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The Official Halo 3 Thread

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I just checked out my (BK) game history since the mythic release, it's pretty sad:
25Xok.png

Who the fuck is so SWAT-crazy? Seven SWATs and ONE flag game? Less than 10% objective gametypes overall (if you don't count (ugh) grifball)? Who's the ad wizard that came up with this playlist?
 
Stormtrooper30 said:
Hah, While playing last night I realized that Sanctum was the perfect size to use the nerfed plasma pistol on. I just sat up in the middle and rained green plasma death on the flag defenders.

LMAO if only you saw what I saw in that match.
 
------------------------------------------------------------
Latest Changes:
4.26 - till it happens - Organize a match against PAF
4.26 DualX's Train Station
4.26 Vhfiive's Sanctum updated (atlas version)
4.23 Ghaleon's Sandstorm 2.0
4.23 EazyB's Brouhaha v1
4.23 Ghaleon's Entrenched 1.2 updated
4.17 Striker's Access and Access (Snipers)
4.17 DeputyMoonman's Goldmine updated to v1.5
4.13 Silly.Mikey's So High
4.12 Bladed Expert's Mage - updated to v2.2

Sixthsubset's GAF map blog.

Map maker - Map(s)
Alisdair Bnet - Aspirite v2
Bladed Expert Bnet – Mage v2.2
Butane123 Bnet - Neosho 1.2
Dax01 Bnet – Outskirts, Geminie
DeputyMoonman Bnet - Goldmine v1.5
DualX Bnet - Train Station?
EazyB Bnet- Brouhaha v1, Ber Ber Creek, Ber Ber Customs, Rise v3.1
Exfixate Bnet - Gangplank Galley
Fin Bnet - Refuge v1
FourDoor Bnet - Air Stream 0.2
Ghaleon Bnet - Sandstorm 2.0, Centrifugal, Entrenched 1.2
GM Bullfrog Bnet – Kulkukan
Grimm Fandango Bnet – Turf II v 2.1
Havok Bnet - Agartha, Phaeton
Insaniac Bnet - Sky Perch
Metroidvania Bnet - Mountain 1.03
Merguson Bnet – Firmament v1.2
Nokyard Bnet - Grifball High, Grifball Palace
Oozer Bnet - Remnant a1.0
Silly.Mikey Bnet - So High
Spirit Bnet– Pitfall V2, Worship
Spudbud Bnet - gave up on life
Striker Bnet - Access, Access (Snipers)
Vhfive Bnet - Platform, Sanctum, Flying Dutchman
Vociferous Bnet - Abaddon

Tools
Fourdoor - All default objects moved to crypt
Nokyard - Girfball High can be modified to take advantage of it's existing flat flooring in the sky bubble.
Vociferous - All objects on the ground moved aside so that they aren't in the way.
Vociferous - All default objects moved to the skybubble
------------------------------------------------------------


I think I'll also highlight non-GAF maps I find interesting because there's a lot of good stuff beginning to accumulate on the internet. This time I'll just bring attention to the two maps that were approved from Atlas and will be hitting MM next month. It's important to note that both maps are not necessarily in their final state at this point. For those forging it may also be useful to look at these maps to see what a MM-worthy map looks like, it's spawns, and other things.

Utah Mambo
Punishment v2
 
Good games last night, the time I returned the flag on Sanctum when it was inches from your alls cap spot was priceless. :lol

Also, Thermite got the luckiest Bulltrue of his Halo career. I know it's going to be on BuTube one day. :(

Edit: LoL, the SOB already sent it to me in a message. :lol IDIOT!
 
Ramirez said:
Good games last night, the time I returned the flag on Sanctum when it was inches from your alls cap spot was priceless. :lol

Also, Thermite got the luckiest Bulltrue of his Halo career. I know it's going to be on BuTube one day. :(

Edit: LoL, the SOB already sent it to me in a message. :lol IDIOT!

:lol Dude, I made a clip of that ish as soon as I possibly could. Just couldn't help but send it your way. ;P

All skill, btw. Believe
.
 
Digital Limit said:
Anyone have screenshots of the Mythic Premium Theme?
I bought it (for the choppers and because I was fortunate enough to get the maps for free). I was going to take some pics of the dashboard, took my camera out to take pics, battery was dead, charged battery, forgot about it, now my 360's dead. :lol

I like it a lot. There's a screen or two of Assembly and a shot of Orbital as well as other stuff in different tabs.
 
Sorry to derail with repair talk, but does anyone have any tricks/secret numbers to use with xbox support? My power supply is dead, and its been 3 weeks of talking to retards on the other end of the line. My xbox is a couple months out of warranty, while my other one is still under warranty.

