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Cette Halo Bulletin nous en apprendra plus sur la map [[Longbow]] dévoiler lors de l'E3 2012.On y apprendra également que des information concernant [[Halo 4]] seront dévoiler lors de deux événements vidéoludiques majeurs qui se dérouleront début juillet.
==28 mars 2012==
===Original===
{{Collapse}}
[[Fichier:HB2012 n13-Figurine protestant pour des infos sur H4.jpg|center|600px]]


== 28 juin 2012 ==
====Extra! Extra! Read all about it!'====


=== Original ===
If the Internet didn't exist, if the Covenant invaded Earth 500 years early, and if I were a Grunt, major Halo 4 announcements would probably come from a four-mandibled Elite in a Warthog, power-sliding around corners and expelling equal amounts of spittle and news directly into a bullhorn. If you were to inspect the backside of this information-dispatching vehicle, you would then see me, struggling to stay on top of a skateboard, holding on to the rear bumper for dear life, and offering as many details about the already released headlines as my methane re-breather allowed, all the while keeping an eye out for that ever-elusive food nipple.
<toggledisplay hidetext=[Masquer]>


[[Image:Nourriture-HB.png|center|500px]]
What? Holding on to a speeding Warthog would undoubtedly make me work up a big, Grunty thirst. Don't judge.


=== Super Crunch Time ===
Anyway, you're probably wondering why I concocted such a strange story. In my defense, I was attempting to create an analogy that offered insight into my role in the news-dropping process. After rereading it, though, the only thing I can say is it made sense at the time....


The road leading up to Halo 4’s launch is an exciting time. It’s also a busy time, especially when you decide to throw a live-action series (Halo 4: Forward Unto Dawn), books (The Thursday War by Karen Traviss and Greg Bear’s third installment in the Forerunner Trilogy), and back-to-back events (RTX and SDCC) into the mix. That’s why those of us that call 343 Industries home have officially transitioned from crunch time into the next critical phase of video game development: super crunch time.  
I don't think I can dig myself out of this slipspace-sized hole, so let's go ahead and get started on your weekly Halo Bulletin. We have April's Matchmaking playlist update to discuss, along with some other Reach and Waypoint-related tidbits, but let's start with Warhouse. Our Making Halo 4: First Look video already revealed it as one of the multiplayer maps currently slated to ship with Halo 4, and I just happen to have some additional insight into this particular playspace.


The Campaign for Halo 4 is playable from start to finish, with some levels being near complete and others still needing some good, old-fashioned elbow grease (in the form of polish and bug bashing). The first several weeks of Spartan Ops find themselves in a similar state, as do the ten multiplayer maps that are shipping with the game.  
And don't worry if you're still picturing me as a skateboard-riding Grunt. At this point, I'm just going to roll with it.


Every time I participate in a daily play test, I am reminded of where we started and just how far we’ve come. Sometimes it’s the captivating curve of a skybox and the way it slowly opens itself up to reveal a seductively dangerous world. Other times it’s an animation, where one highly charged moment of your Spartan tackling and assassinating another Spartan makes you feel like the most bad-ass, kick-ass, whatever-other-words-you-can-put-in-front-of-ass super-soldier ever. And every so often, it’s simply catching sight of Requiem’s artificial light delicately dancing upon Master Chief’s visor and realizing, under his body-hugging suit of green armor, he's everything you've always wanted in a man… and then some.  
[[Fichier:H4-Warhouse Landing Pad.jpg|center|600px]]


Wait, did things just get weird? No? Good. I'll continue then.
====Warhouse====


We recently wrapped our last day of shooting on Halo 4: Forward Unto Dawn, with a very happy cast and crew up in Vancouver. Now we're moving directly into the final stage of production: Editorial and Post. There’s still a lot to be done, but every day gets us a little closer to its October release date. You’ll be hearing—and seeing—more about Halo 4: Forward Unto Dawn at Comic-Con International, but before we touch on that particular subject, let’s talk about Longbow, shall we?
You look to the left and see nothing but industrial, man-made surfaces. A glance to the right, however, reveals space as far as the eye can see. As you wander around one of the exposed platforms on a mysterious mining ship, you become captivated by the dramatic vista.


[[Image:Longbow1.png|center|500px]]
After working your way through the numerous levels, stairs, and crates that litter the outer deck, you sneak a furtive glance inside the spacecraft, which reveals the sounds and shape of a half-constructed mech. Curiosity gets the better of you, and you decide to venture down the vessel's tight and twisted corridors for a closer look.


'''NAME''': LONGBOW
We hope you have a weapon because if your experience is anything like ours, you're going to need it.


'''LOCATION''': Northern regions of the planet Concord.  
By the way, welcome to Warhouse.


'''DESCRIPTION''': Located in the northern polar region of the planet Concord, the frigid climate and unique gravitational conditions provide an optimal perch for Longbow Station’s channel-based mass drivers. Before the Covenant War, the UEG launched deep space monitoring relays from here in an effort to study far-flung star systems.
The original concept for Warhouse (which is a working title and not the final name) was to build a smaller level catered to Slayer. It was born from the idea that a symmetrical map doesn't have to be generic. We wanted it to feel like something memorable, from an interesting and unseen part of the Halo universe, that tells a story.


We explored several ideas for the theme, including a space platform, a spooky science experiment, and a jungle-bound UNSC facility for bio research. We settled on the space-platform idea, which eventually evolved into a stratospheric gas-mining ship. This idea offered not only more explanation for gravity, but also greater opportunities for orienting players.


