Thursday, October 11, 2012

Halo Custom Edition: Single Player Maps

A few notes here: Single player maps are not supported via menus as multiplayer maps are. They appear in the multiplayer map selection screen, but must be loaded manually through the console to prevent the game from crashing.
Also, Halomaps divides the maps into custom, modified, and CMT singleplayer maps. Custom maps are designed for single player, and there are currently about 35 released. Modified single player maps are either set in multiplayer maps (such as Blood Gulch) or are modifications of the campaign levels. There are currently about 200 maps out there, most of which I have not played, and most of the maps I have played were not worth the time it took to beat them. Go by the score given on Halomaps, and stay away from anything lower than 8 or so.
Single player campaign maps
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These maps are usually part of a series, and tell a story.

Area 52 - 55
These are innovative in that they are not only the first single player maps to tell a semi-coherent story (interestingly through the use of area-sensitive dialog that loops), but they are actually multiplayer maps. That means that you can co-op through the level with up to 16 allies.<br>
The series starts with Area 52, which is really just a multiplayer map with AI bots in one room. Area 53 begins as you wake up in a cell, escape through the ventilation system, fight through a mysterious complex, and finally make your escape in a warthog run very similar to the final campaign level. Area 54 has you fight your way through a Doom-esque dungeon and even gives you two alternate endings and a final boss. Area 55 pits you fight against terminator robots as you seek revenge against the final boss.

The three maps together will take you about an hour or two to finish. 53 is the most fun, while 54 is the longest and most innovative. 55 is not very fun and doesn't feel complete.

CMT SPv1
This is a simple campaign mod with various "improvements," namely various Halo 2 and custom weapons, some new vehicles, and altered visuals. It is a fun and refreshing change from the classic campaign, although some of the changes are arguably worse than the original content, and many of the weapons are too powerful--especially the minigun and sentinal major beam, which can both destroy a Wraith in seconds.

Play time is the same as the campaign; about 10 hours.

CMT SPv2
Only the PoA level was officially released, and the rest were released in their incomplete form when the team threw in the towel on the project. All maps are present, although only about half are actually playable all the way through.

What sets this apart from the other maps is the fact that it not only changes everything in the original maps, but adds significant new portions to them. In many cases these new portions can effectively double the map in size. For this release, the textures and models are significantly improved, the guns feel much more like they should, and most importantly, it is FUN.

Total play time is hard to determine, but up to 20 hours.

CMT SPv3
So far only the third level is released. It does not feature the extended levels of SPv2, but includes many advanced features with the Open Sauce version, namely including VISR mode and improved graphics, which make it feel very much like playing a later Halo game.

Total play time for the one map is the same as normal campaign; about an hour.

Halo Covert Ops
This is probably the most impressive in terms of scope. Essentially, you are a battle-weary ODST who has been moved to a remote space station due to PTSD or something. While one of the marines is asking about your past, the station is attacked by the Covenant, and you are placed back into active duty and shipped to Earth to help with the fight there. From there you are free to choose how the game will progress, and will eventually uncover one of several conspiracy plots.

The total game is 6 levels, although you will only play 3 or 4 in a typical campaign. All of the levels are set in various multiplayer maps, and make very creative use of storytelling through flashbacks and dialogue between the player and NPC. Also, all of the speech in the game is entirely text, which is a refreshing break from poorly-executed voice acting and recycled lines from the campaign that barely fit the current situation. There is some new content, but the majority of the game focuses on Classic weapons, enemies, and vehicles. At the end of the game, you are given a rank based on which ending you got.

The story will take about an hour or two to complete, but there are about 4 main story plots to play through.
 
Lumoria
This is the first and only 100% custom, story-driven campaign for Halo CE. It is a two-part campaign, and only part 1 is currently out. Part 2 should be out soon.

The story here is that humans found a Forerunner world, but after deploying a team of scientists to determine its origin and purpose, the world is invaded by the covenant and the scientists are pinned down. So, a Spartan and some ODST's are sent to eliminate the Covenant forces and rescue the scientists. Upon finding the scientists, you learn that the world serves as a database/index of all life in the galaxy, and could lead the Covenant to Earth's location. That is the end of part 1.

