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The Official Halo 3 Thread

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kylej said:
Shishka is quite possibly the most inept person currently employed by a video game developer.

I seriously don't know how the hell you haven't had kicked off GAF for your long service to trolling, shit slinging and general assesery in this thread.

Write a book, you'd sell a few copies.
 
GhaleonEB said:
Confucious say: read bettar.


Maybe it happens more than I thought, going by that heatmap (which I should have checked before spouting off). But I don't see it, because I'm not there as often.

My personal heatmap:

MyAvalanche.jpg


I've died much more outside the central area than inside, because I don't spend as much time there as you do (or the average player, going by the headmap). Those deaths are mostly inside the center, rather than outside, because I approach it from the man cannons down the center, rather than from the base sides.

Put differently, you already have the version of Avalanche I described. Play different. :p

But to the overall point - that's the tightest choke point on the map. It's not surprising action gets focused there. Which is part of the reason I go around it.
I too avoid that area as much as possible. But if I'm playing a slayer game and everyone's over there, I really have no choice but to go there as well. There isn't enough incentive to do anything else.

Spawn at rockets? Grab em, jump out, and jump into shotgun and rocket away. The sniper is already at the shotgun. The laser is helpful but it's only as useful as the vehicles are. People stay at the shotgun because vehicles an do them no harm up there. Hornets can be a hindrance for a kill or two but by that time someone's jumped into the warthog turret and gunned the hornet down. After the hornet is gone there is little use for the warthog anymore so they head back up to shotty.

If this sounds new to you maybe it's just the population we get matched up with. When facing generals and brigs who have normally dissected the map and figured out the most efficient and successful play methods, this is commonplace. I realize that at lower levels people will not only drive the warthog every chance they get, but even drive it without a gunner because that's where they get their gollies. Sadly why playing slayer on Avalanche with the crew it almost always turns into a spartan-like procedure for getting 100 kills as fast as possible. And Avalanche doesn't fare half as well as other maps do in this respect.
 
All roads on that map lead into or through the middle.

I don't play an endless parade of brigs and generals, but my experience is pretty much the same as Eazy's in Slayer games. I think the disparity in 'efficiency', as he puts it, is also what makes Orbital more fun when you're playing people who don't immediately and ceaselessly battle for the rocket spawn.
 
GhaleonEB said:
Confucious say: read bettar.

MyAvalanche.jpg
Mines only a tad bit different than yours, Ghal. It seems I tend to venture towards the shotgun area a little more than you do.

http://www.bungie.net/stats/Halo3/HeatMapStats.aspx?player=dax01

I guess if you generally don't go towards that area, it isn't a problem. For me, there's always a lot of people to kill (or be killed by), so I have no reason to go over there.

Dani said:
I seriously don't know how the hell you haven't had kicked off GAF for your long service to trolling, shit slinging and general assesery in this thread.

Write a book, you'd sell a few copies.
Tell a mod or put him on your ignore list.
 
That's my biggest gripe about Avalanche, as well. For Sidewinder, it wasn't exactly necessary to have the tunnels leading to overshield/invisibility, but the tunnels leading from the lower area near the base to the center is the best idea I think there is. It devolves a camping issue, at least, largely than what it is in the current Avalanche. I also dislike the Sniper spawns and the actual spawns themselves that are so nearby the middle area.

Between the two maps, I prefer:

Bases: Avalanche
Midde: Sidewinder, by a large margin
Open areas: Push
Teleporter: Push

What made Sidewinder great in LANS is the constant stalement between the two opposing teams. Capturing the flag was a huge accomplishment considering the base structure and everything else. I recall a similar remark about Avalanche in the BWU prior to Avalanche's release (re: stalemates), but from my time in Avalanche in Neutral Bomb, Team Slayer, and CTF, it's mostly been fairly easy capturing the flag and arming the bomb. Access and the availability is harder to come by in Sidewinder, and it was made easier in Avalanche, thus, IMO, less of a challenge.
 
