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

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Those cutscenes will be glorious.

Man....Blur studios is top-tier when it comes to cg. This looks absolutely breathtaking. Here's hoping the Halo 5 campaign looks half as good as this.

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Stunning work.
 
Man....Blur studios is top-tier when it comes to cg. This looks absolutely breathtaking. Here's hoping the Halo 5 campaign looks half as good as this.
I agree. Blur Studios also did the cutscenes for Halo Wars and they looked fantastic. I hope we see some screenshots of some of the other characters soon.
 
I think they have an older brother who is Ogre 3. This little guy might be Ogre 4? Or 5?

Either way, congrats to Ogre 1!

OGRE 4

and dang, is your tag serious, you're actually working for 343i now? Good job man. I used to talk a lot of trash about you in the HaloGAF OT but now I feel like an idiot. Hope to see you at some MLG events in the near future.
 
OGRE 4

and dang, is your tag serious, you're actually working for 343i now? Good job man. I used to talk a lot of trash about you in the HaloGAF OT but now I feel like an idiot. Hope to see you at some MLG events in the near future.

We actually had this conversation in the studio last week. If we want to be 100% accurate, this would be OGRE 5, as LiL Poison was officially brought under the StK banner (as a clan member) for a brief time as "StK Baby OGRE 4." :)
 
We actually had this conversation in the studio last week. If we want to be 100% accurate, this would be OGRE 5, as LiL Poison was officially brought under the StK banner (as a clan member) for a brief time as "StK Baby OGRE 4." :)

Didn't Lil Poison use a modded controller and was banned from events and such? Maybe that was someone else...but playing with a modded controller means you ain't no Ogre.
 
I know, but does that really eliminate those "advantages"? What if it's limited to the player, who has the smallest ping to the server?

I don't know much, about networking, but that's pretty interesting to me. Some fun maps, couldn't be played with more than 1 person, because of these "advantages". Well, they could be played in Forge mode, but people would have to skip those parts, on the maps.

Ping is irrelevant in this context; the advantage does not "transfer on" to the closest player. With the H2 netcode, forces not being applied to clients was a bug. If every player was a client on a dedicated server, without a fix then no-one would be able to grenade jump (or be flipped in a vehicle etc.)

It is worth pointing out that it should be fixed, because it's the intended functionality. Hopefully 343i won't play that "preserve the experience" crap here as well.
 
We actually had this conversation in the studio last week. If we want to be 100% accurate, this would be OGRE 5, as LiL Poison was officially brought under the StK banner (as a clan member) for a brief time as "StK Baby OGRE 4." :)

I remember that, actually. My god I've been around Halo for so long it's kind of scary.

Based 343i, thank you so much for bringing Halo back to us. It's been great watching all my friends over the years come back out of nowhere to talk about this collection. Now if MLG would just officially hop on board the circle will be complete. I will be the first to buy a team pass, just please make it happen!
 
OGRE 4

and dang, is your tag serious, you're actually working for 343i now? Good job man. I used to talk a lot of trash about you in the HaloGAF OT but now I feel like an idiot. Hope to see you at some MLG events in the near future.

<3 Thank you

We actually had this conversation in the studio last week. If we want to be 100% accurate, this would be OGRE 5, as LiL Poison was officially brought under the StK banner (as a clan member) for a brief time as "StK Baby OGRE 4." :)

And there we have it from our very own competitive Halo historian.
 
I'm assuming this has been mentioned already, but what are the chances of something along the lines of a "Halo: Origins Collection" that features Halo Reach, Halo 3: ODST, Halo Wars and Halo: Spartan Assault all at 1080p 60fps on Xbox One?

I understand Origins might not be the most fitting name since not all of the games included are prequels but in a sense they all tell some kind of an origin to a character or place. I'm also aware Halo: Spartan Assault is already on the Xbox One but this version could either be included on disk or just have a key included in the box to redeem online.

I'm totally happy with The Master Chief Collection, and I don't mind playing the rest on 360 at all. However, this would be a great way to bring the rest of the Halos onto the same console as well as give 343 and Microsoft a Halo title for the year, since they usually release one Halo game each year.

They could use this bundle to help tell the upcoming story of a new Halo much like they are doing with this collection. In the same vein as either terminals or just CGI cutscenes in general. It would be especially unique if this bundle was used to prepare us for another spin off or origin Halo title.

They'd bring the staple dedicated servers as well. Would you guys buy this, do you like the idea?

