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The Official Halo 3 Thread

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EazyB said:
I've been running into this glitch quite frequently though:

Definitely gold:
I've seen this during my time on the map, as well. Pretty odd.
 
New? http://www.gameplayer.com.au/gp_documents/090224HaloODST.aspx?Page=1

Some things that stuck out to me:

“If you survey the whole Halo trilogy, our most successful environments were actually very non-linear, or at least offered players lots of tactical, geometric choices,” Staten says, going some way to explain the exact layout of the Halo 3: ODST world. “With Halo 3: ODST, we’ve applied that same philosophy to an urban setting. More broadly, there’s still a linear story to enjoy, but it’s broken into bite-sized pieces that the player can consume in any order he wants as he explores the midnight streets of New Mombasa. The city definitely has limits, but it’s absolutely the largest, most ambitious and wide-open space we’ve ever created.”

"Halo 3: ODST’s campaign will take hours to complete for most players, and the experience doesn’t end there. With four-player campaign co-op as well as campaign scoring, Achievements, and even more robust stat-tracking through Bungie.net, we’re confident there’s a lot of fun to be had.”

This one gave me an "Oh. my. GOD" sensation throughout my body:

The four-player co-op should prove more tactically important for Halo 3: ODST. In Halo 3, it ended up just being a melee, but with alternate routes and an open world, a communicative team should be able to use the environment to their advantage and co-ordinate some daring flanking manoeuvres.

Still, Bungie is remaining tight-lipped on the full details of ODST’s multiplayer, with Staten coyly telling us that: “We’ve revealed bits and pieces; specifically the four-player co-op aspect of the campaign and the inclusion of the Halo 3 Mythic multiplayer maps. Three of these will debut early next year as a standalone release for fans who can’t wait until next fall, but stay tuned

Teh futur3?:

After ODST, though, the future’s up in the air. Could we squeeze anything out of Staten about the studio’s next project? “No,” he laughs. “If I could answer, I would. But I can’t, so I won’t. But you already knew that, right?” Sadly, yes, we did. There’s one thing that we can be sure about, though: it’ll be worth listening whenever Staten starts talking Halo again.
 
Domino Theory said:
Amazing quotes. Great find, Omlet.

This quote in particular is fantastic:

“If you survey the whole Halo trilogy, our most successful environments were actually very non-linear, or at least offered players lots of tactical, geometric choices,” Staten says, going some way to explain the exact layout of the Halo 3: ODST world. “With Halo 3: ODST, we’ve applied that same philosophy to an urban setting. More broadly, there’s still a linear story to enjoy, but it’s broken into bite-sized pieces that the player can consume in any order he wants as he explores the midnight streets of New Mombasa. The city definitely has limits, but it’s absolutely the largest, most ambitious and wide-open space we’ve ever created.”

It's really great to hear him say that. I can't wait for this game.
 
Cocopjojo said:
Amazing quotes. Great find, Omlet.

This quote in particular is fantastic:



It's really great to hear him say that. I can't wait for this game.
When can you wait for any halo game cocop?

I find that disturbing :p
 
Domino Theory said:
New? http://www.gameplayer.com.au/gp_documents/090224HaloODST.aspx?Page=1

Some things that stuck out to me:

This one gave me an "Oh. my. GOD" sensation throughout my body:


Teh futur3?:
The four-player co-op should prove more tactically important for Halo 3: ODST. In Halo 3, it ended up just being a melee, but with alternate routes and an open world, a communicative team should be able to use the environment to their advantage and co-ordinate some daring flanking maneuvers.

Sweet. Nice find, Doms.
 
Eazy, I'm interested in seeing that map so I might snag it from you tonight or at least join you in a party.

I had the exact same issue with the "gold" color change and it's not new to Forge. What you're seeing there is the lit object and the non-lit object -- or at least a gradient between the two spectrum ends. It's happened to me before on certain maps, specifically Avalanche underneath the Forerunner arch, where part is shaded and the other part is lit. The game sometimes doesn't know if you're building where there's an environmental shadow or where there is an open space and you won't get a shadow from the environment to cut across your geometry realistically for the reasons that Falagard mentioned earier in the thread -- it'll either all be dark or all be light. In the case of Sandbox, it's incredibly bright because the light-end of the spectrum is blisteringly bright underneath the towers' gaze -- everywhere else on the map is relatively dark. Not sure why skybubble objects shift in color though, but it could be a glitch or simply the object not recognizing where exactly it is on the map.

