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The Official Halo 3 Thread

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LunaticPuma said:
I picked up Halo Wars (regular edition) today, but it's still unopened. We'll have to play. Would love to do 3 v 3 with you and Striker. I just haven't played at all since the demo dropped.
Should have got the collector's edition. But welcome to the club :D
 
Trasher said:
Sometimes you are so dumb that I smash little kittens.
Well a howdy dowdy fuck you to you too.
:p
Stormtrooper30 said:
Oh, I see what you mean. When I played the maps, we were having intense 5v5 slayer games, so I wasn't really focussed on breaking the map. All I know is that at the start of the match, my entire team spawned into a killball, along with half of the other team. I havn't seen Bladed post in a while, but maybe he is working on a fix?
Did you guys play on Geminie?
 
Dax01 said:
Well a howdy dowdy fuck you to you too.
:p

Did you guys play on Geminie?
we didn't.
i hate to be the bearer of bad news but imo that map needs a lot of work.

EDIT pics and reasons coming soon
 
urk said:
Are these vetted in any way? I played Utah Mambo with some folks and nobody enjoyed it. Forging is amazing though.

vetted? not sure what that means, but i just looked at the pictures of maps and posted what i thought looks interesting, so it's hit or miss. i don't have the maps or id run through them first.. or id probably be playing them instead of posting :p
 
sixthsubset said:
vetted? not sure what that means, but i just looked at the pictures of maps and posted what i thought looks interesting, so it's hit or miss. i don't have the maps or id run through them first.. or id probably be playing them instead of posting :p

Gotcha. Didn't know if you had played them or just fished them out of the ether. :)
 
brace your self this is going to be rough
also when i say square i'm referring to one gird square


let's start here
69816915-Full.jpg

you have this big ass platform and nothing on it.
i would shorten the width of it by at least 4 squares
at the bottom dont take away from the area by the os but take away from the ramps those thing were skinny.
this would not only give you more budget but it would also get rid of a lot of unused space (not that anyone went up there to begin with but i'll get to that later).
also put some cover and other things up there.
not only would it look better (big open area=ugly) but it would also provide some incentive to actually go up there.
also where the fuck is the gravlift and statue (at least have a double block)?

now you might think if i shorten the width then i wont have room for my teleporter rooms...
good
this brings me to my next point
69814110-Full.jpg

69814087-Full.jpg

wtf is the point of these. now i know this map was inspired by gemini but these don't make any damn sense. get rid of them. if you really want those teleporters they should be on the side platforms and lead to someplace high above the map. not to the middle of nowhere.

next
69814546-Full.jpg

simple room simple purpose
nothing wrong here

now we're on to the hallways of hell.
69814421-Full.jpg

get rid of these tubes.
and while your at it get rid of the platforms as well.
make the hallway 4-5 squares wide and have them ramp up 2 squares to the same level as the b.a.p. (big ass platform).
the see that "large block" in the wall. delete that and connect your hallway to the b.a.p. at that spot.
end it there no need to go all the way the back platform.

and finally
69814274-Full.jpg

see where the red and blue columns are this is where i would connect to the b.a.p.
get rid of the platforms sticking out with the plasma rifles on them. there is no point them and you get precious money.
add at least one shotgun
shorten the length and your done.


i know that was a lot and i put way more energy into this post then originally planned but there you go.
 
I got one base done on my map. It took something like 6 hours. I suck at the Forge.

69816758-full568.jpg


69816625-full593.jpg


Inside the "Great Hall" from the middle of the last two shots:
69816370-full999.jpg


I'm down to $247 for the budget. I'm probably going to be cutting it close to finish it. The other base is going to be built into the sand dune on the opposite side, so hopefully that will help.
 
vhfive said:
we didn't.
i hate to be the bearer of bad news but imo that map needs a lot of work.

EDIT pics and reasons coming soon

yeah dax, my nose is highly sensitive to bullshit. it can detect even minute fecal strains that a regular human nose cannot.

i could smell your map a mile away.

btw, is urks new responsibility to keep us in check and happy?

*edit*

Tashi0106 said:

damn that map was awesome. every gametype could be played on that. ffa, team slayer, flag, neutral bomb and koth. remembering all the games played on there brings tears to my eyes. it fucking sucks halo3 doesn't have it's own version of midship or lockout where people just fucking play it all day. comparing the maps in halo2 to halo3 is a freaking tragedy man.

that whole floating platform in the middle... omg GENIUS.
 
