My Halo News.com

The latest news about the Halo series of games from Microsoft

  • Maptacular

    Dennis Powers pointed out a TON of new Halo CE maps available at Halomaps.org – you can browse them by visiting the HaloCE maps section (they’re already sorted by date), but he wanted to point out Hydrolysis (we mentioned it yesterday, but there are a couple of great screenshots on the Halomaps page), along with 5 from FireDragon04: Cliffrun, Cliffedge, Escalade Mount, Pellude, and Enclosed. On top of those there’s a lava level from Stuntman (Olympus Mons) and two from first-time mapmakers – Hellfire, from Flubear, and Vector, from Chris Johnston. And that’s not even the full list of yesterday’s released maps! Go check out the goodies.(Louis Wu 00:07:23 UTC)

  • Need a 360? Are you rich?

    KP noticed an article at Kotaku which discusses a gorgeous paint job on an Xbox 360 – it’s for sale on eBay (already painted on a 360). It ain’t cheap – Buy it Now price is $925, plus almost $30 in shipping – but wow, it’s pretty.(Louis Wu 23:13:44 UTC)

  • The Riot 41

    JRod4549 was the first to let us know that Episode 41 of the Riot is now up – 31 minutes, 12.5 mb. Community news, personal opinions, info about a LAN. Go listen!(Louis Wu 23:07:29 UTC)

  • New Mullins

    Craig Mullins dropped off a new image today – not really NEW, I guess, but the inclusion of a piece of it in the new Bungie.net design has generated quite a bit of new interest in it. (It was originally published in the Halo Graphic Novel, last year.) It’s an awe-inspiring image of carnage on a beach – check it out!(Louis Wu 20:12:05 UTC)

  • Fantasy Halo, Part One

    RVideo found a fantastic video posted on the HaloGrid forums (yep, they’re back) – it was done by the the guys over at Chaos Films, and it emulates a standard turn-based RPG using the Halo engine. These guys did an amazing job compressing the vid – the original is in WMP9 format, but I couldn’t get the same quality/filesize ratio in QuickTime, so if you can watch WMP9, that’s the version you should see. (We’re mirroring the WMP9 version – 28.4 mb, as well as hosting our own QuickTime version – 29.8 mb.) This movie is hilarious – really well done. If you’ve ever played RPGs, you’ll immediately connect. If you haven’t, it’s STILL pretty darned funny – just be glad XBL isn’t like this! Can’t wait for parts 2 and 3 (I’m hoping we can get higher-quality versions of all of them, from here on in). Check it out!(Louis Wu 20:01:01 UTC)

  • H2 into SL

    This is… weird.(Louis Wu 19:53:09 UTC)

  • Hunter Buddies

    Nomi found some really cool paper recently, and to celebrate, she decided to make a Hunter (it doesn’t use any of this new, rare paper). Right after she finished it, ManKitten showed her a new piece of artwork he’d created (it’ll be in the next Misc Art update), so she decided she needed to make another Hunter, based on this artwork. They’re Hunter Buddies! (If you haven’t looked through Nomi’s Paper Spartans page recently – do it. She’s done some amazing work.)(Louis Wu 18:27:49 UTC)

  • Early Mourn

    Veegie and HawaiianPig have teamed up again – their latest piece of artwork is a scene that could be out of the level Halo. A poignant look at the human side of the Master Chief. It was announced by HP in a forum post, and you can also find it on Veegie’s gallery page here. Great work!(Louis Wu 17:43:20 UTC)

  • UNSC Rapier class fighter

    Laird stopped by with some shots of a custom fighter for his upcoming Halo Unyielding Part 2 – a single seater that can operate in space or in an atmosphere. Check it out!(Louis Wu 17:15:24 UTC)

  • Halo Snake v2

    Spartan Erik pointed out a Flash game at Newgrounds – Halo Snake v2. Nice update on a 30 year old game!(Louis Wu 17:01:57 UTC)

  • Hydrolysis

    DocOctavius announced a new map he’s finished for Halo CE – Hydrolysis. Water-based (as you might guess from the name) – looks pretty! Check it out.(Louis Wu 16:10:09 UTC)

  • Episode 106: Halo 3 Show

    Kiaffex stopped by to point out that Podtacular 106 has been released; they focus on Halo 3 this time around. 1:19 long, 74 mb. Go listen!(Louis Wu 15:27:42 UTC)

  • I Was Interviewed By Tied The Leader.

