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  1. Gamer tag: Rocco0728 Map "Starship Troopers": http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/59275d4b-9541-45da-af6c-79f242b465c1 Game type "SST":http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/b7ba9968-12d0-4669-9b97-6df79a5ea98d Recommand player count:4-8 Basically the outpost defense in Starship Troopers, just survive till the game ends, highly suggest playing the map with the SST game type. The more bug the better!
  2. Hello fellow Installation 01 community I'm mason I have a very big request for this epic new game coming out. First to start I'm a huge fan of halo I absolutely love it and care so much about it. I want to say thank you to the developers of Installation 01 for doing this and creating this game. i always really wanted to be a marine in halo not the epic spartans with shields etc. but a standard soldier of the UNSC or a ODST I would love to see this in the game because what not better than having many options to choose from from being a spartan a marine and a ODST. I do understand that matchmaking must be for spartans and stuff but like for like private matches and different game types can allow the Marines or ODST. This would also be a pretty good way to create like short movies and stuff and having like spartans be the heroes and stuff but any way I thought it would be cool hopefully we can see these and if this can happened make the variety of armor like from marines form Halo 1-5 and from halo wars 1-2 from the cutscenes. Now I would to see a flood gameplay survival like kinda like firefight but will the flood and there endless horde and this fights right in with a marine and ODST if the get lets say get killed they get there dead body can get infected and be a flood mutation. Thank you guys and I hope the community can agree that this would be a neat stuff to have
  3. It would be cool if 343 puts in a new firefight where you have to see how long can you last against the flood. It be like halo campaign on legendary with flood everywhere.
  4. Metro 2558, infection map 12 players max. Based: Metro 2033 By: GhostStalkerG11 Download link: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=GhostStalkerG11#ugc_halo-5-guardians_xbox-one_mapvariant_GhostStalkerG11_f4f31d87-52f4-44ff-8ef2-7c45b6df7f91
  5. I wish there was a playlist in firefight where you could fight both covanent and flood. A three-way battle between us, the covanent, and the flood would be epic. Having some of the covanent get turned into flood while fighting. Who here agrees with me? What are your opinions on what I think?
  6. Hello everyone! I want to start by saying ODST was one of my FAVORITE Games, why you ask?!?!??!!!?..... Just the SIMPLE Things Like the ENVIRONMENT! The simple city surrounding that hardly any other game has if the one and only HALO! To really sum things up, I'm going to make an all out Halo game of my very own version! Story Line, The story would start as usual, fighting jackals, grunts, elites aboard a UNSC Ship, or UNSC Military Space Station, while brutes beat the very life out of our city's on our newly sanctioned planet, but when the covenant come to the last place known to the human race on this dark mythic planet, they soon find Man has a newly discovered potential Allie! Now the covenant, not only has to retreat but avoid these dark mythtic creatures man has soul Hartley embraced! Mean while, In the elite homeland The Elite Philosopher or Elite Theocracy Council, envisions a Brute sacrifice that may end man kind and partake in destroying the dark mythic planet and its realm of fortitude from ever lasting life... Now the only thing standing left for man is Syo-Durzaina and the SyoGhost HaZ Op (Green Horns Hazops) wich must contain and stop the infection! Halo 2, Halo ODST, Halo 4 similarities into Halo SyoGhosts: 1). Duel wield 2). Supply Drops- Weapons Drops, Vehicles, ODST Infantry Squads( Via Halo Wars ). 3). Halo ODST Pistol, Halo 4 Pistol, and Duel wield Halo 2 Pistols! 4). Weapons and Vehicle Vaults! Objectives in Halo SyoGhosts: Green Horn extractions- Side Missions Spartan IV's as guides- Side Missions ODST Rescue and Commandeer Member/Squads- Certain Side Missions if kept alive! Items Pertaining to Energy and Health: 1). Medical kit 2). Helmet Energy Canister (Blue) 3). Canister Charging Station 4). S2(Over Shield) Canister (Green) 5). SyoCanister (Yellow, Green, and Blue) Items Pertaining to Key Cards and Passwords: Armory: Passcode Armory: Passcode Armory: Passcode Armory: Passcode Armory: Key Card SyoArmory: Key Card SyoArmory: Key Card SyoArmory: Key Card SyoArmory: Key Card SyoArmory: Key Card and Passcode SyoZone Armory: key Card and Passcode SyoZone Armory: key Card and Passcode SyoZone Armory: key Card and Passcode SyoZone Armory: key Card and Passcode SyoZone Armory: key Card and Passcode Infantry Zone Entrance: Zone Key Card Zone2 Key Card SyoZone Card Military Vehicle Entrance: Sector4-6: Key Card and Passcode Sector3: Key Card and Passcode Sector2: Key Card and Passcode Sector1: Key Card and Passcode
  7. A Rookie figure my brother gave me. The flesh, tentacles and orange flesh is made of hot glue. I finished with coats of paint.
