Congrats, Bungie.Like a pebble that has been rounded over the centuries by the gentle splashing of the ocean waves, Halo 3 has become the perfect hardcore first-person combat simulator. By dint of painstaking labor on the part of its developer, Bungie, it has been refined over three installments to the point where it delivers only pure, unadulterated gaming bliss. Every combat is even-sided and complex and can be waged in multiple ways, using an arsenal of long- and short-range weapons, plus grenades and hand-to-hand moves. Every level is perfectly paced and balanced and graced with soaring architectural compositions. Plus it's graphically gorgeous. The epic storyline and the stirring score don't hurt either. In one of the greatest years video gaming has ever seen, Halo 3 is the very best of the bunch.
We'll see what happens. I've been mulling over the H2 prima guide's section on the maps lately since the announcement of foundry. There's gotta be some glory which can be culled. Midship'll be a bitch to make, not anywhere as easy as Warlock. I think the best map to come out of foundry won't be a remake or the original default setup - it'll be something new.BladedExpert said:You have to let me know when you finish that!!
Couldn't they just turn off friendly fire for mines or at least greatly reduce it's damage to teammates instead of nerfing it outright?Sean said:- "the Trip Mine... It was [potentially] a really powerful griefing tool for betraying your teammates, so we had to water it down... it never worked right. We're not really happy with that piece of equipment"
Apart from it not working within the fiction of the universe's properties, that idea would create some exploitable avenues that are not preferred. I could run at you headlong and drop the trip mine under my own feet - an action with replete 'reward' but hardly any 'risk,' since damage from the item would not affect me or my teammates in a serious way.radjago said:Couldn't they just turn off friendly fire for mines or at least greatly reduce it's damage to teammates instead of nerfing it outright?
Good, cause you'll never get me to stop eating White Castles.urk said:Don't worry, I don't proselytize.
electricpirate said:Pastrami, on a sub, with cheese?
Might as well add mayonaise to that unholy concoction.
Gratz bungie on the GoTY award, I'm sure there will be more.
Ramirez said:Will the maps go up tonight by chance? Like at 3 AM EST to be exact?
2am Pacific, 5am ESTRamirez said:Will the maps go up tonight by chance? Like at 3 AM EST to be exact?
DopeyFish said:5 AM EST, go to bed
Sean said:Was the "Afterthoughts" article from Jan 08's EGM (pg 52) posted here yet? Here are a few things i found interesting:
- They are "paying attention to" the Mauler melee combo. quote from Tyson Green: "I could certainly see us looking at [multiplayer] and saying "Y'know, we should dial back the Maulers."
I've heard we should have more details on that section in a couple hours.Sean said:Thanks BuddyC, those screens look great.
I'm liking all three maps, they look much more interesting than the ones that shipped on the retail disk. I'm still not completely sure how Rat's Nest plays though. I know there's a track around the map which sounds cool, but I hope we get more details on the middle section and on-foot gameplay.
godhandiscen said:NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
Bungie has finally addressed one of the core limitations of Forge: its customization options, while a godsend for gametype development, are pretty bare-bones when it comes to meaningfully altering a level's geometry.
Foundry is basically a large indoor area filled with crates, walls, stairways, and suspended platforms (it may remind you of every other FPS ever made), which can be completely removed and replaced--and used in the other two new maps. I toyed around with it, and the potential for platformer-esque levels and maze-like constructions is clear.
Flock said:I'm in australia, so i have no idea how long till these go up. So could somebody just tell me how many hours?
I don't get it really, I mean do they just don't want the game to be played that way or what? There are maulers everywhere so people can't complain to not have the means to counter a mauler meele combo. I use it a lot, 228 kills with the mauler and 1656 meele kills. This is going to force me to rethink my strategy.RPS37 said:YEEEEEEEEEEEEEEEEEEEEEEEEEEES! :lol
(I've already nicknamed the Mauler the Stupid Gun. I get killed by Mauler-meele's way too much.)
Ok, you are a really good player from what I understand, whats your argument for the mauler to not be in the game?Ramirez said:The mauler (as it is now) shouldn't even be in the game.
CougRon said:probably will go up in the morning around 9am pacific when bungie gets in to work or something.
I don't mind it, but it seems far too frequent in maps like High Ground and Narrows.Ramirez said:The mauler (as it is now) shouldn't even be in the game.
The problem is that the way the game handles close range combat, you can take down someones shield with an AR but if he has a mauler he will win every time close range even if you have full shield and he does not, means the weapon is too one sided on small maps like guardian.godhandiscen said:Ok, you are a really good player from what I understand, whats your argument for the mauler to not be in the game?