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Old 12-12-2012, 05:19 PM   #401
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Crimson map pack free right now to anyone who was part of the "14 Day, Buy and Play” promotion but had problems downloading the pack recently. The offer is available until December 18.

The pack has to be accessed from the in-game marketplace and not the dashboard or website.

http://www.screwattack.com/news/micr...0%9D-customers

Also read some rumors or speculation that anyone who downloaded the pack when it was accidentally free on the Marketplace will be able to keep it but only until the 18th. After that it gets locked away presumably.
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Old 12-12-2012, 06:38 PM   #402
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The best part about the above post was stumbling onto the news about Megaman x Street Fighter!

On topic: I'm hoping they don't screw up AGAIN by locking out people with LE's and Map Passes... they'd be back in the same boat they were in to begin with by having the content unavailable to those who had purchased it previously.
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Old 12-12-2012, 08:03 PM   #403
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Just gonna leave this here.

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Old 12-13-2012, 07:52 PM   #404
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Had some hot Regicide matches with Tom today. I'm not a big fan of FFA Regicide but with my sentry I was pretty beast.
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Old 12-17-2012, 04:52 AM   #405
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Hours ago I had a BTB game on Exile where I spent the entire game in the Banshee. Didn't die and got 16 kills. It was a slaughter. No idea how they didn't take me out in all that time.

https://app.halowaypoint.com/en-us/H...f40794bdd34e18
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Old 12-17-2012, 02:38 PM   #406
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Turns out the Crimson Map pack is causing another screwup with this time locking people out of the multiplayer and creating ban-like reports.

343 Studios investigating the problem and promise a solution soon.

Quote:
"We are not permanently banning players for previewing or purchasing the Crimson Map Pack. We are currently investigating the recent reports of permanent matchmaking bans. We will provide further updates tomorrow. Thank you for your patience."
http://kotaku.com/5968946/halo-4-pla...alo-4-map-pack
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Old 12-17-2012, 09:03 PM   #407
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Just started a thread series in the Halo forums promoting strategy discussion, learning, and teaching for Halo 4 players. I kicked off the first episode focusing on CTF, which includes my own ten commandments for it:

The Ten Commandments of CTF

Commit to the Role: There are two main roles in CTF; offense (with it's sub-activities) and defense (also with sub-activities). The dedicated role player will increase success for his team by eliminating the worst questions to ever utter in this gametype: "Who's supposed to be watching the flag?" and "Is their anybody trying to get their flag?" Choose your role and commit to it. Sub-roles can be discussed later on. A team of specialists will always beat a team of 'mercenaries' (doing whatever for personal scores).

Prioritize your Actions: Decision making is a sorely ignored concept in this community, and it shines in objective games like this. Making sure the flag stays home, or the enemy flag is pulled closer to your base, means bypassing personal vendettas, K/D, vehicle usage, and that sweet Assassination that requires you going out of your way to score. If it doesn't help defend or offend, you are doing your team a disservice (note that in certain cases, the aforementioned examples may in fact assist in the two main goals of CTF!).

Defense is Denial: Merely keeping the enemy from touching the flag is the basics of defensive CTF, just as important is denying the circumstances leading to such an event as well as denying elements that escalate things after the fact. Deny the enemy confidence in an route not being supervised. Deny them an escape vehicle (often what they rode in with). Deny them their cover fire when the flag is taken. This is a less obvious but very important facet of defensive CTF.

Offense is Stealth and Guile: Although there is a charm to riding in a jeep, three Spartans deep, guns and horn blazing. Probably won't get you a flag against a versed team, though. What will get you to touch the flag and more importantly away from their base is stealth and guile. Be silent, non-obvious, and fast. Avoid needless gun fights. This means, *gasp*, watching enemies walk past you and letting go of a potential stat-padding kill. Channel your inner Solid Snake, imitate Sam Fisher on his best days, be the ninja. You want the enemy's reaction to be, "How did they get in here?!"

Restart the Timer: When the flag is away from enemy base, this is when things get crazy. The enemy team (ideally) defend the flag as a full unit, making things difficult. The way to keep things in your favor is to put your health aside and touch that flag. You will die, but restarting the timer gives your team more time to mount a plan or put away the enemy (at this point the game is more along the line of 'proxy slayer'). Touch that flag and when you do, get it as far homeward as you can get. Every foot counts.

