News Halo Bulletin 7.10.13: The Champions Bundle

Discussion in 'Halo and Forge Discussion' started by Audienceofone, Jul 11, 2013.

  1. Audienceofone

    Audienceofone Forerunner
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    [​IMG]



    A New Layer of Paint


    As you may have noticed, we're changing up some of the graphics for the site. I've personally been working on these banners and a few other graphic projects since I was brought back in to the staff here, so I'm excited to see some of it get out into the public view of Forge Hub. More will be coming soon with the front page and other articles to be seen, but this isn't about any of that. Instead, I'd like to focus on the newest update from 343 Industries and the revival of an old giant. Much like the chief, it's time to shake off the dust and wake up this beast.

    Falling Back In


    I'm sure many of you know by now, but for those of you who may not, there was a new DLC announced for Halo 4 recently. The new Halo Bulletin at Halo Waypoint showcases that and much more, such as information on the Halo 4 Global Championship tournament and a brief recap on RTX. If you would like the short version of the long blog post and some pretty pictures of the DLC maps, just click the spoiler below.

    •Skilled Halo players fight at RTX with virtual bullets.
    •Halo 4 Champions Bundle (and a variety of smaller packs) announced, featuring the map Pitfall (Formerly known as The Pit in Halo 3) and Certain Affinity's new Halo map Vertigo along with new armor, new weapon skins, and much more.
    •More news on the matchmaking playlist update and the Halo 4 Global Championship and the games to be played (see this bulletin post for information about how to enter, and last week's bulletin for information on the online qualifier and scoring system).
    •Comic-Con and screenshots with Mark VI armor.

    Screenshots of the new maps in the next DLC: The Champions Bundle
    Vertigo
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    Pitfall
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    Dusting Off


    I don't have as fond memories of Halo 3 as the lot of you, as I just got an Xbox 360 at the end of its life cycle. I originally hated The Pit, but over time warmed up to it, and I must say the nostalgia I get from these images is just beautiful. If you're interested to know more, head on over to this week's Halo Bulletin. If you like, feel free to respond with how you like the newest map pack. That's all I have for you as of now, but keep an eye out for more updates in the future. With the recent happenings around Forgehub, expect to see more exciting news to come.
     
    #1 Audienceofone, Jul 11, 2013
    Last edited: Jul 12, 2013
  2. SilentJacket

    SilentJacket Forerunner
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    I just really want them to fix forge already

    A new DlC is nice I suppose, but I wonder how the remakes will play with the new game mechanics...
     
  3. Audienceofone

    Audienceofone Forerunner
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    I really don't think forge is all that bad. Sure, it has its issues, but we can do so much in so much less time than ever possible in Halo 3, and Reach's advances are mostly unchanged (though the changed things are largely bad changes...)

    At the end of the day, I'm happy with Halo 4's forge, though I do think much more could have been done.
     
  4. GrenadeGorilla8

    GrenadeGorilla8 Forerunner
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    There's a lot of cool stuff in that update. But the only thing that I care about is The Pit. Probably my favorite H3 map. I have many fond memories of AR+melee-ing people on that. Or basically always having a shotgun or sword. Or dual smg-ing people while flying up the lift where the smg spawns.

    Wow now that I'm thinking about it there were a ton of power weapons on that map.
    1 Rocket
    2 Shotguns
    2 Snipers
    1 Sword
    1 OS
    1 AC

    Plus dual smgs and dual needlers.

    This might the only DLC I will buy for H4 haha
     
  5. Nutduster

    Nutduster TCOJ
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    It's amazing that map worked as well as it did with so many power weapons. I think it's partly because the shotties were often ignored (similar to the ones on Asylum), and only powerful in a few specific places since it was more of a mid-range map for the most part. And also, the rockets and camo weren't often overpowering because people were so conscious of rushing and contesting for them. I feel like a good sniper on your team was usually more of a key to the map than trying to get rockets, except in games where you were completely demolishing the other team anyway.
     

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