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The Official Halo 3 Thread

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LukeSmith said:
Hey just a quick note from a conversation Sketch and I had with Tyson yesterday, when possible, double your spawn point counts. It will help the spawns behave better and aid with team spawning. Where you have a single spawn point, if you can fit a second one, place a second one. It will help greatly with the way the game respawns players.

It's cool to see you guys coming out and helping the community build their own maps. Forge in itself is a cool tool to give to us but to be giving us important tips like that...It's what makes Bungie special. Toying with Forge also gives us a clearer idea of just how much effort it takes to create a good map. You have to worry about so many things, spawns being just an example.
 
MaX_PL said:
youre wrong Stinkles. i like Halo the series, i just dont like the third game.
I'm going to go out on a limb and suggest you don't post in the thread devoted to it then. There's plenty of other games you could be playing and plenty of threads on GAF to discuss those games. Like Halo 2 for instance (which I swear you've been reaming for the past three years, but never mind). Why not devote you time and energy to these very worthwhile endeavors?
 
AZ Greg said:
Wow, it's Halo 2 all over again! I remember when all the "hardcore pro" type players were running around forums claiming to be Halo fans just not fans of Halo 2. They even went and created halo2sucks.com. Eventually Halo 2 became the MLG game and now it's loved. I look forward to the inevitable "i like Halo the series, i just dont like the fourth game."

Yup I remember the same thing happening with Halo 2. The people who supposedly hate it so much keep playing it and talking about it.

MaX_PL has 329 posts in this thread for a game he dislikes.
 
Sean said:
Yup I remember the same thing happening with Halo 2. The people who supposedly hate it so much keep playing it and talking about it.

no actually you're wrong on that front. the halo 1 pros and mlg community largely either didn't transition to h2 and quit playing halo altogether or stuck with h1 with local lans or xbc. i'd say the majority of mlg players nowadays joined during h2 and weren't around during h1 tourneys. the same thing did happen with halo 2, but it's really different players doing it this time around.

but, to put perspective on it, it's like if starcraft 2 was released and blizzard changed everything that made it a competitive title and broke the game completely, but every tourney is korea switched to sc2 and no more original starcraft was played. and just as the dust was settling and the players finally moved on to sc2 after patches, sc3 comes out and it's actually worse than sc2. that's pretty much how it is with halo.
 
sixthsubset said:
no actually you're wrong on that front. the halo 1 pros and mlg community largely either didn't transition to h2 and quit playing halo altogether or stuck with h1 with local lans or xbc. i'd say the majority of mlg players nowadays joined during h2 and weren't around during h1 tourneys. the same thing did happen with halo 2, but it's really different players doing it this time around.

but, to put perspective on it, it's like if starcraft 2 was released and blizzard changed everything that made it a competitive title and broke the game completely, but every tourney is korea switched to sc2 and no more original starcraft was played. and just as the dust was settling and the players finally moved on to sc2 after patches, sc3 comes out and it's actually worse than sc2. that's pretty much how it is with halo.
enlightening
 
Sean said:
Yup I remember the same thing happening with Halo 2. The people who supposedly hate it so much keep playing it and talking about it.

MaX_PL has 329 posts in this thread for a game he dislikes.

yeh with these past few posts being the first since i stopped playing the game.

let me make it clear, i'm no troll, this was the game i was most hyped for this year. just because i'm disappointed with it and you all are so defensive does not make me a troll. like you said, i posted here 329 times with the majority of the pre launch posts being positive. :lol

youre all lying to yourselves if you honestly believe this was your full expectation of Halo 3.

anyway, i'm outta this thread. enjoy your game.
 
MaX_PL said:
yeh with these past few posts being the first since i stopped playing the game.

let me make it clear, i'm no troll, this was the game i was most hyped for this year. just because i'm disappointed with it and you all are so defensive does not make me a troll. like you said, i posted here 329 times with the majority of the pre launch posts being positive. :lol

youre all lying to yourselves if you honestly believe this was your full expectation of Halo 3.

anyway, i'm outta this thread. enjoy your game.
peace d00d. we will miss j00.
 
So tonight at the company Christmas party, I kept thinking my co-worker's husband looked familiar. Finally, at the end of the night with different lighting, I realized this dude looks exactly like Frankie. It was kinda crazy.
 
It took a while, but I've finished it. My Foundry creation: Dreck. It's a small, symmetrical, arena-style slayer map (although CTF is supported). I wanted it to be clean, and play fast and smooth.

