Question 1:
In Halo 2 Anni, on Ascension, or other maps, are the new differences/areas Forgeable back to their more original forms, similar to how it worked in Halo CEA's Reach maps? (back base tunnels on Beaver Creek, new base tunnels on Hang Em High Noon, etc) ie: "Classic" version and "New" version specifically for the 6 remakes - NOT referring to the classic Halo 2 mp and its original versions of the maps.
Specific examples:
-New version of Ascension has new skybridge "arches" that are thicker, and a new small area leading from the middle of the bridge to under Needler spawn "bottom-mid" with a giant pillar to jump up, under it where we see the overshield pickup. Can these "arches" be deleted/replaced with thin ones, and the platform be deleted or blocked off to make it play more in line with the original? (it kind of looks like it in the video, but hard to say)
-Map interactivity elements. Are they forgeable? Can we delete or disable the buttons?
-Somewhat new jump up to low tower snipe, can that large "jump up piece" be deleted? (again, kind of looks like it)
Question 2:
Is the Halo 4-style Overshield pickup final? Does it require pressing a button to pickup? Or is it more like the Halo CE/2/3 style? (preferably it would be like Halo 3's, slightly smaller, with physics like in CE
)
Question 3:
In the case of Halo 4, how are loadouts being handled? Obviously when in a playlist like snipers, swat, or whatever it will be locked down, but are loadouts even part of the MCC? SR ranks were required to unlock all the customization options, cosmetic or otherwise. Do those fall under the "everything unlocked from the start" mantra talked about at E3? Likewise for Halo 3's cosmetic unlocks like Recon, Mk V, ODST, etc.
Question 4:
I noticed Reach-style location "callouts" above the motion sensor. Are these toggle-able? If the motion sense is off, do they still appear? Not that big of a deal either way, though, just curious.