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The Official Halo 3 Thread

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Grimm Fandango said:
Regarding your map, did you ever think about making an additional entrance (symmetrical) to each base on the bottom where they face each other?
Yup. I did notice too many people stranded in the alley, suffering a fate like fish in a barrel. This brings up a question about the Atlas submission process. Do all of the films have to be on identical versions of the map, or can small tweaks be made between them?

What I'd like to do is put a block on each side of the alley, facing the opening into the opposing base. That way there would be a low way into the base on one side (the hole in the walll), and a high way on the other (a block to hop up onto the nook next to the bridge). Just use the same kind of blocks that are on the side walls. That would help disperse infantry travel a bit. In fact I'll go ahead and add that in tonight.

It's not a huge change. But it's one that does need to be made. But if I make it, will we have to re-record new films? I haven't spotted guidance on Atlas' forums about this, so I've been operating on the assumption that all versions need to be identical.

If there's any other feedback in general, let me know. That's good one.

I know one has been that there's too much firepower focused near the back of the base, where the flag is. But I haven't come up with a way to rebalance it. Right now there's a missile pod, turret and brute shot near the back, along with a power drain. I think the right mix of stuff is there given the number of vehicles. The idea was to prevent vehicles from dominating guys in the center by providing means for heavy return fire if they camp too long. But that doesn't seem to be an issue. Perhaps I need to move some of it around? Slower respawns? Not sure.
 
GhaleonEB said:
This brings up a question about the Atlas submission process. Do all of the films have to be on identical versions of the map, or can small tweaks be made between them?

If a change is minor (for example, changing plasma grenades to frags, or realigning a couple objects), I generally don't expect films.

However, if it changes the flow of the game (Blocking off or opening paths, changing spawns, adding/removing power weapons), I expect new films.
 
Shishka said:
If a change is minor (for example, changing plasma grenades to frags, or realigning a couple objects), I generally don't expect films.

However, if it changes the flow of the game (Blocking off or opening paths, changing spawns, adding/removing power weapons), I expect new films.
Thanks, and it makes sense. This definitely falls into the latter - opening up new paths.

So open it up guys - gonna need new films, so let's work it over. What else could use some scrubbing? I just made one other change: I deleted the small flat block the flag was sitting on. The idea was to make it a touch harder to pick up the flag by making the player jump one extra time, but it's just awkward and plenty hard enough to pick it up. Now it's just flag on the double block. That will make flag grabs a *touch* easier.

I'm also going to add four new spawns to each side; just realized there's a few other handy places for them.

One other thought. I was considering placing something outside the end of each alley to block the line of sight from one base to another, that way a flag runner had more of a chance if he's outside the wall - he couldn't be tagged so easily from across the map.
 
GhaleonEB said:
Yup. I did notice too many people stranded in the alley, suffering a fate like fish in a barrel. This brings up a question about the Atlas submission process. Do all of the films have to be on identical versions of the map, or can small tweaks be made between them?

What I'd like to do is put a block on each side of the alley, facing the opening into the opposing base. That way there would be a low way into the base on one side (the hole in the walll), and a high way on the other (a block to hop up onto the nook next to the bridge). Just use the same kind of blocks that are on the side walls. That would help disperse infantry travel a bit. In fact I'll go ahead and add that in tonight.

It's not a huge change. But it's one that does need to be made. But if I make it, will we have to re-record new films? I haven't spotted guidance on Atlas' forums about this, so I've been operating on the assumption that all versions need to be identical.

If there's any other feedback in general, let me know. That's good one.

