Saturday, October 30, 2010

Halo: Reach Noble Map Pack releases November 30

Halo Reach The Best Game of 2010
A new map pack for Halo: Reach deploys November 30. The Halo: Reach Noble Map Pack releases on Xbox Live and at retail outlets nationwide featuring new multiplayer locations for various modes such as Free for All, Team Slayer, Team Objective and Big Team Battle.



The pack contains three new maps: Tempest, Anchor 9, and Breakpoint.



Tempest offers players an abandoned shoreline facility divided between two symmetrical bases and an open sky above. Each base contains a makeshift shelter and access to strategic routes for small and large-scale skirmishes. Tempest supports 8 – 16 players and game modes such as Free for All, Team Slayer, Team Objective, and Big Team Battle. Tempest also contains a Forge palette for creating new custom maps.



Anchor 9 is set in orbital dockyards with mirrored interior hallways and an open central hangar bay. The map features close quarters combat for 2 - 8 players, and supports Free for All, Team Slayer, and Team Objective multiplayer modes.



Breakpoint is set in modular archaeological labs designed for air and ground combat. Breakpoint offers multiplayer for 8-16 players, and supports the Invasion and Big Team Battle game modes.



Developed by Bungie, the Noble Map Pack includes new Achievements worth a total of 250 Gamerscore points. It will be available for purchase for 800 Microsoft Points ($10) directly from Xbox Live or with a Microsoft Points card sold at retail locations worldwide.

Thursday, October 28, 2010

There Are many lelemts about Halo Reach that I give a thumbs up to and a lot of elents that have been added that degrade the gamers enjoyability and increases your gaming anguish!! Here's A Little of Both.....:






My Pros:



1) Voting sytem - This is my favorite addition. The Veto system in 3 was so awful. None of the above will become very awesome when the full game is out.



2) Weapon Diversity - Is it completely even? No. But it is already a lot better than 3 and keep in mind this is what the beta is for. You see everyone using a cluster*expletive deleted* of weapons. A good example was my first beta game when I went +23 using Plasma Rifle for most of my kills. Its no longer BR or bust.



3) Classes - Definitely adds spice to the game. The fact that you can switch with each respawn is great. Sprinting up to someone with a Hammer, turning invis with a Sniper, and Armor Lock when Rockets come after you, make me happy.



4) Maps - The fight seems to be everywhere. One thing I haven't seen, is someone always camping one spot. This game seems to promote staying on the move. No one spot is completely easy to hold down.



5) Active Roster - Just a fun little tweek to make it easy to get a group together.



6) Playlists - They added some new challenges to the game. Headhunter can piss you off sometimes. I tend to die before I get to the goal even though I've done most of the killing. Invasion and Generator Defense are the 2 I play the most, though.







My Cons:



1) Grenades - My biggest aggravation with the game. They are completely overpowered. Something needs to be turned down. Either the radius or damage. If you see a grenade fly ANYWHERE near you, go ahead and be ready to respawn. If they want to make grenades realisitic, then guns need to be also.



2) Pistol - They paraded this as the CE pistol. Its not. Its rate of fire is great, but the damage seems to be toned down a little too much. I don't want a 2-shot, but I can unload a full clip without killing them.



3) Jetpack - Its a fun class, but it doesn't tie in with Halo at all. Where was Master Chief's jetpack? Did they forget how to build them during the times of Halo 1-3?



4) Invisibility - I don't like how it scrambles the radars of you and your teammates.



5) Voting - Reward the people that take the time to vote. If you don't vote, you don't get counted as voting option 1. If NO ONE votes, then go ahead and let it do option 1.



6) Divisions - Way too easy to get into the high ones. I'm pretty good, but I'm nowhere near pro. I made Onyx for some reason. I thought that class was supposed to be the unicorn of slayer? And you very rarely see someone in the lower 2 ranks, even when doing the other playlists.

