Xbox/Windows10 Games

HALO5最新アップデート「Anvil's legacy」が配信開始! 待望のコンテンツブラウザ実装。

 

HALO5の最新のアップデート、Anvil's lgacyの配信が開始となりました。

HALO5にさらにマップなどのコンテンツが追加されます。

このアップデートは無料で提供されます。

 

 

youtu.be-lMPhJx4Mfns

 

新しいマップ

mercy-module-1cabec0ed28a48d1b740cfd806a19235[1]

Halo4で最も愛されたマップの1つマーシーがかえってきました。

この中規模の対象マップはスレイヤーやストロングホールド等のモードに向いており

新鮮で新しいアートスタイルを備えています。

 

anvilslegacy_temple01-77c6a019eba844ad9cf414ae2c6e83e4[1]

新しいウォーゾーンマップにテンプルが追加されました。

 

コンテンツブラウザ

content-browser-module03-3b364c6da8494e3cb51d17bbfa3c6cb5[1]

XboxOneとWindows10で

コンテンツブラウザが用意され無数のカスタムマップ、

ゲームモードなどをダウンロードできます。

 

武器スキン

mastercontrol-module-ef8c7a546d924d7684ad0a5035c85a0c[1]

新しくいくつかの武器スキンや徴発アイテムが追加されました。

 

動画

 

パッチノート

New Features and Updates:

  • Halo 5: Forge released for Windows 10 PC
  • Halo app released for Windows 10 PC
  • New Arena map added – Mercy
  • New Warzone Assault map added – Temple
  • Content Browser added

Arena:

  • New Arena map added – Mercy
  • Fiesta updated with latest REQ weapons
  • Super Fiesta added to Custom Games
  • Vehicle weapons are properly taken into account when determining player spawn location

Warzone:

  • New Warzone Assault map added – Temple
  • Vehicle weapons are properly taken into account when determining player spawn location
  • Base shield doors should no longer appear yellow at times
  • Updated Escape from ARC to use correct version of Grunt Goblin
  • Fixed Spawn locations in the Monument on Battle of Noctus
  • Removed Beam Rifles from Jackals on Raid on Apex 7 (Jackal Snipers still OP)
  • Fixed bug where gates could be reopened on Prospect
  • Fixed Warthogs on Battle of Noctus not exploding when the boss is killed
  • Fixed various text and audio related to bosses

Warzone Firefight:

  • Increased vitality of Protect Core objects in Round 3 on Urban
  • Adjusted Warden spawn locations in Round 5 objective on March on Stormbreak
  • Adjusted Warden spawn locations in Round 5 objective on Urban
  • Adjusted various enemy compositions for objectives across all maps
  • Fixed issue where boss would escape the Mantis during boss encounter on Skirmish at Darkstar

AI Enemy tuning:

  • Fixed a bug that allowed shooting through the Grunt Goblin Cockpit to headshot the pilot
  • Reduced Grunt Goblin Shield Canopy health
  • Fixed a bug affecting Grunt Goblin Dual Needler supercombine damage (should no longer one shot Scorpions and Wraiths)
  • Reduced Grunt Goblin Needle Barrage supercombine damage (should no longer one shot Wasps and Ghosts)
  • Fixed Grunt Goblin Needle Barrage needles sometimes vanishing and then reappearing under high latency
  • Increased Grunt Goblin and Warden mass to prevent a boosting Wraith from launching them out of environment
  • Fixed a bug that caused a Knight to randomly die while being shot in the head (does not affect headshots when the faceplate is gone or is open during an animation)
  • Fixed certain Knight bosses being unable to hit targets at a distance with Incineration Cannons
  • Made minor increases to health/shields for Legendary Elite, Soldier, and Knight
  • Fixed Soldiers not reacting to taking damage (this bug made weapons feel much less effective)
  • Reduced Soldier damage as a Gunner in a Warthog
  • Fixed certain damage sources being able to chain stun Warzone bosses

Sandbox:

  • Fixed a bug where the Flag and Ball would disappear when dropped on pistons
  • Fixed a bug where the game would not respect some custom game settings when leaving and rejoining a game in progress
  • Updated Wasp reticle to more accurately represent chaingun spread
  • Fixed a bug with Phaeton getting set to phased physics in Forge
  • Fixed a bug with the weak spots on Wraiths and Scorpions not properly being obstructed
  • Fixed a bug where you could board the Mantis from the front
  • Fixed a bug surrounding foot stomp damage on the Mantis
  • Fixed a rare bug where some rockets could get stuck to Spartans and not detonate
  • Fixed a bug with the Spartan Charge targeting enemies at extreme angles
  • Buffed Jorge's Chaingun

Forge

New and Updated Features:

  • Content Browser - Share files (maps, game variants, etc.) easily with the entire Forge community
  • Forge Prefabs - When inside Forge, open the object pallet and select {PREFABS} to open the Content Browser to select a Prefab to place
  • Directional Duplication - Hold down d-pad right to duplicate and use the right analog stick to pick which face of the target object the duplicate object will be created
  • Vehicle Welding [beta] - is now official! Weld objects together with vehicles to make your own new creations
  • "Per vehicle camera distance" added to Forge vehicle properties

