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Halo 4 |OT2| TURBO

Blueblur1

Member
is there an chat where we can all freak out accordingly to the e3 stuff without shitting up this thread?

Seeing your post made me seek out this gem from 2009. I''m going to repost and change the room to #halogaf in case people are interested in starting up the room once again.

Joining the HaloGAF Chat in 4 Easy Steps

1) Pick an IRC client.

mIRC
IceChat
XChat
ChatZilla Firefox addon

2) Select a regional EFnet server.

EFnet server list

3) Add the server in your IRC client. See your software's Help menu for help.

4) Join #halogaf. Use the command '/join #halogaf' to join the room.
 

FyreWulff

Member
This could mean only one thing.

Halo 5 doesn't have graphics anymore because it is now a rock opera.

MVQl7G6.gif
 

Mix

Member
Seeing your post made me seek out this gem from 2009. I''m going to repost and change the room to #halogaf in case people are interested in starting up the room once again.

Joining the HaloGAF Chat in 4 Easy Steps

1) Pick an IRC client.

mIRC
IceChat
XChat
ChatZilla Firefox addon

2) Select a regional EFnet server.

EFnet server list

3) Add the server in your IRC client. See your software's Help menu for help.

4) Join #halogaf. Use the command '/join #halogaf' to join the room.

I'm in the chat room :D
22.5 hours to go guys
 

jem0208

Member
Seeing your post made me seek out this gem from 2009. I''m going to repost and change the room to #halogaf in case people are interested in starting up the room once again.

Joining the HaloGAF Chat in 4 Easy Steps

1) Pick an IRC client.

mIRC
IceChat
XChat
ChatZilla Firefox addon

2) Select a regional EFnet server.

EFnet server list

3) Add the server in your IRC client. See your software's Help menu for help.

4) Join #halogaf. Use the command '/join #halogaf' to join the room.


I have no idea what I'm doing.
 

willow ve

Member
Hope everyone has their salt and slrp gifs and jpgs uploaded to an approved image host for tomorrow. Be prepared. You have 22 hours to get ready.

Where's that conanBRgameplay.gif
 
Core Slayer is a Slayer gametype that mixes in elements of Assault and Capture the Flag. Each team spawns with a Power Core in their base. This core can be carried and inserted into specific “Interactive Map Elements” (IME). These IME can be anything that can be powered on such as gates, elevators, shield doors, light bridges, gravity lifts, man cannons, teleporters, auto turrets, laser arrays, electromagnetic land mines and more. Once the Power Core is inserted into an IME it will function for a set period of time, after which it will be consumed, then the IME will power down. The spent Power Core will respawn as a fully charged Power Core back in your base, after a set time, after it has been consumed by the IME. Once inserted into an IME, a Power Core cannot be removed. The act of carrying a core from your base to an IME is like Assault while the act of stealing the enemy team’s respawned core is like Capture the Flag. The gametype is Slayer so it can be played without the use of Power Cores but they can turn the tide of a battle with their map altering properties.
 

bidguy

Banned
Core Slayer is a Slayer gametype that mixes in elements of Assault and Capture the Flag. Each team spawns with a Power Core in their base. This core can be carried and inserted into specific “Interactive Map Elements” (IME). These IME can be anything that can be powered on such as gates, elevators, shield doors, light bridges, gravity lifts, man cannons, teleporters, auto turrets, laser arrays, electromagnetic land mines and more. Once the Power Core is inserted into an IME it will function for a set period of time, after which it will be consumed, then the IME will power down. The spent Power Core will respawn as a fully charged Power Core back in your base, after a set time, after it has been consumed by the IME. Once inserted into an IME, a Power Core cannot be removed. The act of carrying a core from your base to an IME is like Assault while the act of stealing the enemy team’s respawned core is like Capture the Flag. The gametype is Slayer so it can be played without the use of Power Cores but they can turn the tide of a battle with their map altering properties.