=== Longbow ===
Inspiration for this map came from a wide variety of places, including oil refineries, giant mechs from films and cartoons, NASA imagery of gas giants, naval shipyards, and aircraft carriers, to name a few. We also referenced numerous well-developed sci-fi places throughout its development.


From Sidewinder to Containment to Snowbound to Avalanche, Halo has a long multiplayer map history speckled with various virtual snow-filled expanses. That history continues into Halo 4 with Longbow.  
Because Warhouse is a symmetrical map, our greatest challenge was making sure players know where they are at any given point, and yet having it make sense as an inspiring visual story. There are lots of complex mirrored paths which could be overwhelming, so we had to develop landmarks and key features to give players a sense of unique position.


The goal of Longbow was to create a playspace that showcases one of our new (and unannounced) game modes. Early in development, we considered several options, including making it something like a big Arecibo-type telescope built into a valley.  
Adding another layer of complexity to situational awareness was the fact that this map is made entirely of man-made surfaces, with no terrain. Answers came in the form of symmetrical design elements that fit within each side's geometry and convince players that each side is visually very different.


We experimented with having extremes of Fire and Ice on opposite sides, but ultimately decided a glacier theme fit better with the spectrum of themes from other maps. The look and feel really took off from there to be distinctive and atmospheric.  
We wanted this playspace to be similar competition-wise to older symmetrical maps in previous Halos, so we sought influence from those, and also from the industrial close-quarters combat in more recent games. There are many paths from the center room, allowing you to surprise opponents from unexpected directions and separate them from their comrades. There are also numerous over-and-under pathways that can be used to sneak up behind opponents who are holding their ground. Since this map is symmetrical, one team doesn't have an advantage over the other based on where they spawn or what part of the map they control.


We wanted a big engineering effort that connected to the war or the resources needed for the UNSC, so when looking at the designers’ initial idea for the map from the top, we began thinking of a Y-shape or loop shape that accommodated this single big machine—a magnetic launcher that works on similar principles as a MAC Cannon. It was an interesting case of trying to make a symmetrical map area feel natural and almost accidental, while still telling an epic sci-fi story.
If you are a fan of small-team, close-quarters combat, or you love wreaking havoc with effective, close-range infantry weapons, Warhouse is for you. If you're not a fan of small-team, close-quarters combat, or you don't love wreaking havoc with effective, close-range infantry weapons, Warhouse is still for you. You'll see. In Holiday 2012, of course. :)


[[Image:Longbow4.jpg|center|500px]]
<center>[[Fichier:H4-Warhouse Landing Pad.jpg|200px]][[Fichier:H4-Warhouse concept art 1.jpg|200px]][[Fichier:H4-Warhouse concept art 2.jpg|200px]]</center>


[[Image:Longbow5.jpg|center|500px]]
====Warhouse Concept Art Wallpapers====


[[Image:Longbow6.jpg|center|500px]]
If the aforementioned information leaves you wanting more of a certain stratospheric gas-mining ship, please snag one of the following pieces of Warhouse concept art in wallpaper form, and adorn the technological device of your choosing with it. I won't apply any peer pressure, but I will say you know you want to...


We then had to develop solid visual markers so the players could understand where they were. Each side is a very similar plan and path, but distinct enough to get a peripheral sense of being in a distinct "zone" in the map.  
[[Fichier:H4-Warhouse Landing Pad.jpg|center|600px]]
<center>[http://halo.bungie.org/halobulletins/20120328/Halo4_3_640x480.jpg 640 x 480] [http://halo.bungie.org/halobulletins/20120328/Halo4_3_1600x1200.jpg 1600 x 1200]


At one point, we flipped the direction of the entire map. The center building of the launch facility moved north to be a better landmark, pointing the launcher's arms out over the ocean. It’s much cooler to look at, and better for the players' orientation.  
[http://halo.bungie.org/halobulletins/20120328/Halo4_3_800x600.jpg 800 x 600] [http://halo.bungie.org/halobulletins/20120328/Halo4_3_1856x1392.jpg 1856 x 1392]


Longbow supports both infantry and vehicle play. On foot, players will notice it's mostly a mid-to-long range map with pockets of close range combat in and around the base structures. However, there are plenty of vehicles (currently Warthogs, Mongooses, and Ghosts) and routes through the map that will make fans of vehicular combat happy.  
[http://halo.bungie.org/halobulletins/20120328/Halo4_3_1024x768.jpg 1024 x 768] [http://halo.bungie.org/halobulletins/20120328/Halo4_3_1920x1080p.jpg 1920 x 1080]


If you’re planning on attending RTX, you can let us know what you think of this particular map then. Speaking of which…
[http://halo.bungie.org/halobulletins/20120328/Halo4_3_1280x720p.jpg 1280 x 720] [http://halo.bungie.org/halobulletins/20120328/Halo4_3_2048x1536.jpg 2048 x 1536]


[[Image:Spartan-IV-RTX-HB.jpg|center|500px]]
[http://halo.bungie.org/halobulletins/20120328/Halo4_3_1280x1024.jpg 1280 x 1024] [http://halo.bungie.org/halobulletins/20120328/Halo4_3_3360x2100.jpg 3360 x 2100]</center>


=== RTX ===
[[Fichier:H4-Warhouse concept art 1.jpg|center|600px]]
<center>[http://halo.bungie.org/halobulletins/20120328/Halo4_1_640x480.jpg 640 x 480] [http://halo.bungie.org/halobulletins/20120328/Halo4_1_1600x1200.jpg 1600 x 1200]