New Objects:

gameplay > weapons >

  • Magnum [Gunfighter]
  • Magnum [Tactical]
  • Magnum [Whispered Truth]
  • Shotgun [Blaze of Glory]
  • Shotgun [Oathsworn]
  • Hydra Launcher [Echidna]
  • SAW [The Answer]
  • Rocket Launcher [High Five]
  • Rocket Launcher: SPNKr [Ex]
  • Rocket Launcher: SPNKr [Prime]
  • Sniper Rifle [Arrow of Time]
  • Sniper Rifle [Nornfang]
  • Railgun [Whiplash]
  • Spartan Laser [Selene's Lance]
  • Storm Rifle [Blissful Slumber]
  • Carbine [Blood of Suban]
  • Plasma Pistol [Spitfire]
  • Energy Sword [Vorpal Talon]
  • Energy Sword [Prophets' Bane]
  • Needler [Talon of the Lost]
  • Beam Rifle [Krith's Left Hand]
  • Beam Rifle: Halo 2 [Delta]
  • Fuel Rod Cannon [Pool of Radiance]
  • Plasma Caster [White Scar]
  • Hunter Arm [Wicked Grasp]
  • Hunter Arm [Berserker's Claw]
  • Boltshot [Open Hand]
  • Suppressor [Razor's Edge]
  • LightRifle [Dying Star]
  • Scattershot [Didact's Signet]
  • Binary Rifle [Twin Jewels of Maethrillian]
  • Incineration Cannon [Heartseeker]
  • Plasma Rifle: Brute: Halo 2 [Scale of Soirapt]
  • Gravity Hammer [Grinder]
  • Gravity Hammer [Tartarus' Gavel]

gameplay > turrets >

    • Turret: Chaingun [Oni; detached]
    • Turret: Rocket [Oni; detached]
    • Turret: Gauss [Oni; detached]

gameplay> powerups>

    • Power-Up [speed boost; 2]
    • Power-Up [speed boost; 3]
    • Power-Up [active camo; 2]
    • Power-Up [active camo; 3]
    • Power-Up [damage boost; 2]
    • Power-Up [damage boost; 3]
    • Power-Up [overshield; 2]
    • Power-Up [overshield; 3]

gameplay> vehicles> type> land>

    • Warthog: Chaingun [Oni]
    • Warthog: Chaingun [Sword]
    • Warthog: Gauss [Oni]
    • Warthog: Rocket [Oni]
    • Warthog: Rocket [Vespin]
    • Warthog: Scout [Oni]
    • Scorpion [Oni]
    • Scorpion [Hannibal]
    • Mantis [Oni]
    • Mantis [Hannibal]
    • Ghost [Ultra]
    • Ghost [Temple]
    • Wraith [Ultra]
    • Wraith [Temple]

gameplay> vehicles> type> air>

    • Banshee [Ultra]
    • Banshee [Temple]
    • Phaeton [Helios]

gameplay> launchers> mancannons>

    • Man Cannon [Sangheili; red]
    • Man Cannon [Sangheili; blue]

gameplay> gravity-vols> type> slides>

    • Gravity: Slide [2x4; visible]
    • Gravity: Slide [2x8; visible]
    • Gravity: Slide [2x16; visible]
    • Gravity: Slide [2x32; visible]
    • Gravity: Slide [2x64; visible]
    • Gravity: Slide [2x128; visible]
    • Gravity: Slide [4x4; visible]
    • Gravity: Slide [4x8; visible]
    • Gravity: Slide [4x16; visible]
    • Gravity: Slide [4x32; visible]
    • Gravity: Slide [4x64; visible]
    • Gravity: Slide [4x128; visible]
    • Gravity: Slide [8x4; visible]
    • Gravity: Slide [8x8; visible]
    • Gravity: Slide [8x16; visible]
    • Gravity: Slide [8x32; visible]
    • Gravity: Slide [8x64; visible]
    • Gravity: Slide [8x128; visible]
    • Gravity: Slide [16x4; visible]
    • Gravity: Slide [16x8; visible]
    • Gravity: Slide [16x16; visible]
    • Gravity: Slide [16x32; visible]
    • Gravity: Slide [16x64; visible]
    • Gravity: Slide [16x128; visible]
    • Gravity: Slide [32x4; visible]
    • Gravity: Slide [32x8; visible]
    • Gravity: Slide [32x16; visible]
    • Gravity: Slide [32x32; visible]
    • Gravity: Slide [32x64; visible]
    • Gravity: Slide [32x128; visible]

gameplay> gravity-vols> type> bouncers>

    • Gravity: Bouncer [4x4; visible]
    • Gravity: Bouncer [8x8; visible]
    • Gravity: Bouncer [12x12; visible]
    • Gravity: Bouncer [16x16; visible]
    • Gravity: Bouncer [20x20; visible]
    • Gravity: Bouncer [24x24; visible]
    • Gravity: Bouncer [32x32; visible]
    • Gravity: Bouncer [48x48; visible]
    • Gravity: Bouncer [64x64; visible]

gameplay> shields> type> colors>

    • Shield: Colorable [8x24]
    • Shield: Colorable [8x48]
    • Shield: Colorable [16x24]
    • Shield: Colorable [16x48]
    • Shield: Colorable [24x24]
    • Shield: Colorable [24x48]
    • Shield: Colorable [32x24]
    • Shield: Colorable [32x48]
    • Shield: Colorable [48x24]
    • Shield: Colorable [48x48]
    • Shield: Colorable [64x24]
    • Shield: Colorable [64x48]

