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Metacritic Reviews: http://www.metacritic.com/game/xbox-360/halo-reach/critic-reviews
Game Editions
Regular
Limited
Legendary
Close-up of Noble Six Statue
Exclusives
Pre-order at Gamestop to receive the UA Multi-Threat MJOLNIR Mark V(B) Armor.
Pre-order at select retailers to get the Spartan Recon helmet with the Visor/Blast Shield.
A great Halo Guide can be found here thanks to conkerkid11 (also tagged in spoilers below, though be warned it is huge):
http://www.cheapassgamer.com/forums/showthread.php?t=259164
Game Editions
Regular

Limited

Legendary

Close-up of Noble Six Statue

Exclusives
Pre-order at Gamestop to receive the UA Multi-Threat MJOLNIR Mark V(B) Armor.

Pre-order at select retailers to get the Spartan Recon helmet with the Visor/Blast Shield.

A great Halo Guide can be found here thanks to conkerkid11 (also tagged in spoilers below, though be warned it is huge):
http://www.cheapassgamer.com/forums/showthread.php?t=259164
B]Introduction[/B]
Hello everybody on Cheapassgamer.com! I'm a new member here, and as a new member I tend to make mistakes. So if this thread shouldn't be here, please feel free to move it to where it should be. If this thread shouldn't even be on this website, then please feel free to lock it and forget all about it. Basicaly this thread serves as a type of "Hub" for everything Halo Reach that some of you might already know about, and some of you might not know about. Here we go...
__________________________________________________
Game Editions
First let's go through what each version of Halo Reach will provide us with. We've got a choice between the Standard Edition, Limited Edition, Legendary Edition, and Limited Edition Halo Reach Xbox 360 S.
__________________________________________________
Standard Edition
This edition of Halo Reach comes with the standard game case, a game manual, and the game disk. No exclusive armor permulations come with this edition of Halo Reach.
__________________________________________________
Limited Edition
In addition the Halo: Reach, the Limited Edition comes with game disc housed in recovered ONI “black box,” an exclusive Elite armor set for use in multiplayer modes and an artifact bag containing Dr. Halsey’s personal journal and other classified documents and effects that unravel long held secrets from the Halo universe.
__________________________________________________
Legendary Edition
The complete Halo: Reach collection. In addition to the game disc and the complete contents of the Limited Edition, the Legendary Edition includes a Noble Team statue expertly crafted by the artisans at McFarlane Toys. In addition to this, the statute is placed in UNSC-themed custom packaging exclusive and the game includes an exclusive, multiplayer Spartan armor effect – a flaming helmet!
__________________________________________________
Xbox 360 Limited Edition Halo: Reach Bundle
The Xbox 360® Limited Edition Halo: Reach Console. Custom designed with artwork inspired by Halo: Reach, in a brand new, leaner machine with Wi-Fi built-in for easier connection to the world of entertainment on Xbox LIVE. This limited offer also includes a copy of the game Halo: Reach, two custom-designed Xbox 360 wireless controllers and a 250GB hard drive.
__________________________________________________
Halo Reach General Information
Halo Reach is an upcoming first-person shooter set in the Halo universe and direct prequel to Halo: Combat Evolved, developed by Bungie, and published by Microsoft Game Studios for the Xbox 360 console. Reach is set to release on the 14th of September in North America, Europe, Australia, Asia, and Japan.
The game focuses on a squad of Spartan supersoldiers, known as Noble Team, as they fight across the Human colony of Reach to prevent the destruction of the military stronghold from a collective of alien species known as the Covenant. The player assumes the role of the team's newest replacement member, Noble Six, a Spartan-III from Beta Company.
__________________________________________________
Characters and Setting
Halo: Reach takes place in late 2552, during the Covenant invasion of the Human colony world Reach, which also serves as the main military center of the UNSC. The game follows Noble Team, a six-man special operations unit of one Spartan-II and five Spartan-III commandos. The player assumes the role of the team's newest member, Spartan-B312 or "Noble Six" and will be defending Reach from its ultimate downfall at the hands of the Covenant.
Over the course of the campaign, the players will visit various locales on and above planet Reach, including remote civilian homesteads, high-tech ONI facilities such as Sword Base, the metropolitan city of New Alexandria, as well as a segment of space combat in a Sabre fighter. The player will also encounter interactive indigenous creatures such as the Moa and the Gueta.
