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| [http://www.forgehub.com/forum/halo-reach-forge-discussion/113373-team-infection-analysis.html Sauce.] | | [http://www.forgehub.com/forum/halo-reach-forge-discussion/113373-team-infection-analysis.html Sauce.] |
| [[User talk:DavidJCobb|DavidJCobb]] 04:13, 26 November 2010 (EST) | | [[User talk:DavidJCobb|DavidJCobb]] 04:13, 26 November 2010 (EST) |
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| == Article rewrite ==
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| Some notes on the article rewrite:
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| * The article contents now make reference to changes in gametype management post-Halo 3, e.g. differentiating between "gametypes" and "game variants."
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| * I don't think the article should be organized into "Development History," but rather by game.
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| * Sources aren't available for most of the information because Optimatch was nuked. I have private archives of several key threads, including the sticky for Reach's Living Dead; however, these archives are ''massive'' (the full, perfectly-preserved contents of the Living Dead sticky span 76 pages) and are not searchable in any way. So a lot of what I've written or added is ''unavoidably'' based on what I personally witnessed at the time.
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| * Reach didn't offer the "Next Zombie" option because Megalo wasn't capable of persisting data between rounds. How can Megalo pick the "winner" or "chump" for the next zombie when it can't see the scores from the last round? Bear in mind: I don't know if this information is official, or if it's one of the things that modders found after the fact, when they cracked the entire Megalo engine during the Halo 4 days. So yeah -- technical limitations killed that option.
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| * The Reach-era change to zombie gravity wasn't noted in official changelists. I personally suggested it in Optimatch, noticed it in Matchmaking, and confirmed it by saving the game variant and examining its settings.
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| * I skimmed through gameplay tips and removed anything that applied to literally every game mode. "Hey, Zombies, maybe you should grab that Active Camo to remain unseen! Survivors, the Sprint ability is very useful for running away!" :P
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| * The Reach bug listed in Trivia -- the one that gives humans an Energy Sword -- should probably be removed. That looks ''entirely'' like a one-off bug that would occur extremely rarely as the result of lag, and we can't document every conceivable anomaly when they didn't occur reliably.
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| * I added a section about Reach's linear-progression maps to the Trivia section. It's totally unsourced so remove it if you like, but I personally feel that this was an incredibly valuable variety of Infection experience and it ought not be lost to time.
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| * I have updated the Halo 2 Anniversary information. No, there's no web source for this (to my knowledge). All I can tell you is, boot the game up and verify it yourself.
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| * Flood and Safe Havens need to be merged into this article because they are the exact same gametype. "Safe Havens" is the name of an Infection game variant or, alternatively, a term used to refer to settings that were added ''to Infection''. "Flood" is Halo 4's cutesy, lore-friendly name for Infection -- literally the same gametype, albeit with the settings gutted due to a combination of unavoidable technical limitations and incredibly bad decisions. I don't come here regularly, so I'm not going to start any merge process or vote or whatever myself.
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| So that's an overview of the changes. [[User:DavidJCobb|DavidJCobb]] ([[User talk:DavidJCobb|talk]]) 23:13, 18 October 2015 (EDT)
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