  8. A halo flood map that takes place in a Military study lab. It is a step by step map with limited ammo and deadly flood. There are 3 phases and each is harder/easier.
  9. A question for everyone: What was your initial reaction the VERY first time you time you saw the flood? I believe this is a great topic to discuss and share nightmares (or acts of bravery.) Please, share as much detail as you wish. You can discuss the building up to the flood, or how they affected you in later games, but please share your opinions. My first time: I may have been young, but I was still attentive. I was so confused as to what the Covenant dug up. I was scared that, well, the COVENANT were scared. Walking into that facility, seeing figures running in the distances, shots from nowhere, gross noises, it kinda stuck with me. Fighting out of the facility was the scary part. I had no idea what these ugly-looking beasts were and so I tried spraying and praying my way out. I repeatedly got lost and stressed. Oh lord, it stuck with me. >.<
  10. Hey everyone! By now I'm sure all or the majority of you have seen the Flood match on Complex. However, this time the player starts out as a Spartan.. however he dies within the first twenty seconds of the match But we get him as a Spartan again in Round 3 so no worries This overall is some really good gameplay, and it happens to showcase a bit more of the map than the last video that was released. so be sure to watch and enjoy c: http://www.youtube.com/watch?v=Jwfap3S8O7I&feature=g-user-u Thanks for watching and hope you enjoyed. Don't forget to give Ducain23 a like for all of the news he's helped bring to us
  11. Look into the Eyes of Flood Mode Now we can see through the eyes of these mysterious creatures. Up until this point we have only seen this picture but now we get inside of them. We get to see what will be on our HUD. And we hear a little information on the attacking style that these creatures will have. Ducain also talks about the new map called Complex, but it's a very brief analysis. Here is the video. Watch till the end. http://www.youtube.com/watch?v=_IZfuB5jIDk&list=UUzGLSfWbq4CiqKFO9lU9HLg&index=2&feature=plcp Video by Ducain23 I hope you enjoyed let me know what you think in the comments below. Edit: One more Screenshot from Flood Mode
  12. A 7 minute gameplay on the map Complex with the game mode "Flood".The pistol is still in and we get to choose 1 of 3 loadouts from Flood and Human alike. It appears you can choose Camo, Hardlight Shield and Thruster pack. I am not sure exactly what side can do what but Camo is for both sides and i haven't saw a Human with Thruster pack and i have not saw a Flood yet with a Hardlight Shield. Give me your thoughts on this. From and By: ducain23 http://www.youtube.com/watch?v=jrPt2rWwbOg&feature=g-user-u Fan Mail Friday Post: https://www.facebook.com/permalink.php?story_fbid=480727948617768&id=2675... Original Video: http://www.youtube.com/watch?v=ZUaPZC0Ydq8
  13. The Final Stand Sergeant Jackson scrutinized the battlefield. Chaos and destruction was all to be seen. He and his squad were the last surviving marines in the platoon. Their Lieutenant was infected by the Flood, so the Sergeant was left in command of this unit. The three others with him were less experienced in combat, but he believed they could pull through. There was Corporal Williams, the squad’s best Sniper. Private Bosworth, the new recruit to the UNSC. Finally there was Engineering Officer Bailey, an experienced engineer in the UNSC Engineering Corps. These four soldiers formed Charlie Squad. The flood had hit hard, it was an unexpected attack. They had high-jacked another Covenant ship and jumped to the Western region on New Mombasa, the area where Charlie Squad and the other marines in the Platoon were stationed to protect. They were expecting Covenant, and only Covenant. The Flood began to quickly multiply as soon as they hit Kenya. It all happened too fast. “Bailey! Any luck with that COM Tower?” the Sergeant barked. “Yes Sarge, just a few more minutes.” The Engineer replied. “Hey Williams, you see anything?” Jackson asked. “No Sergeant, not yet. I’m expecting another horde to be coming soon though.” The Corporal didn’t take his eye of the scope whilst replying. Sergeant Jackson walked over to the recruit, who was slowly reloading his Assault Rifle. “Private, how