    I had the pleasure of getting interviewed by one of the best gaming community websites in existence. The have a column called: 22 questions, and here are mine.

    This week I had the pleasure of interviewing someone I had been itching to learn more about. He has definitely made his mark on many of the communities you all enjoy. This week I talk with the one and only JVB. Below are his responses. Enjoy.

    Photo Sharing and Video Hosting at Photobucket

    * What is Your Gaming Alias:

    JVB

    * What Age Did You Start Playing Video Games:

    8 Years Old

    * Who Would You Say is Responsible for Getting You Into Gaming:

    Nobody really. I just remember going to the local Grocery Store to play Asteroids.

    * First Game That Had You Hooked:

    Qbert. Damn that was a great game. I got 4 million points one time to beat the high score.

    * Little Known Fact:

    I love Creamed Corn.

    For the rest of the interview, please head over to http://blog.tiedtheleader.com/.


  • Halo Map Battle!

    A Halo 2 enters its twilight years and Halo 3 looms on the horizon, we’re embarking on a journey to determine which Halo multiplayer map is better than all the rest. Through a series of polls you can help us crown the ultimate killing ground in our Bungie.net “Map Battle.”  Get to votin!

  • Asking for Trouble

    Mister Froggy let us know that Halo, Articulated #24 is now available – you gotta wonder if morality can be governed by the same rules as friendly AI…(Louis Wu 14:00:53 UTC)

  • Episode 106: Halo 3 Show

    Download | Shownotes

    This week’s mysterious mystery guest is Gamer Andy from gamerandy.com, an established and cool gaming podcast. We also have TheDecode on the show, our resident PGR2 master. This time we’re talking about The Legendary Edition price change, the new Bungie.net, and all kinds of interesting ideas for Halo 3. Show clocks in at a hefty 1:19.


  • Bungie Weekly Update.

    This week the fellas over at Bungie released their weekly update.

    Posted by Frankie at 3/23/2007 5:22 PM PDT

    Let us discuss atmosphere. Let us begin with the simplest question of all. Why is the sky blue? The answer is of course infinitely more complex than the question. The sky is blue, because of Rayleigh and (to a far lesser extent) Mie Scattering. Named after Lord Rayleigh (John William Strutt was his civilian handle) and Gustav Mie, respectively. This kind of light scattering happens when light travels in transparent solids and liquids (think pollution particles, for example) but also through gases. That scattering, of ostensibly white sunlight, through Earth’s atmospheric mixture of gases, produces a distinctly blue sky. But we’re just as interested in the dirt as the blue sky.

    In Halo 3, we simulate Rayleigh and Mie Scattering by creating “virtual” pollution and air and passing “real” light through it for a realistic effect. I am massively simplifying this explanation for two reasons. One, I want to make this enjoyable and clear for you, dear reader, and two, I barely even understand what I’m saying. For example, Rayleigh Scattering relies on the principle that the distorting particles be smaller than the wavelength of the light. I just don’t want to go there at this time of morning.

    At its very simplest level, your see Rayleigh scattering when you look from about 45 degrees to straight up, and you see Mie scattering when you look straight at the horizon. Naturally the further you can see unobstructed, the more pollutants will enter that distance, and the more haze is created. Unless you live in Los Angeles, in which case you can probably detect Mie scattering by looking across the street.

    You can get an idea of what I’m talking about by watching the E3 trailer. Across the huge artifact that the Chief discovers in that trailer, you see the air start to haze over, as tiny distant particles change the color, quality and transparency of the air. When you turn off our simulation of Rayleigh and Mie scattering, the distant objects pop out and any sense of distance or scale is ruined. You might as well be looking at an object the size of the dish in Ascension.