All Hands to Away Flag: When your flag is away nothing else matters, get to your flag and set a perimeter. The enemy scoring must not happen if you have the power to prevent it. Use anything and everything at your disposal and destroy anyone heading toward the flag. You do not want them to touch it. This even means abandoning an offensive run, IF getting the flag home takes more effort than the enemy needs to score themselves. Denying points, in a way, is more important than scoring. You will have another chance to capture the flag, you can never undo an enemy score.

You're a Target, But Not a Victim: You have the flag, and you may have to make a run rather than get a ride. Nowhere to hide in this version of CTF. Be the warrior. While not putting yourself in unnecessary danger, you can use your public awareness as a beacon, a trap. People will expect an especially aggressive Flag Carrier, even after the magnum upgrade. Lead enemies to close quarters where the flag is ultimate. Assist your teammates in covering you out in the open with pistol shots (though never ever walk opposite your base). Remain a dangerous member of your team.

Don't Idolize the Enemy Carrier: He has your flag, that's nice. You know what's more important? Potential rides and enemy cover fire. The Flag Carrier is slower, armed with a pistol, and always on the map. He isn't going anywhere far. What you need to deny (there's that term again) is what would make his job easier. Use his fears against him; there are places a Flag Carrier will run to habitually (small enclosed areas as if he's hiding), that's a better place to slay him than in the open - now the flag is in harder to get space for the enemies! Keep him in mind, but acknowledge denying the team doesn't mean killing him immediately.

Be the Driver: When your teammate has the flag, the dread of all enemy forces is the idea that his ride is either waiting or on its way. Nothing quite matches seeing a flag on a jeep or ATV coming home, because this is almost a sure score. Important as this is, you still must commit to your role. Let offense team handle this, unless you are certain the enemy has poured all their manpower into defending their flag (which means your flag is safe even unsupervised in this moment). A jeep or ATV driver meeting the Flag Carrier is very important.

When World's Collide, Look at the Big Picture: There are very tense times when the objectives offense and defense, for both teams, converge into an all out shoot-fest; this is when both flags or Flag Carriers are in close proximity. This is a time where hard decisions must be made, and right and wrong aren't so clear. The only real advice is to look at the big picture and keep the objective in focus. Is the whole team in this area, perhaps wait for their flag to respawn. Who's minding the vehicles? The power weapons? What can I deny the other team? What will benefit mine? Always have your eyes on the big picture.

Last edited by Kalyx triaD; 02-04-2013 at 07:32 PM.
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Old 12-18-2012, 04:50 AM   #408
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Will be making balance adjustments to the box.
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Old 12-21-2012, 05:12 PM   #409
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Microsoft currently banning anyone who is using the "Headless Spartan" mod for the game. While the mod itself doesn't change the game's hit boxes (headshots still kill), it does signal to Microsoft who is using modded Xbox 360s online which is still against their rules.

http://www.egmnow.com/articles/news/...rtan-cheaters/
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Old 12-23-2012, 11:48 PM   #410
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I hope 343 actually makes the armorless part an eventual option... looks pretty sick. Have a pro and con to it too. Give it something like a speed advantage, but an obvious inability to use armor abilities.
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Old 12-24-2012, 02:25 AM   #411
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I don't know about that.
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Old 12-25-2012, 12:33 AM   #412
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I just updated my File Share with tons of clips showing some awesome and funny moments. Enjoy.
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Old 01-04-2013, 11:46 PM   #413
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Does anyone here play customs regularly? I hit the 70 level cap and am not currently eligible for the rest of the specializations yet, which is bullshit considering I bought the game and the War Games Pass not knowing this, and refuse to play anything but customs until my problem is remedied.
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Old 01-04-2013, 11:59 PM   #414
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Didn't know there was a cap. I'm pushing 90, and the only reason I'm not there is that I've slowed down my Halo 4-ing significantly. Wish I could help.
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Old 01-05-2013, 07:36 AM   #415
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I'm on 99 and I don't have the map pass or LE version of the game. You need to talk to somebody.

But yeah, I love custom games and would be open to play them.

GT?
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Old 01-05-2013, 09:51 AM   #416
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Might be getting rid of this for no other reason besides that I simply do not play it.

