IbeechuAdminFebruary 09 2014 at 6:58 PM ESTPosts: 1401
Full Game Timing Rules
General Rules Which Apply to All Games
Any kind of external mod, script or hack (such as FOV hack for Halo PC) is banned.
3rd party Keyboard and Mouse adapters for console (such as the XIM4 keyboard and mouse adapter) are not allowed.
Submitting times under multiple accounts is not allowed. If you would like to change your name, contact a mod or admin.
Skulls are allowed if they are collected and become active during the run. In any game where skulls are selected through the menu (such as MCC), they are banned in fullgame and IL runs.
RTA -- Real Time Attack. You start a timer when the run begins, and you stop the timer when the run ends. Most people use software timers such as LiveSplit. Note that RTA differs from "Single Segment" - in RTA you can save and quit, which saves time in some cases.
RTA Minus Loads -- RTA timing, with loading screens subtracted from that time.
Theater Time -- In games with Campaign Theater, adding up the times listed in the Theater Menu to get the final time for the run. (In MCC, you will have to load up each film and display the time bar.) Theater Time does not include loading screens. Theater Time is not the same as IGT.
Loading Screens -- The first frame of full black after a level-ending cutscene, to the last frame before the next cutscene begins.
FG -- A speedrun of the full game. The full game run begins at the start of the game and finishes after completing the last mission.
IGT -- Using the in-game timer with Campaign Scoring enabled.
IL -- A speedrun just of one Individual Level, as opposed to Full Game runs.
IGT -- Using the in-game timer with Campaign Scoring enabled.
Halo CE - RTA Minus Loads
Time begins at first frame of fade-in on The Pillar of Autumn and ends at last frame of fade-out on The Maw, minus loading screens.
If you're playing on console, you can manually subtract loading screens (defined above) from your final time.
Halo Custom Edition is not allowed on HaloRuns due to ease of cheating.
Although it is not timed, the cryotube section at the beginning of The Pillar of Autumn is still considered part of the game and must be recorded and abide by other HaloRuns rules; Meaning you cannot skip it with a modded checkpoint, use timescale to speed past it, or other similar methods.
Halo 2, Halo 2 MCC - RTA
Time begins at first frame of fade-in on The Armory and ends at last frame of fade-out on The Great Journey. That frame can be determined by the very last frame of full white screen before the run starts and the very first frame of full white/black screen when a run ends.
Skulls are allowed in original Halo 2, but not in Halo 2 MCC -- see rules for skulls above.
MCC timing can subtract loads between levels. Cutscenes and in-level loads are still counted.
Halo 3, Halo: Reach - Theater Time
Add up the total film times (not campaign scoring times) from the theater. All levels with a theater film must be included, except Lone Wolf (post-credits).
You may want to include the Theater menu in the video of the run as proof.
Halo 3: ODST -- Theater Time on 360, RTA Minus Loads on MCC
ODST runs must start on Prepare to Drop. You are allowed to have audio logs unlocked prior to the run.
The Xbox 360 version of the game uses Theater Time, while the MCC version uses RTA Minus Loads (due to the lack of campaign theater).
Halo 4 - RTA minus Loads
Begins at first frame of fade-in on Dawn and ends at last input (activate nuke). Timing can subtract loads between levels. Cutscenes and in-level loads are still counted.
Halo 5 - Sum of Individual Level Times
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. If you get the Post Carnage Report Glitch where you can't see the end time, you have to time the mission manually according to the Unpatched timing rules. You are also allowed to use the unpatched timing rules for any patched run.
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. In-game freeze times are also allowed to be removed to match the IGT.
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.
Make sure to check if there is a specific rule clarification for the level you are trying to run (listed below).
Games without IGT -- Halo CE, Halo 2, Halo 4
RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. (See specific IL rules below)
Halo 4 ILs are officially timed via RTA. Halo 4 ILs are not timed via IGT. For questions about Halo 4's timer in MCC, please see the FAQ (second post in this thread).
Games with IGT -- Halo 3, ODST, Halo 2 MCC
Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)
Timed via the time from the last frame the ingame timer is visible. (Campaign Scoring must be ON for this rule to take effect)
Alternatively, if a WR or PB is beaten with scoring off, and the length of the resulting theater clip is still shorter than the PB/WR, the theater clip time can be used. In the case of Long Night of Solace, 4:18 may be subtracted from the theater clip time, to account for the unskippable cutscenes.