Wednesday, October 27, 2010

Halo Reach Launches Three New Maps

.Want to see more of the new maps in the first DLC pack for Halo: Reach? Look no further, as Bungie has just released a new teaser for the Noble Map Pack, which takes you on a whirlwind tour through the three new multiplayer maps that will be included in the pack.





Above: A teaser for the Halo: Reach Noble Map Pack



Here are the official descriptions and multiplayer details for each map from Bungie:



Tempest – “Though we may never fully understand these devices, it is not our nature to leave ancient stones unturned.” This abandoned shoreline facility bends both sea and sky to an unnatural purpose, but the ground itself has quickly become another all too familiar battlefield. Though the two opposing symmetrical bases may never reveal their ancient purpose, both now offer makeshift shelter and access to strategic routes perfectly suited for small and large scale skirmishes alike. Tempest supports 8 – 16 players and offers a variety of modes including Free for All, Team Slayer, Team Objective and Big Team Battle. Tempest also provides players with a huge Forge palette, allowing them to create new custom map variants that can be shared with the community-at-large.



Anchor 9 – “Orbital dockyards provide rapid refuelling and repairs for a variety of UNSC vessels.” Within the confines of this low orbit dry-dock, UNSC craft undergo rapid repair and rearmament in support of the enduring war effort. But for the small squads of infantry who now fight over the mirrored interior hallways and open central hangar bay, this platform no longer provides any safe harbour – whether the close quarters combat is occurring inside or out of its artificial gravitational field. Anchor 9 allows 2-8 players to face off in game variants including Free for All, Team Slayer and Team Objective.



Breakpoint – “ONI officials believe the data buried within this artefact is key to our survival.” Atop this icy precipice, the Invasion continues. These modular archaeological labs were never intended to withstand such a large scale onslaught of Covenant military power, but the information being extracted here may prove vital to humanity’s survival. In response to the imminent Covenant threat, UNSC ground and air assets have been deployed to bolster entrenched Spartan countermeasures. This dig site must yield salvation, or it will become a grave. Breakpoint offers multiplayer mayhem for 8-16 players, and supports the Invasion and Big Team Battle game variants.



The Noble Map Pack, which will include Tempest, Anchor 9, and Breakpoint, is scheduled to release on November 30 for 800 Microsoft Points on XBLA. However, the new multiplayer content will also be sold at retail outlets.

Tuesday, October 26, 2010

New Maps And Playlists Coming Out For Halo Reach

New Maps And Playlists Will Be Available For Play On November 12, 2010

As multiplayer-gamers look toward the impending release of Call of Duty: Black Ops, it’s easy to imagine that millions of Halo: Reach players on Xbox Live could become bored with Bungie’s offering. In a time of the year where triple A titles are released every other week it’s best to keep your multiplayer experience feeling as fresh as possible.



That’s why Bungie has dropped a new update to the Halo: Reach playlists that address a few balance issues, move some game variants into their own playlists, and even adds two new ForgeWorld created maps.







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Read on for the complete run down.



Playlists



New Playlist: Team Snipers



New Playlist: Living Dead



Rumble Pit



•Lineup rebalanced to offer more kill, less frill.

•Removed Infection, Safe Havens, Race, Rally, Headhunter Pro

•Removed “Classic” gametypes

Team Slayer



•Removed all Snipers gametypes

Team Objective



•Removed 1 Flag Classic

•Removed Headhunter Pro

•Removed the following gametypes from Hemorrhage due to the size of the map with only 8 players: Multiflag Classic, 1 Flag CTF, 1 Flag Pro, 1 Bomb Assault

•Removed Oddball and Hot Potato from Boardwalk

Multi Team



•Removed SWAT

•Removed Classic gametypes

•Removed The Cage

•Changed wighting for Rocket Race so it does not have a 100% chance to appear in Slot 3

Big Team Battle



•Removed Multiflag from Boneyard and Spire

Invasion



•This playlist now offers 3 voting options

Firefight



•Updated Firefight playlist gametypes to be a full set instead of 1 round. Adjusted skull progression.

