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  1. Globe has announced Halo skateboarding shoes and skateboard in commemoration of Halo's 10th anniversary. Pretty nice gesture of love huh? The shoes look nice and i might buy a pair myself. Read below for more details Source: Gameinformer.com The shoes come in Master Chief green with the number 117 etched into the sides. Additionally, the tongue and heel sport the UNSC logo while the wheels are inspired by the iconic Warthog vehicle of the series. The skateboard is selling for $139.99 and the shoes for $69.99.
  2. HALO 4 : The Anunnaki is actively recruiting new members! HALO 4 : The Anunnaki is actively recruiting new members! We have a military style rank Private through General within 3 different divisions and we run off of a chain of command. There is a clan code, which is necessary for functioning properly. We also have 4 subdivisions. We have 2 game nights a week on Wednesdays and Fridays (not required), and 1 meeting on Saturday evenings where the latest news, discussions with other clans, and promotions take place (required unless excused), and a Training program that takes place on Mondays along with "RSA" or Raid Safety Awareness. We have a set list of jobs (10) to assign members of the clan, allowing each individual to have their own unique contribution to the clan and more than one job is possible. Each job withholds responsibilities and a list of duties and protocols to abide by under the necessary conditions and requires job training. The Anunnaki also has a qualification ranking system that allows each individual to have an equal opportunity to achieve each rank. The Anunnaki plays Matchmaking and really enjoyable customs. The Anunnaki has a really huge and impressive HQ that was built around security purposes with a total of 44 callouts. Everything The Anunnaki does is for each member in the clan to have a protective, fun, and involved ultimate gaming experience in Halo 4, respectfully. The Anunnaki is also involved with other clans and schedules battles, some unscheduled. If interested in joining, contact me for more information... GAMERTAG: Brent McKenley
  3. Hope you like it! feel free to like and subscribe lol
  4. Today ETC talks to Stewart Hendler director of Halo Forward Unto Dawn. Warning: Contains some language http://www.youtube.com/watch?v=f7EYfhAtq_E&feature=g-all-u
  5. Hello my name is PsychManiac34 I am a leader in the Red Born Clan and is currently looking for recruits. We hold weekly rank up challenges and training days are on the weekends MSG me on Xbox live if interested
  6. Hey guys, (It's been a while since I made an actual thread) I was playing Halo 4 and I can't help but be annoyed by the quick despawn time of weapons and objects. I noticed this especially in the Heavies playlist. It is really bugging me that you can't take decent cover behind a vehicle wreck (and in case of a banshee wreck it doesn't even get to the ground). And also that it's pretty hard to get back a power weapon that you lost 20 seconds ago when you got killed. Now a question for you guys: What is bugging you? Please note that I'm not asking you to rant about halo 4 and tell me how much you hate it. Only things that slighlly annoy you.
  7. H2KU (Hard 2 Kill Us) was founded by [H2KU]White Wolf and [H2KU]Toxxik on the vanilla dayz mod on a server called survivor grounds., Then we moved to the overwatch server "Absolution DayZ". Since then we have grown to over 100 members on Steam, and now we have decided to start a Halo 4 Division. We have a military rank structure along with a command element. Skill does not matter we will teach you at your pace on your time. REQUIREMENTS 1. 14 or older with a mic 2. Must be active 3. Maturity 4. Teamwork skills 5. Must be able to take orders in-game If you are interested contact H2KU Toxxik via Xbox Live there is no tryout but there will be assessment in a public lobby just to see where you are skill wise. Thank you H2KU Toxxik Co-Founder of H2KU and Commander of Halo 4 Division
  8. This is a military based clan and we operate on an army ranking system. We are a very disciplined clan and we can assure you that your halo 4 skill will improve in every way. We are on duty from 6-9pm eastern time every day. You will be required to have a mic, be of at least age 13+ and mature, wear clan uniform while on duty, follow the chain if command, respect your higher ups and fellow members. If you have further questions, you may contact me on Xbox live. My GamerTag is xSEIPHx
  9. Come check out my montage that's coming soon! ~XBL Gamertag: GIG Prophet PS. If you want to join Global International Gamers hit me up!
  10. BS Angel Talking about Flood (some medals and how to obtain them in this mode), Forward Unto Dawn, the map Abandon and much more! Read below for more details Source: http://blogs.halo.xbox.com/Headlines/post/2012/10/03/The-Halo-Bulletin-10312-.aspx Gold Halo 4 wallpaper, made by the amazing minolta1034 486 days ago at E3 2011, we introduced Halo 4 to the world, lifting the veil on our closely-guarded secret with a heart-pounding trailer featuring the return of the Master Chief.* Exactly 365 days later, at E3 2012, we gave media and fans alike their first true taste of the game with a Campaign demo and never-before-seen enemy face. Er, I mean race. Now the countdown really begins, because Halo 4 launches in a mere 34 days. I measure time in Halo Bulletins and according to my calendar, there are only five left – one of which is this one. Let’s just say the number of topics still left to discuss when compared to the number of Bulletins slated to be published before launch do not match up. Yes, there’s still a lot you don’t know. What, you didn’t think we’d tell you everything, did you?... Speaking of things you may not know, Halo 4 recently went gold (!!1!one!!1!). Bonnie Ross, General Manager of 343 Industries to some and Lady Boss to others, wrote up her thoughts about both that particular milestone and also the evolution of our studio. You’ll get to read her part-insightful, part-reflective words later in this Bulletin but for now, how about we take a deep dive into a topic we haven’t had a chance to properly discuss yet, like Halo 4’s brand new Flood mode? Flood Brand spankin’ new Flood screenshot 1! Flood is the spiritual successor to Infection, a fan-favorite game type from Halo 3 and Reach. Our goal was to recreate it and push the mode to be new and different from previous versions. As both War Games and Spartan Ops fit within the fiction of the UNSC Infinity, we wanted to use Halo fiction in this mode too, which led to us to create the Flood form in Multiplayer. Flood-converted humans are much faster and focus on melee attacks, so they were a natural fit for Infection’s successor. Halo 4’s Flood mode is a round-based, ten-player game. It is a true asymmetric experience with the added twist of dynamic teams; this really changes things up as each game is different, especially in the incredibly intense and high-action final seconds. At the beginning of each round, two players spawn as Flood forms and eight players spawn as Survivors. Survivors are standard Spartans equipped with shotguns and magnums, while Flood move very quickly and can only use a melee attack. When a Survivor gets killed by a Flood, the Survivor will convert and respawn as a Flood. The round ends if a Survivor makes it to 3:00 or if all players are converted to Flood. One of the things we concentrated on for War Games was establishing player roles in Multiplayer, so we put a great deal of attention into being the King, Flag carrier, Grif, etc. Being the final Survivor is another role we focused on, and