RTX, or Rooster Teeth Expo, will take place July 7 and 8 at The Austin Convention Center (500 East Cesar Chavez, Austin, TX). That’s a mere nine days away, for those of you that don’t have a calendar taped to your face.  
[http://halo.bungie.org/halobulletins/20120328/Halo4_1_800x600.jpg 800 x 600] [http://halo.bungie.org/halobulletins/20120328/Halo4_1_1856x1392.jpg 1856 x 1392]


This will be the first opportunity for the general public to get their hands on the competitive multiplayer modes for Halo 4 (also known as War Games). We’ll have a few different maps and game types playable on the floor, and we’ll also be hosting a panel, where two very special HORSE-loving guests may or may not stop by. Current plan is to have yours truly moderate it, but maybe someone will come to their senses and save you from having to witness my jazz hands in person. You can hope, anyway.  
[http://halo.bungie.org/halobulletins/20120328/Halo4_1_1024x768.jpg 1024 x 768] [http://halo.bungie.org/halobulletins/20120328/Halo4_1_1920x1080p.jpg 1920 x 1080]


We have some exciting, albeit small, announcements planned, so we hope to see you there!
[http://halo.bungie.org/halobulletins/20120328/Halo4_1_1280x720p.jpg 1280 x 720] [http://halo.bungie.org/halobulletins/20120328/Halo4_1_2048x1536.jpg 2048 x 1536]


[[Fichier:Forwarduntodawmcgt.jpg|center|300px]]
[http://halo.bungie.org/halobulletins/20120328/Halo4_1_1280x1024.jpg 1280 x 1024] [http://halo.bungie.org/halobulletins/20120328/Halo4_1_3360x2100.jpg 3360 x 2100]</center>


=== Comic-Con International ===
[[Fichier:H4-Warhouse concept art 2.jpg|center|600px]]
<center>[http://halo.bungie.org/halobulletins/20120328/Halo4_2_640x480.jpg 640 x 480] [http://halo.bungie.org/halobulletins/20120328/Halo4_2_1600x1200.jpg 1600 x 1200]


Comic-Con International 2012 will take place July 12-15 at the San Diego Convention Center (111 West Harbor Dr., San Diego, CA). We’re excited to announce that Halo 4 will be playable on the floor, and we’ll also be presenting the following panels, the first of which will feature the premiere of the Halo 4: Forward Unto Dawn trailer. Additionally, you’ll have a chance to receive special prizes at the booth and meet the creative visionaries behind Halo 4 and Halo 4: Forward Unto Dawn during special signing events!
[http://halo.bungie.org/halobulletins/20120328/Halo4_2_800x600.jpg 800 x 600] [http://halo.bungie.org/halobulletins/20120328/Halo4_2_1856x1392.jpg 1856 x 1392]


[http://halo.bungie.org/halobulletins/20120328/Halo4_2_1024x768.jpg 1024 x 768] [http://halo.bungie.org/halobulletins/20120328/Halo4_2_1920x1080p.jpg 1920 x 1080]


Thursday, July 12, 4:45pm – 5:45pm
[http://halo.bungie.org/halobulletins/20120328/Halo4_2_1280x720p.jpg 1280 x 720] [http://halo.bungie.org/halobulletins/20120328/Halo4_2_2048x1536.jpg 2048 x 1536]


'''The Fiction of Halo 4'''
[http://halo.bungie.org/halobulletins/20120328/Halo4_2_1280x1024.jpg 1280 x 1024] [http://halo.bungie.org/halobulletins/20120328/Halo4_2_3360x2100.jpg 3360 x 2100]</center>


Room 6BCF, San Diego Convention Center
We're working on making wallpapers out of last week's Wraparound concept pieces as well. Please consider that (everybody say it with me now) "coming soon!"


Halo 4 heralds the return of one of gaming’s most iconic heroes, the Master Chief, in a new, epic sci-fi saga. Expanding and enriching the narrative, 343 Industries, with very special guests, will share how the development of stories across the Greg Bear Forerunner saga, the Karen Traviss Kilo-Five trilogy, Halo 4: Forward Unto Dawn, Halo 4 Campaign and Halo Infinity Multiplayer have become connective tissue for Halo 4. Don’t miss the exciting premiere of the Halo 4: Forward Unto Dawn trailer as well as Q&A with our special guests!
[[Fichier:Hb2012 n13-HReach-screenshot.png|center|600px]]


Panelists: Brian Reed (Franchise Writer, 343 Industries), Armando Troisi (Narrative Director, 343 Industries), Brien Goodrich (Cinematic Director, 343 Industries), and Forward Unto Dawn’s director, cinematic director and writers (to be announced) Moderated by: Frank O’Connor (Franchise Development Director, 343 Industries)
====April Matchmaking Playlist Update====


A wise man once said, "It's not the size of your update that matters, it's how you use it." That general sentiment is particularly relevant for the month of April, as your next matchmaking playlist update, which goes live on April 3, is a bit on the lighter side. Thankfully good things come in small packages, so with that in mind, let's dive into the specifics of April's modest but welcome list of changes.


Saturday, July 14, 3:15pm – 4:15pm
*'''BTB Heavies score to win reduced to 150.'''


'''Halo 4: A New Campaign and Halo Infinity Multiplayer'''
We noticed that this particular game type has been ending with the time limit the majority of the time. To help the score limit and time limit be more balanced, we reduced the winning score from 200 to 150.