EazyB said:
But if I'm playing a slayer game and everyone's over there, I really have no choice but to go there as well.

If this sounds new to you maybe it's just the population we get matched up with. When facing generals and brigs who have normally dissected the map and figured out the most efficient and successful play methods, this is commonplace. I realize that at lower levels people will not only drive the warthog every chance they get, but even drive it without a gunner because that's where they get their gollies. Sadly why playing slayer on Avalanche with the crew it almost always turns into a spartan-like procedure for getting 100 kills as fast as possible. And Avalanche doesn't fare half as well as other maps do in this respect.
That may well be it. I often see complaints of long match times, but I generall don't see them because A) I play in social playlists and B) when I do play ranked, I'm at the bottom of the pool where a larger percentage of players are. That's one advantage of sucking. I can see how the map would get old fast in Slayer if you spend a lot of time up there.

Though, going by the heatmap, there's more concentration there than just the higher levels.

But I maintain that you have a great deal of control over the situation, simply by rushing to meet the other team. Try not doing that.

To the rest of your point, I agree, but I don't think it's a bad thing. The majority of Avalanche's play area is carved out for vehicles, and since that's what I like to use (or shoot), that's where I roam. It's not designed for vehicles and infantry to co-mingle the way Valhalla is - it's more about vehicle territory and infantry territory, and the intersections between them. Partly out of preference, and perhaps partly out of luxury, that's how I play it. In my experience, I put it on par with Valhalla for Slayer. But to each their own. :)

One thing the heat map reveals: the team on the right has a huge advantage on the laser rush. Look at the rate of death on each side of the man cannons, both launching and landing.
Shake Appeal said:
Here's my heatmap, and I'm not in the same league as most people here:

avalancheheat.jpg
You should go around the center more. :p
Shake Appeal said:
It could be that, but it's more likely because of 1-Flag/1-Bomb games skewing the maps (notice how on mine the kills lean toward the defending base).
Ah, that too. I forgot about the one sided objectives.
 
GhaleonEB said:
One thing the heat map reveals: the team on the right has a huge advantage on the laser rush. Look at the rate of death on each side of the man cannons.
It could be that, but it's more likely because of 1-Flag/1-Bomb games skewing the maps (notice how on mine the kills lean toward the defending base).
 
GhaleonEB said:
You should go around the center more. :p
The only reason I would do that is to grab the laser, and then only to kill people who actually get in the pesky vehicles. :P

Avalanche is actually one of the smaller maps, as far as I'm concerned. I probably travel less distance on it than I would on Construct. Snipes/shotty squabbling all the livelong day.
 
Most of my kills on Avalanche are up at Shotgun..

2mbd6o.jpg


Smokey said:
is there any kind of advantage to using a wired controller over a wireless??

Nah, not really that I've found. The inputs seemed to be just a tiny, tiny bit faster on my wired than my wireless, but not to the point where it affects gameplay or anything like that.
 
I've had wireless controllers drop out on me and my friends every once in a while. Missed out on an opportunity for a beautiful Killtacular one time, made me sad.

It's rarely happens though, and when it does, it's usually when I'm not in the middle of combat, so I'm still okay with using my wireless controller.

... One of my friends, on the other hand... He always brings over a wired controller these days. :P
 
Domino Theory said:
Ghaleon = the majority rule?

EDIT: I understand, I just wish there were more players such as yourself who'd do that in matchmaking.

Unforunately for all of us, they don't. It's shotgun. shotgun. shotgun.

To expand upon this, when Omlet, Nutter, Thermite, Ram, Blood, etc....end up playing, unless it's heavies, the percentage of warthog or ghost kills are almost always negligible. There are a LOT of ways to kill the warthog, and up on the shotgun hill, it's quite hard for the hog to get a lot of kills due to the steep slope of the hog. Hence...the rush over shotgun.

If the other team does manage to take over your shotgun, your team will usually be sniped/BR'd/Lasered before you can get out of your base.

edit: Ah, Eazy already talked about it.

