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The Official Halo 3 Thread

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Why is it I always miss our weekend rants!!

I would really like to map a map on Sandbox using a lot of tubes, but I have no idea where to start. Someone should help me and we could collaborate and I could take all the credit :lol

dax?
 
GhaleonEB said:
Thanks for the heads up. The sad part is: if I had just left the starting spawns in, I'd be fine. And the double sad part: I deleted them because they were in the way and annoying. And looking at the canvas right now, they are in a location I ended up leaving bare: nothing put on top of that spot.

*facepalm*

Sorry Ghal. I should have known better to place the spawn points on the floor. :( I'll look to updating the crypt canvas at some point in time as I realized that the objects are still largely in the way even though I stacked them against the wall.

I finally found some spare time last night to try and make a map I've been wanting to do for a while now and realize that I pretty much suck at Forge and am already down to $75 in budget just laying down the basic geometry of what I'm after. :lol

Does anyone have any tips on how to make large flat floor areas in Forge using the least amount of objects? I'm thinking of merging the Y intersection tubes but wasn't quite sure if there was an easier way.

Edit: Spell check...
 
FourDoor said:
Sorry Ghal. I should have known better to place the spawn points on the floor. :( I'll look to updating the crypt canvas at some point in time as I realized that the objects are still largely in the way even though I stacked them against the wall.
Nah, don't worry about it. It was my (unforced) error. Rebuilding is going pretty quick, so far at least. I got the top level of the red base done in just over an hour last night.

The time consuming parts of my map are the top levels, since I have to do lots and lots of precise stacking to build them. The chandelier - I liked it so it's coming back - and the central platform are several double blocks high. Which means I need to build a perfectly lined up column of every double block. Building that and the central platforms took me three hours last time, though part of that was laying it all out on the ground to test before I built it up. That's the only part that will be a slog. The rest, I think, will go fairly quickly.

To avoid issues with the default objects, I'm not using them on any areas where I am merging objects.
FourDoor said:
Does anyone have any tips on how to make large flat floor areas in Forge using the least amount of objects? I'm thinking of merging the Y intersection tubes but wasn't quite sure if there was an easier way.
I use a mix of double wide blocks, "block, huge" (1/2 as tall but just as wide and long) and double walls. All three of those cover a 2x4 section of grid, and there's at least 30 of each.
 
Sai-kun said:
Why is it I always miss our weekend rants!!

I would really like to map a map on Sandbox using a lot of tubes, but I have no idea where to start. Someone should help me and we could collaborate and I could take all the credit :lol

dax?
i feel like tubes are a fine alternate route to a base but i just don't think they work well as the main component. i forget which map it was but i played a map consisting mostly tubes with 2 bases and it just didn't work because everyone just camped and threw grenades.
 
Dax01 said:
The multitiered forgehub level looks grand.

I am very interested to hear how it plays. I think pulling of a multi-tiered environment that plays effectively will be very hard to accomplish.

vhfive said:
i feel like tubes are a fine alternate route to a base but i just don't think they work well as the main component. i forget which map it was but i played a map consisting mostly tubes with 2 bases and it just didn't work because everyone just camped and threw grenades.

Yep, just imagine Orbital ... but even more cramped.
 
vhfive said:
i forget which map it was but i played a map consisting mostly tubes with 2 bases and it just didn't work because everyone just camped and threw grenades.
I believe it's called Orbital
 
alisdair said:
Bridges Too Far - first multi-level Sandbox map?

Start up top:

http://i80.photobucket.com/albums/j181/BlackOpsBen/bridges2.png

Down to the crypt (AotCR!):

http://i80.photobucket.com/albums/j181/BlackOpsBen/bridges1_1.png

And then the middle:

http://i80.photobucket.com/albums/j181/BlackOpsBen/bridges3.png
So to capture, you go through your top teleporter, along a bridge, out into the open, through another teleporter, back along the other bridge, and out onto their base. Then back the same route. Epic.

I've had ideas like this. Kinda like outrunning turrets spanning all levels with linking teleporters.

A few people will spawn on a track while others spawn near turrets. They will always be separated. The runners have to make it to the sky bubble to win and the turret guys will try to stop them.

Kinda like
MV5BMTM2OTczNTY4MV5BMl5BanBnXkFtZTcwMTU1ODEyMg@@._V1._SX268_SY400_.jpg
 
Grimm Fandango said:
I've had ideas like this. Kinda like outrunning turrets spanning all levels with linking teleporters.

A few people will spawn on a track while others spawn near turrets. They will always be separated. The runners have to make it to the sky bubble to win and the turret guys will try to stop them.