Oh yeah, I played through your map too, Dax. The use of space was very confusing to me. I didn't really understand why some things existed, and there were too many open areas and pointless rooms. And it didn't resemble Gemini. Of course, it was just a first effort.
 
So I used the full budget on my map; not sure where most of it went, but I went down to $2. Started placing spawns, got the starting spawns done and then....*bam*. Object limit.

The soul-crushing, I'm-a-fucking-moron part of it: I'm using Voc's Crypt canvass map, and a few days ago, on a whim, deleted the rest of the original items. Including the big stack of spawns. So while I could have finished the map had I not done that, now the only way to do so is to either A) start over at the 25% mark or B) delete massive parts of the level.

I think I'm going to choose C) which is give up and not make that mistake again. A week and a half down the drain. :(

Edit: might have a solution. Voc, where are the objective items - starting spawns, Oddball spawns, etc. on the Crypt canvass? Tell me they're moved and not deleted.
 
Who was it that remade Turf in Sandbox again? I tried it out earlier today and really liked it with a couple of exceptions, notably that the map is notoriously easy to get on top of via a simple grenade jump. At one point, I grenade jumped right into a hole that I could not seem to get out of. All in all, though, the map is a very solid rendition of Turf and I really enjoyed it.
 
GhaleonEB said:
So I used the full budget on my map; not sure where most of it went, but I went down to $2. Started placing spawns, got the starting spawns done and then....*bam*. Object limit.

The soul-crushing, I'm-a-fucking-moron part of it: I'm using Voc's Crypt canvass map, and a few days ago, on a whim, deleted the rest of the original items. Including the big stack of spawns. So while I could have finished the map had I not done that, now the only way to do so is to either A) start over at the 25% mark or B) delete massive parts of the level.

I think I'm going to choose C) which is give up and not make that mistake again. A week and a half down the drain. :(
Oh shit, that's a shame. I was enjoying the updates and was looking forward to running around the map. I can't imagine how pissed you are right now :(


I can't think of a way around what's been done but the extra objective stuff is probably on the surface if you're using Fourdoor's variant. Deleting those won't give you extra objects though, if I'm correct.
 
backflip10019 said:
Who was it that remade Turf in Sandbox again? I tried it out earlier today and really liked it with a couple of exceptions, notably that the map is notoriously easy to get on top of via a simple grenade jump. At one point, I grenade jumped right into a hole that I could not seem to get out of. All in all, though, the map is a very solid rendition of Turf and I really enjoyed it.

grimm fandango made it
 
KevinRo said:
damn that map was awesome. every gametype could be played on that. ffa, team slayer, flag, neutral bomb and koth. remembering all the games played on there brings tears to my eyes. it fucking sucks halo3 doesn't have it's own version of midship or lockout where people just fucking play it all day. comparing the maps in halo2 to halo3 is a freaking tragedy man.

that whole floating platform in the middle... omg GENIUS.


I never had better FFA experience in any Halo than I did with MLG FFA on Midship. Sooo good. Just everything about it. What a brilliant map.
 
GhaleonEB said:
So I used the full budget on my map; not sure where most of it went, but I went down to $2. Started placing spawns, got the starting spawns done and then....*bam*. Object limit.

The soul-crushing, I'm-a-fucking-moron part of it: I'm using Voc's Crypt canvass map, and a few days ago, on a whim, deleted the rest of the original items. Including the big stack of spawns. So while I could have finished the map had I not done that, now the only way to do so is to either A) start over at the 25% mark or B) delete massive parts of the level.

I think I'm going to choose C) which is give up and not make that mistake again. A week and a half down the drain. :(

Edit: might have a solution. Voc, where are the objective items - starting spawns, Oddball spawns, etc. on the Crypt canvass? Tell me they're moved and not deleted.
:(
i did the same thing when i was creating sanctum except A) was start all the way over.
i choose A

EDIT: you will find that after you have done something once in forge it will take a significantly less amount of time to redo it because you know exactly what you want to do. so dont get discouraged and choose A. i would hate to see your vision get flushed away like that

EDIT2 looks like i didn't need that edit after all
 
EazyB said:
I can't think of a way around what's been done but the extra objective stuff is probably on the surface if you're using Fourdoor's variant. Deleting those won't give you extra objects though, if I'm correct.
Yeah, I'm fucked. And the sad thing: I think it's a pretty good map. Far and away the best I've ever done. I realize this is a really subjective measure but it might be good by other standards as well. I just got done making about a dozen final geometry changes, adjusted all the floors so they are level and placed all weapons and equipment.