props> cover> style> sandbag> walls>

    • Cover: Sandbags [4x16x4.5; wall]
    • Cover: Sandbags [4x32x4.5; wall]
    • Cover: Sandbags [4x4x4.5; wall]
    • Cover: Sandbags [4x64x4.5; wall]
    • Cover: Sandbags [4x8x4.5; wall]

props> cover> style> sandbag> curves>

    • Cover: Sandbags [16x16x4.5; curve]
    • Cover: Sandbags [32x32x4.5; curve]
    • Cover: Sandbags [8x8x4.5; curve]

props> cover> style> sandbag> slopes>

    • Cover: Sandbags [4x16x4.5; slope]
    • Cover: Sandbags [4x32x4.5; slope]
    • Cover: Sandbags [4x8x4.5; slope]

props> cover> style> sandbag> stacks>

    • Cover: Sandbags [12x12x8; stack]
    • Cover: Sandbags [16x16x12; stack]

props> cover> style> sandbag> pallets>

    • Cover: Sandbags [12x12x8; pallet]
    • Cover: Sandbags [8x8x4.5; pallet]

props> cover> style> sandbag> extras>

    • Cover: Sandbags [3x2x1; single]
    • Cover: Sandbags [3x4x1; triple]
    • Cover: Sandbags [8x8x4.5; pile]

props> destructible> boards>

    • Board: Wood [2x8]
    • Board: Wood [2x16]
    • Board: Wood [4x8]
    • Board: Wood [4x16]

props> creatures> guilty-spark>

    • Guilty Spark [toy; standard]
    • Guilty Spark [toy; Forge]

props> vehicles> phantom>

    • Phantom [103x66x32; closed]

props> construction> pipes> corners>

    • Pipe: Crouching [9x9x9; corner; 15]
    • Pipe: Crouching [10x10x9; corner; 45]
    • Pipe: Crouching [9x9x9; corner; 90]

props> construction> pipes> junctions>

    • Pipe: Crouching [13x11x9; t-joint]
    • Pipe: Crouching [13x13x9; x-joint]

props> construction> pipes> covers>

    • Pipe: Crouching [9x3x9; cap]
    • Pipe: Crouching [7x1x7; manhole]
    • Pipe: Crouching [7x1x7; rebar]

props> construction> pipes> transitions>

    • Pipe: Transition [12x8x12]

props> construction> pipes> corners>

    • Pipe: Standing [13x13x12; corner; 15]
    • Pipe: Standing [14x13x12; corner; 45]
    • Pipe: Standing [13x13x12; corner; 90]

props> construction> pipes> junctions>

    • Pipe: Standing [16x14x12; t-joint]
    • Pipe: Standing [16x16x12; x-joint]

props> construction> pipes> covers>

    • Pipe: Standing [12x3x12; cap]
    • Pipe: Standing [10x1x10; manhole]
    • Pipe: Standing [10x1x10; rebar]

props> construction> vents> corners>

    • Vent [7x8x6; corner; 15]
    • Vent [7x8x6; corner; 30]
    • Vent [8x8x6; corner; 45]
    • Vent [8x8x6; corner; 90]

props> construction> vents> junctions>

    • Vent [10x8x6; t-joint]
    • Vent [10x10x6; x-joint]

props> construction> vents> covers>

    • Vent [1x6x6; cap]
    • Vent [1x6x6; cover]

props> covenant> crates>

    • Crate [2x4x1; Covenant]
    • Crate [2x4x2; Covenant]
    • Crate [3x3x3; Covenant]

props> covenant> cover>

    • Cover [6x6x9; Covenant; a]
    • Cover [6x6x9; Covenant; b]
    • Cover [9x18x12; Covenant; trident]

props> covenant> accents>

    • Accent [6x26x9; Covenant; blocker; left]
    • Accent [6x26x9; Covenant; blocker; right]
    • Accent [20x14x26; Covenant; plinth]
    • Accent [20x16x17; Covenant; terminal; base]
    • Accent [28x28x14; Covenant; terminal; top]
    • Accent [25x12x20; Covenant; pillar]
    • Accent [26x14x34; Covenant; pillar]
    • Accent [94x44x72; Covenant; horn; left]
    • Accent [94x44x72; Covenant; horn; right]

props> covenant> lights>

    • Light [2x1x1; Covenant; sentry]
    • Light [1x1x8; Covenant; portable]
    • Light [4x4x3; Covenant; pod; full]
    • Light [2x2x2; Covenant; pod; body]
    • Light [1x1x2; Covenant; pod; leg]
    • Light [8x8x6; Covenant; pod; full]
    • Light [4x4x4; Covenant; pod; body]
    • Light [3x1x5; Covenant; pod; leg]

props> covenant> destructible>

    • Destructible [5x6x27; Covenant; antenna]
    • Destructible [8x8x9; Covenant; fuel-tank]
    • Destructible [8x10x22; Covenant; overload-station]
    • Destructible [10x4x6; Covenant; fuel-cell]

props> covenant> weapon-pods>

    • Weapon-Pod [07x08x10; Covenant; closed]
    • Weapon-Pod [07x08x10; Covenant; body]
    • Weapon-Pod [02x03x06; Covenant; door]

props> covenant> drop-pods>

    • Drop-Pod [14x12x28; Covenant; closed]
    • Drop-Pod [14x12x28; Covenant; body]
    • Drop-Pod [08x03x14; Covenant; door]