I played it for about 5 hours this afternoon, made a few small tweeks, but it was really really fun (please excuse the self-promotion). All I playtested is 1v1, and it was a blast. I recommend playing without a radar. Lots of cat and mouse.

The layout is pretty simple. Lots of sight lines and cover. That inviso can only be reached by a man-cannon jump. It's dangerous (it can be missed) because it leaves you open to gunfire when you land on the platform on the opposite side.

85fa03k.jpg


This is a look at the lower level. Cover under the catwalks. The opening in the center of the picture leads to a grav lift to the second level. You can see a BR to the left of the shot. Most of the good weapons are on the first level since the second level is strategically where you want to be.

6xkloi1.jpg



This is the opening from the previous shot and the shotty (one clip) enclosure. You can also see the sniper rifle (with one clip). Interesting twist on the shied wall. Bouncing or lobbing grenades into the enclosure from above or aross the map prevents any camping, but the sheild does provide relief from fire in a pinch.

6kyk9xi.jpg


Here's a shot from the opposite side, second level.

8c0ld2b.jpg


Here's the man-canon launch. Line it up and you'll get the inviso and land on the sniper perch. It's also the only other way to the second level.

6x6v1tz.jpg


I'd love to get some feedback and I hope that you enjoy it, should any of you download.

Find it here:
http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=Doub1e Down
 
I think I've got a finished map. Like everybody else. 'Cept mine is brown and full of boxes. I'm gonna try to get some slayer matches in on it before I link it because it might very well suck balls. Salty, old, wrinkly balls.

I started off wanting to make a Qbert like map: a pyramid of sorts, with better weapons and power-ups toward the top of the structure. Kinda scrapped that idea when I couldn't get any of the boxes to line up properly. Fuck.

Went ahead and made an enclosed space in the main area for some multi-layered CQB ass-kickery. The bottom floor has plenty of cover and angles. Flamethrower in the center. There's a teleporter at the back of each team's side that will take them into the hallways in the back. From there, another teleporter inside the hall will take you up top of the enclosed base where you can rain death upon the combatants below, or make a couple of sweet jumps and some ledge tightropery to snag a sniper, a laser, and a shotgun. You can use the laser to take out either Warthog that sits in each respective loading zone. And, aw fuck it, I'm too drunk to keep typing. Damn you, Samuel Smith and your tasty Stout. Damn you straight to heck.

Anyway. Tons of sweet jumps and all that. If it's any good, I'll link it and you can have a peak. Except for that max guy. If I remember, he's the genesis of butthole fishhooking yes on account of his pro-cheating stance. But anywho, here I is still tip-typin' away.

Awesome.
 
The Lamonster said:
So tonight at the company Christmas party, I kept thinking my co-worker's husband looked familiar. Finally, at the end of the night with different lighting, I realized this dude looks exactly like Frankie. It was kinda crazy.


Haha, your coworker is married to a surly lightbulb.
 
MaX_PL said:
youre wrong Stinkles. i like Halo the series, i just dont like the third game.

They will never understand. I'm sort of the same as I bought Halo 3 at launch only to sell it two weeks later out of disappointment. Funnily enough I'm getting it again for Christmas. Some people don't understand the difference between someone being disappointed and someone trolling. Granted there is a fine line between the two.
 
Bearillusion said:
They will never understand. I'm sort of the same as I bought Halo 3 at launch only to sell it two weeks later out of disappointment. Funnily enough I'm getting it again for Christmas. Some people don't understand the difference between someone being disappointed and someone trolling. Granted there is a fine line between the two.

The thing is, there's really no need to pop in every chance you get and tell anyone about your disappointment, the game is done and shipped, like someone else said, do you expect a do over or something? :lol
 
MaX_PL said:
yeh with these past few posts being the first since i stopped playing the game.

let me make it clear, i'm no troll, this was the game i was most hyped for this year. just because i'm disappointed with it and you all are so defensive does not make me a troll. like you said, i posted here 329 times with the majority of the pre launch posts being positive. :lol

youre all lying to yourselves if you honestly believe this was your full expectation of Halo 3.

anyway, i'm outta this thread. enjoy your game.
The only thing that I was disappointed is the story. I really like the way it was told in the second game and I would have hope they kept the same format for the third one.
 
Looking through the forums and HBO news posts, I've seen a lot of amazing Forge creations. Maps laid out with great precision and thought to create interesting play spaces with nuanced gameplay options. I'm really floored.

I started tinkering around with an idea tonight, and made the antithesis of those maps. It's kind like going to a museum of fine art and then doing some finger painting at home that evening. Here's my finger paint job. In this case, finger paint that involves many and frequent explosions.