Then of course I'll want to play it.
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Old 01-05-2013, 10:00 AM   #417
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Play it safe. Play with me.
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Old 01-05-2013, 10:53 AM   #418
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i don't see the point in not playing when you hit the level cap. it's not like leveling up takes forever anyway. i'll be hitting it in a week or 2 and it won't stop me at all. i am still gonna have fun playing the game.
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Old 01-05-2013, 11:06 AM   #419
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Yeah that seems like strange logic to me. There's people in the Halo forums who call it 'beating mutiplayer', which is one of the many signs that today's generation of gamer sucks ass in an objective sense.
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Old 01-05-2013, 12:10 PM   #420
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Quote:
Originally Posted by Kalyx triaD View Post
Yeah that seems like strange logic to me. There's people in the Halo forums who call it 'beating mutiplayer', which is one of the many signs that today's generation of gamer sucks ass in an objective sense.
I like that last line figuratively and metaphorically.
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Old 01-05-2013, 12:18 PM   #421
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It was intentionally versatile.
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Old 01-07-2013, 01:34 PM   #422
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Kalyx, I tried looking up your maps in your fileshare (searched by gamertag) and there was nothing there.

We are trying to find maps for our monthly halo party where we do 4vs4 objective games.

I made one, and a friend made one. We've got another that we're likely going to modify to our style, but we're still trying to find some good, well balanced maps.
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Old 01-07-2013, 02:50 PM   #423
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I cleaned out my File Share during a time when I put a bunch of clips out. I since removed the clips but forgot to put my maps back.

Right now I have three maps, two are gimmicks that require specific gametypes, one requires playtesting with a decent sized group before I nail details and make more gametypes for it (Holdoff remake).

The Box: Way too damn small for any party larger than six players, sorry! Gametypes include FFA Slayer (Box Battle), Team Slayer (Box Brothers), and KotH (Box Hill). I'll add an Oddball variant soon.

Close Quartered Compound: Very small, tight arena map. Probably too small and tight, but it grew on us after the first playthroughs. Gametypes are FFA Slayer (CQC Solo) and Team Slayer (CQC Team).

Holdoff: On the other end of the spectrum is something I fear is too large. The size was perfect in Reach and I knew I wanted to make in slightly bigger here, but early playtests gave the impression that it may be too spacious. Granted we only played with four guys tops. So maybe you guys can have an extra map to check out as well as help playtest this thing. No gametypes, default Infinity Slayer and Team Slayer should work.

So you still interested?
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Old 01-07-2013, 03:48 PM   #424
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I could check out the last one and add some objectives for the way we play. We do primarily CTF (variants, 1 flag, 2 flag) and assault (now known as griffball in 4, since they removed actual bomb games). We do some oddball, but mostly CTF/Bomb games.

We don't mind large maps if they're not too cluttered. We used to play a lot of Sidewinder/Avalanche back in the day, along with Blood Gulch/Valhalla. We like really straight forward, symmetrical maps (unless doing a 1-flag variation, where we do like one-sided maps like High Ground from 3).

If you have a group and would like to check out my map, I'll add it to my fileshare. It's made for 4 vs 4, but it's small enough to be a 3vs3. Dunno how it would do 2vs2. I'd love for some people to playtest it other than our group to find problems and see how it flows. It's based on a map we used to play a lot in 3, but I altered it a bit to play better in 4 now that loadouts are different. Requires a custom gametype to work properly. I'm also considering making a dominion variant and I will for sure be making a bomb variant. I'll toss them both (game/gametype) up on my fileshare some time today and you should do the same and I'll check yours out. We're playing this friday, so I'm trying to have some things together by then.

XBL is HC Pwnography
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Old 01-07-2013, 04:04 PM   #425
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I'll upload Holdoff in a few.
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Old 01-07-2013, 07:05 PM   #426
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I'm not home right now but I'll check it out later tonight. Mine are up on fileshare so Feel free to give some feedback.
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Old 01-07-2013, 07:22 PM   #427
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Cool.
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Old 01-09-2013, 02:01 PM   #428
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Checked it out, but I think like you said, it might be a bit too big for a 4vs4. Did you set up the spawns with anti-spawn zones and all that, or do they just occur randomly?

