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The Official Halo 3 Thread

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I think I've come to a realization: I don't really enjoy playing multiplayer on consoles without somebody sitting nearby. I let my gold subscription trickle out without as much as an "oh", and I'd much rather just tear around in coop and local with friends and family.

Speaking of which, I need to play some coop again, I miss launching warthogs onto the Scarabs.
 
vhfive said:
so i just played cubed. it might not be such a bad map if the overshield didn't spawn every 30 sec.
EVERY 30 SEC
what the fuck how do you miss that
Its seriously 30 seconds? I can't imagine playing a game on that. Every other guy would have the overshield.

I don't know what it is lately, but I've been sucking in the games I've been playing. I blame finals for that. Oh well, I'm hopping to get Neosho 2.0 and a tweaked Chimera out this weekend and get them submitted back into Atlas.
 
neoism said:
Don't worry about that Ghal it's one of the funnest custom maps, I've ever played.
Beside yours, Sanctum, and Platform are definitely favorites, had some reallly fun games on those maps!
aww thanks


Butane123 said:
Its seriously 30 seconds? I can't imagine playing a game on that. Every other guy would have the overshield.

I don't know what it is lately, but I've been sucking in the games I've been playing. I blame finals for that. Oh well, I'm hopping to get Neosho 2.0 and a tweaked Chimera out this weekend and get them submitted back into Atlas.
and i just downloaded it and checked in forge and it is definitely 30 sec
 
GhaleonEB said:
Could someone please point me in the direction of a guide to embedding objects in the sand of Sandbox's dunes? I saw it done on Utah Mambo and Eazy's Bruhaha, but I can't find a guide to do so over on Forgehub. My modifications have left me with $40 to burn, and I'd like to expand the playing field a bit.
It's called geomerging ("Merging Immovable Objects with Map Geometry") in ForgeHub 101 list.

You can also look at youtube videos searching under "halo geomerging", here's a simple one that may help you start without reading anything.

If you wanna geomerge in the sand or any nonhorizontal ground, here's what I do. Spawn a block and drag it wherever you want the merged object to be. Without rotating the block, position it above the sand at whatever height you want the merged object to be pushed down. Set the object to merge inside/under that block and build around that object so it won't wiggle out. There's also a chance the object will get pushed totally through the ground, normally forge auto-deletes this object but saving is always a good measure in case it doesn't.

It'll take a lot of trail and error, the results are also pretty unpredictable but you've made a lot of maps so your patience should know its place. Wish I could show you first hand how to do it, it's not that complicated once you get it down. Just very time consuming.
 
EazyB said:
It's called geomerging ("Merging Immovable Objects with Map Geometry") in ForgeHub 101 list.

You can also look at youtube videos searching under "halo geomerging", here's a simple one that may help you start without reading anything.
Wow. I might do some tinkering with it, but that's pushing even my patience to park one block. Repsect for Utah Mambo and Bruhaha +1000. Thanks for the link and the video.

In what I'm calling the "1.4 EazyB Nerfed Edition(TM)", I've done the following:

  • Laser Removed
  • One Ghost Removed
  • One Missile Pod Removed
  • Reduced Rocket Launcher ammo to two rockets per spawn, moved to inside base

For anti-vehicle weaponry, each base now has one turret, one power drain, one rocket launcher, one plasma pistol and two plasma grenades. Two more plasmas at either end of the alley. (There used to be three sets in each base, but I removed one in the last update.)

In addition, I modified the center so the top is accessible from the front. This should help attacking infantry by giving them another way to get through the center, rather than forcing them around the sides. The top is tweaked so there's more cover now as well.

14Center.jpg


There is one turret in each base now, facing the flag. It's range is straight out to either side, and the back of the base. It's shielded from the rear by the stone platform, but exposed from the other sides.

14Turret.jpg


The rocket launcher is now where the missile pod was. It's been set to a two minute respawn, and as noted above has only two rockets instead of four.