Kinda like
MV5BMTM2OTczNTY4MV5BMl5BanBnXkFtZTcwMTU1ODEyMg@@._V1._SX268_SY400_.jpg

maybe with lasers or rockets, too? (depending how far away the shooters are from the runners. or do i not understand your idea?

basically im imagining a couple of guys on a couple platforms (some that they can teleport between to get a different angle) with turrets/lasers/rockets, and somewhere below is the track, or maze, where there are places of cover and after them a open areas where they can be killed. (maybe some fusion coils in there too) the gametype is vip escort and the people in the maze are running around going to the destinations, either working as team or against eachother, trying to avoid getting killed by the shooters.

reminds me of some warcraft 3 custom maps i played once, except the hazards were triggers on the map.

sounds like an amazing idea to me, but alot of things do and then they arent later :p
 
GhaleonEB said:
I use a mix of double wide blocks, "block, huge" (1/2 as tall but just as wide and long) and double walls. All three of those cover a 2x4 section of grid, and there's at least 30 of each.

Ahhh ok, good tips. I'll use the "block huge" to fill in some of the floor gaps I was running into.

Forge is pretty fun but at the same time very frustrating. I have a tendancy to over rotate the blocks and I end up with pieces not lined up. I need to figure out how to line things up using guide blocks but I need to figure out how to line up the guide blocks first. :lol

Hopefully the map comes out decent that I won't be ashamed to post it here for feedback.
 
sixthsubset said:
maybe with lasers or rockets, too? (depending how far away the shooters are from the runners. or do i not understand your idea?

basically im imagining a couple of guys on a couple platforms (some that they can teleport between to get a different angle) with turrets/lasers/rockets, and somewhere below is the track, or maze, where there are places of cover and after them a open areas where they can be killed. (maybe some fusion coils in there too) the gametype is vip escort and the people in the maze are running around going to the destinations, either working as team or against eachother, trying to avoid getting killed by the shooters.

reminds me of some warcraft 3 custom maps i played once, except the hazards were triggers on the map.

sounds like an amazing idea to me, but alot of things do and then they arent later :p

Yeah just heavy weapons in general. Maybe give the runners things like overshields and bubble shields.
 
FourDoor said:
Hopefully the map comes out decent that I won't be ashamed to post it here for feedback.
That's the last thing anyone should be discouraged from doing. For most it's their first time really creating a level and we shouldn't expect greatness all the time. Constructive criticism (e.g. Vh's look at Gemenie) is what forgers should expect, anyone shitting on another person's effort deserves to be stabbed in the dickhole.
 
Can anybody tell me why the Bungie MM system has such a hard time with parties of 3? It's ridiculous how often I've been split up lately. Just add one person to each team, not that fucking hard...
 
I saw the words "AotCR" and that got me thinking: what do people think of a map consisting of the Ziggurat from that level? Sure some modifications will have to be made, but I think it could work as a Zombie at the very least.

Can anyone else think of any campaign situations/areas that could make for great MM maps?
 
backflip10019 said:
Can anybody tell me why the Bungie MM system has such a hard time with parties of 3? It's ridiculous how often I've been split up lately. Just add one person to each team, not that fucking hard...

Splitting up parties almost guarantees a ruined match. The smaller group will almost always resign themselves to fucking with their team as to benefit the larger party, effectively unbalancing the match and inspiring betrayals. I think I always prefer longer wait times relative to getting stuck playing against friends, or better yet against my own team as is often the case.

Bungle needs to fix that shit.
 
Digital Limit said:
Splitting up parties almost guarantees a ruined match. The smaller group will almost always resign themselves to fucking with their team as to benefit the larger party, effectively unbalancing the match and inspiring betrayals. I think I always prefer longer wait times relative to getting stuck playing against friends, or better yet against my own team as is often the case.

Bungle needs to fix that shit.
Agreed. Plus it sucks playing against your friends that are better than you
ie Bladed, but not by that much... ;)
 
Digital Limit said:
Splitting up parties almost guarantees a ruined match. The smaller group will almost always resign themselves to fucking with their team as to benefit the larger party, effectively unbalancing the match and inspiring betrayals. I think I always prefer longer wait times relative to getting stuck playing against friends, or better yet against my own team as is often the case.

Bungle needs to fix that shit.
Yup, whenever we get split up like that we just find the quickest way to end the game.


http://kotaku.com/5170220/halo-kitty-action-figure-can-be-yours-for-50

wtfisthisshit.gif
 
Digital Limit said:
Splitting up parties almost guarantees a ruined match. The smaller group will almost always resign themselves to fucking with their team as to benefit the larger party, effectively unbalancing the match and inspiring betrayals. I think I always prefer longer wait times relative to getting stuck playing against friends, or better yet against my own team as is often the case.