I'd rather not tell the whole damn sob story but I'm sick of dealing with dumbasses - any suggestions?
 
Thermite said:
:lol Dude, I made a clip of that ish as soon as I possibly could. Just couldn't help but send it your way. ;P

All skill, btw. Believe
.
Is there a fileshare link for that? Colour me intrigued.
 
-Why is the return time so low? If I die, and my teammate dies, we don't have any chance in getting to the flag again because the return time is so fucking slow.
-WHY... WHY is it two beat downs to kill someone with the flag? When the other team has sword AND shotgun, one beat down to kill is essentially my only means of defense. Especially on maps like Blackout and Epilogue.

And a complaint about KotH: the hill moved TWICE to where the enemy team was, and they managed to win because of that.

Grrrrrrrrrrr.
 
Dax01 said:
-Why is the return time so low? If I die, and my teammate dies, we don't have any chance in getting to the flag again because the return time is so fucking slow.
Confusing sentence confuses me.

You ask why the time on returns is so low (aka quick?), and then you complain that the return time is slow?
 
Dax01 said:
-Why is the return time so low? If I die, and my teammate dies, we don't have any chance in getting to the flag again because the return time is so fucking slow.
-WHY... WHY is it two beat downs to kill someone with the flag? When the other team has sword AND shotgun, one beat down to kill is essentially my only means of defense. Especially on maps like Blackout and Epilogue.

And a complaint about KotH: the hill moved TWICE to where the enemy team was, and they managed to win because of that.

Grrrrrrrrrrr.
use more ar and map movement to win.
 
How does Shishka have no Lone Wolves exp since the November update? I hope he uses a bunch of temp accounts for playing without getting hassled or something.
 
kylej said:
How does Shishka have no Lone Wolves exp since the November update? I hope he uses a bunch of temp accounts for playing without getting hassled or something.

Why would he need to play public games? They do EXTENSIVE playtesting!
 
kylej said:
How does Shishka have no Lone Wolves exp since the November update? I hope he uses a bunch of temp accounts for playing without getting hassled or something.
too busy making dead playlists no one wanted to play into dbl exp. woo team control!!!
 
So, I made a new map. I wanted to try something a bit more complex than my previous maps, which tend to revolve around one or two central concepts, writ large. But I needed a starting concept, and not coming up with any I looked to one of my favorite Halo 2 maps that I hadn't seen any remakes of yet: Colossus.

Now, this isn't a remake. I don't have the patience or inclination to do a remake (I'm assuming it's been done). But it borrows a few of the same concepts. Namely:

  • Opposing elevated bases with extended balconies to fire at each other
  • Central tower with a power weapon (in this case, rockets instead of a beam rifle)
  • A lift (well, man cannon) to fire up there from the bottom
  • A low bridge along one side connecting them
  • The central floor is a kill zone

From there I mixed it up, but the broad strokes are still there. Right now I'm calling it Ginormous, but that will probably change. It's a pretty big map - medium to large. It fills the entire crypt, with multiple levels on large portions of it.

Overview:

01-Overview.jpg


The big change here is the bridge now leads over to the opposing base. So you have two fairly direct routes into each base: around the top level by the rockets, and along the bridge. And then a few ways down below that provide much better cover, and some of the better weapons and equipment on the map.


Close up of the back of the level. Note me doing the Superman at the very top of the pic:

02-Center.jpg


Hitting the central man cannon gets you to the top, but it also poofs you up in the air for a few seconds. Hang time might be a bitch. Suggestion: grab the overshield that's also down there first.


A base:

03-Base.jpg



And below the base (there's a hole to drop down, as well as side ramps):

07-BelowtheBase.jpg



The bridge:

08-ZeBridgetoSomewhere.jpg


A regen at either end of the bridge makes crossing it a bit more viable. Though you're still pretty exposed. As with Collosus, there's not much on the right hand side of the map, up against the wall. So falling off the bridge will give you cover, but not much else.


The view from rocket tower:

05-ManOnTop.jpg



And from the level below:

06-ManonBottom.jpg



Taking the ramps all the way down into the bottom corners:

09-CornerShot.jpg



Upon taking the flag, you can drop down the chute to the second level, head to the bridge on one side or the high way on the other, or head down the low road. Or, just jump out to the middle and hope for the best. The man cannon takes about one second to get to from this jump - you land right in front of it.

10-BadIdea.jpg


Should be set in a day or so, after the spawns are set up. So we'll have another in the mix for Saturday.
 
AnEternalEnigma said:
Why would he need to play public games? They do EXTENSIVE playtesting!

