need to be a limit to how much you could scale, and you would have to keep frame rate in mind. I would just like struts to be smaller sometimes, ya know? *Batch Select: This includes: 1.Batch Grab, 2.Batch Duplicate, 3.Batch Editing (Basic and Advanced Settings), 4.Batch Lock/Unlock, 5.Batch Invert and Batch-Scale. (Did I miss anything? Let me know) 1.Batch-Grab: This would give the Forger the ability to “group” or interlock two or more forge objects; objects can be Batch Grabbed whether or not they are merged or even touching. Batch-grabbed objects could be moved/rotated, duplicated, lock/unlocked as is standard now in H4, batch-edited in object settings (i.e. team color, phased/fixed/normal, etc) or likewise in Advanced settings. Batch-grab would be an essential function, esp when building structures or object configurations that will be duplicated in other parts of the map. The forger would be allowed to add or drop objects/spawning from batched items. 2.Batch-Duplicate: Besides being able to move a group of batched objects simultaneously, Batched objects could also be duplicated as a group as well. This is basically the same as the duplicate tool in Halo 4, but applied to a group of objects linked by Batch-Grab. 3.Batch-Editing: As it says, Batched objects could be edited individually in basic and advanced settings, or as a group. With objective Gametypes specific objects/spawning would be have advanced settings set prior to being Batch-grabbed. 4.Batch-Lock/Unlock: Batched objects/spawning could be locked/unlocked as a group, as is now standard with H4 with individual objects/spawning. Individual objects must be released from Batch-Grab in order to be individually unlocked/moved. 5.Batch-Invert: Basically, able to invert or mirror batched items horizontally or vertically as a group. We still don't have the ability to invert individual objects such as asymmetrical buildings/platforms, etc. (see Inversion Function above Batch-Editing Function for more details). 6.Batch-Scale: Batched objects can be scaled as a group. This would give a unique opportunity for creating some hybrid symmetry between objects (hybrid symmetry is when you position two or more objects so that they align as if on the same plane, but you can only really notice this at a specific angle. This comes in handy when creating art installations. New Object pallets: 1.More dynamic objects like the station core or the console on Impact. 2.Doors with similar properties to the Extraction targets that have a “switch” for opening/dissolving the door (think back to campaign and Spartan Ops Episodes). 3.Interactive objects like elevators, sliding doors, gates that open/close (like High Ground in Halo 3, and other varieties), 4. Adjustable Light Bridges: Remember Halo CE when you had to activate the light bridge and other Halo campaigns? If you remember, than that is what we mean. As a forge-able item we would be able to set the width/length to some extent. The Light Bridge would be customizable to team and objective gametypes, have a on/off switch option and not behave like one way shields of shield doors. It would feel like a regular bridge, but look way cooler. 5. Activation Switches: currently when we forge elevators, traps, sliding doors, etc we have to use a bunch of objects and special placements to make things work. Interactive switches would revolutionize this and would lead to even more innovative creations. The Activation Switch would probably work better than using time resetting with man cannons and crates to create elevators. One example of a switch would be a button, that when pushed, would have an expandable arm. This arm would push or thrust objects. There could be different types of switches. Some would be like a short hydraulic burst, while others would slowly extend and contract. Either of these ideas could be used as an elevator and gravity volumes. There are other uses for switches. These are just a few easily explainable examples. 6.Teledoor: This interactive object would allow forgers to essentially “cut” a door into objects like blocks walls/coliseum rock walls, two merged objects, etc. and would be able to be expandable. To understand this, think of a coliseum wall. You take this Teledoor, place it where you would like an opening, and when the object is set right the wall within the door boundaries becomes either clear or transparent, like a shield door or an object boundary. To make this work this Teledoor would function like a teleporter, with a sender/receiver node on either side, but the player would not really notice he was teleported as it would be seemless and almost instantaneous. This tool would really change the way we forge maps and would open up a flood of new ideas and designs due to less limitations. 7.Water Volumes: Think of Far Cry 3. With their map program you can add Water Volumes to map. Think of them like cousins to Gravity Volumes. 8.Fog/mist volumes. Not much description needed here. Think of Water and Gravity Volumes. 9.More varieties of all objects, especially Natural, Blocks, Decorative, Doors, Ramps and Walls, and new Palette categories. 