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| Ce bulletin comporte un message caché : sur la version originale, la première image présentant les objets disponible dans la [[Forge de Halo 4]] menait à un fichier PDF (disponible aujourd'hui [http://halo.bungie.org/halobulletins/20121025/03.pdf ici]). Ce message est la suite de celui des bulletins du 10 et 17 octobre. Ces messages sont intégrés dans la [[campagne virale de Halo 4]]. Pour l'intégralité des messages et leur traduction, voir [[CLASSIFICATION : ELEVENTH HOUR]].
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| ==25 octobre== | | ==25 octobre== |
| | Ce bulletin est très important car il comporte un message caché. Sur la version original, la première image présentant les objets disponible dans la [[Forge de Halo 4]] menait à un fichier PDF (disponible aujourd'hui [http://halo.bungie.org/halobulletins/20121025/03.pdf ici]). Ce message est la suite de celui des bulletins du 10 et 17 octobre. Ces messages sont intégrés dans la [[campagne virale d'Halo 4]]. Pour tout les messages et leurs traduction voir [[CLASSIFICATION : ELEVENTH HOUR]]. |
| ===Original=== | | ===Original=== |
| {{Collapse}}
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| ===11 days and counting=== | | ===11 days and counting=== |
| [[Fichier:Hb2012 n42-collectionHaloRyan Sellers.jpg|center|600px]] | | [[Fichier:Hb2012 n42-collectionHaloRyan Sellers.jpg|center|600px]] |
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| ===Vortex=== | | ===Vortex=== |
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| [[Fichier:H4-Vortex concept art.jpg|center|600px]] | | [[Fichier:HB2012 n42-Vortexconceptart.jpg|center|600px]] |
| <center>New Vortex concept art</center> | | <center>New Vortex concept art</center> |
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| '''VORTEX'''
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| '''Description:''' The Forerunner structures which occupy Requiem's equatorial caverns appear to generate power by harnessing its violent squalls. Onsite personnel believe that a full understanding of such a technology would offer the UEG substantial amounts of affordable, clean energy. Nevertheless, its internal mechanisms remain enigmatic.
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| A multi-tiered Big Team Battle map designed to support Dominion and vehicular play, Vortex was originally based on concept imagery of a wide, windswept valley leading to a large wind turbine generator. The valley was lined with rectilinear fins or blades that directed the air towards the turbine like a wind tunnel. Built around the wind turbine was a settlement of high-tech huts that might have been erected around the power source of the turbine's generator. We set out to convey the notion of a deserted, dry ghost town to influence the natural setting, supporting the grand mystique of the Forerunner structures lying dormant, idling with dust and wind blowing through it.
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| That initial inspiration evolved into the idea of an ancient Forerunner complex unearthed by human inhabitants who worshipped them and aped the forms of their architecture in their primitive buildings. This was further refined into the idea of a Forerunner weather processing complex, which maintained the visual identity of the wind tunnel idea, directing the air through tall fin-like structures into the mouth of a central structure, which then directed the wind currents up into the tall tower above the west base.
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| Early in development, Vortex was large and open. After initial playtests, we realized it was slightly too large and engagements were too infrequent. One difficulty we encountered when shrinking the map was that it made vehicle paths more constrictive, so we had to slowly expand the roads. This expansion impacted the placement of the bases, which we had to adjust in order to line them up along the highly geometric, symmetrical axes of the Forerunner architecture. Through subsequent iterations, large rocks were added and the bases became more closed off to focus the encounter spaces.
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| <center>[[Fichier:H4-Vortex 01.jpg|300px]] [[Fichier:H4-Vortex 03.jpg|300px]]</center>
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| <center>[[Fichier:H4-Vortex 04.jpg|300px]] [[Fichier:H4-Vortex 02.jpg|300px]]</center>
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| <center>New Vortex screenshots</center>
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| There are upper and lower paths that link all the bases together and provide vehicle lanes beneath the central base. These lanes have plenty of rocky cover and some connecting paths to allow infantry to utilize them with some degree of safety. If you happen to prefer vehicular combat, the power vehicles are located in the cave and side bases.