agreed
 

jem0208

Member
Core Slayer is a Slayer gametype that mixes in elements of Assault and Capture the Flag. Each team spawns with a Power Core in their base. This core can be carried and inserted into specific “Interactive Map Elements” (IME). These IME can be anything that can be powered on such as gates, elevators, shield doors, light bridges, gravity lifts, man cannons, teleporters, auto turrets, laser arrays, electromagnetic land mines and more. Once the Power Core is inserted into an IME it will function for a set period of time, after which it will be consumed, then the IME will power down. The spent Power Core will respawn as a fully charged Power Core back in your base, after a set time, after it has been consumed by the IME. Once inserted into an IME, a Power Core cannot be removed. The act of carrying a core from your base to an IME is like Assault while the act of stealing the enemy team’s respawned core is like Capture the Flag. The gametype is Slayer so it can be played without the use of Power Cores but they can turn the tide of a battle with their map altering properties.


Definitely a 343 leaker.
 

Slightly Live

Dirty tag dodger
Seeing your post made me seek out this gem from 2009. I''m going to repost and change the room to #halogaf in case people are interested in starting up the room once again.

Joining the HaloGAF Chat in 4 Easy Steps

1) Pick an IRC client.

mIRC
IceChat
XChat
ChatZilla Firefox addon

2) Select a regional EFnet server.

EFnet server list

3) Add the server in your IRC client. See your software's Help menu for help.

4) Join #halogaf. Use the command '/join #halogaf' to join the room.

Yay.
 

HTupolev

Member
They could finally add the stencil shadowing back in and have it look like Doom 3!
"Due to eSRAM size limitations, we were unable to efficiently handle a full-res stencil buffer at 1080p, so all stencil operations are carried out in a 480x270 buffer. Trust us. On a separate note, Halo 2 Anniversary supports a flock of 20,000 pink flamingos."
 
Just about every piece of cover on Warlock is part of the structure of the map. Sight lines are broken by geometry that is also a functional area on the map, not a random crate sitting in the middle of an open field. While “lazy cover” can be a viable option in certain scenarios, like the rock gardens on Sanctuary, it is generally better to block sightlines with structural cover like Sanctuary’s central ring-structure. Placing a large structure in the center of a map is a simple way of blocking many cross-map sightlines.

The convex curvature of the top bridge on Narrows demonstrates how elevation change can act as a sight line blocker. Elevation change also creates more playable space without significantly increasing the overall dimensions of the map. In addition to map design reasons, elevation change creates a more dynamic experience for the player than if he was always moving on the same, one or two, elevation levels like on Haven.

Both Warlock and Narrows allow different players to occupy the same X and Y coordinates with the only variable, between their positions, being the Z coordinate. Since players cannot see through the ground beneath them, or through the ceiling above them, vertical overlap acts as a vertical sight line blocker. In addition, vertical overlap allows for the existence of flanking routes and helps to prevent the map from playing too linearly like Station 9. Players can trade the benefits of top control for the opportunity to surprise their opponent by approaching from an unexpected angle.

Lockout is a good example of how vertical overlap can increase the playable space on a map without increasing its overall X and Y axis dimensions. While vertical overlap generally increases the strength of top control, it also allows map creators to place “tac jumps” that allow players to move vertically, from a low position to a high position, without traveling a long horizontal distance (traveling up an elevator vs traveling up a spiral staircase).
 
No need for a new Halo 5 CG teaser.
We already have one. Show the game/engine, or show nothing.
Yeah, it would be a disappointment for them to show a CG trailer rather than the game itself.
I understand it might not be a showable state, but then... I dunno find something else to do that isn't so unrepresentative of the game.

If it is to be a CG trailer, I hope it shows an interesting new mechanic.
 

Booshka

Member
No need for a new Halo 5 CG teaser.
We already have one. Show the game/engine, or show nothing.

Yeah, it would be a disappointment for them to show a CG trailer rather than the game itself.
I understand it might not be a showable state, but then... I dunno find something else to do that isn't so unrepresentative of the game.

If it is to be a CG trailer, I hope it shows an interesting new mechanic.

Maybe we'll get another BR.gif like we did with Halo 4.
 

Vico

Member
Yeah, it would be a disappointment for them to show a CG trailer rather than the game itself.
I understand it might not be a showable state, but then... I dunno find something else to do that isn't so unrepresentative of the game.

