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

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The thing is, the beta is a fairly significant draw for TMCC. Getting people hyped for the beta and telling them guaranteed entrance comes with purchase of the MCC will help sell the product.

In a weird way it could be like Crackdown and Halo 3 beta but instead of a new fantastic IP you get 4 games completely intact with the purchase of Beta access.

Idk, most purists hated Halo 4 (I loved it, it just had no longevity) and don't think Halo 5 will change much. The fact that it's all 4 games untouched with original multiplayer is enough to sell it. The beta is just icing on the cake.
 
I actually think the shield thing is okay. One of the more annoying things about Ascension was getting sniped in the middle of the play field from a mile away.

I'd have to play it to see if it works out though.

That's kind of the point of sniper. You can take down targets at long range, especially someone who is out in the open/middle. That's what made securing the sniper so crucial.
 
That's kind of the point of sniper. You can take down targets at long range, especially someone who is out in the open/middle. That's what made securing the sniper so crucial.

It's not like the sniper suddenly becomes useless though, just not as easy potshots in the middle of the map. Instead of shooting fish in a barrel, you have to shoot them in an alleyway.

I have no idea if it'll work out for the better, but it doesn't really bother me as much as adding the assault rifle to the Halo 2 sandbox.
 
That's kind of the point of sniper. You can take down targets at long range, especially someone who is out in the open/middle. That's what made securing the sniper so crucial.
Its a temporary counter and the sniper won't instantly suck because of it either.

I think its a good addition.
 
That's kind of the point of sniper. You can take down targets at long range, especially someone who is out in the open/middle. That's what made securing the sniper so crucial.

So... why not have a counter to that? The shield is clearly timed, and we don't know if there is a cooldown on the shield yet.
 
Had a chance to skim through the panel. The addition of the AR/Mongoose to H2A MP sounds promising. In general, it's looking like H2A is moving in the direction I would go if I were tasked with fixing the flaws in Halo 2's multiplayer, while keeping the strengths (and adding in features from newer titles).

I do question bringing back dual wielding (read: I think it's a bad call), and I'm definitely not a fan of the weapon markers. I also think bringing Coagulation back for the millionth time is a bad choice and there are far better maps.

I also find myself wishing more and more there were more than 6 maps being remade. But I guess my dream of all H2 maps being remade will have to remain just that: a dream.

And as long as that bubble thing can be disabled on Ascension. Not sold on that, though if it's an option then cool.
 
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Man that ring looks fing phenomenal.
 
Whoa. That is nasty.

I knew the game had jaggies, but that tearing is worrisome. I hope that shit is fixed without the frame-rate dropping below 60. I have a feeling it will be, but I never thought ex-COD guys would release Titanfall with tearing and frame drops.

The game doesn't look that hot graphically to be having aliasing and tearing. Good lord, 343.

Reads comment, looks at avatar...shrugs.......
 
So... why not have a counter to that? The shield is clearly timed, and we don't know if there is a cooldown on the shield yet.

Does everything need a counter? I was just saying that the guy was complaining about being sniped in the open by someone from far away(ie. The point of a sniper is long range shooting no?). If you believe it's a fish in a barrel situation, make the map different then, put a covered structure in the middle.

Plus that seems like it impacts everything and not just sniper. Rockets, grenades etc. Maps play differently. Ascension was a map with a large open middle, walkways along the sides, towers for snipe etc.
 
Its a temporary counter and the sniper won't instantly suck because of it either.

I think its a good addition.

Looks like currently set at around 25 seconds starting from button activation. You can tell when it's about to "pop" too, just like an energy shield - though I'm not sure if shooting it will make it go away faster.
 
Does everything need a counter? I was just saying that the guy was complaining about being sniped in the open by someone from far away(ie. The point of a sniper is long range shooting no?). If you believe it's a fish in a barrel situation, make the map different then, put a covered structure in the middle.

Plus that seems like it impacts everything and not just sniper. Rockets, grenades etc. Maps play differently. Ascension was a map with a large open middle, walkways along the sides, towers for snipe etc.

That is exactly what the massive bubble shield is. Just not a permanent structure.

Anyone think the lighting on Ascension looks off? It seems everything is just way too bright

Idk if it was just the screenshot 343 used in the comparison slides, but I don't remember original Ascension being that dusty looking. But I agree, it is far more bright.
 