__________________________________________________
Plot
Halo Reach takes place on the UNSC fortress world of Reach weeks prior to Halo: Combat Evolved. Noble Team; a group of Spartan supersoldiers, is called in to investigate the sudden loss of transmission from a communication relay. Expecting Insurrectionists, the team is baffled to discover that it is the work of the Covenant, and an invasion force becomes apparent. As Covenant begin their assault on the planet, the UNSC begin their heroic yet hopeless attempt to halt the brutal alien invaders.
__________________________________________________
Gameplay
Halo Reach will feature many new additions to the Halo sandbox while still retaining the core gameplay. The player damage system will be similar to that of Halo: Combat Evolved and Halo 3: ODST. The HUD will highlight environmental features and overlay information about them, and the motion sensor display will be three-dimensional. Halo: Reach also introduces a refined equipment system known as "Armor Abilities." Pieces of equipment can now be selected upon respawning (or picked up of the ground for certain gametypes and campaign); armor abilities will be reusable with a recharge time between uses. A new assassination system will also be featured, in which holding down the melee button will trigger a context-sensitive, third-person assassination animation. Simply tapping the melee button allows for the old-instant-kill assassination.
The weapon selection has been streamlined from that of Halo 3, so that every weapon has a specific role. The number of different grenade types has also been reduced from that of Halo 3, and incendiary grenades and spike grenades will not be returning. Human weapons all hit more or less instantly after pulling the trigger, giving them a more powerful feel. There will no longer be dual-wielding available in Halo: Reach, following the same path as Halo 3: ODST. Compensating for this, the weapons that were known as dual weapons in Halo 3 that are now in Halo: Reach became drastically stronger. The magnum, for example, is now almost as powerful as the M6D Pistol in Halo: CE, and has an even higher rate of fire.
Players will be able to personalize their character's armor with a greater variety of customization options, and the appearance will be consistent across campaign and multiplayer, unlike in Halo 3 where it would only be seen during multiplayer matches. Like in Halo 3, the armor permutations will only be cosmetic and will not affect gameplay. The design of multiplayer models in Halo: Reach differs than those previously used in Halo 3; players are limited to a SPARTAN multiplayer model but given the option of changing their character's gender. Players are given the option to play as an Elite multiplayer model, though only in specific gametypes such as Firefight Versus, Invasion and other Elite-specific gametypes. Both multiplayer models have different gameplay properties; the Elite multiplayer model are physically superior, has a fully recharging health and faster shield regeneration than their SPARTAN counterpart. Overall, their only disadvantage is their massive size which makes them much noticeable target.
While the rest of Noble Team will accompany the player for most of the game, Halo: Reach will not feature any kind of tactical squad mechanic. Much like the Arbiter Thel 'Vadam in Halo 3, the rest of the squad will fight alongside the player, but will not interact with the player, other than certain scripted actions and dialogue. The levels will be more open and teleportation in co-op will be far less strict.
As seen in the E3 2010 Trailer, a small section of the Halo: Reach campaign level Long Night of Solace will involve space combats, a new element to the game. This space battle above Reach will be the first and only space combat level played in the saga.
__________________________________________________
Campaign
The campaign in Halo Reach consists of ten levels, nine of which are playable.
1.) Noble Actual
2.) Winter of Contingency
3.) Unknown
4.) Nightfall
5.) Tip of The Spear
6.) Long Night of Solace
7.) Unknown
8.) Unknown
9.) Unknown
10.) Unknown
__________________________________________________
Multiplayer Maps
Firefight Maps
Features
This is a pretty large sub-section with all the characters, vehicles, events, locations, weapons, organizations, equipment, and species in Halo Reach.
__________________________________________________
Features - Characters
Features - Vehicles
Features - Events
Features - Locations
Features - Weapons
Features - Organizations
Features - Equipment
Features - Species
Features - End
__________________________________________________
Development
Reach has been in development since the completion of Halo 3, in the tradition of a full three year cycle and will use a completely new game engine created specifically for the game. It was confirmed in October 2009 that Martin O'Donnell, Bungie's lead composer, had begun casting voice actors for Reach.
