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The Official Halo 3 Thread

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EazyB said:
Wow, this thread is dead today. I've been sitting in the office and meandering around all day because there's nothing going on here.

So, uh, here's a vid Urk uploaded for me. It's probably the only cool thing I will ever do so I'm proud of it. Hurr it is.

Just got back from a party. Pretty fun except for the fact that I got thrown into the pool with my damn phone in my pocket. We did have some jerk chicken, steaks and lots of beer though. Good times.

Also Halo Corpse Alphabet: http://halo3screenshots.com/halo-corpse-alphabet/

I'm a bit exhausted so I think I'm calling it a night.
 
You know what? Warthogs in Team Duals for Standoff is excellent.

... like the Banshee was a force in Halo 2's Team Rifles at Ascension. ;)
 
Striker said:
You know what? Warthogs in Team Duals for Standoff is excellent.

... like the Banshee was a force in Halo 2's Team Rifles at Ascension. ;)

Team Duals is fucking stupid regardless of the map. :)
 
2lkquj6.jpg

Please make a map in this environment Bungie. K thnx.
 
Ramirez said:
Team Duals is fucking stupid regardless of the map. :)
:lol

It isn't bad for Socials for one game out of ten. We kept getting Team Snipers in Ghost Town and Standoff. When Duals showed up, I was "Aw, ok, let's try this." So I walk out of the base, and what's that, a four wheeled powerhouse against SMG starts? :P
 
Buttonbasher said:
How many times did people have to tell you that before you fixed yours?

Many, many times.

I think we had to descend into slight bashing to get his ass motivated.

Sorry about the untouchable, Thermite. We were close.
 
Brainboy said:
:(

I guess I won't be contributing to the 7 billion kills anymore (although I haven't really made that big of a contribution so far)... my Xbox just lit up with three pretty red lights.

:(
Damn son, you got your cherry popped.

And Germany lost to Spain.
 
Tieno said:
Still one of my favourite Halo 3 screens, who took that?
If it's a Halo 3 screenshot it's pretty safe to assume Deepblue took it.

Shake Appeal said:
I would have said Floodgate was too dark to set a Halo 3 multiplayer map in, but then I remembered Blackout.
Yeah, I was really pushing for a nighttime level and was really happy to see Blackout take that approach, but the geometry otherwise is pretty bland. A nighttime level with a rich, diverse color pallet would be orgasmic.
 
Shake Appeal said:
Damn son, you got your cherry popped.

And Germany lost to Spain.

I know. It was not a good thing to come upon on Monday after that match on Sunday...

Also I only bought it like a year ago. I had always hoped that I would be spared of it for a bit longer than that. Oh well, as long as I get it back relatively quickly. I wasn't playing much at the moment anyway, and there aren't that many games coming out soon.
 
Wow, Bungie Day is 6 days away? Time has been flying by recently...
 
Kibbles said:
Awesome Luke, can't wait to see awesomeness in the very near future. Amirite?


Dark Plantoid Rising eh? Damn Plantoids :p

Shh... It's actually a way to fool people of the real title.

Halo 4: Dark Planetoid Rising.
 
GhaleonEB said:
Yup. Oddly enough, I'm excited for the gamerpics. The one of Marty and the Mister Chief from last year were so awesome.
Haven't touched my gamerpic since picking up Mister Chief last year. It's going to take something awesome to make me change it. (This is a challenge, Bungie)

Hint:
Flight pic. Make it happen!
 
While we're on the subject of old maps and design philosophy at the moment, I took a few seconds earlier this morning and scrawled out an abomination in MS Paint (the only image editing program we have at work) looking at a different take on the multiplayer map Relic. I liked Relic, but I know a lot of people were hung up on some of the gameplay elements which seemed to rail the players into playing it a certain way on flag games.

If you can look at these images without becoming squeamish at the horror that is MS Paint's limited faculties, then you can see some changes which I think would improve the map, especially given Halo 3’s impressive sandbox.

14ybekj.jpg


hrd6ox.jpg


So the top image is the just the superficial changes. The bottom shows the segmented pathways for vehicle travel (green), which would be considerably more due to an increase in vehicles.

Follow me…

01 – Wraith added with high respawn time. Why? Because offense gets…

02 – One Goose (fast respawn) and two LAAG Warthogs (moderate respawn), instead of one.

03 – Craggy/uneven geometry would be flattened to represent sand, but filled with large stones, well-spread so that they allow for both vehicle movement and infantry cover.

04 - No teleporter. Instead, an energy bridge which is activated and deactivated here (accessible by pink arrow pathways). Offense has to flip the switch to activate it; otherwise they’ll be forced to go out the back and the long way around the map. If defense can’t get to the flag in time, they can remove the bridge, dropping the flag carrier into the [currently non-textured] chasm of blackness. This divides combat at its center, which was an unforgiving BR fest before, and adding more cover on the edges of this fall might benefit the cross-chasm combat.

05 – Platform geometry has been simplified and gutted to allow for vehicle interplay on its surface. The entire platform, save for the ramps, has a concrete barrier railing which girds its edges. Rockets and considerable plasma grenades still exist, providing ample opportunities for defenders.

06 – New ramps allowing for easier access to the rear of the base, pushing combat deep into enemy territory instead of log-jamming it on the platform.

I would also put a rocket launcher on both sides of the map, similar to Standoff, with two rockets a piece, allowing there to be a fair share of anti-vehicle measures for both sides.