I have a pretty good PC with a GTX670 and OCed 2500k (and don't currently own a Wii U/PS4/Xbone), so I'd expect to get 1080p/60fps on a Halo remake like this if it was running on my PC

But I owned an Xbox and 360, and always believed the Halos were actually tuned for their platforms (and ~/sub-30fps framerates)? I believed what made Halo so great was it's design to be best playable on its specific platform.

Keep in mind I only ever played Halo 1 and 2 on the Xbox, so I have no idea how their PC ports (especially the very popular Halo 1 port) played. But I always assumed Bungie's genius was optimizing for its games' sole platform. So I'm concerned making the games 1080p/60 will upset he gameplay.
 
That is exactly what the massive bubble shield is. Just not a permanent structure.

Idk if it was just the screenshot 343 used in the comparison slides, but I don't remember original Ascension being that dusty looking. But I agree, it is far more bright.

That's more or less the point. If you feel that the area in the map is too open, put a permanent structure there, if not, don't. But having this temporary bubble shield introduces unnecessary randomized game play in a sense. What if you have the Rockets but someone put the shield up, you're screwed. And what if you are stuck in the middle when there is a cooldown.

It's just randomness in game play which I don't like. You can have banshee and be screwed because some guy who has rockets runs into shield in middle and hide, and then get taken out when he steps out. If it was static, meaning every two minutes the shield goes up, you can work with that because you know when it'll come up, and when it won't.

I don't know if you'll understand where I'm coming from though.
 
That's more or less the point. If you feel that the area in the map is too open, put a permanent structure there, if not, don't. But having this temporary bubble shield introduces unnecessary randomized game play in a sense. What if you have the Rockets but someone put the shield up, you're screwed. And what if you are stuck in the middle when there is a cooldown.

It's just randomness in game play which I don't like. You can have banshee and be screwed because some guy who has rockets runs into shield in middle and hide, and then get taken out when he steps out. If it was static, meaning every two minutes the shield goes up, you can work with that because you know when it'll come up, and when it won't.

I don't know if you'll understand where I'm coming from though.

If everyone camps in that structure, yeah you're screwed. But not everyone will be in there. I think a timer is more random than someone flipping a switch or pressing a button. When I'm in a firefight I don't have time to count down how long until the next shield activation is. But if my team can control the points that someone can turn the shield on, my team can coordinate when to deploy the cover.

I don't agree with your feelings on it, but I totally get it's a preference debate, and that's fine. No worries.
 
the static idea made me realize that its essentially a giant oversheild, which is alteady on the map.... a player with both would get annoying fast.

will update later with more in depth speculation, but i foresee many potential concerns, some more inherent than others. will give 343 the benefit of the doubt for now.
 
So while we all waiting for this awesome collection, which Halo game do you playing right now if any. I am keep coming back to Halo 3, but I do play SWAT on Halo 4 atleast once a week.

This looks like more appropriate thread to ask this question.
 
So while we all waiting for this awesome collection, which Halo game do you playing right now if any. I am keep coming back to Halo 3, but I do play SWAT on Halo 4 atleast once a week.

This looks like more appropriate thread to ask this question.

I'm not playing any right now. I'm going cold turkey till then.
 
Looks like an amazing package, but is no one concerned about fragmentation of the community with all these games and modes in one package? It just seems like with such a small userbase of the Xbone, there is going to be a huge shortage of players for each individual game and all the various modes.
 
That's like saying no sex until marriage now, to make the wedding night special? I understand I understand

Oh it's hard. Damn hard. You're talking to a guy that's played all 3 of the mainline games pre 343 probably monthly to every other month tops. Then even 4 I play maybe once every 2 to 3 months. But luckily TLOU coming end of this month. Then Destiny will easily make the wait beyond easy. I'm going to e playing the hell out of it and MCC for a good long long time.
 
i really liked the ricochet gametype in halo 4. The Pit was the perfect map for that game. cant see a h2 map that would be suited for it
 
Alright, I thought I had sewed my thinking hat onto my Destiny Guardian, but I think my Spartan can borrow it for H2A:

So we know there are three switches placed around the map - Tower 2, OS, and I'd assume somewhere near the cave. The switches seem to be placed closer to the big tower to aid in offense/defense for round specific games. It's also entirely possible one could be somewhere near small tower to create a more triangular set up. I don't anticipate one being near banshee because it'd saturate the incentive there (the one by OS is even pushing it a bit).