The bad part, of course, is that you can't fix it on your own. You have to wait for the map to fix itself or you may risk messing up the pieces you've already placed. Good news is that, like you said, it's not permanent.

Cocopjojo said:
It's really great to hear him say that. I can't wait for this game.
That is single-handedly the best quote ever by Bungie. <3 Staten.

I'm not trying to build up any hopes, but I get the feeling that ODST could be the best campaign experience ever offered by Bungie. Period. When I consider the designers who are involved, their net experience which is being leveraged to cater toward the hardcore fan, I believe that we're going to see something profound in this title. That Staten recognizes the relevancy of open-world exploration within Halo is a breath of fresh air, especially in the wake of Halo 2 and Halo 3, which were amazing in their own right, but never had their own free-roaming environment like the "Halo" or "The Silent Cartographer" experiences.

This business about multiplayer is especially intruiging. It's the second time Staten's mentioned anything about multiplayer specifically for ODST -- not Halo 3. Since we know that he's not talking about cooperative play/campaign scoring, nor is he talking about Halo 3's suite of multiplayer maps, could there be another component to Halo 3: ODST we've yet to learn about? It almost seems impossible that a campaign expansion could have so much content, but really? Is that what's going on here?
 
Mr Vociferous said:
This business about multiplayer is especially intruiging. It's the second time Staten's mentioned anything about multiplayer specifically for ODST -- not Halo 3. Since we know that he's not talking about cooperative play/campaign scoring, nor is he talking about Halo 3's suite of multiplayer maps, could there be another component to Halo 3: ODST we've yet to learn about? It almost seems impossible that a campaign expansion could have so much content, but really? Is that what's going on here?

I'm not quite sure what else they can add in terms of multiplayer. I think it would be difficult to add new modes or whatever, since I believe their goal is to make H3 and ODST completely compatible with one another. Unless they also release that stuff for H3, I suppose. I wouldn't get your hopes up, though, I have a feeling the small team they have working on ODST is more singleplayer-focused, and the multiplayer is basically being 'copied' over from H3, with all the maps on top.
 
The "cheap" lighting is the thing lighting up blocks, but it isn't too accurate. Forge objects such as the blocks wouldn't naturally be included in level radiosity calculations and the resultant lightmaps. If the game had a real-time lighting solution, this would all be academic and the forge blocks could be lit as accurately as the level (performance permitting).

Happens in Foundry (and probably every other level where you can stack lots of stuff) too.
 
Cocopjojo said:
Amazing quotes. Great find, Omlet.

This quote in particular is fantastic:

“If you survey the whole Halo trilogy, our most successful environments were actually very non-linear, or at least offered players lots of tactical, geometric choices,” Staten says, going some way to explain the exact layout of the Halo 3: ODST world. “With Halo 3: ODST, we’ve applied that same philosophy to an urban setting. More broadly, there’s still a linear story to enjoy, but it’s broken into bite-sized pieces that the player can consume in any order he wants as he explores the midnight streets of New Mombasa. The city definitely has limits, but it’s absolutely the largest, most ambitious and wide-open space we’ve ever created.”

It's really great to hear him say that. I can't wait for this game.

I'm glad to hear that quote honestly. I hope it bodes well for Bungie's Next Big Thing™.
 
Mr Vociferous said:
I'm not trying to build up any hopes, but I get the feeling that ODST could be the best campaign experience ever offered by Bungie. Period.

It's certainly a possibility, it was what I was hoping Halo 3's campaign would be. It's going to be hard trumping Halo: CE, though.

That Staten recognizes the relevancy of open-world exploration within Halo is a breath of fresh air, especially in the wake of Halo 2 and Halo 3, which were amazing in their own right, but never had their own free-roaming environment like the "Halo" or "The Silent Cartographer" experiences.

"Halo (1)" and "The Silent Cartographer" are some of the best levels in all of the Halo series because of the amount of freedom you were given. While open-world exploration (which the gameplay will certainly take advantage of) is going to seem like the defining aspect of ODST, I hope there aren't any potential side effects that will bring down the experience. The difficulty of the AI, for example, will probably be a lot harder to make challenging. In both those levels you mentioned, most of the times we fought against the Covenant face to face were in smaller areas than we traveled while in a vehicle. That, though, leads to this question: How big, in terms of size, will our engagements be with respect to their surroundings? Are the areas that we use as a means to travel be the same size or bigger than those areas in which we fight?

