[Mogelijke spoilers]Ultimate Halo 2 Info
Hier alle goeie info over halo 2 die ik op het internet kon vinden (in nie moeilijk gaan zitte doen da het engels is)
I’ve revamped this initial post to notate what we have learned about Halo 2 multiplayer through information directly from Bungie as well as information from media sources and beta leaks outside of the developer. Here’s a brief shakedown of what you can know to expect from Halo 2 based on reliable sources. The other posts will remain untouched and I will update this initial and primary one with all new Halo 2 information from time to time.
There are four different sections that I will cover in this. The first is control and user interface, which delves into the basics of game’s playability. The second is going to deal with the known maps; the third is going to deal with the confirmed weapons and the fourth with vehicles. Have fun.
The Controls
Act like a man of thought - Think like a man of action
- Thomas Mann
The control for Halo 2 is not all too different then that of the predecessor, but now your armor has been upgraded to Mark VI in order to better compete with the armor worn by the Covenant military leaders known only as Elites. Most of the same actions are used; the left analog moves your character’s movement while the right analog controls the direction he is viewing. The “X” button returns as the main “action button” allowing you to pickup and swap weapons, access control panels, and reload your current weapon as well as when holding it, it allows you to pick up the bomb/flag during some of the various game types. A new feature for this button is called “Boarding” which will be discussed in more detail later. The “A” button is jump, which you will be able to do at a slightly greater height. The “B” button allows you to do a melee attack which you may be able to do a variety of close-range attacks within each weapon class. The “Y” button now not only toggles between your two carried weapons, but also, when over a fallen single-handled weapon can allow you to pick up two weapons and use them simultaneously. This is called “Dual-Wielding” and will also be touched on later. The “White” button allows you to use a flashlight housed on your helmet and the “Black” button allows you to toggle between available grenades. The “R” trigger of course is your primary fire, and the “L” trigger is either your grenades or your secondary weapon depending on whether or not you’re dual-wielding.
The Beloved HUD
The user interface HUD or “Heads-Up-Display” has also been altered to incorporate some of the new features and abilities. The top of the screen will be devoted to weapons only and will change depending on whether you are single-wielding or dual-wielding. When single-wielding your grenades will appear on the upper-left portion of the screen and your primary-weapon along with your reserve weapon will be detailed on the upper-right portion of the screen. When dual-wielding, the left-handed weapon will take the place of the grenades and the right-handed weapon will remain intact in the upper-right corner. The bottom left is the source of general information, including your shield meter which is vertical and your selective radar which can be optioned off or on. The bottom right will give you a quick rundown of the Team Scoreboard, the current game type, time left in match and leading players.
Player Personalization
In the multiplayer portion of the game the developer has offered a wider range of opportunities and player customization. The online multiplayer service will support scoreboards and statistics for both individuals and clans. When playing a match you will not only be able to select from a wide variety of colors and team-types, but you can now choose between playing with a Spartan or an Elite, both having the same skills and abilities. Above and beyond the player type you can select team and individual icons which can represent clans and cover your armor as well as your base and various locations around the map.
Network and Online Play
Team play is being focused on in all new ways, including the leaked beta screens revelation that the developer is hoping for individuals to be able to ply four players via one Xbox, in split-screen fashion. The original game featured four player split-screen offline and sixteen players via a network of four Xboxes. The new game will allow for sixteen Xboxes minimum playing on a network or online, as well as the ability to play online with up to four players on a single system. This may well be what the developer was referring to in terms of a “revolutionary” online system which would bring the same type of entertainment and competition that a local network match can bring.
Network Speed and Game Modes
The developer is ambitiously planning on using a new method of filtering out similar connections in order to allow for greater speed during matches. Through the new Optimatch system, the game will root out all connections which are similar to yours and will choose the player with the best connection to host the match, based on ping. If that player leaves the second best connection will host and so on and so forth, allowing the match to perpetuate even in light of someone calling it quits. Optimatch will allow for a variety of prearranged game modes, most of which have been brought over from the original game. The original game showcased Slayer, Team Slayer, Capture the Flag, King Of the Hill and Oddball along with some other variations of the aforementioned. The new game will include a variation of an older game type called Assault. This game requires a team to infiltrate their opponent’s base with a bomb, plant it and prevent the opposing team from diffusing it, an action which can simply be done by standing over the bomb. While carrying it, or its mirror bedfellow the flag, you can melee with it but you're not able to use any other weapons and they do significantly slow you down. Some of the game modes, including Assault have a round-based system where one team plays offense and the other defense and they trade off positions in a series of rounds to see which fairs the best overall. With the added ability to customize matches, there’s even the option to have only Energy Swords, a new Covenant weapon which must be used at close-range, changing the game from a first-person shooter to a first-person action game.