Bungle needs to fix that shit.
Heh - just to toss in a counterexample...

This weekend, four of us jumped into the Team Mythic list - and weren't paying close enough attention when we'd been stuck with just two extras after a while. We got split, two and two, with one random on each team. To make matters worse, we had two good people and two crappy people, and the split put each of those pairs on opposite teams.

In the pregame lobby, one of our party said "Applegate is gonna LOVE me by the end of this game." (Applegate was the third person on our team - my friend was saying he was going to spend all of his time targeting the poor guy.)

I took advantage of his honorable intentions by killing him as often as I possibly could, while he did his best to wipe Applegate off the map. We all had a blast.

After the game was over, Applegate partied up with us, and proceeded to play with us for the rest of the night.

(That said, getting split up usually SUCKS, and I hate going into matchmaking with three people, because we ALWAYS get split up.)
 
Dax01 said:
Can anyone else think of any campaign situations/areas that could make for great MM maps?
just a few i can think of

the lowest room on The Silent Cartographer

the Hangar in Keyes - you would have to shorten the hallways that go up to the second and third levels

first courtyard on Outskirts

Seraph Starfighter hangar on The Arbiter

big flood fight room, or cable room on Oracle

bridge structure on Delta Halo, but with symmetrical buildings on each side of the bridge

central structure on Delta Halo ("They're all pouring out of the middle!" area)

gondola platform at the beginning of Regret, but with symmetrical buildings

under-water area on Regret (with the giant hologram) where you fight the Hunters

boss-battle room on Regret

human and covie gondolas on Quarantine Zone, side by side so you can jump across

Gravemind ... to many areas to mention but the bridge-type structures could be done, or the prison, or the Arbiter (Breakin' Benjamin) chamber...

the last area of High Charity (reminds me of Midship), although no one would recognize it

Tartarus battle area of The Great Journey (hmmmmm...)

the dam on Sierra 117

anyone else want to continue with H3?
 
FourDoor said:
Forge is pretty fun but at the same time very frustrating. I have a tendancy to over rotate the blocks and I end up with pieces not lined up. I need to figure out how to line things up using guide blocks but I need to figure out how to line up the guide blocks first. :lol

Hopefully the map comes out decent that I won't be ashamed to post it here for feedback.
Getting the first block down is the most crucial part of doing a level section. I can spend 10+ minutes working on getting one put down just perfectly - so I can see the grid outline around all four sides - and then start slapping guide blocks up against that and building out really fast.

I haven't seen anyone really be a dick here about other people's maps, which is partly why I enjoy posting stuff I'm working on. I'm *not* a good designer, but I still enjoy making stuff and I'm learning a tremendous amount about map design as I do so. If this was some kind of superiority contest I don't think I'd participate. (Still build of course - just not share.)
 
backflip10019 said:
Agreed. Plus it sucks playing against your friends that are better than you
ie Bladed, but not by that much... ;)

It's even worse when its Grifball and your friend is across the pond
Host Hammers FTL
 
Tashi0106 said:
Clutch Halo Play...brought to you by Juices...http://www.youtube.com/watch?v=qxctJ7IZ-VU

watch in High Quality

Thanks for the capture card bro! I owe you

Thats not a flag cap, THIS is a flag cap!

Also glad to see it works I had no such luck with that thing on Vista64x. One of the first things I've had Vista compatibility problems with. (Anyone know a cap card that works with Vista? and is ridiculously awesome? (HD) will spend tons of money)
 
Word, my laptop is running XP so it works fine with Windows Movie Maker. I just need some VGA splitter and I'll be streaming on Justin.tv. This will do for now though.

The fist pump I threw out after that cap was mighty hahaha
 
Digital Limit said:
I wonder how hard that is to do on Bumper Jumper relative to default. I've recently switched over and haven't really tried it.

I can imagine it being easier especially when you do the long jumps and you look up then toss.
 
Digital Limit said:
I wonder how hard that is to do on Bumper Jumper relative to default. I've recently switched over and haven't really tried it.

its not too difficult

the problem is in order to pick the flag back up you need to hit b, so you have to take your thumb off the control stick, but it's not really that big of a deal
 
Digital Limit said:
I wonder how hard that is to do on Bumper Jumper relative to default. I've recently switched over and haven't really tried it.

Its super easy on BJ to "juggle" the objective. I go Left Trigger, B, LT, B, LT, B.....easy life!

Y works instead of LT too but means taking a thumb off the right stick twice instead of once.
 
