Halo: Master Chief Collection Master Thread | This is it, baby. Hold me.

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I think he knows Halo better than anyone in 343i.

343 is a collaboration of developers from all different ends of the industry coming together to work on something they are all passionate about, Halo. I think it's very unfair to belittle anyone in the studio.
 
343 is a collaboration of developers from all different ends of the industry coming together to work on something they are all passionate about, Halo. I think it's very unfair to belittle anyone in the studio.

I don't believe all of them are passionate about Halo as you think. MS offers big checks. Money talks etc.

Edit: That's why we got Halo 4.
 
I don't think the "passion" argument is fair. I'm sure Bungie was more passionate than anyone about Halo and they still (in my opinion) led the franchise astray.
 
This is perfectly true, but people will do that anyway.
Welp, let's get to it.
I like Team Slayer
Guess Objectives are dead..
I like even matches
Join In Progress confirmed.
I like running for timed power weapons
Sprint returns for Halo 5.
I like creeping into your base.
Motion tracker range increased.
Please don't have it in CE playlists.
I love SWAT
This speaks for itself.
I like BR and DMR, I like pistol, but never mastered it.
what's pistol?
I am an excellent driver, I like driving everything, so I like big team.
Bigger maps in Halo 5 with a focus on BTB. Possible player count increase rumors may be true.
My favorite games would be Team Slayer on Guardian or Lockout, SWAT on Haven, or two flag CTF on Blood Gulch/Coag.
Frankie hates Halo Reach.
To hell with the DMR, the Covenant Carbine is the only single shot mid-range rifle the sandbox should have.
Hey buddy....... Why don't you just get the hell outta here?
 
I don't believe all of them are passionate about Halo as you think. MS offers big checks. Money talks etc.

Edit: That's why we got Halo 4.
Well they all knew they'd be working on Halo and nothing but Halo for the foreseeable future, right?

And Halo 4 was a pretty amazing accomplishment for being developed by 343 while growing and expanding dramatically in size. So I'm reserving judgment on just what 343 is capable of until Halo 5 hits. That's the real test. They have the time, they have the response to Halo 4, and they'll even be able to gather some data on how the Master Chief Collection is played by the community.

I'm optimistic.
 
Late reply regarding external timers being bullshit, apologises but Aussie time differences.

Why? Never heard of league of legends? xD

It might not be your prerogative to do, but it is not "bullshit." That's just your opinion. I didn't use them, but that wasn't even my point. It was more that the weapon spawns were predictable and were part of the game.

What the shit.. Care to explain?

Firstly I love arena gameplay plus I enjoy opening fixed and balanced spawns. Now with that out of the way...having to use an external timer or having an enemy sit on a weapon or power up spawn for 30s - 2 minutes is total bullshit. A better method is having the fixed opening spawns to fight over then each subsequent spawn having 2 or 3 locations to spawn into selectively with a global ordnance drop that all players can see 10-15 seconds ahead of time.

The above does the following:

1. Imbalances between those 1% super hardcore that will use an external timer and the 99% who want to play a game online for fun or competition. Learning the openers and a team strategy is still vital.

2. Removes weapon farming and weapon/power up spawn camping which really hinders a game, player movement and honestly is straight up shitty gameplay. The timer and always fixed spawns promote that shit gameplay for the 99%.

3. Keeps arena style gameplay and fair starts as well as dynamic map/spawn control and team communication. Teams and players are broadcast where, when and what so it's all about map movement, team strategy and individual player execution to reap the rewards. All completely fair and even starts.

4. Everyone is aware of the fixed opening spawns and the dynamic spawns thereafter, without the need for external timings to the actual game itself. You don't see 1 basketballer carrying a personal timer, no it's on a shot clock that all can see to share the information globally. That's what the above system and my bullshit comment demonstrates.

