A good day for commendation progress.

Yesterday, I had a pretty good day when it came to commendation progression.

I either completed some or moved a couple up to higher levels.AR MasterEDWith this one mastered, I also completed my UNSC Loadout Mastery! Got a new emblem!!!Mounted Turret MasterEDWoot, I had been wanting to get Mounted Turret done. With it’s completion I got a new set of armor!Spartan Spree MasterEDYES! Getting Spartan Spree commendation mastered fairly early on shows I’m not a complete noob, LOL.Warthog MasterI moved Warthog kills into the Master level. It will be a little bit of a trek to complete it. Hmm, guess I’m going to have to play some more BTB. (I need to any way if I’m going to get more Scorpion kills)Crawler Sniper DistinguishedIn the ones above, I moved Crawler Slayer to over 2K kills and finally moved Crawler Sniper to the next level. Gawd, it’s going to take forever to master the Sniper one. I figure I’ll go for at least 50 Crawler Sniper kills a day. It’s still going to take me a few weeks to completely master this one, but I’m not in that much of a hurry to do so.

Not shown is Storm Rifle of which I took form the “zero” level to the level 2 in just a few games. Two games of which I had more than 10 kills with that weapon in the matches.

Another one I moved up today was Regicide victories. This one I REALLY want to get completed. The result of Regicide Mastery is an emblem. Not just any old emblem though. Rather the very cool KingSlayer emblem. The very same one that Fireteam Majestic wears in Spartan Ops. On that note, anyone wanting to help me out here or wouldn’t mind playing a butt load of Regicide, hti me up on XBOX. GT: HaloFanForLife1

-Sal

Early Requiem Concept art by Sparth of 343.

Sparth tweeted a link to yet more of his fantastic Halo 4 concept art.

tumblr_mkozeufmx71r5ajivo1_1280  tumblr_mkozeufmx71r5ajivo3_1280tumblr_mkozeufmx71r5ajivo2_1280And here is another piece of concept art. Not Requiem though.tumblr_mkp09e3dDY1r5ajivo1_1280I love the simplicity of the first piece. BLUE! Hmm, just in time for Autism Month. The Hexagonal Requim is very interesting. Those are in line with both the Covenant’s use of Hexagons on the vehicle hulls as well as the Bubble Shield.

-Sal

Halo 4 Castle Map Pack Achievements

castleachievements_660So you want to know what the “cheevos” are for Castle? Well, here you go!

Castle Map Pack achievementsMost of these seem pretty straight forward. The “Hello Nurse!” cheevo might take a few games to get (barring anyone boosting cheevos).

For me, the “Beating up the Beat” (5 melee kills in one match) is going to be tough as I’m not one who goes for beat downs.

The “Outta My Way!” cheevo is going to be difficult for most I’d suspect. I think in all my Halo 4 games thus far I have a handful of games where I’ve had 5 splatters in a single match.

Still, these aren’t all that hard. I think most of you might agree that they won’t be as hard to get as some of Majestic’s were.

-Sal

 

 

Rail Gun concept art by “Sparth” of 343.

Sparth tweeted this cool concept piece showing the ammo cartridge for the rail gun and how it’s loaded.

Rail Gun concept SparthI really like the design of the gun. It does remind me of UNSC Frigates from previous Halo games, and I’m perfectly fine with that.

 

Forge Island is LIVE!!!

I found out from a tweet by Pete_the_Duck that Forge Island is on the marketplace and available for download!

pete the duck FI
So of course I checked this out on XBOX.com:Forge Island on MarketplaceSure enough after downloading it from the net to my XBOX, I was able to start forging right away!

Welcome to Forge Island!!Welcome to Forge IslandAbove are the new rocks. Just look at that amazing rock wall and immense spire. Not to mention a GREEN SCREEN!!!! OMG, this is going to help my new Halo web series “MaC Rounds” out so much!

As you can see I rotated one of the rock walls and placed it on top of a coliseum wall. As well, I placed a 1×1 block roughly in the middle of those two to show size: Coliseum Wall-Rock Wall-1x1 blockThe rock wall is HUGE!

Here’s that beautiful green screen!GreenScreenAnd look trees! (There are actually only 3 versions, however the tallest has a truck so tall that it enables you to have great variance in height of trees) The shortest below is also the tallest, just with it’s truck mostly submerged into the ground.TreesAnd last but not least a worm’s eye view of the above (really it’s Spartan height, but you feel like a worm…)Trees Worms Eye ViewHave at it folks! It’s FREE!!!!!!!

-Sal

Halo 4 project lead designer, Scott Warner, chronicles building the Prometheans

The following link details a GDC 2013 panel from yesterday 3/27/13, with Scott Warner, Halo 4 project lead designer.

Building the Prometheans

In the article, Scott describes the early on development of the Prometheans. Most notably that there were SIX Prometheans initially before 343 decided to cut that in half to the three we got in the game. Though he goes on to say that they hope to get the other three in the series at some point. Hmm, DLC??? Spartan Ops Season TWO???

The reasoning behind the Prometheans was to give long time Halo fans new enemies to fight as they (343) were concerned about player “fatigue” with battling old enemies.

