Halo: Combat Evolved: Difference between revisions

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Reverted edits by Vegerot (Talk) to last version by Subtank
(You put so much about jumping I though it deserved it's own paragraph. Also, How do you make it start at the beginning of the line?)
m (Reverted edits by Vegerot (Talk) to last version by Subtank)
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* '''Artificial Intelligence:''' ''Halo: Combat Evolved''<nowiki />'s AI is quite sophisticated for its era. With a brand new advanced AI system, actions performed by the AI such as panicking after the death of a superior, diving out of the way of an oncoming vehicle, or taking cover from explosives and suppressive fire, helped ''Halo'' stand out from the rest of the first-person shooters being released at the time.
* '''Artificial Intelligence:''' ''Halo: Combat Evolved''<nowiki />'s AI is quite sophisticated for its era. With a brand new advanced AI system, actions performed by the AI such as panicking after the death of a superior, diving out of the way of an oncoming vehicle, or taking cover from explosives and suppressive fire, helped ''Halo'' stand out from the rest of the first-person shooters being released at the time.


Movement in ''Halo'' is similar to other first-person shooters, allowing the player to move forwards, backwards, and strafe left and right independently of their aim. On the Xbox, moving and aiming are normally separated between the two analogue sticks; and on the [[Halo PC|PC]], between the mouse and the keyboard.  
Movement in ''Halo'' is similar to other first-person shooters, allowing the player to move forwards, backwards, and strafe left and right independently of their aim. On the Xbox, moving and aiming are normally separated between the two analogue sticks; and on the [[Halo PC|PC]], between the mouse and the keyboard. ''Halo'' also allows the player to crouch and jump, although jumping from a high ledge will often result in death, or at least major fall damage. Damage from falling can be reduced or negated entirely with a well-timed crouch right as one lands. Additionally, if the player crouches at the peak of his jump he will be able to land on something slightly taller than if he were to jump without crouching. Also, if the player is jumping from a cliff he can make sure he is touching the wall periodically while he is falling. This will count as if he is touching floor, and every time the player touches the wall, the damage counter goes to zero. However, there is no visible damage counter during gameplay.
:''Halo'' also allows the player to crouch and jump, although jumping from a high ledge will often result in death, or at least major fall damage. Damage from falling can be reduced or negated entirely with a well-timed crouch right as one lands. Additionally, if the player [[crouch jumping| crouches at the peak of his jump]] he will be able to land on something slightly taller than if he were to jump without crouching. Also, if the player is jumping from a cliff he can make sure he is touching the wall periodically while he is falling. This will count as if he is touching floor, and every time the player touches the wall, the damage counter goes to zero. However, there is no visible damage counter during gameplay.


===Environment===
===Environment===
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