If it is to be a CG trailer, I hope it shows an interesting new mechanic.

The way I understand the news and rumors, I actually think they're totally ready to show it, even though they still have a lot (and I mean... A lot) of work to do.

Might just be a multiplayer teaser (if Halo 2 does include the beta), showing a glimpse of a 32v32 match (let me dream).

Maybe we'll get another BR.gif like we did with Halo 4.

tumblr_l5se1iTR0T1qz4w1go1_500.jpg
 
A “Holdout” style Infection map has only one area, say a fairly small two story building that Humans cannot exit. Humans must survive constant Zombie attacks from multiple different entrances while defending their holdout area. Unlike a traditional Infection map, Humans have no influence over Zombie respawn points. Zombies randomly spawn near entrances to the holdout area, like outside a window, above a skylight, or down a hallway that is inaccessible to Humans.

A “Linear Progression” style Infection map builds on the Holdout concept. Rather than a single holdout area, there are multiple holdout areas. Humans spawn in the first holdout area and must defend it until the entrance to the next holdout area is opened. Entrances can open automatically at a certain times in the game or entrances can require the Humans to destroy an object blocking the path. Once a new holdout area is opened, the Zombies’ available respawn points are adjusted to give them access to the new holdout area.

The past: Zombies kill humans. Humans become zombies.

The present: Players progress from one holdout location to another as the map allows.

The future: Maps have multiple routes that players can choose to take and interactive elements that players can choose to activate.

Rather than a single path that all Humans must follow, diverging paths, that eventually reconnect, allow Humans to make different decisions and experience different areas of the map in addition to giving Zombies choices like which group to attack. Multiple paths allow the Zombies to separate some Humans from the group, single them out, and infect them.

Interactive Map Elements that the Humans can activate, ranging from automated map defenses like auto turrets to map movement options like a subway train to map altering elements like overhead lights allow both Humans and Zombies to have a dynamic experience each time they play the map.
 
A “Holdout” style Infection map has only one area, say a fairly small two story building that Humans cannot exit. Humans must survive constant Zombie attacks from multiple different entrances while defending their holdout area. Unlike a traditional Infection map, Humans have no influence over Zombie respawn points. Zombies randomly spawn near entrances to the holdout area, like outside a window, above a skylight, or down a hallway that is inaccessible to Humans.

A “Linear Progression” style Infection map builds on the Holdout concept. Rather than a single holdout area, there are multiple holdout areas. Humans spawn in the first holdout area and must defend it until the entrance to the next holdout area is opened. Entrances can open automatically at a certain times in the game or entrances can require the Humans to destroy an object blocking the path. Once a new holdout area is opened, the Zombies’ available respawn points are adjusted to give them access to the new holdout area.

The past: Zombies kill humans. Humans become zombies.

The present: Players progress from one holdout location to another as the map allows.

The future: Maps have multiple routes that players can choose to take and interactive elements that players can choose to activate.

Rather than a single path that all Humans must follow, diverging paths, that eventually reconnect, allow Humans to make different decisions and experience different areas of the map in addition to giving Zombies choices like which group to attack. Multiple paths allow the Zombies to separate some Humans from the group, single them out, and infect them.

Interactive Map Elements that the Humans can activate, ranging from automated map defenses like auto turrets to map movement options like a subway train to map altering elements like overhead lights allow both Humans and Zombies to have a dynamic experience each time they play the map.

Bro what the fuck are you doing?
 

willow ve

Member
Maybe we'll get another BR.gif like we did with Halo 4.

That BR gif put HaloGAF into hype levels never before seen. It blinded most of us to any news after that which explained perks, loadouts, ordnance, no ranks, etc. All we could think of was how great that BR gameplay looked.
 

Pathos

Banned
Do you have any games in your backlog?
Not really, I just won't have enough time to play games until all my exams are over and I'll be school free
Over a rerelease? lol.
1. If you are referring to H2, I only played like 1 or 2 levels of campaign and I never played H2 multiplayer before. So it's the only mainline Halo game I need to finish.
2. I'm talking about the MS E3 presentation in general. They've been hyping it up like crazy so they must have some good shit to show
 
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