Basically, I started toying with the idea of a two-level map, with the top level consisting of nothing but suspended bridges. Taking advantage of the way unmovable structures remain suspended in the air after their support objects are deleted, I wanted to try to create a space floating high above the main floor for carnage to take place on. Jumping is required.

Um, then I sort of got the idea to make that the main play area, and to establish a penalty for falling down. It turned into this:

Ascent.jpg


I call it Cracker Barrel. Essentially, this is a floating King of the Hill map. The area below the floating bridges is all eight fence boxes turned upside down, like to rows of chicken coops.

DontFallDown.jpg


Inside each box are four fusion cores, a propane tank and a crate to enable escape.

Two teams spawn on either side of the protruding wall, protected by a pair of shield doors. Just on the other side is a pair of hammers, a fuel rod gun and one of every type of equipment.

Ascent.jpg


On the way up, beyond the two rows of shield doors and on the offset platforms are plasma, spike and flame grenades, brute shots, rocket launchers and a turret on each side. Spartan Lasers are located on the four corners of the cages below. More of a reward if you survive than an incentive to go down. Basically, every kind of weapon that explodes or goes 'boom' in some capacity. 2x shields are suggested.

With all explosives set to respawn every 10 seconds, this happens a lot:

NoreallykaBOOM.jpg


With 2x shields on, you can actually survive the blast while down below; it just strips shields down to zero. Which is good, because the hill alternates between the floating platform and the pit of carnage.

NotRecomended.jpg


Not advised.

GettingSomeAir.jpg


Wheeee!

That's about all there is to it. I think it might actually be fun in a no-skill-required kind of way. I'll stop cluttering the thread with my splashes of paint amid the the excellent maps above. I hope someone has taken the idea of suspended platforms and tiered play spaces to a better, more disciplined place. It could have interesting results.

I'd just like to thank Bungie for letting me go all Crackdown in my Halo.

GettingMyInnerCrackdownOn.jpg


KaBOOM.jpg
 
I'm having this strange issue, I have over 40 spawn locations setup, but when I first start a game everyone spawns in a location I have not placed a spawn location. After this first spawn, it appears everyone will always spawn at a spawn location I placed. I realize ever map has default spawn locations that are not changeable in forge, but how do I stop it from defaulting to these default spawn locations on the first spawn?
 
tak said:
I'm having this strange issue, I have over 40 spawn locations setup, but when I first start a game everyone spawns in a location I have not placed a spawn location. After this first spawn, it appears everyone will always spawn at a spawn location I placed. I realize ever map has default spawn locations that are not changeable in forge, but how do I stop it from defaulting to these default spawn locations on the first spawn?

If you change the gametype from slayer to an objective type, i think there is a "starting point" spawn point you can place. I dont know whether that solves the issue but it worked for a VIP race gametype where i wanted every team to spawn near the Mongooseseses's(?).... so yeah, try that.
 
Ramirez said:
The thing is, there's really no need to pop in every chance you get and tell anyone about your disappointment, the game is done and shipped, like someone else said, do you expect a do over or something? :lol

I've stopped complaining about what it isn't and started to enjoy it for what it is.
 
tak said:
I'm having this strange issue, I have over 40 spawn locations setup, but when I first start a game everyone spawns in a location I have not placed a spawn location. After this first spawn, it appears everyone will always spawn at a spawn location I placed. I realize ever map has default spawn locations that are not changeable in forge, but how do I stop it from defaulting to these default spawn locations on the first spawn?

BladedExpert has the right answer. Forge starts in the "All Gametypes" mode. The map you edit has no gametype specific spawn controls. If you pause in Forge, you can select the various gametypes from the menu. Save first. So, if you want to tackle Slayer types, you'll notice there is a special type of spawn placed in each Loading area right off the bat. Fly over there and you can miss them. They look just like regular spawns except they have glowing rings emanating from them. You can delete them and replace them wherever you want. Other types have other specific spawn controls. Bungie has a write up on their site under advanced Forge controls.
 
urk said:
BladedExpert has the right answer. Forge starts in the "All Gametypes" mode. The map you edit has no gametype specific spawn controls. If you pause in Forge, you can select the various gametypes from the menu. Save first. So, if you want to tackle Slayer types, you'll notice there is a special type of spawn placed in each Loading area right off the bat. Fly over there and you can miss them. They look just like regular spawns except they have glowing rings emanating from them. You can delete them and replace them wherever you want. Other types have other specific spawn controls. Bungie has a write up on their site under advanced Forge controls.
Thanks urk and Bladed Expert. That helped, I had a feeling it was something simple I was over looking.
 
