• HaloRuns Submission Rules

    General Rules

    • Must not use any skulls from the menu.
    • No macros are allowed, remaps must be one-to-one.
    • 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.

    Halo:  Combat Evolved

    • 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.

    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, time is not paused on Post Game Carnage Report
    • (PGCR).
    • Cryotube must be included and not sped up in video submissions.

    Individual Level

    • ILs are timed RTA, not MCC time.
    • Loading a core save or custom checkpoint to skip opening cutscenes is not allowed.
    • Full list of start/end frames:
    • PoA, Halo, Maw:
    • Starts/ends upon gaining/losing control.
    • TnR, SC, AotCR, 343GS:
    • Starts upon feet touching ground, ends on loss of control or first frame of full white.
    • Library, TB, Keyes
    • Starts upon gaining control, ends on first frame of full white.

    Co-op Specific

    • Switching to a different 3rd player mid-run is not allowed.
    • 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.

    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 The Armory and ends on 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.

    Halo 2 MCC

    • Excessive waiting on PGCR is not allowed.

    Full Game

    • Time begins on the first frame of black before fade-in on The Armory and ends on the first frame of the
    • fade-out on The Great Journey, minus between-level loads, timing guide with level start/end frames.

    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 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 time up until the crash/leave happened.

    Halo 3

    • Excessive waiting in pause screens and PGCR is not allowed.

    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 is not allowed.
    • In-game timer must be on and visible.

    Full Game

    • Run starts on Winter Contingency and ends upon firing the final MAC cannon shot on The Pillar of
    • Autumn, final time is the sum of individual level times.

    Individual Level

    • In-game timer must be on and visible.
    • 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 on OG.
    • Video submissions using theater must have the timeline visible at all times.
    • 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

    • 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 4

    • Excessive waiting in pause screens and PCGR is not allowed.
    • For MCC, in-game timer must be on and visible.

    Full Game

    • Run starts on Dawn and ends after triggering the nuke on Midnight, final time is the sum of individual level
    • times.

    Individual Level

    • Final time is the time seen on PGCR.
    • The freeze in-game time on loads glitch is not allowed as it requires previous setup, manually pausing on
    • loads is allowed.
    • If you are running on the original version you must re-time your run to match the MCC in-game timer.

    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.

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