I was wondering/hoping for the same thing. It would be great to have the entire series on one console (I remember back when the entire Zelda series was playable on GameCube, which was neat) and I think Reach would actually benefit the most from a remaster (I believe it has the lowest framerate of the series). Personally I was thinking "Halo: Declassified Ops" as the title, as both ODST and Reach were ONI operations (well, mostly) and Halo Wars was the story of a long-missing and now-classified ship. And you could make Spartan Assault work in there too if you wanted.

But yeah, I'm definitely happy with the MCC. It would just be even MORE to have the entire series in 1080p/60 FPS on a single platform.
 
Man....Blur studios is top-tier when it comes to cg. This looks absolutely breathtaking. Here's hoping the Halo 5 campaign looks half as good as this.

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Stunning work.

Well, those set an incredible benchmark, but after how incredible the cutscenes in Halo 4 looked, especially as the overall quality (performance capture etc) of the character models were concerned, I feel pretty confident Halo 5 will look fantastic. One other thing that came up while I was talking to a friend a couple days ago, is he was concerned about how good things like real-time cutscenes would look with the game being announced as a 60fps title. However, I was quick to remind him that it's only the gameplay itself that has to keep that promise. Cutscenes, however? All bets are off. 343i can very easily (and I hope they do) make them 30fps and use that opportunity to crank the graphical fidelity up to 11. :)

I really dont like the box art. I have seen fan made ones that look much better. I hope it is not final.

Yea, I'm not really feeling it much, either. Feels way too tame for such a badass overall package focused on the legendary John 117. But then, with what's already an incredible package coming at an amazing price, there just had to be something that wasn't exactly awesome, and it seems that would be the boxart. :P
 
I was wondering/hoping for the same thing. It would be great to have the entire series on one console (I remember back when the entire Zelda series was playable on GameCube, which was neat) and I think Reach would actually benefit the most from a remaster (I believe it has the lowest framerate of the series). Personally I was thinking "Halo: Declassified Ops" as the title, as both ODST and Reach were ONI operations (well, mostly) and Halo Wars was the story of a long-missing and now-classified ship. And you could make Spartan Assault work in there too if you wanted.

But yeah, I'm definitely happy with the MCC. It would just be even MORE to have the entire series in 1080p/60 FPS on a single platform.

That's a good name idea, would probably work better than Origins.

Yeah, all I'm really saying is this would be a cool idea for both fans and 343 when they want to get another title out for an empty year slot. I'm totally happy with what we have now, honestly I only expected Halo 2 Anniversary this year so I am super grateful.

Halo Reach is also one of my favorite Halo games, it's sad some people discard it as a spin off.
 
Glad you asked.


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Pretty fantastic post overall.

Oh hell yeah. Teleporters don't have an element of danger as strong as mancannons that lends them to pushing map movement in an interesting way.

Plus they're boring compared to mancannons.

Teleporters added an element of stealth and fast pacing, and they allowed for forms of movement that mancannons do not. Plus they're suitable for smaller/tighter maps, which is where competitive Halo truly shines. You can't fit a balanced, usable mancannon on Beaver Creek.

I'm actually going to add that as a wish feature to my Halo 2 wishlist - it'd be cool if there was a toggle for teleporters so you could play Warlock Oddball without the annoying porter shenanigans that ensued. In theory you'd just make the engine delete the teleporters on-load. Don't even need to change the map data.

Removing the teleporters would ruin the entire flow of Wizard/Warlock. The map is designed around them, and they're 100% necessary for the pacing of the gameplay. They help balance out the inherent advantage of being established on the top level of the map, and controlling entrance/exit points is a huge part of objective play especially. It makes top mid control that much more important.

There was a guy at Bungie, and he still may be there, Achronos was his callsign on Bungie.met. He was the Bungie website overlord.

Achronos was arrogant and rude and said all sorts of stupid stuff, especially in regard to modding and other cheating. He'd be all high and mighty making some example out of one cheater and then act like he was solving the entire problem, when what was actually occurring was a horribly ineffective reactive measure rather than a simple proactive measure of server-verified hash checking.

In H2, once someone got snipes, it wasn't respawning again until they dropped the weapon. Not quite sure what was wrong with the original timed weapons in HCE that they had to change it to what it became in H2.

I see where you're coming from, but honestly I don't have a huge problem with this mechanic. I liked the idea of forcing a player to hold onto a useless empty weapon if they wanted to block its respawn, and the other team having to kill that player to forced the drop/respawn. I think it could be mixed in well, have some weapons with straight timer respawns, and others with blocked respawns to force only one on map at a time.