•Removed Friendly Fire

Score Attack



•Removed Crash Site

•Added Mythic Score Attack

•You can no longer pickup other weapons in Sniper Attack

Maps



Zealot/Arena Zealot



•Arena Zealot is now used for all Slayer gametypes

•Players can no longer stand on the edge of the generators in space and crouch to shoot below the shield

Asylum



•Softkill zones added to the tops of the Sniper buildings

Boneyard



•Modified respawn zones for Slayer gametypes

Hemorrhage



•Modified respawn zones for both bases

•Respawn timers for all Warthogs on Hemorrhage should now be 120 seconds

Gametypes



CTF



•All CTF gametypes should now have a player respawn of 10 seconds

•All Classic CTF gametypes now feature Flag At Home To Score and Touch Return

•Flag At Home To Score disabled for non-Classic CTF gametypes

•Modified Flag Return and Flag Reset times: 1 Flag on Small maps use 10 second return and 30 second reset. All other gametypes use 30 second return and 45 second reset.

Assault



•Assault gametypes now have a player respawn time of 10 or 15 seconds depending on the map.

In addition to the Playlist changes, we’re also introducing two new Forge Map Variants with this update, Cliffhanger and Atom. Atom will be on display in the Team Slayer, Team Snipers, Team Objective, Multi Team, and Big Team Battle Playlists. Cliffhanger will be found in Rumble Pit, Team Slayer, Team SWAT, and Team Objective.



The two standouts for me are the removal of Team Snipers from the Team Slayer playlist (Finally!) for its own dedicated playlist and the new infection-only playlist entitled “Living Dead,” seems very appropriate with Halloween just around the corner. Obviously the element most players will be interested in are the two new maps. They might not have as much depth as what we are getting with the Noble Map Pack, but who doesn’t appreciate a change of scenery every now and again.



Bungie has been very diligent about providing content to their fan base – by way of these monthly or bi-monthly updates. The developer has acknowledged that, while they will be trying to stay active in the community, there will come a time when these updates will be fewer and far between. The hope is that by this time, they will have done enough to make the multiplayer a solid and long lasting experience.



What do you think of this newest Halo: Reach update? What are the particular standout changes made to your favorite playlists?



Halo: Reach is out now for the Xbox 360.



Monday, October 25, 2010

Halo: Reach level cap going up

Halo: Reach is all set to get a level cap increase, Bungie has announced.



The developer will lift the limit above its current Lt Colonel Grade Three high-point once 117 million daily and weekly million challenges have been completed.



Bungie reckons that should be some time in November.



The post on Bungie.net read, "When you do cross the 117 Million mark, we'll celebrate by blowing the lid off the level cap! In the immediate aftermath, new ranks and armor will be made magically available for you inside The Armory, provided you have the rank and credits required. Time to get to work!"



"Oh, and no, we won't be counting boosted challenges," the post added.



The update also announced that 16,445 years of play had been logged so far, constituting 784 million player-games. In summary, it's quite popular.



Last week Bungie announced that new DLC - the Noble Map Pack - will be out on 30th November

Sunday, October 24, 2010

.Second Halo Reach Playlist Update is Live

As we mentioned recently, a second playlist update would be coming to Halo Reach in October. That playlist update is now live, including many playlist changes, the most notable of which are a new Team Snipers playlist and a couple new Forge map variants.



Here is the full list of updates.



Playlist Changes



•Team Snipers playlist added

•Living Dead (Infection) playlist added

•Infection, Safe Havens, Race, Rally, Headhunter Pro, and all Classic gametypes removed from Rumble Pit playlist

•All Snipers gametypes removed from Team Slayer playlist

•1 Flag Classic and Headhunter Pro removed from Team Objective playlist

•Multiflag Classic, 1 Flag CTF, 1 Flag Pro, and 1 Bomb Assault will no longer be playable on Hemorrhage in the 8 player Team Objective playlists due to the size of the map.