I know one has been that there's too much firepower focused near the back of the base, where the flag is. But I haven't come up with a way to rebalance it. Right now there's a missile pod, turret and brute shot near the back, along with a power drain. I think the right mix of stuff is there given the number of vehicles. The idea was to prevent vehicles from dominating guys in the center by providing means for heavy return fire if they camp too long. But that doesn't seem to be an issue. Perhaps I need to move some of it around? Slower respawns? Not sure.
the problems i have with entrenched
i think the fact that it is to hard to breach each base is the problem. nobody can get through the middle so everyone just goes to the sides or gets in a vehicle and drives to the back. i almost never saw anyone fighting by the ghost or camo. i dont know how to change this but the fact is that no one is going to the middle. the other problem i have with entrenched is the objective games. i didn't watch the films but i think every single flag cap or bomb plant used a vehicle either get there or get away. i think this is because the distance from the front of the base to plant is simply to far to go on foot. an idea i had was to put the objective placement by camo and move camo to the back. the back will still be used by vehicles but people going in solo will feel like they actually have a chance to do something productive. not sure how it would play but i would love to try it.

also dont feel rushed to submit something to atlas try to make it as close to perfect as possible. I was still making changes to the spawns on sanctum until a week ago. sure stormtrooper as been on my case but i wanted to make it good enough that shishka will have no choice but to put it in matchmaking
 
vhfive said:
the problems i have with entrenched
i think the fact that it is to hard to breach each base is the problem. nobody can get through the middle so everyone just goes to the sides or gets in a vehicle and drives to the back. i almost never saw anyone fighting by the ghost or camo. i dont know how to change this but the fact is that no one is going to the middle. the other problem i have with entrenched is the objective games. i didn't watch the films but i think every single flag cap or bomb plant used a vehicle either get there or get away. i think this is because the distance from the front of the base to plant is simply to far to go on foot. an idea i had was to put the objective placement by camo and move camo to the back. the back will still be used by vehicles but people going in solo will feel like they actually have a chance to do something productive. not sure how it would play but i would love to try it.

also dont feel rushed to submit something to atlas try to make it as close to perfect as possible. I was still making changes to the spawns on sanctum until a week ago. sure stormtrooper as been on my case but i wanted to make it good enough that shishka will have no choice but to put it in matchmaking
Good feedback. Moving the objective did wonders for Assault - in the original location no one could get to the plant zone. Moving it forward and down to the ground, the Neutral Assault game worked pretty well. But it's true that using infantry wasn't an option.

One of the things I'd considered - once upon a time - was making the center structure have a tunnel run under it. (Or perhaps, consist of tunnels.) Right now, when you grab the flag on foot, you're kind of stranded. If there were a lower level to the center structure, you could go under there and then have three different directions to go to without taking fire; it would provide a covered route back to the center and perhaps make it more useful.

Also, the extra route via the alley as will help the center quite a bit, I think.

I'll tinker with it tonight.
 
thanks backflip
A Penguin said:
That was fun to watch (10 sens, wow!) How often do you get to play pros in the playlist?

I play against them every once in a while. This was actually a few months ago in February. I got matched yesterday against Poweeezy but one of the players on my teams, Neoism's cousin actually, lagged out of the match in the first minute so that game was shit.

Nutter said:
Wow that game was Smoooth. no lag shots whatever, and now I want to go back to playing on 10 again.

Question for all of you.. how far away do you sit from your TV when playing Halo? And what size is your TV?

I sit like 2-4 feet away from it. I play Halo on a 22inch Acer monitor. It's great. Whenever I play other games, I just throw it on my regular tv. I need full focus when I play Halo though lol

vhfive said:
i dont understand how you can play on such high sensitivity (10?) and still keep your br steady

My BR can definitely be a lot better. There are a few spots in the match where you can see how it fucked me up. For instance the guy by sword who I threw a grenade at and was unable to finish because my shots were off. But it also helps. When I got snuck up on at Top gold from the guy at closed street, I was able to get into cover and quickly throw a grenade where he was going. I then jumped right now and finished him off. I still have room for improvement though.
 
this reminds me i just uploaded the final version of sanctum
this is it i promise
if you have the other one than keep it. the only thing i changed was making bomb actually work. if you have Sanctumv2 then i do ask that you redownload because i made some spawn changes that i feel made it flow better.

anyways here
Sanctum

this reminds me i now need a slayer match and a ctf (my old ones were on Sanctumv2) match then i will be done
i promise storm i will submit it after that
 
GhaleonEB said:
But it's true that using infantry wasn't an option.