Man....Blur studios is top-tier when it comes to cg. This looks absolutely breathtaking. Here's hoping the Halo 5 campaign looks half as good as this.

Stunning work.

Hate to tell you, but there's no way Halo 5 or any title this generation looks half that good in gameplay. We'll see some great looking games, sure, but those are incredibly detailed assets that take weeks to render on server farms, are ray-traced, cost a ton of money to make, etc.

Didn't Lil Poison use a modded controller and was banned from events and such? Maybe that was someone else...but playing with a modded controller means you ain't no Ogre.

I played with and against him here and there. He was obnoxious (likely from being exposed to that online environment from such a young age, probably not the best parenting decision) and wasn't much of a player. His age made him a novelty and that's the only reason anyone knew who he was.
 
I see where you're coming from, but honestly I don't have a huge problem with this mechanic. I liked the idea of forcing a player to hold onto a useless empty weapon if they wanted to block its respawn, and the other team having to kill that player to forced the drop/respawn. I think it could be mixed in well, have some weapons with straight timer respawns, and others with blocked respawns to force only one on map at a time.

That's an interesting take on it. Reminds me of Sanctuary TS when my teammates would steal the other team's sniper and as long as we never dropped it, we basically prevented them from ever having a sniper the entire game. Took some coordination, but it was possible. I just love timed weapons/powerups that are on a constant timer regardless of who's holding them.
 
So, weird technical question, hopefully someone like Fyre can clarify - back in the Halo 2 dev days they had to remove fall damage because poor networking could "trace your footsteps" and repeatedly slam you into the ground. This was especially obvious in Reach, yet in Halo 4 and Halo PC (notably non-Bungie netcode) I don't ever remember encountering that issue. Was it just a matter of CE's fall damage being extremely sensitive (if you fall you die anyway) and Halo 4's being such a non-issue (Jorge could toss you off the Corvette and you'd only lose half your shields) in usual falls that it wasn't happening on a frequent basis, or was there something bigger at play?
 
Man....Blur studios is top-tier when it comes to cg. This looks absolutely breathtaking. Here's hoping the Halo 5 campaign looks half as good as this.

e3-2014-halo-2-anniversary-cinematic---johnson-442eb430ad38452dbb207e2d3e40d497.jpg

2555047-e3+2014+halo+2+anniversary+cinematic+-+johnson+-+i+know+what+the+ladies+like.jpg

2643295-e3-2014-halo-2-anniversary-cinematic-prophet-of-regret-jpg.jpg


Stunning work.


Those do look amazing.


No way Halo 5 looks anything like it though. XBO just doesn't have the juice.



That said, I do think it will look pretty damned fantastic. Interested to see if they hit 1080p with the 60fps.
 
The cut scenes can look that good though. Halo 4 came close in that regard.


Halo 4 did not come close to that blur CG. At all.



But they did come closer than any other 360 game that's for sure.


Can't wait to see H4 running on XBO. Hoping they up the shadow resolution.
 
That's an interesting take on it. Reminds me of Sanctuary TS when my teammates would steal the other team's sniper and as long as we never dropped it, we basically prevented them from ever having a sniper the entire game. Took some coordination, but it was possible. I just love timed weapons/powerups that are on a constant timer regardless of who's holding them.

Heh, Sanctuary TS. Ring 3 combo all day erry day.
 
Heh, Sanctuary TS. Ring 3 combo all day erry day.

It's going to be insane playing that map again in Halo 2. That was such a well designed map. CTF matches were insanely stressful on that map, but good stress ;)



I never thought a day would come where we will get to play Halo Combat Evolved on xbox live. Think about that for a second. Halo CE on Xbox Live. Who would have thought that was possible?

PC gamers get to play their classic Counter-strike, Quake, CODs, etc...we've always been restricted to our consoles...now we will get to play a 2001 classic FPS...can't wait!
 
Removing the teleporters would ruin the entire flow of Wizard/Warlock. The map is designed around them, and they're 100% necessary for the pacing of the gameplay. They help balance out the inherent advantage of being established on the top level of the map, and controlling entrance/exit points is a huge part of objective play especially. It makes top mid control that much more important.

Optional toggle. Nobody has to play with teleporters off. It's an option that would be nice since it isn't like Halo 3 where you could go in and modify the teleporter yourself.
 