Part 2 picks up as you launch a campaign against the covenant's push toward the central database of  the world. Along the way, you fight your way through many scenic landscapes and ultimately face off against a rampant AI that is in charge of the world of Lumoria and a nearly-invincible Elite. Part 2 is significantly more refined than part 1, and is frankly some of the best fun you can have inside of a custom campaign map. This is a must-have for everyone who has CE.

Overall, this is one of the most expansive and fun campaigns out to date. The team has decided to stick to the classic Halo arsenal, and mostly canonical enemies from other games and books, which is a wise decision in my opinion. The first level takes a bit longer to finish than most classic campaign maps; about an hour and a half to two hours. More attention has been paid to every small detail than any other map to date. The skybox is fully custom and gorgeous, and an observant player will notice distant beam towers shooting their beams silently into the sky. There is a very large variety in the environments you fight in, although it mostly feels like a marriage of the Halo campaign map, the Great Journey map from Halo 2, and some things were taken straight from the E3 2000 demo. Really, the only downfall that this campaign has is poor and choppy dialogue execution and fake accents. Still, this map is non-stop action all the way through, and left me saying "Wow" when it was over.



Firefight Single Player Levels
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These levels are single player but focus exclusively on action, rather than any sort of storytelling. The player must fend off waves of enemies that become increasingly difficult. This is styled after the ODST/Reach gametype of the same name.

Firefight Airlock
An ODST-styled map in a very well-designed map that suits firefight well. The map itself is fun, but the icing on the cake is the added music menu, which gives you four songs to set your Covenant-blasting to. My favorites are "New Divide" by Linkin Park and "When You Were Young" by The Killers. 20 waves to fight, which equates to roughly 30-45 minites of play.

Firefight Descent
Here is one of the best single player experiences to grace CE so far. Unlike other maps, this map was designed from the ground-up as a firefight map, rather than an adapted multiplayer map. The gameplay is very close to that of Halo Reach, the arsenal is mostly custom, and the enemies are Halo 2 canon minus the brutes. Music is provided in the game and is mostly techno remixes of various songs from Halo through Reach to give it a more edgy, cinematic feel. Every round has around 10 waves of bad guys, and powerups are granted at varoius intervals. The last wave of every round is a special round where deaths do not count against you, and you must fight against special enemies--such as scores of sword-wielding Elite Zealots or Jackal snipers with rocket launchers. Gameplay is immensely fun, and the author of the map said it offers unlimited gameplay, although I have not had more than two hours to play it so far.


Miscellaneous
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DMT-Air
This is a fun map that doesn't play quite like anything else. You are an Elite...on a hoverboard...racing around through High Charity from Halo 2. It only takes a few minutes to beat, but it is fun to try to get a gold medal for the map.

Tuesday, October 2, 2012

Halo Custom Edition: Multiplayer Maps

A note here: there are currently well over 2,000 multiplayer maps, nearly 1,300 modified multiplayer maps, and nearly 500 maps with bots to play against. I was extremely active during the first two years or so of CE, but I have gone six months or more at a stretch without even checking on the maps when other things were simply more important in my life. These are the maps that I have played and can testify for as being quality maps. There are probably scores of equally good maps that I have NOT played, and many of my favorite maps were released before the days of Halomaps, and consequentially may not have ratings or very many reviews.

Maps for competitive play

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Blood Islands - Arguably the first "good" map released, and the only one played for a long time. Straightforward design featuring two large bases on a small archipelago. Heavily focused on sniping and Banshee dogfighting.
 
 Night Camp CE - Another early map, and the first one that I would consider good enough to be an official map. Consists of a U- shaped canyon with a neutral base at the top and an underground tunnel at the back allowing a variety of possible attack paths. Works best for CTF games with a focus on coordinated, quick assaults.

Claustrophobia - An excellent and very small map set in a space station and making good use of contrasting light and dark areas. Very fun even for 1v1 matches on any game type. Focus is on surprise close-quarters combat.

Gallowspole - Very similar to Timberland, but geared more for fast paced gameplay. Features a neutral base, underground tunnel for surprise attacks, and a deep canyon connecting to the tunnel to escape vehicle and sniper fire. Suitable for any gametype with a focus on quick vehicular assaults.