5. Still rewards players/teams who fight for weapons/power ups while allowing more balanced future spawns and forced map movement. This also appears to be a solid method to spawn killing/trapping for an entire game that just leads to imbalanced games online. It allows power weapon rewards without the cheapness or randomness that was present with Halo 4's personal ordnance.

6. The better team/players still come out on top and are rewarded each time.

7. It creates closer game experiences while remaining fair and arena style.
 
What do you consider the "core" of Halo?

Because for me it's strongly present in every Halo.

Glad you asked.


heh_middle.jpg


Maps were designed like Quake 3 maps, powerups in specific locations of high risk/reward. i.e., look at the camo/os placement in Hang'em high.

Quake 3's lost world:
levelguide_lostworld_1.jpg


Core of Halo to me was this:

Spawn with a primary/secondary weapon set that protected you from all ranges of combat fairly. i.e., scoped pistol in HCE could defend you off spawn from a sniper seeing you right after you spawned.

Like Quake 3, timed power weapons and timed powerups dictated combat and flow around the maps. i.e., In Halo CE's prisoner, the rockets spawn in the second level platform that was out in the open, easily open to attacks from all angles. Grabbing the rockets gave you an advantage in combat but not a guarantee, again this goes back to risk vs reward type gameplay.

Quake 3's Aerowalk:
levelguide_aerowalk_2.jpg


Look at the placement of the weapons/powerups in that image above. Mega health is down low, in an very open area. Railgun is up top, but lines of sight are basically zero to someone going for megahealth (BALANCE!) Rockets are place twice around the map to allow for fairness, since rockets don't mean instant death like Halo ones do.

The crew who made Halo CE created something console gamers probably NEVER got to experience which was PC FPS of Quake, Quake 2 and Quake 3. Halo CE was the console arena shooter, no other console FPS could even fathom to stand up to its multiplayer offering on console.

As the Halo series evolved, Halo 2, H3, Reach and H4...that core element of HCE that shared an essence of Quake 3 was completely lost.

To refer back to what I think the core is of Halo, it's Quake 3. It's spawning with fair weapon set that allows players to defend themselves from each respawn before they pick up better weapons/powerups. It's timing powerups and keeping them away from your opponent. It's the thrill of 3-shotting a sniper across hang'em high with the HCE pistol. That's Halo. It's pure.
 
Glad you asked.


[lMG]http://legacy.the-junkyard.net/images/gallery/halo/heh_middle.jpg[/IMG]

Maps were designed like Quake 3 maps, powerups in specific locations of high risk/reward. i.e., look at the camo/os placement in Hang'em high.

Quake 3's lost world:
[lMG]http://quakelive.wikispaces.com/file/view/levelguide_lostworld_1.jpg[/IMG]

Core of Halo to me was this:

Spawn with a primary/secondary weapon set that protected you from all ranges of combat fairly. i.e., scoped pistol in HCE could defend you off spawn from a sniper seeing you right after you spawned.

Like Quake 3, timed power weapons and timed powerups dictated combat and flow around the maps. i.e., In Halo CE's prisoner, the rockets spawn in the second level platform that was out in the open, easily open to attacks from all angles. Grabbing the rockets gave you an advantage in combat but not a guarantee, again this goes back to risk vs reward type gameplay.

Quake 3's Aerowalk:
levelguide_aerowalk_2.jpg


Look at the placement of the weapons/powerups in that image above. Mega health is down low, in an very open area. Railgun is up top, but lines of sight are basically zero to someone going for megahealth (BALANCE!) Rockets are place twice around the map to allow for fairness, since rockets don't mean instant death like Halo ones do.

The crew who made Halo CE created something console gamers probably NEVER got to experience which was PC FPS of Quake, Quake 2 and Quake 3. Halo CE was the console arena shooter, no other console FPS could even fathom to stand up to its multiplayer offering on console.

As the Halo series evolved, Halo 2, H3, Reach and H4...that core element of HCE that shared an essence of Quake 3 was completely lost.