10.Give us rocks with more forge-able properties such as at least one smooth edge, and some that are slightly curved, like curved walls, and block shapes (think Sandbox, H3. Remember building pyramids?) 11.*Add spherical to object shapes for objects (currently only Cylinder, box or none), trait zones, spawn items, etc. Experienced forgers use object shapes to define larger object boundaries and other aesthetic or symmetrical aspects of a map. As far as Spawn items go, like Safe and Kill Zones, having Spherical added to the other two shape options would make zoning some maps, such as geomtrical spheres and air-vehicle based maps easier to set boundaries. *Dynamic coordinates and rotational points system: At the moment our coordinates and rotational system is set to fixed axis points. This works OK for basic object rotation, but it is otherwise cumbersome in many other situations where the object requires more than one axis shift. Experienced forgers can work around this, usually be finding the position you want, and then rotating the object to fit the updated coordinates. The option to use a secondary, more Advanced Mode. There are two aspects to this Advanced Coordinates System: 1. The Coordinates are fixed on the Forge Monitor itself (fixed on you and your screen's orientation). Which ever direction you face, the coordinates would move with you. When you move while holding an object the object would keep whatever orientation it had when you grabbed it. And, when you reset the object coordinates while holding the object in the Advanced Mode it would reset oriented to you, not the fixed standard coordinates system; 2. The second Advanced function would allow you to “lock” or “fix” specific coordinates. This would be very helpful when rotating an object into a position that only requires one (or two) axis directions. Currently when you rotate objects freehand you have to make fine tuning adjustments (which works easier with precision editing as an option) *Give us more varieties of rocks, trees, bushes and include other natural items. *Canvass and Object DLC: Basically, giving us new Standard objects (blocks, decorative, etc) with updates as DLC. We should have many more objects with the standard release anyhow, but in addition to that suggestion we would like to receive object DLCs with either add-ons to current palettes, or completely new Standard Palettes. There should be no problem with Object DLC. We have 300 GB harddrives, for the love of Pete! *Change time of day (night/day): This can be done on the Far Cry 3 engine as well. And, as I recall, in the classic tank game Tanarus maps were either dusk dawn, day/night on their own cycle. If you played a game match long enough (Tanarus matches would last hours if possible—not like Halo matches, which are very fast paced in comparison) you would see the sun set and would be driving in night vision. From a Forge perspective, it would be nice to either set the time of day, or have a period of time elapse, like starting the game at dusk or dawn, since most games don't last that long in Halo. I miss Tanarus.... *Interchangeable pallets: This would be the ability to import the palettes of other maps (Erosion, Impact, forge Island as three examples in Halo 4). An example would be forging on Impact, but being able to exchange the Impact palette for the Forge Island palette. If you had already used some Impact objects than the Forge Island would be missing as many from it's palette (equal exchange?). *Expand boundaries on forge maps: Some of the time spent on locking out forgers from parts of the map seems like wasted time, and frankly just annoying. Give us more areas to explore. If there is a frame rate issue, than no one will use it. But, for the love of Pete, stop locking us out of areas of the map that should not be unaccessible. Examples would be the area above the Foundary (the back corner) and the ceiling in Erosion and the cavernous areas off the Green pool and parts of the ceiling, and the Green pool (would be nice to get a green fog effect like the waters on Forge Island) or the decorative boxes surrounding the Foundary Griffball area; the far sides of the asteroids on Impact, etc. You get the point. It makes no sense and it would give hackers one less reason to hack the maps. Seems like a win win to me. *Expanded options in Advanced settings for objects/vehicles/spawns, etc. One of these would be seeing customized gametypes that you created show up in Advanced settings lables, rather than just Slayer or CTF/Flood. This would allow Forgers to have multiple Slayer or Flood variant modes in a single map, rather than having to make multiple versions of the same map to create various game types with specific spawn locations and object/vehicle spawns. Ability to apply multilabels to specific objects or spawns. An example of this would be designating spawns or vehicles to appear in multiple gametypes, and not spawn in others. *A(n increased) Forge Budget that does not come with specific object limitations per palette; or, in other words, just a budget and when you pick an item you see the total number of objects you have available to you, rather than just the specific object you are selecting. This would come in handy for those maps that require more bridge/platform palette