The Halo Reach Multiplayer Beta, used to gather information and tweak gameplay features in the game, ran from May 3 through May 20, 2010. The Zero-bug release milestone in Halo: Reach's development was reached on June 24, 2010, and the game's audio, including soundtrack, voices and sound effects, was finished on July 15, 2010. As of August 5, 2010, Halo: Reach has "gone gold", meaning all development of the game has been completed and mass manufacturing of the game has begun. The game is currently on target for its September 14, 2010 release date
__________________________________________________
Design
Bungie has taken a new design direction with Halo: Reach, aiming for a more somber and gritty atmosphere. The more serious tone is also reflected in camera angles; instead of long, sweeping shots, the cinematic camera angles are actually made to look as if shot with actual cameras.
In many ways, the character designs, especially those of Sangheili and human personnel, harken back to Halo: Combat Evolved. Models for enemies and allies boast remarkable levels of new detail in form of higher-resolution textures and more polygons. Enemies and allies will have more individual features to denote ranks and provide more visual variety, such as each soldier having an individual name tag in their BDUs. Bungie made an effort to make the Covenant feel more alien and threatening; for example, the Covenant will speak in their own languages instead of English.
__________________________________________________
Engine
Bungie is using a completely redone version of the Halo engine for Halo: Reach, with no component left untouched.
The environments, while larger than in the previous games, will be far more detailed. The graphical effects have been drastically improved, allowing for a new atmospheric effects system and more dynamic lighting for dramatic shadows and moving light sources in interiors. The engine was improved with "imposters" systems; this allows very cheap textures far away, and moving closer will make them improve. This was proved with the map, Forge World. Rain and fogging effects will also be improved. Halo: Reach also features a new animation system, which smoothly blends movement between standing, walking and running as well as jumps, grenade throws and firing. The facial animation system has been completely revamped, including motion capture. Weapon effects will be amplified to be more powerful and visceral than before, giving them a more serious tone. Human weapons will sound more powerful and emit smoke and showers of sparks. Plasma bolts will now burn through material as they hit, and explosions will throw clouds of dirt and debris around.
Halo: Reach's engine will be able to support up to 40 active AI characters and 20 vehicles with AI characters on screen at once, twice as many as in Halo 3. In addition, distant battles between AI characters will follow automated behavior models, which convert into scripted behaviors as the player gets closer, and finally convert to full AI.
__________________________________________________
Matchmaking
Halo: Reach's matchmaking allows players to compete with each other over the Xbox Live online service or System Link, for 16 players on the Xbox. The matchmaking system has been improved and redesigned from Halo 3; instead of having experience and rank as two separate features, Halo: Reach combines these two into a credit system where the player is scored on how well they play in each individual performance, instead of a win/loss system. As players gain credits, they achieve higher military rank, and are able to buy armor permulations to customize their SPARTAN and Elites character model. A new matchmaking system called the Arena is introduced for hardcore/competitive players where they will play in month-long seasons and be put into divisions of either Onyx, Gold, Silver, Bronze or Steel, depending on how well they play. Along with this, Bungie has announced that Campaign will also have matchmaking support as well, though there are not many details on how this will work.
The multiplayer mode features standard multiplayer gametypes such as Slayer, Capture the Flag and King of the Hill, as well as reintroducing Race, a gametype that was once made exclusive only to Halo: Combat Evolved. Firefight mode, a cooperative gameplay mode that was made present in Halo 3: ODST, will be featured in Halo: Reach with much more customizable features, from the skulls that turn on every round to the very enemies the player will face every wave, as well as having Matchmaking support. Halo: Reach also introduces new gametypes to multiplayer such as Invasion, Stockpile, and Headhunter.
The character models in Halo: Reach differs significantly than their previous architecture in Halo 3; both character models are now composed of different hitboxes and have different gameplay properties. The Elite character model are formidably larger, physically superior, having faster shield regeneration and the ability to regain health fully over time than their SPARTAN counterpart. SPARTANs are smaller and weaker than their Elite counterpart and would only regain health to thirds overtime unless they pick up a health pack. For these balancing issues, only specific gametypes in matchmaking allow SPARTANs and Elites to face each other in team-based games.
__________________________________________________
Forge World - Object List
Weapons, Human
- Building Blocks
__________________________________________________
Forge World - Sketchup Objects
Click Here To Download The Sketchup Objects
Click Here To Download Sketchup
__________________________________________________
Conclusion - Special Thanks
I'd like to thank Halopedia.com for providing me with most of this information, and Mickraider from Forgehub for providing me with the Sketchup Objects!