Room 6DE, San Diego Convention Center
*'''Big Team Battle updated.'''


Halo 4 marks the beginning of a new saga in the blockbuster franchise that has shaped entertainment history and defined a generation of gamers. Developed by 343 Industries, get a glimpse at how they have taken Halo 4 in new directions, introducing an ancient threat and the Master Chief’s greatest challenge, as well as an innovative and fresh new take on multiplayer in War Games and Spartan Ops.  
Delta Facility and Cragmire, both user-created maps that host the Heavies game type, were removed from Big Team Battle. Their creators are updating them, and we'll reintroduce both playspaces once they're ready for the masses.


Panelists: Kiki Wolfkill (Executive Producer, 343 Industries), Josh Holmes (Creative Director, 343 Industries), Frank O’Connor (Franchise Development Director, 343 Industries), Chris Haluke (Lead Designer, 343 Industries), and others to be announced soon Moderated by: David Ellis (Spartan Ops Designer, 343 Industries)
*'''Super Slayer updated.'''


The following changes were made to the Super Slayer playlist: Elite Slayer and some user-created maps were removed, and big-party matching was enabled (teams of 3-4 will be matched with other teams of 3-4).


Don’t miss this opportunity to get hands-on with Halo 4, and stay tuned for more details as the event gets closer.
*'''Swat updated.'''


[[Image:Halo-Reach-HB.png|center|500px]]
Uncaged and Pinnacle were removed from Swat.


=== Custom Challenge of the Week ===
*'''MLG updated.'''


Halo Waypoint forum member Dr Crackerjak claims to know what the ladies like. How exactly is that relevant to the new Custom Challenge of the Week, you may be wondering? Well, he seems to think persons of the female persuasion enjoy it when you get a lot of kills with the Scorpion.  
MLG was updated to Version 7 for both maps and game types, which are currently being played this MLG season. The third voting option was also removed, per MLG's request.


To find out if that’s true, set up a Custom Challenge with the Scorpion - M808B MBT as the type of weapon. Resulting kills while in the tank will net you five times the usual credit multiplier. This challenge will be active from now until next Tuesday at 11:59 p.m. Pacific Time, so let’s find out if the tank truly beats everything!
*'''Arena updated.'''


[[Fichier:Superjackpotweekend-HB.png|center]]
The Jetpack loadout was removed from Arena. We will be watching Arena's population to help determine whether or not this will be a permanent change.


=== Super Jackpot Weekend ===
*'''Powerhouse updated.'''


Summer has officially arrived. That means your days are longer, which in turn means you hopefully have more time for gaming. If that holds true for you this weekend, hop into SWAT because each game completed in that playlist will present you with the chance of receiving a cool 27,000-credit bonus. The festivities start on Friday and end on Sunday, so get it while the getting’s good.  
Fusion cores were added to the Concrete Vents area. This may or may not be relevant to jetpackers' interests...


[[Fichier:HB2012 n13-CustomChallenge.PNG|center|600px]]


And that, my friends, concludes your weekly Halo Bulletin. Next Wednesday is a holiday around these parts, so I’m not sure what will happen with the Bulletin. I guess there’s only one way to find out, right? See you next week… maybe. ;)
====Custom Challenge of the Week====


<3,
If you have a long night of solace ahead of you, you're in luck, because for the next several days, we're rewarding kills achieved with the YSS-1000 with a higher than average payout. Forum-goer Schatten Blitze has decided it's time to warm up the engine on your favorite barrel-rolling starfighter, often referred to as the Sabre.
bs angel


</toggledisplay>
From now until next Tuesday at 11:59 p.m. Pacific Time, setting up a Custom Challenge with the Sabre—YSS-1000—as the type of weapon will result in ten times the usual multiplier. This is a Campaign-only challenge, and I encourage you to accept it. If you like extra credits jingling in your virtual pocket, that is.


===Traduction===
Happy Sabre-ing!
<toggledisplay hidetext=[Masquer]>


[[Image:Nourriture-HB.png|center|500px]]
[[Fichier:HB2012 n13-HReach-Arc en ciel.png|center|600px]]


=== Un moment crucial ===
====Double Super Jackpot Weekend====


Le chemin menant à la sortie d'Halo 4 est passionnant. Il est aussi très chargé, surtout quand vous décidez de l'agrémenter d'une série live-action (Halo 4: Forward Unto Dawn), de livres (The Thursday War de Karen Traviss et le troisième volet de la Trilogie Forerunner de Greg Bear), et d'événements vidéoludiques (RTX et SDCC). C'est pour cela que les personnes qui considèrent 343 Industries comme leur foyer sont officiellement passés dans une phase critique pendant laquelle le temps presse ... de plus en plus.
Last weekend we featured a Super Jackpot in two different playlists. In honor of its double-tacular awesomeness, we have decided to continue the festivities this weekend as well. So, starting on Friday and ending on Sunday, hopping into Team Objective and Super Slayer will present you with the chance of receiving a cool 20,000-credit bonus. What does it mean exactly? Well, we'll leave the deciphering to you.