So yeah, the basic design (if you’ve managed to forgive the production value here) attempts to properly segment combat like was done on large maps such as Valhalla and Avalanche, while feeding vehicle combat and offering infantry cover and resources to counter the vehicles.

Relic’s main vices when it came to flag games were that it was extremely difficult to get to the flag, but once you did, it was almost always an easy score. This is frustrating and unbalanced. It should be consistently difficult to move the flag back, possibly with an even high increase in difficulty as players got closer to the score point (Terminal knew this, that’s why many a flag were stopped when the player broke free from the parking garage).

In this version of Relic, it gives the offense plenty of opportunities to get to the flag with the three vehicles, new ramps and less cluttered platform, but once they get to the flag, it’s incredibly difficult to move it from its perch on the relic to the base, due to the chasm. If they wanted to, offensive players could turn around and use the Warthogs to backtrack, but they’d have to go through defenders (respawning near the back of the base) and push their flag further away from their own base.

The likely option is gaining access and securing the switch which activates the light bridge. There, the offensive team can move carefully across the bridge and to the far side of the offensive team’s part of the map. Since the defenders spawn near the switch, they can siege any offensive players guarding it (creating a very interesting deadlock situation) – possibly tipping it and bringing the flag to the bottom of the chasm. If the Warthog breaks free, there’s always the Wraith which might have moved up at that point.

I think this is a much more consistent flow for combat on this map and it makes the map work more for the player (rather than the player having to force the map to work for them), allowing vehicle interplay around the beaches and infantry combat toward the interior. Obviously, I have no way of telling if they'd ever do a remake for Relic or any other Halo 2 map, but I think it's interesting to look at the design philosophy and see how old maps could be bettered - allowing that same mentality to function when building new maps from the ground up.
 
I don't know about the energy bridge. I just don't see that'd work in matchmaking and still be fun. Relic was an awesome map and was both a chore to capture and defend the flag. Eventually, I was able to master running the gauntlet of boxes with the warthog up to the flag capture and just bail off with it. Epic stuff when you can do that without a hitch.

Relic is one of those maps along with Headlong and Terminal that I'd love to see remade with just new aesthetics.
 
EazyB said:
Yeah, I was really pushing for a nighttime level and was really happy to see Blackout take that approach, but the geometry otherwise is pretty bland. A nighttime level with a rich, diverse color pallet would be orgasmic.
I think a lot of people who wanted Lockout back and then heard of a remake, may have been disappointed that Bungie went with the oil rig and human environment route.

I'm still very hopeful for Purple Reign. The Covenant structure is sure to be very enticing to see.

Rance,

They've said before that it isn't a remake. Although, I hope it also isn't an "inspiration". :|
 
JdFoX187 said:
I don't know about the energy bridge. I just don't see that'd work in matchmaking and still be fun.

The gameplay mechanics don't change from any other switch activated map variable object.

Last Resort you can shoot the bridge down, hit the button to open the garage vehicle stoppers.
High Ground Gate
Standoff Side door and windows

It'd be the exact same thing except aesthetically it would easily rival all other push to open map objects.
 
rance said:
This is pretty random, but holy shit I hope Purple Reign isn't Midship.
It's not. Bungie already debunked that thought. It's a completely new map, though probably inspired by some older maps (like Derelict it seems)
 
I like the suggestions, Voc. My main issue with Relic has to do with after the flag is grabbed. There's lots of routes to take while approaching the base along the sides and back, in addition to the teleporter. I also like the interior base design. But once the flag was grabbed, it's a one way, straight line to the cap point. It led to some epic rounds of bodies hurling into withering gunfire to touch and inch the flag along. I like that; Last Resort often has that. But I'd rather there be other routes to take. Other one-sided CTF maps such as Headlong, Terminal, High Ground and the aforementioned Last Resort provide for a more interesting post-grab situations.

Your solution addresses this somewhat, though I'd still like to see altered geometry on the left side of the map, between the cap point and base to provide alternate routes/cover.
 
Relic was good but flawed in the one sided CTF matches. Once you had the flag it was either

A.) Run straight to the cap point, easily done with a hog.
B.) Run back to their base through the teleporter, but that rarely worked.

One bomb was a seriously good gametype on that map, I enjoyed it more than any other one bomb map to this day.
 
I think the bridge idea is pretty cool - but maybe you took it too far.

I think defenders would always leave one or two people back to blow the bridge - after all, the offense needs to totally shut you down (if you're a defender), but all you need is to get to the switch, you can die after that, because the hog falls to its death. (It's sort of like the switches on High Ground/Last Resort - it's really, really, REALLY hard to keep people from hitting those if they want to - but in this case, the penalty for not stopping the defender from turning off the bridge is HUGE.)

Plus, there's only one route in/out once you get on that path - one of the things I loved about Relic was you could always grenade-jump to the main structure if you needed to - or jump OFF it, without facing inevitable death.

Plus, I agree with Ghaleon that the inching-the-flag part of a Relic One-Flag game was a lot of fun, usually. This seems like it would disappear with the new design; you'd either get a clean shot at capping (if your teammates could hold the switch) or you'd die (if they couldn't).

So: toned down, this might be really cool. As is - it seems... not so fun.
 
What if the bridge was only to last 60 seconds or something?

Also did anyone see Rhis Final H2 Montage over at H3F? Reminds me of why I loved Halo 2 so much. Starts off a bit weak but gets ridiculously good towards the end. God I loved doubleshots.
 
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