it’s a very intense experience having nine other Flood rush at you. Some (and by some, I of course mean David Ellis) would even say it’s poo-inducing. Brand spankin’ new Flood screenshot 2! We went through several iterations of tuning settings, mostly around getting the Flood to feel right in the sandbox and making the Flood experience noticeably different than the Survivor experience. To ensure the Flood’s gameplay had a unique feel, we honed in on the following elements: The Flood Character Model A unique character model for both first and third-person. The Claw A special melee weapon tuned just for the Flood. Flood Armor Effect A special effect that trails behind Flood characters. Flood Screen Effect A first-person screen effect that shows the haunted view of a Flood. Dynamic Music When playing as the Flood or final Survivor, dynamic music plays in the background to intensify the experience. Flood Gameplay Tuning Flood move faster, react differently to bullets, and have specially tuned armor abilities, the core of which is an enhanced Flood Thrust Pack. The Floodsassination How could we not?! The biggest challenges when designing this mode were getting the Survivor vs. Flood balance just right, keeping the experience interesting and dynamic (whether it’s two Flood vs. eight Survivors or nine Flood vs. one Survivor), and building a system that made initial-round spawning more consistent. Where we landed, for the lattermost thing in particular is that players will not spawn randomly as Flood or Survivors at the beginning of a match. Instead, your initial spawn is based on previous rounds. Flood features an exclusive set of medals that can only be earned by playing this particular game mode, and it also has its own set of custom game options. The former is detailed below. Click here to view the medals and what you have to do to get them: http://blogs.halo.xb...tin-10312-.aspx Brand spankin’ new Flood screenshot 3! Here’s a sneak peek of our planned Flood settings for launch. Round Length 3:00 minutes (Survivor win or all Spartans converted) • Number of Rounds - 3 • Players - 10 Players o 2 Spawn as Alpha per round o 8 Spawn as Survivors For Lead Designer Kevin Franklin, the best part of the design process has been seeing players who have never tried Infection before try out Flood. The overwhelming sentiment from those players has been that it’s a great high-action, high-intensity experience with tons of close quarter combat and close calls. We expect you to tell us what you think, come November 6. Abandon https://waypointprod...0/4/abandon.jpg Abandon screenshot ABANDON DESCRIPTION: On the remote world of Erebus VII, at the very edge of human-occupied space, an ONI research facility which was once teaming with researchers now lies eerily vacant. Although the hostility of this world had been initially considered by its team leaders, it is tragically clear that a great many ‘things’ had simply not been taken into account. Abandon is a mysteriously abandoned ONI research station on a hostile alien planet. Initial surveys of this area were bold and promising, but it quickly became clear that these reports were far more hubris than logic. From the start, the theme for this map was constructed around the story of an ONI research team that mysteriously disappeared. We wanted to leave some story breadcrumbs that helped to imply that something dramatic occurred in this location. We wanted the map to make the player wonder, “What the hell happened here?” Unlike most Halo maps, there is a lot of overtly alien strangeness right in the player’s face. The creepiness and storytelling are simple and clear but doesn’t conflict with the game play. Early on in the development cycle for this map, there was a diverse array of visual ideas and ways to tell the story of this ominous place. Along the way, we had to consolidate this collection into a more concise statement that not only supported the theme but also felt appropriate to the Halo franchise. There was a lot of discussion about how we wanted the environment to feel menacing and forbidding. At one point, the map was a disparate arrangement of flora and fauna and we had to ask the questions, “Does all of this work together?” and “Does all of this support Halo Multiplayer?” When the answers were no, we made the hard call to change direction. Some of our favorite organisms that didn’t make the cut were lovingly known as meat loops, muscle humps, gas sacks, smokers, and momma trees. (Don’t ask). https://waypointprod...onceptart-2.jpg Abandon concept art Abandon had three distinct iterations. The first was the balls-to-the-wall alien greenhouse version. There was a dead monster-like creature on this map that you could use as a ramp, and there was a story that went along with it—something along the lines of: the monster attacked, killed the scientists, and then died from injuries it sustained. There were numerous subplots and supporting elements scattered around the map and in the skybox. The next iteration featured smaller animals trapped in containers underneath the map as the reason for the science team’s ‘disappearance,’ and early concepts show that the place was pretty badly assaulted. This version represented the first paring pass that reined the environment into a simpler and more believable statement of the original theme and cropped out some of the unnecessary components (we wanted to get back to what we really liked about the original concept art). The final iteration was an even tighter trimming of things that weren’t needed or weren’t working. The building’s interior looks relatively pristine compared to where it was originally, which is definitely to its advantage from a playability perspective, because it provides a stark difference between inside the structures and the wild flora that grows outside it. Gameplay-wise, Abandon plays much like the visual theme: claustrophobic and frantic, with danger lurking around every corner. It is a small map with lots of close quarters fighting; however, mid-range and long-range fights can be found in select locations. If you’re a fan of mid-range engagements, stick to the natural side of the map until you pick up your initial ordnance. Then you can go in, guns blazing. Oh, one last thing about this map. A Halo 4 concept artist wanted me to pass along his recommended strategy: Wear a diaper. Assuming you aren’t already, that is… Halo 4 Soundtrack Remix Contest If you have a thing for either music or awesome prizes, you definitely want to check out the just-announced-today Halo 4 Soundtrack Remix Contest. The competition starts October 3 and will run through October 29, with prizes awarded to the most original and creative tracks. Participants will have access to samples of Awakening, To Galaxy, and Revival from the Halo 4 Soundtrack, allowing for a wide range of potential remix styles and musical genres. For full contest submission guidelines and rules, visit: Halo4Remix.com. Entries will be judged by composer Neil Davidge of Massive Attack, Halo 4 audio director Sotaro Tojima and electronic musicians Sander Van Doorn and CASPA, based on originality, creativity, and musicality. Winners will be announced on November 16. Prizes for the Halo 4 Fan Remix Contest will vary per region and are subject to change: USA Grand Prize • Samsung Series 7 Laptop • Halo 4 Limited Edition Xbox 360 320GB Console • Halo 4 Trigger Stereo Headset • Complete Collection of Official Halo Soundtracks First Prize • Halo 4 Limited Edition Xbox 360 320GB Console • Halo 4 Trigger Stereo Headset • Complete Collection of Official Halo Soundtracks Second Prize • Halo 4 Trigger Stereo Headset • Halo 4 Official Soundtrack Canada