props> covenant> monitors>

    • Monitor: Screen [Covenant; 1; a]
    • Monitor: Screen [Covenant; 1; b]
    • Monitor: Screen [Covenant; 2; a]
    • Monitor: Screen [Covenant; 2; b]
    • Monitor: Screen [Covenant; 3; a]
    • Monitor: Screen [Covenant; 3; b]
    • Monitor: Screen [Covenant; 4; a]
    • Monitor: Screen [Covenant; 4; b]
    • Monitor: Screen [Covenant; 5]
    • Monitor: Screen [Covenant; 6; a]
    • Monitor: Screen [Covenant; 6; b]
    • Monitor: Screen [Covenant; 7; a]
    • Monitor: Screen [Covenant; 7; b]

props> covenant> monitor-elements>

    • Monitor: Element [Covenant; 1]
    • Monitor: Element [Covenant; 2; a]
    • Monitor: Element [Covenant; 2; b]
    • Monitor: Element [Covenant; 3; a]
    • Monitor: Element [Covenant; 4; a]
    • Monitor: Element [Covenant; 4; b]
    • Monitor: Element [0; Covenant; 6; a]
    • Monitor: Element [0; Covenant; 6; e]
    • Monitor: Element [0; Covenant; 6; f]
    • Monitor: Element [0; Covenant; 6; b]
    • Monitor: Element [0; Covenant; 6; c]
    • Monitor: Element [0; Covenant; 6; d]
    • Monitor: Element [Covenant; marker; a]
    • Monitor: Element [Covenant; marker; b]
    • Monitor: Element [Covenant; marker; c]
    • Monitor: Element [Covenant; marker; d]
    • Monitor: Element [Covenant; marker; e]
    • Monitor: Element [Covenant; marker; f]
    • Monitor: Element [Covenant; graph; waves]
    • Monitor: Element [Covenant; graph; a]
    • Monitor: Element [Covenant; graph; b]
    • Monitor: Element [Covenant; graph; c]
    • Monitor: Element [Covenant; element]
    • Monitor: Element [Covenant; hex]
    • Monitor: Element [Covenant; planet]

props> covenant> shields>

    • Shield [Covenant; portable]
    • Shield [Covenant; generator; small]
    • Shield [Covenant; generator; dome]
    • Shield [Covenant; generator; curve-horizontal]
    • Shield [Covenant; generator; curve-vertical]
    • Shield [Covenant; generator; tall]
    • Shield [Covenant; generator; wide]
    • Shield [6x9x9; Covenant; generator; no shield]

extras> decals> cov-glyphs>

    • Decal: Covenant: Glyph [8x8; standard; whole]
    • Decal: Covenant: Glyph [8x8; standard; notched]
    • Decal: Covenant: Glyph [8x8; standard; hollow]
    • Decal: Covenant: Glyph [8x8; technical; whole]
    • Decal: Covenant: Glyph [8x8; technical; notched]
    • Decal: Covenant: Glyph [8x8; technical; hollow]
    • Decal: Covenant: Glyph [8x8; transitional; whole]
    • Decal: Covenant: Glyph [8x8; transitional; notched]
    • Decal: Covenant: Glyph [8x8; transitional; hollow]
    • Decal: Covenant: Glyph [8x8; tick; 1]
    • Decal: Covenant: Glyph [8x8; tick; 2]
    • Decal: Covenant: Glyph [8x8; tick; 3]

extras> fx> fire>

    • FX: Fire [human; flames; x-small]
    • FX: Fire [human; flames; small]
    • FX: Fire [human; flames & smoke; x-small]
    • FX: Fire [human; flames & smoke; small]
    • FX: Fire [human; jet; x-small]
    • FX: Fire [human; jet; small]
    • FX: Fire [human; thruster; x-small]
    • FX: Fire [human; thruster; small]
    • FX: Fire [human; pyre; x-small]
    • FX: Fire [human; pyre; small]
    • FX: Fire [Covenant; flames; x-small]
    • FX: Fire [Covenant; flames; small]
    • FX: Fire [Covenant; flames & smoke; x-small]
    • FX: Fire [Covenant; flames & smoke; small]

extras> fx> covenant>

    • FX: Grunt [Covenant; grunt b-day]

extras> fx> animals>

    • Sound: Animal [birds; tidal]
    • Sound: Animal [whale; tidal]

extras> sounds> doors>

    • Sound: Door [UNSC; small]
    • Sound: Door [UNSC; medium]
    • Sound: Door [UNSC; large]
    • Sound: Door [UNSC; rattle-y]
    • Sound: Door [synthetic mysterious]

extras> sounds> music>

    • Sound: Music [random; radio]
    • Sound: Music [abandoned station]
    • Sound: Music [abandoned station; radio]
    • Sound: Music [blue team]
    • Sound: Music [Blue Team; radio]
    • Sound: Music [Covenant chant]
    • Sound: Music [Covenant chant; radio]
    • Sound: Music [Infected]
    • Sound: Music [Infected; radio]
    • Sound: Music [last man standing]
    • Sound: Music [last man standing; radio]
    • Sound: Music [Mantis battle]
    • Sound: Music [Mantis battle; radio]
    • Sound: Music [Master Chief battle]
    • Sound: Music [Master Chief battle; radio]
    • Sound: Music [Master Chief fight]
    • Sound: Music [master chief fight; radio]
    • Sound: Music [monk chant]
    • Sound: Music [monk chant; radio]
    • Sound: Music [one-on-one]
    • Sound: Music [one-on-one; radio]
    • Sound: Music [Sanghelios battle]
    • Sound: Music [Sanghelios battle; radio]
    • Sound: Music [spectating]
    • Sound: Music [spectating; radio]
    • Sound: Music [Warden]
    • Sound: Music [Warden; radio]

