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[[File:Generator Defense.jpg|thumb|A game of Generator Defense in progress.]]
[[File:Generator Defense.jpg|thumb|A game of Generator Defense in progress.]]
'''Generator Defense''', also referred to as '''Network Test One''', is a gametype appearing in the [[Halo: Reach Multiplayer Beta]]<ref name="1UP">[http://www.1up.com/do/previewPage?pager.offset=1&cId=3178811&p= '''1Up''': ''Halo Reach (Xbox 360) Preview'']</ref> and is a confirmed [[Firefight]] gametype.<ref>http://xbox360.ign.com/articles/109/1098584p1.html</ref> The playlist was added to the Beta on May 14th.<ref>[http://www.bungie.net/projects/reach/article.aspx?ucc=playlists&cid=25855 '''Bungie.net''': ''Halo: Reach Beta Guide - Network Test 1'']</ref> It is testing the Campaign Code for the final game.
'''Generator Defense''', also referred to as '''Network Test One''', is a gametype appearing in the [[Halo: Reach Multiplayer Beta]]<ref name="1UP">[http://www.1up.com/do/previewPage?pager.offset=1&cId=3178811&p= '''1Up''': ''Halo Reach (Xbox 360) Preview'']</ref> and is a confirmed [[Firefight]] gametype.<ref>http://xbox360.ign.com/articles/109/1098584p1.html</ref> The playlist was added to the Beta on May 14th.<ref>[http://www.bungie.net/projects/reach/article.aspx?ucc=playlists&cid=25855 '''Bungie.net''': ''Halo: Reach Beta Guide - Network Test 1'']</ref> In the Beta, the gametype was used to test the Firefight [[Matchmaking]] code for the final game.<ref name="presentation">[http://www.youtube.com/watch?v=E2kn62LzbR0 '''YouTube''': ''Halo Reach E3 Presentation (2of2) - Exclusive Access!'']</ref>


==Overview==
==Overview==
Generator Defense can only be exclusively played on the map {{Levelname|Overlook}} in ''Halo: Reach Multiplayer Beta''.<ref name="1UP"/> Overall, the gametype is basically an attack-and-defend type of gameplay. There are only two rounds in the gametype; a total of five minutes in each round.<ref name="1UP"/>
Generator Defense could only be exclusively played on the map {{Levelname|Overlook}} in ''Halo: Reach Multiplayer Beta''.<ref name="1UP"/> Overall, the gametype was basically an attack-and-defend type of gameplay. There were only two rounds in the gametype; a total of five minutes in each round.<ref name="1UP"/>


The defending team consists of three [[SPARTAN Program|Spartans]] on top of a well-defended hill, while the attacking team consists of three [[Sangheili|Elites]] that start at the bottom of a hill and as such have to fight their way up to the generators. There are a total of three defense generators on the map which the Spartans have to defend. At the beginning of each match, several weapon caches will be distributed by a [[C709 Longsword-class Interceptor|Longsword]] in different locations on the map; each weapon cache can potentially be a [[Weapon/Anti-Vehicle Model 6 Grindell/Galileian Nonlinear Rifle|Spartan Laser]], a [[Sniper Rifle System 99D Anti-Matériel|Sniper Rifle]] or a [[M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon|Rocket Launcher]]. Each weapon cache will be dropped evenly around the map to allow both teams an equal chance of acquiring them. The defending Spartans will be able to lock the generators down -- hence, becoming invulnerable to attacks -- by pressing the action button near one. The lockdown lasts for 30 seconds and will start a cooldown time after the active time period.
The defending team consists of three [[SPARTAN Program|Spartans]] on top of a well-defended hill, while the attacking team consists of three [[Sangheili|Elites]] that start at the bottom of a hill and as such have to fight their way up to the generators. There are a total of three defense generators on the map which the Spartans have to defend. At the beginning of each match, several weapon caches will be distributed by a [[C709 Longsword-class Interceptor|Longsword]] in different locations on the map; each weapon cache can potentially be a [[Weapon/Anti-Vehicle Model 6 Grindell/Galileian Nonlinear Rifle|Spartan Laser]], a [[Sniper Rifle System 99D Anti-Matériel|Sniper Rifle]] or a [[M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon|Rocket Launcher]]. Each weapon cache will be dropped evenly around the map to allow both teams an equal chance of acquiring them. The defending Spartans will be able to lock the generators down -- hence, becoming invulnerable to attacks -- by pressing the action button near one. The lockdown lasts for 30 seconds and will start a cooldown time after the active time period.