•Oddball and Hot Potato will no longer be played on Boardwalk in Team Objective playlist

•SWAT, all classic gametypes, and The Cage map will no longer appear in Multi Team playlist

•Rocket Race will no longer appear only in slot 3 of map voting

•Multiflag removed from Boneyard and Spire in Big Team Battle playlist

•Invasion playlist now has 3 voting options

•Friendly Fire removed from Firefight

•Firefight playlist gametypes will be a full set rather than just 1 round.

•Crash Site removed from Score Attack

•Mythic Score Attack added

•Other weapons can no longer be picked up in Sniper Attack

Map Changes



•Glitch on Zealot that would allow you to shoot from space and back down into the map has been fixed

•Softkill zones added to top of sniper buildings on Asylum

•Respawn zones reworked for slayer on Boneyard

•Respawn zones reworked on Hemorrhage

•Warthog respawn timer changed to 120 seconds on Hemorrhage

Gametype Changes



•Respawn timer in CTF is now 10 seconds

•Classic CTF gametypes now require the flag at base to score, and flag returns happen with just a touch

•Flag no longer required to be at base to score in non-classic CTF gametypes

•Flag return time changed to 10 seconds (with 30 second reset) on small maps for 1 Flag gametypes

•Flag return time changed to 30 seconds (with 45 second reset) on all other CTF gametypes

•Respawn timer in Assault is now 10 or 15 seconds depending on the size of the map

Saturday, October 23, 2010

This is one of those weeks. We're not exactly dark, but we're definitely more dimly lit than you’ve become accustomed to. I'm sure you understand.
Of course, that doesn’t mean that there isn’t plenty of coal being shoveled into the studio engine this week. The Noble Map Pack has been powering through the requisite polish and bug fixing phases and the team is ultra close to sealing the deal and shipping the new maps out the door. Right now, we’re prepping a trailer and small batch of multimedia aimed at getting you acclimated to the new spaces before you're forced to fight for purchase. The trailer is scheduled to arrive early next week. (Like really early next week if all goes to plan.)



Outside of the sweet visuals the Noble Map Pack puts on display, the trailer also contains a unique piece of music that seamlessly blends tracks from Halo: CE, Halo 2, Halo 3, and Halo: Reach into one beautifully orchestrated score. Marty, Jay, and C Paul have been hinting that they’d like to make it available as a standalone download soon after the trailer drops. Keep your fingers crossed for a Friday deployment next week.



No promises.





Take a Synthy Tour of Tempest!





Okay, so maybe I was totally wrong about this week's update. Bam! Hopefully, this Photosynth of Tempest ties you over until next week. Now, let's get some housekeeping out of the way.



Arena Alterations

On the playlist front, we’re currently testing out some totally radar-less Arena action. Aside from the obvious impact this will have on the playlist as a whole, it will also sound the death knell for the Active Camo Armor Ability in this particular playlist format, as there’s literally no downside to getting your cloak on when radar isn’t in play.

If all goes to plan, expect to see this change hit the Arena at the beginning of next month, just in time for Season Numero 3. We’ll supply you with some more fleshed out bullet points as the November playlist update becomes more and more solidified in the days ahead. As with all early news, details are always subject to change.





Forging Ahead

This week we’re also neck deep in Forge Map Variant submissions for our official Forgetacular contest. Though DLC testing has slowed the pace of our official evaluation process, it moves ever onward, and even outside of the auspices of Forgetacular’s winning entries, we’re still looking to deploy more community variants into matchmaking.



More Like Forgecrapular!



To aid you in your quest, Carney tells me he’s nearly finished hammering out the curriculum for the first semester of his official Design 101 correspondence course. Personally, I’ve been hammering through some of the hundreds of Forgetacular submissions we’ve already been blessed with, and I have some words of wisdom I’d love to hammer home myself. While we wait for Carney to deliver the real goods, check out my crash course!