I seriously don't know how the hell you haven't had kicked off GAF for your long service to trolling, shit slinging and general assesery in this thread.

Just quit it with the personal attacks. You wanna complain about Halo, that's fine to some extent, but if you want the job, go apply for it, stop mud-slinging.
 
I think the problem with Avalanche is it doesn't offer any good reason for taking the longer loop (the laser is within easy reach from the shorter loop, after all); unless you enjoy goofing around in vehicles, the simplest and shortest route is through the middle. It also has the most cover (the stalemates are a result of people being able to duck in and out of sight easily) and the most appealing weapons/equipment (overshield, BR, and sniper mirrored on either side, with the shotgun between them).

Some kind of game theory for Halo would probably instruct the player to go by this route where possible, as it has the best risk-reward by far. Because this route is mutually available, with the same benefits, it becomes necessary to take it, and continue taking it, lest you gift advantage to the opposing team.

Halo maps (and multiplayer maps in shooters more generally) work best when there are multiple routes through and around key locations, especially when these routes have no immediately apparent advantage over one another (or when apparent advantage is situational/variable). See The Pit for a fairly basic example of this (your initial rush can be to rockets, camo, or sniper/overshield, and you could dispute endlessly the value of each as the play 'evolves' over the course of a game).

Avalanche and Orbital suffer from having one location/route that vastly recommends itself over the others (in Orbital's case, the rocket route has the height advantage over the sniper route, while the sniper rifle is also probably less viable at first, especially in slayer games; this is probably why the rockets have been neutered to only contain two shots). See also: Snowbound's cave.

Edit: I hate the word 'incentivize' with a passion, and I apologise for using it.
 
i love me some avalanche and i think its because i play the same way ghal does i try to avoid shotgun and when i do go there its usually with rockets from below.


Metroidvania said:
Just quit it with the personal attacks. You wanna complain about Halo, that's fine to some extent, but if you want the job, go apply for it, stop mud-slinging.
this if you dont like it just put them on ignore.
 
NOKYARD said:
start a new round and wait for it to come back, or change the run time max to equal the run time min

this can happen with the original objects, depending on the kind of map you are using it might be best to not use any of the original items (delete them and spawn new ones)

Thanks. That helped. I still have a random mauler spawn that won't go away, but I can live with that.

Work continues on SquareOff v1.3, and it's looking a little better. I need to post some pictures, but I don't have time right now. Plus, it's not quite done.
 
Dani said:
=( I should done this earlier. My mistake.
Yup, use the ignore button liberally and be a happy poster. That said, I wouldn't mind seeing a few people disappear. One thing I love about the thread is the input from Bungie and I don't think having socially retarded asshats around makes it very appealing. I suppose it's a good thing that their only other alternative is the Bnet forums :lol
 
EazyB said:
Yup, use the ignore button liberally and be a happy poster. That said, I wouldn't mind seeing a few people disappear. One thing I love about the thread is the input from Bungie and I don't think having socially retarded asshats around makes it very appealing. I suppose it's a good thing that our their only other alternative is the Bnet forums :lol
What?
 
I hear that da Re-Publicans are throwing a Tea Party on April 15th. In honor of that I ask that everyone tea bag a little harder on Wednesday. Or perhaps just hold that squat position a couple seconds longer each time.

And remember kids, it's for da children.
 
I sold this game, but then bought it again tonight because the Multi is just too much damn fun. Except when your team sucks and the other team seemingly plays this damn game 24/7. :lol

I played a 5 on 1 match tonight too. So fun. I was the 1.
 
just started to pick this game up again now with the new maps release.

Is there a way to play the new maps without playing the 'halowars' playlist?

also if any euro people are up for some games add me I think i'll be playing most nights this week.

armedcatfish

I'm decent but never gave halo 3 that much time had a blast yesterday and upped my Team slayer rank to 16, despite that I was only playing with strangers who quit ridiculous amounts or you get the one or 2 guys that can't even hit a wall with a shotgun.