Ah yes how could I forget that rigorous testing process that allowed 3 community Foundry maps to be placed into matchmaking in 12 months.

He also has no Team Objective exp which explains a lot. Wasn't his excuse a few weeks ago that his devkit or whatever bullshit was taken away for "months"? Hey Shishka how about you actually play some Halo during that downtime.

spermatic cord said:
too busy making dead playlists no one wanted to play into dbl exp. woo team control!!!

I'm really hoping for a permanent Team Melee playlist. Preferably ranked. Those double exp weekends never get old!
 
GhaleonEB the Forger said:
The view from rocket tower:

05-ManOnTop.jpg
Looking good. Hope to play it sometime soon.

One thing though, I always thought the grav lift landing/rocket spawn was more interesting because there was a barrier between it and the path adjacent to it. It made it so jumping up there was a tad safer (controlling top mid was near overpowered even with it) and people along the path could see the rockets spawn unless they peeked around the barrier.

I know it's not a remake but it's something to think about.

collosss.jpg
 
Colossus was always a fun Multi-Flag/Team Snipers/Team Rifles map to play on. Shame there aren't more like it in Halo 3's map lineup. Would be great if somebody could create something similar in Sandbox.
 
EazyB said:
One thing though, I always thought the grav lift landing/rocket spawn was more interesting because there was a barrier between it and the path adjacent to it. It made it so jumping up there was a tad safer (controlling top mid was near overpowered even with it) and people along the path could see the rockets spawn unless they peeked around the barrier.
Rocket launcher? I thought it was a Beam Rifle.
 
Trasher said:
Rocket launcher? I thought it was a Beam Rifle.
Yeah, I can't remember. I wanna say the Beam rifle spawned at the blue ramp leading up there but now that I think of it you're right.
 
EazyB said:
Yeah, I can't remember. I wanna say the Beam rifle spawned at the blue ramp leading up there but now that I think of it you're right.
Well, Eazy. I guess this means we need to break out the ollllleeeee Xbox and play some Halo 2 since our 360's are down and out.
 
Trasher said:
Well, Eazy. I guess this means we need to break out the ollllleeeee Xbox and play some Halo 2 since our 360's are down and out.
:lol

Trust me, if my Xbox wasn't a couple hundred miles away (and I didn't have a PChem midterm tomorrow) I'd be all over that.
 
spermatic cord said:
too busy making dead playlists no one wanted to play into dbl exp. woo team control!!!
In a way, I feel that this is a good thing. While territories may not have been fun initially, I haven't played the gametype in a while and what better way to revisit it than with a double exp playlist? Just hop in for a few matches during the weekend, get bored of it, and it will be gone soon after. Anyways, at the very least, it's a welcome change from Grifball.
 
EazyB said:
Looking good. Hope to play it sometime soon.

One thing though, I always thought the grav lift landing/rocket spawn was more interesting because there was a barrier between it and the path adjacent to it. It made it so jumping up there was a tad safer (controlling top mid was near overpowered even with it) and people along the path could see the rockets spawn unless they peeked around the barrier.

I know it's not a remake but it's something to think about.
Yeah I thought about that. One of my iterations of the map had a large barrier between the man cannon and the lower levels. But I found that 1) the sight lines from the lower level to the top were much more desirable with the lower center left open and 2) it didn't really matter, because the man cannon shoots you WAAAAAY up in the air. So having the back closed off didn't offer that much protection, since the danger comes from the hang time spent up above it.

The man cannon is something that might need some addressing, if it turns out to be an issue in testing. I might ultimately replace it with a short ramp leading to a grav lift; as is you can fire the BR five eight times between jumping and landing, which means that same number of shots can land on you. Prolly tinker with the option before it gets a real game on it.

Also, I went back and took a screen to roughly match up with the one you just posted to highlight more of the differences:

Edit: a better one:

collosss.jpg


Compare2.jpg
 
If you could somehow launch players into the BR-spawn platform, too, it would be even more excellent. That also made CTF matches more crazy.
 
Striker said:
If you could somehow launch players into the BR-spawn platform, too, it would be even more excellent. That also made CTF matches more crazy.
It says much about both my design ambitions and my Halo 2 skills that I don't know what the BR platform is. :lol

I just tested the grav lift, and even atop a full ramp it isn't strong enough to get players to the top. The man cannon meantime launches you so high you can fire a BR eight times before landing. I'll tinker with it. But aside from that I'm really happy with how it feels, so I'll just leave the rest is until it's tested. Remember, it's more Avalanche-style reimanging than a more (attempted) direct remake like Blackout. So it plays different. The bridge along the other side guarantees that alone.
 
zvrlw9.jpg


If the man-cannon can only shoot the person(s) up to the Beam spawn, that's fine. It's hard enough directing the object to shoot in certain spots when you have only so much spawn in the area.
 