==Trivia==
==Trivia==
 
*Network Test 1 was actually a test of [[Firefight]] capabilities in a co-op setting without letting players actually play these gametypes.<ref name="presentation"/> This is shown by the fact that Screenshots and Films are described as "Overlook on Easy" or "Overlook on Heroic" as opposed to the usual "Network Test 1 on Overlook". Also, the game is affected by lag much the way a campaign game is strained, not to mention the fact that Overlook appears perfect for Firefight, complete with weapon drops and ammunition.
*There is distinct evidence that Network Test 1 is a test of [[Firefight]] or [[Campaign]] capabilities in a co-op setting without letting players actually play these gametypes. This is shown by the fact that Screenshots and Films are described as "Overlook on Easy" or "Overlook on Heroic" as opposed to the usual "Network Test 1 on Overlook". Also, the game is affected by lag much the way a campaign game is strained, not to mention the fact that Overlook appears perfect for Firefight, complete with weapon drops and ammunition.
*As it was only a Network Test, during the Halo: Reach Multiplayer Beta, players often confirmed that gameplay was sufficiently 'laggy' and became harder to play online. It is possible Bungie will fix this problem when the full game is shipped.
*As it was only a Network Test, during the Halo: Reach Multiplayer Beta, players often confirmed that gameplay was sufficiently 'laggy' and became harder to play online. It is possible Bungie will fix this problem when the full game is shipped.
*Due to the fact that ''Network Test'' was in its early stages of development during ''Beta'', there game mode had a tendency to fail to correctly read the codes for the Spartan models as the player models were usually colored "black and white" or "pink and brown" instead of "Spartan green". When viewed in first-person, the customized Spartan colors are displayed with their correct personalized colors. Shoulder permutations also had a tendency to vanish and/or fail to load their appropriate textures which resulted in the shoulder permutations being white/silver silhouettes.
*Due to the fact that ''Network Test'' was in its early stages of development during ''Beta'', there game mode had a tendency to fail to correctly read the codes for the Spartan models as the player models were usually colored "black and white" or "pink and brown" instead of "Spartan green". When viewed in first-person, the customized Spartan colors are displayed with their correct personalized colors. Shoulder permutations also had a tendency to vanish and/or fail to load their appropriate textures which resulted in the shoulder permutations being white/silver silhouettes.

Revision as of 17:44, June 17, 2010

Template:Ratings Template:New Content

An MEP-PU-2550D/E Generator under attack during a match of Generator Defense in Halo: Reach Multiplayer Beta.
A game of Generator Defense in progress.

Generator Defense, also referred to as Network Test One, is a gametype appearing in the Halo: Reach Multiplayer Beta[1] and is a confirmed Firefight gametype.[2] The playlist was added to the Beta on May 14th.[3] In the Beta, the gametype was used to test the Firefight Matchmaking code for the final game.[4]

Overview

Generator Defense could only be exclusively played on the map Template:Levelname in Halo: Reach Multiplayer Beta.[1] Overall, the gametype was basically an attack-and-defend type of gameplay. There were only two rounds in the gametype; a total of five minutes in each round.[1]

The defending team consists of three Spartans on top of a well-defended hill, while the attacking team consists of three Elites that start at the bottom of a hill and as such have to fight their way up to the generators. There are a total of three defense generators on the map which the Spartans have to defend. At the beginning of each match, several weapon caches will be distributed by a Longsword in different locations on the map; each weapon cache can potentially be a Spartan Laser, a Sniper Rifle or a Rocket Launcher. Each weapon cache will be dropped evenly around the map to allow both teams an equal chance of acquiring them. The defending Spartans will be able to lock the generators down -- hence, becoming invulnerable to attacks -- by pressing the action button near one. The lockdown lasts for 30 seconds and will start a cooldown time after the active time period.

Trivia

  • Network Test 1 was actually a test of Firefight capabilities in a co-op setting without letting players actually play these gametypes.[4] This is shown by the fact that Screenshots and Films are described as "Overlook on Easy" or "Overlook on Heroic" as opposed to the usual "Network Test 1 on Overlook". Also, the game is affected by lag much the way a campaign game is strained, not to mention the fact that Overlook appears perfect for Firefight, complete with weapon drops and ammunition.
  • As it was only a Network Test, during the Halo: Reach Multiplayer Beta, players often confirmed that gameplay was sufficiently 'laggy' and became harder to play online. It is possible Bungie will fix this problem when the full game is shipped.
  • Due to the fact that Network Test was in its early stages of development during Beta, there game mode had a tendency to fail to correctly read the codes for the Spartan models as the player models were usually colored "black and white" or "pink and brown" instead of "Spartan green". When viewed in first-person, the customized Spartan colors are displayed with their correct personalized colors. Shoulder permutations also had a tendency to vanish and/or fail to load their appropriate textures which resulted in the shoulder permutations being white/silver silhouettes.

Sources