Lost one game and I had 24 kills. and we still lost by around 10 points MAD.
 
Woohoo! My map is ready for testing. I'm hoping I didn't go overboard, but I'm afraid I did. It started off as a simple, basic map, and then I started adding a few extra levels. Now it might be too chaotic. But hey, who said chaos can't be fun? Also, I've renamed it from SquareOff (a pretty lame name I know), to Goldmine (kind of reminds me of the mining areas in World of Warcraft). Goldmine

Here are few shots of it. Hopefully the quality isn't too poor.

View from above. 1way teleporters in the corners take you to the corner tubes above
abovegoldmine-Full.jpg
[/IMG]

View of the bottom middle. Invisibily is smack in the middle
goldminebelow-Full.jpg
[/IMG]

A little closer to all the platforms, but difficult to see how everything connects
goldmineside-Full.jpg


A shot from blue base looking into one of the corner teleporters
goldminecornerFull.jpg
[/IMG]

That's it for now. I originally intended the map to be geared towards CTF, but this is definitely more of a slayer map now (I think).
 
Domino Theory said:
Got this in my inbox earlier today
5ev128.jpg

I need an answer to give him, Bungle.


"Don't say this to anyone, we're canceling it in hopes of making Pimps at Sea for the Wii"
 
Relix said:
Assembly is great. That is all.
It's my favourite of the 3 and my go to map for close quarters BR fights, just edging out Cold Storage. I can't wait until it's in Doubles.
I also started my remake of de_dust from CS.
 
-ARNiE- said:
It's my favourite of the 3 and my go to map for close quarters BR fights, just edging out Cold Storage. I can't wait until it's in Doubles.
I also started my remake of de_dust from CS.

how about de_dust 2?? I always loved that one
 
CitizenCope said:
Don't know why I thought Sand Box was going to be bigger. Not sure I'll play it much if at all if I only play Big Team Social.
I'm actually quite pleased that they kept each level relatively smaller. It makes 4v4s actually playable as opposed to when I am sometimes matched up in 5v5s on Avalanche which is pretty awful.

EDIT: Holy shit, not sure if this was mentioned this past weekend or not, but Bladed's Warlock remake, Mage, was featured in this weekend's MLG top 10 videos.

http://www.mlgpro.com/content/page/277115/MLG-Top-10-User-Videos-of-the-Week-85/2
 
backflip10019 said:
I'm actually quite pleased that they kept each level relatively smaller. It makes 4v4s actually playable as opposed to when I am sometimes matched up in 5v5s on Avalanche which is pretty awful.

EDIT: Holy shit, not sure if this was mentioned this past weekend or not, but Bladed's Warlock remake, Mage, was featured in this weekend's MLG top 10 videos.

http://www.mlgpro.com/content/page/277115/MLG-Top-10-User-Videos-of-the-Week-85/2

yea it was...have you played on the latest version yet? It's fuckin sick.
 
Microsoft has relented and finally accepted to fix my RROD 360 for free. They should have done so months ago. =(

Looks like I'm just a month away from playing Halo 3 again. Woo!
 
CitizenCope said:
Don't know why I thought Sand Box was going to be bigger. Not sure I'll play it much if at all if I only play Big Team Social.
The default Sandbox setup is too open and not segmented enough to be suitable for 8v8 but I've seen variants that make use of more room which should work well for bigger games.

I'm working on a BTB map on the sandbox floor, it's only about 25% done but I'm trying to leave enough room that it works for BTB.

If anyone hasn't checked this map out yet, I suggest you all do so. It amazes me, but to an even greater extent disheartens me, that this hasn't been approved for matchmaking. It's hard to imagine that if this isn't good enough, anything else made by the community will be.

Utah Mambo

UtahMamboLogo.jpg


Here's its Atlas page, so if you enjoy it or if you have suggestions for the map, leave a comment; I really want to see this map get into MM.