Updated Objects

These objects now accept material swap.

gameplay> shields> type> emitters>

    • Shield [3x3x24; emitter]
    • Shield [3x3x48; emitter]

gameplay> shields> type> generators>

    • Shield [4x4x24; generator]
    • Shield [4x4x48; generator]

gameplay> shields> type> corners>

    • Shield [8x8x24; generator; corner]
    • Shield [8x8x48; generator; corner]

structures> floors>

    • Floor [16x8x4]
    • Floor [16x16x4]
    • Floor [32x16x4]
    • Floor [20x20x4]
    • Floor [24x24x4]
    • Floor [32x32x4]
    • Floor [64x32x4]
    • Floor [48x48x4]
    • Floor [64x64x4]
    • Floor [128x64x4]
    • Floor [96x96x4]
    • Floor [128x128x4]
    • Floor [256x256x4]

structures> slopes>

    • Ramp [4x8x2]
    • Ramp [4x16x2]
    • Ramp [4x20x2]
    • Ramp [4x32x2]
    • Ramp [4x40x2]
    • Ramp [4x48x2]
    • Ramp [4x60x2]
    • Ramp [8x8x4]
    • Ramp [8x16x4]
    • Ramp [8x20x4]
    • Ramp [8x32x4]
    • Ramp [8x40x4]
    • Ramp [8x48x4]
    • Ramp [8x60x4]
    • Ramp [16x8x8]
    • Ramp [16x16x8]
    • Ramp [16x20x8]
    • Ramp [16x32x8]
    • Ramp [16x40x8]
    • Ramp [16x48x8]
    • Ramp [16x60x8]
    • Ramp [24x8x12]
    • Ramp [24x16x12]
    • Ramp [24x20x12]
    • Ramp [24x32x12]
    • Ramp [24x40x12]
    • Ramp [24x48x12]
    • Ramp [24x60x12]
    • Ramp [32x8x16]
    • Ramp [32x16x16]
    • Ramp [32x20x16]
    • Ramp [32x32x16]
    • Ramp [32x40x16]
    • Ramp [32x48x16]
    • Ramp [32x60x16]
    • Ramp [48x8x24]
    • Ramp [48x16x24]
    • Ramp [48x20x24]
    • Ramp [48x32x24]
    • Ramp [48x40x24]
    • Ramp [48x48x24]
    • Ramp [48x60x24]
    • Ramp [64x8x32]
    • Ramp [64x16x32]
    • Ramp [64x20x32]
    • Ramp [64x32x32]
    • Ramp [64x40x32]
    • Ramp [64x48x32]
    • Ramp [64x60x32]
    • Ramp [72x8x36]
    • Ramp [72x16x36]
    • Ramp [72x20x36]
    • Ramp [72x32x36]
    • Ramp [72x40x36]
    • Ramp [72x48x36]
    • Ramp [72x60x36]
    • Ramp [96x8x48]
    • Ramp [96x16x48]
    • Ramp [96x20x48]
    • Ramp [96x32x48]
    • Ramp [96x40x48]
    • Ramp [96x48x48]
    • Ramp [96x60x48]
    • Stairs [8x8x4]
    • Stairs [8x16x4]
    • Stairs [8x20x4]
    • Stairs [8x32x4]
    • Stairs [8x40x4]
    • Stairs [8x48x4]
    • Stairs [8x60x4]
    • Stairs [16x8x8]
    • Stairs [16x16x8]
    • Stairs [16x20x8]
    • Stairs [16x32x8]
    • Stairs [16x40x8]
    • Stairs [16x48x8]
    • Stairs [16x60x8]
    • Stairs [32x8x16]
    • Stairs [32x16x16]
    • Stairs [32x20x16]
    • Stairs [32x32x16]
    • Stairs [32x40x16]
    • Stairs [32x48x16]
    • Stairs [32x60x16]
    • Stairs [48x8x24]
    • Stairs [48x16x24]
    • Stairs [48x20x24]
    • Stairs [48x32x24]
    • Stairs [48x40x24]
    • Stairs [48x48x24]
    • Stairs [48x60x24]
    • Stairs [64x8x32]
    • Stairs [64x16x32]
    • Stairs [64x20x32]
    • Stairs [64x32x32]
    • Stairs [64x40x32]
    • Stairs [64x48x32]
    • Stairs [64x60x32]
    • Stairs [96x8x48]
    • Stairs [96x16x48]
    • Stairs [96x20x48]
    • Stairs [96x32x48]
    • Stairs [96x40x48]
    • Stairs [96x48x48]
    • Stairs [96x60x48]
    • Stairs: Transition [2x20x3]
    • Stairs: Transition [2x48x3]
    • Wedge [4x4x2]
    • Wedge [8x8x4]
    • Wedge [16x16x8]
    • Wedge [24x24x12]
    • Wedge [32x32x16]
    • Wedge [48x48x24]
    • Wedge [64x64x32]
    • Wedge [72x72x36]
    • Wedge [96x96x48]