    The need for realistic distance drawing is vital in Halo 3, because of the sheer scale of our maps. The distant mountains in that E3 trailer are absolutely real geometry. You can detach the camera, fly out to them (which would take about fifteen minutes even with our camera’s “gas” button held down) and see that they’re even textured properly. This is a function of the nature of the Halo 3 engine, and testament to the 360’s horsepower. It means we don’t have to “cheat” as much with fancy skyboxes and obfuscation.

    Don’t get me wrong – the mountains on the far side of that artifact in the trailer aren’t very detailed when you eventually get there, but for accurately creating a sense of scale and realism, nothing beats enormous scale and vital realism.

    You can see a similar effect in real life by looking at distant mountains on a clear day. No matter how crisp the air, the mountains take on a bluish tint as the tiny particles of pollution and other matter scatter the light being reflected or emitted from distant objects.

    These techniques appear in many levels, since technically most of our levels contain big, open spaces, at least part of the time. There are smaller scale applications too, such as humidity in a lush environment, and dust in a desert clime. It has fewer applications in multiplayer, but it is creeping in where required.

    If you want to read more about the science of Mie and Rayleigh scattering, check out this much better explanation here: http://hyperphysics.phy-astr.gsu.edu/hbase/atmos/blusky.html

    And speaking of Multiplayer, Steve Cotton has started a serious graphical polish on Jub Jub, one of the last maps to get that kind of lovin’. He has the color scheme down, and it’s broody and atmospheric, but he’s started adding real detail and texture, including a brilliant new take on how Forerunner tech, can intertwine in a groovily serpentine fashion, with natural environments. It’s going to be a favorite mid-sized map, in the vein of Lockout, but it’s not my favorite. That honor goes to High ground right now, as far as I’m concerned, but a couple of others are vying for my malicious intentions.

    Weekly Water Update

    There have been a few changes to water recently. The water tech has been handed off pretty much by the graphics programmers (often very artistic themselves) to the artists “proper” and they have been tweaking and tuning it in every level to make it more delicious. Honestly, I care about it more than they do because of my Rain Man style obsession with the stuff. One difference I noticed on High Ground is that as well as normal waves on the ocean, there are the mini-ripples of wind on the surface of the larger, tide-generated waves. A small detail, but a convincing one.

    Even more convincing is the coloring and reflection work being done on the water surface. Water isn’t really clear and transparent until you’re looking directly down – at an angle, it’s a darker version of the blue of the sky, or picking up colors from rocks and trees reflected in it. But it was Joe Staten who spotted the best new water feature (I would describe him as about 85% less excited by it than me) which is a waterfall from a very early level, where the water flows smoothly and slickly over some big, smooth boulders, and then cascades more energetically down the larger drops – to end in a convincing mist and splash as it hits the main body of the river. That effect is implemented in Valhalla already. I can’t actually remember what it looked like in the Alpha version now. One other water feature is an area of flat rock, with a millimeter thin film of slow movin’ agua. You will be pleased to know that I am running out of water areas to describe. I’m going to have to move on to mud and snow and other soft surfaces next.

    A Flock of Seagulls

    There are two aspects to this story, one literal, one metaphorical. I’ll start with the latter. Genius programmer Damian Isla is working on “flocking behavior” for distant battles. There are certain parts of the game where large scale air battles are going on in the distance, and the most convincing way to do that is to use real craft having real battles. Now, these particular ones are for show rather than interaction, but they should look convincing. Damian’s been tweaking the behavior of all these craft – I won’t name ‘em, but you can probably guess what various kinds are going at it – so that they have visually convincing fights.

    That might sound like a cheat, but it’s not. When you’re in aerial combat, regular AI will be used against you, but that doesn’t necessarily look exciting from that kind of distance, so flocking behavior is used. The craft you’re seeing are real – and if they shoot each other, they explode – as a matter of fact, if you had a rocket launcher and got lucky from that distance (think miles), you’d be participating in the battle. And the battles look amazing. It’s all about immersion.