Latest Changes:
4.13 Silly.Mikey's So High
4.13 DeputyMoonman's SquareOff renamed and updated to Goldmine
4.12 Bladed Expert's Mage - updated to v2.2
4.11 Grimm's Turf II - updated to v2.1
4.10 Nokyard's Grifball High
4.10 Butane's Neosho 1.2
4.9 Vhfive's Sanctum updated, added Platform

Sixthsubset's GAF map blog.

Map maker - Map(s)
Alisdair Bnet - Aspirite v2
Bladed Expert Bnet – Mage v2.2
Butane123 Bnet - Neosho 1.2
Dax01 Bnet – Outskirts, Geminie
DeputyMoonman Bnet - Goldmine
EazyB Bnet- Ber Ber Creek, Ber Ber Customs, Rise v3.1
Exfixate Bnet - Gangplank Galley
Fin Bnet - Refuge v1
FourDoor Bnet - Air Stream 0.2
Ghaleon Bnet - Centrifugal, Entrenched
GM Bullfrog Bnet – Kulkukan
Grimm Fandango Bnet – Turf II v 2.1
Havok Bnet - Agartha, Phaeton
Insaniac Bnet - Sky Perch
Metroidvania Bnet - Mountain 1.03
Merguson Bnet – Firmament v1.2
Nokyard Bnet - Grifball High, Grifball Palace
Oozer Bnet - Remnant a1.0
Silly.Mikey Bnet - So High
Spirit Bnet– Pitfall V2, Worship
Spudbud Bnet - gave up on life
Vhfive Bnet - Platform, Sanctum, Flying Dutchman
Vociferous Bnet - Abaddon

Tools
Fourdoor - All default objects moved to crypt
Nokyard - Girfball High can be modified to take advantage of it's existing flat flooring in the sky bubble.
Vociferous - All objects on the ground moved aside so that they aren't in the way.
Vociferous - All default objects moved to the skybubble
 
Tashi0106 said:
how about de_dust 2?? I always loved that one

I think It might be too big :(


omg. i just thought of a way to make he_glass or he_glassfloor.

Use wood as a floor instead of the stone. :O hmmm
 
Glad to see someone is remaking de_dust, I was hoping some cs maps would get some attention.

I wonder if a l33t skeet remake would be possible, that could be epic.
 
Tashi0106 said:
yea it was...have you played on the latest version yet? It's fuckin sick.

I tested out the newest version for CTF spawns and although better, they're still not perfect. I cant quite get it so you always spawn at you own corner when theres no threat near it. It seems to put you in either purple or yellow base at random, flag at home or away. If I ever figure that out I'm golden :D Slayer, Team Slayer and KotH work perfectly though if I do say so myself.

I also added some extra neutral spawns so the start of FFA matches isn't a clusterfuck!
 
BladedExpert said:
I tested out the newest version for CTF spawns and although better, they're still not perfect. I cant quite get it so you always spawn at you own corner when theres no threat near it. It seems to put you in either purple or yellow base at random, flag at home or away. If I ever figure that out I'm golden :D Slayer, Team Slayer and KotH work perfectly though if I do say so myself.

I also added some extra neutral spawns so the start of FFA matches isn't a clusterfuck!

so you're having trouble prioritizing base spawns? Damn, that's gotta be fixed. I wish I could help but I'm clueless when it comes to forge.

yea they do work pretty perfectly, I'd play on them with you but you're play Orange Box pshhhh
 
BakedPigeon said:
Glad to see someone is remaking de_dust, I was hoping some cs maps would get some attention.

I wonder if a l33t skeet remake would be possible, that could be epic.

if you use man cannons you totally could :D
 
Tashi0106 said:
so you're having trouble prioritizing base spawns? Damn, that's gotta be fixed. I wish I could help but I'm clueless when it comes to forge.

yea they do work pretty perfectly, I'd play on them with you but you're play Orange Box pshhhh

Thats my 7 year old kid man, He's all over that Half Life 2 shiz! as soon as he's in bed its big boy time. Aka Halo 3 tiem
 
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