Yea I just cant give any love to Walshy anymore. He was amazing in H2 as a player, but he cant play H3 (kinda like me) I'm pretty sure hes barely breaking a 1.0 k/d if that. He just isn't at the level of other H3 pros individually. Plus he played "good" this event compared to his other events.
and str8 over td, they are much more practiced this event since they failed at being practiced last event. i also want to see td win even though i dont think they will.
Went through my one-sided map, Brouhaha, trying to iron some things out. Mostly changes to the spawning areas but also some geometry tweaks. Hopefully it'll move the combat out of the base more and make it easier to assault.
Had kinda given up on the map but since there were some positive impressions despite its previous flaws, I'mma see what I can do with the map.
I wish they get rid of the damn pistol on Team Splasers. That or make sure that we don't play it on a small map. I played on Cold Storage :-/ I couldn't help but whip out my pistol to finish someone off.
Went through my one-sided map, Brouhaha, trying to iron some things out. Mostly changes to the spawning areas but also some geometry tweaks. Hopefully it'll move the combat out of the base more and make it easier to assault.
Hello halogaf, after playing trough halo 3's campaign for the 3rd time I wanted to try to get the Annual achievement. The only problem is that I don't know anyone to do it with. So I was wondering if any of you guys want to get that achievement with me.
I don't think Dukimini Mutambono is as bad as many people make it out to be. I don't particularly like the red base but it's made for some interesting chopper runs.
That said I have a blast on anything that has choppers as long as it isn't heavies (pre-tweak, haven't played it since). Leaving them out of Wastelands and Punishment were huge oversights.
I don't think Dukimini Mutambono is as bad as many people make it out to be. I don't particularly like the red base but it's made for some interesting chopper runs.
That said I have a blast on anything that has choppers as long as it isn't heavies (pre-tweak, haven't played it since). Leaving them out of Wastelands and Punishment were huge oversights.
i agree that map would be good if the red base didnt suck so much. the base is just overly complicated and poorly designed
why is sniper tunnel a dead end?
. i like blue base and the middle though.
actually thats whats wrong with most custom maps. people try to do to much and it ends up being complicated and confusing.
i think bases in particular should be easy to learn and traverse. you add to many layers and objects it just going to be to hard to complete the objective (i think your map suffers a little bit from this some eazy)
i agree that map would be good if the red base didnt suck so much. the base is just overly complicated and poorly designed
why is sniper tunnel a dead end?
. i like blue base and the middle though.
actually thats whats wrong with most custom maps. people try to do to much and it ends up being complicated and confusing.
i think bases in particular should be easy to learn and traverse. you add to many layers and objects it just going to be to hard to complete the objective (i think your map suffers a little bit from this some eazy)
In my latest version I cleaned up the top area of my base. It was too segmented and claustrophobic. Still not completely satisfied with it but want to see how it plays before tweaking it further.
I am still of the persuasion that love maps with a shitton of routes to choose and thus build my maps with a ton of tougher to pull off routes. The problem occurs when players have to rely on those routes and that's where I hope my map eventually avoids that by giving clear, intuitive, predictable routes. It still makes it bit daunting the first play through but I feel if you can learn everything there is to know about a map the first time you play it; there's no point in playing it again.
My base for example has 6 routes to get to the top floor:
1) back bridge
2) jump into turret from front
3) double ramp inside base
4) single ramp from back of base onto a sort of middle wall then jump to top
5) from wooden scaffold to middle wall then jump to top
6) grav lift out front directly into base
And there are 4 ways into the bottom of the base:
1) front door
2) side s-bend door
3) chopper door
4) elevated window to scaffold or back bridge to elevated window
There's even more ways to get to the top level in mid but I won't bother anyone will spelling all of them out.
The problem is it's impossible to learn all these things in a single game or maybe even a couple. But once you find them (or even discover ones I never intended), if your anything like me, you'll think "awesome, can't wait to fool the defense when I do such and such." I absolutely loath when a map or its objectives boil down to two or three options every time and each game plays out the same way. The more layers the better IMO, but yes, it's important that there exist straightforward options as players learn the map.
I added Eazy's last map list to the OP, and added his Bruhaha 1.1 and my new map. I settled on Slingshot, which is a step up from the previous name of AAAAAAAAA. I made one small change after last week's games. It played well this weekend so I decided to keep it for now.
Never got around to it yet, just haven't been on at the same time as each other. I'd like to do it sometime this week (preferably around 6pm est any day?). Send me a f/r or if I remember I'll send you one.
Never got around to it yet, just haven't been on at the same time as each other. I'd like to do it sometime this week (preferably around 6pm est any day?). Send me a f/r or if I remember I'll send you one.
I can be a fourth after this Friday if one is still required. Gamertag is Willeth. You should be able to invite me through vhfive's list if mine is full, I can't quite remember if I have space or not.
I was thinking.....What if Bungie made ANOTHER Halo game? What if you got to play as the Arbiter or another Elite?
I thought of an idea, where you play as an Elite, during the late events of Halo 2 through middle portion of Halo 3. The game begins when the leave the Covenant, and ends when the Flood land on Earth. You fight your way through High Charity (at first, when it occupied by the covenant and then, when its just starting to be taken over by the flood. You then go the same Halo you went to in Halo 2 (don't know why really, just plot filler). The later levels in the game will take place on Earth, where you help the humans fend off the Covenant and the Flood.
