• HaloRuns Submission Rules

    General Rules

    • Users may submit under only one account, and only one user may submit under an account.
    • Must not use any skulls from the menu.
    • No macros are allowed, remaps must be one-to-one.
    • No modified controllers or keyboard adapters are legal for speedruns.
    • No emulator runs allowed, Xbox 360/One/Series Backwards Compatibility emulator is excluded from this.
    • Twitch VOD submissions must be highlighted.
    • Individual level runs must not start with weapons carried over from previous missions.
    • Video submissions must be first person perspective and should, if possible, clearly and accurately show
    • execution of the run.
    • Loading core saves and custom checkpoints at any point during a run is not allowed. This includes skipping opening
    • cutscenes for ILs. Loading a checkpoint with a preferred seed, before a run however, is allowed.
    • Co-op submissions that will give 80/800+ points or a trophy must include videos for all player viewpoints.
    • Submitted gameplay must not be obscured by stream elements (webcam/livesplit/overlay). Health bars,
    • ammo counters, reticle, radar, status messages (checkpoint... done), and MCC timer must be clearly visible and
    • unobstructed at all times.

    Halo:  Combat Evolved

    • Full Game is timed RTA - loads. Time spent on the Post Game Carnage Report (PGCR) *is* counted.
    • The MCC in-game timer can be disabled in order to not show the PGCR.
    • ILs are timed RTA.
    • Halo: Custom Edition is not allowed for runs due to campaign map files being incorrectly ported.
    • Rebinding aim inputs to key presses using software such as Neatmouse is not allowed.
    • The player must not die and revert after the final cutscene begins on The Maw. At least 5 seconds of the cutscene
    • must be visible in the submission.

    Full Game

    • Time begins upon gaining movement control on The Pillar of Autumn and ends upon losing movement control on
    • The Maw, minus between-level loads
    • See the IL section for help with timing.
    • On easy/normal difficulty, the PoA cryotube tutorial must be included in video submissions and not sped up.
    • Time spent in the cryotube is not counted.

    Individual Level

    • ILs are timed RTA, not MCC time.
    • Timing for beginning and ending points are the following:

    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/black == 1 Frame before black bars begin to grow

    First frame of full white == 1 Frame before black bars begin to grow

    Co-op Specific

    • Switching to a different 3rd player mid-run is not allowed.
    • If a player crashes/leaves during a fullgame run, you are allowed to replay the level from the beginning, adding the
    • time up until the crash/leave happened.
    • Online Coop runs must use host player video for timing.

    Halo 2 Classic

    • Runs must be started with no skulls active.

    Full Game

    • Time starts on last frame of full white during fade-in on Cairo Station and ends on the first frame of full white during
    •  the fade-out on The Great Journey.

    Individual Level

    • Time starts on last frame of full white during fade-in and ends on first frame of full white during fade-out.
    • Outskirts begins upon gaining movement control, Armory ends on the first frame of black.

    Co-op Specific

    • Switching to a different 3rd player mid-run is not allowed
    • Any AUP or restart grab setup done prior to a run must be included in the final time, timing begins from whichever
    • restart the setup was started on.
    • Full game an ILs begin timing for levels after the fully white frame on the first fade-in on the respective level, and
    • timing ends for levels upon the first fully white frame on fade-out.
    • Outskirts begins upon gaining movement control.

    Halo 2 MCC

    • Excessive waiting on PGCR is not allowed.
    • Excessive waiting on the Pause Menu during IL attempts is not allowed.
    • Runners must set the FPS they wish to run on before timing begins. any mid-run FPS swaps, in full game
    • or individual levels, are banned. PC runners are encouraged to state what FPS the run was performed at in the
    • video description, and display an FPS counter is available.

    Full Game

    • Time begins on the last frame of full white during fade-in on Cairo Station and ends on the first frame
    •  of full white during the fade-out on The Great Journey, minus intro and outro cutscenes,
    •  between-level loads, and the PGCR screen. The fade-in begins after the starting cutscene is skipped on all
    • levels except for Outskirts, where timing begins immediately after the starting cutscene is skipped.
    • The fade-out on all levels begins before the ending cutscene plays, including High Charity.

