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The Official Halo 3 Thread

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Digital Limit said:
Anyone have a link to the multiplayer map overviews?

I know I've seen a collection of them in the past, but now all I can find are silly heatmaps.

Just try and find a player who's barely played Halo 3 or so...

http://www.bungie.net/stats/halo3/HeatMapStats.aspx?player=VisualCypress&map=340&wep=0&kd=0

Except for Sandtrap and Standoff.. Maybe Rat's Nest but I can't see any heat spots..


http://www.bungie.net/stats/halo3/HeatMapStats.aspx?player=AR 15 FOR LIFE&map=470&wep=0&kd=0

For Sandtrap and Standoff...

You can even use the global heatmaps... just use certain criteria... like deaths by falling... you won't see that on maps like Cold Storage.... The Pit... Vahalla... or use the Elephant Turret for every map.... except Sandtrap.. then use falling for Sandtrap...

Just sayin'
 
NOKYARD said:
Hey!
Why did i not receive my 'new forum title: Map Maker'? Two of my maps have made it into Matchmaking

Just kidding. i do not care about titles or recognition. i only care that the maximum number of people are having the maximum amount of fun.

and, if Shishka happens to read this, check your inbox for changes to the Grifball map.

Hell, Nokyard, I didn't know you were IN Atlas.

And yeah, I've got your messages. Sorry about the slow reply time. I'll see what I can do.
 
Shishka said:
Hell, Nokyard, I didn't know you were IN Atlas.
i just joined when i saw it mentioned here

the moment i saw that Sandbox was EXACTLY the map i had been waiting for i decided to get out of the mini-game business and focus on some real competitive maps - i just hope i can translate the 'fun' of my mini-games to the larger maps
 
EazyB said:
Not sure what you're looking for but maybe this will help.

Yeah, I was looking for something like this with weapon locations and the like:

500px-Avalanche_Weapons_Etc.jpg


Thanks!
 
When the Slayer game arises,
And my enemies come from afar,
I love nothing more than clutching,
My best friend the BR

In the most tense Objective matches,
Enemies plans I must Stifle,
To do this I will need,
My best friend the Long Rifle
 
-ARNiE- said:
When the Slayer game arises,
And my enemies come from afar,
I love nothing more than clutching,
My best friend the BR

In the most tense Objective matches,
Enemies plans I must Stifle,
To do this I will need,
My best friend the Long Rifle

4sfby0.jpg
 
Domino Theory said:
Should've expected that one. I enjoyed reading that.

Voc said:
I'm rolling with Mr Vociferous now because I committed the cardinal sin of changing my original tag which was, in fact, "vociferous". Now some dude has that gamertag and and as internet justice would have it, the last game he played was PGR3.

Yes, that's right. PGR friggin' 3.
http://live.xbox.com/en-US/profile/profile.aspx?GamerTag=Dax

=(
 
Nice, short, and simple interview with Voc...

Wait what... No essay long answers? Did Urk trim down the interview so it's legible for the Bungie.net crowd? :D :lol
 
FourDoor said:
Nice, short, and simple interview with Voc...

Wait what... No essay long answers? Did Urk trim down the interview so it's legible for the Bungie.net crowd? :D :lol
He cut out Chapters 4, 5 and 8. Honestly, I'm not sure how any of you guys can follow the loose text without the appendixes and glossary. Did I really use "friggin" that much? I knew I should have upgraded to something more blamworthy. I do heart text walls though. I'm like a text fortress of awesometude.

<3 urk
 
Domino Theory said:
Not enough, imo.

I think the gaf average joe well may have just run dry lol.....I suppose we could get shake up there for his uncomfortable fan fic :lol

Edit: Also possibly dax for being a Halo Wars Gladiator!
 
Captain Blood said:
I think the gaf average joe well may have just run dry lol.....I suppose we could get shake up there for his uncomfortable fan fic :lol
That's a serious disservice to the work people like Dax do for the Halo community.

Edit: Seems like you read my mind. Must be the GG

GG.jpg
 
EazyB said:
That's a serious disservice to the work people like Dax do for the Halo community.

Edit: Seems like you read my mind. Must be the GG

http://i7.photobucket.com/albums/y290/EazyB/Games/Others/GG.jpg/IMG][/QUOTE]

It is a bond my friend lol
 
LunaticPuma said:
I would love a permanent Team Flag playlist. CTF is the gametype that defined most of my Halo 1 memories.
I'd give anything for a Halo 1 Multiplayer XBLA release and I'd give two anythings if it had an all CTF all the time playlist!
 