I like it so much, in fact, that I'm going around taking pictures of every part of it. To use as reference, because I'm going to make it again, using as many of the original objects as possible, and ALL of the original spawns.

I figure, 90% of my time making the map was iteration. 10% placing final objects. With a guide, I can remake it in a couple nights, I think. There are two very time-consuming parts, but if I can do those, it's golden.

Off I go.
vhfive said:
i choose A
After five minutes of utter despair, I too choose (your) A).
 
GhaleonEB said:
I like it so much, in fact, that I'm going around taking pictures of every part of it. To use as reference, because I'm going to make it again, using as many of the original objects as possible, and ALL of the original spawns.

I figure, 90% of my time making the map was iteration. 10% placing final objects. With a guide, I can remake it in a couple nights, I think. There are two very time-consuming parts, but if I can do those, it's golden.

Off I go.
Another good way of making the recreation process easier is to measure the heights and distances of your existing map in forge. That way you know exactly how to place floors and wall at the right distance and height without too much trouble. While making one base of beaver creek took about 12 hours, the other side is being constructed less painfully and at a much better pace.
 
GhaleonEB said:
I like it so much, in fact, that I'm going around taking pictures of every part of it. To use as reference, because I'm going to make it again, using as many of the original objects as possible, and ALL of the original spawns.

I posted some links a few pages back that a person over at the MLG forums noticed that you could delete all of the "scenery" (keeping weapons, spawns, etc) type objects and that you would hit the budget wall before the OLN. I don't know how close to the OLN it puts you, but just to let you know. Because some of the issues with default scenery objects are weird.
 
GM Bullfrog said:
I posted some links a few pages back that a person over at the MLG forums noticed that you could delete all of the "scenery" (keeping weapons, spawns, etc) type objects and that you would hit the budget wall before the OLN. I don't know how close to the OLN it puts you, but just to let you know. Because some of the issues with default scenery objects are weird.
Thanks for the heads up. The sad part is: if I had just left the starting spawns in, I'd be fine. And the double sad part: I deleted them because they were in the way and annoying. And looking at the canvas right now, they are in a location I ended up leaving bare: nothing put on top of that spot.

*facepalm*
 
backflip10019 said:
Who was it that remade Turf in Sandbox again? I tried it out earlier today and really liked it with a couple of exceptions, notably that the map is notoriously easy to get on top of via a simple grenade jump. At one point, I grenade jumped right into a hole that I could not seem to get out of. All in all, though, the map is a very solid rendition of Turf and I really enjoyed it.

Was it v2? I've fixed quite a bit with it but it's still possible to grenade jump.

And if you grenade jumped into a hole, you deserve to stay in there imo.
 
Luke, do we have a right to be mad that there aren't more user generated maps in matchmaking and are you guys doing something about it? I'm expecting a wall of text response. kthnx
 
Guys, I am really clueless about this, but is Halo ODST bringing new maps besides those found in the Mythic MapPack?
 
godhandiscen said:
Guys, I am really clueless about this, but is Halo ODST bringing new maps besides those found in the Mythic MapPack?
Yes. There will be three more that come with ODST.

Or did you mean there would be more than six total? The maps that come with ODST are still considered a part of the Mythic pack.

If you got a code from Halo Wars LE or a code from Bungie somehow, then you got half of the Mythic map pack: Sandbox, Assembly, and Orbital. Along with these maps, when you purchase ODST, you will get the other half: Heretic, Citadel, and Longshore.
 
Ghaleon, without counting grav lifts or man-cannons (not sure how you made your map), you said you had $2 leftover before you hit the object limit? I think I have a lot of money leftover, and still have the middle section to prepare, along with spawns, weapons, equipment, and the lights. I hope I don't hit the object limit...
 
Alright, its been awhile since I showed the map I was making. (refresher) Yeah, that one didn't turn out so well. Tried to do another bigger version.... and now that one doesn't exist because I got frustrated with it. Anyway, started a third version, and so far I have come up with:

Note: I hate the way these pictures turned out, actually. The map just doesn't look right unless you're actually moving around on it, I think.

23m77ea.jpg


Red base not yet started.

20h6id2.jpg


34i1nx2.jpg


The sword will probably be changed... its just there because it looked pretty neat with the blue and red orbs.

3493y0w.jpg


On these "islands" there are only receiver nodes.

2zzhklh.jpg


Yeah, the base is pretty bare. Also, there is absolutely no cover on the top portion of the map, so BRs would be pretty brutal up there.