Starts at first-frame of fade in, ends at last-frame of fade out, unless specified below
Clarification for Specific Levels
The Pillar of Autumn: Timing starts at first frame of movement control after climbing out of the pod.
Truth and Reconciliation: Timing begins at start of control.
Assault on the Control Room: Timing starts when you hit the ground and gain control.
Outskirts: Timing begins at start of control.
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).
Blue Team: You are allowed to remove the mid level cutscene time. 1 second needs to be added to match the IGT.
Glassed: Start timing at first frame of fade-in and stop at last frame of fade-out. Add 2 seconds to the result to match the IGT.
Unconfirmed: You are allowed to remove the mid level cutscene time. If you do so, you have to add 2 seconds afterwards to match the IGT.
Reunion: You are allowed to remove the mid level cutscene time. If you do so, you have to add 2 seconds afterwards to match the IGT. Timing starts at the first frame of fade-in and stops at the first frame on which you lose movement control. If you don't get the instant ending cutscene skip in which only 1 frame of the cutscene is visible, the ending cutscene time has to be included in the timing to match the IGT. You can prevent getting the ending cutscene by keeping A and Y held before ending the mission. You have to keep the buttons held until the cutscene is skipped. The footage must include enough to verify whether the cutscene was successfully skipped such as the post game carnage or the loading screen that follows the end of the level.
Guardians: Start timing at first frame of fade-in and stop at last frame of fade-out. Add 4 seconds to the result to match the IGT. The final cutscene and credits must be able to be triggered (i.e., no soft/hardlock).
Evacuation and Genesis: The timing starts at the first frame of full white screen.
Do I have to submit a video? Does a picture of the score screen/leaderboard count?
Videos are only required for times close to the world record. If your run earns a trophy (1st, 2nd, or 3rd), or your run is worth 80 points or more (800 points for fullgame), video proof is required. This will lead to some levels requiring more videos than others. For example, Keyes Easy runs up to 44th place are worth 80 points or more. A picture or video of the leaderboard or score screen by itself does not count as video of the run.
In addition, certain cutscene skips at the end of levels are either fully random or necessitate far slower strategies during the course of the run. There is precedent from other games in moving away from RTA in such cases -- Sonic, for example.
Given these issues, Sum of Individual Levels is the best timing method that keeps the game's competition on a relatively even playing field.
Can I use Master Chief Collection's in-game timer?
MCC IGT is only usable on the following categories:
Halo 2 MCC
Halo 4 ILs are officially timed by RTA. For runners' convenience, HaloRuns used to allow the MCC in-game timer to be adjusted (by adding or subtracting seconds for specific levels) to approximate the RTA time. This caused too much confusion, and therefore this alternate method of timing RTA has been abolished. To reiterate, use RTA for Halo 4 ILs.
Why is Halo 2 MCC its own category (but other games in MCC are not)?
Halo 2 Anniversary in the Master Chief Collection has a variety of gameplay differences from the original Xbox version (the fastest version). These differences include changes to sword flying/canceling, changed AI, changes to the way skulls are activated, etc. These changes make Halo 2 MCC a very different speedgame than either original Halo 2 or Vista, which both go under the "Halo 2" category.
What is theater timing for Halo 3, ODST and Reach fullgame runs?
Theater timing is an easy way to remove the variability of loading times. In the past, we have had runs that looked faster than the WR in real-time, but were actually slower when loading times were removed. Using theater time removes this random factor. You can find the theater time in the theater menu. In MCC, you will have to load up each film and display the time bar. You can add up these times with the Time Calculator on the Submit Times page.
What's up with Reach's timer?
Halo Reach campaign scoring boots you to the main menu at the end of a level. For this reason it should be turned off for full-game runs. The in-game timer is only used for IL runs.
Why is Halo CE timed differently on console and PC?
Halo PC saves about 5 minutes over console purely due to loading times, which are basically negligible on PC. For the purpose of comparing runs between console and PC, we allow console runners to manually subtract loading screens (defined above) from their RTA time.
Why are certain ILs not tracked on HaloRuns?
If a level is on a timer or otherwise physically cannot be sped up beyond a certain point, it is not a competitive IL for speedrunning, and so HaloRuns does not track it as an IL. So far, these levels include:
Halo 2: Armory
Halo 3 ODST: Mombasa Streets
Halo 5: Meridian Station, Alliance, Before the Storm
These levels are not tracked as ILs, but they do count in full game runs! They're not optional, so make sure you include them in your fullgame time.