items, for example, or more natural objects. After all, maps with too many reflective or other objects have decreased frame rate issues, so no matter what the Forger will have to make adjustments to get the right environment for playability anyhow. But the point is, we should have more freedom in choosing how many of a certain type of object we want to use. If we did it would be yet another reason to not be curious about modded maps with extra pieces. With this new idea of the Budget we could use 200 blocks if we so choose, it would just show us how many total objects we have less. *Dynamic Magnetic System: This new system would be: 1. An improvement of the current system, with points in pairs at the corners and mid points of object edges in a uniform way; 2. The ability to activate/deactivate magnets, either as a whole, or selected groupings of magnetic points, allowing for rotation along certain axis points; 3. Addition of magnetic plates, which would be magnetized sides, rather than just points. The plates on objects would form polygons that could be expanded or collapsed. For example, you want to have objects slightly merged, you collapse the magnetic polygon dimensions; 4. You would have individual magnetic points and magnetic plates available in your inventory. These could be used for custom made objects, for example, or aligning natural objects, etc.; 5. Magnetic plates can be set to three basic forms: Circle, Triangle, Square. Each can have dimensions adjusted symmetrically (locked), or asymmetrically (select axis locked), to create ovals, rectangles, longitudinal triangles, trapezoids, etc.; 6. You could use magnetic plates of points to form limitless 3-D shapes, that could become the "core" of new custom objects; 7. Building upon what was mentioned with the second point, with magnetic plates you would have different properties with different magnet strengths ( weak, medium, strong); 8. Another aspect of the new magnet system is "chaining." Chaining is when three or more (usually more are link via the magnet points/plates and can be moved as one from a stationary position. The chained objects (i.e. several 1x1 blocks) can be moulded in two specific ways: a. Chained objects can be formed into pre-set forms (triangle, square, circle, polygon, hexagon, octagon, etc) or grab-dragged and twisted into organic, fluid forms. Using the batch-grab tool described earlier in this list the monitor can move the chained or batched objects and rotate them as a unit. This could come in handy for both functional and purely aesthetic purposes. Especially using tools like Invert/Mirror. *Separate the object budget from the Spawns (initial and Respawn), and spawn zones. *Ability to customize the loading screen screen shot in custom games for maps/custom game modes. *Ability to use a spawn/trait zone system that can label call-out areas, such as with the standard maps in Reach. “Elbow” “Blue Room” “Infirmary” etc. There could be standard descriptions or custom labels. *Custom Loadout labels: You would be able to add custom labels to the Game Loadouts in the same way you can label your own personal Loadouts. *Ability to turn on/off the fuzzy loadout screen, or add other effects. *Bring back Assault, multiflag, neutral flag/bomb, VIP, Juggernaut, Race, Invasion, Stockpile, Headhunter and other custom game types, or at least give us the level of Advanced customization options we need to create these and other new gametypes. Expand our customization options. There can be specific gametypes that come with each new Halo, which is what you see with Battlefield, but we should be able to put together any of the known custom gametypes in custom games. *Spherical objects: These objects could be spherical, with stone, Forerunner/Covenant design, or marble like textures or reflective metal. *Timer/Delay/Reset: Ability to set a timer, instant reset (unspawn and wait to respawn again) and delay time on object spawning. This would make creating elevators A. less expensive, less meticulous, and more functional in competitive and mini games, and B. If you need an example, think of fusion coils/kill balls. You can set them to constantly respawn by setting them with fixed, unselecting item, manipulating max/min count and nudging the object to “fall.” This does not happen as fast with crates and other non-fixed objects, and you can't get a timer/reset spawn with fixed objects like blocks or man cannons. If you could set a man cannon to spawn in coordination with a crate (or perhaps a specific elevator non-fixed object you could have a real, simple, functional elevator. And who knows what else creative forgers can come up with?! *More dynamic grid options, such as expandable spheres/cubes/tetrahedrons and other 2D/3D polygons. This options would be useful esp if 343 does not allow terrain manipulation. *Hybrid gametypes: This would be the ability to create gametypes that include more than one individual gametype (Think of a CTF game with Dominion locations with trait zones that can be activated when either team controls the Dominion sites (read next block); or Flood CTF, or how about Flood Griffball. *Expanded use of trait zones connected to gametypes, such as trait