    But on a more literal scale, one of our contract 3D artists is working on birds. So far I’ve seen seagulls and what appears to be some kind of cockatoo. Both kinds flock, wheel and fly in very large numbers. Who knows what those numbers will grow or dwindle to in the final cut, but right now the demo was about 50 seagulls wheeling and cawing above a cliff top, and looking remarkably like Discovery channel footage of an otherwise boring scene.

    Perhaps more importantly, the seagulls and cockatoos can (at the moment anyway) be shot. They will then fall, individually out of the sky and you can go take a look at how detailed they are. Believe me, we’re not wasting any processor cycles on this stuff, so if it causes a hit, out it goes, but hopefully they’ll be there. There are at least two keen hunters on staff who want to go grousing in Halo 3.

    In combat, the scale is just as large, but the AI is different since it’s tuned for fun and challenge rather than grand spectacle. No point in a glorious sequence of barrel rolls if they serve no gameplay purpose.

    And gameplay is there. Seriously. The designers would scoff at that opinion given how much polish time they have left on these encounters, but already, gameplay has reached new heights. And I don’t mean Halo 3 – I mean for the entire series. This part is going to sound like hyperbolae, so I’ll reinforce the fact that this is merely my opinion:

    Halo 3 encounters are more fun, more challenging, more varied and more enjoyable than those in Halo or Halo 2. The interplay and strategies created among the various Covenant foes is just thrilling. One weird thing that I just can’t get used to (in a good way, I mean) is the fact that you have to plan for multiple encounters in one location. You can see a group in the distance, and head down to fight them. You could toss a grenade to get the party started – but here’s a hint. Between you and them and the tumble of rocks and scree between you, I happen to know that a Banshee is going to drop off four Grunts and a Brute Chieftain. The Phantom itself is going to start laying down fire on you, so my suggestion is to bide your time, wait for the first Phantom, and take care of that before irritating those guys way down the hill.

    The AI on the opponents is more interesting too. Even a lone Grunt can be a nasty challenge. Actually, a lone Grunt is sometimes a cornered Grunt now. You’ve been warned.

    And I’ve heard more than one Bungie staffer say the same thing at the urinal (that’s where we talk, and yes, we call it the water cooler). You’ll see them come in, laughing and peeing, peeing and laughing, as they recall a particularly brilliant gameplay moment.

    Now wash your hands.

    The contract 3D artists are working on the little detail touches that are going to make spaces feel real and lived in. That could be anything from an electronic wall panel (complete with a smashed and damaged state) to a shiny military latrine. It’s fun to watch the look of concentration on an artist’s face as he puts the finishing touches to a gleaming, stainless steel toilet.

    But speaking of Damian, he and a couple of other folks have been slaving away on a cool Easter Egg. Most of you will never see it, but if you do, you’ll maybe think back to this, and say, ooh, that musta been the thing Damian made.

    Now, back to campaign for a moment. I was playing a level, let’s call it a quarter of the way into the game. I exit through a very large doorway, emerging from an indoor space, to a large (medium, based on the scale of other H3 locations) outdoor space. I will go ahead right now and admit it’s part of the level that some journalists caught a sneak, and very early peek at during the Alpha event many months back.

    I thought it would be as good a place as any to describe the content of an average H3 Encounter. To do this, I made the Chief invincible, detached the camera and flew around counting stuff. Now, remember, this is live, so these guys were all fighting each other, lobbing mortars and dying, so I may be missing a few (Jackals for sure, since they were pinging me pretty good from somewhere), and I definitely saw a Phantom deliver two more ghosts while I was counting, and I literally stopped counting when, after a couple of Marines had been killed – a door on the far side of the location slid open, and revealed a whole passel of jerks. I figure the list below will pretty much give you the idea. Remember that, if you had a sniper rifle or rocket launcher, you could have destroyed any or all of the following in that one, single location. And I am deliberately leaving out a couple of items here, because they haven’t been revealed yet.