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| Sitting high in the map is a large, central Forerunner structure that is accessible by ramps, man cannons and gravity lifts. It has a few sniper points but much of the base is only accessible from the interior. The smaller bases around the edges of the map are used for spawning and as Dominion bases. All of these have multiple access points, as well as various vehicle spawns and ordnance drop locations.
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| The hardest design challenge we had with Vortex was making sure there was fun interplay between vehicles and infantry. We went through iterations where vehicles were dominant and people were complaining that they couldn't traverse from base to base without getting killed by a vehicle. Adding man cannons as quick entrances into the middle base helped this problem greatly. Semi-related, at one point during Vortex's development, the man cannon on the eastern end would always shoot the player into a wall and kill them. While I found it hilarious, others found it frustrating, so we improved the consistency of the jumps.
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| Sightlines made long range weapons initially dominant on this map, so we added caves and tunnels to circumvent the long open roads and provide additional options for medium and short range players. Despite being a very large map, the traversal time from one side to another is surprisingly short. One small piece of advice, though: getting caught in the open on the vehicle paths will result in a one-way ticket to Splattersville. Consider yourself warned.
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| Now that you know the basics about Vortex, you probably want to see it in action. Assuming that's the case, check out the brand new video below featuring a recent game in which I dominated anybody and everybody. Okay, so maybe I didn't play in this game, but if I had, the previous sentence would totally ring true. Anyway, press play, and enjoy!
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| <center>{{#ev:youtube|LrrzyoAjel0|400}}</center>
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| ===Section 3=== | | ===Section 3=== |
| [[Fichier:HB 17-10-2012 ARG H4 Symbole.png|40px]] Recover Garbled Bits...
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| ===Halo 4 Forge=== | | ===Halo 4 Forge=== |
| [[Fichier:HB2012 n42-Forgeemenu-H4.jpg|center|600px]]
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| Existing in Halo 3 and Halo: Reach, Forge is a game mode which offers the ability to edit multiplayer maps. You can add, remove and move around map objects such as weapons, vehicles, power-ups and props. You can even modify some of the structures found on the map, with a handful of maps allowing an extreme level of modification within large open spaces. In Halo 4, Forge is introducing several new features, such as the real-time highlighting and labeling of objects, the ability to lock, duplicate, and magnetically link objects together, and the option to change player traits in a given location on a map.
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| Forge is available for all ten Multiplayer maps shipping with Halo 4. There are also three additional spaces that were created just for this mode. We originally revealed Halo 4 Forge at RTX via a live demo with special guests Jack and Geoff from Achievement Hunter. Since then, the Forge fanatics amongst you have been begging for a detailed list of all the objects that will soon be available for your building pleasure. There's no time like the present to share that list, but before we do that, here's a brief description of Halo 4's Forge maps.
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| [[Fichier:H4-Impact 01.jpg|center|600px]]
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| '''IMPACT'''
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| '''Description:''' This observation outpost was established to examine the site of a spectacularly violent meteor collision recorded by an ONI patrol drone in 2547. When researchers first arrived, they were startled to find a non-native fragment of the impacting agent had actually survived and was of unknown origin. More recently, interest in the site has grown as the fragment has proven to have originated from long before the earliest of known Forerunner artifacts.
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| [[Fichier:H4-Ravine 02.jpg|center|600px]]
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| '''RAVINE '''
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| '''Description:''' When ONI dispatched its first expeditionary group to this sector, it was believed that these impressive citadels were individual constructs strategically organized to protect this portion of Requiem. Teams on the ground now believe that they are actually the ramparts and battlements of an impossibly large structure below the surface of the sea.
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| [[Fichier:H4-Erosion 01.jpg|center|600px]]
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| '''EROSION '''
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| '''Description:''' With hundreds of human colonies now razed in the wake of the Covenant War, the UNSC has dispatched large numbers of advanced pioneer groups to survey potential new worlds. The discovery of Eudemon X49-05 was considered lucky, but concerns remain about the moon's structural integrity.
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| And now, here is a semi-comprehensive breakdown of all the objects available in Halo 4 Forge. (I say semi-comprehensive because I'm sure I missed something along the way. That's just the way I roll.)
