Generator Defense: Difference between revisions

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==Trivia==
==Trivia==


*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 show 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 11:03, June 7, 2010

Template:Ratings Template:New Content

Promotional image for the Halo: Reach Multiplayer Beta featuring an MEP-PU-2550D/E Generator under attack during a match of Generator Defense on the Firefight map Overlook. From the Halo: Reach press kit.
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] The playlist was added to the Beta on May 14th.[2] It is testing the Campaign Code for the final game.

Overview

Generator Defense can only be exclusively played on the map Template:Levelname in Halo: Reach Multiplayer Beta.[1] 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.[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

  • 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.
  • 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