To refer back to what I think the core is of Halo, it's Quake 3. It's spawning with fair weapon set that allows players to defend themselves from each respawn before they pick up better weapons/powerups. It's timing powerups and keeping them away from your opponent. It's the thrill of 3-shotting a sniper across hang'em high with the HCE pistol. That's Halo. It's pure.

on a slightly unrelated note. Aerowalk makes an excellent Halo CE map because of the things you mentioned.

https://www.youtube.com/watch?v=u_QmG4TKrXw

So fun. Feels like Halo.
 
Any information on dedicated servers in Japan? Xbox One hasn`t been released here yet (comes out September) but I was planning on buying one just to relive my halo 2 / 3 days. But because Xbox is so...well, niche here. Will I be lagging around like nobody`s business despite the dedicated servers?
 
Any information on dedicated servers in Japan? Xbox One hasn`t been released here yet (comes out September) but I was planning on buying one just to relive my halo 2 / 3 days. But because Xbox is so...well, niche here. Will I be lagging around like nobody`s business despite the dedicated servers?

Microsoft has 2 Azure data centers in Japan, so yes there will be dedicated servers for Japan. Depending on how they shift players around to get them games though, you might get pushed to the Asia Pacific servers.
 
Any information on dedicated servers in Japan? Xbox One hasn`t been released here yet (comes out September) but I was planning on buying one just to relive my halo 2 / 3 days. But because Xbox is so...well, niche here. Will I be lagging around like nobody`s business despite the dedicated servers?

While I can't confirm about Halo or Xbox One services the Azure datacentres for Japan are now open. I would personally assume you're covered to have local Japanese dedis mate. They opened back in Feb 2014 and partner with Fujitsu, who are well known in the datacentre industry globally, for Japan East (Saitama Prefecture) and Japan West (Osaka Prefecture).

Source
 
Anyone who complains about the filthy casuals just after using a hashtag in a forum post is ...probably someone I don't care to play with.

I didn't complain about casuals, I complained about 343i catering to casuals. For me, that's a complete different story.

Most of my friends, where casuals at Halo 3 and I enjoyed every social or custom game with them, especially fun maps. Those were really cool and a good way to take a break from the ranked playlist.

---

Anyways, I couldn't care less, about Halo 4. I will play it in the MCC to get the achievements and that's about it. I see myself playing Halo 3/classic Halo 2 the most, but it depends on how the new Halo 2 MP mode plays. Hope it's good.
 
Well they all knew they'd be working on Halo and nothing but Halo for the foreseeable future, right?

And Halo 4 was a pretty amazing accomplishment for being developed by 343 while growing and expanding dramatically in size. So I'm reserving judgment on just what 343 is capable of until Halo 5 hits. That's the real test. They have the time, they have the response to Halo 4, and they'll even be able to gather some data on how the Master Chief Collection is played by the community.

I'm optimistic.
Solid post.
Glad you asked.

-snip-
3772998-2521060549-13969.gif


on a slightly unrelated note. Aerowalk makes an excellent Halo CE map because of the things you mentioned.

https://www.youtube.com/watch?v=u_QmG4TKrXw

So fun. Feels like Halo.

Too bad XBL+DLC wasn't a thing back then.
 
We need a new video on this now. Its been over 2 weeks and I am craving for more stuff. Franky, can we get some ViDoc. Behind the scene cool stuff.
 
Well they all knew they'd be working on Halo and nothing but Halo for the foreseeable future, right?

And Halo 4 was a pretty amazing accomplishment for being developed by 343 while growing and expanding dramatically in size. So I'm reserving judgment on just what 343 is capable of until Halo 5 hits. That's the real test. They have the time, they have the response to Halo 4, and they'll even be able to gather some data on how the Master Chief Collection is played by the community.

I'm optimistic.
Yep. Kind of hard to judge a company off of one game while in transition. The move to push halo 5 to 2015 was a solid one. Maybe that was the plan all along. Who knows.
 