Anyway, these switches can function several ways:

  • 1-way switches for activation only; X second activation with a Y second duration
  • 2-way switches for activation and deactivation; X second activation with a Y second duration
  • switches can have different roles depending on their location. One or more can be dedicated shut-down switches.
  • could be anywhere from a 0-180 second cooldown, depending on how many times they want the shield to be available in a round. 30, 60 and 120 seconds would be the most likely. Anything more than three times per round is pushing it IMO.
  • The shield may or may not be affected by sustained fire (it should be IMO, after the crap that was the H3 bubble shield)
  • the shield could be gametype specific; switches would only spawn in round-based objective gametypes, and perhaps FFA
  • doesn't have to spawn at the start of a round; could spawn towards the end

The demo's X value for activation is 1 second, and the Y value for duration is 24 seconds. I made these variables because I'm going to assume these parameters can be tweaked within forge. I'm also going to assume their positions can be adjusted in forge.
 
i so much cannot wait to see the first Halo CE Multiplayer footage :)
also i like how the Halo CE Playlist is restricted to 4vs4, although i aint sure if huge maps like DangerCanyon or Icefields are in that list too, lets hope theres also a Halo CE BTB list :)

(sorry for all the Halo CE hype haha)
 
Looks like an amazing package, but is no one concerned about fragmentation of the community with all these games and modes in one package? It just seems like with such a small userbase of the Xbone, there is going to be a huge shortage of players for each individual game and all the various modes.

I'm concerned. I kinda wish they had just left Halo 4 outta this thing
and 3
though it wouldn't make sense to do so and I understand why they wouldn't.

i so much cannot wait to see the first Halo CE Multiplayer footage :)
also i like how the Halo CE Playlist is restricted to 4vs4, although i aint sure if huge maps like DangerCanyon or Icefields are in that list too, lets hope theres also a Halo CE BTB list :)

(sorry for all the Halo CE hype haha)

There's a good contingent of CE nuts in here, you're not alone! I just wanna see some Dammy 2v2s. It's like I can't fully believe it's real until I see it in action.
 
It's not like the sniper suddenly becomes useless though, just not as easy potshots in the middle of the map. Instead of shooting fish in a barrel, you have to shoot them in an alleyway.

I have no idea if it'll work out for the better, but it doesn't really bother me as much as adding the assault rifle to the Halo 2 sandbox.

They added the AR to the 6 Halo 2 maps? Is it the Halo 4 model or a new one?
 
None of the changes in the Halo: CEA maps made the maps better than their predecessors. The changes ranged from having no real impact to being a detriment to the map itself. So there's already a rocky track record right there. Then you consider how the bubble shield will affect gameplay on Ascension.

A team somehow manages to pull the flag out to the middle, someone triggers the bubble shield and that flag is as good as captured because half the fucking map is covered by an impenetrable shield while the defending team will almost certainly spawn in the flag base, therefore giving them NO chance to get down to the middle to stop the flag before it's dropped over the side. Some of the best One Flag games on Ascension involved defending that flag right on the cliff until it reset or time ran out, or being that team just trying to fight enough to barely drop it over the edge to score. That tension is essentially gone.

Going to have to go ahead and agree with this post. I'm less concerned for how the bubble will affect slayer matches (although it will) than I am about how it will affect objective matches. I can remember some insane, heart-pounding, epic moments in Halo 2 when teams kept rushing out to 'touch' a dropped flag in the middle of the map to keep it from resetting, while the defending team was fighting tooth and nail to keep them away from it until it reset. People grenade jumping up over the lower cliffs, reducing themselves to a OSK, just so they could ninja-tag the flag and keep it out there, things like that.

The bubble has the potential to destroy those moments.

But that said, we all DO have an option here guys. We can just play the Halo 2 playlist and leave the 'anniversary' maps out of the equation. The revamped graphics are great an all, but if the gameplay suffers for it, it won't be worth it.

I'll try the new maps, but if I'm having more fun in the Halo 2 classic playlist, then that's where I'll remain.