Fissurefall - A complicated and beautiful Forerunner structure set in a rock cavern. Works best for CTF, since there are innumerable assault paths, and the bases are notoriously difficult to defend from sneak attacks. Narrow bridges over a bottomless pit add an extra challenge.

Wartorn cove - Two very large bases attached to a neutral open area via narrow passageways. Works best for CTF, although the focus of the map is on the prolonged battle over the control of the neutral area--offense is impossible without it. Skilled players on both sides can lead to very long and high-casualty matches. Several variants exist, although 3 and 4 are the most balanced. This map had 24/7 dedicated servers for the first 4-5 years of CE, but is never played now.

Cliffhanger - A beautiful mid-size map made for CTF. Features two large bases set on opposite sides of a cliff. Best suited for stealthy, quick CTF games.

Quagmire - A map set in a swamp with very low visibility. Good for CTF and slayer with a focus on coordinated stealth attacks.

New Mombasa Classic - Set in an area inspired by the Halo 2 E3 trailer. Well designed and captures the feel of urban combat very well. Focused on vehicular combat, heavy weapon battles and sniping.

Yoyorast Island
Yoyorast Island 2 - Both set in a mind-numbingly complex island featuring a highly convoluted vehicle race track and innumerable nooks for sniper battles. Ideal for CTF games and race, although one capture will typically take 10-30 minutes due to the complexity of the map.

Immure - A large but straightforward map featuring a new fighter plane. Ideal for CTF and still played on occasion.

Church - A Gothic cathedral with a beautiful interior and a passage to the underworld below. It was under construction for years and released too late (late 2007) in CE's life to see much play. Best suited for slayer with at least 8 players.

Sciophobia - A deceptively small space station that is mind-numbingly complex and features innumerable small spaces and alternative routes for surprise attacks. Best for Slayer and CTF with focus on stealth. Saw a very small number of games, and is almost never played anymore.

Precipice - A beautiful map released very late (2011) in CE's life, and too large for any game that ever took place on it. Features a huge structure built into a bottomless canyon, with several bridges between the bases. Due to its enormous size and complexity, best for slayer or CTF with 12-16 players, although 32-64 could comfortably fit in theory.

Interesting/noteworthy maps

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These maps are regular multiplayer maps that stand out by doing something innovative, although few are well-suited for competitive play.

Haloball - This is an early map that went outside the norm to do something different: bring soccer to Halo. The map is a soccer stadium, and opposing teams must hop in warthogs to push a giant soccer ball into the opposing team's goal. It was very popular in its day, but is seldom played now.

Hugeass - This is the most popular map for Halo CE, and is still played on occasion today. Each team has a base that is a straight rip of the longsword bay at the very end of the campaign. This leads out to a 25 square kilometer playing field with no cover and some rolling hills. This was an order of magnitude larger than any other map released (except for an unplayable map designed as a test map), and featured a number of new vehicles, all of which are excessively fast to compensate for the insane size of the map. This map achieved fame and notoriety because the player could fly the Longsword - a medium sized spaceship armed with heat-seeking, rapid fire rockets and a nuke that could wipe out large sections of the map at once.

Coldsnap - A sequel to Hugeass set in an icy environment with a bit more in it. The vehicles are too powerful and the map is too large for serious gameplay, although CTF was popular until fairly recently.

Extinction - A take on the Hugeass concept, but the bases are divided between human (base is a crashed PoA) and covenant (base is a disabled capital ship). Each team has their own vehicles, most of which are excessively overpowered. Played frequently until very recently.
GHZ-SP - A fun map where you play as Sonic the Hedgehog in first person on a track inspired by Green Hill Zone. Has a catchy remix of the song playing in the background.
The Land of Hyrule v0.2 - Built as an extension of the canned Zelda project, this is a mod that duplicates Hyrule field and its neighboring areas from the Legend of Zelda game, Ocarina of Time. Each area is set to play the correct music from the game. Fans of the game can take a trip down memory lane, and those who are unfamiliar can take a while to explore one of the largest maps (with stuff in it) ever made for CE.