you doing?” The Sergeant asked in a calmer tone. “I’m good Sergeant, this was just…not something I was expecting to happen. I thought there may be a few Covenant drop ships, maybe a little more. I never thought the Flood would come. I had only heard things about these monsters, and now I’m fighting them.” Bosworth was almost shivering as he spoke. “Don’t worry kid, we’ll get through this. Just keep yourself together and stay strong." the Sergeant reassured him. “Thanks Sarge.” the Private replied. “Hey Sarge! I’ve got good news!” Bailey shouted from the COM Tower. “What is it?” “I managed to make contact with a Search and Rescue team, there’s a Pelican waiting for us a few miles South. We have to be there within thirty minutes. It shouldn’t take us long in the Troop Transport Hog…as long as there aren’t any interruptions.” “Nice work Bailey.” The sergeant was satisfied. “Come on boys! Pack up, we’re leaving. “Where to?” the confused Private responded. “We’re getting off this damn planet.” the Sergeant replied. Bosworth was waiting at the wheel, while the Sergeant sat next to him. Williams was sitting in the back, checking his sniper rifle. “Bailey! You got the rest of the ammo?” The Sergeant felt like they needed to move quicker. “Yeah Sarge, I’m just-” “Just what?” Loud gunshots go off, the squad snapped their neck toward the sound. Bailey was sprinting towards the Warthog whilst reloading his magnum. “Damn it!” the Sergeant yelled. “They’re here!” Bailey was nearing the Warthog, but it was too late. A Flood Combat form and leaped at him and hit him to the ground. Bailey fired at it as dozens of infection and combat forms began to swarm the area. “Just drive! I’ll hold them off!” the struggling Engineer shouted. “You’re a good man Bailey, you will be remembered. Private, get us out of here!” Jackson ordered. Bosworth slammed the acceleration pedal. The Warthog’s engine roared and they were off. “Williams! You good back there?” Jackson asked. “Yes Sergeant.” the Corporal replied. He wasn’t very talkative, compared to most other marines. They were escaping the Flood, but the Sergeant knew there would be more ahead. There was only fifteen minutes left until the Pelican had to leave. The Flood was spreading. “Sergeant! We’ve got a massive wall up ahead! Looks like it was used to hold off the flood!” The Private struggled to talk over the Warthog’s screaming engine. “Alright! Bring us to a stop!” the Sergeant replied. The Warthog screeched, then stopped. The wall was huge, there was no way to get the Warthog through. Jackson spotted some stairs on the left side of the wall that could easily take them over. The Pelican shouldn’t be too far from there, no more than 5 minutes running. “Come on, we’re heading up those stairs. Grab any ammo you need and move it.” The Sergeant was confident they could make it. They had just about reached the top of the wall when they heard the heavy footsteps of flood infection forms running towards them. Hundreds of infection forms followed. “Damn! Ok, we need to-” Jackson was cut off by the sound of Williams reloading his sniper. “Go ahead you two, it’s time I had a bit of fun.” The Corporal was eager to fire a few rounds and hold off the Flood, even if it cost him his life. “What are you still doing here? You’ve got less than ten minutes to reach that Pelican.” “Thanks Corporal, I wish you the best of luck.” The Sergeant was proud to have such soldiers fighting by his side. Jackson and Bosworth reached the bottom of the other side of the wall and sprinted through the woods. They could hear the gunshots behind them, then eventually there was silence. The two kept running, but they could hear the Flood gaining on them. They leaped out of the woods panting, and looked around expecting to see a Pelican. There was nothing there. “Sarge…they left us.” the Private said in shock. “Don’t worry, I’ve got this all under control. I’ve got a flare, let me just pull it out of my bag.” The Sergeant was panicking on the inside, but he wouldn’t let the marine know how he truly felt about the situation. He pulled of his bag and started rummaging through its contents. “They’re coming, hold them off until I can get this flare out and lit.” The Private didn’t say a word. He just turned to face the oncoming flood, and fired his Assault Rifle. “Sarge, I’m all out, they’re almost here.” the Private slowly said. “Ok, take this!” Jackson threw him his SMG without lifting his head up from his bag. Ah! Private I’ve got the-” The Sergeant dropped the flare. He watched as Bosworth, or what used to be Bosworth, grew an appendage and was quickly mutated by an infection form. Many more infection and combat forms surrounded Jackson. He looked down at the two fragmentation grenades attached to his belt, then looked back at the Flood. “Looks like there’s only one way for this to end…”