EazyB said:
Let me visualize it for ya:

http://i7.photobucket.com/albums/y290/EazyB/Games/Others/daxiator1.jpg
Dax fights off the big bad Halo GAF[/quote]

:lol That's funny.


[quote][IMG]http://i7.photobucket.com/albums/y290/EazyB/Games/Others/daxiator2.jpg[
Bruised disheartened he returns his tent to make love.[/QUOTE]
This would be funny if not for the text accompanied by it. "Make love?" Come on.

Daxiator:lol
 
Louis Wu said:
Giganto gif... sorry.

http://files.smallbits.com/misc/beatdown.gif[IMG]

It was clipped out of the new Halo Wars ViDoc, and it made me laugh. WWF meets UNSC![/QUOTE]
Perfectly reasonable file size, well done. Now if I could get some more gifs of the spartan hijacks my collection will be complete.
[QUOTE=Dax01]This would be funny if not for the text accompanied by it. "Make love?" Come on.
[/QUOTE]
You from the [I]hit and quit[/I] school of thought?

I always figured you for a classier fellow.
 
In lieu of new information from Atlas on what is and what isn't acceptable for a matchmaking variant, I decided to update my challenge map. Again, some tweaking is needed I think, but I have tested it out with folks here in 4 on 4 Slayer and Multi-Flag. Feedback seems positive so far. I'm certainly open for more.

If the feedback is strong enough, then I may consider making an attempt to post this on Atlas. The main problem right now with maps submitted is spawn points and this is something I'm paying close attention to.

Dani's HaloGAF Map Variant Challenge Update - Less Pictures More Text Edition =)

StandAlt v0.2 (Was Standoff Alt)
================================

Suitability: All Game Types and Player Counts already supported by default Standoff.

64971535-Medium.jpg

65018807-Medium.jpg


More here

===Features - Changes from Default Standoff===

*Rockets moved from default position to centre of silo.
*Bubbleshield moved to near base entrance.
*Carbine added outside of main base entrance.
*Power drainer moved from side room in main base to main room in main base.
*Teleporter-Send Only added to AR spawn area in base.
*AR spawn in base moved to main base room.
*BR spawn added to silo entrance to base.
*Spiker near rocks removed.
*Teleporter-Receive Only added behind base.
*Plasma Pistol and Plasma Grenades added behind base.
*Overshield added behind base.
*Warthog moved to base back entrance.
*Mongoose moved to former default Warthog position.
*Two barricades added near invisibility spawn.
*Bruteshot moved from default spawn to behind barricade.
*Tripmine added on base building top


All of the above changes are symmetrical and apply to both bases. Below are asymmetrical changes.


*Laser appearance only after 180 seconds (laser default respawn time).
*Regenerator added at laser spawn, 180 seconds respawn

===Notes===

*Same spawn count as default Standoff however spawn have been adjusted to be
less exposed or clustering in one small area

*All added weapons, including grenades have the same spawn time and ammo count
as existing weapons, no changes were made to the respawn time or ammo of default
weapons whether moved or not

===Explanation===

The changes made are generally subtle, with the exception of the more noticeable changes. The variant is designed to heighten the strengths of the map, namely inter-team combat stretching out over the map and vehicle fun.

Moving the warthog to the back of the base allows players a few moments more to spread out across the map at the start of the game, additionally it is also hard to throw grenades from the entrance of the opposite base to damage the vehicle forcing players to rethink their opening strategies.

Additionally, the warthogs are now lined up to be driven straight down to each one of the silos on the map, where the rockets have been relocated. Driving straight to the rockets is risky because of the barricades and relocated bruteshot at invisibility spawn that overlooks this area. This is countered by the lack of guarantee that the opposite team will have rockets at the beginning of the game and introduces a new risk-reward element at opposite sides of the map at the beginning of the game as teams rush out to either grab rockets with the aid of the Warthog or defend rockets with the aid of the lightly fortified invisibility spawn area.

The introduction of the laser during a game has been delayed until one full respawn time for that item has passed (180 seconds). This brings a sharp halt to the possibility that a team, in the opening minute, gains control of the map with
laser aided vehicle control. The laser will still be present and the delay allows for the laser to make a difference in mid to late game. The regenerator, placed at the laser spawn, provides plenty of incentive for a team to rush out to the middle of the map at the beginning of a game and provides a welcome boost mid game to whatever team that deploys it.

The teleporter within the bases provides more options for objective games such as Multi-Flag with new strategies available to each team, additionally it can used to escape from the base if the opposite team has successfully locked the base down and also allows easy access to a better vantage point, especially helpful when trying to defend a base.

