Some (realistic) ideas for the next Halo

I realy like Halo but some new changes don’t fit the game, so i thought about
a posible solution.
These are some ideas how a new halo game could work, 360, one, pc or elsewere.
Most of the ideas are collected from various halo fans.
i want to here some opinions about these thoughts.

this have nothing to do with official content.
sorry for my bad english, I am german.

greatings

Chriss PI

PS: Nothing in here about campaign content

general improvements:

  • classic halo soundtrack

  • based upon a cleaned up halo 4 engine (removed unused data, stabilized performance, etc.)
    ( after weapon tuning and turbo update)( not including 110% speed)

  • general glitch, hack, cheat, etc. minimization

  • halo 2 shield behavior (dammage display, reload behavoir and such things)

  • use a mix of halo reach (35%) & 4 textures (65%), a new lighting system , a new far view and render system

  • use a small far- view blur, a smal motion blur and a small field of view rim blur to improve visual aspects,
    Fps rate and matchmaking speed

  • longer gap between two grenade throws to avoid spamming ( you can react bettween two throws if you have good
    reflexes)

  • no slow down because of dammage.

  • no dammage Rof

  • less hurt-redout

  • 7% slower fire rate at every weapon ( also of them with already changed settings)

  • 108% shield strenght but only 92% durability (same shots to kill needed but better health condition management)
    ( last ten shield percent behave like normal durability (plasma/bullet))

  • faster begin of shield reload, but longer reload time, classic “wooohp, wooohp” sound

  • halo reach AA reload times ( 3 sec. for drop abilitys like flare)

  • halo 4/reach/anniversary sounds mixed

  • 6% smaller hitboxes and 8% smaller head hitbox

  • 9% less bullet magnetism on every weapon, also them with already reduced, exept them with no/ enlarged.

  • 8% smaller reticule on every weapon except: lightrifle ,scattershot, shotgun, brute hammer,
    plasma sword. only 5% smaller at: sniper and plasma pistol, binary rifle

  • 5% lower auto aim ( every weapon, exepted light rifle)( onto the already modded aim)

  • bigger fov (76%)(less motion sickness, fluid aiming, smaller reticules)

  • reticule more in the middle (between H4 and Hr )

  • abilty to step over objects with 5% more height without needing to jump (for untrained forge users)

  • less zoom color on covenant weapons (the green color only used like orange on promethean weapons)

  • zoomout from dammage (reach)(enable you to re-zoom fast)(classic zoom behavior)(no flich!!)

  • halo 3/4 meele , jump and crouch mix

  • halo 4 fall and vehicle dammage + 6%

  • halo anniversary/4 particle effects mix

  • halo reach/4/anniversary weapon/grenade sound mix

  • halo 3/4 gravity mix

  • halo 3 crouch sensibility

  • halo reach/4 ministick sensibility mix

  • halo reach/4 movement precision mix

  • more classic reticules

  • classic reload times for weapons

  • more use of the rumble function (halo 3)

  • sprint is on the “up” D-pad, longer sprint cooldown, 107% is normal speed, sprint is 117% speed,
    you can only sprint forward, slowed down aim speed while sprint, a longer time befor your
    weapon is pulled. when you are shot, you imediatly end sprint and do the sprint- weapon pull. (so , no escape run)
    ( sprint enable you to get around huge maps quicker, move from cover to cover, jump over
    larger gaps if you have enaugh run-up and doing some faster attacks)
    (only usefull to get NEAR a fight because the time for raising your weapon is enlarged)
    (useless on small maps, because you constantly will run into things)
    ( will not affect map control too much, because a runaway of your deadpoint is only
    possible in free areas and a player caught sprinting has a huge disatvantage)

  • you must hold d-pad “up” for sprinting.

  • team members are listed at the right hud side, earned points pop-ups also (or under the reticule)

  • teather for everything

  • activateable anouncer in teather (to hear your saved “killionaire !”)

