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The Official Halo 3 Thread

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"Unyielding" has to be one of the most underrated songs in the series. That and "Earth City".

Picture "Earth City" fading in at the Hornet section on The Covenant.
 
xxjuicesxx said:
Orbital is nade hell. Bungie needs to limit the # of nades in play to make it a feasible map for MM.
It's nade hell right now because everyone's trying to get achievements. Besides, I think it's great for that corner-sneaking gameplay that I love about Halo.
 
Mr Vociferous said:
lots of text

I agree with this completely.

The trickle effect is made worse by not being able to require all maps for more playlists. The lack of Cold Storage in normal playlists annoys me a lot. It would be fine for 4v4 or even 5v5, since players can now only carry 4 grenades at once. It would just be more run and gun style with no place to turtle.

Juices has the maps? Am I the only one here with out the Mythic maps? :lol
 
Mr Vociferous said:
/opinions invalidated permanently :lol :-P
That's why I put it in there. :lol

I mean, I have my opinions about MP and the maps, but I also recognize that everyone has their own, so there's a certain futility in arguing this stuff. I've had a lot of fun on Orbital. Eazy doesn't like it. I suppose we could shout at each other or something, but if I'm having fun on it and he's not then....so what? Dueling pistols?

EazyB said:
It just baffles me how even the basic design of this map got past the drawing board. After making 3 Halo games with multiplayer components you'd figure they'd know what works and what doesn't by now. Who thought making a map with that consists almost exclusively of hallways with absolutely no alternate routes would be a good idea. Which classic Halo map did they draw inspiration from? The best maps in Halo, and almost all other shooters, are though that have strong chockpoints but ways of flanking around and attacking from different angles.

Multiflag is the only redeeming gametype on that map and even that's iffy because the people that spawn at the top level have a significant advantage.
How on earth can multiflag be a good game type on it if there's no alternate routes? :p

It does seem odd to me that multiflag is in there at all. Like was mentioned earlier, Halo 2's asymmetric DLC maps were designed with specific gametypes in mind: Turf was made for Three Plots, Relic and Terminal for one flag and one sided assault, etc. With the asymmetric maps in Halo 3, they are forcing symmetric gametypes into them. So we get slayer on Last Resort instead of one bomb or one flag CTF. Ghost Town was designed as an asymmetric map, but had multiflag put on it. Now the asymmetric Orbital has multiflag on it. In pre-release interviews Lars and others were talking about how it was good to have an asymmetric map in the mix for one sided game types. I like those, and wish the asymmetric maps would focus on them.
 
EazyB said:
It just baffles me how even the basic design of this map got past the drawing board. After making 3 Halo games with multiplayer components you'd figure they'd know what works and what doesn't by now. Who thought making a map with that consists almost exclusively of hallways with absolutely no alternate routes would be a good idea. Which classic Halo map did they draw inspiration from? The best maps in Halo, and almost all other shooters, are though that have strong chockpoints but ways of flanking around and attacking from different angles.

Multiflag is the only redeeming gametype on that map and even that's iffy because the people that spawn at the top level have a significant advantage.
Maybe it baffles you because you aren't the only person who plays the game and don't realize this based on what you just said?

It's not that Bungie doesn't know what works and what doesn't by now, it's the fact that you don't like the map. I like it, Ghal likes it, and I'm sure there are other people here who like it. Just because you don't like a map doesn't mean Bungie doesn't know their own game.
 
I'm not sure if you can compare Orbital to something like Ghost Town in terms of asymmetry. It's definitely not symmetrical but each corridor is roughly equal.
 
Willeth said:
I'm not sure if you can compare Orbital to something like Ghost Town in terms of asymmetry. It's definitely not symmetrical but each corridor is roughly equal.
There are degrees. I was relaly just noting that we not only have few asymmetrical maps, but even fewer asymmetrical gametypes on them. And that this is a change from Halo 2.
 
I feel like Orbital is more symmetrical than asymmetrical. There are like types of symmetry right? I think Orbital has some of those types. Plus to be fair every path has an alternate route. Like you either go Snipe down low or Rocks up top and each horseshoe connects at a point to switch paths.

The reason I don't think asymmetrical gametypes work is the spawn system. You kill a team and grab the flag you're in their base so they can't spawn there. They end up spawning outside in the hallway so you have to kill them AGAIN to move the flag back to your base. Where traditionally you'd play a catch the flag game if you were to be killed and flag grabbed.

I don't like it because
-Garbage crates, dumb in the future everyone knows a minimalist style in architecture and design will be dominant. :D
-Too low ceilings
-Stupid ledges to crouch up on
-Long line of sight maps suck in H3 because the long shots fail to hit because spread and leading and latency.
-Too much nading, actually causes my Xbox to be reduced to a non-plyable FPS level.
-There's a fucking hole in the ground. Dumb. That should have been ground and a 2 process jump up to top for a THIRD route between horseshoes.

