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==Patch notes== {{Tabcontainer |title1=September 8, 2016 (update launch) patch notes |content1= '''New Features and Updates:''' *Halo 5: Forge released for Windows 10 PC *Halo app released for Windows 10 PC *New Arena map added – Mercy *New Warzone Assault map added – Temple *Content Browser added '''Arena:''' *New Arena map added – Mercy *Fiesta updated with latest REQ weapons *Super Fiesta added to Custom Games *Vehicle weapons are properly taken into account when determining player spawn location '''Warzone:''' *New Warzone Assault map added – Temple *Vehicle weapons are properly taken into account when determining player spawn location *Base shield doors should no longer appear yellow at times *Updated Escape from ARC to use correct version of Grunt Goblin *Fixed Spawn locations in the Monument on Battle of Noctus *Removed Beam Rifles from Jackals on Raid on Apex 7 (Jackal Snipers still OP) *Fixed bug where gates could be reopened on Prospect *Fixed Warthogs on Battle of Noctus not exploding when the boss is killed *Fixed various text and audio related to bosses '''Warzone Firefight:''' *Increased vitality of Protect Core objects in Round 3 on Urban *Adjusted Warden spawn locations in Round 5 objective on March on Stormbreak *Adjusted Warden spawn locations in Round 5 objective on Urban *Adjusted various enemy compositions for objectives across all maps *Fixed issue where boss would escape the Mantis during boss encounter on Skirmish at Darkstar '''Theater:''' *Fixed bug that caused fast forward to not function correctly '''AI Enemy tuning:''' *Fixed a bug that allowed shooting through the Grunt Goblin Cockpit to headshot the pilot *Reduced Grunt Goblin Shield Canopy health *Fixed a bug affecting Grunt Goblin Dual Needler supercombine damage (should no longer one shot Scorpions and Wraiths) *Reduced Grunt Goblin Needle Barrage supercombine damage (should no longer one shot Wasps and Ghosts) *Fixed Grunt Goblin Needle Barrage needles sometimes vanishing and then reappearing under high latency *Increased Grunt Goblin and Warden mass to prevent a boosting Wraith from launching them out of environment *Fixed a bug that caused a Knight to randomly die while being shot in the head (does not affect headshots when the faceplate is gone or is open during an animation) *Fixed certain Knight bosses being unable to hit targets at a distance with Incineration Cannons *Made minor increases to health/shields for Legendary Elite, Soldier, and Knight *Fixed Soldiers not reacting to taking damage (this bug made weapons feel much less effective) *Reduced Soldier damage as a Gunner in a Warthog *Fixed certain damage sources being able to chain stun Warzone bosses '''Sandbox:''' *Wheelman medals now count towards assists *Fixed a bug where the Flag and Ball would disappear when dropped on pistons *Fixed a bug where the game would not respect some custom game settings when leaving and rejoining a game in progress *Updated Wasp reticle to more accurately represent chaingun spread *Fixed a bug with Phaeton getting set to phased physics in Forge *Fixed a bug with the weak spots on Wraiths and Scorpions not properly being obstructed *Fixed a bug where you could board the Mantis from the front *Fixed a bug