Difference between revisions of "Timing Rules"
m |
|||
(6 intermediate revisions by the same user not shown) | |||
Line 10: | Line 10: | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
− | ! Level !! Timing Begins !! Timing Ends !! Timing | + | ! Level !! Timing Begins (All Platforms) !! Timing Ends (MCC/CEA) !! Timing Ends (Original Xbox, 360 BC, Gearbox PC) |
|- | |- | ||
− | | PoA|| First | + | | PoA|| First frame that black bars begin to shrink after cryotube cutscene || Checkpoint text visible before final cutscene || Checkpoint text visible before final cutscene |
|- | |- | ||
− | | Halo || First | + | | Halo || First frame that HUD is visible || Checkpoint text visible before final cutscene || 1 Second after Foehammer nav marker disappears |
|- | |- | ||
− | | T&R || First | + | | T&R || First frame that HUD is visible || Checkpoint text visible before final cutscene || ½ Second after final cutscene fade-out begins |
|- | |- | ||
− | | SC || First | + | | SC || First frame that HUD is visible || Checkpoint text visible before final cutscene ||Checkpoint text visible before final cutscene |
|- | |- | ||
− | | AotCR || First | + | | AotCR || First frame that HUD is visible || Checkpoint text visible before final cutscene || ⅔ Second after final cutscene fade-out begins |
|- | |- | ||
− | | 343GS || First | + | | 343GS || First frame that HUD is visible || Checkpoint text visible before final cutscene || Checkpoint text visible before final cutscene |
|- | |- | ||
− | | Library || First | + | | Library || First frame that HUD is visible || First frame of full white == 1 Frame before black bars begin to grow || First frame of full white == 1 Frame before black bars begin to grow |
|- | |- | ||
− | | TB || First | + | | TB || First frame that HUD is visible || Checkpoint text visible before final cutscene || Checkpoint text visible before final cutscene |
|- | |- | ||
− | | Keyes || First | + | | Keyes || First frame that HUD is visible || First frame of full white == 1 Frame before black bars begin to grow || First frame of full white == 1 Frame before black bars begin to grow |
|- | |- | ||
− | | Maw || First | + | | Maw || First frame that HUD is visible || First frame of full white == 1 Frame before black bars begin to grow || First frame of full white == 1 Frame before black bars begin to grow |
|} | |} | ||
Latest revision as of 23:17, 11 September 2021
!!!
The rules on this page are outdated, please go HERE for the current rules.
!!!
Level | Timing Begins (All Platforms) | Timing Ends (MCC/CEA) | Timing Ends (Original Xbox, 360 BC, Gearbox PC) |
---|---|---|---|
PoA | First frame that black bars begin to shrink after cryotube cutscene | Checkpoint text visible before final cutscene | Checkpoint text visible before final cutscene |
Halo | First frame that HUD is visible | Checkpoint text visible before final cutscene | 1 Second after Foehammer nav marker disappears |
T&R | First frame that HUD is visible | Checkpoint text visible before final cutscene | ½ Second after final cutscene fade-out begins |
SC | First frame that HUD is visible | Checkpoint text visible before final cutscene | Checkpoint text visible before final cutscene |
AotCR | First frame that HUD is visible | Checkpoint text visible before final cutscene | ⅔ Second after final cutscene fade-out begins |
343GS | First frame that HUD is visible | Checkpoint text visible before final cutscene | Checkpoint text visible before final cutscene |
Library | First frame that HUD is visible | First frame of full white == 1 Frame before black bars begin to grow | First frame of full white == 1 Frame before black bars begin to grow |
TB | First frame that HUD is visible | Checkpoint text visible before final cutscene | Checkpoint text visible before final cutscene |
Keyes | First frame that HUD is visible | First frame of full white == 1 Frame before black bars begin to grow | First frame of full white == 1 Frame before black bars begin to grow |
Maw | First frame that HUD is visible | First frame of full white == 1 Frame before black bars begin to grow | First frame of full white == 1 Frame before black bars begin to grow |
In order for you to submit your times to haloruns.com we have a few guidelines we would like for you to follow they are listed below, in some cases rules are different between versions for example Halo 2 Classic rules differ from Halo 2 MCC.