Claustrophobia

It snowed all day and all night. The wind whipped and lashed the windows. Trapped, I was forced to Forge for my life. Claustrophobia is the result.

Claustrophobia's play is centered around a small, semi-symmetrical base located in the center of Foundry's main hall. The bottom floor of the interior provides plenty of cover and plenty of close range weapons to promote cat and mouse play and CQB combat.

Interior
Interior.jpg


JiffyPop.jpg


MOARsparkxz.jpg


FlameOn.jpg


Flame Thrower is dead center and absolutely lethal in the confined space. Fight for it.

But the bottom floor of the base interior isn't the end all be all of Claustrophobia. In fact, it's really only a small portion of the playable space. And if you find your feet planted on the floor, do yourself a favor and look up. Like the blankets of snow that fell while I was Forging deep into the night, the danger is in the layers. How many layers? Like a billion. Fo realz.

Teleport to the Hallway

LowCeiling.jpg


Since the bottom level of the interior is a death trap, you've got plenty of options for quick exits. Hop up on the crate and you can simply leap out. Another is a pair of teleporters placed in each back corner. The green magics whisk you to the hall pictured above. From the hall you can access Loading bay 01 and 02, where you'll find some nice weapons, a pair of Warthogs, and access to the exterior of the base.

Exterior

02GoBlam.jpg


FullFrontal.jpg


Pinkles.jpg


RearEntry.jpg


ForcedEntry.jpg


From the exterior of the base, you can access some more open space, nab more than a few lethal weapons, and continue the cat and mousery. Though it seems more open on the exterior, you'll also find that you're more exposed (no, not that kind of exposed). If you stick your whiskers out too far for too long of a sniff, you're going to get your head caught in a pair of Jaws. You've been warned.

Death From Above

RiskReward.jpg


Catch a hallway teleporter up to a suspended cage in the base interior and you can take a leap of faith to either upper corner where you'll find more than one power weapon. Though you'll be rewarded for your mobility with weapons and the high ground, you'll also find a distinct lack of cover in these lofty heights. To make up for the lack of protection, you'll be treated to Dawkins' Beams. Load up and keep moving. If the teleporter isn't your style, you can fly high with a couple of portable lifts you'll find in the loading zones 01 and 02.

With the Greatest of Ease

DawkinsBeams.jpg


Tightrope.jpg


That's a ton of pics. Sorry 'bout that. I get carried away. Link to the map variant is up above in the title. Click it and give me some feedback on how it plays. I've only tackled it with a small crew. It's set up for Team Slayer, but it'll probably work well for FFA with a few spawn tweaks. If you have any suggestions, fire away.

Also, the forklifts explode. Hard Style.
 
Dirtbag 504 said:
I put him on my IL a little while ago, and was wondering why I didn't do it sooner. Needless to say, it won't be missed.

I hope I get a chance to try out some of these maps you guys have been posting; between my upcoming vacation, Super Mario Galaxy, COD4, The Orange Box, Halo 3 (playing in matchmaking, trying other peoples' maps and finishing my Desolation remake), and dealing with my DS that celebrated its' 3rd birthday by losing the ability to recharge, I'm swamped with TOO MANY GAMES!
 
I'm close to finishing my maze map. I have not had a chance to play test, so I would appreciate any input you guys have. I'm not crazy about the current spawn and weapon placements, so I'm going to be tweaking them for the next few days. In addition, I'm still working on alignment issues in a few locations.

The map is made for slayer, and it is supposed to be just a giant maze. It's the file called the maze in my share if you want to check it out.

I still have $2 left. I'm not sure how I'm going to spend it, maybe I'll buy a plasma grenade.

http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=Tak cjr

maze_f2.jpg


maze_f3.jpg


maze_f4.jpg
 
This is a map I made for http://mlgpro.com foundry contest. You'll win a 250 headphone system or something. You all should go there and submit your maps too. I have some minor issues to fix, like the barriers and whatnot(i wish there wasn't an object limit on one object :/) but it's going to fixed. This is what I posted on mlg, tell me if you guys like it. Yeah, feedback is always wanted.

Convergence v1.0

Download - Slot 3

This is an original map designed for Slayer and Multi-CTF. It is symmetrical with no advantages to either team. There are 3 power weapons on the map. 2 are included inside the base, at the top the sniper rifle that spawns every 3 minutes, and at the bottom of the base a shotgun that spawns ever 2 minutes. The sword at the bottom of the center of the map is timed at 3 minutes if I'm not mistaken.