Grand Prize • Halo 4 Limited Edition Xbox 360 320GB Console • Halo 4 Trigger Stereo Headset • Complete Collection of Official Halo Soundtracks • 12+1 Month Halo 4 Xbox LIVE Gold Membership First Prize • Halo 4 Limited Edition Xbox 360 320GB Console • 12+1 Month Halo 4 Xbox LIVE Gold Membership Second Prize • Xbox 360 Halo 4 Limited Edition Wireless Controller • Halo 4 Game Mexico Grand Prize • Halo 4 Limited Edition Xbox 360 320GB Console • Halo 4 Trigger Stereo Headset • Complete Collection of Official Halo Soundtracks First Prize • Halo 4 Trigger Stereo Headset • Complete Collection of Official Halo Soundtracks Second Prize • Halo 4 Trigger Stereo Headset UK, Ireland, Germany, France, Spain, Netherlands Grand Prize (1 per market, 6 in total) • Samsung Series 5 Laptop • Samsung 2.1 Wireless Audio Dock • Halo 4 Limited Edition Xbox 360 320GB Console • Halo 4 Trigger Stereo Headset • Complete Collection of Official Halo Soundtracks Runner Up Prize (1 per market, 6 in total) • Halo 4 Limited Edition Xbox 360 320GB Console • Halo 4 Trigger Stereo Headset • Complete Collection of Official Halo Soundtracks Australia Grand Prize • Halo 4 Limited Edition Xbox 360 320GB Console • Halo 4 Trigger Stereo Headset • Complete Collection of Official Halo Soundtracks • 12+1 Month Halo 4 Xbox LIVE Gold Membership First Prize • Halo 4 Limited Edition Xbox 360 320GB Console • 12+1 Month Halo 4 Xbox LIVE Gold Membership Second Prize • Xbox 360 Halo 4 Limited Edition Wireless Controller • Halo 4 Game Halo 4: Forward Unto Dawn https://waypointprod...duntodawn-2.jpg We’ve been counting down the days to Halo 4: Forward Unto Dawn with a series of short vignettes. That time is over though, because the live-action digital series that takes you back to the beginning of the human and Covenant war, leading into the events of Halo 4 starts on Friday. Yes, I’m talking about this Friday. The Friday that is only two days away… The first episode is just the beginning of this story and like any good story, it has to introduce the world and the characters to you in the right way before we get to the blowing shi – er stuff – up. This series is about great characters as well as great big explosions, so settle in for the whole ride…there will be plenty of all of the above to go around. There are some hints in Part I about important ideas in Halo’s future, so if you’ve been paying attention for a while, there’s a lot in there for your eyes only. That said, this show has also been created to help introduce many fans to the fiction of the universe (there are lots of people who don’t follow every date and character detail in the books or even the main Campaign stories – blasphemy, I know) and answers to questions like “So how did this galaxy-spanning war with a mysterious alien collective kick off, anyway?” We hope you love it, and we hope it’s as exciting a part of the big ramp-up to Halo 4 as we meant it to be! Office of Halo Intelligence: Part 11 https://waypointprod...wallpaper-2.jpg Bonnie Ross, General Manager for 343 Industries, has been with the studio since the beginning. Her insight, especially as it relates to the journey that was the development of Halo 4, provides a unique perspective on both the completion of our first full title and also the changes the studio has seen since its conception. Enjoy the words from someone who has an intimate relationship with both our game and the people that comprise our studio. 34(3) days… and counting Jessica asked me to write a section about us hitting gold last week. When we all celebrated last Thursday night, there was joy, relief, and pride. There was celebratory drinking, and champagne was poured on people’s heads, but mainly there was a lot of reminiscing about the path we took over the last few years. So I figured I’d write about that journey to the gold (disc) at the end of the Halo 4 rainbow. Along that journey, it is easy to be critical, even overly critical of every move and every mistake. When you get to the end, something washes over you (could be champagne over the head from a fellow 343er, Josh) that makes you look back at the journey with a little more forgiveness, Vaseline on the lens, maybe even a little regret that this part of our journey is over. Year of the Forerunner: In 2008, we weren’t working on Halo 4 yet because Bungie was working on ODST and Reach. So as a small 343 team, we had the luxury of a year to just think about the universe and the technology. Where did we want to go next? We had controversial discussions about the Forerunners and their origins. Should they always be a mystery or should we open up that Pandora’s Box? As you already know, we opened that box and Frank and the team set to help define the future fiction, the Forerunner backstory and characters that would ultimately become the Prometheans, the Didact and other inhabitants of Halo 4. While we weren’t thinking about the exact Halo 4 story back then, we were working on high-level themes for Halo 4 and the overall saga. We were thinking about Chief and Cortana, and we were thinking about new enemies and new threats, specifically Forerunner in nature. We chose the acclaimed science fiction novelist Greg Bear to write a trilogy dealing with elements of that story. As Greg’s first novel in that trilogy came out in 2010, he had a lot of questions before we had answers: what did the Prometheans look like? What did the living, breathing Forerunner civilization feel like? So between 2008 and 2010 our artists, designers, and writers met repeatedly with Bear to give him character sketches, talk about physics, shapes and characters that would ultimately take their first tentative steps in his book before coming to life on Requiem. Ghetto Halo: In the middle of 2009, we started working on the real design of Halo 4 and the not inconsiderable task of staffing it. Our rapidly growing team was crammed in a really small section of this building in Redmond Town Center (a mall). We were sitting two to three people in closet-sized offices meant for one, or camping out on the couch in the hallway. When people came onboard or interviewed, we would routinely get the comment, “Wow, really, this is Halo? I would think you guys would work in a better space than this.” We pretended like we wanted it to be that way – so uncool that it was cool, but in reality we were Halo wannabes and our company knew it and treated us as such. That all changed with the unsanitary sacrifice of our office savior Kenneth Scott. Kenneth, who fell for the “this space is just temporary while our real space is under repair” line during the interview process, joined our team as the Art Director. When the reality of the bad space set in, Kenneth started doing phone interviews for potential candidates in the hallway because there were no private meeting spaces. When it got too noisy in hallway, Kenneth moved his office to the men’s bathroom instituting a do not flush policy during phone interviews. Some of our best talent was recruited from the men’s bathroom. It was my own wailing and lamentation over Kenneth’s bathroom interviews that finally got my manager to approve us moving to a new space. When we moved into a much improved space, we started working on the Halo 4 prototype. How do you prototype Halo when you’ve never even built Halo before? Halo is already a beautifully balanced sandbox and we wanted to add more toys – and maybe some more sand. As a new team, we were in an awkward and unfortunate situation in that not only did we need to prototype how to take Halo forward; we needed to figure out how to build Halo in the first place. Halo? In 2010 we started working on what we call “vertical slice” which is really just a