  • funny achivements

  • achivement bound armor unlocks (also aviable offline)

  • higher / no offline point limit

  • armor reference for your style of playing ( mustn’t be followed)(shows 4 sets of armor + one main color)
    (based on your 4 most used weapons, 2 most used abilitys and 1 most used grenade and the most gained 5 medals

multiplayer:

  • improved halo 3 rank system (not CSR )
  • improved halo 3 point system
  • Halo 3 red X
  • ability to search for forge map games, if you downloaded the matching map (custom map games(halo custom edition))
    > 343 could watch the most played custm map and remake it as a real DLC map ($$$$$)
  • ranked & social playlists (not based on levels)
  • old, military named level system
  • no join in progress
  • classic halo game types (territory, race, invasion, VIP , assault, etc.)
  • new gametypes ( trophy, flood invasion, corrupted slayer,rescue,seize, deathborder*)
  • no limited respawn kill= 1+ ,death=1-. 1min round. if your score after one round is negative,
    you die permanent. last man standing.
  • classic medals
  • 20 player mp
  • option for 20, 16, 10,8, and 4 player gametyp
  • team names back to: 1,2,3,4 and 5, setup for team colors
  • maximal players per team setup (asemetrical matches)
  • flood with up to 4 teams
  • ordanance drops in some gametypes (not random!!!)
  • classic weapon spawn system (no drops)
  • timable weapon drop pod still aviable(with unspecific or without maker)(droped at start, a set time or every 2min.)
  • no starting grenades(standart setting) (0- 12/ 1-4 of one kind /endless starting grenades as posible settings)
  • you can pick up grenades from dead players in general
  • 3 grenades of all type carryable ( seting for 1 to 3 of one kind)
  • no instant respawn but a spawntime setup
  • shield strenght setable in percents (0, 10, 25, 50, 75, 90, 100, 110, 120, 150, 200, 250, 300, 500)
  • no weapon & grenade makers
  • no killcam
  • no instant spawn ( minimal 3 seconds)
  • birng back old radar range and munition capacity
  • no auto flag pickup (option)
  • deactivate-able flagnum
  • halo reach assasination speed
  • more classic flood look, changeable colors & customizable equipment
  • option to let a flood player spawn at the point of death
  • option of “investation” ( player slowly gets flood view and armor, dies and get a flood spawn on his death point)
  • less zoom color on covenant weapons (the green color only used like orange on promethean weapons)
  • old halo spawn system ( teleport animation to avoid pop-up players /1,3 sec. headshot imunity too avoid campers)
  • elites as MP character ( customizable) ( covenant pink/sage HUD)
  • first pull sound if a weapon is pulled (everytime, like in old halos)
  • if you move out of the mp-map area, a 10 sec countdown will begin, your hud gets
    orange corupted-cortana sides. in the end you got disintegrated in third person

improved forge:

  • changeable MAIN block color
    ( all colors aviable for spartan armor)( just a simple shine-trough color layer over a silver object)

  • simplier texture ( more simple as in reach, not as simple as sandbox)( enlarges useing area and block merging, reduces lag)

  • simplier block forms (like in reach, no higher or lower parts as in Halo 4)

  • no credit limit but a lagometer

  • simple gray/steel parts.

  • undo / redo button

  • fine editing back

  • a tool to mark grouped objects, copy, rotate it as one object and save it with a custom name (shareable)

  • no water death barrier

  • setup o daytime

  • setup weather ( particle mask, setable in percents in 10 grades like the ministick sensibility:
    snow, rain, wind, air flicker, darkout distance, whiteout distance , greenout distance,redout distance,
    blueout distance and yellow/ brown-out distance) ( includes sound effects)

(snow and rain gets lowered to 5% under vertical blocks/ in buildings , sound effects get lowered)

  • extra sound effects: hollow space, to thick air,( to low/ to high pitch)

  • setup for block texture overlay (same for every block): clean, dirty, shiny

  • setup of ground/natural object texture:

  • gras

  • snow

  • dirt

  • desert/rock

  • space rocks ( water gets replaced by fog)

  • savana

  • tundra

  • swamp

  • forge maps:

  • remastered forge world with the a big flat and some smaller islands on the sea,
    more acessable tree area (trees forgeable)

  • sandtrap / arena (acessable mine area)(death area insted)(10% bigger)

  • impact / empty space

  • erosion like cave

  • forerunner citadelle / city

forge objects:

  • more plants (more different tree types like palms, bushes, huge oaks . flood tentacles, biomass balls and ropes)

  • “wall” section from natural parts ( all walls with one side rock, one side ground texture)

  • huge natural blocks (12x12 high, normal and flat)(also ground textured)

  • huge normal blocks (12x12 high, normal, flat)

  • ladders

  • covenant energy shields (halo reach pop up shields )

  • generator blocks ( human, covenant, forerunner) ( just cool looking, but destroyable)

  • a “hill” object ( a ground textured football, three sizes)

  • a tunel object (3 sizes)( stone tube)

  • a plain, no railing, straight stair.