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| [[Fichier:HB2012 n42-WeaponshumanbannerForgeH4.jpg|center|600px]]
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| <poem>Magnum
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| Assault Rifle
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| Battle Rifle
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| DMR
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| Sniper Rifle
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| Rocket Launcher
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| Shotgun
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| Sticky Detonator
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| SAW
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| Railgun
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| Spartan Laser
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| Frag Grenade
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| Mounted Machine Gun Turret</poem>
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| [[Fichier:HB2012 n42-WeaponscovenantbannerForgeH4.jpg|center|600px]]
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| <poem>Plasma Pistol
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| Storm Rifle
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| Covenant Carbine
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| Needler
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| Beam Rifle
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| Energy Sword
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| Fuel Rod Cannon
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| Gravity Hammer
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| Concussion Rifle
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| Plasma Grenade
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| Mounted Plasma Cannon</poem>
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| [[Fichier:HB2012 n42-WeaponsforerunnerbannerForgeH4.jpg|center|600px]]
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| <poem>Boltshot
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| LightRifle
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| Suppressor
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| Scattershot
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| Binary Rifle
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| Incineration Cannon
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| Pulse Grenade</poem>
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| [[Fichier:HB2012 n42-ArmorabilitiesbannerForgeH4.jpg|center|600px]]
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| <poem>Jet Pack
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| Thruster Pack
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| Active Camouflage
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| Hardlight Shield
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| Autosentry
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| Promethan Vision
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| Hologram
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| Regeneration Field</poem>
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| [[Fichier:HB2012 n42-GadgetsbannerForgeH4.jpg|center|600px]]
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| <poem><u>Explosives</u>
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| Fusion Coil>
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| Landmine
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| Fuel Canister</poem>
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| <poem><u>Man Cannons</u>
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| Cannon, Man
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| Cannon, Man, Heavy
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| Cannon, Man, Light
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| Gravity Lift
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| Gravity Lift, Heavy</poem>
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| <poem><u>Gravity Volumes</u>
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| Gravity Volume, 5x5
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| Gravity Volume, 5x5 Inv
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| Gravity Volume, 10x10
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| Gravity Volume, 10x10 Inv</poem>
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|
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| <u>Trait Zone</u> <br/>
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| Trait Zone
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| <poem><u>Teleporters</u>
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| Receiver Node
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| Sender Node
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| Two-Way Node</poem>
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| <poem><u>Shields</u>
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| Shield, One Way, Small
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| Shield, One Way, Medium
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| Shield, One Way, Large
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| Shield, Door, Small
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| Shield, Door, Medium
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| Shield, Door, Large</poem>
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| <poem><u>Special FX</u>
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| Colorblind
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| Next Gen
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| Juicy
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| Nova
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| Olde Timey
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| Pen and Ink</poem>
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| <poem><u>Toys </u>
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| Dice
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| Golf Ball
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| Kill Ball
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| Soccer Ball
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| Tin Cup</poem>
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| <poem><u>Lights</u>
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| Light, Red
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| Light, Blue
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| Light, Green
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| Light, Orange
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| Light, Purple
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| Light, Yellow
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| Light, White
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| Light, Red, Flashing
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| Light, Yellow, Flashing</poem>
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| [[Fichier:HB2012 n42-SpawningbannerForgeH4.jpg|center|600px]]
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| <poem>Initial Spawn
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| Respawn Point
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| Initial Loadout Camera
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| Respawn Zone
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| Respawn Zone, Weak
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| Respawn Zone, Anti
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| Respawn Zone, Weak Anti
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| Safe Area Boundaries
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| Kill Area Boundaries</poem>
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| [[Fichier:HB2012 n42-OrdnancedropsbannerForgeH4.jpg|center|600px]]
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| <poem>Initial Drop
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| Random Drop
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| Objective Drop</poem>
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| [[Fichier:HB2012 n42-ObjectivesbannerForge-H4.jpg|center|600px]]
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| <poem><u>Objective Objects</u>
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| Flag Stand
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| Capture Plate
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| Hill Marker>
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| Extraction Decal</poem>
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| <poem><u>Extraction Targets</u>
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| Extraction Crate, Small
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| Extraction Crate, Medium
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| Extraction Crate Cylinder </poem>
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| [[Fichier:HB2012 n42-DominionbannerForge-H4.jpg|center|600px]]
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| <poem><u>Dominion Objects</u>
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| Base Terminal
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| Base Turret
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| Base Stripes</poem>
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| <poem><u>Dominion Base Shields</u>
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| Base Shield, Small
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| Base Shield, Medium
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| Base Shield, Large</poem>