zones that can be activated with gametypes, like Dominion; and the ability to have trait zones that have specific traits for one team, and a separate category of traits for the opposite team. Meaning those who control Dominion sites would have certain advantages, such as quicker shield recharge time, or camo, while the team trying to take the Dominion site might experience dampened shields, slightly slower movements or jumping, but maybe increased damage to enemies. The options are almost limitless. One example of this would in the classic pc tank game Tanarus you had CTF combined with a type of Dominion and Slayer. The Dominion aspect were these Recharge Stations where you could repair your tank, reload/modify weapon Loadouts turbo boost, rockets, mines, etc, charge batteries, etc. They start out neutral at initial game start, and teams expand their territory by capturing drone sites. If you come near an enemy recharge station you will have batteries affected, and the drone above the station would shoot you. You could not use the station until you captured it. There was usually only one team mate that was the designated flag stealer, while the rest of the team would capture drone sites and seek and destroy enemy tanks. Each game had either four teams of five tanks, or two teams of ten tanks. So, from a Halo perspective, if trait zones could be tied to gametypes like Objective items/targets in Dominion or in the older Territories, this would be interesting and add a new level of customization to the game. I know I would attempt to create the perfect salute to Tanarus by creating a similar gametype in Halo. What would make me particularly happy is if the next Halo had vehicle repair stations, where if you get your vehicle there in time the station will heal and repair your vehicle. *Keep Green Screens *Flood mode similar to H4 (visually speaking), but with ability to turn on/off weapon usage, as seen in modded Flood gametypes. *Expanded Flood Gametype options, such as in previous versions (Halo 3, Reach) *Better selection of man cannons, and perhaps an option in forge to customize the thrust properties of specific man cannons. *More dynamic objective pallets like Dominion (I'm thinking Flood specifically) *Gametype-specific object pallets (think Flood or Griffball or Extraction) *New FX (Flood-like FX, etc) *Able to label spawning items like initial spawns or respawns for multiple game specific gametypes I basic editing. Example: I want to have team spawn/respawns at same location for multiple gametypes, but not for others. Currently you need to do multiple spawn set ups if one gametype initial spawns at different location. *Different Object Palettes for Human/UNSC, Covenant and Forerunner, Flood, Promethean, etc. The ability to change skin of object to fit one of these themed categories. *We should have the ability to designate gametype spawns as instand vehicle spawns, (like Race Gametypes in Reach. But we should have the ability to signifiy whether it is normal spawn, or a hybrid spawn, such as spawning directly into vehicles. Please PLEASE, for the love of Pete, give Forgers this freedom. My vehicle-themed maps would be happy if you did. *Random objects.... like scenery objects that have normal physics like the way the containers used to be on H3 oil drums, radio antenna, wire spools, dumpsters, and lets not forget exploding forklifts. *With Trees: It would be nice to be able to change to different skins. One with leaves/needles, one with snow, one without leaves/needles, one that's dry/dead. *Much more scenery limits and options- crates, barricades, boxes, computers, radio towers etc. What We can live without, but don't want to: *Fragment Editor: This would be a place or Mode where you could take any Forge item and engineer them into completely new “custom” pieces. One example would be to cut a doorway through a wall. or as far as to build an entire arena and have that available in your Forge menu as one "custom" piece. The Player can add textures and skins, and even even lights and other effects. The other part of this would be to have a market, perhaps connected to your Waypoint Fileshare, similar in some ways to the market found on Forza 3. In that game the player was able to build cars, set ups, skins, and vinyls... then load it to the store and sell it for a form of currency that is only usable in that setting. From a Halo perspective, the items would probably be available just like anything else in your Fileshare, with the exception that you could have more custom items listed on the Forge Market. This function would also allow the player to set the physics of each custom object. *An ability to switch off/on object colors in Forge and test a map with colors/without to see the difference in possible lag. This could help maps with lots of aesthetic details and object colors used for orientation/appeal, etc to have the right number of objects left neutral if it brings down possible lag. This should also include the ability to turn off/on other types of objects that effect frame rate, such as reflective objects. *Drone Camera: The DC would be similar to the loadout camera. It would be deployable and would help when forging in