Hello everybody on Cheapassgamer.com! I'm a new member here, and as a new member I tend to make mistakes. So if this thread shouldn't be here, please feel free to move it to where it should be. If this thread shouldn't even be on this website, then please feel free to lock it and forget all about it. Basicaly this thread serves as a type of "Hub" for everything Halo Reach that some of you might already know about, and some of you might not know about. Here we go...
__________________________________________________
Game Editions
First let's go through what each version of Halo Reach will provide us with. We've got a choice between the Standard Edition, Limited Edition, Legendary Edition, and Limited Edition Halo Reach Xbox 360 S.
__________________________________________________
Standard Edition
This edition of Halo Reach comes with the standard game case, a game manual, and the game disk. No exclusive armor permulations come with this edition of Halo Reach.

__________________________________________________
Limited Edition
In addition the Halo: Reach, the Limited Edition comes with game disc housed in recovered ONI “black box,” an exclusive Elite armor set for use in multiplayer modes and an artifact bag containing Dr. Halsey’s personal journal and other classified documents and effects that unravel long held secrets from the Halo universe.

__________________________________________________
Legendary Edition
The complete Halo: Reach collection. In addition to the game disc and the complete contents of the Limited Edition, the Legendary Edition includes a Noble Team statue expertly crafted by the artisans at McFarlane Toys. In addition to this, the statute is placed in UNSC-themed custom packaging exclusive and the game includes an exclusive, multiplayer Spartan armor effect – a flaming helmet!

__________________________________________________
Xbox 360 Limited Edition Halo: Reach Bundle
The Xbox 360® Limited Edition Halo: Reach Console. Custom designed with artwork inspired by Halo: Reach, in a brand new, leaner machine with Wi-Fi built-in for easier connection to the world of entertainment on Xbox LIVE. This limited offer also includes a copy of the game Halo: Reach, two custom-designed Xbox 360 wireless controllers and a 250GB hard drive.

__________________________________________________
Halo Reach General Information
Halo Reach is an upcoming first-person shooter set in the Halo universe and direct prequel to Halo: Combat Evolved, developed by Bungie, and published by Microsoft Game Studios for the Xbox 360 console. Reach is set to release on the 14th of September in North America, Europe, Australia, Asia, and Japan.
The game focuses on a squad of Spartan supersoldiers, known as Noble Team, as they fight across the Human colony of Reach to prevent the destruction of the military stronghold from a collective of alien species known as the Covenant. The player assumes the role of the team's newest replacement member, Noble Six, a Spartan-III from Beta Company.
__________________________________________________
Characters and Setting
Halo: Reach takes place in late 2552, during the Covenant invasion of the Human colony world Reach, which also serves as the main military center of the UNSC. The game follows Noble Team, a six-man special operations unit of one Spartan-II and five Spartan-III commandos. The player assumes the role of the team's newest member, Spartan-B312 or "Noble Six" and will be defending Reach from its ultimate downfall at the hands of the Covenant.
Over the course of the campaign, the players will visit various locales on and above planet Reach, including remote civilian homesteads, high-tech ONI facilities such as Sword Base, the metropolitan city of New Alexandria, as well as a segment of space combat in a Sabre fighter. The player will also encounter interactive indigenous creatures such as the Moa and the Gueta.
__________________________________________________
Plot
Halo Reach takes place on the UNSC fortress world of Reach weeks prior to Halo: Combat Evolved. Noble Team; a group of Spartan supersoldiers, is called in to investigate the sudden loss of transmission from a communication relay. Expecting Insurrectionists, the team is baffled to discover that it is the work of the Covenant, and an invasion force becomes apparent. As Covenant begin their assault on the planet, the UNSC begin their heroic yet hopeless attempt to halt the brutal alien invaders.
__________________________________________________
Gameplay
Halo Reach will feature many new additions to the Halo sandbox while still retaining the core gameplay. The player damage system will be similar to that of Halo: Combat Evolved and Halo 3: ODST. The HUD will highlight environmental features and overlay information about them, and the motion sensor display will be three-dimensional. Halo: Reach also introduces a refined equipment system known as "Armor Abilities." Pieces of equipment can now be selected upon respawning (or picked up of the ground for certain gametypes and campaign); armor abilities will be reusable with a recharge time between uses. A new assassination system will also be featured, in which holding down the melee button will trigger a context-sensitive, third-person assassination animation. Simply tapping the melee button allows for the old-instant-kill assassination.