I dunno. While coordinated infantry pushes up the middle usually got us no where, the camo can work really well on this map. During a bomb game, I grabbed camo and the bomb and solo walked down the middle and to the plant zone. I armed the bomb and threw a bubble sheild. The only problem was avoiding radar detection, but it was a relatively easy plant if no one on the opposing team is paying attention.

Vhfive said:
his reminds me i now need a slayer match and a ctf (my old ones were on Sanctumv2) match then i will be done
i promise storm i will submit it after that

Yay, more excuses for us to play Sanctum and Entrenched a lot on Saturday. And then no more excuses for said maps to get submitted to Atlas.
If all goes well, we'll have Mage, Sanctum, and Entrenched in MM by this time two months from now (looking at the reveiw proccess, this timeframe seems reasonable).
 
backflip10019 said:
Really? I distinctly remember doing this exact same thing and then planting the bomb eventually for the last score. Oh well, not important.

I thought that was our base...

In anycase it could be either of us. I know I hid behind that stuff a few times.
 
Walked through Punishment, and I didn't feel it at all. Biggest annoyance will likely be three different grenades. All three (frag, spiker, plasma) all in the map and it's not fun circling through three different grenades through gameplay of a serious match.

Eh who knows. Maybe it's a type of map that plays better than it looks.

I do like Utah Mambo, though, assuming it's meant for 1-CTF, Team Slayer BR's, and 1-Bomb.
 
So has anyone heard anything on the DLC for Halo Wars?

I hope Microsoft doesn't charge for this shit... game modes should fall under a free update thing, not DLC.

I can understand new maps, units, achievements, etc...
 
Dirtbag said:
Its going to be 60 dollars. Go ahead and make peace with it now.
If shadowrun was 60 dollars, this will be 60 dollars.
KevinRO wouldn't be pleased:lol , but if Bungle makes it! $60 or not it's worth it!
From what I've heard even if this game is just 6 hours long( which is how long it took me and my cousin to go trough Halo 3 for the first time!) it will have a fuck ton of replay value! Bungle makes quality stuff, the days of Oni are behind them!:lol
 
GhaleonEB said:
The Forging on Utah Mambo was excellent, and I liked the idea of multiple structures to take control of on the way to the main base. I didn't love how it played, but it will be nice to have a one-sided map in the mix. I didn't see what playlist it would be included in over at Atlas, though. BTB would be nice.

Makes me want to get Entrenched submitted even more
.
Please do man, that was the funniest map I played last Saturday!
Tashi0106 said:
Damn tashi, your a really good player!
Tashi0106 said:
thanks backflip


I play against them every once in a while. This was actually a few months ago in February. I got matched yesterday against Poweeezy but one of the players on my teams, Neoism's cousin actually, lagged out of the match in the first minute so that game was shit.
Poor kid! I still don't know why he lags out soo much! I got him the same router as me and I never lag out!
 
Thanks for the feedback guys.

Entrenched 1.2

Changes
  • Added small blocks to either end of the alley for another route for infantry to enter opposing base
  • Added obelisk to either end of the alley to provide cover for fleeing vehicles/infantry
  • Removed small block under the flag to make flag grabs a bit faster
  • Added four spawns to each base, along the central wall of each fort (inside tunnel)
  • Moved eight spawns on each base from rear tunnel sections to the ground

Reviewing the films, I think the geometry was actually not the main problem with flag grabs. It was the spawns. As it was, the primary place the enemy was respawning at was along the outer wall, inside the tunnels. This meant they were effectively respawning all around the attacking team, in elevated firing positions. So it was very difficult for attackers to get to the rear of the base or from the rear to the center, because they were effectively in an, um, trench with enemies spawning all around them.

To alleviate this, I made three changes.

The first was to move spawns from the end of the outer walls from the tunnel to outside the wall, just around the corner. This moved eight of the more heavily used spawns.

