shade45 ended up releasing what was known as Entity UE 1.6 which built upon the previous versions with features and fixes. Entity v1.3.9 - AOL accounts deactivated.Īs Halo 2 DLC was released - the clever " patch.lvl" files came to light. To save the curiosity - those accounts have been deactivated for being abandoned. The accounts sending automated messages had clever passwords such as: Signing into select versions of Entity back in the day would send an AIM message to either " mjdpdu", " thetyckoman" or " pukeanddeadstuff" using a hard-coded list of accounts to send the message. With such a large application, it became one of the first applications in the scene to include some "call home" functionality. The next release (Beta) packed more features and some of the more known names of the era helped out in some way in this release. Once Alpha was out in the wild, this attracted the help and attention of many. In terms of the interface it rocked a 3 column design where the tags held the left column, which the main configurable tools in the middle and all meta information on the far right.
Most versions of Entity released not only included the binary, but the source code itself. Next up we have Entity which is a program that has survived through so many authors and versions - probably because of the released source nature of it.
This would download the updated RAR file if the version didn't match and excelled at providing updated versions.Įntity Alpha 1.1 - pokecancer / The Tycko Man It also launched with an auto updater, which was nothing more than checking for a DotHalo.txt file located on the /bocked/DotHalo folder.
Software didn't auto update behind the scenes, Electron didn't exist and 64bit architecture was just beginning. That's likely to be the last time we play the game before its 14th September release.What were the tools behind these creations? Well reverse your clock to the original Xbox era and you'll find yourself with a difficult question. A fuller description was given by Eurogamer's Johnny Minkley after playing the multiplayer Halo: Reach beta. Those maps are only a fraction of what the Halo: Reach multiplayer will offer. There's also a spire, obviously, that funnels the action to a hand-to-hand finale at the top. This is specifically for Invasion game types and contains a beach for wide-open, vehicle-heavy battles.
There's a third map mentioned called Spire. This is reached via a semi-permeable membrane that allows Spartans through but not projectiles. Two bases face each other on either side of a small ring, and fighting takes place over three levels - the top one being outer space. Zealot, on the other hand, reinterprets Midship. However, the dynamics of the map are changed by jetpacks and Sprint, and the walls and floors have been splashed with fancier textures. Reflection is said to be a more-or-less accurate remake of Ivory Tower. Those levels will become Reflection and Zealot, respectively, according to IGN. Bungie has remade Halo 2 maps Ivory Tower and Midship for upcoming game Halo: Reach.