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| <poem><u>Dominion Vehicle Pads</u>
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| Vehicle Pad, Ghost
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| Vehicle Pad, Banshee
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| Vehicle Pad, Wraith
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| Vehicle Pad, Mongoose
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| Vehicle Pad, Warthog
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| Vehicle Pad, Rocket Hog
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| Vehicle Pad, Gauss Hog
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| Vehicle Pad, Mantis
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| Vehicle Pad, Scorpion</poem>
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| <poem><u>Dominion Barricades</u>
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| Line Upgrade Barricade
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| Corner Upgrade Barricade
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| Winged Upgrade Barricade</poem>
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| <poem><u>Base Status Monitors</u>
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| Base Monitor
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| Monitor, 4Foot</poem>
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| <poem><u>Turret Status Monitors</u>
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| Turret Monitor, Small
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| Turret Monitor, Large</poem>
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| <poem><u>Antennas </u>
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| Antenna, Small
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| Antenna, Large</poem>
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| <poem><u>Visuals</u>
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| Terminal Battery
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| Terminal Case
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| Terminal Light
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| Terminal Wires, 1
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| Terminal Wires, 2
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| Terminal Wires, 3
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| Terminal Wires Junc. Box</poem>
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| [[Fichier:HB2012 n42-ScenerybannerForge-H4.jpg|center|600px]]
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| <poem><u>Scenery Objects</u>
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| Camping Stool
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| Folder Chair
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| Street Cone</poem>
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| <poem><u>Barricades</u>
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| Barricade, Small
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| Barricade, Large
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| Jersey Barrier
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| Jersey Barrier, Short</poem>
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|
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| <poem><u>Crates </u>
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| Crate, Small
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| Crate, Large
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| Crate, Packing, Small
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| Crate, Packing, Large
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| Container, Small
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| Container, Open, Small
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| Container, Large
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| Container, Open, Large</poem>
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|
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| <poem><u>Sandbags</u>
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| Sandbag Wall
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| Sandbag Corner, 90
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| Sandbag Endcap
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| Sandbag Pile
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| Sandbag Single
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| Sandbag Triple
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| Sandbag Group</poem>
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|
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| <poem><u>Pallets </u>
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| Pallet
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| Pallet, Large
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| Pallet, Metal</poem>
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|
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| [[Fichier:HB2012 n42-VehiclesbannerForge-H4.jpg|center|600px]]
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|
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| <poem>Mongoose
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| Warthog, Default
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| Warthog, Gauss
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| Warthog, Rocket
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| Scorpion
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| Mantis
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| Ghost
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| Wraith
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| Banshee
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| Shade Turret</poem>
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|
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| [[Fichier:HB2012 n42-StructurebannerForge-H4.jpg|center|600px]]
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|
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| <poem><u>Structure - Impact</u>
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| Station, Console
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| Station, Core
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| Station, Corridor
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| Station, Ramp
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| Station, 90
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| Station, 45
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| Station, 4 Way Lrg Cap
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| Station, 4 Way Lrg
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| Station, 4 Way
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| Station, T
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| Station, Airlock
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| Station, Transistion
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| Station, Door Jam
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| Station, Door Jam 2
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| Station, Airlock, SML
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| UNSC Tower
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| UNSC 2 Story
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| UNSC 1 Story
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| Silo 1
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| Silo 2
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| Silo 2, Closed
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| Silo 3
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| Central Floor Cap</poem>
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|
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| <poem><u>Nature - Impact</u>
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| Rock, Small
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| Rock, Flat
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| Rock, Medium 1
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| Rock, Medium 2
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| Rock, Spire 1
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| Rock, Spire 2
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| Rock, Seastack</poem>
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|
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| <poem><u>Structure - Ravine</u>
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| Artifact Base
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| Base 1
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| Base 2, Left
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| Base 2, Right
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| Bridge Wall
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| Catwalk 1
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| Catwalk Lip</poem>
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|
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| <u>Nature - Ravine</u>
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| Rock 1
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| Rock 2
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| Rock 3
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| Rock 4</poem>
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|
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| <poem><u>Structure - Erosion</u>
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| Pipe, 1x2
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| Pipe, 45
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| Pipe, Cross
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| Pipe, Curved