Contents
Fullgame Timing Rules
Halo: The Master Chief Collection General Rules
- No Skulls Enabled
- In game timing (IGT) is only allowed in Halo 2 MCC, Halo 3, and some IL's
- MCC Leader board times are invalid on Haloruns because they use skulls
Halo: Combat Evolved
- Real Time Attack (RTA) on PC (2003), RTA Minus loads (subtract loading time between levels) for Console and PC (MCC)
- Timing begins at first frame of fade-in on The Pillar of Autumn (after climbing out of the pod) and ends at last frame of white fade-out on The Maw
- "Loading screen" is defined as: First frame of full black after a level-ending cutscene, to last frame before the next cutscene begins.
- Halo: Custom Edition is not allowed on HaloRuns due to ease of cheating.
Halo 2, Halo 2 MCC
- Real Time Attack (RTA)
- Begins at first frame of fade-in on The Armory and ends at last frame of fade-out on The Great Journey.
- Skulls are allowed if they are collected and become active during the run. This only applies to Halo 2 classic - in any game where skulls are selected through the menu (such as MCC), they are banned in fullgame and IL runs.
- MCC timing can subtract loads between levels. Cutscenes and in-level loads are still counted.
Halo 3, Halo:Reach
- RTA Minus Loads (Theater Films)
Halo 3 ODST, ODST MCC
- ODST runs must start on Prepare to Drop
- You are allowed to have audio logs unlocked prior to the run.
- Xbox 360 version of the game uses In-game timer and adding up theater times
- Master Chief Collection ODST uses RTA Minus Loads
Halo 4
- Real Time Attack (RTA)
- Begins at first frame of fade-in on Dawn and ends at last input (activate nuke).
Halo 5: Guardians
- Runners on the newest patch will be able to use the sum of in game times for full game runs. Individual level runs will allow in game time as well. The time that should be submitted is the time that is displayed on the score report after the missions.
- Runners on the patch before the In Game Timer will still use the sum of individual levels for full game. To keep consistent with the in game timer of later patches, old patch runners are allowed to subtract mid level cutscenes from the individual levels.
- Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation
- Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. Timing for the levels starts at the first frame of fade-in and end at the last frame of fade-out.
- As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.
- Save and quit is allowed
Individual Level (IL) Timing Rules
General IL Timing Rules
- Carrying over weapons between levels is not allowed (Levels with Carry over)
- Make sure to check if there is a specific rule for the level you are trying to run.
Halo: Combat Evolved
- RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified.
Specific Level rules
- The Pillar of Autumn: Timing starts at first frame of movement control after climbing out of the pod.
- Silent Cartographer, Assault on the Control Room, and 343 Guilty Spark: Timing starts when you hit the ground and gain control.
Halo 2
- RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified.
Specific Level rules
- Outskirts: Timing begins at start of control.
Halo 2 MCC
- Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)
Specfic Level Rules
- Outskirts: Timing begins at start of control.
Halo 3
- Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)
Halo 3: ODST
- Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)
Halo: Reach
- Timed via the time from the last frame the ingame timer is visible. (Campaign Scoring must be ON)
Halo 4
- RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified.
- MCC's IGT + adjustments is no longer allowed for Halo 4 ILs. Use RTA.
Adjustments
- Dawn: IL is timed from first frame of fade-in (in pod) to last frame of fade-out after the screen displays "Halo 4".
- Requiem: Timing begins at first frame of fade-in.
- Reclaimer: IL timing ends at last frame of fade-out after Master Chief walks away in the mini-cutscene.
- Shutdown: Timing ends on last frame of first-person control.
- Composer: Timing begins on first frame of fade-in.
- Midnight: Timing ends at last input (hitting nuke).
Halo 5: Guardians
Sum of Individual Level Times
- Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation.
- Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. For the purposes of fullgame, time these levels as you would any other IL -- from beginning of movement control to last frame of fade-out.
- As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.
- Save and quit is allowed.
IL Rules
- Guardians: The final cutscene and credits must be able to be triggered (i.e., no soft/hardlock).