Halo
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Играл под никами: halo, bai bai ri meng lai la
Fnatic didn’t pick up a roster ahead of the Kickoff Major in Raleigh. But even though the org isn’t competing at the first offline major for Halo Infinite, it’s still setting lofty goals for the year.
Johnson and Hebert believe that Fnatic can find “four free agent players out there that we can win a world championship with that you probably haven’t heard of yet.” This approach would drastically contrast teams like Sentinels, OpTic, and Cloud9, who have brought in some of the biggest and most successful names in Halo esports history.
Hebert said not attending Raleigh will give Fnatic the advantage of additional scouting, which will put them in a position to capitalize on certain players during the roster shuffle that will likely occur at the end of Raleigh and at the beginning of 2022. It’s unclear whether Fnatic will sign a complete young team that’s perhaps competing in the Raleigh open bracket together or pick and choose players who it thinks have the highest potential.
The earliest we could see a Fnatic Halo roster in action, if the organization moves fast and opts to compete in North America, would be late January or early February for the NA regional championship.
Scott Robertson
VALORANT lead staff writer, also covering CS:GO, FPS games, other titles, and the wider esports industry. Watching and writing esports since 2014. Previously wrote for Dexerto, Upcomer, Splyce, and somehow MySpace. Jack of all games, master of none.
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After over half a decade of teaming with SnakeBite, Frosty, and Royal2, three new faces will surround LethuL for Halo Infinite’s 2023 competitive season.
While his three old teammates moving to FaZe Clan to join forces with Renegade, Sentinels has signed Spartan, KingNick, and Kuhlect to join LethuL at the organization, it announced today. They will be backed up by eUnited’s former coach Kyle “Chiig” Lawson, reuniting him with Spartan and KingNick after the two departed eUnited prior to the World Championship last year.
Spartan and KingNick are a proven duo, with Spartan notoriously choosing to bench himself on eUnited and eventually move to FaZe over team captain RyaNoob trying to replace KingNick behind his back last year. The two joined forces once again when KingNick was also signed by FaZe just before the World Championship, and now, Sentinels has chosen to keep the pair together going into 2023 after the consistent top-four finishes the two managed to achieve on both rosters.
Kuhlect is a young rookie who first rose to prominence off the back of a successful tenure with Esports Arena Red in February 2022 that led to Spacestation Gaming signing him in March. The roster struggled to deliver consistent and promising results, but it was the spotlight he needed to cement his place in the upper echelons of Halo Infinite esports. With Oxygen Esports in October, Kuhlect even closed out the year with a top-six finish at the Halo World Championship.
With LethuL having back-to-back Halo World Championships under his belt from 2016 and 2017, Sentinels will be hoping that he can guide this new roster into finding success throughout 2023 after an inconsistent year in 2022 with the dynasty lineup featuring SnakeBite, Frosty, and Royal2. The team did manage to win the Kansas City Major, but the high points were right alongside some of the legendary roster’s lowest lows like a top-six finish at the Halo World Championship, their worst result as a team since the roster formed almost seven years ago.
You can catch the new Sentinels roster in action this weekend in Spacestation Gaming’s Spartan Showdown tournament, which will be live on the organization’s Twitch channel with a $25,000 prize pool.
Alexis Walker
A freelance journalist from the United Kingdom. I transitioned into writing about the industry in 2021 after spending a number of a years as a professional esports player in both Halo and Paladins: Champions of the Realm. Now, I provide coverage for a variety of titles such as Destiny 2, Halo Infinite and Apex Legends.
More Stories by Alexis Walker
The first year of Natus Vincere’s Halo Infinite campaign didn’t quite go as planned.
But a few promising results in Raleigh and Orlando, as well as a last-minute qualification for the Halo World Championship despite recent roster changes that concluded with a top-16 placement, gives the NAVI camp an air of optimism going into 2023.
Furthermore, the organization announced today that it has made one major change heading into the new year, swapping out Kimbo for ex-Acend star Snipedrone. With the Acend roster splitting up, NAVI took the opportunity to sign the English player, reuniting him with a familiar face in Jimbo.
The two first teamed up together for Snipedrone’s first event in 2013 during the Halo 4 era. Most notably though, alongside the two brothers BUK 20 and BUK 57, Jimbo and Snipedrone found great success under the Epsilon Esports banner in Halo 2 Anniversary and Halo 5: Guardians between 2015 and 2016. The team ended top eight at the both the 2016 Halo World Championship and the X Games tournament held in Aspen that same year.
The two have briefly reunited in scattered tournaments and lineups since then, but have been separated since the beginning of Halo Infinite‘s competitive circuit. While Snipedrone enjoyed reaping the rewards of Acend’s dynastic hold over Europe throughout the game’s first year, Jimbo and NAVI struggled to have a similar impact despite his bountiful career prior. N AVI’s acquisition of the Dutch rookie Mighty in June and Snakey in July last year marked the start of their recovery, but they could still never reach the heights that Quadrant or Acend did.