The movement of the power drainer and bubblesheild was made to make these equipment more visually prominent to players and thus increasing their usage. Additionally, the bubbleshield was moved closer to the base entrance to allow for more options for attacking and defending players in Objective gametypes, such as Flag and VIP and also providing an option for teams
that may be locked down inside the base.

The tripmine is a one use only equipment. Teams can use it effectively but it's use also provides a risk of harming one's own team. The one use only prevents possible abuse of this item.

The map contains the same amount of spawn points as default Standoff. The main changes in spawns comes from the fact that some have been adjusted to preventing teams spawning in the open en masse, in particular, the invisible area spawns and the area in which the Warthog has been moved to, on both sides, spawn area has been adjusted and moved so that predictable spawn killing en mass is prevented.

The spawns have been altered to allow for generally more cover when spawning.
 
My Standoff alternation is similar to your design, Dani.

I simply don't find the map itself now with a laser plus Warthogs running rampant all match exactly fun too often. I think it would be better with other new things in the map or some modifications to the current setup.

I have mine in my File Share, but I made little changes compared to yours. Lot of good ideas. Maybe some day yours or another person's alt-Standoff can be added to Team Slayer or Team Objective.
 
Dani said:
In lieu of new information from Atlas on what is and what isn't acceptable for a matchmaking variant, I decided to update my challenge map. Again, some tweaking is needed I think, but I have tested it out with folks here in 4 on 4 Slayer and Multi-Flag. Feedback seems positive so far. I'm certainly open for more.

If the feedback is strong enough, then I may consider making an attempt to post this on Atlas. The main problem right now with maps submitted is spawn points and this is something I'm paying close attention to.
EDIT: Pics either in the post or in the same file set as the map would be great.

I like the idea of moving the hog.

Moving the bubble shield seems like it would actually narrow the possible strategies for grabbing the flag. When it's near the silo's flag carriers have a big incentive to take it that way because if they can make it to the bubble they have to walk a lot further than they would had they taken it through the middle but they have the bubble to protect them. Without the bubble there it seems like the best way to take the flag would always be through the center because the bubble is moved.

Don't exactly follow the teleporter thing, can't fully visualize it's locations and purpose. Pics would help here.


I don't really like Standoff as an on foot map but I know I'm in the minority on this. It just seems like a big stalemate between the rocks until someone is bored enough to do something stupid and create a hole. If I were to make a Standoff variant it would have a greater vehicular focus: in addition to the hogs I would have 2 choppers or even two ghosts. Maybe too much for 4v4 but it'd make 12-16 player battles a lot more entertaining.
 
The changes made are generally subtle, with the exception of the more noticeable changes.​
You don't say..... :p

I like the sound of most of the changes, especially the 'Hog, with the exception of the bubble shield location. Placing it further from the base means the team has to plan ahead a bit more and become exposed to secure it. Especially for objective games, a bubble deployment can be game ending. For instance, dropping it behind a fleeing flag carrier once they have some space from the base; or dropping it inside the base to protect an armed bomb. Moving it closer to the base will make these events more commonplace, when they should be a bit more difficult by engineer through more risky retrieval.

Edit: also, what Eazy said.

My $0.02 based on the description. Would love to try the map out...

EazyB said:
I don't really like Standoff as an on foot map but I know I'm in the minority on this. It just seems like a big stalemate standoff between the rocks until someone is bored enough to do something stupid and create a hole. If I were to make a Standoff variant it would have a greater vehicular focus: in addition to the hogs I would have 2 choppers or even two ghosts. Maybe too much for 4v4 but it'd make 12-16 player battles a lot more entertaining.
Fixed.
 
GhaleonEB said:
I was about to use it and decided otherwise :lol

And Dani, thanks for that second pic. It's a lot easier to see what you're trying to do with the teleporters. Seems like it could be a really healthy addition.
 
Striker, I'll certainly take a gander at your map.

EazyB said:
EDIT: Pics either in the post or in the same file set as the map would be great.

Updated the post with a new pic and a link to a screenshot collection with the last pictures there taken from the map.

EazyB said:
I like the idea of moving the hog.

Moving the bubble shield seems like it would actually narrow the possible strategies for grabbing the flag. When it's near the silo's flag carriers have a big incentive to take it that way because if they can make it to the bubble they have to walk a lot further than they would had they taken it through the middle but they have the bubble to protect them. Without the bubble there it seems like the best way to take the flag would always be through the center because the bubble is moved.