tight spaces where the program will often throw your monitor into spaces where you can not directly observe what you are doing. Experienced Forgers will often sign into Guest and use the Guest as a stationary viewpoint, but at the sacrifice of loosing half your screen. With a Drone you would be able to switch views. It would be nice to be able to “deploy” the drone while still holding an object. An alternative to this idea would be to allow your monitor to move through solid terrain and objects. The terrain/objects would become transparent, except for the basic contour edge lines and magnets. *Terrain editing: Another cool feature to the Far Cry 3 map engine. Players can brush over the landscape and create hills or pockets, and yet other tools, such as erosion and smoothing. *Environmental conditions: Yet another Far Cry 3 ability. Being able to add weather conditions (rain, snow, wind, fog). Also, earth quake tremors, such as with Battlefield 3 multiplayer maps. *Add AI (Firefight game modes): This is another benefit of the Far Cry 3 map creator engine. So far as it is known, to make this work for Halo Forgers would also have to have control over the Bot Paths/movements of the AI in order for a custom gametype like Firefight to work. You would want the AI to recognize the physical environment of your map (object placement, etc). I have read this in the thread linked above by Urban Bobcat, but even in that thread the concept of Bots and Bot paths is not really clarified. Perhaps those that know and understand this concept more should chime in on this thread and provide more in depth information for those of us that are not programmers (hint hint). *Ability to revert to a previous version of a map: This would be reverting to your previous save. *Object Texture palette: Ability to change or edit, create or import object textures, or to receive texture DLCs. *Firefight added to custom gametype editing options. *Ability to Forge on Spartan Ops/Firefight maps *Expanded solids besides blocks, such as the pyramidal stones in H3 Sandbox. *Make Gravity Zones expandable like trait zones and capable of being connected to Objectives (like Dominion). *Allow Forgers to have more control over modifying gametypes similar to how hackers have created modded gametypes like Gravemind, but make it official. *A Custom Game option similar to Invasion, where there can be multiple rounds, like Flood, but with each “round” customizable. This would be a take on the hybrid gametype idea. Basically, allow Forgers to create a gametype with multiple rounds, each round a different gametype of their choosing, like Invasion in Reach, but, say, the first can be CTF, second, Assault, third Flood or Infection, Last Snipers, etc.) This is just an example of what could be done. There are almost limitless options or variations.I could think of a type of Gun Master, Halo Style. *Map rendering: I wonder sometimes if being able to rendering our maps so there would not be all the objects but locked and merged objects smoothed into each other, etc. If this was possible would it reduce lag? [VIDEO] [/VIDEO]
  14. As you all know, the Sangheili species are not (yet) playable on Halo 4. 343i and lots of people use the argument "The Multiplayer (War Games) is now canonical to the Campaign", but here are the stuff the are wierd about this: ->The MM is actually a simulator aboard the Infinity ->The simulation is to train Spartan IV's ->The Flood is destroyed (at least not present on Campaign nor SpOps) So. You see what I mean? The humanity has not encountered the Flood at all after the events of Halo 3, and yet we have a Flood-specific gametype. I know that it's for the fun, but think: ->S IV's are probably not going to face Flood ->The Flood is not present at all ->The War Games are supposed to simulate an actual battle ->You get to control the Flood ->S IV's probably don't even know what the Flood are You see where this is going? 343i didn't include playable Sangheili for canonical reasons. If it is supposed to tie up to both SpOps and Campaign, why are the Flood in the WG simulator but Sangheili aren't? S IV's are going to face the Storm faction, a Covenant remain thing. So why not to put Invasion too? You Spartan fans are going to say: "Oh, simple, why would a Spartan, the mighty powerful Spartan with cool armor, would want to see the war as a dinosaur?" And here's my answer: "Why would a Spartan want to see the war as a Flood?" It makes no sense. UNSC would be then training a demonic, inter-galactic parasite to defeat their ranks? Because if an infection happens, the infected spartans would know how to take out other Spartans, so yeah. No sense. It would make way more sense to include Sangheili. Why? ->There actually are Separatist Sangheili that are allied with the humans ->There is no alliance between Humans and the Parasite ->Seeing the war from your enemy's point of view is a good strategy You may say "But there are no Sangheili aboard the Infinity". The humans have the tech to create a frigging huge ship! I think they are more than capable of creating an "A.I" that the players would control. 343i needs to think of a better excuse of such a stupid move. What would you think?