La Campagne d'Halo 4 est jouable du début à la fin, et quelques niveaux sont très proches d'être terminés alors que d'autres nécessitent encore quelques améliorations esthétiques et fonctionnelles. Les premiers épisodes des Spartan Ops sont dans un état similaire, tout comme les dix maps du multijoueur qui seront livrées avec le jeu à sa sortie.
[[Fichier:Halo Waypoint banner.jpg|center|600px]]


A chaque fois que je participe à une session quotidienne de tests, quelque chose me rappelle le chemin parcouru depuis que nous avons commencé l'aventure. Parfois, c'est la courbe captivante du ciel et la façon dont il s'ouvre lentement sur lui-même pour révéler un monde séduisant et dangereux. D'autres fois c'est une animation, pendant laquelle grâce à un mouvement surpuissant votre Spartan plaque et assassine un autre Spartan et fait de vous le super-soldat le plus dur à cuire du monde. Et de temps en temps, c'est tout simplement l'aperçu de la lumière artificielle de Requiem qui danse délicatement sur la visière du Master Chief, et vous fait réaliser que sous son armure verte moulante, il est tout ce que vous avez toujours voulu chez un homme ...
====Final Transition for Halo Services====


Attendez, ça devient bizarre, là ? Non? Ok, je peux continuer alors.
The final transition for Halo services takes place in four days. As part of this planned stage, Bungie will no longer be able to update game stats and player service records, host new user-generated content, or operate the Bungie Pro Service after March 31. The most noticeable impact will be on features seen exclusively on Bungie.net, such as rendered films, nameplates, and Halo: Reach API keys. They are not included in the transition, and we do not have plans to develop similar features for prior games.


Nous avons récemment terminé le dernier jour du tournage d'Halo 4: Forward Unto Dawn dans la joie, avec tout le casting et le personnel du plateau à Vancouver. Maintenant, nous passons directement à l'étape finale de la production : l'édition et la postproduction. Il reste tout de même beaucoup de travail, mais chaque jour nous rapproche inexorablement de la date de sortie de la série, en octobre. Vous en entendrez et en verrez plus sur cette série au Comic-Con International, mais avant de nous occuper de cet événement, parlons un peu de Longbow.
Part of the final transition for Halo services is unlocking Halo 3 Recon armor for all Halo 3 players. That process, which was started this morning, will take place in waves over the next few days. If Recon isn't unlocked for you today, please check back later.


[[Image:Longbow1.png|center|500px]]
On April 1, we will begin increasing Halo: Reach File Share capacity from 6 slots to 24 slots at no extra charge. This will also take place in waves, and the process is expected to last several days. We thank you in advance for your patience as we work to give this expanded access to all Halo: Reach players.


'''Nom :''' Longbow
The real-time export of Halo 3 and Halo 3: ODST data to the web will not be supported on Waypoint at this time, as we are focused on bringing Halo: Reach File Share access to the Halo Waypoint website, expanding our Halo Waypoint services, and to be perfectly frank, building features and support for Halo 4. We'd like to assure you that data collection is still happening behind the scenes, and those numbers will continue to be reflected in your Halo Waypoint Career.


'''Localisation :''' Nord de la planète Concord.  
This summer, we'll be bringing Halo: Reach File Share access to the web version of Halo Waypoint. That means there will be a short period where new Halo: Reach user-generated content will not be accessible from the web. All Halo: Reach files will continue to be accessible in-game, though, just as they are today. We know not having web access is less than optimal (/understatement), which is why we will continue working hard on our version of the File Share system. We'll share images and information as that quickly approaching date gets closer.


'''Description :''' Le climat froid et les conditions gravitationnelles uniques de la région polaire nord de Concord fournissent une perche optimale pour les conducteurs de masse de la station de Longbow. Avant la guerre contre les Covenants, l'UEG a lancé des relais de surveillance spatiale lointaine à partir de cette station dans le but d'étudier les systèmes solaires éloignés.
As always, thank you for your patience and support. Until next week...