representative section of how we imagine the final game will look, feel and play. Going through that prototype process, we made the obvious decision that before we could add new things to the Halo recipe, we first needed to fully understand the existing ingredients. Could we make a level that feels and plays like Halo? Could this team build Halo? Typically with a vertical slice, you’re supposed to showcase the graphical art bar as well as a segment of gameplay. Our artists were working on a lot of art, but in 2010, David Berger and the development team were in the beginning of overhauling the engine so that in the future our artists could get their art in the game without compromising their vision. For the vertical slice, the mission we chose to build was part of our second mission, Requiem. We submitted it to our user research testing and it tested well. Users thought it was Halo, and they liked it. We at 343, as small a step as that was, celebrated a great milestone – and a kind of game design Hippocratic Oath:“First, do no harm.” When Kiki and the team presented the slice to the execs, it was met with straight faces with people saying this just looks like Halo, this just plays like Halo. “Yeah, I know”, I replied proudly, “Isn’t that great? 343 can build Halo, this is huge.” The execs sat with straight faces repeating, “This just plays like Halo.” I walked my team from the room. “Was that good or bad?”, Kiki asked. “Um, good. I think they ate something bad for lunch.” To be fair to the execs, they didn’t want to see the inside of the sausage making factory, they just wanted to know this team could not only build Halo, but take Halo forward. They wanted to see the “Wow.” It was kind of a crazy time in the studio as we had a bunch of “wow” on paper, but really nothing in the game yet. Coming out of vertical slice, the team heard the message that it wasn’t enough. While it was in the plan to take that “wow” from paper to game, we were just getting started. Bungie wasn’t built in a day, and neither was 343. Year of the Wow: In my opinion, 2011 was our hardest year. The team might argue that 2012 was the toughest, as people put in such long days and endless weekends. But in 2012, we knew what we were building and the stress came from wondering if we would we have enough time to get everything we wanted into the game. In 2011, we knew the game we wanted to build, but the “wow” and the magic was slow in coming together. Josh and the team had their design work cut out for them. In 2011, the focus was sandbox. As you know, Halo has had (mostly) the same enemies in the sandbox for the last 10 years. For Halo 4, we had new enemies, new weapons, and new vehicles all ready to go into the sandbox. But as you also know, Halo’s sandbox is delicately balanced, so adding new stuff while ensuring it’s fun and properly thought-out, is easier said than done. For the first part of 2011 the fun wasn’t coming together. Then one magical day, I think it was sunny (a statistical anomaly in Seattle), Josh wandered over to me with a gleam in his eye – and explained that he’d just got done playing for a few hours and it was fun, it was really fun, and he thought we had it. And so it happened. Over the next few months the game started to come together. Daily playtests went from Chris and the producer team begging for players to people vying for an empty seat every day at 4:00. There is never a specific date when you exit preproduction as different areas move out of preproduction early and others later. But in Fall of 2011, every part was out of preproduction and into full production. We could play through the entire game, and for the most part it was fun. We had one mission, Dawn, where Kenneth, Neill and the art team had set their visual target and polished it to a glittering finish, and it was beautiful. The multiplayer maps were fun, the new modes were fun. Spartan Ops was starting to come together. In Fall of 2011, we could see the light even after we recovered from our exit from preproduction party. Year of the Dragon: 2012 was a very long work week that never ended. In January of 2012 we had all of the pieces of the game in some form of done or undone, and all that was left was the long hours to put all of the pieces together and polish the game to perfection. Or as close to it as time and physics permitted. From February on, there would be something new to look at or play every week. The cinematics team started dropping in all of their work and the story came to life. Every time you played the game it was new, different and better. It was a pretty amazing time to be part of 343, part of Halo 4. Everyone on the team worked incredibly long hours – basically for the entire year of 2012. Phil Spencer, the VP of Microsoft Studios told me our building smelled like human. Good human, I’m sure. In one of the take-home tests where we were supposed to play Campaign Co-op, I played the first three missions with business guy Matt. Matt wanted to explore and ensure we looked at every inch of the first three missions. It took us hours and hours to trek through three missions playing Co-op on Normal. I’ve explored every rock, plant, structure, vehicle, and vista in the first three missions. At one point in Requiem, Matt called for me to come over and look at this amazing view (literally a Sparth concept piece brought to life), and as we stood together looking over the edge, I had flashbacks of childhood family vacation pictures at the Grand Canyon – it was that awe-inspiringly beautiful. Of course, the Grand Canyon isn’t filled with inverted megastructures made of massy hardlight, but you get the idea. In between vista viewings, we also shot a few things. Last week before we hit gold, I was playing a Spartan Ops take-home on Legendary (so not a Legendary player, for the record). I got in a mission with Tajeen, Kiki, and artist Chris. In between expletives from getting annihilated by another pack of alien scum bearing Fuel Rod Canons, I found myself laughing giddily, waiting to respawn into some impossible new situation to “help” my team. It was fun, it was invigorating, and you could almost see the gold through the plasma mortars. I started this journey with huge passion for Halo, and that hasn’t changed. I ended this journey with huge passion and respect for 343 and our people. Halo 4 is a result of the energy, blood, sweat, tears and the distinct human smell of the people at 343. At the end of the day, at the end of the year, at the end of the journey, it is about the people, the team. It has been an honor to work alongside such an amazingly talented and passionate group of people. So is this the end of the journey, or is it just the beginning? I hope it is the beginning for us at 343. I hope we did the fans proud. No regrets, but sentimental. There is no crying in Halo, but I dare you not to by the time the credits roll. Thank you for bearing with us. Thank you for letting us try our hardest. I hope we earn it. b There is no possible way I can end this on a better note than Bonnie, so I do believe that is my cue to wrap this sucker up. Try your hand at the remix contest, check out the first episode of Halo 4: Forward Unto Dawn this Friday, and I’ll see you here next week, same time, same place, but with new stuff to talk about. Until then…
  11. Halo 4 Master Chief fan made 3D model video Just another project of mine that I thought that I would share on here. Thus far I have put about 3+ years into it and I'm still working on it. But unfortunatly hardware limitations are making it hard for me to work further on the model since I'm wanting to fully rig it and have it run through an animation without any huge problems.