NOKYARD said:
big flood fight room, or cable room on Oracle

There was a period early in Desolation's life where we didn't know "where" it was going to be. I had once pitched Desolation as being a space like this, with a large central cable tether going off into stormy, cloudy skies. This was before Chris Wood created the jungle concept piece that inevitably drove the direction of Desolation into being moody greens and blues.

I still have the concept I did for that somewhere. I forget where I put it.
 
Trasher said:
If I'm not host, then there's no point in flag-dropping. Doesn't work. :(

off host or just when the connections are shitty, it's best to just do the long tosses. You have more time to pick it up.
 
BladedExpert said:
Its super easy on BJ to "juggle" the objective. I go Left Trigger, B, LT, B, LT, B.....easy life!

Y works instead of LT too but means taking a thumb off the right stick twice instead of once.

I'm a default kind of guy and my RB is sorta broke, you can press down on one side and not the other, so flag juggling doesn't work out that well, so I have to run it the old fashion way.
 
Tashi0106 said:
off host or just when the connections are shitty, it's best to just do the long tosses. You have more time to pick it up.
Yeah, usually the long tosses don't even work for me. I must look like a complete idiot when I'm tossing the thing, running by the flag, and then having to turn around to go back and pick it up. :lol

I wish they could have found a way to eliminate this exploit from the game entirely.
 
Tashi0106 said:
off host or just when the connections are shitty, it's best to just do the long tosses. You have more time to pick it up.
I feel that long tosses are the way to go all the time. For me, it's just easier to control and you don't have as big a chance of fucking the run up. But what do I know? I'm just a pro flag runner... ;)

And for BJ, I just use B, Y, B, Y, etc. Works like a charm.
 
Trasher said:
Ugh, I hated Desolation...

Team BR, or anything BR-related on desolation is a blast. I think it takes the man-cannon game play design and applies it to Halo: CE. That map pack of High em' and Desolation still makes Halo 2 fun to play to this day. In terms of game play, CA nailed it.
 
NOKYARD said:
i'll bet you guys didn't know Louis Wu was a speedrunner

please, take a break from H3 and enjoy some H2 goodness - some people didn't like aspects of Halo 2's Campaign, but it will always be one of the best speedrunning games ever - at lease sample one random Level and decide from there if you want to watch the rest
Awesome video.

I laughed pretty hard when Wu's segment came
and went
.

Nice ghost driven btw.
 
Trasher said:
Ugh, I hated Desolation...

It was sort of a larger Warlock. I thought it was great for Team BRs, but playing with 5v5 is a lot better than playing 4v4 on that map. The extra player makes the map seem a bit less big and more competitive.

Shishka said:
I still have the concept I did for that somewhere. I forget where I put it.

If you find it, is it at all possible for you to post it? I would like to see how it could have been in a more... desolate setting.
 
Shishka said:
There was a period early in Desolation's life where we didn't know "where" it was going to be. I had once pitched Desolation as being a space like this, with a large central cable tether going off into stormy, cloudy skies. This was before Chris Wood created the jungle concept piece that inevitably drove the direction of Desolation into being moody greens and blues.
your original idea would have made more sense - i liked playing on Desolation, but the space's original function was not readily apparent in the design

EazyB said:
Awesome video.

I laughed pretty hard when Wu's segment came
and went
.

Nice ghost driven btw.
i still remember Cody's original response to that segment (and mentioned it in the commentary) "Louis Wu can fly a Banshee like nobody's business"

we had originally planned on having 2 other 'guest' runners (Ducain and Frankie, i think?) but Wu was the only one who ended up completing a segment
 
backflip10019 said:
For me, it's just easier to control and you don't have as big a chance of fucking the run up. .

Hahaha, that reminds me. I was doing the short drops once with rockets out and so it's just RB, RT, RB, RT while looking down. I fucked it up and shot myself with the rockets instead of picking up the flag. I just had to laugh it off.
 
NOKYARD said:
"Louis Wu can fly a Banshee like nobody's business"
Hmmm... is this campaign-specific? Or should I ask? I know a few people here who's Warthog driving skills are certainly campaign-specific ;)

Shishka said:
There was a period early in Desolation's life where we didn't know "where" it was going to be. I had once pitched Desolation as being a space like this, with a large central cable tether going off into stormy, cloudy skies. This was before Chris Wood created the jungle concept piece that inevitably drove the direction of Desolation into being moody greens and blues.

I still have the concept I did for that somewhere. I forget where I put it.
Holy shit, that sounds pretty awesome. I'd like to see the concept for that if you could find it. There's still a chance for that locale being used in one of the remaining three mythic maps, right? :P

I can just picture an exploding bomb in an assault gametype blowing up the tether at the end of the round, plummeting the whole level to the gas giant below.
 
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