It's the second time Staten's mentioned anything about multiplayer specifically for ODST -- not Halo 3. Since we know that he's not talking about cooperative play/campaign scoring, nor is he talking about Halo 3's suite of multiplayer maps, could there be another component to Halo 3: ODST we've yet to learn about? It almost seems impossible that a campaign expansion could have so much content, but really? Is that what's going on here?
Maybe the campaign levels, or at least, copied sections of them (as in CoD4) can be played in some sort of competitive multiplayer mode where everyone is an ODST instead of a Spartan?

Does anyone know how many people are working on ODST?
 
Brainboy said:
I wouldn't get your hopes up, though, I have a feeling the small team they have working on ODST is more singleplayer-focused, and the multiplayer is basically being 'copied' over from H3, with all the maps on top.
And I definitely won't.

When you look at Halo 3: ODST, it's already an impressive package. My hope will be appropriately measured based on that alone:
  • New campaign experience as an ODST in an open hub-world with offshoot spoke missions that tell a story.
  • Halo 3's complete multiplayer suite, including Citadel, Heretic and Longshore, which we have yet to receive.
  • Four-player online cooperative mode, campaign scoring, theater mode and Forge.
It's already shaping up to be an easy sell and one of the most replayable Halo titles in history. We also know that it was originally scheduled to ship around the end of 2008, according to the "lost podcast" episode, just prior to Microsoft's change of plans. Now, ODST will be shipped sometime between September and November of this year, almost a full year more in development time.

Granted, I have no idea what type of resources they're directing into the game itself, but it wouldn't surprise me if we saw another component. Keep in mind that although the base mechanics are similar to Halo's, there are a slew of elements which are specific to ODST -- tactical map, visual mode, silencers, health/mobility differences, using shadows and stealth to get the drop on enemies. If they did create a multiplayer mode around ODST, I'd reckon that it would not be very similar to the Spartan/Elite multiplayer experience we currently have. If Bungie's past is any indicator, there'll be some innovative catch...some hook, and it'll probably revolve around the stealth component of ODST.

/Since Vindicated Proponent of the Blue Grid Sandbox Theory
 
Mr Vociferous said:
I'm not trying to build up any hopes... I believe that we're going to see something profound in this title.

:lol

Deep, deep breath. Now relax.

Seriously though, keep reading between the lines dude, I thought you were banana crazy with the Bluegrid stuff, but your shade of crazy seems to be on the right track. =)

With reading that interview, it seems like it's more defined stats, building of stats available with Halo 3. Then again, if you keep your expectations down real low, you have only nice things to look forward to.
 
I'm probably the only one with zero expectations. I could live without ODST (specifically its campaign). I am eagerly awaiting the second half of the Mythic batch.
 
Dani said:
:lol

Deep, deep breath. Now relax.
I'm well relaxed, my friend. No deep breaths needed. As relaxed as, say, I was when nearly everyone was saying that the blue grid seen in the Edge video couldn't possibly be in Sandbox and I disagreed. :D

I'm not sure how we're defining the word "profound" but I'd gladly argue that the already-announced features for ODST will bend if not break what most people expect from the term "expansion" in the gaming industry. Hell, when was the last expansion package for any title included 13 new multiplayer maps? For any platform? I can understand why some people want to temper their emotions and expectations, but I'm calling a duck a duck. I think a lot of this trepidation to speculate comes from the disappointments in the wake of the E3 2003 demo. How ironic now that ODST endures the same fear, when it seems more than not that the E3 2003 demo will finally be realized.

Like I’ve said before, I have no trouble speculating without getting in a tizzy or being butt hurt if it doesn’t flesh out exactly as I predict. Halo’s a video game after all, right? I can't remember ever spilling tears over video game --
outside of Ram's brutality in last night's SWAT game on Orbital.
 
Captain Blood said:
Is that stuff only happening in forge or in custom matches too?
Have only had a limited amount of time spent on the map outside of forge but didn't notice any then. We'll have to see later this evening amirite?
Mr Vociferous said:
/Since Vindicated Proponent of the Blue Grid Sandbox Theory
:lol
 
backflip10019 said:
Fuck, my Xbox just permanently red ringed. God dammit.

Also, there's a disc still in the system and it won't open the tray. How do I get it out?
Jam a screwdriver in there as hard as you can. Make sure to leave the power on.
 
backflip10019 said:
Fuck, my Xbox just permanently red ringed. God dammit.