The lone Ghost and Missile Pod have been moved to either end of the alley. The Ghost is visible from the sides thanks to the nook in the fin pieces, but is generally shielded. So the alley has the goodies to fight over: missile pod, Ghost, overshield.

14Alley.jpg


I happened to go through the teleporter in Forge by accident and found a few objects up there. I think my kid parked stuff there once when I was building the map and I never noticed. So now I have some extra budget left and may do some modifications; I'd skimped on a few parts of the map for budget reasons but now have cash to spare. :lol

If this turns out to be too nerfed and vehicles are too dominant now, I'll scale the firepower back up a bit.
 
GhaleonEB said:
Wow. I might do some tinkering with it, but that's pushing even my patience to park one block. Repsect for Utah Mambo and Bruhaha +1000. Thanks for the link and the video.
Yeah, geomerging is an ulcer and a half. It's probably occupied 1/3 of my time on the last two Sandbox maps. Ber Ber Creek actually uses it a ton for flooring. That's how I got a lot of my budget from the first iteration; geomerging double blocked into the floor instead of using two tall blocks.

GhaleonEB said:
In what I'm calling the "1.4 EazyB Nerfed Edition(TM)", I've done the following:
:lol

That's always been my biggest gripe about the map; too much crazy shit. But I also realize it's been fun for me anyways and a lot of fun for other GAFers. It surprises me that more people haven't said anything about vehicles being too vulnerable on Entrenched but that may be because a lot of people despise vehicles. I've always enjoyed the variety of methods in Halo for taking down a vehicle (as opposed to something like Battlefield) but I feel they should be powerful and a team controlling a vehicle or anti-vehicle weapon should be something that players feel the need to scream over a headset because it has a heavy impact.

On entrenched I felt like vehicles never functioned like that. Get in a vehicle, die in a couple of seconds; see a vehicle, grab one of the many anti-vehicle tools and forget about it. This was remedied by the fact that the vehicles respawned really quickly but it lacked the punctuated excitement of hopping into the powerful machine or seeing one careen across the map. Can't wait to see how this modified version plays. :D


GhaleonEB said:
I happened to go through the teleporter in Forge by accident and found a few objects up there. I think my kid parked stuff there once when I was building the map and I never noticed.
:lol
 
does someone have that Master Chief .gif where he's holding a beer and it seems like he's saying "here's to you"? i think it was from a skit from G4.
 
Lackluster weekly update. They should have included the second part of the Home test interview last week. Suppose they just stretching the content thinly when they need.
 
Dani said:
Lackluster weekly update. They should have included the second part of the Home test interview last week. Suppose they just stretching the content thinly when they need.

no u
 
Utah Mambo is bad. I was hoping that if a GAF map got into matchmaking it would at least have BRs balanced on every wall and strewn all over the ground but there are like 3 BRs on the map. There's also little you can do when the flag is halfway gone, no decent choke points and the cover is a mess. The bottom middle consists of a bunch of messily placed walls with no rhythm or pattern, the top has no cover, the spawns are atrocious because when you're trying to recover the flag anywhere near the low base people spawn right on top of you and nowhere else. It certainly follows the Bungie ideology of aesthetics over functionality.
 
GhaleonEB said:
Downloaded.

Questions for the Forge architects/contractors in the house: Are there any variants of the Sandbox where the laser towers are blocked off and all of the default geometry is groundside? Secondly, if not that -- what's the easiest way to effectively block the towers off? And finally, are there any functional/mechanical side effects which are negative in nature to blocking off the towers and attempting to use the periphery for combat?
 
kylej said:
Utah Mambo is bad. I was hoping that if a GAF map got into matchmaking it would at least have BRs balanced on every wall and strewn all over the ground but there are like 3 BRs on the map. There's also little you can do when the flag is halfway gone, no decent choke points and the cover is a mess. The bottom middle consists of a bunch of messily placed walls with no rhythm or pattern, the top has no cover, the spawns are atrocious because when you're trying to recover the flag anywhere near the low base people spawn right on top of you and nowhere else. It certainly follows the Bungie ideology of aesthetics over functionality.
That is because it is not a GAF map.
He's Free!!!!!! We did it guys!!!!
Was better when he was gone.
 