  15. Here is the Halo 4 panel from PAX east where the 343 team discusses all things multiplayer for Halo 4. They talk to us about the new TU coming, the new castle map pack and we get a demonstration of the new forge world. So enjoy. The video was uploaded by Podtac TV.
  16. Here is the Halo 4 panel from PAX east where the 343 team discusses all things multiplayer for Halo 4. They talk to us about the new TU coming, the new castle map pack and we get a demonstration of the new forge world. So enjoy. The video was uploaded by Podtac TV. View full article
  17. I just so happened to be on Halo Waypoint when I ran into this guide. This first guide gives you help on finding the most amount of enemies, and on which Spartan Ops Episode and which chapter. Thanks to 'A Blues Fan' on Waypoint, he provided us with this chart: https://forums.halowaypoint.com/yaf_postst180802_Spartan-OPs-Enemies-by-Difficulty.aspx Also, thanks to another member on Halo Waypoint, TheSchnitzelMan, he has provided us with another chart that shows which Episodes have the easter eggs, as well as other ways to achieve these commendations: https://forums.halowaypoint.com/yaf_postst170296_Enemy-Counts-CHART-Spartan-Ops--w--Episode-7.aspx Also, he has provided us with the commendations progress per level: https://skydrive.live.com/view.aspx?resid=A39C946A316F7935!221&app=Word&authkey=!AFn_odv9g6NjIaw
  18. So I have been off lately and I have decided to change my computer theme. All you need to do is click download and make sure you have a Windows 7 or Windows 8 computer software and it should work. http://windows.microsoft.com/en-us/windows/halo-4-heroes-download-theme Thank You for Viewing, Fishy
  19. BaconShelf

    343i Owned People

    From the album: 343ibot Goes Sentient

    OWNED!
  20. Hater

    Complex

    IMO, Complex is the WORST map I have ever played n any Halo game. Does anyone even like this map? First off, lets start with the map balance. Clearly, Complex is a non-symmetrical map. One side of the map is an abandoned mess of useless buildings with no role in the map. The other side is a DMR Sniper resort. The building has 2 floors which are both extremely camp-able On the top, you have an open roof that overlooks the entire map! Great for DMRs right? Oh, and did I mention that there is little to no cover in this map? Ghosts: This map has too Ghosts on it. With the cover that isn't in this map, the people in the Ghost can easily mow people down as they run along, over and over and over. Spawns: The spawns on this map are horrid. Once again, with no cover on the map, you are constantly spawning in the open. I remember I got spawn-killed four times from the roof. When you finally get the relief of spawning elsewhere, The enemy's Ghost will be happy to clean you up. This map has no role in competitive gameplay, tell me your opinion on the map.