Glad you asked.


heh_middle.jpg

Love this post. It's exactly what I love about Halo CE. Plus, it still has my favorite aesthetics. I don't like the new human / forerunner "look". Actually, same with the covenant. I don't like how everything got shiny and "rounded" as we went. It's one reason why I never like the remakes because they have that now standard Halo look when I want the classic Halo look.
 
Love this post. It's exactly what I love about Halo CE. Plus, it still has my favorite aesthetics. I don't like the new human / forerunner "look". Actually, same with the covenant. I don't like how everything got shiny and "rounded" as we went. It's one reason why I never like the remakes because they have that now standard Halo look when I want the classic Halo look.

Not trying to toot my own horn, but you urge me and I'd like to share my article on how Halo correlates to Quake: http://teambeyond.net/halo-ce-brought-arena-shooter-gameplay-consoles/ *note, one thing I forgot to talk about was map comparisons, but I think it's obvious at this point.


How Halo Brought Arena Shooter Gameplay To Consoles

By: Daniel Sneed | June 19th, 2014

With the upcoming release of Halo: The Master Chief Collection and the 2015 release of Halo 5: Guardians, a lot of buzz has been going on around the Halo community and for good reason. People are genuinely excited again for Halo, and not just because it’s another Halo but also because it’s the Halo games we know and love. Halo: Combat Evolved, Halo 2, Halo 3, and Halo 4’s separate multiplayer modes will be playable in the Master Chief Collection.

Many people argue about the core of Halo. What is the core? Is it the 3 shot pistol from CE? Is it dual-wielding from Halo 2? Is it ordinance drops with custom loadouts from Halo 4? I believe the core of Halo originated in Halo: CE with the developers at Bungie directly adopting a lot of core principles from id Software’s Quake 3, a team-based, arena style first person shooter for the PC. Halo: CE released in 2001 and Quake 3 released in 1999. There’s little doubt Halo: CE used a lot of the concepts from Quake 3 and made them playable on the console.

Halo: Combat Evolved was the first time that an FPS was on consoles since the Golden Eye days of the Nintendo 64. Halo: CE introduced new gameplay on consoles that used two analog stick controllers and basically brought the gameplay of Quake 3 over to the consoles. So why is this so important? Why should we even discuss Halo: CE being related to Quake 3? It’s very simple., Halo: CE is a slower version of the same core gameplay of Quake 3.

Starting weapons

Halo: CE’s multiplayer is quite simple:, start with an automatic assault rifle and switch over to your secondary weapon, a scoped pistol that’s deadly at many ranges, and capable of killing in three shots to the head. This starting weapon set concept is exactly like Quake 3. In Quake 3, you start with a fully automatic machine gun, yet you have nothing else…so how is this the same? It’s the same because the concept calls for players to be able to defend themselves with a starting weapon that can literally kill from a variety of ranges. In Halo: CE, you start with average weapons that you can defend yourself with in a fair manner against opposing players that may be wielding a more powerful weapon.

Powerups

Halo: CE and Quake both share the same core power-ups principles:, set the powerups on timers that are constant. In Quake 3, a powerup’s respawn timer is immediately set once someone picks up the powerup. For example if the red armor spawns every 60 seconds after it’s been picked up, then a player who’s controlling the red armor can mentally keep track of when they picked it up and know that they need to be back in the red armor area to get the next pickup 60 seconds later – Meanwhile the opposing player doesn’t know when it was picked up, thus they have to try to kill their opponent and pick the armor up for themselves to set a new timer.

In Halo: CE, the powerups work similarly, except that they’re on static timers. So every 60 seconds, an overshield will spawn regardless of whether a player has picked it up or not. This gameplay mechanic allows for creative flow in a match, and forces players to mentally keep track of timed powerups/weapons, etc.