Also, there are 3 power ups (probably soon to change) 2 overshields that spawn in each teams hut, that do not spawn in the beginning of the game but rather after 3 minutes of action. The coveted cloak/invis is at the top center platform that spawns every 2 minutes (or 3).

Flythrough:

I currnetly do not have one, but if anyone is willing to download this map and put a vid on mlggameroom I'd greatly appreciate it.

Screenshots:

medium_6896B138C6675C1A223C129954FF59E1.jpg


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medium_C105A25FBBFF244658412A46F04BA2B5.jpg
 
It's times like this when I'm really starting to appreciate the ability the queue up downloads from the Bungie.net website. The guy who advocated that feature should get a cookie.
 
tak said:
It's times like this when I'm really starting to appreciate the ability the queue up downloads from the Bungie.net website. The guy who advocated that feature should get a cookie.

Yeah I really miss a lot of the features that Bungie incorporated into Halo 3 in other games I play. Stuff like Saved Films, website integration, among others.
 
ToyMachine228 said:
Yeah I really miss a lot of the features that Bungie incorporated into Halo 3 in other games I play. Stuff like Saved Films, website integration, among others.

The quality of experience is leagues ahead of every other developer. It's really no contest. From start to finish and everything in between, Bungie really does a superb job of supporting their product.
 
urk said:
The quality of experience is leagues ahead of every other developer. It's really no contest. From start to finish and everything in between, Bungie really does a superb job of supporting their product.
Plus they're really good to their fans. All the weekly updates, playlist updates and podcasts are appreciated. :D
 
Hmm. I do like boxes.

editz: I think you have one of the teleporters a little wonky. It could be planned. If you enter one, you are taken to a shielded room with stuff and another teleport node on the far side. Taking that dumbs you out of the other teleporter in the main room. However, if you take the other one, and enter the node at the end of the hall, you'll loop indefinitely unless you turn around and exit the way you came in.

:)

editz editz: If you have any forge monies left, block off the walls that skirt the loading zone bays. I nade jumped over and got stuck.

I like the sword jump placement. If you miss you get crummy Brute Shot. >:(

Lots of BR's. Check. Lots of nades. Chickity check. Cool use of space. Yup. I'm gonna see how a crew of raging weirdos does on it when I get a chance and I'll let you know.
 
urk said:
Hmm. I do like boxes.

editz: I think you have one of the teleporters a little wonky. It could be planned. If you enter one, you are taken to a shielded room with stuff and another teleport node on the far side. Taking that dumbs you out of the other teleporter in the main room. However, if you take the other one, and enter the node at the end of the hall, you'll loop indefinitely unless you turn around and exit the way you came in.

:)
You're comment just made me realize that we can now make a very decent Rube Goldberg device with Forge.
 
Well, I'll throw this in here too, I guess.

Chimera (slot 2) is a team-game map that can be used in all variants except Juggernaut and Infection (or anything FFA).

The bases are set up with a double mancannon, and a weapon room full of useful things. The mancannon shoots you into a (very) small maze-ish area, which can be exited in the middle. Power weapons and powerups are contained in the middle-ish section as well.

Beware, the mancannons are a little touchy.

Central area, turret tower (destructible) in center:
15754384-Medium.jpg


Right side:
15754969-Medium.jpg


Left side:
15754274-Medium.jpg


Frontish:
15754240-Medium.jpg


Feedback appreciated, I think I have most of the bugs ironed out.
 
ahh, my forge making is on hiatus right now, due to a lack of time, but the maps you guys are making look absolutely awesome! Once i have more time to play Halo 3 I will be dl/ing these!
 
SpudBud said:
This is Box Out. It's a totally symmetrical map built for slayer and team slayer and at the moment that's all that works on it. Every power weapon is located in the center of the map to keep things balanced. Please give me some input on the weapon placement and spawns.

Download please.
http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=SpudxBud

Spud: It is fairly easy to get over walls and single level boxes with a grenade jump, therefore if you're making an enclosed map, sometimes you need to ensure that you have a double level of walls
 
Insaniac said:
Spud: It is fairly easy to get over walls and single level boxes with a grenade jump, therefore if you're making an enclosed map, sometimes you need to ensure that you have a double level of walls
Ok thanks for the advice.
 
tak said:
You're comment just made me realize that we can now make a very decent Rube Goldberg device with Forge.
I've already played dominos with the pallets. I might try setting it up to knock down a fusion core off an edge and keep it going.

Great stuff in this thread. I've lined several up for download. If anyone catches me online, send me an invite.
 
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