Also, there's a disc still in the system and it won't open the tray. How do I get it out?
The tray won't even open? Wow.
 
backflip10019 said:
Fuck, my Xbox just permanently red ringed. God dammit.

Also, there's a disc still in the system and it won't open the tray. How do I get it out?
Take the faceplate off and there is a small hole; stick an opened out paper clip in there or something.
 
backflip10019 said:
Fuck, my Xbox just permanently red ringed. God dammit.

Also, there's a disc still in the system and it won't open the tray. How do I get it out?

I believe if you remove the faceplate, there is a small hole, small enough for you to fit a paperclip through and pop open the drive. Not sure.
 
backflip10019 said:
Yeah, I know. What the fuck is happening? I've had one red ring before but that time the tray opened and I was able to get the disc out. I guess I'll towel trick it?
IIRC there is a manual ejection button behind the faceplate. Take it off and see if you can find it.

Edit: Doubly late
 
Welp, popped off the faceplate and tried each of the three holes (each of which are supposed to pop it out) but none of them worked. :/

Edit: After a bit of messing with it after putting the faceplate back on, it decided not even to turn on at all (as in no red lights, no nothing). A few more pushes of the power button and it decided to work normally and open normally. What the fuck is going on?
 
Blueblur1 said:
I'm probably the only one with zero expectations. I could live without ODST (specifically its campaign). I am eagerly awaiting the second half of the Mythic batch.

You sing that now, I think your tune will change.
 
BladedExpert said:
I know right. Ship that sonofabitch off dude. It's seriously screwed up. :lol

:lol First I have these month long problems with the HDD, sometimes it would work and sometimes it would delete itself and now a 360 that can't decide if it's red ringed or not? I'm gonna call up MS right now.

Also, does the 3 year warranty still apply if you've already had it fixed once?
 
backflip10019 said:
:lol First I have these month long problems with the HDD, sometimes it would work and sometimes it would delete itself and now a 360 that can't decide if it's red ringed or not? I'm gonna call up MS right now.

Also, does the 3 year warranty still apply if you've already had it fixed once?

it fuckin better! "oh the refurb we gave you broke? too bad lol" that'd be fucked up
 
So I think I'm about 99% done. Need to straighten a couple of walls up, and I might swap a few half walls for 3/4 height ones to extend the cover they provide. Then add the spawn points, make some weapon tweaks. But this is pretty much it.

I decided to call it Skyline, since it's built in part around the idea of line of sight from one base to the other, all the way accross the sky bubble. Clever, I know.

The concept was this: a map of simple, connected roadways with facing bases, designed for rapid infantry movement, long sight lines, angled cover and firing points, and lots of air vehicles. The flags are not actually located on the bases proper, rather they are on a small island off to the side.


67363757-Full.jpg


The back of the base. The bases themselves are very simple, mostly by intent (and partly due to budget). A Banshee, a transport Hornet, missile pod, two SMGs, a pair of plasma grenades and two Mongoose (on the other side of the walls, facing the down ramps) populate the base. The flying vehicles are set to 10 second respawns, the Mongoose 30 seconds.

I wanted travel out to the center of the map to be very fast, and the return trip a bit longer. Using the central man cannon, I can get to the center of the map in 10 seconds.


67363790-Full.jpg


Taking the cannon means skipping out on the Brute Shot and Power Drain along the way down below. Mongoose are primarily intended for assisting on flag returns, as taking the cannon out is faster than driving, but the Mongoose gets back to the base faster than a carrier can walk.


67363804-Full.jpg


The man cannon lands right on the plasma grenades, as a welcome gift for the first one out. (There's another pair in the base.)


67363803-Full.jpg


From landing, you can go straight over the edge and up, with a Needler and SMG along the way. The tunnels wrap around the sides and are mostly intended for use when returning flags, though they can provide a covered advance on the center platform (with a predictable exit, though).


67363816-Full.jpg


The center has a laser and regen. From the other side, the map is symmetrical.

Flag caps follow a few variations. On foot, you need to get there via a man cannon from the main base.


flagrun2-Full.jpg


I find this jump produces a bit of vertigo, but maybe that's because I plunged to my death so many times during the iteration process. The jump makes me nervous.


67363290-Full.jpg


Landing zone is simple - a bubble shield, a flag and a cannon to fire back to the mainland.