  • all map specific items for all maps

  • all spezial effect balls (the from reach + a “less color” block)

  • scarab,car,truck, pelican,train, phantom and litch object ( not driveable)

  • natural grid (grid with ground texture which reapeats(smaller data))

  • ambient objects (barrels, wood, flowers, trash pins, bank, skull, lamp, other crates etc.)(destroyable)

  • location objects (banners, displays and medals)(3 sizes with 18 logos, changeable color)
    logos: snake, eagle, heretic, unsc, promethean, mantle, covenant, forunner symbol 1,symbol 2,
    reclaimer symbol, spartan helmet, oni, bear, T-rex, a skull, DOS Error, excaliur
    and biohazard

  • covenant and forerunner crate’s.

  • crates can be set to destroyable and can contain an object/ weapon

  • more trait zones aviable, can remove the extra sound effect, can add ground fog (3 intesitys)

  • placeable fire,electricity and flood fog.(particle balls, 1x1 block)( combine fire with a barrel !!)

-detail plates:

  • river ( a layer of water,4x4 flat block, round)

  • ice plate/glas ( like 4x4 flat block, round)

  • mud/flood ( 3x2 flat block, round)

  • cement (3x2 flat block, round)

  • gras (3x3 flat block, round )

  • sand/snow (4x4 flat block, round)

  • more useable energy shields + one bigger shield version ( one double site version, one on side version)

  • Energy bridges & doors

  • low visible energy barriers

  • interactive objects ( doors,shoot-to-start buttons, use buttons, zansibar windmill,energy tube, vertigo shocker,
    lift, assembly line etc. )(buttons are conected to the object via chanels)
    ( objects can be set to work automatic, on button action or stop after button action)

  • more usable teleporters

  • more usable lights

multiplayer maps:

the pit
Headlong
Ivory tower
waterworks
Isolation
Longshore
Abadon
Adrift
complex
heaven
solace
anchor 9 (abadoned)
Longshore

sandtrap (forge)
bloodgulch (original)(H1)(forge)
ascension (forge)
beaver creek (forge)
burial mounds (forge)
lockout (forge)
sidewinder (forged one arena/sandtrap map)
Hang 'Em High (forge, citadel)
midship (forge?)
cold storage/chillout (forge)
guardian (forge)
Narrows (forge)
Death Island (forge)( forge world flat island)
Boarding action (forge)
Derelict (forge)
meltdown (forge)
damnation (forge)
chiron TL-34 (forge)
zansibar (forge)
Vertigo (forge)
foundation(forge)
Wizard (forge)

firefight:

(based on MP maps) ( forgeable, enemy drops set by a drop marker(like spawn point, enemy ship routes
are set by a line- tool (from ship spawn, to drop point, to despawn),+ normal AI-spawns)
(AI walking path, set by a line-tool from spawn to destination)(only for normal spawn)

  • firefight species: UNSC, Covenant, promethean, flood, sentinels, (brute ?)

  • you can play as: spartan, odst, elite, grunt, flood, promethean knight.

  • every species can by allyed with every other

  • placeable ambient AI’s ( fish, bird, moa, civilist ,etc.) and ragdolls

  • voice commands (firefight): follow, stay, hide, swarm, attack & retreat

  • anouncer options ( multiplayer and firefight)

options:
sgt. johnson
palmer
roland
cortana
autine dot
dr halsey
lasky
normal anouncer
the gravemind
the arbiter
elite comander
the didact

joke weapons:

golf club (gravity hammer)
baseball bat/ machete ( plasma sword)
grunt launcher ( rocketlauncher shooting dead grunts ragdolls with the grunt-party sound)
wooop-cannon (no reload 30 shot incenerator cannon , shot makes binary rifle zoom sounds, catapults the target
somewhere and creates a slowmo effect)
flood claw
fishy rifle (pink AR, fires like a saw, but deal 10% the dammage of a AR)(5x amunition ammunition)
the pew ( unchargeable plasma pistol with railgun hit)
skull
bounce rifle ( concusion rifle with endless bouncing shots. only stop when they hit a destroyable object)
Lazzor ( railgun with a bishop beam ray and 3 times the strengh)

Covenant / Storm Weappons:

Pistols:

Plasma Pistol ( Halo reach, nerfed,20% less overload auto aim and 20% longer charge time (especialy vehicles),
dual wield)(more classic sound)
trishot ( hidden halo 4 burst pistol, fires 3 spread shots, close combat shield dropper,
dual wield)(mauler like)
Plasma rifle ( halo 3 plasma rifle , low- medium range, a extremly small white-out at enemy visir, dual wield,
strong melee) (plasma repeater shots, slower fire rate, stronger)(halo 1 styled)

Rifles:

Storm rifle mk2 (nerfed halo 4 storm rifle with much slower bloom and smaller reticule, litlle more red color)
(a bit more precise then AR, but a bit weaker)( more plasma repeater like design)
Carbine (Halo 3/4 mix, 6 rounds kill , 14% slower firerate)
Needler ( halo reach)(old sound)

Support:

concusion rifle ( Halo reach, blade at bottom, grip on top, 10% more dammage,5% more bullet magnetism,
7% slower fire rate, bouncing shots on hard surfaces /except vehicles & shields)(brute shot like)
particle beam rifle ( halo 3/4 mix, old design & sound)
plasma sword ( halo 3/4 mix, a bit longer lunge range,blockable with melee, dual wield ( one sword hold backhand as a shield
(block with trigger, blocking reduces the gained dammage by 30%, slows you down by 10%), if a sword and a pistol is hold,
sword is automatical a shield, still alowing meele with the gun ))
[ gives a AI Elite a 10% speed and shield boost, makes the elite go beserk like in old halos]

heavy weapons:

Fuel Rod gun ( halo 2/4 mix)
gravity hammer ( halo reach)( more covenant like colors (fist of rukt))

mounted:

plasma turret ( halo reach, longer range, slower bloom)
hunter turret

grenade:

halo 4 plasma grenade, 94% stickyness, 108% radius, reach plasma cloud

extra:

type 8 personal shield ( a carryable pop up shield)

Forerunner weapons:

Pistols:

Boltshot (H4, longer overload time but also longer stability,15% lower fire rate but 8 shot kill, 10% lower auto aim)
Reaper (look photo, fires a blue / orange bolt like ray,close to mid range, 4 shot kill,
mid to slow fire rate, dual wield,plasma pistol unloaded accuracy)
sentinel beam ( slightly nerfed halo 2, dual wield)

rifles:

light rifle ( halo 4, 2% more auto aim, 4% more bullet magnetism, 5% bigger reticule )
surpressor ( surpressor/ H2 enforcer-sentinel pulse beam mix (the sentinel carries two))(more floating parts design)
( more sentinel pulse beam like sound (ghostbusters mod gametype))
Bishop beam ( hidden h4 bishop beam / halo 2 blue sentinel beam mix)

support:

Binary rifle ( plz more dupstep zoom ^-^ ! )
scattershot ( slightly tracking shots, 10% weaker, more consitence at over 8m range, more consitant bounce)
Gravity gun ( forerunner style halo reach human grenade launcher, exploding shot creates a slow-mo field
and dammage field like a pulse grenade,10% weaker explosion)

heavy:

Incenerator cannon ( halo 4’s BFG )(7% smaller reticule, 3% less auto aim)
Promethean spear (a spear with a hardlight top, meele radius like a hammer,dammage 50 -125% of sword,(chargeable meele hit),
the spear is thrown by trigger,short mid range, hit: binary rifle + splash dammage,
dematerialized after 2,5 seconds, respawn in your hand, 5 uses)

mounted:

beam turret ( halo 4)

extra:

battlewagon suit ( a hardlight armor, forces you in third person, slows you down,
give you 140% meele and 200% shield, detachable by activating armor abillity)

(yes, i know: battlewagon suit + hunter flag = hunter , battlewagon suit+ dual wield plasma rifle=
starwars droideca)

grenade:

pulse grenade ( h4, longer field stability, paralysating effect, orange particles
like the incenerator canon, 110% radius)

Human weapons:

Pistols:

M6E (halo reach magnum with halo 1 magnum design, 5 shot kill, halo 4 fire rate, 8 shot magazine )
M6F ( Halo 2/3 pistol without zoom, dual wield , 5 shot kill, slower fire rate )
MP8 ( Halo 2/3 SMG mix, dual wield)

Rifles:

MA6A/Bulk (halo 4 AR with darker look, more H1/H3 like sound & 8% slower bloom)
BR60/Drop (halo 4 Br with thinner design,10% lower fire rate, 4 shot kill,old reticule design and 12% less auto aim
and old black color )
M397 DMR (halo reach/4 DMR mix , 5 shot kill, halo 4 range,12% lower auto aim)

Support:
S3AM ( halo 4 sniper,5% slower bullets, halo 4/ aniversary design mix, 6% lower auto aim)
M46 B ( halo 3/reach/4 shotgun mix (also in design))
sticky detonator (14% lower bullet magnetism)
Railgun (10% lower bullet magnetism,10% higher RR range,7% more effective against vehicles)

Heavy:

halo 4/reach bazooka mix
halo reach spartan laser
halo CE flamethrower
SAW ( box magazine,slower reducing bloom (anti trigger) )

Mounted:

Chaingun (halo 4)
Rocket Pod (halo 3)
Grenade launcher ( halo reach, no reload, 2 sec. cooldown, 5 shots)

grenade:

Halo 4 frag grenade, 114% dammage radius, smoke like in reach

extra:

slipspace detonator ( reachs orbital fire,opens a slipspace rip , looks like H4 zap-cannon)

vehicles:

  • changeable color stripes

human:

Mongoose
warthog ( more classic engine sound, more classic reticule)
gausshog "
rockethog "
transporthog " (no reticule)(passenger +3 seats in the back (sides+ backward), all can shoot)(10% more durability)
scorpion (halo 4/ reach mix)
mantis (8% weaker shield,6% less durability but able to step over higher terrain and 5% faster,a passenger seat)
elephant
falcon mk.2 (2 weaker chaingun turrets, 2 free seats( no shoting), turbines insted of rotors)
kestrel ( light, hornet like air vehicle)(fast, but low armored, equipped with a machine gun)

forklift

drop pod

covenant:

ghost ( halo 4/reach mix)
needler ghost (halo CE , behaves like brute chopper)
spectre
wraith ( halo 3/4 mix)
AA Wraith ( halo 3/4 wraith mix , with 4 fuel rod shots, weaker than normal fuel rod)
Banshee (halo 3/4 mix)
heretic banshee ( heavy armed, slower, stronger and faster flag cannon, weaker primary weapon)
shade turret

huge gravy lift ( halo 1: the truth and reconcilation)

Armor:

  • bulkier spartan undersuit, less shiny armor, only black undersuit

  • make the chestplates look like they are constructed on the same base.

  • more classic armor look in general (less cartoony style)

  • more used armor look ( not as extreme as in reach)

elites: halo 3 armor customisation+ halo 4 and reach armor types

comando= old comando
air assault= old design, longer front
eva= more classic
gungnir= old gungnir
mark VI = original VI
orbital= emiles helmet
raider= remove
ranger= remove
operator = remove
pioneer= remove
wetwork= keep
fotus= smaller horn
Locus= remove
Protector= remove
Defender = remove
Aviator= less squidward like
Cio= remove
EOD= keep
Enforcer= keep
infiltrator= keep
recon= keep
recruit= keep
solider= keep
tracker= keep
strider= keep
scanner= keep
deadeye= keep
warrior= keep
scout= keep
hazop= keep
Oceanic= keep
Mark V = less cartoony
ODST= less Cartoony
Prevect= less cartoony
ricochet= keep
Rouge = keep
warmster = remove / exchange with mjolnir B
venator= keep

add:

CQB
Hayabusa
security
military police (reach/halo 3 rouge) (with marine like armor)
mjolnir B series
Operator (classic)
Mjolnir mk. VII
JFO ( mix with defender)
pilot
a bulky, heavy armor with a small visor

species improvement:

elites: 15% less shield, 25% more durrability, smaller head hitbox, “woot woot woot” line, berserk sometimes,
more classic armor and color code, more classic face, more halo 3 ai
gruts: smaller head hitbox, therefor more panic, human language, more classic color code, more classic design
jakals: more damaged by grenades, shields are affected by grenades, more classic design
promethean: less teleportation, 5% weaker knights, more agressive strategy, more distinguishable clases
flood: more classic design ( sensor tentacles and more green color), spartan like setting properties (easier flood setup)
general: more classic halo weaknesses and less extreme specialisation.
hunter: assasinateable (like a tank, but the hunter will throw you away after 3 second, you must kill him faster)
marines: classic armor and helmet (mix of reach, 3 and wars. the giggest part should be halo 3),
AI mix from halo 1,3 and some new cooperative abilitys.
And some ODST’s (or at least ODST Spartans)