I showed my wife these screens, she thought it was a real guy. I told her it was CG...incredible work.
I still think it looks like a real guy. We are incredibly fortunate to have Blur take part on the franchise.

Now I've got to see what the grunts look like.
 
I see where you're coming from, but honestly I don't have a huge problem with this mechanic. I liked the idea of forcing a player to hold onto a useless empty weapon if they wanted to block its respawn, and the other team having to kill that player to forced the drop/respawn. I think it could be mixed in well, have some weapons with straight timer respawns, and others with blocked respawns to force only one on map at a time.

I think it's a terrible system, and this is speaking as someone who took full advantage of it.

I not only have complete control over when it respawns, but full control over that information. I can deny the other team the chance to even go for it (especially with some that have very short spawn timers when dropped). Even if you kill me, unless I'm holding it in my hands at the time (unlikely, if it's empty) then you don't know for sure that I actually still have it and haven't traded it or something, given that H2 doesn't show weapons on your back. The only chance is if you luck across it, and given that my team are waiting for it, it's unlikely you'll get an opportunity.

Once I get it, I can keep it. If I really know what I'm doing (and I do), you won't ever have a chance. Especially on Coagulation (rockets + enemy sniper as host and you're god), Ivory Tower (15s respawn time on rockets). Ascension was weird since only the one sniper rifle was considered a power weapon.

While I didn't agree with Bungie's solution in H3, at least they recognised how bad it was.

That's an interesting take on it. Reminds me of Sanctuary TS when my teammates would steal the other team's sniper and as long as we never dropped it, we basically prevented them from ever having a sniper the entire game. Took some coordination, but it was possible. I just love timed weapons/powerups that are on a constant timer regardless of who's holding them.

I don't remember doing this much on Sanctuary, actually. Definitely harder to pull off than some maps.

So, weird technical question, hopefully someone like Fyre can clarify - back in the Halo 2 dev days they had to remove fall damage because poor networking could "trace your footsteps" and repeatedly slam you into the ground. This was especially obvious in Reach, yet in Halo 4 and Halo PC (notably non-Bungie netcode) I don't ever remember encountering that issue. Was it just a matter of CE's fall damage being extremely sensitive (if you fall you die anyway) and Halo 4's being such a non-issue (Jorge could toss you off the Corvette and you'd only lose half your shields) in usual falls that it wasn't happening on a frequent basis, or was there something bigger at play?

The removal of fall damage was due to the Sword lunge killing the wielder due to the acceleration. There wasn't enough time to fix the bug, so fall damage was removed.
 
In H2, once someone got snipes, it wasn't respawning again until they dropped the weapon. Not quite sure what was wrong with the original timed weapons in HCE that they had to change it to what it became in H2.

This was actually map specific. Snipers on Waterworks' bases endlessly respawn even if someone is holding them.

Then they just exposed that functionality via min/max runtime options in Halo 3 Forge.

I'm mixed on what version I prefer. On Terminal if you managed to get the rockets into the Wraith, then you could Wraith for the rest of the round with near impunity. It felt like a reward for getting two things on opposite ends of the map together, but not so much fun for the other team.

On the other hand, constantly respawning eventually lets you have an entire team of rocket snipers, so once a team pulls ahead, they can pretty much stay there.

I think I prefer the map-to-map changing of how it works, because one solution doesn't work for all maps.
 
This was actually map specific. Snipers on Waterworks' bases endlessly respawn even if someone is holding them.

Then they just exposed that functionality via min/max runtime options in Halo 3 Forge.

I was under the impression that the system was changed slightly in H3, just that you could set the limits to create a de facto infinite amount. Essentially a hybrid of the regular weapon spawns and power weapon spawns in H2.

I'm mixed on what version I prefer. On Terminal if you managed to get the rockets into the Wraith, then you could Wraith for the rest of the round with near impunity. It felt like a reward for getting two things on opposite ends of the map together, but not so much fun for the other team.

Except all I had to do was get in the Wraith and kill the rocket guy once. Given that it wasn't too hard to predict where they'd come from, this wasn't usually that difficult.

On the other hand, constantly respawning eventually lets you have an entire team of rocket snipers, so once a team pulls ahead, they can pretty much stay there.

If a team is that bad, then they deserve to lose that badly. As it stands in H2, if exploited correctly then the team that lucks out stays ahead, making it no different to your hypothetical situation. The difference is that if a team is competent, they get a fair chance to return fire and turn the tables, instead of being fish in a barrel.
 
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