  12. Gamer Tag: Charles Stoot Map: Floor Runner [ball] <---Link here Game Type: Floor Runner < --- Link here Have you ever missed being able to send people through floors flawlessly, like Floor master Back in reach, well now you can with this new mini game made by Charles Stoot. Description For those of you who don't know the concept of Floor Master or forget how to play, here is a quick recap. One player below was the Floor Master, once he went under a block, that block would disappear for some time. If you fell through a hole you would plummet to your demise. To win the game as a player above, you needed to keep yourself from falling down to the Floor Master below for the entire round. This game was one life and you had to end the game each round, due there being only one floor master on blue team. In this version, same idea, the only difference are that, there are two directions to go, it's more than one life, and there is more than one floor master. Plus there is an object involved. Specifications of Teams 1. If you spawn with the grid above you; you are the Floor Runners. Objective: Safely bring back an artifact from the other end of the court to the end zone. In this case the artifact is an Oddball. Notes: The green blocks with the green beam in the middle of the court is a safe zone. Watch out for the beams for they will delete the floors your standing on. The Gold beams on the sides are kill boundaries. Scoring: 2 points for walking into the end zone. 1 point for throwing it into the end zone. 2. If you spawn and die right off the back.; you are the Floor Masters. Objective: Stop the artifact from reaching the end zone, you need to create gaps in the floor to make the players below die. Notes: The Gold beam on the far end of the court is a soft kill boundary. "Working as a team by passing the ball, and communicating as Floor Masters will ensure that you will have a good chance of winning." Images Note: This is that safe zone in the middle of the map. Enjoy
  13. I liked putting this together, hope others enjoy watching it
  14. I hate Halo 4 matchmaking (exception being Team Throwdown). It's simply not competitive enough for my tastes. I like to have some purely casual playlists, but it shouldn't be the majority of the game. To be honest, most of my fun in Halo 4 multiplayer only comes from my experiences in competitive customs with my fellow clan members. Although they have Pro gametypes in some playlists, I want more playlists made entirely of game types like these. When I go to a playlist, usually I want to have a balanced competitive experience but instead what happens about half the time is that an infinity gametype is voted, and we all know how much of a mess Infinity Slayer is. My proposal is that 343 Industries adds four playlists to Halo 4 that'd fit solely to the more competitive crowd. Not as strict or harsh as some players find MLG/Team Throwdown to be but not as chaotic and unskillful the normal playlists can be. These playlists should have preset loadouts, 5-second respawns, a number of armor abilities a player can choose from (Hardlight Shield, Thruster Pack, Regen Field, and Hologram I think would be good), static weapon spawns (maybe there could be SOME random ordnance but weapon drops would need one or two clips worth of ammo each, and would need to be sparse), 120% movement speed, and maybe enhanced versions of active camo and jet pack could be picked up by players on the map. For team based modes, players should also be forced into game chat. The playlists would be Slayer Pro (4v4), Rumble Pro (8 players), Objective Pro (5v5) and Doubles Pro (2v2). Maybe if players wanted it, there could be a playlist called Duel Pro which would essentially be 1on1. What do y'all think?
  15. Gamer Tag: Charles Stoot Map: Floor Runner [sword] <--- Link here Game Type: Floor Runner <--- Link here Have you ever missed being able to send people through floors flawlessly, like Floor master Back in reach, well now you can with this new mini game made by Charles Stoot. Description For those of you who don't know the concept of Floor Master or forget how to play, here is a quick recap. One player below was the Floor Master, once he went under a block, that block would disappear for some time. If you fell through a hole you would plummet to your demise. To win the game as a player above, you needed to keep yourself from falling down to the Floor Master below for the entire round. This game was one life and you had to end the game each round, due there being only one floor master on blue team. In this version, same idea, the only difference are that, there are two directions to go, it's more than one life, and there is more than one floor master. Plus there is an object involved. Specifications of Teams 1. If you spawn with the grid above you; you are the Floor Runners. Objective: Safely bring back an artifact from the other end of the court to the end zone. In this case the artifact is a swords, you have evade to help you out. Notes: They can get rid of your swords if a hill goes over you. The green blocks with the green beam in the middle of the court is a safe zone. Watch out for the circular beams for they delete the floors bellow. The Golds beams on the sides are kill boundaries. Scoring: 1 point per sword in end zone. 2. If you spawn at the start of a round and die instantly, you are a Floor Master Objective: Stop the artifact from reaching the end zone, you need to create gaps in the floor to make the players below die, and also grabbing the swords from those bellow. Notes: The Gold beams on the far ends of the court are soft kill boundary. Images Enjoy
  16. Hello people of the Forums! I have recently started on a Halo 4 Machinima. However, I have a...lack...of voice actors. So that is why I come here! Hopefully there are decent voice actors here that are willing to lend their talents to my machinima. So if you're interested in playing a part, email me at [email protected] and I will email you a cast list so you can decide what part you think best suits you. Thanks in advance!
  17. Anyone want to play some forge or 1v1? I have been wanting to test my skills for a while :3. Just hit me up, my GT is WardoMichael if you didn't know xD. Anyways I look forward to it. You can be any rank, legit I will take on an SR-130 to an SR-1 if I have to. But overall I would like someone in my rank range. Thanks, WardoMichael
  18. Halo 4 is a pretty great game that came out quite a while ago now. So how much do you still play the game; I am interested to know. Thanks!