surrounding foot stomp damage on the Mantis *Fixed a rare bug where some rockets could get stuck to Spartans and not detonate *Fixed a bug with the Spartan Charge targeting enemies at extreme angles *Buffed Jorge's Chaingun '''Forge''' '''New and Updated Features:''' *Content Browser - Share files (maps, game variants, etc.) easily with the entire Forge community *Forge Prefabs - When inside Forge, open the object pallet and select {PREFABS} to open the Content Browser to select a Prefab to place *Directional Duplication - Hold down d-pad right to duplicate and use the right analog stick to pick which face of the target object the duplicate object will be created *Vehicle Welding [beta] - is now official! Weld objects together with vehicles to make your own new creations *"Per vehicle camera distance" added to Forge vehicle properties '''New Objects:''' *gameplay > weapons > **Magnum [Gunfighter] **Magnum [Tactical] **Magnum [Whispered Truth] **Shotgun [Blaze of Glory] **Shotgun [Oathsworn] **Hydra Launcher [Echidna] **SAW [The Answer] **Rocket Launcher [High Five] **Rocket Launcher: SPNKr [Ex] **Rocket Launcher: SPNKr [Prime] **Sniper Rifle [Arrow of Time] **Sniper Rifle [Nornfang] **Railgun [Whiplash] **Spartan Laser [Selene's Lance] **Storm Rifle [Blissful Slumber] **Carbine [Blood of Suban] **Plasma Pistol [Spitfire] **Energy Sword [Vorpal Talon] **Energy Sword [Prophets' Bane] **Needler [Talon of the Lost] **Beam Rifle [Krith's Left Hand] **Beam Rifle: Halo 2 [Delta] **Fuel Rod Cannon [Pool of Radiance] **Plasma Caster [White Scar] **Hunter Arm [Wicked Grasp] **Hunter Arm [Berserker's Claw] **Boltshot [Open Hand] **Suppressor [Razor's Edge] **LightRifle [Dying Star] **Scattershot [Didact's Signet] **Binary Rifle [Twin Jewels of Maethrillian] **Incineration Cannon [Heartseeker] **Plasma Rifle: Brute: Halo 2 [Scale of Soirapt] **Gravity Hammer [Grinder] **Gravity Hammer [Tartarus' Gavel] *gameplay > turrets > **Turret: Chaingun [Oni; detached] **Turret: Rocket [Oni; detached] **Turret: Gauss [Oni; detached] *gameplay> powerups> **Power-Up [speed boost; 2] **Power-Up [speed boost; 3] **Power-Up [active camo; 2] **Power-Up [active camo; 3] **Power-Up [damage boost; 2] **Power-Up [damage boost; 3] **Power-Up [overshield; 2] **Power-Up [overshield; 3] *gameplay> vehicles> type> land> **Warthog: Chaingun [Oni] **Warthog: Chaingun [Sword] **Warthog: Gauss [Oni] **Warthog: Rocket [Oni] **Warthog: Rocket [Vespin] **Warthog: Scout [Oni] **Scorpion [Oni] **Scorpion [Hannibal] **Mantis [Oni] **Mantis [Hannibal] **Ghost [Ultra] **Ghost [Temple] **Wraith [Ultra] **Wraith [Temple] *gameplay> vehicles> type> air> **Banshee [Ultra] **Banshee [Temple] **Phaeton [Helios] *gameplay> launchers> mancannons> **Man Cannon [Sangheili; red] **Man Cannon [Sangheili; blue] *gameplay> gravity-vols> type> slides> **Gravity: Slide [2x4; visible] **Gravity: Slide [2x8; visible] **Gravity: Slide [2x16; visible] **Gravity: Slide [2x32; visible] **Gravity: Slide [2x64; visible] **Gravity: Slide [2x128; visible] **Gravity: Slide [4x4; visible] **Gravity: Slide [4x8; visible] **Gravity: Slide [4x16; visible] **Gravity: Slide [4x32; visible] **Gravity: Slide [4x64; visible] **Gravity: Slide [4x128; visible] **Gravity: Slide [8x4; visible] **Gravity: Slide [8x8; visible] **Gravity: Slide [8x16; visible] **Gravity: Slide [8x32; visible] **Gravity: Slide [8x64; visible] **Gravity: Slide [8x128; visible] **Gravity: Slide [16x4; visible] **Gravity: Slide [16x8; visible] **Gravity: Slide [16x16; visible] **Gravity: Slide [16x32; visible] **Gravity: Slide [16x64; visible] **Gravity: Slide [16x128; visible] **Gravity: Slide [32x4; visible] **Gravity: Slide [32x8; visible] **Gravity: Slide [32x16; visible] **Gravity: Slide [32x32; visible] **Gravity: Slide [32x64; visible] **Gravity: Slide [32x128; visible] *gameplay> gravity-vols> type> bouncers> **Gravity: Bouncer [4x4; visible] **Gravity: Bouncer [8x8; visible] **Gravity: Bouncer [12x12; visible] **Gravity: Bouncer [16x16; visible] **Gravity: Bouncer [20x20; visible] **Gravity: Bouncer [24x24; visible] **Gravity: Bouncer [32x32; visible] **Gravity: Bouncer [48x48; visible] **Gravity: Bouncer [64x64; visible] *gameplay> shields> type> colors> **Shield: Colorable [8x24] **Shield: Colorable [8x48] **Shield: Colorable [16x24] **Shield: Colorable [16x48] **Shield: Colorable [24x24] **Shield: Colorable [24x48] **Shield: Colorable [32x24] **Shield: Colorable [32x48] **Shield: Colorable [48x24] **Shield: Colorable [48x48] **Shield: Colorable [64x24] **Shield: Colorable [64x48] *props> cover> style> sandbag> walls> **Cover: Sandbags [4x16x4.5; wall] **Cover: Sandbags [4x32x4.5; wall] **Cover: Sandbags [4x4x4.5; wall] **Cover: Sandbags [4x64x4.5; wall] **Cover: Sandbags [4x8x4.5; wall] *props> cover> style> sandbag> curves> **Cover: Sandbags [16x16x4.5; curve] **Cover: Sandbags [32x32x4.5; curve] **Cover: Sandbags [8x8x4.5; curve] *props> cover> style> sandbag> slopes> **Cover: Sandbags [4x16x4.5; slope] **Cover: Sandbags [4x32x4.5; slope] **Cover: Sandbags [4x8x4.5; slope] *props> cover> style> sandbag> stacks> **Cover: Sandbags [12x12x8; stack] **Cover: Sandbags [16x16x12; stack] *props> cover> style> sandbag> pallets> **Cover: Sandbags [12x12x8; pallet] **Cover: Sandbags [8x8x4.5; pallet] *props> cover> style> sandbag> extras> **Cover: Sandbags [3x2x1; single] **Cover: Sandbags [3x4x1; triple] **Cover: Sandbags [8x8x4.5; pile] *props> destructible> boards> **Board: Wood [2x8] **Board: Wood [2x16] **Board: Wood [4x8] **Board: Wood [4x16] *props> creatures> guilty-spark> **Guilty Spark [toy; standard] **Guilty Spark [toy; Forge] *props> vehicles> phantom> **Phantom [103x66x32; closed] *props> construction> pipes> corners> **Pipe: Crouching [9x9x9; corner; 15] **Pipe: Crouching [10x10x9; corner; 45] **Pipe: Crouching [9x9x9; corner; 90] *props> construction> pipes> junctions> **Pipe: Crouching [13x11x9; t-joint] **Pipe: Crouching [13x13x9; x-joint] *props> construction> pipes> covers> **Pipe: Crouching [9x3x9; cap] **Pipe: Crouching [7x1x7; manhole] **Pipe: Crouching [7x1x7; rebar] *props> construction> pipes> transitions> **Pipe: Transition [12x8x12] *props> construction> pipes> corners> **Pipe: Standing [13x13x12; corner; 15] **Pipe: Standing [14x13x12; corner; 45] **Pipe: Standing [13x13x12; corner; 90] *props> construction> pipes> junctions> **Pipe: Standing [16x14x12; t-joint] **Pipe: Standing [16x16x12; x-joint] *props> construction> pipes> covers> **Pipe: Standing [12x3x12; cap] **Pipe: Standing [10x1x10; manhole] **Pipe: Standing [10x1x10; rebar] *props> construction> vents> corners> **Vent [7x8x6; corner; 15] **Vent [7x8x6; corner; 30] **Vent [8x8x6; corner; 45] **Vent [8x8x6; corner; 90] *props> construction> vents> junctions> **Vent [10x8x6; t-joint] **Vent [10x10x6; x-joint] *props> construction> vents> covers> **Vent [1x6x6; cap] **Vent [1x6x6; cover] *props> covenant> crates> **Crate [2x4x1; Covenant] **Crate [2x4x2; Covenant] **Crate [3x3x3; Covenant] *props> covenant> cover> **Cover [6x6x9; Covenant; a] **Cover [6x6x9; Covenant; b] **Cover [9x18x12; Covenant; trident] *props> covenant> accents> **Accent [6x26x9; Covenant; blocker; left] **Accent [6x26x9; Covenant; blocker; right] **Accent [20x14x26; Covenant; plinth] **Accent [20x16x17; Covenant; terminal; base] **Accent [28x28x14; Covenant; terminal; top] **Accent [25x12x20; Covenant; pillar] **Accent [26x14x34; Covenant; pillar] **Accent [94x44x72; Covenant; horn; left] **Accent [94x44x72; Covenant; horn; right] *props> covenant> lights> **Light [2x1x1; Covenant; sentry] **Light [1x1x8; Covenant; portable] **Light [4x4x3; Covenant; pod; full] **Light [2x2x2; Covenant; pod; body] **Light [1x1x2; Covenant; pod; leg] **Light [8x8x6; Covenant; pod; full] **Light [4x4x4; Covenant; pod; body] **Light [3x1x5; Covenant; pod; leg] *props> covenant> destructible> **Destructible [5x6x27; Covenant; antenna] **Destructible [8x8x9; Covenant; fuel-tank] **Destructible [8x10x22; Covenant; overload-station] **Destructible [10x4x6; Covenant; fuel-cell] *props> covenant> weapon-pods> **Weapon-Pod [07x08x10; Covenant; closed] **Weapon-Pod [07x08x10; Covenant; body] **Weapon-Pod [02x03x06; Covenant; door] *props> covenant> drop-pods> **Drop-Pod [14x12x28; Covenant; closed] **Drop-Pod [14x12x28; Covenant; body] **Drop-Pod [08x03x14; Covenant; door] *props> covenant> monitors> **Monitor: Screen [Covenant; 1; a] **Monitor: Screen [Covenant; 1; b] **Monitor: Screen [Covenant; 2; a] **Monitor: Screen [Covenant; 2; b] **Monitor: Screen [Covenant; 3; a] **Monitor: Screen [Covenant; 3; b] **Monitor: Screen [Covenant; 4; a] **Monitor: Screen [Covenant; 4; b] **Monitor: Screen [Covenant; 5] **Monitor: Screen [Covenant; 6; a] **Monitor: Screen [Covenant; 6; b] **Monitor: Screen [Covenant; 7; a] **Monitor: Screen [Covenant; 7; b] *props> covenant> monitor-elements> **Monitor: Element [Covenant; 1] **Monitor: Element [Covenant; 2; a] **Monitor: Element [Covenant; 2; b] **Monitor: Element [Covenant; 3; a] **Monitor: Element [Covenant; 4; a] **Monitor: Element [Covenant; 4; b] **Monitor: Element [0; Covenant; 6; a] **Monitor: Element [0; Covenant; 6; e] **Monitor: Element [0; Covenant; 6; f] **Monitor: Element [0; Covenant; 6; b] **Monitor: Element [0; Covenant; 6; c] **Monitor: Element [0; Covenant; 6; d] **Monitor: Element [Covenant; marker; a] **Monitor: Element [Covenant; marker; b] **Monitor: Element [Covenant; marker; c] **Monitor: Element [Covenant; marker; d] **Monitor: Element [Covenant; marker; e] **Monitor: Element [Covenant; marker; f] **Monitor: Element [Covenant; graph; waves] **Monitor: Element [Covenant; graph; a] **Monitor: Element [Covenant; graph; b] **Monitor: Element [Covenant; graph; c] **Monitor: Element [Covenant; element] **Monitor: Element [Covenant; hex] **Monitor: Element [Covenant; planet] *props> covenant> shields> **Shield [Covenant; portable] **Shield [Covenant; generator; small] **Shield [Covenant; generator; dome] **Shield [Covenant; generator; curve-horizontal] **Shield [Covenant; generator; curve-vertical] **Shield [Covenant; generator; tall] **Shield [Covenant; generator; wide] **Shield [6x9x9; Covenant; generator; no shield] *extras> decals> cov-glyphs> **Decal: Covenant: Glyph [8x8; standard; whole] **Decal: Covenant: Glyph [8x8; standard; notched] **Decal: Covenant: Glyph [8x8; standard; hollow] **Decal: Covenant: Glyph [8x8; technical; whole] **Decal: Covenant: Glyph [8x8; technical; notched] **Decal: Covenant: Glyph [8x8; technical; hollow] **Decal: Covenant: Glyph [8x8; transitional; whole] **Decal: Covenant: Glyph [8x8; transitional; notched] **Decal: Covenant: Glyph [8x8; transitional; hollow] **Decal: Covenant: Glyph [8x8; tick; 1] **Decal: Covenant: Glyph [8x8; tick; 2] **Decal: Covenant: Glyph [8x8; tick; 3] *extras> fx> fire> **FX: Fire [human; flames; x-small] **FX: Fire [human; flames; small] **FX: Fire [human; flames & smoke; x-small] **FX: Fire [human; flames & smoke; small] **FX: Fire [human; jet; x-small] **FX: Fire [human; jet; small] **FX: Fire [human; thruster; x-small] **FX: Fire [human; thruster; small] **FX: Fire [human; pyre; x-small] **FX: Fire [human; pyre; small] **FX: Fire [Covenant; flames; x-small] **FX: Fire [Covenant; flames; small] **FX: Fire [Covenant; flames & smoke; x-small] **FX: Fire [Covenant; flames & smoke; small] *extras> fx> covenant> **FX: Grunt [Covenant; grunt b-day] *extras> fx> animals> **Sound: Animal [birds; tidal] **Sound: Animal [whale; tidal] *extras> sounds> doors> **Sound: Door [UNSC; small] **Sound: Door [UNSC; medium] **Sound: Door [UNSC; large] **Sound: Door [UNSC; rattle-y] **Sound: Door [synthetic mysterious] *extras> sounds> music> **Sound: Music [random; radio] **Sound: Music [abandoned station] **Sound: Music [abandoned station; radio] **Sound: Music [blue team] **Sound: Music [Blue Team; radio] **Sound: Music [Covenant chant] **Sound: Music [Covenant chant; radio] **Sound: Music [Infected] **Sound: Music [Infected; radio] **Sound: Music [last man standing] **Sound: Music [last man standing; radio] **Sound: Music [Mantis battle] **Sound: Music [Mantis battle; radio] **Sound: Music [Master Chief battle] **Sound: Music [Master Chief battle; radio] **Sound: Music [Master Chief fight] **Sound: Music [master chief fight; radio] **Sound: Music [monk chant] **Sound: Music [monk chant; radio] **Sound: Music [one-on-one] **Sound: Music [one-on-one; radio] **Sound: Music [Sanghelios battle] **Sound: Music [Sanghelios battle; radio] **Sound: Music [spectating] **Sound: Music [spectating; radio] **Sound: Music [Warden] **Sound: Music [Warden; radio] '''Updated Objects''' These objects now accept material swap. *gameplay> shields> type> emitters> **Shield [3x3x24; emitter] **Shield [3x3x48; emitter] *gameplay> shields> type> generators> **Shield [4x4x24; generator] **Shield [4x4x48; generator] *gameplay> shields> type> corners> **Shield [8x8x24; generator; corner] **Shield [8x8x48; generator; corner] *structures> floors> **Floor [16x8x4] **Floor [16x16x4] **Floor [32x16x4] **Floor [20x20x4] **Floor [24x24x4] **Floor [32x32x4] **Floor [64x32x4] **Floor [48x48x4] **Floor [64x64x4] **Floor [128x64x4] **Floor [96x96x4] **Floor [128x128x4] **Floor [256x256x4] *structures> slopes> **Ramp [4x8x2] **Ramp [4x16x2] **Ramp [4x20x2] **Ramp [4x32x2] **Ramp [4x40x2] **Ramp [4x48x2] **Ramp [4x60x2] **Ramp [8x8x4] **Ramp [8x16x4] **Ramp [8x20x4] **Ramp [8x32x4] **Ramp [8x40x4] **Ramp [8x48x4] **Ramp [8x60x4] **Ramp [16x8x8] **Ramp [16x16x8] **Ramp [16x20x8] **Ramp [16x32x8] **Ramp [16x40x8] **Ramp [16x48x8] **Ramp [16x60x8] **Ramp [24x8x12] **Ramp [24x16x12] **Ramp [24x20x12] **Ramp [24x32x12] **Ramp [24x40x12] **Ramp [24x48x12] **Ramp [24x60x12] **Ramp [32x8x16] **Ramp [32x16x16] **Ramp [32x20x16] **Ramp [32x32x16] **Ramp [32x40x16] **Ramp [32x48x16] **Ramp [32x60x16] **Ramp [48x8x24] **Ramp [48x16x24] **Ramp [48x20x24] **Ramp [48x32x24] **Ramp [48x40x24] **Ramp [48x48x24] **Ramp [48x60x24] **Ramp [64x8x32] **Ramp [64x16x32] **Ramp [64x20x32] **Ramp [64x32x32] **Ramp [64x40x32] **Ramp [64x48x32] **Ramp [64x60x32] **Ramp [72x8x36] **Ramp [72x16x36] **Ramp [72x20x36] **Ramp [72x32x36] **Ramp [72x40x36] **Ramp [72x48x36] **Ramp [72x60x36] **Ramp [96x8x48] **Ramp [96x16x48] **Ramp [96x20x48] **Ramp [96x32x48] **Ramp [96x40x48] **Ramp [96x48x48] **Ramp [96x60x48] **Stairs [8x8x4] **Stairs [8x16x4] **Stairs [8x20x4] **Stairs [8x32x4] **Stairs [8x40x4] **Stairs [8x48x4] **Stairs [8x60x4] **Stairs [16x8x8] **Stairs [16x16x8] **Stairs [16x20x8] **Stairs [16x32x8] **Stairs [16x40x8] **Stairs [16x48x8] **Stairs [16x60x8] **Stairs [32x8x16] **Stairs [32x16x16] **Stairs [32x20x16] **Stairs [32x32x16] **Stairs [32x40x16] **Stairs [32x48x16] **Stairs [32x60x16] **Stairs [48x8x24] **Stairs [48x16x24] **Stairs [48x20x24] **Stairs [48x32x24] **Stairs [48x40x24] **Stairs [48x48x24] **Stairs [48x60x24] **Stairs [64x8x32] **Stairs [64x16x32] **Stairs [64x20x32] **Stairs [64x32x32] **Stairs [64x40x32] **Stairs [64x48x32] **Stairs [64x60x32] **Stairs [96x8x48] **Stairs [96x16x48] **Stairs [96x20x48] **Stairs [96x32x48] **Stairs [96x40x48] **Stairs [96x48x48] **Stairs [96x60x48] **Stairs: Transition [2x20x3] **Stairs: Transition [2x48x3] **Wedge [4x4x2] **Wedge [8x8x4] **Wedge [16x16x8] **Wedge [24x24x12] **Wedge [32x32x16] **Wedge [48x48x24] **Wedge [64x64x32] **Wedge [72x72x36] **Wedge [96x96x48] *structures> bridges> **Bridge [8x16x3] **Bridge [16x16x3] **Bridge [32x16x3] **Bridge [64x16x3] **Bridge: Corner [16x16x3; chamfer] **Bridge: Corner [16x16x3; angle] **Bridge: Corner [16x16x3; elbow] **Bridge [2x20x3] **Bridge [4x20x3] **Bridge [8x20x3] **Bridge [16x20x3] **Bridge [32x20x3] **Bridge [64x20x3] **Bridge: Corner [20x20x3; chamfer] **Bridge: Corner [20x20x3; angle] **Bridge: Corner [20x20x3; elbow] **Bridge [2x48x4] **Bridge [4x48x4] **Bridge [8x48x4] **Bridge [16x48x4] **Bridge [32x48x4] **Bridge [64x48x4] **Bridge: Corner [48x48x4; chamfer] **Bridge: Corner [48x48x4; angle] **Bridge: Corner [48x48x4; elbow] *structures> walls> style> simple> **Wall [2x2x4; simple] **Wall [2x2x8; simple] **Wall [2x2x12; simple] **Wall [2x2x16; simple] **Wall [2x2x20; simple] **Wall [2x2x24; simple] **Wall [2x4x4; simple] **Wall [2x4x8; simple] **Wall [2x4x12; simple] **Wall [2x4x16; simple] **Wall [2x4x20; simple] **Wall [2x4x24; simple] **Wall [2x8x4; simple] **Wall [2x8x8; simple] **Wall [2x8x12; simple] **Wall [2x8x16; simple] **Wall [2x8x20; simple] **Wall [2x8x24; simple] **Wall [2x16x4; simple] **Wall [2x16x8; simple] **Wall [2x16x12; simple] **Wall [2x16x16; simple] **Wall [2x16x20; simple] **Wall [2x16x24; simple] **Wall [2x24x4; simple] **Wall [2x24x8; simple] **Wall [2x24x12; simple] **Wall [2x24x16; simple] **Wall [2x24x20; simple] **Wall [2x24x24; simple] **Wall [2x32x4; simple] **Wall [2x32x8; simple] **Wall [2x32x12; simple] **Wall [2x32x16; simple] **Wall [2x32x20; simple] **Wall [2x32x24; simple] **Wall [2x64x4; simple] **Wall [2x64x8; simple] **Wall [2x64x12; simple] **Wall [2x64x16; simple] **Wall [2x64x20; simple] **Wall [2x64x24; simple] *structures> walls> style> detailed> **Wall [2x2x4; detailed] **Wall [2x2x8; detailed] **Wall [2x2x12; detailed] **Wall [2x2x16; detailed] **Wall [2x2x20; detailed] **Wall [2x2x24; detailed] **Wall [2x4x4; detailed] **Wall [2x4x8; detailed] **Wall [2x4x12; detailed] **Wall [2x4x16; detailed] **Wall [2x4x20; detailed] **Wall [2x4x24; detailed] **Wall [2x8x4; detailed] **Wall [2x8x8; detailed] **Wall [2x8x12; detailed] **Wall [2x8x16; detailed] **Wall [2x8x20; detailed] **Wall [2x8x24; detailed] **Wall [2x16x4; detailed] **Wall [2x16x8; detailed] **Wall [2x16x12; detailed] **Wall [2x16x16; detailed] **Wall [2x16x20; detailed] **Wall [2x16x24; detailed] **Wall [2x24x4; detailed] **Wall [2x24x8; detailed] **Wall [2x24x12; detailed] **Wall [2x24x16; detailed] **Wall [2x24x20; detailed] **Wall [2x24x24; detailed] **Wall [2x32x4; detailed] **Wall [2x32x8; detailed] **Wall [2x32x12; detailed] **Wall [2x32x16; detailed] **Wall [2x32x20; detailed] **Wall [2x32x24; detailed] **Wall [2x64x4; detailed] **Wall [2x64x8; detailed] **Wall [2x64x12; detailed] **Wall [2x64x16; detailed] **Wall [2x64x20; detailed] **Wall [2x64x24; detailed] *structures> walls> style> windows> clear> **Wall: Window [2x16x12; clear] **Wall: Window [2x16x16; clear] **Wall: Window [2x16x20; clear] **Wall: Window [2x16x24; clear] **Wall: Window [2x24x12; clear] **Wall: Window [2x24x16; clear] **Wall: Window [2x24x20; clear] **Wall: Window [2x24x24; clear] **Wall: Window [2x32x12; clear] **Wall: Window [2x32x16; clear] **Wall: Window [2x32x20; clear] **Wall: Window [2x32x24; clear] **Wall: Window [2x64x12; clear] **Wall: Window [2x64x16; clear] **Wall: Window [2x64x20; clear] **Wall: Window [2x64x24; clear] *structures> walls> style> corners> **Wall [2x2x4; corner] **Wall [2x2x8; corner] **Wall [2x2x12; corner] **Wall [2x2x16; corner] **Wall [2x2x20; corner] **Wall [2x2x24; corner] *structures> accents> trims> sections> **Trim [6x2x10] **Trim [6x4x10] **Trim [6x8x10] **Trim [6x16x10] **Trim [6x24x10] **Trim [6x32x10] **Trim [6x64x10] *structures> accents> trims> corners> **Trim [8x8x10; corner; out; rounded] **Trim [8x8x10; corner; out; squared] **Trim [8x8x10; corner; in] *structures> accents> railings> type> covered> **Railing: Shielded [1x2x4.5] **Railing: Shielded [1x4x4.5] **Railing: Shielded [1x8x4.5] **Railing: Shielded [1x16x4.5] **Railing: Shielded [1x24x4.5] **Railing: Shielded [1x32x4.5] **Railing: Shielded [1x64x4.5] *structures> accents> railings> type> covered> extras> **Railing: Shielded [4x4x4.5; corner 90°\ *structures> accents> railings> type> heavy> **Railing: Heavy [1x2x4.5] **Railing: Heavy [1x4x4.5] **Railing: Heavy [1x8x4.5] **Railing: Heavy [1x16x4.5] **Railing: Heavy [1x24x4.5] **Railing: Heavy [1x32x4.5] **Railing: Heavy [1x64x4.5] **Railing: Heavy [1x80x4.5] **Railing: Heavy [1x96x4.5] *structures> accents> railings> type> ramps> **Railing: Ramp [2x4x2] **Railing: Ramp [2x8x4] **Railing: Ramp [2x16x8] **Railing: Ramp [2x24x12] **Railing: Ramp [2x32x16] **Railing: Ramp [2x48x24] **Railing: Ramp [2x64x32] **Railing: Ramp [2x72x36] **Railing: Ramp [2x96x48] *structures> barriers> type> heavy> sections> **Heavy Barrier [16x16x42] **Heavy Barrier [16x32x42] **Heavy Barrier [16x64x42] *structures> barriers> type> heavy> corners> **Heavy Barrier [14x14x42; corner] *structures> barriers> type> energy> start> **Energy Barrier [4x4x32; generator] **Energy Barrier [4x4x64; generator] *structures> barriers> type> energy> emitters> **Energy Barrier [1x3x32; emitter] **Energy Barrier [1x3x64; emitter] *structures> barriers> type> energy> corners> **Energy Barrier [8x8x32; generator; corner] **Energy Barrier [8x8x64; generator; corner] *structures> barriers> type> cages> sections> **Cage Barrier [16x16x42] **Cage Barrier [16x32x42] **Cage Barrier [16x64x42] *structures> barriers> type> cages> corners> **Cage Barrier [18x18x42; corner; in] **Cage Barrier [18x18x42; corner; out] *structures> supports> columns> **Column: Block [4x4x20] **Column: Block [4x8x20] **Column: Block [8x8x20] **Column: Block [4x4x32] **Column: Block [4x8x32] **Column: Block [8x8x32] **Column: Round [2x2x20] **Column: Round [4x4x20] **Column: Round [8x8x20] **Column: Round [2x2x32] **Column: Round [4x4x32] **Column: Round [8x8x32] **Column: Detailed [4x4x20] **Column: Detailed [8x8x20] **Column: Detailed [4x4x32] **Column: Detailed [8x8x32] *structures> supports> struts> simple> **Support: Strut [8x1x1; simple] **Support: Strut [8x1x2; simple] **Support: Strut [8x4x2; simple; triple] **Support: Strut [9x2x2; simple; left] **Support: Strut [9x2x2; simple; right] **Support: Strut [16x1x2; simple] **Support: Strut [16x1x4; simple] **Support: Strut [17x2x2; simple; left] **Support: Strut [17x2x2; simple; right] *structures> supports> struts> detailed> **Support: Strut [16x1x4; detailed] **Support: Strut [24x1x8; detailed] **Support: Strut [32x1x8; detailed] **Support: Strut [46x1x12; detailed; boomerang] **Support: Strut [48x1x8; detailed; double] **Support: Strut [48x1x16; detailed] **Support: Strut [92x1x24; detailed; boomerang] **Support: Strut [96x1x16; detailed; double] *structures> supports> trusses> simple> **Support: Truss [12x4x8; simple] **Support: Truss [20x4x10; simple] **Support: Truss [48x4x20; simple] *structures> supports> trusses> y> **Support: Truss [4x32x20; y; medium] **Support: Truss [4x44x28; y; large] *structures> supports> brackets> **Support: Bracket [16x2x6] **Support: Bracket [32x2x12] *structures> supports> arm> **Support: Arm [2x16x16; arm] **Support: Arm [4x32x32; arm] **Support: Arm [8x64x64; arm] *props> cover> style> solid> **Cover: Solid [2x4x4.5] **Cover: Solid [2x8x4.5] **Cover: Solid [2x16x4.5] **Cover: Solid [2x32x4.5] **Cover: Solid [2x64x4.5] *props> cover> style> jersey> **Cover: Jersey Barrier [3x4x4.5] **Cover: Jersey Barrier [3x8x4.5] **Cover: Jersey Barrier [3x16x4.5] **Cover: Jersey Barrier [3x32x4.5] **Cover: Jersey Barrier [3x64x4.5] *props> cover> style> street> **Cover: Street [4x4x4.5] **Cover: Street