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    Banner provided by @Pancake "What is HARDCORETRACKS?" HARDCORETRACKS is a variant of mayhem racing, which takes place on skytracks modified with traps and obstacles that are designed to hinder or kill the racer. Races consist of 3 rounds with racers having one life per round. Each round ends upon the completion of 5 laps or last remaining racer. Intentional wrecking is permitted and encouraged. Rounds 1 & 2 use a traditional 2nd destination starting procedure for Halo 3, while Reach uses the in game timer. Round 3 starts immediately on spawn. Points are scored based on completion. For H3, it's 1 lap = 1 point, death = -1 point. For Reach, it's 2 checkpoints per lap, score freezes on death, racers can potentially score a maximum 15 points, or -3 points for H3. For Reach The amount of points scored per race attributes to overall standing in a tournament. For more information about HARDCORETRACKS, visit HC Compact Document and/or What is HARDCORETRACKS??? "What is on a Hardcore track?" As mentioned, Hardcore tracks feature traps which are designed to hinder or completely halt a racers progress. Maps vary in difficulty based on the track layout and traps present. Traps can be static or dynamic to spawn throughout the round. Some examples of traps include: Fusion coils/landmines - static with respawn time or dynamic. Man cannons/gravity lifts - placed to slow players down or push them off the track. Obstruction blocks - built into the track or loose obstacles like barrels and cones. Fake shield doors - placed in spots to push players off the map or into catastrophic traps. Fake jumps - serves the purpose of tricking players into following a false path. Pitfalls/holes - usually built to kill the player, placed in blind spots or without much warning (blind not recommended). Exploding vehicles - placed in killballs to destroy them and fall through man cannons to spread scrap pieces. Maps also feature enjoyable features such as shortcuts, man cannons and shield doors which serve to assist the player. Rules: Entries are open for Halo 3 and Halo: Reach, no limit on map submissions; the more the merrier! Co-forges are welcome and encouraged; remember to give credit where it's due! Maps must feature various elements of a Hardcore track. Maps must be made completely from scratch, no exceptions. Maps must be made within one week prior of the contest start date, no exceptions. Maps must be compatible with the Hardcore gametypes for H3 and Reach, as well as being able to accommodate 8 players for H3 and 16 for Reach. Maps can be made on any forge canvas. The recommended canvas for H3 is Sandbox, Forge World for Reach. Maps must be made to prevent blatant cheating; this means griefing the checkpoints or unintended skipping a large portion of the track. Maps must me made to outright kill the player in the event they completely fall off the track; systems such as honor death teleporters will not be accepted. Maps are highly recommended to be optimized for console usage, as various levels of performance will influence participants who vote. Judging: All maps forged in good faith will move on to voting. Voting will be instant run-off style. How to Submit: Track Creator(s): Track name (no explicit names): .mvar file or Fileshare GT: Rewards: 1st Place will receive a $20 Steam gift card, provided by @Sqeazu! All submissions will be reviewed and have a chance to be added to the map pool for Season 6 of HardcoreTracks! Deadline: All maps must be submitted by October 4th, 2021 at 11:59pm ET Submissions:
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    Interview and article composed by @Camonized With every ambitious project comes the ambitious people to bring it to life. HT 5.0 is no exception, as it requires a straining effort from it's makers. One of these individuals is Aaron Siciliano, mainly known by his alias 'Mad Hatter' or 'Hatter is Mad'. Hatter has quite the history with HT, as he is one of the community's biggest contributors and oldest members (being one of the original 3 members of HT). Other intriguing additions on his community resume include being one of the current Code Monkeys, a leader for one of the most all time successful squads and a seasoned racer with commendable results. He may not be the most social on the website or within the community, but Hatter nonetheless is an interesting fellow with unparalleled integrity, thus making him the perfect fit for this edition of Community Spotlight. HaloTracks: We've already given you a brief introduction, but could you tell us a little bit about yourself and what you do? Hatter: I am the longest lasting, last standing, developer for HaloTracks. In my free time, I am developing the HT5.0 platform update which also includes both the Maps application and Tournament system. Outside of the Halotracks community, I have dedicated a large part of my life to Sprintcar racing. I also am in the process of restoring a 1974 Jaguar XJ6, which is my daily driver, and a 1999 Ducati Monster 900 which is my favorite motorcycle. Hatter (#44 in the black car), racing at Charleston Speedway in Charleston, IL. Most