Still needs a lot of work done on it. I'm really conflicted on what to do on the bases, but I know I want something simple and more open.
 
Not too bad. Reminds me of Narrows, though. If you had the money or object limit to make another similar, though not as large, it could be very interesting. Similar to the bridges in Halo 1 campaign (Hunter battles!).

As for my BC inspired map money, its about $700+. So I'm hoping I'm in good shape. :\
 
Striker said:
Not too bad. Reminds me of Narrows, though. If you had the money or object limit to make another similar, though not as large, it could be very interesting. Similar to the bridges in Halo 1 campaign (Hunter battles!).

As for my BC inspired map money, its about $700+. So I'm hoping I'm in good shape. :\
If you deleted all 75 spawn points it's very possible you could run into trouble with the OLN :/
Wish you the best though

My BC remake is coming along well (received some positive feedback) but I only have ~$250 left with the red roof and the middle to create. I'll probably have to go back and trim some cash here and there. It'll be tight.
Mandatory "that's what she said."
 
I had a look around a lot of the Sandbox remakes with 5 other dudes last night. Most of them are awful, so I'll report on the two that didn't suck:

- Sanctum is still the best Sanctuary remake. I like the middle structure of Exult a little more, but it makes the scale feel a bit off. MLG Sanc has some nice tweaks, and the bases are a cool idea, but the lines of sight are junk; sniper side is too closed off and shotgun side is too open. Overall Sanctum was the most promising map we played.

- Wizlock was great. We played Onslaught CTF rules on it and had a great game. The lack of a bottom mid (like Wizard) confused some people, but I think the map works better when it's fairly small. The jump-up blocks also work better than gravlifts.

Most of the remake maps were just really sloppy, both in forging and in recreating the sightlines and important but subtle features of the older maps. Hopefully some other people are putting serious effort into this.

Original maps mainly suffered from bad design choices. It's the same problems again and again. I'm sure Forgehub or someone will have written about these issues but I guess no-one reads.

People keep creating maps with rooms that have only one entrance, which is almost always a really terrible idea. Almost every room should have at least two exits, preferably three or more. If you don't do that, then there's a huge penalty for going to that location: you're boxed in and can be naded to death. If you really want an area like this, base it on shotgun on Guardian: two routes in, one out, and it takes about two seconds to get back to the safe three-exit position of bottom blue. No jumps, no ramps, very quick to get out of, and yet you still almost never see anyone in that position in a real game.

Choke points are a big problem as well: maps are boring if all the fighting goes on in one small section. You need to make sure that there are multiple routes which are roughly equally easy to take. If there's a route from one base to the other which you hit first, people are going to take that route every time, and ignore the rest of the map. I'm looking at you, Smashed.

Maps also should have fewer jumps. In fact, there should barely be any position on a map which requires a jump to reach it. It's asking too much of most players to have them traverse a gap mid-combat, so think of jumps as shortcuts only, and assume that some players won't use them.

Blind jumps are also a terrible problem; if you're going to make a jump over a ledge, or even just a steep ramp, you need to place a landmark to help players work out where to go.

Lines of sight and cover are the last thing. A load of the GAF maps (mine included, it's a bad map) suffer from being far too open. Long-range BR fights are not fun. If you have a sniper, there shouldn't be any position on your map which lets you see more than half of the rest of the map. Compartmentalised combat is a great concept. If you're making a 4v4 map, aim for keeping players around the optimal range of the BR or AR (about the size of top mid on Guardian). And don't leave big areas completely open: apart from escape routes, interesting fights happen when there's sensibly-placed cover to peek-shoot from or juke around.
 
GhaleonEB said:
So I used the full budget on my map; not sure where most of it went, but I went down to $2. Started placing spawns, got the starting spawns done and then....*bam*. Object limit.

The soul-crushing, I'm-a-fucking-moron part of it: I'm using Voc's Crypt canvass map, and a few days ago, on a whim, deleted the rest of the original items. Including the big stack of spawns. So while I could have finished the map had I not done that, now the only way to do so is to either A) start over at the 25% mark or B) delete massive parts of the level.

I think I'm going to choose C) which is give up and not make that mistake again. A week and a half down the drain. :(

Edit: might have a solution. Voc, where are the objective items - starting spawns, Oddball spawns, etc. on the Crypt canvass? Tell me they're moved and not deleted.
Sorry to hear that, Ghal. It was coming along nice from what I could tell while I was playing around with ya.