As a side note, I posted a poll thread about which MP people will play 'exclusively' the most on XBA's forums, and Halo 2 and 3 have the lion's share of the votes. Anyone surprised? I'm not.
 
xpost

I demade Ascension Anniversary using Reach Pinnacle as a base

https://www.halowaypoint.com/en-us/...iew-select=Tile&startIndex=0&details=33574516

Changed the skybridge and OS jump to match AscAnni functionally

Added the rock jump on spiral staircase

Put the Banshee in and adjusted the soft safe zone so it could actually have time to turn around on that side of the map

Restored some of the tower structure to give the banshee something to hide behind

Didn't want to reforge the Sniper ramp/platform so I kept the spirit of the new easier jump by forging an assistive ledge onto that piece that lets you just walk onto that part

Should give you a rough idea of the changes. This was done fast, I only changed a couple of weapon spawns and didn't re-rig any gametypes.
 
i had no idea they were making changes to the gameplay and maps of halo 2 anniversary. i'm exited. i hope they are open to adding more halo 2 maps to it via DLC, i'd be willing to pay (or free, of course). what a value. what a collection. what a game. cant fucking wait.
 
Shield Buttons

Good post. Being able to link buttons to do various things would be really cool, though I'd be surprised if they are even forgeable aside from deleting.

Here's some pics of the two I was able to find, from another thread:

Skybridge:

And snipe 2:

I guess the 3rd one is somewhere around the low tower area, because the other two are almost right next to each other at high tower, but I couldn't find it in the video.

I also noticed that the spinning thinger over top mid slows down and changes direction now, too.

I have to say that I love the "YOUR FACE" part of your image.

Thanks :) A little cheesy humour might help get the point across better I think!

xpost

I demade Ascension Anniversary using Reach Pinnacle as a base

Nice! I remember trying to demake Ghost Town before it came out... very poorly though, I suck at Forge...

If there's budget left (I know it's more of a sketch) you could place some "asteroids" around the perimetre of the skybox
 
Plenty of budget left to do that. I even added a rock-column to canonically justify the existence of the rock jump on the outer part of the spiral.

But that's also why I did it in Reach, any 4 remake is going have tons of budget loss remaking the center area (and of course, the base map already being made)
 
I have a pretty good PC with a GTX670 and OCed 2500k (and don't currently own a Wii U/PS4/Xbone), so I'd expect to get 1080p/60fps on a Halo remake like this if it was running on my PC

But I owned an Xbox and 360, and always believed the Halos were actually tuned for their platforms (and ~/sub-30fps framerates)? I believed what made Halo so great was it's design to be best playable on its specific platform.

Keep in mind I only ever played Halo 1 and 2 on the Xbox, so I have no idea how their PC ports (especially the very popular Halo 1 port) played. But I always assumed Bungie's genius was optimizing for its games' sole platform. So I'm concerned making the games 1080p/60 will upset he gameplay.
I play Halo 2 PC at 144fps. Its perfectly fine at that so 60fps won't be a problem.
 
Fyre, do you think that phasing is a possible addition to H3 forge? I doubt it is really in the backend to allow it, but just wondering what you think.

It's possible. Some Halo 3 objects already act like phased objects, like the doors in Foundry or the energy doors on later maps like Avalanche and Cold Storage, etc.

A way to do by changing the map data would be to imitate how those door objects work by making the 'solid' part of all the forge objects a really small part of it, kind of like this to the 2x4 Block piece from Sandbox, with the red box being the collision mesh while in Forge:

cNQbxpV.png


That way you could merge objects into it cleanly, and you could still set it down on flat ground and place objects like the original game

edit: oh, pretend the solid part in that drawing goes all the way to near the top so you could stack pieces
 
https://www.youtube.com/watch?v=lsmA2m5x_fs#t=
Recording of Ascension gameplay at RTX, I have to say I'm a little worried about how much screen tearing I noticed. There's seriously a lot of screen tearing.

Could it have to do with Twitch?

Besides the 6 Halo 2 Maps being remade in a new engine, what is happening to the 15 plus other Halo 2 maps? Are they getting redone in some form? Or are they just going to look like they did in Halo 2? What about all the Halo 1 Maps? Are they going to look any betteR?
 
It's possible. Some Halo 3 objects already act like phased objects, like the doors in Foundry or the energy doors on later maps like Avalanche and Cold Storage, etc.

A way to do by changing the map data would be to imitate how those door objects work by making the 'solid' part of all the forge objects a really small part of it, kind of like this to the 2x4 Block piece from Sandbox, with the red box being the collision mesh while in Forge:

cNQbxpV.png


That way you could merge objects into it cleanly, and you could still set it down on flat ground and place objects like the original game

edit: oh, pretend the solid part in that drawing goes all the way to near the top so you could stack pieces

Nice idea. I forgot all about the doors on Foundry.

Phasing and a larger budget on Sandbox would be amazing.
 
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