  21. Team doubles will be added to Halo 4's multiplayer next week and it will include 3 team doubles gametypes which is Infinity team doubles, team doubles pro and CTF team doubles. Read below for more details Credit to Sykowolf for finding this. This article is from Gamesptot. The first is Infinity Doubles, which lets players choose a custom loadout and allows for instant respawn and use of radar. Ordnances will become active at the traditional 70-point mark, but options are adjusted specifically for Team Doubles, 343 said. Games are played to 300 points. Doubles Pro features preset game loadouts (available at the 343 website) and the score limit is the same as above. However, radar, personal ordnance, and instant respawn are toggled off. Third, CTF Doubles is a customized version of the Capture the Flag game mode for teams of two. Custom loadouts and radar are enabled and respawn timers are set to 10 seconds. Flag locations have been tweaked, 343 said, to "provide an optimal experience for small maps and teams." Rules of the game are: five flags to win, three-second return, and 15-second rest. In addition, gamers do not need to have their flag home to score. A finalized map pool is still being worked on, though 343 said modified versions of Haven, Abandon, and Solace will be included, as well as some Forge-made maps. In addition to announcing and detailing Halo 4's new Team Doubles playlist, 343 also revealed two new specializations will be added to the mix next week. They are Rogue and Tracker. More details are available on the 343 website. Also on tap for Halo 4 in February is the game's next multiplayer map pack. The Majestic expansion adds new environments Landfall, Monolith, and Skyline to the mix. View full article
  22. Team doubles will be added to Halo 4's multiplayer next week and it will include 3 team doubles gametypes which is Infinity team doubles, team doubles pro and CTF team doubles. Read below for more details Credit to Sykowolf for finding this. This article is from Gamesptot. The first is Infinity Doubles, which lets players choose a custom loadout and allows for instant respawn and use of radar. Ordnances will become active at the traditional 70-point mark, but options are adjusted specifically for Team Doubles, 343 said. Games are played to 300 points. Doubles Pro features preset game loadouts (available at the 343 website) and the score limit is the same as above. However, radar, personal ordnance, and instant respawn are toggled off. Third, CTF Doubles is a customized version of the Capture the Flag game mode for teams of two. Custom loadouts and radar are enabled and respawn timers are set to 10 seconds. Flag locations have been tweaked, 343 said, to "provide an optimal experience for small maps and teams." Rules of the game are: five flags to win, three-second return, and 15-second rest. In addition, gamers do not need to have their flag home to score. A finalized map pool is still being worked on, though 343 said modified versions of Haven, Abandon, and Solace will be included, as well as some Forge-made maps. In addition to announcing and detailing Halo 4's new Team Doubles playlist, 343 also revealed two new specializations will be added to the mix next week. They are Rogue and Tracker. More details are available on the 343 website. Also on tap for Halo 4 in February is the game's next multiplayer map pack. The Majestic expansion adds new environments Landfall, Monolith, and Skyline to the mix.
  23. Hello everyone this is Drizzy_Dan and I'm going to be starting a new site news thread that recaps all the latest within the site over the past week. Alright let's do this alphabetically then shall we? First off let's introduce the new Affiliates tab. Hover over the Other tab and you'll see the list of other things we have there and at the bottom you'll find a tab of all of 343iCF's AFFILIATES: 10 year Bungie veterans, Certain Affinity is a group of game developers that have worked on titles such as Halo 2, Halo 2 Vista, Halo: Reach, Halo: Combat Evolved Anniversary, and Call of Duty: Black Ops The Halo Forge Epidemic is a group of dedicated Forgers dating back to April of 2011. They make maps for all gametypes. Their group consists mainly of hosts for every gametype: Oakley Hi-Def, Psychoduck, Darth Human, Mr. Pokephile, Able SirThomas, RLD HotTamale, and A J Yusi. "Halo Customs is a hub for finding and creating custom games in the Halo series, downloading and sharing maps, and sharing Forge tips and tricks." Ducain23. Famous for his YouTube Channel and great Forge skills with race maps and his most famous Star Wars Space Battle map. In Ducain23 Submissions