The Shield
There are some things which affect your character specifically in terms of health and stamina. In the previous game you had a shield and then a bar system to determine your available health. Your shield would recharge after being depleted, but you would need to locate health to replenish any lost bars. There is no health indicator in the new HUD system, but instead there is simply a vertical shield bar above the radar. This shield, when depleted fully will make the player’s character groan until it is recharged and it will openly flash indicating the need to get to safety. If you’re shot during this time more than once it can have the potential to kill you. When your shield is depleted it will shimmer as in the previous game, but moreover when it recharges you will see the “charging rings” spiral around your character as he regains his shield.
Boarding
The act of Boarding is a simple enough scheme but incredibly hard to pull off successfully. In the original game, once one acquired a vehicle they would whore it about until successfully gunned down by another player. Often times, if they were skilled, they could utilize a vehicle successfully throughout an entire match without physically ever firing a non-vehicular round at a player. Once major thing the developer is seeking to do with the sequel is to implement balance. Now, on vehicles which have an open cockpit, like the Ghost or Warthog, a character can rip their opponent out of it and take control if the said vehicle is moving slow enough. When this happens, the original player driving the vehicle is not only humiliated but is usually killed. Players with these vehicles tend to drive them extremely cautiously and not with a reckless and random abandon. When near a board-able vehicle which is moving slow enough, the screen will indicate the option to press the “X” action button and access the vehicle, which would occur in a single swift movement, knocking both the previous driver and taking complete control. This introduces an even more entertaining scenario when the gunner position is procured by an opponent who begins to fire at the driver’s own teammates, especially when the driver fails to notice it. The boarding animation changes depending on what direction and angle the player approaches the board-able vehicle. It is not known what vehicles will be able to be boarded, but some media sources have rumored that all of them will. There has been no confirmation as of yet on that.
Dual-Wielding
The act of Dual-Wielding occurs when a player has a single-handed weapon, and locates another single-handed weapon, retrieving both at the same time by pressing the “Y” button. When this occurs the HUD will display the ammo and weapon element above the correct and appropriate hand and the player can gun individually or collectively. Since the grenade element the HUD is removed and of course, the player is physically holding two devices simultaneously, those weapons cannot be used. While dual-wielding, whatever reserve weapon was previous used will remain reserved until it is called upon for use, and then, by pressing the “Y” button again the character will drop the left-handed gun and return to their reserve weapon. Dual-wielding on a whole has been described as difficult to get the hang of but extremely effective once you do. Learning the nature of firing two weapons at once, pulling both triggers at the same time while moving both analog sticks isn’t as easy as it appears. Once one does learn the ropes of this action, it is useful not only in combining powerful melees, like removing someone’s shield with a Plasma Pistol and then finishing them off with an SMG, but also if one carries two powerful weapons like the Needler or the SMG, one can take down an opponent with a more powerful sidearm like the Rocket Launcher or the Shotgun at a very quick pace and with littler trouble.
The Maps
Every area of trouble gives out a ray of hope; and the one unchangeable certainty is that nothing is certain or unchangeable.