The weapon selection has been streamlined from that of Halo 3, so that every weapon has a specific role. The number of different grenade types has also been reduced from that of Halo 3, and incendiary grenades and spike grenades will not be returning. Human weapons all hit more or less instantly after pulling the trigger, giving them a more powerful feel. There will no longer be dual-wielding available in Halo: Reach, following the same path as Halo 3: ODST. Compensating for this, the weapons that were known as dual weapons in Halo 3 that are now in Halo: Reach became drastically stronger. The magnum, for example, is now almost as powerful as the M6D Pistol in Halo: CE, and has an even higher rate of fire.
Players will be able to personalize their character's armor with a greater variety of customization options, and the appearance will be consistent across campaign and multiplayer, unlike in Halo 3 where it would only be seen during multiplayer matches. Like in Halo 3, the armor permutations will only be cosmetic and will not affect gameplay. The design of multiplayer models in Halo: Reach differs than those previously used in Halo 3; players are limited to a SPARTAN multiplayer model but given the option of changing their character's gender. Players are given the option to play as an Elite multiplayer model, though only in specific gametypes such as Firefight Versus, Invasion and other Elite-specific gametypes. Both multiplayer models have different gameplay properties; the Elite multiplayer model are physically superior, has a fully recharging health and faster shield regeneration than their SPARTAN counterpart. Overall, their only disadvantage is their massive size which makes them much noticeable target.
While the rest of Noble Team will accompany the player for most of the game, Halo: Reach will not feature any kind of tactical squad mechanic. Much like the Arbiter Thel 'Vadam in Halo 3, the rest of the squad will fight alongside the player, but will not interact with the player, other than certain scripted actions and dialogue. The levels will be more open and teleportation in co-op will be far less strict.
As seen in the E3 2010 Trailer, a small section of the Halo: Reach campaign level Long Night of Solace will involve space combats, a new element to the game. This space battle above Reach will be the first and only space combat level played in the saga.
__________________________________________________
Campaign
The campaign in Halo Reach consists of ten levels, nine of which are playable.
1.) Noble Actual
2.) Winter of Contingency
3.) Unknown
4.) Nightfall
5.) Tip of The Spear
6.) Long Night of Solace
7.) Unknown
8.) Unknown
9.) Unknown
10.) Unknown
__________________________________________________
Multiplayer Maps
- Boardwalk
- Boneyard
- Countdown
- Forge World
- Powerhouse
- Reflection
- Spire
- Sword Base
- Zealot
Firefight Maps
- Beachhead
- Corvette
- Courtyard
- Glacier
- Holdout
- Outpost
- Overlook
- Waterfront
Features
This is a pretty large sub-section with all the characters, vehicles, events, locations, weapons, organizations, equipment, and species in Halo Reach.
__________________________________________________
Features - Characters
- Auntie Dot
- Avery Junior Johnson
- Carter-A259
- Catherine-B320
- Catherine Elizabeth Halsey
- Cortana
- Edward Buck
- Emile-A239
- John-117
- Jorge-052
- Jun-A266
- Pete Stacker
- Spartan-B312
- Urban Holland
Features - Vehicles
- Anchor 9
- Assault Carrier
- C709 Longsword
- CCS-Class Battlecruiser
- Civilian vehicles
- Covenant Corvette
- Dropship 77-Troop Carrier
- Halcyon-class Cruiser
- Marathon-class Cruiser
- M12 Light Reconnaissance Vehicle
- M12G1 Light Anti-Armor Vehicle
- M274 Ultra-Light All-Terrain Vehicle
- M808B Main Battle Tank
- M831 Troop Transport
- Rocket Warthog
- Orbital Insertion Pod
- S-2 Traxus Cargo Transporter
- Sabre
- Seraph-class Starfighter
- Type-25 Assualt Gun Carriage
- Type-25 Troop Carriage
- Type-26 Ground Support Aircraft
- Type-32 Rapid Assault Vehicle
- Type-47 Ultra Heavy Assault Platform
- Type-48 Light Assault Gun Carriage
- Type-52 Anti-Aircraft Artillery
- Type-52 Troop Carrier
- UH-144 Falcon
- Unidentified flatbed truck
- UNSC Frigate
Features - Events
- Operation - TORPEDO
- Operation - GUARDIAN LANCE
- Fall of Reach
Features - Locations
- Reach
- Eposz
- Longhorn Valley
- Manassas
- New Alexandria
- Unnamed Saber Launch Facility
- Utkozet
- Visegrad
Features - Weapons
- Combat Knife
- Landmine
- M6G Personal Defense Weapon System