    Individual Level

    • In-game timer must be on and visible.
    • Final time is the time seen on PGCR.
    • Armory begins on the last frame of full white during fade-in and ends on the first frame of black

    Co-op Specific

    • Full game begins on the first frame of black before the fade-in on Cairo Station.
    • Switching to a different 3rd player mid-run is not allowed.
    • Any AUP or restart grab setup done prior to a run must be included in the final time, the time to add for individual levels
    • is the time shown on the last frame of the timer being visible.
    • Full game begins timing for levels after the last fully white frame on the first fade-in after the load on the
    • respective level, and timing ends for levels upon the first fully white frame of the fade-out.
    • If a player crashes or leaves you are allowed to redo the lobby and replay the level, however you must add the time up
    • until the crash/leave happened. Runners are allowed to enter Anniversary graphics while in the starting cutscene to
    • determine if a crash will occur. If one does occur, the runners are allowed to remake the session and start the
    • level again without penalty

    Halo 3

    • Excessive waiting in pause screens and PGCR is not allowed.
    • Runners must choose a single max framerate to use for the duration of their run.
    • Theater playback submissions are not allowed for top 3 times.

    Full Game

    • Run starts on Sierra 117 and ends upon skipping the last cutscene on Halo, final time is the sum theater
    • film durations.
    • Full game video submissions must include either:
    • Full gameplay from beginning to end with theater film duration shown afterwards without cuts.
    • All theater film gameplay shown in order without cuts.
    • Must save and quit on Sierra resets to create a new theater file.
    • If your run is interrupted by a save and quit or crash, you may resume the run and use both parts
    • of the split theater film to time your run, spending an excessively long amount of time away from
    • the game after a crash or save and quit is not allowed.
    • If and only if theater films don’t appear after your run due to a game error, you may re-time your
    • run as RTA minus loads and pauses, or use autosplitter time if on PC.

    Individual Level

    • In-game timer must be on and visible.
    • Final time is the time seen on PGCR.
    • MCC video submissions using theater must provide some proof of PGCR time (screenshot or
    • leaderboard time). Note that EAC-off will prevent your time from appearing on in-game leaderboards.

    Co-op Specific

    • Restarting mission on Sierra resets is allowed for convenience, if done, Sierra must be re-timed
    • Manually.
    • Any restart grab setup done prior to a run must be included in the final time, the time to add on is the time
    • shown on the last frame of the timer being visible.
    • If a player crashes or leaves you are allowed to redo the lobby and replay the level however you must add
    • the theater time up until the crash/leave happened.

    Halo 3: ODST

    • Excessive waiting in pause screens and PGCR is not allowed.
    • In-game timer must be on and visible.

    Full Game

    • Run starts on Prepare to Drop and ends upon getting in the phantom on Coastal Highway, final time is the
    • sum of individual level times.
    • Runs must be started from the Prepare to Drop menu option, not the Recon Helmet rally point, though you
    • may restart level as many times as you want after you have gotten into Recon Helmet through the Prepare
    • to Drop menu option, if done, Prepare to Drop must be retimed manually.
    • Full game video submissions must include either:
    • Full gameplay from beginning to end showing all PGCR times.
    • All theater film gameplay shown in order without cuts with proof of PGCR times.
    • If your run is interrupted by a save and quit or crash, you may resume the run, but spending an excessively
    • long amount of time away from the game after a crash or save and quit is not allowed.

    Individual Level

    • In-game timer must be on and visible.
    • Final time is the time seen on the Post Game Carnage Report.
    • MCC video submissions using theater must provide some proof of PGCR time (screenshot or
    • leaderboard time). Note that EAC-off will prevent your time from appearing on in-game leaderboards.

    Co-op Specific

    • Any restart grab setup done prior to a run must be included in the final time, the time to add on is the time
    • shown on the last frame of the timer being visible.
    • If a player crashes or leaves you are allowed to redo the lobby and replay the level however you must add
    • the theater time up until the crash/leave happened.

    Halo: Reach

    • Excessive waiting in pause screens and PGCR (Post-Game Carnage Report) is not allowed.
    • In-game timer must be on and visible.

    Full Game

    • Run starts on Winter Contingency and ends upon completion of The Pillar of
    • Autumn, final time is the sum of individual level times.
    • If gameplay-impeding visual bugs occur, quitting mid-level and resuming the run
    • is allowed.

    Individual Level

    • Final time is the time seen on the Post Game Carnage Report on MCC, or the time shown on the last
    • frame of the timer being visible for the 2010 version.
    • Video submissions using theater must have the timeline visible at all times.
    • MCC video submissions using theater must provide some proof of PGCR time (either a
    • PGCR screenshot or leaderboard time).
    • Note that EAC-off will prevent your time from appearing on in-game leaderboards.