I thought of an idea, where you play as an Elite, during the late events of Halo 2 through middle portion of Halo 3. The game begins when the leave the Covenant, and ends when the Flood land on Earth. You fight your way through High Charity (at first, when it occupied by the covenant and then, when its just starting to be taken over by the flood. You then go the same Halo you went to in Halo 2 (don't know why really, just plot filler). The later levels in the game will take place on Earth, where you help the humans fend off the Covenant and the Flood.
[A game which takes place] during the Covenant Civil War. I want to follow an average soldier Elite through a campaign which intertwines the story of the Sangheili as they help the Master Chief and the Arbiter topple the last vestige of the Covenant. I'd like the story to begin during the fall of High Charity and work through the story of the space battle above the Ark. This type of tale would be especially interesting because it would provide another perspective at Halo 3's story.
I think a significant factor in us NOT seeing a game focused entirely on the Elites is their weaponry and vehicles. Humans have an immediately gratifying sandbox - the weapons are visceral and effective and the vehicles are a blast to use. While people like the Covenant weapons and vehicles from time to time, they share nowhere near the same level of enjoyment that the human ones do. At least that's my own take and the feeling I get from other people.
There would have to be some design changes for this to work really well, but yeah, the fiction and story there is definitely ripe for the taking.
I think Ninja Assault needs to be tweaks just a tad so that the bomb guy can't kill with one beat down (it should be two if he's invisible and able to run slightly faster).
I think Ninja Assault needs to be tweaks just a tad so that the bomb guy can't kill with one beat down (it should be two if he's invisible and able to run slightly faster).
One of my favorite changes from Halo 2, actually. Was it the same for flag carriers? Few things bring me more joy than taking what belongs to the other team, and then killing them with it.
Nah, the one-hit kill beatdown in regular playlists is fine. If you charge round the corner when there's a giant waypoint over their head when the bomb's a one-hit kill, you deserve to get struck out.
For FFA, anyway. In team games, though, I can see a tweak being a good plan. If you're picking up an objective you should really have someone with you anyway, and for them to soften them up before you crack them in the head isn't too hard. One of my favourite things about Team Doubles is that behaviour, actually. It's sort of similar to the Medic/heavy relationship in TF2 - kill the guy without the objective first, so you can take care of the other guy more easily.
Nah, the one-hit kill beatdown in regular playlists is fine. If you charge round the corner when there's a giant waypoint over their head when the bombs a one-hit kill, you deserve to get struck out.
For FFA, anyway. In team games, though, I can see a tweak being a good plan.
I'm with Ram on this one. One hit beatdowns don't feel satisfying; they feel cheap. The worst thing about it is that if you have a bubble shield, the bomb/oddball/flag carrier is almost invincible, which usually ends in multi-kills for the carrier and sheer frustration for the attackers.
Two-hit beatdowns, please. The way that MLG handles it is much better.
Of course. That's why he can't shoot. The carrier is also slow. If you get beaten down by a slow moving dude with no ranged attack, that's your problem.
Never got around to it yet, just haven't been on at the same time as each other. I'd like to do it sometime this week (preferably around 6pm est any day?). Send me a f/r or if I remember I'll send you one.
As Backflip said, one hit kills become complete cheese with equipment, shield doors, or overshield immunity/camo.
I've outlined my games of Oddball on Snowbound in Team Objective in this thread before, it usually came down to the team who got the ball, a bubble shield, and then set up camp at a shield door. So fun and satisfying.
Sometimes I hate the one hit beatdown and sometimes I love it. It might be appropriate for specific gametypes like FFA Oddball though. But then again, I feel FFA Oddball shouldn't even exist as a gametype.
As Backflip said, one hit kills become complete cheese with equipment, shield doors, or overshield immunity/camo.
I've outlined my games of Oddball on Snowbound in Team Objective in this thread before, it usually came down to the team who got the ball, a bubble shield, and then set up camp at a shield door. So fun and satisfying.
It's quite possibly the fact that I play GAF customs and BTB almost exclusively, because those situations represent a tiny proportion of the beat downs with objective items that I've encountered. We're talking low single digits. And even when it happens, I'm not mad, but rather stop to note the effective strategy of the carrier utilizing such items to steal my shit.
So, you're suggesting that I should sit outside of the shield for 20 or so seconds, just waiting for it to drop or charge in, stick him and most likely die without getting any ball time?
Sounds so fun to me.
And MLG doesn't know how to have fun. They're all too "pro" for that.
Maybe if you gave it a chance, you'd see how fun and satisfying the playlist can be. There's nothing better than wiping out a team on Narrows, sitting top center with a sniper and then spawn killing for a multi-kill.
GhaleonEB said:
It's quite possibly the fact that I play GAF customs and BTB almost exclusively, because those situations represent a tiny proportion of the beat downs with objective items that I've encountered. We're talking low single digits. And even when it happens, I'm not mad, but rather stop to note the effective strategy of the carrier utilizing such items to steal my shit.
For BTB games or larger custom games, I'll agree with you that one-hit beatdowns aren't that bad as you rarely encounter these bubble shield situations. I'm talking more about smaller 4v4 or FFA games. In these smaller games, one-hit beatdowns are ridiculous.
On the subject of objective beatdowns: I miss the momentum-based damage model for melees in Halo 2. Jumping melees did more than running melees, which did more than standing melees. If you jumped and then whacked with the flag in Halo 2, it was a one hit kill, I think (its been so long, I might be completely off base), which was sort of a unique way to handle making the objective carrier not quite defenseless. Having said that, if that model isn't present, I do like the one hit kills with the objective items in Halo 3, so that everybody can't just rush the bomb/flag guy with no negative consequences (with a team that's essentially one man bigger).