Weapons

Many weapons from Halo: CE are similar to Quake 3’s. The sniper rifle in Halo: CE can be related to the railgun in Quake 3. It’s a straight line, hit-scan weapon that deals massive damage, usually killing in two body shots to a player or one to the head. The railgun differs because it deals damage equally across the player model, there isn’t any extra damage dealt from aiming at the head.
The weapons philosophy in both Halo: CE and Quake is pretty much the same. Both games have shotguns, rocket launchers, sniper-type weapons, fully automatic machine guns that deal average damage, plasma weapons, etc. The core element here is that they’re strategically placed on the maps in both games to promote movement and map control.

Movement

Player movement is pretty similar, but one thing Halo: CE did was it slowed down the player movement speed in the game, and I think it was because of the controller. The speeds you can reach in Quake 3 with strafe jumping (jumping mechanic that builds momentum as you string together carefully timed jumps) are insane and they make the game very fast paced. Meanwhile, in Halo: CE, while the base player speed isn’t all that fast and there isn’t any strafe jumping mechanics, the killing speed is what makes the game feel fast. The Halo: CE movement creates a more tactical-style arena shooter versus a straight up Quake/Unreal style game, but still, they’re very similar.

Core Multiplayer Concept

This is where the two games share the main core principle., They’re multiplayer deathmatch games that pit two players against one another to test their shooting skills but also their mental thinking skills with managing timed weapons, timed powerups, etc. Halo: CE is hailed as being the best Halo game because it was pure and, at its core, tested the best players and allowed raw talent and skill to shine.

The core concept is spawning in the game and then figuring out where to go next:…pick up power weapons, pick up powerups, control them, time them, etc. At each death however, in Halo: CE, you are given a fair chance to defend yourself because of the starting weapon set. The other Halo games didn’t do this. They started you with a weak weapon and rewarded you for getting a better one, and continued that reward because newly respawned players in the game would continuously keep spawning with a weak weapon until they got a lucky spawn or were fortunate enough to kill the player with the stronger weapon.
Halo CE didn’t guarantee victory if you were holding a power weapon. A player could kill you in three shots to the head with the pistol., That was the beauty of the game. Like in Quake 3, a player could strafe jump around the map, running away from other players and still be able to pick them off with just the starting machine gun. Again, balanced and fair.

This is why Halo: CE is regarded as the best Halo game. It’s not just about the 3 shot kill pistol, or the amazingly designed multiplayer maps, it was about the core gameplay. Just as people hail Quake 3 for being an amazing game for multiplayer, Halo: CE brought us that same style and concept to the consoles, something that had never been done before.

Conclusion

As the Halo games progressed in the series with Halo 2, 3, Reach and Halo 4, we see the once great core concept from Halo CE being completely lost. Will it come back in Halo 5? We don’t know yet. If it doesn’t, we at least have Halo: CE on Xbox Live running at 1080p, 60 frames per second and played on dedicated servers.

With Halo 5 coming next year, I believe the game should revert back to its roots of Halo Combat Evolved which should pay its respects to Quake 3. Halo 5 has the potential to provide a game experience like no other on the Xbox One. It has the opportunity to stand in the same ranks as Starcraft II, League of Legends, DOTA 2 and Ultra Super Street Fighter 4.
 
Glad you asked.


heh_middle.jpg


Maps were designed like Quake 3 maps, powerups in specific locations of high risk/reward. i.e., look at the camo/os placement in Hang'em high.

Quake 3's lost world:
levelguide_lostworld_1.jpg


Core of Halo to me was this:

Spawn with a primary/secondary weapon set that protected you from all ranges of combat fairly. i.e., scoped pistol in HCE could defend you off spawn from a sniper seeing you right after you spawned.

Like Quake 3, timed power weapons and timed powerups dictated combat and flow around the maps. i.e., In Halo CE's prisoner, the rockets spawn in the second level platform that was out in the open, easily open to attacks from all angles. Grabbing the rockets gave you an advantage in combat but not a guarantee, again this goes back to risk vs reward type gameplay.