    Co-op Specific

    • During a run, players may quit out but none are allowed to join, total player count must always exceed one.
    • Any restart grab setup done prior to a run must be included in the final time, the time to add on is the time
    • shown on the last frame of the timer being visible.
    • If a player crashes or leaves you are allowed to redo the lobby and replay the level however you must add
    • the in-game time up until the crash/leave happened.
    • If a Co-op crash occurs during the level-end fadeout and no PGCR screen is obtained,
    • you must use the time shown on the last visible frame of the in-game timer for that level

    Halo 4

    • Excessive waiting in pause screens and PGCR is not allowed.
    • For MCC, in-game timer must be on and visible.
    • If you are running on the original version of Halo 4 for Xbox 360, you must re-time your run to match the MCC in-game timer.
    • Pause buffering loads is allowed in Halo 4

    Full Game

    • Run starts on the mission Dawn and ends upon completing Midnight. The final time is the sum of times that
    • are shown on PGCR screens after each mission.

    Individual Level

    • Final time is the time seen on PGCR (Post-Game Carnage Report).
    • The freeze in-game time on loads glitch is not allowed as it requires previous setup.

    Co-op Specific

    • During a run, players may quit out but none are allowed to join, total player count must always exceed one.
    • Any restart grab setup done prior to a run must be included in the final time, the time to add on is the time [
    • shown on the last frame of the timer being visible.
    • If a player crashes or leaves you are allowed to redo the lobby and replay the level however you must add
    • the in-game time up until the crash/leave happened.

    Halo 5: Guardians

    Full Game

    • Run starts on Osiris and ends on the fade out of Guardians, final time is the sum of individual level times.
    • Meridian Station, Alliance and Before the Storm are counted in full game runs. Timing for those levels
    • starts on the first frame of fade-in and ends on the last frame of fade-out.
    • If the game restarts mission from PGCR instead of loading up the next mission, you may ignore this and
    • load up the next mission manually with no penalty.
    • Restarting mission is allowed. If done, add up the time from before the mission was restarted (same can
    • be applied for save and quits). Any re-watched cutscene may also be subtracted if it is not included in the
    • in-game time.

    Individual Level

    • Final time is the time seen on PGCR.
    • If you are running on a patch without in-game time or PGCR does not appear, you are allowed to re-time
    • your run to match the in-game timer via the following rules:
    • Time spent paused, mid-level cutscenes, and in-game freezes may be removed.
    • Time starts on the first frame of fade-in and ends on the last frame of fade-out, unless otherwise stated
    • Below:
    • Blue Team: You may remove the mid-level cutscene, if you do, add 1 second to match IGT.
    • Glassed: Add 2 seconds to match IGT.
    • Unconfirmed: You may remove the mid-level cutscene, if you do, add 2 seconds to match IGT.
    • Reunion: You may remove the mid-level cutscene, if you do, add 2 seconds to match IGT. Time
    • starts on the first frame of fade-in and ends upon loss of control, however, if the final cutscene
    • isn’t skipped instantly you must include the cutscene time. Video submissions must show
    • whether or not the cutscene was skipped instantly.
    • Evacuation/Genesis: Time starts on the first frame of full white.
    • Guardians: Add 1 second if you have score attack on. If score attack is off, add 3 seconds
    • to match IGT. If you do not perform “animation skip” add 4 seconds to match IGT. The final
    • cutscene and credits must be able to start (i.e.,
    • no soft/hardlock). You are allowed to ignore “double ending”.

    Co-op Specific

    • During a run, players may quit out but none are allowed to join, total player count must always exceed one.
    • Any restart grab setup done prior to a run must be included in the final time, the time to add on is the time
    • shown on the last frame of the timer being visible.
    • If a player crashes or leaves you are allowed to redo the lobby and replay the level however you must add
    • the in-game  time up until the crash/leave happened
    • If the game returns the players to the character select screen at the beginning of a mission, the following rules
    • will apply:
    • For ILs the player must restart the mission and the current run is invalid.
    • For Full Game, the players must leave or restart the mission. If the leave option is used, the mission must
    • be started from the beginning and using the resume function is not allowed.
    • Any time from the beginning of the mission to restarting the mission does not count
    • when the bug occurred.
    • The players are not allowed to try, experiment, or otherwise get practice during the bug.

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