    Encounter Recipe:

    * Scary Post Apocalyptic Environment: 1
    * Phantoms: 3
    * Grunts: 14
    * Marines: 6
    * Brutes: 8
    * Jackals: 3
    * Wraiths: 3
    * Ghosts: 6
    * Mongoose: 1
    * Warthogs: 1
    * New version of old favorite: 1
    * Chief: 1
    * Giant Bad Guy in distance: 1
    * Frightening and Inexplicable Maelstrom: 1
    * Ancient Forerunner Artifact: 1

    Heat above ingredients to heroic temperature, mix and allow to mix and marinate. Check periodically for carnage and extra ammo. Die. Repeat.

    Variety being the spice of life, I dropped into our sandbox to look at the different variants of things – special types of Grunts, Brutes, Jackals and so on, but I was surprised to see how many different types of Marine there are. Not just physical types, but also states – there are injured, bloody and disheveled states for them too. Knowing what I know about the plot, that’s hardly surprising.

    Battle of the Maps

    So Sketch is all up in the forums trying to decide, as Halo 2 enters its twilight years, what the all-time grand champeen of all Halo levels ever is. You can go vote for your favorite, regardless of which Halo game, in these ad hoc polls right now:

    Halo 1 Xbox – Part One http://www.bungie.net/Forums/posts.aspx?postID=10368027

    Halo 1 Xbox – Part Two http://www.bungie.net/Forums/posts.aspx?postID=10368059

    Halo PC Polls – Part Three — http://www.bungie.net/Forums/posts.aspx?postID=10372435

    And we’ll update these polls with Halo 2 maps right soon.


  • RvB Episode 92 Director’s Commentary

    Rooster Teeth has posted Episode 92 with Director’s Commentary for sponsors – swing by to see how they did some of the trickier shots in that episode! Good stuff. (Heh – how long until some of this pops up in a dozen Halo machinima pieces?)(Louis Wu 02:00:52 UTC)

  • And I run, I run so far away…

    Bungie Weekly Update is up (Trindacut, in IRC, beat Frankie, on the forum, by at least a minute) – lots and lots of fun stuff, including physics to make your eyes glaze. (I kid – I have an undergraduate degree in physics. But YOU probably don’t – so maybe I don’t kid.) Water Lovin’, even after today’s One One Se7en – that Frankie’s a courageous guy. And cool AI stuff. Go read! (I’m a little sad that the thumbnail aspect has changed, with the new B.net layout – I had to crop the image for our Weekly Update Archive version. Such is the price of progress, I suppose.)(Louis Wu 00:55:29 UTC)

  • “Jetpac Refuelled” Rockets Onto Xbox LIVE Arcade

    A galactic test pilot’s work is never done, and in Rare’s “Jetpac Refuelled” gamers have to fight off pesky aliens while trying to build rockets to take them to their next destination. “Jetpac Refuelled” will be available for download exclusively on Xbox LIVE Arcade for Xbox 360 beginning Wednesday, March 28 at 0900 GMT (2:00 a.m. PDT).

    Rare’s “Jetpac Refuelled” is a revamped and modernized version of the 1983 classic space blaster “Jetpac.” In “Jetpac Refuelled,” players must clear a path through hordes of aliens to refuel their ship and amass a fortune over the course of 128 hi-definition levels, complete with achievements, leaderboards and simultaneous multiplayer action. Compared to the original “Jetpac,” which included 16 levels, “Jetpac Refuelled” provides players with everything they loved in the classic, plus 128 new levels of enhanced gameplay.

    “Jetpac Refuelled” can be played alone, or against another player on the same console or over Xbox LIVE. The game will be available worldwide for 400 Microsoft Points and is rated “E” for Everyone.

    Game Features

    * Includes two versions of the game
    o Retro – The classic 1980s version
    o Refuelled – Rare’s 2007 remake of the classic “Jetpac” comes complete with entirely new hi-def graphics, menacing enemies, new smartbombs that produce an electromagnetic pulse, modernized weapon upgrades and updated gameplay for modern gamers
    * Earn up to 12 Achievements and 200 Gamerscore points
    * Completely updated graphical look of the game gives Xbox LIVE Arcade gamers a truly hi-def and in-depth gaming experience.