I booted up this game today because a friend prompted me to join a party. God I love this game's co-op (campaign on legendary with friends) and multiplayer modes.

Rat's Nest is so much fun and Standoff with the Spockets (or was it Sprockets?) game type is hilarious, it brings me back to the N64 days where me and three other friends goofed around with rocket launchers playing Goldeneye :D
 
kylej said:
Utah Mambo is bad.
I wouldn't say it was 'bad', but on our Eurogamer customs night we had more fun playing a number of GAF maps, notably Sanctum and Entrenched (13 people max. this time -- sorry, Ghal). Utah Mambo looks great, but I don't think anyone felt that it flowed particularly well, and whichever team had the hornet at a given time seemed to dominate.

We were playing with BR starts, though.
 
Mr Vociferous said:
Downloaded.

Questions for the Forge architects/contractors in the house: Are there any variants of the Sandbox where the laser towers are blocked off and all of the default geometry is groundside? Secondly, if not that -- what's the easiest way to effectively block the towers off? And finally, are there any functional/mechanical side effects which are negative in nature to blocking off the towers and attempting to use the periphery for combat?

yes there is right here
 
Did you guys play Avarice and was it good? Any suggestions for other non-GAF maps to try out?


---------------------------------------------------------------------
Latest Changes:
5.14 Striker's Access (updated)
5.08 DualX has a variety great infection maps in his fileshare
5.08 Ghaleon's Entrenched 1.4 (updated)
5.08 Ghaleon's Elevated 1.2 (updated)
4.30 Vhfiive's Sanctum v2.1 (updated)
4.29 Butane's Chimera
4.29 DualX's Train Station (updated?)
4.28 Grimm's map Turf v3 (updated)
4.23 Ghaleon's Sandstorm 2.0

Sixthsubset's GAF map blog.

Map maker - Map(s)
Alisdair Bnet - Aspirite v2
Bladed Expert Bnet – Mage v2.2
Butane123 Bnet - Chimera, Neosho 1.2
Dax01 Bnet – Outskirts, Geminie
DeputyMoonman Bnet - Goldmine v1.5
DualX Bnet - Train Station?, Infection gametype and maps
EazyB Bnet- Brouhaha v1, 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 - Elevation 1.2, Sandstorm 2.0, Centrifugal, Entrenched 1.4
GM Bullfrog Bnet – Kulkukan
Grimm Fandango Bnet – Turf II v3
Havok Bnet - Agartha, Phaeton
Insaniac Bnet - Sky Perch
Metroidvania Bnet - Mountain 1.04
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
Striker Bnet - Access
Vhfive Bnet - Platform, Sanctum v2.1, 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
---------------------------------------------------------------------


MM Sandbox Variants
Utah Mambo
Punishment v2
Vessel
Cubed
Plurality
Tundra
Tundra Swat
Vindictive

Still on the lookout for:
Wastelands


Highlights
Here's some interesting remakes I've found on Forgehub:

Tombstone
Blood Gulch Remake
(I think it doesn't look that polished but it's made outside the normal bounds of Sandtrap and may be interesting to check out)
Ivory Tower
Damnation
Geminie
Boarding Action
Ascension
Prisoner
 
I keep getting "Information could not be received from server", or incredibly long wait times to find matches. I've tried restarting my modem and that doesn't seem to help. Anybody else having this issue?
 
Smokey said:
I keep getting "Information could not be received from server", or incredibly long wait times to find matches. I've tried restarting my modem and that doesn't seem to help. Anybody else having this issue?
Been having more laggy matches as of late (my friend has been having more problems than me).
 