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| Pipe, End
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| Pipe, Slanted
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| Pipe, Y</poem>
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|
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| <poem><u>Nature - Erosion</u>
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| Rock, Flat
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| Rock, Medium 1
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| Rock, Medium 2
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| Rock, Seastack
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| Rock, Small
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| Rock, Spire 1
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| Rock, Spire 2</poem>
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|
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| <poem><u>Building Blocks</u>
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| Block, 1x1
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| Block, 1x1, Flat
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| Block, 1x1, Short
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| Block, 1x1, Tall
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| Block, 1x1, Tall and Thin
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| Block, 1x2
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| Block, 1x4
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| Block, 2x1, Flat
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| Block, 2x2
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| Block, 2x2, Flat
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| Block, 2x2, Short
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| Block, 2x2, Tall
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| Block, 2x3
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| Block, 2x4
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| Block, 3x1, Flat
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| Block, 3x3
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| Block, 3x3, Flat
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| Block, 3x3, Short
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| Block, 3x3, Tall
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| Block, 3x4
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| Block, 4x4
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| Block, 4x4, Flat
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| Block, 4x4, Short
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| Block, 4x4, Tall
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| Block, 5x1, Short
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| Block, 5x5, Flat</poem>
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|
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| <poem><u>Bridges and Platforms</u>
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| Bridge, Small
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| Bridge, Medium
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| Bridge, Large
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| Bridge, XLarge
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| Bridge, Diagonal
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| Bridge, Diag, Small
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| Dish
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| Dish, Open
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| Corner, 45 Degrees
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| Corner, 2x2
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| Corner, 4x4
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| Landing Pad
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| Platform, Ramped
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| Platform, Large
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| Platform, XLarge
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| Cylinder Large
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| Y Cross
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| Y Cross, Large
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| Sniper Nest
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| Staircase
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| Walkway, Large</poem>
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|
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| <poem><u>Buildings</u>
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| Bunker, Small
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| Bunker, Small, Covered
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| Bunker, Box
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| Bunker, Round
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| Bunker, Ramp
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| Pyramid
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| Tower, 2 Story
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| Tower, 3 Story
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| Tower, Tall
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| Room, Double
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| Room, Triple</poem>
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|
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| <poem><u>Decorative</u>
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| Antenna, Small
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| Antenna, Satellite
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| Brace
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| Brace, Large
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| Brace, Tunnel
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| Column
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| Cover
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| Cover, Crenellation
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| Cover, Glass
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| Railing, Small
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| Railing, Medium
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| Railing, Long
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| Teleporter Frame
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| Strut
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| Large Walkway Cover</poem>
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|
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| <poem><u>Doors, Windows, and Walls</u>
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| Door
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| Door, Double
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| Window
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| Window, Double
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| Wall
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| Wall, Double
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| Wall, Corner
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| Wall, Curved
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| Wall, Coliseum
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| Window, Coliseum
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| Tunnel, Short
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| Tunnel, Long</poem>
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|
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| <poem><u>Inclines </u>
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| Bank, 1x1
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| Bank, 1x2
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| Bank, 2x1
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| Bank, 2x2
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| Ramp, 1x2
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| Ramp, 1x2, Shallow
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| Ramp, 2x2
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| Ramp, 2x2, Steep
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| Ramp, Circular, Small
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| Ramp, Circular, Large
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| Ramp, Bridge, Small
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| Ramp, Bridge, Medium
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| Ramp, Bridge, Large
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| Ramp, XL
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| Ramp, Stunt</poem>
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|
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| <u>Grid</u><br/>
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| Grid
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|
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| ===War Games Map Pass Update=== | | ===War Games Map Pass Update=== |
| [[Fichier:H4-Multiplayer artwork paintover.jpg|center|600px]]
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|
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| The very first Halo 4 bundle we put together was the Limited Edition. We were extremely excited about it, and filled it to the brim with everything that was available at the time. Since then, in an effort to provide options for as many different people as possible (those on a tight budget, those who enjoy Multiplayer, those who like in-game content, etc.), we have created additional SKUs, the standalone War Games Map Pass being one of those things. The standalone version was advertised as including bonus content (two in-game helmets and an emblem) that the LE version did not have.