  14. 1. Gamertag: Salsasandro in collaboration with Silberaffe (Underwater Canvas made by Oakley Hidef) 2.Name of the Map: Misty Heights Map Tags: flood, salsasandro, underwater, bridge, silberaffe, trap, mist https://www.halowaypoint.com/en-us/players/salsasandro/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Supported Gamemodes: Flood, Slayer 3.Gametypes: GT Misty Heights Flood GT Misty Heights Slayer https://www.halowaypoint.com/en-us/players/salsasandro/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Recommended Players: 4 to 10 4.Description: The Humans have to survive on the top of the Mountain. The Flood players are catapulted from underneath the map to simulate the climbing chase of the Flood. Several Bridges and Traps, hidden Items a cavern and some place to hide. Also risk vs reward places. 5. Pictures
  15. Flood: Rising On a cold, spooky evening, three kids: John, Scott, and Sammy, were on a stroll, when they spotted a facility hidden in the woods. "Hey, you wanna go check that out?", asked Scott. "Are you kidding?", exclaimed Sammy, "it's probably hidden for a reason". Without an answer, Scott raced towards the structure. "What were you thinking Scott, we could get in real trouble!", said John. "Place looks empty to me", replied Scott. "I say now that were here, we might as well see what's going on". After walking through the halls for a while, they heard a clank across the room. "What was that?", asked Sammy, startled. "Maybe there's some workers that can help us out", said John. "Let's go check it out". As they got closer to the corner, they heard an ear piercing shriek. "What was that!", screamed Scott. As they started to run back, out came a crazy monster: human size, but it looked green, infected, slimy, and almost zombie like. "WHAT IS THAT!!", shrieked Sammy. They ran for their lives, but the monster was catching up. As soon as they turned the corner, they ran into a Spartan in full Recon armor. When the monster reached them, the Spartan blasted his shotgun straight into the creature's face, killing it as it hit the floor. "Wh-wh-who are you?", asked Sammy. "I am James Carter, Spartan from fireteam Alpha at ONI. As far as I know, I am the last living Spartan in this area", he said. "what was that thing?", asked John. "That", exclaimed Carter, "Was a Flood". "What's a Flood?", asked Scott. "I'm not supposed to be saying this, but considering we're the only living people here, I guess I can" said Carter. "A few months ago, the famous scientist Doctor, Kevin Halsey, husband of Catherine Halsey, was conducting an experiment to give humans improved athletic abilities. The experiment, working on a rat, was later conducted on a human, but what Dr. Halsey didn't realize was that the chemicals infected the rat and was mutated into a horrible creature. Dr. Halsey realized to late, and the same happened to the human, who terrorized the facility, infecting whoever it injured, turning them into Flood. Dr. Halsey's current status is unknown." Just then two more Alpha Flood came charging at them. Carter killed the first one, slamming to the floor, but the second one tackled him. Battling to not get infected, Carter struggled, almost getting sliced, but a shotgun blast blew the Flood's head, falling lifeless to the floor. Scott was holding Carter's shotgun, stunned at what he had just done. "Nice shot",said Carter, taking back his shotgun, "here, you'll need some protection". He handed each of them a Magnum, and together they got outside the facility. "So what now?" asked John. "Well", answered Carter, "Looks like we're going to have to fight our way through this one".
  16. Flood will still be in Halo right? If it's not in multiplayer for guardians, I will begin taking lives, for real. I know it might not be a big deal for some of you people, but to me, it's all but unimportant. So anyways, keep flood, or die.