  19. Halo 5 Wish List Rank and Skill System: My simple solution to the ranking "epidemic" would satisfy both the competitive, and the social community's needs. There would be 2 systems. Rank, which is the credit based system that earns you the basic new armor, stances, player cards, etc. But next would be the Player Skill, using the 1-50 system that Halo 3 and 2 had implemented, it would match up players with around the same skill level. It would be shown in lobbies on the Player Cards just below the rank. Also, for the Social Playlist, player rank would be deactivated (or at least not visible). Social and Ranked Playlists: This is quite near an absolute MUST have. I can go into further detail about why this should be implemented, it would satisfy both community's needs, it would have further competitive and social customizations for quite near every game-mode as there are 2 copies of them, good players vs good players, competitive vs competitive, casual vs casual, or I can show you a funny cat picture . Or nothing at all... Community Playlist: This will be an extra playlist, to fit in with the more, action sack game-play. Stuff like Griffball, Tennis, Avalanche, Race, Parkour, those really fun little extra things that made Halo Reach's Custom Games awesome! It made Halo Reach awesome. The bad thing about it was that if you didn't have 10 friends on at the same time, playing Halo, up for matchmaking and had the knowledge of these fun game-modes, then you couldn't play. With this playlist, 343i could text out different custom games and map and only those of which are worthy enough will be featured to the open matchmaking. Armor Abilities: I believe armor abilities should be like the equipment from Halo 3. They should be spawned on the map where the players will have to fight in strategic locations and secure the spawn to take them. Imagine, when you and your teammates are holding up in a tower and there is one ramp, that ramp leading up to the backside. You and your team have an overlook of the majority of the map, making this a strategic vantage point. The opposite team will then have to push up the ramp and secure the location for a, let's say a shotgun drop (never wanna place power weapons where they will be most useful). So the enemy team coordinates an attack up the ramp. It is pretty simple enough for you and your team to defend, there is only one way up. At least that's what you guys thought. When the enemy begins to finally retreat back down the ramp from an unsuccessful assault, you hear a slight noise of fire slicing through the air behind you. One of the enemies have a jetpack. He assassinates one of your teammates, then goes on to melee another. You and your 2 remaining comrades turn to take out the Air Assault unit, when the enemy retreating down the ramp pushes back up in full force. You and your remaining teammates find yourself stuck between 2 enemy units. This happened because while your team was focusing on the vantage point, one of the enemies seized a Jet Pack, then flew up there behind your guys backs. Now that you learned from your mistakes, you will be sure to watch out for that one guy with the jet pack, possibly take a sniper up there with you as a lookout. But if everyone had a jetpack, there would be no team coordination, no vantage points, or even teams. The whole enemy team would have jet packed up there and it would be a random shoot fest. And, imagine just that one guy with a certain armor ability, and how relieved you will be once he's dead, and the tactical callouts. Whew, that was long. NEXT! Customization: I, myself, am a heavy RPG player. Though a prefer shooters over RPGs, I still love them. So when my most favorite genre collides with the greatest feature about another, I go ballistic. For me, customization will make a terrible game great. Customization in Halo Reach turned (for me) a great game awesome! Here's what I think should be customizable in, if not Halo 5, future Halo games. Helmet, Visor, Chest, Arms, Gloves, Shoulders, Legs, Knee Pads, and of course, attachments. Why were attachments not in Halo 4! And I think attachments should then be featured for; Helmets, Arms, Shoulders, and Legs. You can add utilities, knives, bullets, grenades, tactical equipment, etc. Then complete button mapping should be featured. Something so simple can go SO far. Next is Player Cards, with different stances, emblems, colors, boarders and Spartan IDs. Companies: Companies are guilds, just fit into the lore. You will be-able to invite players, promote, de-rank, and kick players. You will be able to personally customize the ranks of your Company, along with the emblem, and home map with a game-mode. You can set certain roles for certain players, along with set events and what-not. Company wars would be featured. New Vehicles: It's a time for an upgrade in our arsenal. What ever happened to that bada** concept art of that UNSC boat for Halo Reach. Feature some kind of Tropical Island map and throw that in there! It would make all the sense in the world! Imagine that boat speeding across the river placed slicing through the black rock of a tropical island, with everyone sprinting towards it and chucking grenades at it, with a gunner on the back of it mowing people down. YES PLEASE! Then there is the Light Assault VOTL, acting like the Manta from Unreal Tournament 3. Use that thing for 5 seconds, and while your using it, imagine that in Halo. YES PLEASE! Also, if the brutes aren't in Halo 5 or future Halos, you can remake the Brute Chopper as a smoothly rounded, purple chromatic, plasma fueled machine of death. The center could be made up of plasma or energy sword like projectiles. Or for the center it can just be an opening into a gaping maw of plasma that will be sure to feast upon any who dare get too close. Or a Promethean remake of the soft, grey rounded material. When you jump on it, the frontal part will then begin sliding away from the center until it opens up to whatever the hell that magma like stuff is. Halo Soundtrack: When I state "Halo Soundtrack", I don't mean just take the old sound files and place them into the new game, nor am I saying that the new music is bad! Honestly, the new music is majestic, beautiful, and quite awesome. But it's not Halo. I want music that is new and refreshing, but I also want it to be highly similar to the old ones, certainly similar enough to recapture old memories. I realize that you guys are trying to change Halo and make it your own, and props to that, but 2 things. Don't fix something that isn't broken, or, in the music's case, bada**, and Halo needs to be Halo. You can't take a beloved franchise, especially Halo, and try to change it into a completely new franchise. And this counts double for how long this franchise has been out, and released to the public in the very fashion that makes the people love it, that fashion your tying to change. Honestly, Halo 4 was a GREAT game, it just wasn't Halo.Love how music set that in motion. Ordnance: I believe Ordnance Drops should only be allowed in the Ordnance game-type that would take place in the Community Playlist. I believe this was the biggest mistake 343i made. It's okay, everyone makes mistakes, but if this gets featured in team slayer in the next Halo, it will END terribly. This must be removed, and halted from being featured in the new Halo game! If it's in 2 Halo games, why remove it, right? It would only destroy the entire timeline. So this MUST BE REMOVED from at least the competitive playlist. We all know why... Invasion: This is a game-mode idea. It would feature a high number of players, such as 64 or 32. It would be a fully fledged warzone of the Covenant vs the UNSC. With Pelicans, Mammoths, Phantoms and Scarabs, it would be heavily oriented based combat. With both team receiving Filed Orders, it would match that of a true warzone. Missions would include; The UNSC must stop the Scarab from reaching a certain strongpoint of the