Smokey said:
I keep getting "Information could not be received from server", or incredibly long wait times to find matches. I've tried restarting my modem and that doesn't seem to help. Anybody else having this issue?
Been getting this a lot lately, but only when I'm playing with a certain friend. We both have open NATs, but whenever we get in game one of us invariably lags and is usually kicked from the game due to a bad connection. It's never both of us at the same time, always only one.
 
EazyB said:
Any idea what he means by "clean budget glitch"?

Highlights
Here's a Forgehub map that may be interesting. I'd rather romp around a map before recommending you guys try it out but since the amount of content here is slowing down, maybe you guys might be interested in compiling a list of "GAF Recommends" maps. This one is a medium sized 2-8 player map suited for slayer and one-sided gametypes.

ava1n.jpg

ava2x.jpg

Download link
no idea i found it on forgehub.

that map looks cool i downloaded it. should definitely check it out tonight.

in other news i tried to finish my new map for tonight but alas it was not to be.
had to work and am now painting my house :/
it is one of my older ones that i spent a lot of time on then never finished because i didn't like it but i think i have a good idea for it now.
 
Folks constantly bumping their threads for their maps on ForgeHub is just... ugh. It seems most I've downloaded or even viewed by screens you can tell aren't very good because too many seem to have too much space between cracks, linear pathways, limited weaponry, etc.

I downloaded a guy's Hang 'Em High version last night and it has promise. Granted it could use a little editing, and I posted to let him know, so maybe he'll hop right on that.

Avarice looks okay. I'll download that and will check it out. Not a fan of smaller, skybox maps, though.
 
Sucks, I can't play with you all tonight, Time Warner at it again, my internet is slower than 56k for some reason, probably won't have it fixed as late as Friday :((((((((((((((((( See, you next week guys, and have funn!
 
The more new sandbox maps that I see, the more discouraged I get in trying to make new maps and improve the maps I've already started. My patience is so limited. For the longest time I was trying to figure out where all those maps had been made with the walls already in place. rofl, who knew it was underneath sandbox? I'm just retarded. Anyway, after next week, I'll have some more free time. I think I'll once again try to get back into forge mode.

Does anyone get together to play halo besides customs night? I've found that when I play alone I simply get more irritated the longer I play. But more often than not, no one else is online during the week.
 
Deputy Moonman said:
The more new sandbox maps that I see, the more discouraged I get in trying to make new maps and improve the maps I've already started. My patience is so limited. For the longest time I was trying to figure out where all those maps had been made with the walls already in place. rofl, who knew it was underneath sandbox? I'm just retarded. Anyway, after next week, I'll have some more free time. I think I'll once again try to get back into forge mode.

Does anyone get together to play halo besides customs night? I've found that when I play alone I simply get more irritated the longer I play. But more often than not, no one else is online during the week.
1. lol

2. i am kinda of done going into matchmaking by myself. if you ever see me on just send an invite and we can dong on some guys in multi team.
<3 penguin
 
Never played Zombies before (I was in the 7 on 7 playlist last night). I learned quickly that camping (when infected) is the way to go! :lol
 
Shake Appeal said:
I wouldn't say it was 'bad', but on our Eurogamer customs night we had more fun playing a number of GAF maps, notably Sanctum and Entrenched (13 people max. this time -- sorry, Ghal).
No worries. How did it go?

Right now I'm just focused on refining and balancing it. If we get it to a point where there's a general consensus that it's tweaked just right, I'd like to gather up films for Squad Battle (6v6). Might open the door for a stealth BTB submission, but I want to at least try getting something in, eventually.

Looking forward to tonight. :D
 
KevinRo said:
ughh, i feel like shit right now but if you guys are still doing customs tonight i'll be up for it.
That's the spirit! I played sick last week when I should've gone to sleep early. Woke up with a headache and fever.
 
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