Quake 3's Aerowalk:
levelguide_aerowalk_2.jpg


Look at the placement of the weapons/powerups in that image above. Mega health is down low, in an very open area. Railgun is up top, but lines of sight are basically zero to someone going for megahealth (BALANCE!) Rockets are place twice around the map to allow for fairness, since rockets don't mean instant death like Halo ones do.

The crew who made Halo CE created something console gamers probably NEVER got to experience which was PC FPS of Quake, Quake 2 and Quake 3. Halo CE was the console arena shooter, no other console FPS could even fathom to stand up to its multiplayer offering on console.

As the Halo series evolved, Halo 2, H3, Reach and H4...that core element of HCE that shared an essence of Quake 3 was completely lost.

To refer back to what I think the core is of Halo, it's Quake 3. It's spawning with fair weapon set that allows players to defend themselves from each respawn before they pick up better weapons/powerups. It's timing powerups and keeping them away from your opponent. It's the thrill of 3-shotting a sniper across hang'em high with the HCE pistol. That's Halo. It's pure.

Amazing post. Well-done.
 
I don't believe all of them are passionate about Halo as you think. MS offers big checks. Money talks etc.

Edit: That's why we got Halo 4.

How would you even know that? I have it on good authority that some members of 343i are working for Halo memorabilia. Shows how much you know!
 
This is perfectly true, but people will do that anyway. I have no problem saying what I like, I'm not the MP design lead, I'm simply expressing my opinion.

I like Team Slayer
I like even matches
I like running for timed power weapons
I like creeping into your base.
I love SWAT
I like BR and DMR, I like pistol, but never mastered it.
I am an excellent driver, I like driving everything, so I like big team.

My favorite games would be Team Slayer on Guardian or Lockout, SWAT on Haven, or two flag CTF on Blood Gulch/Coag.

SWAT in Halo Reach/4 is the best MP in the industry right now as far as I'm concerned.

I'd still be playing it if Creative Assembly weren't obsessed with giant maps that aren't conducive to SWAT.

I love Adrift and Haven but good god even I can't play on them ALL the time. Please, for the love of all things holy, bring smaller maps back in Halo 5.

At least go 50/50.

Also, IF you guys decide to take any cues from CoD, do so in the form of no online achievements.
 
It's clear 343 does not understand what Halo multiplayer is. It is its essence. The entire Halo multiplayer community including MLG abandoned Halo 4, and it has left a very sour taste among Halo fans.

Halo is very team oriented about map control, controlling power ups, controlling weapons, and spawns. It is very basic. The powerups, armor abilities, sprints killed the essence of the game. It supposed to be competitive play similar to old Rainbow 6 for PC, Quake, Tribes, etc. This is the era where Halo was born. The armors, abilities, etc., really feels tacked on to compete with COD, and in doing so lost its heart and its multiplayer appeal in neglecting what made it great.

BUT....

The beauty is it offers mass appeal where if you don't enjoy this style, Halo makes it accessible to all. You can play Team Slayer, Big Team Battle, Social Slayer, Griffball, or what not.

BR, Carbine, Pistol, Rocks, Sword, Sniper is all that's needed for MP. Halo's MP is basic, reliant on teamwork and simple but wondrous map design like Pit, Guardian, Construct, Foundry, Heretic, High Ground, Narrows, Last Resort, Valhalla.

In fact, I think Halo 2-3 and has some of the best multiplayer maps ever made. There is just so much abundance in quality that it's amazing. Simple gameplay with beautiful maps.

And for the love of god, please return the 1-50 ranking system.

It's almost as if all of us are forced to buy the Halo Collection because after Halo 4, all of us are highly doubting Halo 5.

Halo 4's multiplayer is honestly trash and the worse in the series. Halo 1's original MP connecting online via proxy was better.
 