The first Promethean to be created was the Knight, followed by the Crawlers, then the Watcher.

The article is an interesting read (but for the typos).
-Sal

Halo 4 Title Update List

If you haven’t already updated or don’t know what the update includes, here is the list of things changed/added:

•    Enabled “X-Markers” on the HUD to designate when and where teammates are killed.
•    Updated Active Camo to fully  reveal players when they fire all weapons.
•    Reduced the auto aim, magnetism, and damage on the Gauss Warthog.
•    Fixed an issue where some players at SR-130 did not see their specialization on their
.     in-game playercard.
•    Fixed various issues with ordnance nav markers.
•    Fixed various join-in-progress issues with Flood.

343 Industries at GDC 2013 – Panel Schedule

gdc2013Bringing the Game to Life – Halo 4: Forward Unto Dawn Postmortem
SPEAKER/S: Kevin Grace, Frank O’Connor, Kiki Wolfkill and Matt McCloskey
DAY / TIME / LOCATION: Tuesday 10:00-11:00 Room 2018, West Hall
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Game Narrative Summit / 60-Minute / Lecture / All
DESCRIPTION: 343 Industries faced many challenges when they took on the 10-year-old Halo universe, and all the fan expectations that accompanied that universe. One of the most daunting tasks was determining how to introduce such an established fiction to potential brand-new fans, while simultaneously rewarding those who have played every game and read every book in the sizable, extended Halo fiction collection. Responding to fan appreciation of previous live-action marketing campaigns, Halo 4: Forward Unto Dawn was born. In this talk, 343 Industries will do a postmortem of the creation of the groundbreaking web series, and what lessons were learned. The talk will cover everything from developing partnerships in Hollywood, adapting game content for different media, and how to coordinate fiction between the very different schedules of movies and game creation.

The Design of New Enemies for Halo 4
SPEAKER/S: Scott Warner
DAY / TIME / LOCATION: Wednesday 11:00-12:00 Room 134, North Hall
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design / 60-Minute / Lecture / All
DESCRIPTION: Halo 4 was a massive undertaking by a brand new studio (343 Industries) to carry on the legacy of the legendary shooter franchise. Scott Warner, project lead designer on Halo 4, will take you through the design and development of a critical component of the game: the brand new Promethean enemies. You will learn, from content to ship, about every key moment in the creation of these characters, including videos and concepts showing the iterative progress along the way.

Static Lighting Tricks in Halo 4
SPEAKER/S: Mike Boulton
DAY / TIME / LOCATION: Wednesday 11:35-12:00 Room 307, South Hall
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / 25-Minute / Lecture / Advanced
DESCRIPTION: In this 25-minute lecture the speaker gives a brief overview of the static lighting approach used in Halo 4. He then zooms into three topics: the pros and cons of using a GPU light mapper, the details of a very fast and efficient new texture packing algorithm, and the details of a novel refinement technique used to dramatically improve light map resolution

Into the Crucible: Forging a Triple-A Game and a Triple-A Studio Simultaneously
SPEAKER/S: Kiki Wolfkill
DAY / TIME / LOCATION: Thursday 11:30-12:30 Room 3001, West Hall
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Production / 60-Minute / Lecture
DESCRIPTION: In 2008 Microsoft formed 343 Industries, a 12-person startup within Microsoft Game Studios chartered with taking on the formidable task of building the next Halo game as well as defining the future of this beloved IP and franchise. Taking over one of the most successful gaming franchises in history is one thing, but building a team from scratch to create a world-beating sequel at the same time, is quite another. Revealing the brutal challenges and surprising opportunities of the intense four year journey to build Halo 4 and the 343 Industries team, this talk is both a cautionary tale and the feel-good movie of the year… wait, what?

Relighting Forge in Halo 4: Just-In-Time Lighting of User Generated Content
SPEAKER/S: Adam Gold
DAY / TIME / LOCATION: Thursday 5:30- 6:30 Room 304, South Hall
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming , Visual Arts / 60-Minute / Lecture / Intermediate
DESCRIPTION: Graphics engineers from the Halo 4 team discuss the problem of generating and rendering high quality lighting from user-generated content (UGC). Visual features such as hemispherical occlusion and full-scene directional shadows (which may be too costly to generate in real-time) can be generated and compressed into lightmaps on the fly by utilizing UV space GPU rasterization. This talk will provide a general overview of the challenges that can be solved with just-in-time lighting, as well as a detailed explanation of how it was applied to Halo’s map editor, Forge.

Halo Reborn: A Postmortem on the Creation of Halo 4
SPEAKER/S: Josh Holmes
DAY / TIME / LOCATION: Friday 2:30- 3:30 Room 134, North Hall
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design , Production / 60-Minute / Lecture / Intermediate
DESCRIPTION: 343 Industries was formed with a monumental task: to build a new studio from scratch and take over a much beloved universe from legendary developer Bungie. Their first internally developed title, Halo 4, was released on November 6, 2012 to widespread critical acclaim. In this session, franchise creative director Josh Holmes will discuss how the studio managed to overcome the overwhelming odds and many challenges involved with assembling a brand new team to deliver a game worthy of the Halo franchise legacy.