<3,


=== Longbow ===
Entre Sidewinder, Confinement, Blizzard et Avalanche, Halo a une longue histoire de maps de multijoueur situées en milieu enneigé. Cette histoire continue dans Halo 4, avec Longbow.
L'objectif de Longbow était de créer une aire de jeu mettant en valeur un de nos nouveaux modes de jeu (non révélé à ce jour). Au début du développement, nous avons considéré plusieurs options, par exemple un gros téléscope comme celui d'Arecibo construit dans une vallée.
Nous avons essayé avec un côté de la map en feu et l'autre côté glacé, mais avons finalement décidé que le thème du glacier correspondait mieux à la palette des thèmes représentés sur les autres maps. A partir de ce thème, nous avons pu lui donner un aspect distinct et atmosphérique.
Nous voulions qu'elle représente un effort d'ingénierie massif lié à la guerre ou aux ressources nécessaires à l'UNSC, alors quand nous avons repris les idées initiales des concepteurs pour la forme de la map vue du dessus, nous avons commencé à imaginer une forme en Y ou en boucle qui s'accordait à cette grosse machine : un lanceur magnétique qui fonctionne sur les mêmes principes qu'un canon AM. Il fut très intéressant d'essayer de rendre cette map symétrique tout en conservant son aspect naturel et presqu'accidentel, tout en racontant une histoire épique de science-fiction.
[[Image:Longbow4.jpg|center|500px]]
[[Image:Longbow5.jpg|center|500px]]
[[Image:Longbow6.jpg|center|500px]]
Nous avons dû ensuite développer de solides repères visuels pour que les joueurs puissent comprendre où ils se situent. Les deux côtés ont un plan très similaire, mais elles sont assez distinctes pour savoir à tout moment à quel endroit de la map on se situe.
A un moment, nous avons renversé complètement la direction de la map. Le bâtiment central du complexe de lancement s'est retrouvé au nord, pour devenir un meilleur point de repère, pointant son bras de lancement en direction de l'océan. Les visuels sont plus classes, et les joueurs s'y orientent mieux.
Longbow supporte les combats d'infanterie et les combats véhiculés. A pied, les joueurs remarqueront que c'est une map proposant des combats à moyenne et longue portée principalement, mais aussi des poches de combats rapprochés à l'intérieur et autour des bâtiments. Toutefois, il y a plein de véhicules (warthogs, mangoustes et ghosts dans la version actuelle) et de chemins sur la map qui rendront les fans des combats véhiculés heureux.
Si vous avez prévu de participer à l'RTX, vous pourrez nous donner vos impressions sur cette map, car elle sera jouable durant cet événement.
[[Image:Spartan-IV-RTX-HB.jpg|center|500px]]
=== RTX ===
L'RTX, ou Rooster Teeth Expo, aura lieu les 7 et 8 juillet au Convention Center d'Austin (500 East Cesar Chavez, Austin, TX). C'est donc dans seulement neuf jours, pour ceux qui n'ont pas de calendrier sous la main.
Cet événement sera la première opportunité pour le tout public de tâter un peu du multijoueur compétitif d'Halo 4 (les War Games). Nous vous proposerons quelques maps et modes de jeu différents, et nous tiendrons aussi un stand, auquel vous pourrez peut-être voir deux invité très spéciaux amateurs d'HORSE. Il est actuellement prévu que la tenue du stand m'incombe, mais peut-être que quelqu'un reviendra à la raison et vous sauvera de mon hystérie en me remplaçant. L'espoir fait vivre.
Nous avons quelques révélations, petites mais excitantes, à vous faire à cette occasion, alors nous espérons vous y voir !
[[Fichier:Forwarduntodawmcgt.jpg|center|300px]]
=== Comic-Con International ===
Le Comic-Con International 2012 aura lieu du 12 au 15 juillet au Convention Center de San Diego (111 West Harbor Dr., San Diego, CA). Nous sommes heureux de vous annoncer qu'Halo 4 y sera jouable, et nous tiendrons aussi différents stands. La première diffusion du trailer de Halo 4: Forward Unto Dawn se déroulera pendant l'un de ces stands. En plus de cela, vous aurez une chance de gagner des prix spéciaux et de rencontrer les visionnaires derrière Halo 4 et Halo 4: Forward Unto Dawn pendant des séances spéciales de dédicasses !
Jeudi 12 juillet, 16h45 - 17h45
'''L'histoire d'Halo 4'''
Salle 6BCF, Convention Center de San Diego
Halo 4 annonce le retour de l'un des héros des jeux vidéo les plus emblématiques, le Master Chief, dans une nouvelle saga de science-fiction épique. En étendant et en enrichissant la trame narrative d'Halo, 343 Industries, avec des invités très spéciaux, nous expliquera comment le développement d'histoires à travers la Trilogie Forerunner de Greg Bear, la Trilogie Kilo-Five de Karen Traviss, Halo 4: Forward Unto Dawn, la Campagne d'Halo 4 et l'Infinity, se retrouvent tous connectés autour d'Halo 4. Ne ratez pas la première diffusion du trailer d'Halo 4: Forward Unto Dawn, ainsi qu'une session de Questions/Réponses avec nos invités spéciaux !
Seront présents : Brian Reed (Ecrivain de la Franchise, 343 Industries), Armando Troisi (Directeur narratif, 343 Industries), Brien Goodrich (Directeur cinématique, 343 Industries), et le directeur, le directeur cinématique et les auteurs de Forward Unto Dawn (non annoncés).
Responsable : Frank O’Connor (Directeur du développement de la Franchise, 343 Industries).
Samedi 14 juillet, 15h15 – 16h15
'''Halo 4: Une nouvelle Campagne, et l'Infinity Multiplayer'''
Salle 6DE, Convention Center de San Diego
Halo 4 marque le début d'une nouvelle saga dans la franchise à succès qui a façonné l'histoire vidéoludique et défini toute une génération de joueurs. 343 Industries nous propose d'avoir un aperçu sur la façon dont ils ont mené Halo 4 dans de nouvelles directions, en introduisant une menace ancienne et le plus grand défi du Master Chief, ainsi qu'un multijoueur innovant avec les War Games et les Spartan Ops.
Seront présents : Kiki Wolfkill (Producteur exécutif, 343 Industries), Josh Holmes (Directeur de la création, 343 Industries), Frank O’Connor (Directeur du développement de la Franchise, 343 Industries), Chris Haluke (Chef designer, 343 Industries), et d'autres personnes qui seront annoncés prochainement.
Responsable : David Ellis (Designer des Spartan Ops, 343 Industries)
Ne ratez pas cette opportunité de mettre la main quelques minutes sur Halo 4, et restez dans le coin pour obtenir plus de détails à mesure que cet événement approchera.
[[Image:Halo-Reach-HB.png|center|500px]]
=== Défi Personnalisé de la semaine ===
Dr Crackerjak, membre du forum de Waypoint, affirme savoir ce que les femmes veulent. Vous vous demandez sûrement en quoi ceci est lié au Défi Personnalisé de la semaine ? Hé bien, il semble penser que les personnes de sexe féminin aiment que vous fassiez beaucoup de frags avec le Scorpion.
Pour savoir si c'est vrai, définissez un Défi Personnalisé avec le Scorpion - M808B MBT en outils de destruction. Les frags que vous ferez alors avec le tank vous octroieront cinq fois plus de cR que d'habitude. Ce Défi est actif dès à présent et jusqu'à mardi prochain 23h59 heure du Pacifique (8h59 mercredi à Paris).
[[Fichier:Superjackpotweekend-HB.png|center]]
=== Super Jackpot du weekend ===
L'été a officiellement commencé. Cela signifie que vos jours sont plus longs, ce qui vous permet peut-être de jouer plus longtemps. Si c'est votre cas pour ce weekend, vous devriez faire du SWAT car terminer une partie dans cette sélection vous donnera une chance de gagner un bonus de 27 000 cR. Ceci est valable de vendredi à dimanche.
Mes amis, il est temps de clôturer le Bulletin de cette semaine. Mercredi prochain, nous serons en vacances, alors je ne sais pas trop ce qu'il va se passer pour le Bulletin. Je suppose qu'il n'y a qu'une seule façon de le savoir, n'est-ce pas ? A la semaine prochaine ... Peut-être. 
<3,
bs angel
bs angel