Ah, gotcha. Yeah the cannon only shoots to the beam (now rocket) spawn. The corners of the map have undergone the largest changes, so they don't play out the way they did before.

Truth be told, I started an original map and designed a large portion of it, then ran out of gas. So I took to checking out other maps for ideas. I had the corners the lower area and the rocket tower, and saw it had some similarity to Colossus. So that is the one that I decided to lift some specific elements from, so the bits from that map are layered onto an entirely different design I had going. I kind of merged them.

I think a truly faithful version of Colossus could be done. The crypt is about the right size and there's just enough budget to do it.
 
Collosus was one of the maps I attempted to make a remake of early on. Loved playing that map even though it is littered with memories of the noob combo and "bring the sniper to our base!" I want to see how Ghal's map plays as I liked the elevated bases idea
which is what sort of inspired my 2nd map I will try to make for btb
 
Just read through this past weekend's update
been drunk for the past 4 days so I haven't had a chance
and, really? Team Control? More Grifball? Thank goodness that Bungie is listening to us all.
 
GhaleonEB said:
I just tested the grav lift, and even atop a full ramp it isn't strong enough to get players to the top. The man cannon meantime launches you so high you can fire a BR eight times before landing. I'll tinker with it. But aside from that I'm really happy with how it feels, so I'll just leave the rest is until it's tested. Remember, it's more Avalanche-style reimanging than a more (attempted) direct remake like Blackout. So it plays different. The bridge along the other side guarantees that alone.
Two things: you remember that the mancannon's strength in regular gameplay is NOT the same as the mancannon's strength in Forge, right? (I'm assuming you do... but just in case, test this in a regular game before you start tweaking.)

And I have no idea how this would work - but what about floating something above the mancannon that would decrease that hang time (by bouncing the jumper back down to the platform)? Just an idea.

And, because it wasn't too hard to grab, and because it was funny, here's Thermite's Bulltrue against Ram last night, in HD:

http://files3.bungie.org/thermite_bulltrue.mov
http://files3.bungie.org/thermite_bulltrue.wmv

(About 8 mb each)
 
GeneralHeavy Maps – The Heavy Map variants have all been tweaked. Power weapons have longer timers, and in some instances do not respawn. Spawn timers on Gauss hogs in Standoff Heavy are increased as well.

I've always thought that the only worthwhile tweak for Heavies is to kill it, but I'll try to keep an open mind about this. I'll wait for the other Heavies haters on GAF to check it out and give their opinion before I renew to gold. My account turned to silver this month and Heavies is enough for me to not bother with Halo anymore, so hopefully if the tweaks are good enough and I'll get back into it.

kylej said:
I'm really hoping for a permanent Team Melee playlist. Preferably ranked. Those double exp weekends never get old!

I've wondered why they don't make a permanent Griffball playlist since it's up there every other week.
 
Louis Wu said:
Two things: you remember that the mancannon's strength in regular gameplay is NOT the same as the mancannon's strength in Forge, right? (I'm assuming you do... but just in case, test this in a regular game before you start tweaking.)

And I have no idea how this would work - but what about floating something above the mancannon that would decrease that hang time (by bouncing the jumper back down to the platform)? Just an idea.
Yeah, I've been going into a custom game for testing. The float is less there, but it's still pretty darn long.

I've just about run out of budget at this point (all weapons are placed, thankfully), but there's a bunch of ways I can get some of it back. (Lots of places that used two large blocks next to each other when I ended up having double blocks to spare, etc.). So I'm going to go through and work that in tonight and then experiment with the added budget.

One other issue with man cannons is they don't always fire at the same angle. Sometimes they shoot you forward really far, and sometimes you get "poofed" up in the air more and fall straight down. On Valhalla is's especially noticeable. The same behavior is an issue here, so any structure I place up high to bounce off of needs to be large enough to catch people from all possible firing angles.

I'm thinking I'll be able to free up about $30-$40, which is plenty to work with.

To make matters worse, I'm picky about implementation. I spend a LOT of time trying to make my maps look good aesthetically as well as functionally. Every time I place something I go around and look from all angles to make sure it cuts an interesting profile, and that it doesn't look shoe horned into the map, but rather part of the overall structures and themes on the map. So I'm hesitant to just put a brick floating in the air; I'll have to work it into some kind of pavilion or dome that doesn't look too absurd.
 
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