67363322-Full.jpg


The shield can be used to wait for a Hornet for pick up, as anyone jumping over there would be fodder for the sharp end of the flag pole.


67363340-Full.jpg


If no ride is coming, head back over. Landing is on top of the long straight of the tunnels. It's a high point, so for a few moments the carrier is a sitting duck. (I should note that for those who played the early version of the map, this jump was a death sentence. It's been fixed.) If they can get to the center, they can drop down and have cover to recharge. if they save a bubble shield, it can be deployed so as to block fire from the base, thus:


67363465-Full.jpg


67363466-Full.jpg



The tunnels can be bypassed as an (exposed) short cut, from either direction, using the small angled platforms and the walls. Going one way:

Fastonfoot1.jpg



And the other:

fastonfoot2.jpg



Or, Mongoose can be deployed for rapid returns.

67363509-Full.jpg


67363545-Full.jpg



Of course, the red guy just took the flag back to the base.

67363571-Full.jpg


(The colors on the base of the Missile Pod stand denote the base designation.)


The floating columns serve exactly one (intended) purpose, other than looking a bit silly.

67363689-Full.jpg


They provide a way for air vehicles to dodge missiles that are locked on. Weaving between them causes the missiles to detonate on the columns. But they are out to the center, so getting near the base leaves you exposed. Both the pods and the laser are on three minute respawns. I might need to tweak the timing of that against the rapid respawn of the Banshee/Hornet. Needs testing.

If someone is feeling brave, they can dive into the base from the sides:

67363723-Full.jpg


67363751-Full.jpg



And that's it. Full map from above and below.

67363876-Full.jpg


67363934-Full.jpg



I honestly have NO IDEA how it plays. It may very well be garbage. But conceptually it does everything I wanted it to. And even more importantly, I had a lot of fun drawing up a map and then taking through to actualization. I'm surprised how directly my doodles could be translated; the tool set is quite robust on Sandbox. I should have it ready to be played on in a day or so; would appreciate feedback on the finished map.
 
I agree with TimeLike, it looks pretty good. A bit sparse, maybe, but that's pretty much due to the constraint of using cuboids for everything. :)
 
Brainboy said:
I agree with TimeLike, it looks pretty good. A bit sparse, maybe, but that's pretty much due to the constraint of using cuboids for everything. :)
Yeah, it is sparse, especially from the top down. From the players perspective, the sight lines are broken up a bit more due to the elevation changes and few walls. I just settled on a few tweaks to break it up a bit more on the approach to the base.

I think in retrospect there are better ways to construct the map, both for aesthetics and functionality. And making it a bit shorter - the bases a touch closer together - would free up a lot of resources to flesh out the center and bases more. I didn't estimate the resource limit properly from the outset. The whole thing was a learning experience more than anything.

A month or so from now, and the community is going to have some INSANE variants put together. I'm thinking back to Blender on Foundry and that Millennium Falcon someone built on Avalanche, and my mind boggles at the thought of that creativity pointed at Sandboxe's expanded tool set, spacial freedom and budget.
 
GhaleonEB said:
So I think I'm about 99% done. Need to straighten a couple of walls up, and I might swap a few half walls for 3/4 height ones to extend the cover they provide. Then add the spawn points, make some weapon tweaks. But this is pretty much it.

Very nice. Had a look at it 2 nights ago and it looked crazy back then, it's looking far more polished now. Nice work, can't wait to play it. Is it ready for some real play time over the next couple nights?
 
GhaleonEB said:
I think in retrospect there are better ways to construct the map, both for aesthetics and functionality.

Still lightyears better than anything I could come up with. Das Forge ist nicht mein Bier.
 
I think I agree with Mythic being the best map pack yet, though I haven't had a chance to play Sandbox yet.

Unfortunately though, Mythic has reminded me of how terrible I am at using forge. :lol

I'd like to make a Desolation/Derelict-like map, but I'm not sure what the best area to make it in is. The shape of The Crypt is wrong for it...
 
TDG said:
Robin Van Persie is to Arsenal what the BR is to Halo 3. :P
/me ends this discussion because I don't know who Robin is.

GhaleonEB said:
A month or so from now, and the community is going to have some INSANE variants put together. I'm thinking back to Blender on Foundry and that Millennium Falcon someone built on Avalanche, and my mind boggles at the thought of that creativity pointed at Sandboxe's expanded tool set, spacial freedom and budget.
The Federation starship Enterprise calling me to make her in Sandbox...
 
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