'''[http://www.halocreation.org/t12506-halo-bulletin-13-28-juin-2012 Traduit par Elros pour Halo Création.]'''


P.S. If changing the appearance of your personal computer is on your weekly list of things to do, here is the latest Friday Caption Fun picture to help with your recurring endeavor. Embiggen, snag, and then hit the latest installment to contribute your witty quip. Off you go!


</toggledisplay>
[[Fichier:HB2012 n13-FCF.jpg|center|600px]]
{{Collapse-end}}




==Source==
*[http://halo.bungie.org/halobulletins/43 Halo.Bungie.Org]




{{Halo Bulletin}}
{{Halo Bulletin}}
{{totranslate}}

Version actuelle datée du 23 juillet 2019 à 12:48

28 mars 2012[modifier]

Original[modifier]

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Extra! Extra! Read all about it!'[modifier]

If the Internet didn't exist, if the Covenant invaded Earth 500 years early, and if I were a Grunt, major Halo 4 announcements would probably come from a four-mandibled Elite in a Warthog, power-sliding around corners and expelling equal amounts of spittle and news directly into a bullhorn. If you were to inspect the backside of this information-dispatching vehicle, you would then see me, struggling to stay on top of a skateboard, holding on to the rear bumper for dear life, and offering as many details about the already released headlines as my methane re-breather allowed, all the while keeping an eye out for that ever-elusive food nipple.

What? Holding on to a speeding Warthog would undoubtedly make me work up a big, Grunty thirst. Don't judge.

Anyway, you're probably wondering why I concocted such a strange story. In my defense, I was attempting to create an analogy that offered insight into my role in the news-dropping process. After rereading it, though, the only thing I can say is it made sense at the time....

I don't think I can dig myself out of this slipspace-sized hole, so let's go ahead and get started on your weekly Halo Bulletin. We have April's Matchmaking playlist update to discuss, along with some other Reach and Waypoint-related tidbits, but let's start with Warhouse. Our Making Halo 4: First Look video already revealed it as one of the multiplayer maps currently slated to ship with Halo 4, and I just happen to have some additional insight into this particular playspace.

And don't worry if you're still picturing me as a skateboard-riding Grunt. At this point, I'm just going to roll with it.

H4-Warhouse Landing Pad.jpg

Warhouse[modifier]

You look to the left and see nothing but industrial, man-made surfaces. A glance to the right, however, reveals space as far as the eye can see. As you wander around one of the exposed platforms on a mysterious mining ship, you become captivated by the dramatic vista.

After working your way through the numerous levels, stairs, and crates that litter the outer deck, you sneak a furtive glance inside the spacecraft, which reveals the sounds and shape of a half-constructed mech. Curiosity gets the better of you, and you decide to venture down the vessel's tight and twisted corridors for a closer look.

We hope you have a weapon because if your experience is anything like ours, you're going to need it.

By the way, welcome to Warhouse.

The original concept for Warhouse (which is a working title and not the final name) was to build a smaller level catered to Slayer. It was born from the idea that a symmetrical map doesn't have to be generic. We wanted it to feel like something memorable, from an interesting and unseen part of the Halo universe, that tells a story.

We explored several ideas for the theme, including a space platform, a spooky science experiment, and a jungle-bound UNSC facility for bio research. We settled on the space-platform idea, which eventually evolved into a stratospheric gas-mining ship. This idea offered not only more explanation for gravity, but also greater opportunities for orienting players.

Inspiration for this map came from a wide variety of places, including oil refineries, giant mechs from films and cartoons, NASA imagery of gas giants, naval shipyards, and aircraft carriers, to name a few. We also referenced numerous well-developed sci-fi places throughout its development.

Because Warhouse is a symmetrical map, our greatest challenge was making sure players know where they are at any given point, and yet having it make sense as an inspiring visual story. There are lots of complex mirrored paths which could be overwhelming, so we had to develop landmarks and key features to give players a sense of unique position.

Adding another layer of complexity to situational awareness was the fact that this map is made entirely of man-made surfaces, with no terrain. Answers came in the form of symmetrical design elements that fit within each side's geometry and convince players that each side is visually very different.

We wanted this playspace to be similar competition-wise to older symmetrical maps in previous Halos, so we sought influence from those, and also from the industrial close-quarters combat in more recent games. There are many paths from the center room, allowing you to surprise opponents from unexpected directions and separate them from their comrades. There are also numerous over-and-under pathways that can be used to sneak up behind opponents who are holding their ground. Since this map is symmetrical, one team doesn't have an advantage over the other based on where they spawn or what part of the map they control.