I also think the spawns are borked ATM look around in Forge they just laid down a spawn spot pretty much everywhere. You can't just add spawns in every spot that could/would be a spawn spot. You have to add them to accomadate the type of gameplay you want going on in the map.
 
GhaleonEB said:
How on earth can multiflag be a good game type on it if there's no alternate routes? :p
In my experience multiflag (and to a lesser extent neutral assault) are the only gametypes that make Orbital something a tad more than running down a hallway at the other team chucking grenades. The fact each team has a base with the two distinct routes to travel means that each one is viable and must be used simultaneously. If one team just decides to lock down one route the opposing team can easily take the other and get the flag. Not only does this split the teams among the two routes but also draws action to each base. In slayer games I've rarely ever had shootouts in the bases (which are IMO much more interesting playspaces). Multiflag brings a little more variety and a wider breadth of strategy than the slayer matches.

Slayer games almost always devolve into one team gathered in a hallway and the other team at the other end of the hallway. At which point there isn't much else to do but exhaust your horde of grenades or hide behind one of the crates and hope to assassinate someone after you team retreats or gets wiped out. One could argue that you could flank but it takes almost 40 seconds to run around the map to the other side of the hallway and by that time the firefight is either over or they've moved onto another location. The only time I've been able to "flank" the other team is when I've died and spawned behind them (something that happens all too frequently).


As far as your complaints with the lack of asymmetrical maps getting asymmetrical treatment; I agree somewhat. But Ortibal may as well be a symmetrical map. There are a few difference (one base being higher than the other) but when it's all said and done the layout is very symmetrical. I've played assymetrical gametypes on Orbital and they play worse than their symmetrical counterparts because they fall into the same traps slayer does.
 
EazyB said:
In my experience multiflag (and to a lesser extent neutral assault) are the only gametypes that make Orbital something a tad more than running down a hallway at the other team chucking grenades. The fact each team has a base with the two distinct routes to travel means that each one is viable and must be used simultaneously. If one team just decides to lock down one route the opposing team can easily take the other and get the flag. Not only does this split the teams among the two routes but also draws action to each base. In slayer games I've rarely ever had shootouts in the bases (which are IMO much more interesting playspaces). Multiflag brings a little more variety and a wider breadth of strategy than the slayer matches.

Slayer games almost always devolve into one team gathered in a hallway and the other team at the other end of the hallway. At which point there isn't much else to do but exhaust your horde of grenades or hide behind one of the crates and hope to assassinate someone after you team retreats or gets wiped out. One could argue that you could flank but it takes almost 40 seconds to run around the map to the other side of the hallway and by that time the firefight is either over or they've moved onto another location. The only time I've been able to "flank" the other team is when I've died and spawned behind them (something that happens all too frequently).
Heh. I think we agree more than I thought we did. The difference is, my heart goes pitter-pat when you describe Orbital that way. I *love* those encounters, when you round a corner and see the other team at the other end of the hall. Hail of grenades, ducking behind the crates, BR fire going off everywhere. It's a change of pace, at least from the maps I normally play on. I think the hallway structure forces teams to cluster more in matchmaking where team play is often less than ideal, and since that's where I usually roam (alone) I find those kinds of squad vs. squad encounters to be quite fun.
 
GhaleonEB said:
Heh. I think we agree more than I thought we did. The difference is, my heart goes pitter-pat when you describe Orbital that way.
:lol

I realize that many people like to play this way; and Orbital is great for this. There are plenty of ledges and corners to camp behind, wait for the red dot to pass, start spraying the AR and melee away. If that's how you get your gollies than by all means play the game you want to play it. It's just that I feel there are many maps that accommodate this style of play while still allowing the style of play I enjoy. I just wish that Orbital had a little more breadth to it.

I'll put it in terms Dax will understand. It's like going to your favorite playground and finding out they replaced the swings with a teeter totter, the monkey bars with a teeter totter, the slides with a teeter totter, and decided to make the old teeter totter a bigger teeter totter.
 
GhaleonEB said:
There are degrees. I was relaly just noting that we not only have few asymmetrical maps, but even fewer asymmetrical gametypes on them. And that this is a change from Halo 2.
Yeah, but Orbital's not a great example of that. It works really well for multi- objectives.
 
Orbital works great for One Flag, One Bomb and Multi-Flag BRs. Might even be a nice Doubles map. Anything else? No thanks.

Assembly, however, works for anything. <3 Same with Sandbox <3 <3.
 
You know what's fun on Assembly? Neutral Assault. I played that the other day, and can't remember having that much fun playing an objective game with randoms in a long time.
 
lol@ this post in the Killzone 2 thread

Not to be off topic or anything, but has anyone noticed that the Offical Halo 3 thread has been up in the front frequently since the Killzone 2 release?

I'm not a conspiracy theorist by any means, but its blatantly obvious that the useless chatter going on in that thread is simply to inflate its view and post numbers because this thread is ramping up quickly and will pass it in a few months at the rate we're going.