With Snipedrone now in tow, there’s hope the team can better match the heights of their fellow top European teams. Mighty tweeted after the announcement, expressing that he was “really happy” to be teaming with Snipedrone for 2023 and that he will be “learning a lot under him.” Jimbo had a similar sentiment, saying he was “beyond glad to be back playing with Snipedrone” and noting the opportune timing of the reunion since it was approaching 10 years since their first event together.
With qualifiers for the kickoff Major in Charlotte set to start soon, we won’t have to wait long to see what this new NAVI roster can do.
Now the first thing we need to create your Particle Effect is some particles. Obviously. So let’s get some of those.
Particles are emitted by an Emitter (so easy) . and the Dota 2 Particle Editor comes with a few types of emitters. You can access the Emitter tab by clicking on the + Icon next to the Emitter text in the Functions Panel.
For this particular particle effect, I will pick «emit instantaneously» as I want the particles to be emitted once instead of constantly being emitted. I will control those emitted particles to get the effect I want. You can select other emitter types to read up on them. A lot of the options on the particle editor come with a little description that gives you an idea of what they do.
Once you’ve created the Emitter, you will now see that it shows up under the Emitter section of the Functions tab and selecting it will open up its properties.
I’ll make just a small change here. I will set the number of particles I want the emitter to emit to 16. Should be enough for what I am trying to make.
num to emit = 16
NOTE: A lot of the numbers I might use in this tutorial may seem like I magically know them and you don’t. But that is not the case. I only know them because I have an idea of how many I generally would need for a particular effect and that I have done similar systems before. This is a lot of hit-and-trial so go wild with it without any fear. You’ll get the hang of it over time.
When you edit any property from the default value, it will change color to cyan. This is very handy to keep track of all the changes you made to a particular function.
We can control the lifespan of the particle by adding an Operator. Click on the + Icon next to Operator and you will find a lot new tab with all the possible Operators. There are a good number of them, so don’t be overwhelmed.
Let’s just look for what we want. At the top of this new tab you can see a «filter name / description» input column. Just type «decay» in here and it will now only show you operators by that name. Less scary.
Now there are so many operators to decay a particle. So which one do we go for? In this case, I will pick «Lifespan endcap timed decay» so I can control the time at which my particles decay.
Once I select this Operator, I want to make a small change to the properties.
decay time = 0.25
I like numbers that are multiples of 4 as you might have noticed so I went with 0.25 which is 1/4 (quarter of a second) to define the time at which I want my particles to decay.
As soon as you set a lifespan decay on your particles, you can see that the warning we had has now disappeared.
Because they are invisible. The particles are being emitted but there is nothing defined yet on how the particles should be rendered. So let’s fix that shall we?
First let’s do the ring that makes up our halo. To render this, we need to add . well . a Renderer.
Click on the + Icon next to the Renderer in the Functions tab and add a new «Render Rope» function.
Before you close the tab, you can see there are various other renderers as I have mentioned before. But as I have analyzed, I will be using a rope to get the ring effect that I want.
NOTE: In most cases, when you render a sprite, the particle should show up right away in your viewport. But we are rendering a rope in this case and ropes work slightly different. We need to define a path / position for the rope before it shows up. So let’s do that.
How a particular particle is born (or in other words initialized) in to the system is controlled by the Initializers. So let’s give birth to our rope by using one of those.
Click on the + Icon next to the Initializers and add a new one. But which one? That’s the question. We want a ring right? So let’s search for ring in the filter input column and see if anything shows up.
Viola! «position along ring» sounds exactly like something we want. So let’s add this initializer and see what it does.
As you can see the position of the particles is set and initialized but the viewport is still empty. We need to make small change.
We did set «position along ring» but as you can see in the properties tab, the radius of the ring is 0. Now we can’t see a ring with zero radius, can we? NO. So let’s bump that up. 10 sounds like a good value.
initial radius = 10
AND WE HAVE OUR PARTICLES. They look nothing like what we want them to . but we have them.
We did define the position to be along a ring and it does seem like they’re in a ring shaped form but they’re not neatly distributed. So let’s fix that.
In the properties of «position along ring», enable «even distribution» . it does what it says. It evenly distributes the particles along the ring.
And we have our beauty.
We now have our particles in a ring shaped form, but they are balls of light and a beam of light to make a halo as we wanted. This is where the particle textures will come in.
Currently the rope has a default texture and that does not work for us. So go to the «Render Rope» properties and change the texture by clicking on the «Magnifying Glass» icon. This will open up the asset browser from where you can pick all the available particle textures — both stock and those that you might have custom added.
Because I want something that has beams of light, I’ll search for «beam» and see if anything shows up.
There’s quite a few of them but I think I’ll go with «beam_hotwhite.vtex» because it seems to come close to what I want.
texture = beam_hotwhite.vtex
Now we should have something that looks like this.
That’s cool but it is still not a full ring. So how do we fix that? By distributing the particles better along the ring. Let’s go back to «position along ring» properties.
Here you can edit the «even distribution count» value to get us our full circle. I think a value of around 12 is giving us our smooth circle. So I’ll go with that.
even distribution count = 12