- M9 High-Explosive Dual-Purpose Grenade
- M247H Heavy Machine Gun
- M41 Light Anti-Aircraft Gun
- M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon
- M45 Tactical Shotgun
- M319 Individual Grenade Launcher
- M392 Designated Marksman Rifle
- MA37 Individual Combat Weapon System
- MG460 Automatic Grenade Launcher
- Sniper Rifle System 99 Anti-Materiel
- Target Locator
- Type-1 Antipersonnel Grenade
- Type-1 Energy Weapon/Sword
- Type-2 Energy Weapon/Hammer
- Type-25 Carbine
- Type-25 Directed Energy Pistol
- Type-25 Directed Energy Rifle
- Type-31 Rifle
- Type-33 Guided Munitions Launcher
- Type-33 Light Anti-Armor Weapon
- Type-50 Directed Energy Rifle/Heavy
- Type-51 Directed Energy Rifle/Improved
- Type-52 Directed Energy Support Weapon
- Type-52 Special Applications Rifle
- Type-52 Guided Munitions Launcher/Explosive
- Weapon/Anti-Vehicle Model 6 Grindell/Galileian Nonlinear Rifle
Features - Organizations
- AMG Transport Dynamic
- Covenant Empire
- Jotun Heavy Industries
- Traxus Heavy Industries
- United Nations Space Command
Features - Equipment
- Active Camouflage
- Antigravity Pack
- Drop Shield
- Hologram
- MJOLNIR Powered Assault Armor/Mark IV
- MJOLNIR Powered Assault Armor/Mark V
- MJOLNIR Powered Assault Armor/Mark VI
- ODST Ballistic Battle Armor
- Sangheili Combat Harness
- Sprinting
- Jetpack
- Unnamed Shielding Attachment
Features - Species
- Guta
- Human
- Huragok
- Jiralhanae
- Kig-yar
- Mgalekgolo
- Moa
- Sangheili
- Unggoy
- Yanme'e
Features - End
__________________________________________________
Development
Reach has been in development since the completion of Halo 3, in the tradition of a full three year cycle and will use a completely new game engine created specifically for the game. It was confirmed in October 2009 that Martin O'Donnell, Bungie's lead composer, had begun casting voice actors for Reach.
The Halo Reach Multiplayer Beta, used to gather information and tweak gameplay features in the game, ran from May 3 through May 20, 2010. The Zero-bug release milestone in Halo: Reach's development was reached on June 24, 2010, and the game's audio, including soundtrack, voices and sound effects, was finished on July 15, 2010. As of August 5, 2010, Halo: Reach has "gone gold", meaning all development of the game has been completed and mass manufacturing of the game has begun. The game is currently on target for its September 14, 2010 release date
__________________________________________________
Design
Bungie has taken a new design direction with Halo: Reach, aiming for a more somber and gritty atmosphere. The more serious tone is also reflected in camera angles; instead of long, sweeping shots, the cinematic camera angles are actually made to look as if shot with actual cameras.
In many ways, the character designs, especially those of Sangheili and human personnel, harken back to Halo: Combat Evolved. Models for enemies and allies boast remarkable levels of new detail in form of higher-resolution textures and more polygons. Enemies and allies will have more individual features to denote ranks and provide more visual variety, such as each soldier having an individual name tag in their BDUs. Bungie made an effort to make the Covenant feel more alien and threatening; for example, the Covenant will speak in their own languages instead of English.
__________________________________________________
Engine
Bungie is using a completely redone version of the Halo engine for Halo: Reach, with no component left untouched.
The environments, while larger than in the previous games, will be far more detailed. The graphical effects have been drastically improved, allowing for a new atmospheric effects system and more dynamic lighting for dramatic shadows and moving light sources in interiors. The engine was improved with "imposters" systems; this allows very cheap textures far away, and moving closer will make them improve. This was proved with the map, Forge World. Rain and fogging effects will also be improved. Halo: Reach also features a new animation system, which smoothly blends movement between standing, walking and running as well as jumps, grenade throws and firing. The facial animation system has been completely revamped, including motion capture. Weapon effects will be amplified to be more powerful and visceral than before, giving them a more serious tone. Human weapons will sound more powerful and emit smoke and showers of sparks. Plasma bolts will now burn through material as they hit, and explosions will throw clouds of dirt and debris around.