If you are a fan of small-team, close-quarters combat, or you love wreaking havoc with effective, close-range infantry weapons, Warhouse is for you. If you're not a fan of small-team, close-quarters combat, or you don't love wreaking havoc with effective, close-range infantry weapons, Warhouse is still for you. You'll see. In Holiday 2012, of course. :)

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Warhouse Concept Art Wallpapers[modifier]

If the aforementioned information leaves you wanting more of a certain stratospheric gas-mining ship, please snag one of the following pieces of Warhouse concept art in wallpaper form, and adorn the technological device of your choosing with it. I won't apply any peer pressure, but I will say you know you want to...

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We're working on making wallpapers out of last week's Wraparound concept pieces as well. Please consider that (everybody say it with me now) "coming soon!"

Hb2012 n13-HReach-screenshot.png

April Matchmaking Playlist Update[modifier]

A wise man once said, "It's not the size of your update that matters, it's how you use it." That general sentiment is particularly relevant for the month of April, as your next matchmaking playlist update, which goes live on April 3, is a bit on the lighter side. Thankfully good things come in small packages, so with that in mind, let's dive into the specifics of April's modest but welcome list of changes.

  • BTB Heavies score to win reduced to 150.

We noticed that this particular game type has been ending with the time limit the majority of the time. To help the score limit and time limit be more balanced, we reduced the winning score from 200 to 150.

  • Big Team Battle updated.

Delta Facility and Cragmire, both user-created maps that host the Heavies game type, were removed from Big Team Battle. Their creators are updating them, and we'll reintroduce both playspaces once they're ready for the masses.

  • Super Slayer updated.

The following changes were made to the Super Slayer playlist: Elite Slayer and some user-created maps were removed, and big-party matching was enabled (teams of 3-4 will be matched with other teams of 3-4).

  • Swat updated.

Uncaged and Pinnacle were removed from Swat.

  • MLG updated.

MLG was updated to Version 7 for both maps and game types, which are currently being played this MLG season. The third voting option was also removed, per MLG's request.

  • Arena updated.

The Jetpack loadout was removed from Arena. We will be watching Arena's population to help determine whether or not this will be a permanent change.

  • Powerhouse updated.

Fusion cores were added to the Concrete Vents area. This may or may not be relevant to jetpackers' interests...

HB2012 n13-CustomChallenge.PNG

Custom Challenge of the Week[modifier]

If you have a long night of solace ahead of you, you're in luck, because for the next several days, we're rewarding kills achieved with the YSS-1000 with a higher than average payout. Forum-goer Schatten Blitze has decided it's time to warm up the engine on your favorite barrel-rolling starfighter, often referred to as the Sabre.

From now until next Tuesday at 11:59 p.m. Pacific Time, setting up a Custom Challenge with the Sabre—YSS-1000—as the type of weapon will result in ten times the usual multiplier. This is a Campaign-only challenge, and I encourage you to accept it. If you like extra credits jingling in your virtual pocket, that is.

Happy Sabre-ing!

HB2012 n13-HReach-Arc en ciel.png

Double Super Jackpot Weekend[modifier]

Last weekend we featured a Super Jackpot in two different playlists. In honor of its double-tacular awesomeness, we have decided to continue the festivities this weekend as well. So, starting on Friday and ending on Sunday, hopping into Team Objective and Super Slayer will present you with the chance of receiving a cool 20,000-credit bonus. What does it mean exactly? Well, we'll leave the deciphering to you.

Halo Waypoint banner.jpg

Final Transition for Halo Services[modifier]

The final transition for Halo services takes place in four days. As part of this planned stage, Bungie will no longer be able to update game stats and player service records, host new user-generated content, or operate the Bungie Pro Service after March 31. The most noticeable impact will be on features seen exclusively on Bungie.net, such as rendered films, nameplates, and Halo: Reach API keys. They are not included in the transition, and we do not have plans to develop similar features for prior games.

Part of the final transition for Halo services is unlocking Halo 3 Recon armor for all Halo 3 players. That process, which was started this morning, will take place in waves over the next few days. If Recon isn't unlocked for you today, please check back later.

On April 1, we will begin increasing Halo: Reach File Share capacity from 6 slots to 24 slots at no extra charge. This will also take place in waves, and the process is expected to last several days. We thank you in advance for your patience as we work to give this expanded access to all Halo: Reach players.

The real-time export of Halo 3 and Halo 3: ODST data to the web will not be supported on Waypoint at this time, as we are focused on bringing Halo: Reach File Share access to the Halo Waypoint website, expanding our Halo Waypoint services, and to be perfectly frank, building features and support for Halo 4. We'd like to assure you that data collection is still happening behind the scenes, and those numbers will continue to be reflected in your Halo Waypoint Career.

This summer, we'll be bringing Halo: Reach File Share access to the web version of Halo Waypoint. That means there will be a short period where new Halo: Reach user-generated content will not be accessible from the web. All Halo: Reach files will continue to be accessible in-game, though, just as they are today. We know not having web access is less than optimal (/understatement), which is why we will continue working hard on our version of the File Share system. We'll share images and information as that quickly approaching date gets closer.

As always, thank you for your patience and support. Until next week...

<3,

bs angel


P.S. If changing the appearance of your personal computer is on your weekly list of things to do, here is the latest Friday Caption Fun picture to help with your recurring endeavor. Embiggen, snag, and then hit the latest installment to contribute your witty quip. Off you go!

HB2012 n13-FCF.jpg


Source[modifier]