structures> bridges>

    • Bridge [8x16x3]
    • Bridge [16x16x3]
    • Bridge [32x16x3]
    • Bridge [64x16x3]
    • Bridge: Corner [16x16x3; chamfer]
    • Bridge: Corner [16x16x3; angle]
    • Bridge: Corner [16x16x3; elbow]
    • Bridge [2x20x3]
    • Bridge [4x20x3]
    • Bridge [8x20x3]
    • Bridge [16x20x3]
    • Bridge [32x20x3]
    • Bridge [64x20x3]
    • Bridge: Corner [20x20x3; chamfer]
    • Bridge: Corner [20x20x3; angle]
    • Bridge: Corner [20x20x3; elbow]
    • Bridge [2x48x4]
    • Bridge [4x48x4]
    • Bridge [8x48x4]
    • Bridge [16x48x4]
    • Bridge [32x48x4]
    • Bridge [64x48x4]
    • Bridge: Corner [48x48x4; chamfer]
    • Bridge: Corner [48x48x4; angle]
    • Bridge: Corner [48x48x4; elbow]

structures> walls> style> simple>

    • Wall [2x2x4; simple]
    • Wall [2x2x8; simple]
    • Wall [2x2x12; simple]
    • Wall [2x2x16; simple]
    • Wall [2x2x20; simple]
    • Wall [2x2x24; simple]
    • Wall [2x4x4; simple]
    • Wall [2x4x8; simple]
    • Wall [2x4x12; simple]
    • Wall [2x4x16; simple]
    • Wall [2x4x20; simple]
    • Wall [2x4x24; simple]
    • Wall [2x8x4; simple]
    • Wall [2x8x8; simple]
    • Wall [2x8x12; simple]
    • Wall [2x8x16; simple]
    • Wall [2x8x20; simple]
    • Wall [2x8x24; simple]
    • Wall [2x16x4; simple]
    • Wall [2x16x8; simple]
    • Wall [2x16x12; simple]
    • Wall [2x16x16; simple]
    • Wall [2x16x20; simple]
    • Wall [2x16x24; simple]
    • Wall [2x24x4; simple]
    • Wall [2x24x8; simple]
    • Wall [2x24x12; simple]
    • Wall [2x24x16; simple]
    • Wall [2x24x20; simple]
    • Wall [2x24x24; simple]
    • Wall [2x32x4; simple]
    • Wall [2x32x8; simple]
    • Wall [2x32x12; simple]
    • Wall [2x32x16; simple]
    • Wall [2x32x20; simple]
    • Wall [2x32x24; simple]
    • Wall [2x64x4; simple]
    • Wall [2x64x8; simple]
    • Wall [2x64x12; simple]
    • Wall [2x64x16; simple]
    • Wall [2x64x20; simple]
    • Wall [2x64x24; simple]

structures> walls> style> detailed>

    • Wall [2x2x4; detailed]
    • Wall [2x2x8; detailed]
    • Wall [2x2x12; detailed]
    • Wall [2x2x16; detailed]
    • Wall [2x2x20; detailed]
    • Wall [2x2x24; detailed]
    • Wall [2x4x4; detailed]
    • Wall [2x4x8; detailed]
    • Wall [2x4x12; detailed]
    • Wall [2x4x16; detailed]
    • Wall [2x4x20; detailed]
    • Wall [2x4x24; detailed]
    • Wall [2x8x4; detailed]
    • Wall [2x8x8; detailed]
    • Wall [2x8x12; detailed]
    • Wall [2x8x16; detailed]
    • Wall [2x8x20; detailed]
    • Wall [2x8x24; detailed]
    • Wall [2x16x4; detailed]
    • Wall [2x16x8; detailed]
    • Wall [2x16x12; detailed]
    • Wall [2x16x16; detailed]
    • Wall [2x16x20; detailed]
    • Wall [2x16x24; detailed]
    • Wall [2x24x4; detailed]
    • Wall [2x24x8; detailed]
    • Wall [2x24x12; detailed]
    • Wall [2x24x16; detailed]
    • Wall [2x24x20; detailed]
    • Wall [2x24x24; detailed]
    • Wall [2x32x4; detailed]
    • Wall [2x32x8; detailed]
    • Wall [2x32x12; detailed]
    • Wall [2x32x16; detailed]
    • Wall [2x32x20; detailed]
    • Wall [2x32x24; detailed]
    • Wall [2x64x4; detailed]
    • Wall [2x64x8; detailed]
    • Wall [2x64x12; detailed]
    • Wall [2x64x16; detailed]
    • Wall [2x64x20; detailed]
    • Wall [2x64x24; detailed]

structures> walls> style> windows> clear>

    • Wall: Window [2x16x12; clear]
    • Wall: Window [2x16x16; clear]
    • Wall: Window [2x16x20; clear]
    • Wall: Window [2x16x24; clear]
    • Wall: Window [2x24x12; clear]
    • Wall: Window [2x24x16; clear]
    • Wall: Window [2x24x20; clear]
    • Wall: Window [2x24x24; clear]
    • Wall: Window [2x32x12; clear]
    • Wall: Window [2x32x16; clear]
    • Wall: Window [2x32x20; clear]
    • Wall: Window [2x32x24; clear]
    • Wall: Window [2x64x12; clear]
    • Wall: Window [2x64x16; clear]
    • Wall: Window [2x64x20; clear]
    • Wall: Window [2x64x24; clear]

structures> walls> style> corners>

    • Wall [2x2x4; corner]
    • Wall [2x2x8; corner]
    • Wall [2x2x12; corner]
    • Wall [2x2x16; corner]
    • Wall [2x2x20; corner]
    • Wall [2x2x24; corner]