Halo: Reach's engine will be able to support up to 40 active AI characters and 20 vehicles with AI characters on screen at once, twice as many as in Halo 3. In addition, distant battles between AI characters will follow automated behavior models, which convert into scripted behaviors as the player gets closer, and finally convert to full AI.
__________________________________________________
Matchmaking
Halo: Reach's matchmaking allows players to compete with each other over the Xbox Live online service or System Link, for 16 players on the Xbox. The matchmaking system has been improved and redesigned from Halo 3; instead of having experience and rank as two separate features, Halo: Reach combines these two into a credit system where the player is scored on how well they play in each individual performance, instead of a win/loss system. As players gain credits, they achieve higher military rank, and are able to buy armor permulations to customize their SPARTAN and Elites character model. A new matchmaking system called the Arena is introduced for hardcore/competitive players where they will play in month-long seasons and be put into divisions of either Onyx, Gold, Silver, Bronze or Steel, depending on how well they play. Along with this, Bungie has announced that Campaign will also have matchmaking support as well, though there are not many details on how this will work.
The multiplayer mode features standard multiplayer gametypes such as Slayer, Capture the Flag and King of the Hill, as well as reintroducing Race, a gametype that was once made exclusive only to Halo: Combat Evolved. Firefight mode, a cooperative gameplay mode that was made present in Halo 3: ODST, will be featured in Halo: Reach with much more customizable features, from the skulls that turn on every round to the very enemies the player will face every wave, as well as having Matchmaking support. Halo: Reach also introduces new gametypes to multiplayer such as Invasion, Stockpile, and Headhunter.
The character models in Halo: Reach differs significantly than their previous architecture in Halo 3; both character models are now composed of different hitboxes and have different gameplay properties. The Elite character model are formidably larger, physically superior, having faster shield regeneration and the ability to regain health fully over time than their SPARTAN counterpart. SPARTANs are smaller and weaker than their Elite counterpart and would only regain health to thirds overtime unless they pick up a health pack. For these balancing issues, only specific gametypes in matchmaking allow SPARTANs and Elites to face each other in team-based games.
__________________________________________________
Forge World - Object List
Weapons, Human
- Assault Rifle
- Designated Marksman Rifle
- Frag Grenade
- Grenade Launcher
- Magnum
- Rocket Launcher
- Shotgun
- Sniper Rifle
- Spartan Laser
- Concussion Rifle
- Energy Sword
- Fuel Rod Cannon
- Focus Rifle
- Gravity Hammer
- Needler
- Needle Rifle
- Plasma Grenade
- Plasma Launcher
- Plasma Pistol
- Plasma Repeater
- Plasma Rifle
- Spiker
- The target designator didn't make it into Forge World. Ferrix is sorry...
- Active Camoflage
- Armor Lock
- Drop Shield
- Evade
- Hologram
- Jet Pack
- Sprint
- Banshee
- Falcon
- Ghost
- Revenant
- Scorpion
- Shade Turret
- Mongoose
- Warthog
- Wraith
- Civilian Vehicles didn't make it into Forge World. Ferrix is very sorry...
- Explosives
- Fusion Coil
- Land Mine
- Health Station
- The Health Station is a standalone object and can be placed anywhere.
- Powerups
- *Custom Powerup
- *Active Camo
- *Overshield
- Cannons Men
- Vehicle Cannon, Man - the vehicle cannon, man is larger and more powerful than the regular cannon, man. Confirmed by Ferrix.
- Cannon, Man - the cannon, man is smaller and less powerful than the vehicle cannon, man. Confirmed by Ferrix.
- One Way Shield 2
- One Way Shield 3
- One Way Shield 4
- Special FX
- Colorblind
- Next Gen
- Juicy
- Nova
- Olde Timey
- Pen and Ink
- Purple
- Green
- Orange
- Shield Door, Small
- Shield Door, Medium
- Shield Door, Large
- Teleporters
- Reciever Node
- Sender Node
- Two Way Node
- Each node can be set up to either allow heavy vehicles, players, light vehicles, or air vehicles to pass through. The area of effect can also be changed. Unlike in Halo 3, there is no set point for where you exit a reciever node or a two way node. Whichever direction you pass through the sender node of the two way node is the same direction you will come out of the reciever node of two way node.
