Title: Halo Custom Edition
Developer: Bungie/Gearbox/Community
Platform: PC
Released: 2004
Played from: 2004-Present
Due to the nature of this game, this will not be a review so much as an annotated history of the game.
Background - 2003 - May 2004
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Halo PC was rushed to the store shelf because Gearbox had the wakeup call that they were nearly 2 years behind the Xbox release of Halo. So, Halo PC was released in September 2003 with the promise of a patch that would allow users to publish their own content. Many groups formed and began work on numerous projects, ranging from multiplayer maps to fully custom campaigns based on the Halo novels that had been released. However, after an extended period of silence, Gearbox announced that they were not releasing a patch or update, but a fully separate game that would only support multiplayer modes. Most of the groups disbanded immediately, and many more followed suit when word got out that CE players could not play on servers with--or even be seen by--PC players.
In May of 2004, Halo CE was released along with the separate HEK which allows players to build the actual maps--as long as the user had their own 3D modeling software, specifically the $5,000 3DStudios MAX.
Genesis and Golden Age - May - November 2004
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Understandably, very few people were initially equipped with the necessary tools to make maps until someone made a separate tool for the HEK that allowed models to be imported from the free Gmax. For about the first month, CE struggled to grow its user base, and the majority of the maps released were admittedly awful.
However, things began to turn around by June, as maps began to be released by skilled individuals, many of whom were building portfolios to use when applying for positions as professional map designers. This came to its zenith when the Halo 2 CE team announced that it was developing a map inspired by the Halo 2 E3 trailer, and would be releasing versions of the map with both Halo 1 and Halo 2 weapons and vehicles--big news, as Halo 2 was slated for a November release. When the classic version was released in July, CE regularly saw 300-400 players online at any given time, and multiple servers existed that provided 24/7 rotations of the best custom maps.
However, Gearbox had decided to focus on developing original games instead of simply porting existing games to the PC. Since CE was performing below expectations, they made an announcement: Get the average player count to at least 1,000 by September, or all support for the game would be dropped. Even though players tried to organize a single day in which all players would be online at the same time, the count never went much over 600. So, CE became officially unsupported.
Maps were still continually released throughout October, but the release of Halo 2 spelled certain doom for CE.
Steady decline - November 2004 - 2006
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Myself included, most CE players were only playing CE to pass the time until Halo 2 came out. When it did come out, it shattered first-day sales records for any game in entertainment history up to that point, and school truancy was at an all-time high.
After thoroughly playing Halo 2, I came back to CE to find out that it was a ghost town with very few servers or players. I returned on rare occasions for the next several months, especially when the H2CE team released their Halo 2 version of New Mombasa, as well as several other maps that had been a long time in the making.
During this time, map makers largely stopped caring about how well-designed their map was, and focused on cramming as much custom junk into their map as possible. Halo 2 themed maps were especially popular, with the three main powers being the Halo 2 CE team, Custom Mapping Team (CMT), and a third nameless team.
This time period also saw the rise in vehicle-only maps. Many were made that essentially consisted of an open map (some were as large as 5 km across) and populated with impossibly fast and overpowered vehicles.
Cult Game - 2006 - 2010
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This period in time is hard to pinpoint accurately, but I generally consider it to coincide with the rise of the CMT team. Around this time, player counts were dwindling until they held steady at approximately 150 to 200. H2CE released all of the maps they had been working on and then disbanded. Many of the most prominent developers threw in the towel and left to pursue bigger and better things. Those that remained focused on the development of new and more innovative content, which resulted in campaign maps being developed and eventually support for campaign mode being fully restored.
CMT asserted itself as a dominant force when it released its SPv1 campaign in 2006, which was a mod of nearly every weapon and vehicle in the campaign as well as various graphical enhancements and changes. Following this, they focused on creating Halo 3 content and incorporating it into numerous other maps released over the next few years.
Around this time, the vast majority of servers stopped hosting older custom maps, and shifted to classic maps, CMT maps, and the four most popular vehicle maps.
Paradigm Shift - 2010 - Present
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Eventually it became apparent that CE was dying as a multiplayer game. So, the focus switched from multiplayer to single player development. Innovative breakthroughs allowed modders to create their own cutscenes and import Halo 2 and 3 enemies into campaign maps realistically.
CMT undertook the biggest project that CE had yet seen for its SPv2 campaign - which not only added weapons, vehicles and enemies, but expanded each level to roughly twice its original size through the addition of several entirely custom segments. That is, until the team disbanded and released most of the levels in their incomplete state. SPv2 is completely abandoned, but the team has reassembled to release its first SPv3 map - which builds on the "Open Sauce" code library to incorporate better graphics, more advanced models, and various other goodies.
As of this writing, the multiplayer has withdrawn to about 200 players jammed in to about 15 servers, all of which are playing Blood Gulch. The biggest project on the horizon is Lumoria, a 2-part custom campaign that is pending the release of part 2 "any day now" for the last two months.
So, for newcomers to CE, it is important to know that despite the expansive legacy it left behind, there are precious few opportunities to re-live the glory days when players were faced with the difficult decision of *which* all-custom server to play on. You can still download all of the maps, but you are better off sticking to the single player maps.