The symmetry and design is nice, but it would definitely be best for 6vs6 and up I think. Our group would get lost easily as a lot of them are usually drinking and not everyone is as good as everyone else.
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Old 01-09-2013, 02:12 PM   #429
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I didn't get deep into the spawn points, I just set team spawns and some FFA throwaway placements for play testing. My big thing was how the size would be regarded.

Being a big map isn't a bad thing per se, it's just kinda rare for me to host a large custom party, large enough to keep Holdoff from feeling like an empty mall.

PS: I did download your map, but yet to explore it. I will today.
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Old 01-09-2013, 03:53 PM   #430
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Spawns are a pain in the ass. As is setting up objectives. I'm currently working on a map that will be primarily used for extraction, and also a neutral bomb game. But the extraction is a pain to set up. Finally got it working properly after a good hour of messing with it.
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Old 01-10-2013, 05:16 PM   #431
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According to early plans, Spartan Ops Episodes 6-8 should be arriving by January 21 with episode 6 and then once a week for the other two.

Quote:
Week of 1/21

Spartan Ops Episode 6: Five new missions and an accompanying new CG cinematic.
“Forge Test” playlist (name not final): A rotational hopper featuring small Forge maps such as Relay. Help us test these maps by providing feedback and reporting bugs that will assist us in getting them ready for Matchmaking!
Specializations: Pioneer and Pathfinder Specializations unlocked for all players.

Week of 1/28

Spartan Ops Episode 7: Five new missions and an accompanying new CG cinematic.
Grifball playlist: A rotational hopper featuring everybody’s favorite virtual sport. Catch the disease!
Specializations: Engineer and Stalker Specializations unlocked for all players.

Week of 2/4

Spartan Ops Episode 8: Five new missions and an accompanying new CG cinematic.
Team Doubles playlist: A rotational hopper for those of you that like action of the 2 vs 2 variety.
Specializations: Rogue and Tracker Specializations unlocked for all players.
http://www.egmnow.com/articles/news/...not-finalized/
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Old 01-10-2013, 07:57 PM   #432
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So forge is decidedly a buggy piece of shit. There's this problem where when you save a map and load it later, EVERY SINGLE PIECE IN THE ENTIRE MAP is off by 1 degree in their coordinates. Loaded my map up and the yaw on every.. fucking.. piece.. was off by +1 or -1.

Went through and manually fixed everything. Saved twice, once under the same name and once under a new name. New name save had the same problem when loaded up. Old name save was fine. Hoping this doesn't keep happening.
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Old 01-10-2013, 08:14 PM   #433
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Oh fuck I hope they know about that and look into it. I would be furious. I take my Forging seriously.
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Old 01-10-2013, 09:10 PM   #434
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Especially after working on it for several hours straight, or several hours a day for a few days straight. Almost gave up on my map but I stuck it out.

Have a new one up on my fileshare now. It's not 100% complete, but it's playable (with its associated gametype). I am actually more happy with it than my first map, as this was 100% my idea and the old one was mostly based on the layout of an old map we used, with a few added/changed mechanics.

Although I am having a problem with custom loadouts not working entirely correct. My final loadout choice is defaulting to hologram instead of what I set it as.

The only thing I have left to do now is place more equipment and guns in the starting bases, and maybe some more around the map. So far it's pretty bare with just the objectives and a couple ordinance drops.

I also think the gametype can use some tweaking. Lower score to win, maybe lower respawn rate. Dunno, gonna have to play it tomorrow and decide what to do with it.
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Old 01-10-2013, 09:42 PM   #435
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Ah the playtest grind. A tricky part of the process.
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Old 01-10-2013, 09:48 PM   #436
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I need to start using the forge.
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Old 01-10-2013, 09:52 PM   #437
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Not for faint of heart.
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Old 01-10-2013, 09:53 PM   #438
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You should help me make one, you know your shit.
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Old 01-10-2013, 09:57 PM   #439
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Hop into one of the three main Forge maps and mess around. I'll join you and we can riff about what you wanna do.
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Old 01-10-2013, 11:53 PM   #440
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http://www.youtube.com/playlist?list...2DHrCDluukt1O-

Those guys are great at forge FA. Go watch and learn some stuff.
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