people know you've got a hefty track record, but where did it all begin for you? I started with Halo racing back in Halo 2 with Warthogs on Coagulation. I would play all kinds of mini games with my friends for several hours per night. At one point I learned how to mod Halo 2 on Xbox Live and I started creating modded racetracks on Containment. In the first week of Halo 3 I was searching through the Bungie.net forums and come across a racetrack made by killer200o and cul8er. This racetrack was very simple but they had come up with a gametype for tracking laps and no one else had the drive to even start on large projects like racetracks. I immediately added cul8er on my friends list and contacted them about starting a Halo racing community. cul8er and killer200o then invited me to their xbox live party, in which they happened to be forging their third track, and explained to me that they just a few hours prior created a Bungie.net group called HaloTracks. I promptly joined and was the third active member, 35th registered member, on the Bungie.net group. Communities see plenty of people come and go, but you've stuck around all these years. What keeps you coming back? Wait, am I allowed to leave? Actually to be honest I have tried to leave a couple times. Originally, my reasons for leaving the community were due to conflict between cul8er and I. At one point I even started my own Halo racing community. It failed when cul8er threatened to ban anyone from Halotracks who supported me and eventually managed to alienate me from the racing community. killer200o managed to bring me back to the community but cul8er and I would almost never be on speaking terms again. At this point in the timeline I came back because the Halo racing community was thriving and very fun to be around. The second time that I left the community was during the time that I was practicing for MLG tournaments and competing on GameBattles. I did not officially leave the community, but I stopped hosting the Velocity squad tournaments because I didn't have enough time. The last few years I have had no desire to be apart of the community due to the members of the community. I have however stayed with the intent on finishing the HT5.0 system because I made a promise that I would see it through to the end. We see you're back at the races. How does it feel to be back in the saddle? It wasn't my decision to stop racing! You guys didn't want to invite me or let me race since I was overseas and laggy. I am glad I am back and racing again but I do not ever expect to be dominant again like I was back in the Halo 3 days, unless we return to terrain racing. After a long hiatus from racing, Hatter returned in Halo 4 for his first full season of HTSX during Season 7, where he finished in 18th Overall. He made 4 main events with his best finish being an 8th. In late 2014, Hatter made a personal journey to Thailand, which took a blow to his racing comeback. Plagued with connection issues, he salvaged an 11th Overall in the HTSX National Open Series. He completed only 5 races, making 3 main events with his best finish being a 6th. In his return to the states, Hatter faired well in the 2016 Nationals Series, where he finished 2nd Overall. He completed 8 races and snagged one overall win. Speaking of, those were some tough times for you! How did knowing you were at a disadvantage and had more in the tank affect you mentally? Would you say it hindered your performance (aside from your connection issues)? I don't think it hindered my performance too terribly. I am not very consistent with the Supercross style mongoose racing. If someone, usually Soda, didn't take me out because of my connection issue then I likely would have just wrecked on my own anyways. You've mentioned your time was back in Halo 3 during the days where you managed HT Velocity. How would you describe the current state of competitive racing and how it's evolved from the H3 days? I think the current state of competitive Halo racing is shameful compared to what it used to be. I do not believe that the current members of the community are the sole contribution to this however. I believe the childish mentality that was prevalent during the success of this community is to blame here. Each squad wanted to be superior to each other and belittle each other, looking at you Velocity and Supercross, this along with squad mismanagement left us with no squads and no one taking incentive to host races or forge racetracks. I believe this community will continue to suffer unless each and every member takes accountability for the lack of activity and does their part to create new tracks and host tournaments to try and recapture the success of this community that we all have collectively ridden into the ground. H2A is pretty shit though. Can we all just go back to Halo 4? Seeing how you've pretty much raced in every era of racing, which era was the most difficult to produce results? Halo 3 for terrain, Halo 4 for everything else. I would have to say that the Halo 4 era of racing, although not my favorite, was the most difficult to win a race in. The tracks were mostly supercross with low