structures> accents> trims> sections>

    • Trim [6x2x10]
    • Trim [6x4x10]
    • Trim [6x8x10]
    • Trim [6x16x10]
    • Trim [6x24x10]
    • Trim [6x32x10]
    • Trim [6x64x10]

structures> accents> trims> corners>

    • Trim [8x8x10; corner; out; rounded]
    • Trim [8x8x10; corner; out; squared]
    • Trim [8x8x10; corner; in]

structures> accents> railings> type> covered>

    • Railing: Shielded [1x2x4.5]
    • Railing: Shielded [1x4x4.5]
    • Railing: Shielded [1x8x4.5]
    • Railing: Shielded [1x16x4.5]
    • Railing: Shielded [1x24x4.5]
    • Railing: Shielded [1x32x4.5]
    • Railing: Shielded [1x64x4.5]

structures> accents> railings> type> covered> extras>

    • Railing: Shielded [4x4x4.5; corner 90°\

structures> accents> railings> type> heavy>

    • Railing: Heavy [1x2x4.5]
    • Railing: Heavy [1x4x4.5]
    • Railing: Heavy [1x8x4.5]
    • Railing: Heavy [1x16x4.5]
    • Railing: Heavy [1x24x4.5]
    • Railing: Heavy [1x32x4.5]
    • Railing: Heavy [1x64x4.5]
    • Railing: Heavy [1x80x4.5]
    • Railing: Heavy [1x96x4.5]

structures> accents> railings> type> ramps>

    • Railing: Ramp [2x4x2]
    • Railing: Ramp [2x8x4]
    • Railing: Ramp [2x16x8]
    • Railing: Ramp [2x24x12]
    • Railing: Ramp [2x32x16]
    • Railing: Ramp [2x48x24]
    • Railing: Ramp [2x64x32]
    • Railing: Ramp [2x72x36]
    • Railing: Ramp [2x96x48]

structures> barriers> type> heavy> sections>

    • Heavy Barrier [16x16x42]
    • Heavy Barrier [16x32x42]
    • Heavy Barrier [16x64x42]

structures> barriers> type> heavy> corners>

    • Heavy Barrier [14x14x42; corner]

structures> barriers> type> energy> start>

    • Energy Barrier [4x4x32; generator]
    • Energy Barrier [4x4x64; generator]

structures> barriers> type> energy> emitters>

    • Energy Barrier [1x3x32; emitter]
    • Energy Barrier [1x3x64; emitter]

structures> barriers> type> energy> corners>

    • Energy Barrier [8x8x32; generator; corner]
    • Energy Barrier [8x8x64; generator; corner]

structures> barriers> type> cages> sections>

    • Cage Barrier [16x16x42]
    • Cage Barrier [16x32x42]
    • Cage Barrier [16x64x42]

structures> barriers> type> cages> corners>

    • Cage Barrier [18x18x42; corner; in]
    • Cage Barrier [18x18x42; corner; out]

structures> supports> columns>

    • Column: Block [4x4x20]
    • Column: Block [4x8x20]
    • Column: Block [8x8x20]
    • Column: Block [4x4x32]
    • Column: Block [4x8x32]
    • Column: Block [8x8x32]
    • Column: Round [2x2x20]
    • Column: Round [4x4x20]
    • Column: Round [8x8x20]
    • Column: Round [2x2x32]
    • Column: Round [4x4x32]
    • Column: Round [8x8x32]
    • Column: Detailed [4x4x20]
    • Column: Detailed [8x8x20]
    • Column: Detailed [4x4x32]
    • Column: Detailed [8x8x32]

structures> supports> struts> simple>

    • Support: Strut [8x1x1; simple]
    • Support: Strut [8x1x2; simple]
    • Support: Strut [8x4x2; simple; triple]
    • Support: Strut [9x2x2; simple; left]
    • Support: Strut [9x2x2; simple; right]
    • Support: Strut [16x1x2; simple]
    • Support: Strut [16x1x4; simple]
    • Support: Strut [17x2x2; simple; left]
    • Support: Strut [17x2x2; simple; right]

structures> supports> struts> detailed>

    • Support: Strut [16x1x4; detailed]
    • Support: Strut [24x1x8; detailed]
    • Support: Strut [32x1x8; detailed]
    • Support: Strut [46x1x12; detailed; boomerang]
    • Support: Strut [48x1x8; detailed; double]
    • Support: Strut [48x1x16; detailed]
    • Support: Strut [92x1x24; detailed; boomerang]
    • Support: Strut [96x1x16; detailed; double]

structures> supports> trusses> simple>

    • Support: Truss [12x4x8; simple]
    • Support: Truss [20x4x10; simple]
    • Support: Truss [48x4x20; simple]

structures> supports> trusses> y>

    • Support: Truss [4x32x20; y; medium]
    • Support: Truss [4x44x28; y; large]

structures> supports> brackets>

    • Support: Bracket [16x2x6]
    • Support: Bracket [32x2x12]

structures> supports> arm>

    • Support: Arm [2x16x16; arm]
    • Support: Arm [4x32x32; arm]
    • Support: Arm [8x64x64; arm]

props> cover> style> solid>

    • Cover: Solid [2x4x4.5]
    • Cover: Solid [2x8x4.5]
    • Cover: Solid [2x16x4.5]
    • Cover: Solid [2x32x4.5]
    • Cover: Solid [2x64x4.5]