Mo Money, Mo Problems



First things first, you are not required to utilize the entire budget when you set out to build your sweet new map. This is not how you win Forge. In fact, if you’ve whittled down all the credits in your Forge wallet to make an amazing Race map, and you don’t have enough bucks left to splurge on a single solitary Mongoose, you just might have yourself a little bit of a problem. If I can’t race on your race map, you lose! You should resolve this minor error before you submit your map, speed racer.



Objectify My Love



On a related note, you should also be paying close attention to “object density” as you build your masterpiece. Though the Forge will allow you to phase several objects into one another, it is not recommended that you stack as many objects as possible into a small amount of real estate simply for aesthetic effect. You can and will go overboard.







In these shots, there are 100 blocks piled into one single floating heap. Players tend to phase a lot of objects together in order to create fine details not possible with the available set of Forge pieces. I’ve seen a player merge more than a dozen objects into a single light to create a rather ornate and spectacular chandelier. While it may look visually impressive, functionally it operates more like a Forge black hole, requiring players to render an absurd amount of objects for what amounts to a small piece of visual flair. When I removed all of the superfluous pieces from the beautiful fixture in question, the base map was left largely unchanged and the overall performance increased dramatically.



Eye of the Beholder



Of course, that doesn’t mean you should pay no mind to how your map looks, especially when thinking about how players will orient themselves. It’s a good idea to use existing visual cues to allow players to ground themselves quickly on your map. Atom is a great example. Each side features distinct “Team” colors, both red and blue, to help your eye pick up on your spawning location instantly. It also uses colors in other key spaces to highlight areas of interest to great and inexpensive effect. The map itself is nestled in the Quarry, giving Atom a rock face on three sides and a distinct open view on the fourth.



None of these design cues required any additional objects. And it’s a certified fact that each and every one of you loves Atom.



And the Sky is Grey



One sure fire way to keep your players dazed and confused is to stuff them inside a giant grey box that offers little in the way of visual distinction.







The walls are in my face.





While the Forge palette relies heavily on the metallic Forerunner aesthetic, Forge World itself offers plenty of scenery that stands in stark contrast. Utilize it free of charge.
























…performance is not a concern and you should feel free to place objects wherever you damn well please.



Nobody Puts Baby in a Box!



But maybe you should. The Coliseum might seem small, but trust me, it’s really big! And the walls each feature distinct elements that make them stand out from one another.





It also gives you six planes to work from right from the start. While it might not make for a great Big Team Battle space unless you extend the playable space out over the water, it’s easily big enough to contain some expertly crafted Slayer and Objective spaces, especially if you build in layers.





Spartometer Challenge Tracker

And we’re off! As of right now, the front page has been updated to display your current community Challenge progress. Keep on keepin’ on and the carnage will automatically update until we blow the top off, unlocking access to new ranks and armor.







It's gonna be a blood bath!





Oh, and nope, we're not at zero. The circular reservoir at the bottom of the thermometer represents the millions of challenges you've already completed.



Pimp My Spartan…Now!

Of course, we’re aware that the Bungie.net version of your Spartan armor isn’t currently updating. We don’t have an ETA for a resolution, but rest assured that we’ll deploy the fix as soon as we can. The backend systems that power your Spartan’s online presentation are linked to other critical systems related to our online and matchmaking experiences, and we are, as you would expect, incredibly thorough with any testing and deployments that could impact those systems.







Crying Face





We’ll update you when we’re ready for you to ogle your online persona again. Until then, you’ll have to make do with your in game model. Please pardon our dust.





Blame Stosh

Stosh spent a good amount of time this week building the aforementioned Spartometer to track your challenges, but he also dedicated some spare cycles to dig up this sweet clip.







When good Rod goes wrong.



And that’s a wrap for this week. Stop back next week. We'll make it worth your while.