  17. the master chief gets infected but partially and retains his mind and body but now a flood infected one with the traits of one and the weaknesses and the ability to be hated and loved by all things flood and sentient except the gravemind will tell him what to infect (thats YOU sentient life) so hide from the master flood chief infection and eventually he will break free from the infection and kill the flood (again again again) please 343 add this to the game or as a seperate campaign
  18. *CAUTION* -Foolishness ahead avoid if unable to handle- *CAUTION* READ AT OWN RISK lol just to keep a little relativity I'm going to use halo terms but here it is. I Just wanna see if I'm alone or not you don't have to share what you answered but if you want to feel free and the only reason this is up is because no one ever ask and i was feelin it today. BTW i mean this as in what you look for in a real connection not just to exchange data and move on. Cortana being = female Master Chief being = male Average AI life span = 7 years a mature AI would be 3+ years of age (Spartans Never DIE but do malfunction in completing orders and task without a functioning AI so will keep them relative to an AI's lifespan) Mature being = > 3 =26^ Young being= < 3 =26v Flood being = ? = What is time? H4- Mature/Maturer H1- Younger Flood- I Don't Care I LOVE IT I just so happen to love H4 Cortana and H1 MasterChief just keeping it real but i could care less how old your programing is if you have that maturer attitude maybe because i lack a little of it. "I'm Like chief in a covenant carrier" <( halo version of a common figure of speech statement do you know what the original is if you guess right a 10$ xbox live card is yours for the taking. by the end of july lol sorry I've got priorities)
  19. Knight

    The Flood?

    I've always been wondering what had happened with the flood, they don't explain why the flood is not there. I was looking forward when I got the game to encounter the flood and see how they would look. In my opinion, halo is not the same to me without the flood.
  20. The story takes place on a Bio-Hazzardous toxic planet in which the humans are trying to harvest fuels. As the planet is in a researching state by humanity, humans soon run into a problem with the covenant, with the same interest. As the covenant move in, on the humans 3 main, processing and research facility's, SyoGhost HaZ-Op Troopers drop from above space stations to combat the elite controlled cities they soon find. SyoGhost as themselves in there environment they have been training so hard to remain at an advantage. As the covenant attack and plunder many smaller city's, the promethium leaders, decide to sacrifice the loosing covenant on the planet with flood spores in order to destroy, what the humans have worked so hard on, with out the planets acidic technological breakthroughs, they will be crushed by the immense promethium warlords. The SyoGhost last hope is breach the 3 main processing and research labs and obtain, the technologically advanced weapons and unleash a mythical creatures DNA designed to rid the humans of there flood infected planets to keep the flood and every infection spore dormant... Until the creatures are extinct. Large HALO Military Base Buildings Structure and shapes Reflective Spartan Helmet Concept
  21. You have entered the realm of absolute consumption. I am The Silenced, a Gravemind. For many years have I have roamed this mass of intelligence, wandering, pondering... Only now have I made myself known. Allow your insight of the communities to shine a glorious light upon me, and my people... Assimilate your words into mine, prey. For you are their hosts, Feeding me your posts, These forums about you know the most. Yes, PREY...
  22. 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…
  23. Hello, please repair Halo 2 Vista, Microsoft isn't doing anything. Although I dont see any 343 servers on Halo 2 vista, I bet it can still be done. Halo 2 Vista needs somne repairs because it has noticable problems. In matchmaking microphones dont work and games can spontaniously deny access. I know not alot of people play Halo 2 Vista But I think even if it isnt a top earner it should work effectively for those whom have purchased it. Also It would be awesome if the character stuff could be added to create firefight scenarios for Halo 2 Vista.
  24. this is a map that plays with the game type hive mind, its a escape bunker to get away from the flood but the flood broke through and are every were. here is a link of a video that I made a while back the map has been fixed and edited after words so the map is a better playable map then the one in the video but not much has changed in the bunker http://www.youtube.com/watch?v=v46EsDS8a9U&feature=c4-overview&list=UUtRA3jAw7HvB_jdKuG1hVQw and link to my channel on youtube subscribe :-) http://www.youtube.com/user/unitedforges
  25. Gamertag: ChancierHornet Map: Bad Rain https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/67429415-d3ea-4ce4-a245-272f710f9fab Gametype: Cascade https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/d693ce06-370c-4a4c-a8a1-0d76d0f0ec36 Cascade is a Flood Minigame which requires some explanation. Flood spawn on the upper level of the tower and must use their Sticky Detonators to attach grenades to the Mongooses found there before dropping them on the Spartans below. A massive Crate can also be used for this purpose for a little more crunch. This gametype is modded to allow the Flood to carry these weapons therefore it must be used. 4-12 players.
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