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| In an effort to aid completionists in their quest for collecting as many items as possible, we wanted to include the in-game content in BOTH versions. Now that the "I"s are dotted and the "T"s are crossed, we can finally confirm that the LE War Games Map Pass and the standalone War Games Map Pass both come with two bonus in-game helmets (Scanner and Strider), as well as a unique in-game emblem (Falcon). We're also excited to reveal the specifics of the three map packs included in the Map Pass.
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| The Halo 4 War Games Map Pass confirms your access to three War Games map packs as they become available in December, February and April, and represents a savings of more than 15 percent versus purchasing the packs individually. Descriptions and tentative release dates are as follows:
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| '''Crimson Map Pack''' (December)
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| <center>[[Fichier:H4 Concept Wreckage.jpg|200px]] [[Fichier:H4 Concept Shatter.jpg|200px]] [[Fichier:H4 Concept Harvest.jpg|200px]]</center>
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| Maps: Wreckage, Harvest, Shatter
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| Witness the chaos of a clash of civilizations in Wreckage, with its blend of claustrophobic spaces and dangerous exposures and venture into the human colony environs of Harvest, and explore a human foray on an alien moon in Shatter.
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| '''Majestic Map Pack''' (February)
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| <center>[[Fichier:H4 Concept Monolith.jpg|200px]] [[Fichier:H4 Concept Landfall.jpg|200px]] [[Fichier:H4 Concept Skyline.jpg|200px]]</center>
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| Maps: Landfall, Monolith, Skyline
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| Landfall's emphasis is on infantry battles against a glittering ocean on a distant world, while Monolith exposes you to the naked vacuum of space - and the firepower of opposing teams, and Skyline's distinctly industrial feel provides new challenges in somewhat familiar, but occasionally confined spaces.
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| '''Castle Map Pack''' (April)
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| <center>[[Fichier:H4 Concept Daybreak.jpg|200px]] [[Fichier:H4 Concept Perdition.jpg|200px]] [[Fichier:H4 Concept Outcast.jpg|200px]]</center>
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| Maps: Daybreak, Outcast, Perdition
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| Daybreak is set in a military facility against the backdrop of an idyllic mountain range, while Outcast plunges you into the warrens, canyons and arches of an alien edifice, and Perdition takes players into the heart of an urban sprawl, with tactical speed and situational awareness its key features.
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| And with that, another Bulletin comes to a close. Oh, and one more thing: to celebrate less than two weeks out, there will be a Super Jackpot present in every playlist in Halo: Reach until launch. We upped your chances of hitting it ever so slightly (and by ever so slightly, I mean a significant amount), so get yourself some credits, and hopefully that helmet you've been eyeing in the Armory. 11 days, my friends, 11 days...
| | </toggledisplay> |
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| <3, | |
| bs angel
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| {{Collapse-end}}
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| ===Traduction=== | | ===Traduction=== |
| Traduction partielle par Elros sur [http://halocreation.superforum.fr/t13776-halo-bulletin-29-25-octobre-2012 Halo Creation].
| | Une traduction partielle a été réalisé par Elros sur [http://www.halocreation.org/t13776-halo-bulletin-29-25-octobre-2012 Halo Creation]. |
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| ==Source==
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| *[http://halo.bungie.org/halobulletins/72 Halo.Bungie.Org]
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| | *[http://halo.bungie.org/halobulletins/72 Source] |
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| {{Halo Bulletin}} | | {{Halo Bulletin}} |