@ Geminie criticisms: I don't know if I feel like going back and making revisions. I like the tubes, and the only thing I can really consider changing is that platform that is "way out there," because I like the teleporters and I don't want to lose that element of the map. I don't know, I guess I'll just stick to writing.

@ KevinRo, specifically: Thank you for your kind, constructive criticisms.
 
Dax01 said:
Sorry to hear that, Ghal. It was coming along nice from what I could tell while I was playing around with ya.

@ Geminie criticisms: I don't know if I feel like going back and making revisions. I like the tubes, and the only thing I can really consider changing is that platform that is "way out there," because I like the teleporters and I don't want to lose that element of the map. I don't know, I guess I'll just stick to writing.

@ KevinRo, specifically: Thank you for your kind, constructive criticisms.

*edit*

ya know dax... i had a really, REALLY scornful post that I just deleted that was aimed towards you. it went along the lines of "wtf are you smoking? are you retarded? why not backwash while you are at it?" lets just say that i'm tired and that i feel nice right now so i'll leave this discussion with one thought provoking question;

did you honestly think, that when you came up with the idea to remake gemini and had that stroke of lighting literally strike you in your face, did you honestly, TELL ME THE TRUTH NOW DAX, did you honestly think that people would enjoy playing a gemini remake with the limited geometric shapes that was provided by forge?
 
Trasher said:
Not sure on the price, and Bungie says that it will be out on the marketplace "Soon".

How does Bungie time compare to Valve time?

Also, it should only cost 400 points since it's half of a map pack.

Joking aside, be thankful it's not 1600 points as per the HW:LE mark-up.
 
KevinRo said:
*edit*

ya know dax... i had a really, REALLY scornful post that I just deleted that was aimed towards you. it went along the lines of "wtf are you smoking? are you retarded? why not backwash while you are at it?" lets just say that i'm tired and that i feel nice right now so i'll leave this discussion with one thought provoking question;

Why so hostile? And just to let you know, I actually am considering doing a Backwash remake. I'll probably start today as a matter of fact.

did you honestly think, that when you came up with the idea to remake gemini and had that stroke of lighting literally strike you in your face, did you honestly, TELL ME THE TRUTH NOW DAX, did you honestly think that people would enjoy playing a gemini remake with the limited geometric shapes that was provided by forge?
You're so mean. Relax. While it may not be a good map to play on in its current state, I had fun making it. In the end, that is all that matters.
 
EazyB said:
If you deleted all 75 spawn points it's very possible you could run into trouble with the OLN :/
This is a distinct possibility.
Mr Vociferous said:
I didn't do a crypt canvas, so I'm not sure where they are. Sorry man.
Yeah, in my dismay I got the creators of your sky bubble canvas and the crypt one reversed. My bad.
 
LunaticPuma said:
How does Bungie time compare to Valve time?

Also, it should only cost 400 points since it's half of a map pack.

Joking aside, be thankful it's not 1600 points as per the HW:LE mark-up.

They did kinda did a we can't tell u but you can guess deal with the maps in a weekly update. The consensus was about five weeks from that update which was a couple of weeks ago. So hopefully it shouldn't be to much longer.
 
i'll bet you guys didn't know Louis Wu was a speedrunner

please, take a break from H3 and enjoy some H2 goodness - some people didn't like aspects of Halo 2's Campaign, but it will always be one of the best speedrunning games ever - at lease sample one random Level and decide from there if you want to watch the rest
 
NOKYARD said:
i'll bet you guys didn't know Louis Wu was a speedrunner

please, take a break from H3 and enjoy some H2 goodness - some people didn't like aspects of Halo 2's Campaign, but it will always be one of the best speedrunning games ever - at lease sample one random Level and decide from there if you want to watch the rest

My friend TJ and I had a speed run for Regret on HSH. I believe it's the longest speedrun they've ever had lol. No one else had submitted a run for that level on 2 player legendary, so we gave it a shot and submitted our horrible run.

P.S. That Delta Halo run is amazing. I miss sword flying.
 
that bridges too far map looks insanely good. i would love to see someones pov from it to get a better understanding of how it plays.
 
Oozer3993 said:
My friend TJ and I had a speed run for Regret on HSH. I believe it's the longest speedrun they've ever had lol. No one else had submitted a run for that level on 2 player legendary, so we gave it a shot and submitted our horrible run.
i remember that run - it was almost an hour long and very painful/frustrating to watch, but no one else had the balls to run it, so props to them

and now djDAP does it solo in 9:25 (segmented)
 
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