EntrenchedSpawns.jpg



I also added four spawns to just inside the tunnel along the facing walls that form the alley. The idea is to provide more places for the enemy to respawn a greater distance from the flag location. And in the case of the pic above, it means they won't spawn withing firing distance of the flag, but rather have to spend about four seconds walking around the corner to see the flag, and then they're not in an elevated (advantageous) position.

I think the combination of those changes plus the flag being set flat on the double block will make for more successful (and fair) flag caps.


The alley now looks like this:

EntrenchedAlley.jpg


There's now an additional way into the base, via the small block. Two quick jumps gets you into the tunnel and safety. The other side does not have the block, as the lower entrance is there. Placing a block makes it difficult for vehicles to angle into the lower tunnel.

The obelisks break up the line of sight between the bases along the outside. (See the first pic above - it also has the side benefit of sheltering the new spawn locations.) This should help infantry and vehicles in those desperate end-around runs. Get to the half way point, and there's some cover.

I think the combination of the above will make infantry more viable and flag caps less difficult. Hopefully we can find out this weekend. :D
 
Man, I havn't visited this thread in forever. I recently downloaded the new maps and am having some rejouvenated fun. I just lost a game of Griffball on one of the new maps, but it was hilarious, as me and another dude were in a string of bouncing off each other for a good 30 seconds.


Also, apparently you guys are comparing tv sizes: I'm playing on a 42" Plasma, sitting a few feet away. My eyes are red :(
 
I guess I was right about Utah:

Utah Mambo was tested for the May matchmaking update and approved. It will be added to Team Objective and Team Mythic for 1 Flag and 1 Bomb.
- Shishka from ATLAS group forum.

Punishment is Neutral Bomb and 2-FLAG.

I need to get customs on Access to gain some knowledge to whether my spawns need worked on or whatnot.
 
Just played a Ranked Skirmish Game with these fools.

http://www.bungie.net/Stats/GameStatsHalo3.aspx?gameid=1098373289&player=NutterStillAFK

They Standbyed to get to the flag, then proceeded to take the flag all the way back to their base, while all three of us were in the black (starting game ) screen. They score, new round starts with us still in black screen, and when we finally spawn they already had moved up to our base with rockets and laser. :lol :lol

Can I get a Ban please?
 
neoism said:
Please do man, that was the funniest map I played last Saturday!

Damn tashi, your a really good player!

Poor kid! I still don't know why he lags out soo much! I got him the same router as me and I never lag out!

Tashi is terrible
lol, he carried me vs Elamite

I played a couple games with your cousin the other day, before his connection went to the dogs. He's a good player, nice kid too.
 
Domino Theory said:
lolWAT :lol

Only alt I have is LM 2the AO

I played against the same two omelets last week. I spent the whole game trying to figure out how two people have the same gamertag. Then just now in Daxs post I saw that it is oh's and zeros.
 
BladedExpert said:
Tashi is terrible
lol, he carried me vs Elamite

I played a couple games with your cousin the other day, before his connection went to the dogs. He's a good player, nice kid too.

yea, for sure. I felt bad for the kid because he lagged out of 2 matches and then decided to get off because he didn't wanna bring us down. I know how he feels, I used to lag out of matches all of the time back in Halo 2. I remember not being able to play a full match for days straight. Shit sucked. Lets hope it gets working again.
 
A friend and myself got a doubles variant of the new Sandtrap map in ranked team doubles. I thought the mythic maps were only in the Mythic group?
 
Ganhyun said:
A friend and myself got a doubles variant of the new Sandtrap map in ranked team doubles. I thought the mythic maps were only in the Mythic group?
Yeah, the maps are in ranked now too. That map is terrible. It's like an even more shitty Narrows.
 
backflip10019 said:
Yeah, the maps are in ranked now too. That map is terrible. It's like an even more shitty Narrows.


Yes, if one team gets up high, its pretty much over for the other team. Also, my friend spawned OFF the map and fell to his death, WTF!?!?
 
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