...but by the moments that take our breath away."
About six months ago, in about mid-July, the Delta Halo UI Project was started. At first, it was meant to be nothing more than a facelift of the default UI with a new map in the background. As time went on, the UI began to evolve into an entire overhaul of the user interface.
When the project was announced and the first screenshots of the project were revealed to the public, it instantly caught many people’s attention. Being the first of its kind to go the extra mile and do a complete overhaul of everything, the attention quickly grew.
Unfortunately, once September came around, things began to slow down. With summer coming to a close and school starting back up again soon, work was slowed down almost to a complete stop. However, while it became increasingly difficult to coordinate schedules between the Eastern Seaboard and New Zealand time zones, work slowly continued.
Today you are presented with our latest milestone in the project. As of a few hours ago, we are proud to announce that we have reached Beta 2 of the Delta Halo UI Project. The graphical user interface is complete, unless otherwise required to modify due to a bug or a disagreement.
In addition to the latest milestone also comes some announcements. First, we would like to announce that the GUI is not only being applied to the Delta Halo lake scene, but to L33T’s recreation of Mombasa, or the Halo 2 UI. While the level is not L33T’s and rather Bungie’s, he has spent a great deal of time working on getting it in-game. With L33T working on his own Halo 2 mod for Halo CE, this will add the finishing touch to his project. In addition, people will now have a choice in the matter as to what level they would like as their background.
In addition to the extra level, we are also announcing that we decided to venture off from the UI, and look a little more at singleplayer and multiplayer. Being that the tags for the pause menus are contained within the maps, the GUI does not show up if you are anywhere but the main menu. Once the main menu is released, select people will have the option of replacing the default pause menu with the new one. Screenshots of both of these announcements are below.
Sounds and music have also been finalized in this build. The music tracks are Beholden, Peril, Halo (full version), Road to Voi, Impend, and Leonidas. We believe the tracks we chose for the Delta Halo version of the UI will capture the moment and add to the Halo universe theme.
Without further ado, we present you with the pictures and a run through of some of the major changes we have made.
After starting Halo, the first thing you will notice is the fade and blur effect into the screen where you are prompted to “Press Enter to Continue”. For a video of this, click here. (Ignore the music in the background; it’s just Timo’s media player.)
After pressing enter, you are greeted with a redesigned main menu. In addition to the new images and layout, notice the new cursor, also visible in the other screenshots.
Choosing campaign from the main menu will bring you to the new level selection screen, followed by the difficulty selection. Completely new map images in addition to the
Choosing multiplayer from the main menu will bring you here.
From there, you may select where you would like to go. If you happen to choose to join a game, you will be delivered to the new lobby.
If you choose to start your own game, either LAN or Internet, you’re presented with the map selection screen, also with completely new level pictures.
Continuing down the path to creating a new game, or if you choose to edit a gametype, you are given your list of gametypes to choose from.
Going back to the main menu, choosing settings will bring you to the new settings screen. A check for updates button has been moved to here, so you are no longer prompted to check for an update every single time you want to enter the server lobby.
Choosing to edit your player’s options will give you this screen.
If you want to change your controller settings, the previously horrid menu now flows clean with the rest of the menu. The lists have also been switched from their default positions. Instead of the devices in your profile being on the left, they are now on the right, matching today’s standards.
Finally, if you choose to go to the profiles menu, you will be greeted with a completely new menu.
If you choose to create a new profile, you will be granted with the “Enter Text” prompt.
Or if you choose to delete a profile, you will be asked with this prompt. This also applies to any “pop-up” notices or confirmation boxes.
Moving away from the main menu now, here are the two pause menus for singleplayer and multiplayer.
That’s about it for this update. Sorry it took so long since the last one, but this hopefully made up for it. This update might also be the very last one until release. While there are no pictures of the BSP to show right now, there is very little left to do on Snaf’s part, leaving all that’s left to do is to get it textured and in-game. There might be little, minor updates giving you progress on the level design in the future, but expect the next major announcement to be a release date.
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