props> cover> style> jersey>

    • Cover: Jersey Barrier [3x4x4.5]
    • Cover: Jersey Barrier [3x8x4.5]
    • Cover: Jersey Barrier [3x16x4.5]
    • Cover: Jersey Barrier [3x32x4.5]
    • Cover: Jersey Barrier [3x64x4.5]

props> cover> style> street>

    • Cover: Street [4x4x4.5]
    • Cover: Street [4x8x4.5]
    • Cover: Street [4x16x4.5]
    • Cover: Street [4x32x4.5]
    • Cover: Street [4x64x4.5]
    • Cover: Street [8x8x4.5; corner]

props> cover> style> tech>

    • Cover: Tech [4x4x4.5]
    • Cover: Tech [4x8x4.5]
    • Cover: Tech [4x16x4.5]
    • Cover: Tech [4x32x4.5]
    • Cover: Tech [4x64x4.5]

props> panels>

    • Panel [1x8x8]
    • Panel [1x8x16]
    • Panel [1x16x4]
    • Panel [1x16x16]
    • Panel [1x16x24]

props> tech> antennas>

    • Antenna [1x1x12]

props> construction> beams>

    • Beam: 2' [2x4x2]
    • Beam: 2' [2x8x2]
    • Beam: 2' [2x16x2]
    • Beam: 2' [2x24x2]
    • Beam: 2' [2x32x2]
    • Beam: 2' [2x48x2]
    • Beam: 2' [2x64x2]
    • Beam: 2' [2x96x2]
    • Beam: 2' [3x3x2; corner]
    • Beam: 2' [4x4x2; t-joint]
    • Beam: 2' [6x6x2; x-joint]
    • Beam: 4' [4x4x4]
    • Beam: 4' [4x8x4]
    • Beam: 4' [4x16x4]
    • Beam: 4' [4x24x4]
    • Beam: 4' [4x32x4]
    • Beam: 4' [4x48x4]
    • Beam: 4' [4x64x4]
    • Beam: 4' [4x96x4]
    • Beam: 4' [5x5x4; corner]
    • Beam: 4' [5x6x4; t-joint]
    • Beam: 4' [6x6x4; x-joint]
    • Beam: 8' [8x4x8]
    • Beam: 8' [8x8x8]
    • Beam: 8' [8x16x8]
    • Beam: 8' [8x24x8]
    • Beam: 8' [8x32x8]
    • Beam: 8' [8x48x8]
    • Beam: 8' [8x64x8]
    • Beam: 8' [8x96x8]
    • Beam: 8' [9x9x8; corner]
    • Beam: 8' [9x10x8; t-joint]
    • Beam: 8' [10x10x8; x-joint]

props> construction> pipes> lengths>

    • Pipe: Small [2x2x2]
    • Pipe: Small [2x4x2]
    • Pipe: Small [2x8x2]
    • Pipe: Small [2x16x2]
    • Pipe: Small [2x32x2]
    • Pipe: Small [2x64x2]
    • Pipe: Small [2x96x2]

props> construction> pipes> corners>

    • Pipe: Small [4x4x2; corner; 90°]

props> construction> pipes> junctions>

    • Pipe: Small [4x3x2; t-joint]
    • Pipe: Small [4x4x2; x-joint]

props> construction> pipes> covers>

    • Pipe: Small [2x1x2; cap]

props> construction> cables> type> capped>

    • Cable [1x4x1; capped]
    • Cable [1x8x1; capped]
    • Cable [1x16x1; capped]
    • Cable [1x20x1; capped]
    • Cable [1x32x1; capped]
    • Cable [1x36x1; capped]
    • Cable [1x40x1; capped]
    • Cable [1x48x1; capped]
    • Cable [1x64x1; capped]
    • Cable [1x96x1; capped]

props> construction> cables> type> extras>

    • Cable [cap]

props> misc>

    • Shelves [4x8x12]
    • Pallet [8x8x1; UNSC; metal]

Bug Fixes, Tweaks, and Cleanup:

  • Limited the number of CTF flags you can spawn to 16 (to prevent potential crashes)
  • Numerous fixes to how duplication and placement is handled
  • Fixed Tidal - Meteor Shower having objects appear too bright in the world space and appearing out of place
  • Set default abandon/respawn time for Wasp
  • Fixed issue with Carbine [Rain of Oblivion] not firing automatic
  • Note you will need to replace existing ones in maps for this to work
  • Golf object fixes! IE, most important updates of the year!!!
  • Party cup physics are now 1/10th the weight making it so golf balls can blast through them.
  • Golf tee now has a little cup that helps hold the ball on top of it.
  • Removed the Whale ambient noise from the background of Tidal - Poor Robbie 🙁
  • Made sound emitter to put him back (see above)
  • Fixed problem where players could create custom weapon configurations on weapon pads
  • Saw awesome community videos and posts on the internet
  • Unfixed problem where players could create custom weapon configurations on weapon pads

 

 

Halo 5: Guardians
Halo 5: Guardians

posted with amazlet at 16.09.09
日本マイクロソフト (2015-10-29)
売り上げランキング: 3,753

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WPTeqのメインライター兼管理人。 初めてパソコンを購入した際にWindows Meでトラブルに見舞われ、それ以降Windowsに関するさまざまな資料を読むようになる。 Zuneに惚れ込んで以来、Microsoft製品にハマる。 好きなピニャータはファッジホッグ。

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