(bring back: drones and brutes and flood)(if posible)

all entities get 30% more halo-classic AI’s, should react based on their sences and a limited hivemind (especialy flood)

animations:

take a weapon from the ground : fast crouch, a " hand to the ground" animation, dont slowing you down
take a weapon from hip height: the same, but no crouch
take a weapon which is higher than your shoulder: reach the arm to the position of your forehead
improved weapon change
improved button interaction
keep lowered weapon while walking
head moves slightly up and down when you speak into the micro
lowered weapon:

LT: salute/ point at head mix
RT: point
LT+RT: put your hands up

AA’s and loadouts (no panic!)

The Armor abilitys should be handeled like the Halo 3 equipment and named so.

AA’s placed as power weapons

Human:

Jetpack (reach behavior)(16 sec.)( 4 sec. per cooldown) (reach cooldown)
Mine (2 mines)
Armor lock (8 sec.) (4 spc) (25% of reach EMP)
Visr (minimap with enemy positions (shows a area of 64m around you)) (2 uses)
hacker ( hidden h4) (3 uses)
Flare (h3) (2 uses)

covenant:

boost (h4 thruster pack/evade mix) (3 uses)
camo (reach) (14 sec.) (7spc)
hologram (4 uses)
bubble shield (2 uses)
medic field (3 uses)
energy drainer (nerfed h3) (2 uses)

forerunner:

teleport (2 uses)(short to mid range)
constructor (force-push) (3 uses)
promethean shield (16 sec.)(4spc)
sentinel turret ( 4 uses)
promethean vision (16 sec.)(4spc)
radar jammer (4 uses)

pick ups:

  • old design:

overshield (red)
active camo (dark blue)
rage ( dammage burst) (yellow)
speed (white)

No starting AA’s ( gametype only)
( options for deactivate fuel/ no cooldown)

No specialisations
No Spartan points
No tactical/ armor upgrade.

AA Option of half , normal and double use times, endless use and endless+ instant cooldown
( half use time : 3 gets 2 with a 125% reload time)

option for setting ability heritage: normal, covi, promethean, human

old weapon spawns

option for grenades: no, normal, classic, human, covenant, forerunner

  • in some gametypes “suport packages” will be dropped. they can be carried like a flag/turret and can be
    activated somewere. they contain a pre-set object of any kind.

  • a destination for a package can be set.

  • weapon heritage setup: classic halo (befor reach), standart, storm/covenant, forerunner, Human, anti-flood,
    no heavy weapons, only heavy weapons, H4 ( only support& heavy), close quarter combat,
    sniper, Pistols, Pistols classic, bazooka only, no weapons and fun weapons only

team specific loadouts
option to set a requirement (lifetime, points, etc.) for the loadouts.
custom loadout names
No personal loadout.
Game loadouts like in reach for some games.
setup for the maximum amount of players per loadout class (1-19/ unlimited)

the “extra” is carryied like a turret, but in first person. it can be set as a starting weapon.

dual wield is enabled for AA’s and sprint (but longer time for pulling the weapons for sprint and rof for jetpack)

weapon options: normal, half ammunition, double ammunition, endless amunition, endless+ no reload/heating

Sources

all rights goes to the music producers, 343 Industries and Bungie:

Martin O’Donnell, Michael Salvatori
Neil Davidge
Themes For Orchestra and Choir 2
Linkin Park
Breaking benjamin
Stephen Rippy
Jonas Myrin

some inspirations:

Halo5Follower
Halo 5 News!
MoreConsole
Nak3d Eli
Wangtime: The Reclaimer
Insanmiac
Team Epiphany
HaloFollower
Chief Chanuck
LXGYT
TheHaloForgeEpidemic
FoxTheDon
AmeriCanadiangamer
TheCrazedSpartan
Halowaypoint
Rooster Teeth
Needed 5 for halo 5 - Google Drive

many comments on youtube, Halowypoint Forums
a bit of conection of the sources
and a bit of personal meaning ( nobody can write a text without it completly ^^" )

This text is also aviable as a often updated list (this thread is update 12):
http://www.4shared.com/folder/oU1PUVRS/halo_stuff.html

K.