tolerances for f*** ups. The fantastic part about Halo 4 was the consistency of the mongoose. The mongoose and controls outclassed all of the other Halo games, even its successors. However, Halo 3 terrain racing was my favorite era of racing. Halo 3 provided the best mongoose for terrain racing. Unfortunately it was limited to eight racers per lobby and we would occasionally have to cut people from the races or create two different tournaments to facilitate all of the signups. If some of the more competitive racers from the Halo 4 era of racing had existed in the community during the Halo 3 era we might have seen more competitive racing in Halo 3 than Halo 4. While competitive Halo racing was inevitable, Hatter is still a commendable pioneer of the concept. With help from former Head Map Maker, Bomberman914, Hatter created the grassroots of prestigious HT racing tournaments and his legacy is something to be cherished forever. You've had a rough go at racing over the past few years and mentioned you don't see yourself returning to your dominant ways. What are your current goals as a racer? I plan on racing for fun. I don't expect that I will be practicing for any tournaments nor winning any races anytime soon. What has been your biggest challenge as a racer? I think the biggest challenge that I have had as a racer is making sure that I can get my pizza put in the oven and cooked completely between races. It has been an ongoing challenge for several years now. Don't be fooled; Hatter is quietly one of the most decorated racers on HaloTracks. His accolades include 24 HT Velocity tournament victories (3rd all time) and an HT Velocity championship from Season 1. Hatter may not produce the same results as he did back then, but that doesn't change his records or his status as a seasoned veteran. What has been your favourite highlight and/or your greatest accomplishment in your Halo racing career? My greatest accomplishment during my Halo racing career was when I won ten consecutive Velocity Squad tournaments in a row. Not only did I win the squad tournaments, but I did so convincingly by rarely dropping races during these tournaments. After I won the tenth tournament I decided to stop practicing for Halo racing and just take it for fun after that. I think my favorite highlight during my racing career would be the entire time that I hosted HT Velocity. I was very proud to have organized that squad and help that squad to impact this community in the ways that it has. Who was or has been your toughest competitor in racing? In the early Velocity days I would have to say my toughest competitor was Deano. The later velocity days that transitioned over to Cassel. I raced a single time during Halo Reach and I led every lap of the race and Soda passed me on the last turn of the last lap to win the race. This race marked the first time I had ever raced against Soda and the last time I was on even footing with him. Since then Soda has been my bad luck charm, anytime I have raced with him in Halo 4 or H2A he will accidentally take me out of the race. In closing, where do you see yourself in the future of HaloTracks? As well as being a developer, what are your hopes with HT 5.0 and where do you want to see HaloTracks in the future? I would love to be a large part of HaloTracks in the future. I have spent so many years of my life on this community and would hate to see the community die from the current trend of inactivity. In a perfect world I would like for HaloTracks to see an upswing in content creation and tournaments being hosted. This activity would hopefully invite new members to join our ranks and allow the community to grow and re-establish itself. Halotracks 5.0 will be a nice flex of our muscles as a community, however it is a useless gesture when there is no community to use it.
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    YES!!! I'll test it for mongooses and then have a lot of fun with this. We could use this to make hardcore racing traps or a very complicated scoring system.
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    The T-shirt would be cool, I'll probably end up buying my own halo 5 so don't worry about that. I've been meaning to contribute in some way so I'm just happy to help out
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    Hello all, I'm hosting a forging contest in the style of my SX/MX tracks, Aka Huge jumps, cross over jumps, city themed. i usually forge maps in less than 6 Hours, but ill give about 1 week to forge a map in my style. $20 to the winner via paypal, cashapp, or venmo. Ill judge maps and choose the best 6 to take to a lobby and use votes from everyone. anonymously, to determine the winner! Have fun and remember Impact will be your friend. This will be on H4. PC or xbox. Deadline will be December 24th at 11:59 pm PST
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    Please put back the recent gallery images underneath the shoutbox. If Le Hefe didn't post that he added a map to the gallery i wouldn't have known it was there. Even if it has small visual glitches they are better than no visual indicator that a new track has been posted.