Don't exactly follow the teleporter thing, can't fully visualize it's locations and purpose. Pics would help here.

OK, I'll save my comment on the bubbleshield until further down. Took a picture of the teleporter for you to see better.

EazyB said:
I don't really like Standoff as an on foot map but I know I'm in the minority on this. It just seems like a big stalemate between the rocks until someone is bored enough to do something stupid and create a hole. If I were to make a Standoff variant it would have a greater vehicular focus: in addition to the hogs I would have 2 choppers or even two ghosts. Maybe too much for 4v4 but it'd make 12-16 player battles a lot more entertaining.

Standoff is my favourite bigger on foot map, it feels just right with the minimal amount of vehicles. Although adding more vehicles would certainly make for a differant interesting change.
Not Heavies!

GhaleonEB said:
The changes made are generally subtle, with the exception of the more noticeable changes.​
You don't say..... :p

D'oh!:lol

GhaleonEB said:
I like the sound of most of the changes, especially the 'Hog, with the exception of the bubble shield location. Placing it further from the base means the team has to plan ahead a bit more and become exposed to secure it. Especially for objective games, a bubble deployment can be game ending. For instance, dropping it behind a fleeing flag carrier once they have some space from the base; or dropping it inside the base to protect an armed bomb. Moving it closer to the base will make these events more commonplace, when they should be a bit more difficult by engineer through more risky retrieval.

Edit: also, what Eazy said.

You and Easy make very valid points about the bubbleshield, something I may have, in fact, overlooked. I'll have to reconsider the placement, or maybe an alternative. I already have a few ideas in mind which I'll be implementing with the next revision. Thanks both of you for pointing that out. I don't think it occurred to me.

GhaleonEB said:
Would love to try the map out...

We have Weekend HaloGAF Customs, best bet. We have some informal customs during the week, but the weekend, last time, had more people and more fun. =)
 
PedroLumpy said:
I've got to admit, I'd love to be able to do that in Halo. But I have a huge soft spot for wrestling stuff sneaking it's way into otherwise 'normal' games.

Yeah me, not so much. Looks retarded.
 
i feel like you guys are being a little harsh on the spartan unit in halo wars
now i used to like rts back in the day (think age of mythology) and the hero units are always flashy and showy thats part of their function. most units will just run stop and shoot, which is fine from a strategy standpoint. the hero unit is there because of their unique powers and to bring a little excitement to the battle. that animation is supposed to be over the top and when im playing an rts its refreshing to see something different then the normal: go here, shoot, some people fall over, move here shoot, some people fall over, get more people

now im saving my judgement for the demo which honestly its looking pretty good. but like i said i haven't played an rts in a couple of years and will probably not get this game
 
Owned.

I wish I could say this was down to my 1337 skills or anything, in the end, I outsmarted them by knowing the layout of the map better and using it to overcome the numbers and map domination they had.

Two guys on my team quit before the match starts, then the other two after a minute or so.
Every single time I killed one of those guys they'd be swearing at me left and right. One guy got so annoyed at the end, he quit with less than a minute to go to try to avoid the shame.
 
EazyB said:
Someone's jealous that Master Chief can't run up to elites with swords and punch them in the face.

MC has been out staged. Deal with it.
The Master Chief could do it if he wants to. He hasn't been out-staged because he's never had a need to run up to Elites with swords and punch them in the face; he doesn't need to do it.
 
Would anybody else like to play Last Resort with the layout from Zanzibar? Rockets instead of laser, hammer in the wheel, camo at the tower, and a gauss hog on the beach. Last Resort to me just doesn't seem as fun as Zanzi, and I'm thinking that's why.

That Standoff looks promising. I'd like to see the power drainers removed and more plasmas added. I don't really like power drainers, or bubble shields for that matter - they crowd up the map. Plasma pistoling or sticking a vehicle is a little less cheap than power draining.

Personally I'd like to see a ghost on Standoff, too.
 
sixthsubset said:
Would anybody else like to play Last Resort with the layout from Zanzibar? Rockets instead of laser, hammer in the wheel, camo at the tower, and a gauss hog on the beach. Last Resort to me just doesn't seem as fun as Zanzi, and I'm thinking that's why.

That Standoff looks promising. I'd like to see the power drainers removed and more plasmas added. I don't really like power drainers, or bubble shields for that matter - they crowd up the map. Plasma pistoling or sticking a vehicle is a little less cheap than power draining.

Personally I'd like to see a ghost on Standoff, too.
I definitely preferred Zanzibar's rockets to Last Resort's laser.
 
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