- John Fitzgerald Kennedy
The new multiplayer maps have been raved as some of the best symmetrical and asymmetrical maps ever constructed in a first-person shooter. In the original game, many of the more popular maps were outdoors and were extremely symmetrical, mirror images of each other without little variation. The remaining maps were complicated mazes or indoor facilities which usually lacked the splendor of the aforementioned. In the new game there are a good deal of both, the maps however are more open, more balanced and more animated along with some of the older maps returning (which have yet to be revealed). Another huge element of the new maps is the destructive environments and objects which react accurately with contact. There are “Fusion Cores” placed in various locations throughout maps which represent latent power. When fired upon they explode. When many are piled up and then fired upon they explode even more violently; with vehicles nearby they explode and throw the vehicle hundreds of meters in to the air, falling down on unsuspecting victims like an alternate weapon. Objects will be able to be moved or altered allowing for cover and even for defense in some situations. On one map, Zanzibar, the base-side has apertures with window shudders that are open by slats. Firing at the slats will close the window shudders, making it easier to advance without fear of snipers firing from those locations. A variety of interactive elements just like this one will be introduced in the new game. Here’s a breakdown of the known multiplayer maps and some pictures of them:
Zanzibar
This is the map that almost everyone knows as they were given a first-class tour during E3 2004 by Bungie writer and producer, Joseph Staten. The map is asymmetrical, or one-sided which has an offense starting on the beachhead and a defense, buried within a power station/base. The basic setup of the map is the beach itself, an outer courtyard outside the fan-generator, an inner-courtyard with a crashed spacecraft encased and the base itself. Within the base there are two levels and stationary gunner points, as well as a garage entrance activated by a switch. All about the map are high sniping points and some semi-closed in areas for close-quarters combat, but overall this is considered a midsize map.
Burial Mounds
This is another asymmetrical map, which apparently is located in the desert along with the deserted remains of some spaceship. This map also has a base on one side with offensive insertion point on the other and reminds players who’ve played it of the original’s fan favorite map, Blood Gulch. There are hills, large rocks and steel structures littered throughout this area including one which is notably called “The Ribs” and is apparently the housing skeleton of an ancient ship. The base has several entrances and assault locations with turret positions appropriately placed. It is also considered a midsize map, approximately the same size and general shape of Blood Gulch with a few modifications.
Waterworks
Currently the largest map in the game and it is symmetrical. It is an underground cavern with large open areas and two bases on each side. The two bases are nearly identical, each with an indoor close-quarters section, an exterior rooftop, stationary turret positions and parking locations for the vehicles. The bases aren’t the main show of this map. There’s a structure in the center which acts as a gateway between the two bases, and within the massive structure there are sniping points, walkways and ramps, as well as large and intricate mazes. Above the structure is huge piston which makes a deep bass sound when it turns periodically during gameplay. This map allows a lot of leg work and vehicular combat from both sides, as well as the infamous dog fights via the Banshee.
Lockout
This is a smaller map but it has a lot of corridors and platforms. Primarily it surrounds a central satellite-like beacon which appears to be a Forerunner structure. The map has bridges and walkways which if the character is knocked from will fall to their certain death. The top of the map is a large platform with tiered structures on the perimeter for sniping and internal corridors for close-range combat. The map is surrounded by large ice-covered mountains and has a misty and ambient feel.
Midship
This is a symmetrical map, with two bases on either side within the interior of a Covenant ship. The map is slightly smaller than a midsize map bordering one of the smaller maps of the original game like Rat Race or Derelict. The two bases both have a new elevation system, where a vent of light pushes the character up to the second level of the base (as seen on the right of the above picture). Around the perimeter of the map are walkways and corridors, and on the floor level are small column-like structures between the bases perfect for battles similar to the ones in Hang Em’ High of the original game. At the very top of the map there’s a hovering platform (as seen on the top of the above picture) which responds to weight on any particular side by tilting in that direction. Above it, hung by lowered structures from the ceiling is the secret weapon platform. With a well-timed jump you can acquire the secret weapon and a newfound position to fire it from.
Ivory Tower
This is a human building with two bases but it can hardly be called symmetrical in that both sides are extremely different and the map area between them is even more different. The map is similar in size and shape to the previous map; however it is on a grade or slope instead of flat and mirrored. The lower spawn starts out in a basement meanwhile the upper spawn starts out in a military-like structure with a main and side entrance. The front of the structure is in an open area, with its facade looking like steps going up its face. From both spawns one can access an open area, with palm trees and the various platforms and walkways along the perimeter. This location is indoors however it appears open with the plants and the large windows allowing ample sunlight to penetrate. Several portions of this map almost look like a mall, while others look like a basement and even more look like a military installation. On the higher base there’s an elevator platform which can take players up and down various levels.
Laatst bewerkt door een moderator: 19 aug 2004