UNSC by destroying it, while the Covenant's is to defend the Scarab as it makes it's way through. Or the Covenant must capture a valuable UNSC asset, and deliver him to an outpost to take shelter while they destroy the UNSC AA turrets. The UNSC would have to defend both the Asset and the AA Turrets. If the asset was taken, then they would have to brake into the Covenant outpost and secure him while still defending the AA turrets. If the AA turrets are destroyed by the Covenant, then they can deliver the Asset to a Phantom where he would be delivered to a Flagship. If the UNSC capture the Asset, they can then take him to a Pelican where he would be escorted off the battlefield and to safety. Remember, the Asset would just be one major objective. Major objectives can only be delivered one at a time, but that objective would bring multiple others to the table. Backing Out: Technical designs idea I'm throwin out here. When one joins a match on a Competitive Playlist, one can not simply back out once map voting starts, not just when it ends and the map is selected. This will avoid the quitting of an entire before the match begins. Another thing is, the match cannot begin until all the player slots are filled to the fullest extent, as there will be NO join in progress features for the competitive scene. On social playlists though, there is backing out always, and, there will be join in progress. Forfeit: Another Technical design I'm throwing out here. Ever been in a match of Halo 3 where there's 2 guest and they end up leaving directly after the game starts, and you have to suffer the entire time, getting slaughtered over and over because you don't want a massive penalty? Well, here's a way to fix that! When you find yourself outnumbered 3-to-1, you can go to the start menu and select "Forfeit". A vote will then be put up for your entire team to either accept or deny defeat. Once your entire team admits defeat, the match then ends and the other team wins. Though there will be greater rewards for finishing the match, forfeiting is an easy way to leave with a good reason without any penalty. The enemy team gets extra rewards for both beating their rival, and halting them to a complete surrender. Bigger Battles: With the power of the Xbox One, and the long lasting power the PCs had 8 years ago, this should be an easy one. In the book, "The Fall of Reach", Chief and Blue Team set an ambush for a covenant cavalry unit made up of a thousand grunts. It was four Spartans against an ocean of barking dogs charging their position. With the help of high ground, rockets, mines, and team coordination, the four Spartans laid waste to the invasion force. With explosions rocketing the earth, and 100s of plasma projectiles sizzling through the air, a thousand corpses lay dead in the large plain that had become a graveyard. Wish I could do that... Assassinations: I believe it would be pretty awesome if every weapon had unique assassinations, kinda like the different executions from Gears of War. Though I still want really cool hand to hand combat exercises. Like look at the Red vs Blue animations. That is pretty much what Spartan 2s are like, I mean hell, they can dodge bullets and in some cases slice them out of the air with a combat knife. They can still stay just as mobile with a collapsed lung as if they didn't have one, without feeling any excruciating pain. They can kill a 6-10 foot tall alien with 2 hits. SHOW THIS! I know we aren't Spartan 2s, we are Spartan 4s (stupid design choice), but show our ultra, super soldier, space marine, roman, god-like natures! I want assassinations that engage two Spartans or elites with each-other that looks like the animations from Red vs Blue. Also, when you gain higher levels, you will then unlock more, and cooler assassinations that you can equip to use. Maybe 4-6 equipped assassinations. Oh, and also hunter assassinations. Maybe you have to cycle it 4-5 times to kill them, each time weakening them. Forge World Properties: In forge, I think it would be awesome if there was special effects like Reach, but adding in stuff like turning a certain area within the radius to different skins. The skins would be; desert, rock, snow, default, magma, swamp, forest, etc. You could then go into properties and for special effect, in certain areas within the radius, there could be snow, ash, rain, sandstorm, etc. Also, each object would have different skins. There would, again, be; UNSC, Metal, Bunker, Covenant, New Mombasa, Forerunner, etc., with flood version of all of them. Again, another thing. You could connect any object to another, and when one is acted upon by a certain force, the other reacts in a certain way. Also, of course, having one object be reactive once acted upon. This could make for shattering walls, buildings, light bridges, doors, buttons, and so much more. Spartan 3s: Now, at this point, it wouldn't make sense in the lore, but I really wish this woulda happened instead of what did. First, there was the Spartan IIs. God-like super soldiers with enough willpower to defeat a whole Covenant Invasion. One did it 4 times. They were taken from their homes on their respective colonies. They were put in a classified, top secret training military program at the ages of 5 - 8. They were put through tough, bone cracking, tissue ripping challenges that would nearly kill any other. But they were special. Later augmentations resulted in un-human like abilities. With %300 increase in reflexes, titanium like bone structure, super human-like strength, and the mental strength of a god, they were machines of war. Then the Spartan 3s came about. Taken from their homes and saved from the suffocating ash of their burning colonies, they were also put in a secret military training organization. With a less restricted list then the Spartan IIs, the Spartan IIIs were less as powerful, but greater in numbers. The UNSC believed them to be expandable. Sending them on suicide missions with only one thing in mind. Complete the objective. They were augmented to a lesser extent, though they were still very powerful, super soldier like. The Spartan IV project came along, although the Spartan III project never was declared finished, and could have easily been renewed. Guess what they did. Signed up to become a Spartan. I had to give a history lesson, as you can see the major difference, and what frustration this brings me. That's why ODST are not featured in Halo 4. That's because Spartans have now become ODSTs. WHO decided this course of plot? I don't mean to offend some-body, but this is really starting to **** me off. Another "stupid" story decision is coming up. Understandability: This is the biggest thing that is absolutely the WORST thing any writer could do to Halo. I did not know who the Didact was, why he was attacking us, where he came from, what the Prometheans were, why they're attacking us, where I was, what was happening, what the librarian was telling me, why was I doing this, what that thing is, why is this happening, until I read 3 books (soon to be 4) that cost $20 a piece! STOP! I know that this is gonna happen in Halo 5 because there is no way to stop it now. I already watched as Mendicant Bias (if that's what that thing was) rise from the ground. It's gonna atke about 30 minutes to explain what the hell he is, what happened, why he was created, why he's back, how he's back, and I know their not gonna take 40 minutes off the shooting maniac's time. I just hope, please, that there is some understandability and explanation as to what is happening. Please 343i, I can't afford to buy book after book just to understand what's going on in an already $60 game. That about wraps it up folks. I know there's more, and I'll probably add onto it soon, but it's getting pretty late. I can barely think straight. Not to mention some of the plot choices are starting to blur my vision...Go ahead and leave what your wish list is down below. I'll be happy to read them.