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    Hello hello! After a very long absence due to lack of activity, we are finally back! Sort of. We're not going to have a big fancy leaderboard or any of that stuff, but we're still that same old outlet to get in that classic dirty racing. Currently only 1 tournament per week, but I'm open to expanding to 2 tournaments in order to cover more timezones and get more people involved if the interest is there. There will be a couple changes to the proceedings compared to how things were ran in the past, some of these are gone over in the in depth rules topic, but I'll cover them here as well. tl;dr: DRL is back, it's pretty insane. Sign ups: Tournaments will be ran through the HT Tournament system, this means you're required to have a HaloTracks account to participate. Tournaments will be posted roughly 1 week in advanced and will be advertised on discord. Sign ups are on a first come first served basis, however the player cap is now 14 so more people can get in on the action. Race start procedure: Instead of the classic "DRL" shout starting method, we'll be using a more traditional sticky detonator starting method on track that don't have starting gates. While the novelty was fun, it's pretty inconsistent and always caused confusion on when you were actually meant to "go". Dirtiest racer vote: We will indeed be voting for dirtiest racer still, however we will be using the "original" voting system where each person only gets 1 vote per tournament. While per race voting is nice and gave a more accurate result, it drags the tournament on far longer than it should. It's the dirty racing league, not the dirty voting league. The vote itself is a fun side thing, you should be racing dirty as much as you can regardless of the vote. Racer cap: In the past tournaments were always limited to 10 people, this was mainly due to the 360s nature to be quite laggy with even 10 or 12 people in games. With MCC and it's release on PC games are far more stable, so I'll be capping tournaments to 14 racers. If 14 proves too unwieldy for the connection and/or maps, I'll drop this down to 12. Some maps are definitely not chosen with 14 racers in mind, so some races could get insanely chaotic, providing even more contact and wrecking opportunity. Leaderboard: The veterans of the squad (or anyone that's been around me), remembers the old leaderboard WhiskeyWarm made for the squad. It had so many stats, all the data, and a complicated ranking system that factored in everything, and was always able to evolve so it didn't matter when you jumped in. I tried my best to "reset" the leaderboard and mess around with it to potentially re-use it, however I am what some might call "dumb". With that being said, for the time being we will not have any leaderboard ranking system. I'm not in a rush to create a leaderboard, as I feel it wouldn't currently add anything. I will however keep track of stats and in the future I'll start a primitive system to keep track of people's tournament wins, race wins, win%, dr votes, etc. for the sake of it. It won't be pretty or efficient, but it would still be nice to have at least some various data points. With all of that being said, I'm sure I missed some key points and haven't properly ironed out the rules yet. We'll work on this as we run tournaments and fix the issues as we come across them.
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    1. Blackout 2. Baked Falls 3. Violent Storm 4. Death Run 5. Frostbite 6. Acid Rain 7. Fixed Ankle 8. Calamity 9. Afterlife
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    Ummmmm.... what?
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    343 doesn't have an online method for downloading files for MCC at the moment, you have to do it in game. When you're in game, you have to open up the roster and select your name, from there you can select "find player", and type in the gamertag of the person who made the map you want and look at their file share. Some more recent tracks have been made on PC and these currently aren't able to be shared by normal means. We'll be getting some sort of PC file share at some point in the early part of 2021 but for now there's a workaround to share them that's only available on PC. If you're on console the only way to get them would be to have someone else put on the map for you, however this isn't an issue with most tracks you'll find.
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    1. Glaciation 2. Straights MX 3. Tire and Ice
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    Submissions for the contest have closed! We will be proceeding to voting with all 8 submissions and the topic will be up within the next couple days.
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    How the hell can anyone watch this? The cringe meme is one meme I'll never understand.
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    Thanks for taking a look. I had an alternate ending that was 'fail' packed, but I had trouble getting explosions to sync on beat. (cheap editing software)
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    Another bug seems to have appeared from no where. When I try to view a map post, it's starts to load the page, then suddenly reloads the map homepage instead. Okay scratch that. its only the top current two map posts that do that.
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    Hey Arpod, That's not actually a bug. We just have to manually add download links for each map. I went through your files on Waypoint the other day, and couldn't see any of your tracks.
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    She did, but he never finished it.
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    lol... I responded on the stream.... but I don't have a clue what you are parodying.
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    I've re-enabled the hook. Thanks for the topic, breh!
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    Bean05 if you don't mind me asking, what would be your choice?
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    Bean wins the post of the month, hands down. OOOHHH! SHIFT! Coming in with the big greens, lol! Thanks so much, bro! That's cover art, plus a standard HT T-Shirt, plus a custom tee, plus a custom nameplate, plus a copy of H5 added to the queue! We're already passed our donation goal, but donations will still be accepted up to June 18th for these rewards. Of course, donations after that date are always accepted. More donations equals more security for HT's future and more good stuff for all of you. Thanks again, Shift!
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    Could we just remove the spaces in front of and trailing the names before sending it to the DB?
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    Yep, that was a typo. I fixed it now; nice catch Casselia.
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    This post contradicts itself. Either it's a typo or I'm not understanding it; you're saying it's not hard to earn a feature, but it's hard to earn a feature. I still think earning a single feature is difficult, regardless. Having been around for all era's of forging, I can say that each era brought something different to the table. I wouldn't exactly say that newer forgers should get more praise and recognition than "prehistoric" forgers, entirely. Remember too, that each era had different challenges, capabilities and boundaries. I actually think this a good idea and would be very useful in the future.
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