you can submit your maps to potentially be featured on his famous YouTube Channel! He looks at them all! Last but certainly not least is GameOverStudios. Known for their machinima and Forge work, GameOverStudios is one of our newest and coolest affiliates. CUSTOM GAMES NIGHT Spades N AZ's Custom Games Night - The Golden Spade Award gained by attending Custom Games Night hosted by our very own Spades N AZ. So far 92 people have already been awarded with Spades N AZ's Golden Spade Award . This is a popular event and it occurs every Friday. It's a great way to meet a lot of members so to the newer members who might want to make a name for themself or to the members who just wanna have fun playing with a community, join these customs guys. DGL Next up we're going to talk about Doc's Gaming League Season 2 or the DGL. Originally thought up by DoctorB77, it is a singles tournament. The DGL is a hard thing for one man to maintain and the Legendary Member Choot 'em saw this and volunteered his help backing the tournament from the start. This is the gaming league's second season and it is more official than ever. The DGL Forge Submission Contest has already come to a close and maps have already been chosen for the tournament's 15 weeks. The last week is the showdown between the remaining competitors. 33 members signed up for the DGL this season. Here I'll provide you with the Weekly Match List, Rules and Info, Gametype and Scoring Info, and the Match Results. The tournament is split into two brackets appropriately named after the 2 DLC map packs: Crimson and Majestic. Participants: Crimson A71William, Ryboss96, Skys, Drizzy_Dan, asdf_wrex, Gazzy Mill Mill, Neurotic Kasper, Vinceee, Real Talk, Vaulting♥Frog, The208Hunter, Kalaphite250, IKSSE2113 Majestic da monsterchief, Hater, GermanShepherdD, Oni, Sarge, SikSlik7, M4L1C1OU5, EpicEthan97, Lil Dog, Badass_Sniper, Choot 'em, Liam Simmons Sheeran, Forum Dinosaur Info on the DGL can be found at these links: DGL Signups Rules_and_Info Weekly_Match_List Match_Results/Leaderboard Gametype_and_Scoring_Info So far 3 matches have been played: 1/25 - SikSlik7 faced off against Epic Ethan97 and won 13 to 8 on DGL Entirety, the DGL's featured map for the first week of the season. 1/26 - Moderator GSD went up against member da monsterchief and destroyed his competition winning 20 kills to 1. Feedback from ShepherdD about the match: "Needs more bacon." 1/27 - Vaulting♥Frog versed Real Talk and did not get the upper hand losing 18 to 7. FEATURED INTERVIEWS Smokin Shadowz - Former News Group Staff member with a good story to tell . Psychoduck - THFE's Competitive Host. Get his viewpoint of the site! QUILT QUALIFYING PLAY DATE Halo 4 Monthly Playdate: Quilt Qualifier Initially hosted by Absolute Dog, I was at the Halo 4 Monthly Playdate for 4 hours or so and it was great. Good old fashion fun. We started with about 8 people which quickly jumped to 10 and then before we knew it we were at 14 and then a full party of 16. We were doing matchmaking games until the party got too big and then we were playing customs. Slayer and Flood and then an awesome Halo version of the classic board game Clue. People came and went and here's who I saw there: Absolute Dog, imakequilts, Drizzy_Dan, EliteIsnip3r, Shaudy430, Red Death, Bobo Magroto, Barack Obama, Azaxx, DocSpartan007, skummgummigubbe, D-38 Boss, Caboose The Ace, Kalaphite250, Reptile, Spark918, Elite, Yoshi1176, Osama Bin Bungie, Lil Dog, Church, SPARTN-104, Vaulting♥Frog, adamj004, SikSlik7, and SweatyBagels This playdate was a Quilt Qualifying Playdate which means everyone who participated entered a chance to win a quilt made by the one and only imakequilts! Info on the Quilt Qualifying Contest can be found here! Everyone who participated is also getting the Gamer Award: That's the main squeeze on what's happened this week! Thank you all and keep up to date with the Weekly Site Wrapup each week Now scroll to the top and read it all over again.
  24. I seriously hope that 343i dosent take most of the suggestions from the community, because most of the suggestions would ruin the game or throw off the balance of the game.
  25. Whether or not they plan to bring her back in some way, I have no idea. But if they don't, then they have really screwed the series up for good. Even if they give him a replacement AI or give him a another copy of Cortana, it won't be her. Its pretty sad 343i had to kill off a major character to get people talkng about this game. Glad I only paid $27 for this crap. Thanks for screwing up a storyline I've loved for years 343i, YOU SUCK!!!!
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