  20. Dog

    Halo 5 Rumors

    Source-Latinos Post ____________________________________________________________________________________________________________________ We All Know Halo 5 will be a darker halo than halo 4,and it is only the start of the forerunner saga. ____________________________________________________________________________________________________________________ "Halo 4" was one of the best reviewed games of 2012. The title garnered an 87 aggregate score from Meta Critic and was hailed by reviewers for reinvigorating the franchise. However, developer 343 Industries claims that "it made a ton of mistakes in producing the hit title". On a blog, franchise development director Frank O'Connor stated that "[Halo 4] wasn't flawless by any stretch of the imagination". But by most objective criteria, it was a resounding success. So we know we have a lot to do. And we know we have a lot to learn. But we also know that we now have the capacity, the teamwork, the technology and the experience to do much better next time." He added, "We made a lot of mistakes. We can do better. And we know this, and we will." O'Connor makes no mention about whether the development company has initiated work on the next installment in the venerated franchise but he seems to be excited about the future. "Technically, this should be a retrospective, but it's safe to say I'm more excited about the future than the past. Excited about what this team is already working on," he wrote. "Excited about what this team is capable of. And excited about the future of Halo. A future we want you to be a part of. A future we're building for you." The only real information currently known about the next Halo title is that it will be "darker" than the previous installment. Rumors indicate that the game could come out with the launch of the Xbox 720, but with recent release of "Halo 4," the next title is likely a few years away. Reports have claimed that the title is in "early development."
  21. Im seeking a Competitive Halo Team or possibly starting my own. If anyone has any information or is interested please let me know.
  22. So as many of you already know, me and JXZAW are hosting a Halo 4 playdate on the 22nd. I have some maps that are ready to be played, they just need one thing, a Race gametype. So if any of you have a Race gametype, reply to this post so we can arrange a time to meet on Halo 4 so I can get it from you. DO NOT PUT IT IN YOUR FILE SHARE. We will just play a game of Race that way I can just get it out of the Temporary History of Gametypes. I f you put it in your File Share it will be removed by 343 because it is a modded Gametype.
  23. Hello developers, here is my feedback on your game Halo 4. I have played a lot of H4 and a lot of H Reach. Here are my ideas and my feedback, from the most important to the least. Multiplayer: I liked: - No armor lock - graphics are cool - ranking system - weapon damage update, especially the buff for the AR - loadouts. I loved to be able to choose my gear. - being able to walk fast with a detached tourret Overall it was a really great game, I stopped playing to focuse better on college. I disliked: - how come that on launch, the DMR had both a shorter killtime and a bigger range than the BR? That to me is very very sloppy. - The killtimes are too fast. The good thing about Halo is that when you are getting shot, you have time to react: to get away, let you shields recharge and have a balanced battle or to turn around and fight back. In H4, you don't even have the time to turn around and fire a shot on your opponent before you are dead. - The maps weren't good enough. There were no maps that actually sucked. What I missed was the interaction between different parts of the map. In H4, it felt like the maps would split up the field into many smaller battlefields, that had nothing to do with one another. I didn't feel like I followed a certain strategy while moving around the maps, I would just go were the enemies were and shoot them, and that would be enough. I don't understand why you don't just remake older maps? Sorry, but if the new stuff you are creating is not better than the older stuff, it seems pointless to make new maps from scratch. Also, please get rid of these map packs. Make them mandatory. I feel so frustrated buying them, seeing that the maps were acutally very good, and then not having many people online to play these maps with. Make the game a little more expensive but include the map packs in the standard edition. - gametypes: it is a good idea to keep the amount of gametypes smaller in order to have a bigger population in the playlists. But then shuffle through the playlists faster!! - some power weapons were way to easy to use: the railgun, the beam rifle, the SAW and the Gauss hog tourret. Power weapons need to be difficult to some degree, or the game just feels like a joke. When I picked up a beam rifle in team snipers, and stayed focused, the rest of the kills I would make would be snapshots. I would loose interest as soon as I got one of these easy power weapons in my hands, because I knew it would be very easy. - you could have been more creative with the promethean weapons - you basically made other versions of the human and covenant weapons. The caracteristics of the weapons could have been more dominant: give the dmr a significantly slower killtime, bloom but a really big zoom (4x). You made the assault rifles stronger in the weapon update, which I loved. They suddenly felt correct and were a viable option. The storm rifle should drain shields faster but health slower. - the plasma grenades were much harder to stick to people, since everyone was further away from one another since the players were fast and the maps so big - so they should have had a bigger explosion radius and a more violent explosion animation / sound like in Halo Reach. - Pulse grenades - felt like throwing baloons at people. Come on, you can have things very differently between campaign and multiplayer - make the pulse grenades useful! Make them always drain shields quickly and simply collapse in the end. Here, the animation and sound of the final explosion was way bigger than the damage caused, which created an annoying experience. - Why did you reduce the amount of grenades in the game drastically by disabling the pick up of grenades from dead bodys by default? H3 had a ton of grenades an no one complained. I would have loved to have more grenades in Halo 4, please make picking up grenades from dead bodys the default ability again. - How can the hard light shield deflect rockets and tank shots? That doesn't make sense and is frustrating for the rocket guy. Imo, the hard light shield should not reflect anything and it should be destroyable by rockets etc... Campaign: I liked: - Cinematics were extraordinary. - I disliked: - the prometheans: they didn't add new interesting gameplay imo. You just shot them until they dropped. Also, the crawlers were ridicoulous: would the forerunners, who build Halo, who are extremely advanced, build "dogs that shoot you"? No. - could you make the AR and melees more strong in the campaign, so that they make more sense? Master Chief is so strong, he should set a grunt flying in the air upon impact. He can also just rip their gas mask away. It feels ridicoulous when a grunt survives a melee attack. The AR should rip through groups of grunts like butter. - nothing looked threatening. Maybe you wanted to sell the game to kids, but come on - go more in the direction of Halo Reach or even ODST to make things interesting for adults.
  24. From the album: Totallly not revealing anything.

    Be sure to visit JL's story The Sniper of 343i.org by clicking here!! :http://www.343industries.org/forum/topic/33183-the-sniper-of-343iorg/page-5?do=findComment&comment=301255 This is my depiction of The Sniper, The being taking down innocent members as we try figuring out what in the name of heck is going on, As well as having some people try to hunt The Sniper down. Catch: You still can't see the face. :3
  25. Hey everyone, we uploaded our second installation on glitch tutorials today, this time, we feature Halo 4. This trick I like to call, 'The Light Pit' because that's basically what it is, and you can't get down there originally because it has been blocked off by kill barriers. Hope you enjoy! If you could, subscribe! A little kick start to this channel is just what we need. https://www.youtube.com/watch?v=hWf0ez0oBMY
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