- Toys
- Die
- Golf Ball
- Golf Club
- Kill Ball
- Soccer Ball
- Tin Cup
- Lights
- Light, Red
- Light, Blue
- Light, Green
- Light, Orange
- Light, Purple
- Light, Yellow
- Light, White
- Light, Red, Flashing
- Light, Blue, Flashing
- Light, Green, Flashing
- Light, Orange, Flashing
- Light, Purple, Flashing
- Light, Yellow, Flashing
- Light, White, Flashing
- Barricades
- Camping Stool
- Crates
- Sandbags
- Street Cone
- Initial Spawn
- Respawn Point
- Initial Loadout Camera
- Respawn Zone
- Respawn Zone, Weak
- Respawn Zone, Anti
- Safe Area Boundaries
- Kill Area Boundaries
- *Infection Safe Area
- *Headhunter Score Areas
- *King of The Hill; Hill
- No known objects at this time...
- Building Blocks
- Block, 1x1
- Block, 1x1, Flat
- Block, 1x1, Short
- Block, 1v1, Tall
- Block, 1x1, Tall and Thin
- Block, 1x2
- Block, 1x4
- Block, 2x1, Flat
- Block, 2x2
- Block, 2x2, Flat
- Block, 2x2, Short
- Block, 2x2, Tall
- Block, 2x3
- Block, 2x4
- Block, 2x4, Flat
- Block, 3x3
- Block, 3x3, Flat
- Block, 3x3, Short
- Block, 3x3, Tall
- Block, 3x4
- Block, 4x4
- Block, 4x4, Flat
- Block, 4x4, Short
- Block, 4x4, Tall
- Block, 5x1, Short
- Block, 5x5, Flat
- Bridges and Platforms
- Bridge, Small
- Bridge, Medium
- Bridge, Large
- Bridge, XLarge
- Bridge, Diagonal
- Bridge, Diag, Small
- Dish
- Dish, Open
- Corner, 45 Degrees
- Corner, 2X2
- Corner, 4X4
- Landing Pad
- Platform, Ramped
- Platform, Large
- Platform, XL
- Platform, XXL
- Platform, Y
- Platform, Y, Large
- Sniper Nest
- Staircase
- Walkway, Large
- Bunker, Small
- Bunker, Small, Covered
- Bunker, Box
- Bunker, Round
- Bunker, Ramp
- Pyramid
- Tower, 2 Story
- Tower, 3 Story
- Tower, Tall
- Room, Double
- Room, Triple
- Antenna, Small
- Antenna, Satellite
- Brace
- Brace, Large
- Brace, Tunnel
- Column
- Cover
- Cover, Crenellation
- Cover, Glass
- Glass Sail
- Railing, Small
- Railing, Medium
- Railing, Long
- Teleporter Frame
- Strut
- Large Walkway Cover
- Door
- Door, Double
- Window
- Window, Double
- Wall
- Wall, Double
- Wall, Corner
- Wall, Curved
- Wall, Coliseum
- Window, Coliseum
- Tunnel, Short
- Tunnel, Long
- Bank, 1X1
- Bank, 1X2
- Bank, 2X1
- Bank, 2X2
- Ramp, 1X2
- Ramp, 1X2, Shallow
- Ramp, 2X2
- Ramp, 2X2, Steep
- Ramp, Circular, Small
- Ramp, Circular, Large
- Ramp, Bridge, Small
- Ramp, Bridge, Medium
- Ramp, Bridge, Large
- Ramp, XL
- Ramp, Stunt
- Rock, Small
- Rock, Flat
- Rock, Medium 1
- Rock, Medium 2
- Rock, Spire 1
- Rock, Spire 2
- Rock, Seastack
- Rock, Arch
- The grid is a standalone object that costs $100 and is shown in the image above. It is a solid object, but objects do not snap to the lines on the grid, it is simply for visual usage and can be placed anywhere on Forge World.
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Forge World - Sketchup Objects
Click Here To Download The Sketchup Objects
Click Here To Download Sketchup

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Conclusion - Special Thanks
I'd like to thank Halopedia.com for providing me with most of this information, and Mickraider from Forgehub for providing me with the Sketchup Objects!
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