:lol
 
kylej said:
goddamn if NeoGAF is disappointed with the new maps...... Orbital must be so bad.

Microsoft please take Halo multiplayer away from these scrubs and give it to another dev. I want this in Halo 4 http://www.gametrailers.com/player/38617.html

A map editor for H4...or...whatever bungies next project is is pretty much a must. With the great community and sharing features Bungie has there'd be no limit to the amount of quality maps the game could have.
 
_tetsuo_ said:
lol@ this post in the Killzone 2 thread



:lol
This thread has been on the front page every day since it was created pretty much...

I feel that we have posted in here on a pretty steady and solid pace since the initial hype died down on the game.
 
EazyB said:
I'll put it in terms Dax will understand. It's like going to your favorite playground and finding out they replaced the swings with a teeter totter, the monkey bars with a teeter totter, the slides with a teeter totter, and decided to make the old teeter totter a bigger teeter totter.
Why do that?

All I was saying was this:
I really don't like Construct, Epitaph, or Isolation. Does this lead me to post about wondering whether or not Bungie knows what works and what doesn't in their own game? No. Just because you don't like the map, doesn't mean Bungie doesn't know what works in their own game or not.
 
_tetsuo_ said:
lol@ this post in the Killzone 2 thread



:lol

useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter

lol, I hope that guy was kidding.

Juices, do you know when that capture will be here, I feel like making some montages.

Thanks again!
 
kylej said:
goddamn if NeoGAF is disappointed with the new maps...... Orbital must be so bad.

Microsoft please take Halo multiplayer away from these scrubs and give it to another dev. I want this in Halo 4 http://www.gametrailers.com/player/38617.html

I am sure that most of HaloGaf has pretty much only played the mythic playlist since we got the maps(I know I have) There is obviously going to be fatigue when you are only circling through three maps. That said Orbital is definetly the weakest of the bunch but I am not sure yet if I would classify it as an abortion :lol

Edit:
Everyone please view this post multiple times to increase our views kthxbye
 
Captain Blood said:
I am sure that most of HaloGaf has pretty much only played the mythic playlist since we got the maps(I know I have) There is obviously going to be fatigue when you are only circling through three maps. That said Orbital is definetly the weakest of the bunch but I am not sure yet if I would classify it as an abortion :lol

Edit:
Everyone please view this post multiple times to increase our views kthxbye
i just recently started going into other playlists. played some big team today and was reminded how awesome valhalla is.
 
TheChillyAcademic said:
I come in peace... -.-

If anyone knows of, or can create a 343 Guilt Spark avatar gif, I would be violently grateful :D
Monitor01_T.gif


343spark-001.gif

Spark3copy.gif


Couldn't find an animated one sorry! These are from bnet so you should rehost!
 
Tashi0106 said:
useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter useless chatter

lol, I hope that guy was kidding.

Juices, do you know when that capture will be here, I feel like making some montages.

Thanks again!

Sent it yesterday priority, give it like 2-3 days.





Also FUCK legendary brawl. So much lag.
 
xxjuicesxx said:
Sent it yesterday priority, give it like 2-3 days.





Also FUCK legendary brawl. So much lag.


ight cool, thanks...hey, did you ever finish that legendary run? I still gotta finish that shit up.
 
Dax01 said:
I really don't like Construct, Epitaph, or Isolation.
Hey, me neither! Playing doubles is always an adventure because those 3 maps come up so often. And without the shield doors and with sniper rifles, Epitaph is even less fun for me to play.
 
Dark FaZe said:
A map editor for H4...or...whatever bungies next project is is pretty much a must. With the great community and sharing features Bungie has there'd be no limit to the amount of quality maps the game could have.
I think forge is a great first step but it's got a long ways to go. I'm very interested in seeing their future attempts at map editors. Forge wasn't designed to be a map editor yet it's more than passable so if they try to make a real editor from the outset I can see huge potential. Than again, has Bungie ever made a real map editor? Far Cry 2's is great but those guys have been at it for many years.

Dax01 said:
Why do that?
Cause it made me giggle.

Dax01 said:
All I was saying was this:
I really don't like Construct, Epitaph, or Isolation. Does this lead me to post about wondering whether or not Bungie knows what works and what doesn't in their own game? No. Just because you don't like the map, doesn't mean Bungie doesn't know what works in their own game or not.
It's one thing to launch a new game, with a new engine, with new mechanics and have a few duds in the map selection. It's another thing to release such an embarrassingly horrendous map after the game's been out for over a year. Orbital just reeks of someone hunched over their computer in some dark corner dumping thousands of dollars into a neat idea they had and once they finally reveal it to the rest of the team it's too far gone to go back. Threw some prettiness into the map (the map is aesthetically gorgeous) and shipped it. I refuse to believe the majority of Bungie employees think it's a good map.
 
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