343 is a collaboration of developers from all different ends of the industry coming together to work on something they are all passionate about, Halo. I think it's very unfair to belittle anyone in the studio.

What is the world coming to? A Junior talking sense, with a coherent and rational answer? Now I've seen it all.
 
Glad you asked.


heh_middle.jpg


Maps were designed like Quake 3 maps, powerups in specific locations of high risk/reward. i.e., look at the camo/os placement in Hang'em high.

Quake 3's lost world:
levelguide_lostworld_1.jpg


Core of Halo to me was this:

Spawn with a primary/secondary weapon set that protected you from all ranges of combat fairly. i.e., scoped pistol in HCE could defend you off spawn from a sniper seeing you right after you spawned.

Like Quake 3, timed power weapons and timed powerups dictated combat and flow around the maps. i.e., In Halo CE's prisoner, the rockets spawn in the second level platform that was out in the open, easily open to attacks from all angles. Grabbing the rockets gave you an advantage in combat but not a guarantee, again this goes back to risk vs reward type gameplay.

Quake 3's Aerowalk:
levelguide_aerowalk_2.jpg


Look at the placement of the weapons/powerups in that image above. Mega health is down low, in an very open area. Railgun is up top, but lines of sight are basically zero to someone going for megahealth (BALANCE!) Rockets are place twice around the map to allow for fairness, since rockets don't mean instant death like Halo ones do.

The crew who made Halo CE created something console gamers probably NEVER got to experience which was PC FPS of Quake, Quake 2 and Quake 3. Halo CE was the console arena shooter, no other console FPS could even fathom to stand up to its multiplayer offering on console.

As the Halo series evolved, Halo 2, H3, Reach and H4...that core element of HCE that shared an essence of Quake 3 was completely lost.

To refer back to what I think the core is of Halo, it's Quake 3. It's spawning with fair weapon set that allows players to defend themselves from each respawn before they pick up better weapons/powerups. It's timing powerups and keeping them away from your opponent. It's the thrill of 3-shotting a sniper across hang'em high with the HCE pistol. That's Halo. It's pure.

I don't agree. All that is map design and game more settings.

Sure map design could use some improvement but all of what you said is available in all the Halos. I admit it took a bit of time to be properly implemented into 4 but it was eventually added.
 
on a slightly unrelated note. Aerowalk makes an excellent Halo CE map because of the things you mentioned.

https://www.youtube.com/watch?v=u_QmG4TKrXw

So fun. Feels like Halo.

Aerowalk is by far my favorite Quake 3 map. I tried making it in Forge on Reach and Halo 4, but I'm not a good forger.

Many of the HCE maps look like they borrowed inspiration from Quake maps, i.e., teleporting in Chillout, Derelict, etc.

I hope Halo 5 returns to arena-style maps, mutli-tiered, teleports, etc, atrium-style maps.
 
Are we going to get a poster or anything special in the collection? That Halo 3 poster came with the standard edition was pretty cool. I still have it.
 
I don't agree. All that is map design and game more settings.

Sure map design could use some improvement but all of what you said is available in all the Halos. I admit it took a bit of time to be properly implemented into 4 but it was eventually added.

http://www.youtube.com/watch?v=IxwsOOIqiMQ#t=94 (Top Halo CE players duking it out 2v2, probably the best HCE players)

Watch this. Tell me this isn't core Halo. Then after you watch it...tell me how this is still available in all the Halos.
 
Aerowalk is by far my favorite Quake 3 map. I tried making it in Forge on Reach and Halo 4, but I'm not a good forger.

Many of the HCE maps look like they borrowed inspiration from Quake maps, i.e., teleporting in Chillout, Derelict, etc.

I hope Halo 5 returns to arena-style maps, mutli-tiered, teleports, etc, atrium-style maps.

Ew. Teleports.

Mancannons.
 
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