Edited by Backflip on November 28 2018 at 12:37 AM EST
IbeechuAdminFebruary 11 2014 at 11:44 AM ESTPosts: 1403
Sorry I am new to this, what does "Carrying over weapons" mean for IL runs? Also why cant I submit Individual level run times? Specifically for Sierra 117.
HockeyfanModeratorJune 02 2014 at 4:35 AM ESTPosts: 6815
Hey there. Carrying over weapons means bringing weapons from the previous level to the next level in a full game run. This is not allowed for IL timing. Basically meaning that IL's must start with the weapons that you would start the level with if you loaded that level from the menu.
Also, you should be able to submit IL times using the time tables. For Sierra 117 you would click on Halo 3 Easy or Legendary (depending on which difficulty you played obviously) then type in your time into the boxes next to Sierra 117, link your video in the box next to it if you have one, then click submit. If you have any problems with it let me know and I'll try to go into more detail.
Yes, of course. Pick up any weapons you want during the mission. Carryover refers to weapons brought from previous missions. In Sierra 117's case, that is not an issue because it's the first mission of the game.
Edited by Reed_Tiburon on November 12 2014 at 9:00 PM EST
NoobsModeratorJuly 08 2014 at 10:37 PM ESTPosts: 6420
Guys what the ruling for console CE compared to PC CE aren't console runners allowed to -10:00 for load times or something along those lines?
Reed edit: On console you are allowed to subtract loading screens, as defined in the CE rules. You have to time each loading screen, add up that time, and subtract it from the RTA. There's no flat amount.
Edited by Reed_Tiburon on December 01 2014 at 12:39 AM EST
For Halo 3, are there any skulls we can/cannot use? I assume IWHBYD is ok, but what about cowbell for easier launches or grenade jumps?
BackflipAdminJuly 18 2014 at 11:58 AM ESTPosts: 14025
I think it needs to be a rule for reach that you must turn scoring off for full game runs, because it really makes a difference, and it pretty much ruins the whole single segment aspect as well, as it sends you back to the mission selection menu after each mission. Technically you can still go to theater and add up the films, and submit them, but having scoring and medals on really does make a difference. For example if you threw a plasma at the ground behind you and kept running, you wouldn't know if you'd killed anyone unless scoring was on. Its kind of been a "we suggest" thing in the past, but as this game gets more popular, we should implement it as a rule for all single segment runs.
Reed edit: added, see Reach rules
Edited by Reed_Tiburon on December 01 2014 at 12:39 AM EST
I record with an HDPVR 2. So that means I have a 3 second delay while recording. In my Timer, I have it set to have a 3 second delay which means my timer will be accurate when starting and it will stop 3 seconds before the end of the level TO THE VIEWERS. But to me it is okay. Is that okay?
HockeyfanModeratorNovember 22 2014 at 1:20 AM ESTPosts: 6838
Damon, my timer usually appears to stat and stop about 2 seconds early when I'm streaming, because of stream lag. As long as you're starting it when you should be, and stopping it when you should be, it doesn't matter.
In how far can I trust the IGT for CE in MCC to submit times? Cause in Keyes there is an unskippable cutscene in which the IGT stops and continues when you can move again which means you need to use RTA. Does this mean I can use IGT for missions with skippable cutscenes to submit times?
So, I've seen people starting the timer on Halo: CE TnR when they gain movement control, about 1-2 second after they get out of the pelican. It's tecnically correct since you're starting when you gain movement control, but incorrect from the spscific rules set up for TnR.
"RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. (See specific IL rules below)."
"The Truth and Reconciliation: Timing starts at getting out of the Pelican."
Which one is the correct one? I'm guessing the latter one, but it seems wrong to add 1-2 seconds onto every run.
On pillar of autumn the thread says timer begins @ fade in but halosplit starts at movement control instead. I've been told that using halosplit timings is correct, is this true? Can someone update the thread to reflect this?
Reed edit: I have edited the rules to clarify. IL timing on PoA starts at first frame of movement control.
Edited by Reed_Tiburon on December 03 2014 at 7:19 PM EST
When defining "last frame of fade-in" is it the last white frame before a cutscene starts and the screen goes black/whatever color the cutscene is, or is it the last frame where you can still see the background a bit/the screen isn't all white quite yet?