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The Official Halo 3 Thread

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Congrats to Eazy, Nokyard, and Ghal for making it into MM.

Butane can suck it. Hard.

Joeski79 (the guy who created Pantheon and Workplace Bravo) was pretty thrilled about the news tonight when we were playing H3ITWP Fustom Fridays. We even ran a little Entrenched CTF as a shout-out to Ghal. I still need to get used to the map, but it ran pretty well even without much experience on the map.

Congrats again guys and I'm excited for all the upcoming maps in the 7 on 7th playlists as well.

~B.B.
 
Ramirez said:
Well, I'll be a married man after tomorrow, you all hold the fort down while I'm away!

2vtxfyx.jpg
 
IGN has a new ODST preview up, Linky

A few fun pull quotes:

"the studio's Lars Bakken testifies; "I can tell you that the guys that did work on Halo 1, which is a decent chunk of the ODST team, they have all individually said to me that ODST is probably the game they're most proud of in their history there - so that should tell you something.""

"The drop sequence rivals that of Killzone 2 for sheer spectacle."
 
Deadly Cyclone said:
IGN has a new ODST preview up, Linky

A few fun pull quotes:

"the studio's Lars Bakken testifies; "I can tell you that the guys that did work on Halo 1, which is a decent chunk of the ODST team, they have all individually said to me that ODST is probably the game they're most proud of in their history there - so that should tell you something.""

"The drop sequence rivals that of Killzone 2 for sheer spectacle."
:D we already talked about it. look 4 pages back.
i dont blame you for not keeping up with this thread. it is a monster that only grows bigger and bigger
 
Congrats, Ram. It was nice gaming with you, farewell.

And thanks for throwing my map in there Shishka, I like to think I've already been desensitized to angry messages but I'm looking forward to the reactions anyways. Good job on your community map selections, looking back at my map reviews from BvW I liked the most of them back then. What gametype did you choose for it by the way?

Also, congrats to Ghaleon for getting Entrenched in there. Multi flag and neutral assault is BR starts in BTB correct?

Good job Butane for getting Neosho in. I know I already told you my problems with it when I put it in my "eh" category but like I said then, only played it once and the circumstances weren't all that great, and I was playing with Cocop. Look forward to playing it again.


I'm currently working on updating the GAF Map List to reflect the August updates, I'll post it when done.
 
Grats to Eazy, Ghal, Nokyard, and Butane on the maps, and Ram on the incoming nuptials.

Here's to hoping I can get online soon >_>
 
Had one of those lovely games in matchmaking where I just kind of clicked with a random. Tried out the weekend playlist, Team Control, and got 3v3 Territories BR on Ghost Town. The other team is one guy and two guests, so they should presumably be in good communication. Right out the gate, one of our team quits. So it's me and one other guy - and he doesn't have a mic. I brace for the worst.

We slaughtered them, winning 4-2 and going +20 (me +9, he +11). It wasn't even close.

I've rarely had such good teamwork; we danced a silent dance of death and joy, locking down half the map. Boy were those three guys uncoordinated. :lol
 
I wonder why Sanctum isn't being tried out in 7 on the 7th. Was something wrong found in it?

GhaleonEB said:
The other team is one guy and two guests, so they should presumably be in good communication.
Guests and good should never be used in the same sentence. I always love the outnumbered win though.


Here's the updated map list. Changed the MM Sandbox variants to include the newly added ones (including the GAF successes) as well as the playlists in which they reside. Also linked to the list of GAFers so people can know if a FR was from a GAFers or if you should kick the person that just jumped into customs. If anyone has suggestions on what to change or add to the list, I'd love to hear some suggestions. If anyone has content they think should be highlighted or a map of their own to play in customs, give me a heads up.

Hopefully I can make customs tomorrow, wanna keep testing out my Brouhaha map.
 
Decided to download the ten maps that were added and run around them. Here's me judging the maps without even playing them:

Battle Dome - meh
- Seems to small for 4v4
- Scared of AR starts (please be BRs)
- 3 types of grenades
+ may be fun 2v2 or 1v1

Pilaster - hmm
+ like the base design, simple but looks interesting to play in
+ lot of BRs/Carbines (please don't make me start with an AR though)
- mostly flat with jarringly tall platforms sprinkled around

Skystation - promising, until I saw how much shit he put on the map
+ really digging the level design
- juicy filter may be too much
- check out the weapon and equipment loadout
- forging is sloppy (knows how to merge but neglects to do so in many glaring spots) and players will get caught on it
- what I assume is the flag rooms look to easy to camp and I imagine the spawns would make it hard to cap an enemy flag (don't even know if it's meant for flag games)

Diety - No no no
Didn't realize this was the map we played last customs night. The one with the ramps.
For those that don't remember or didn't play:
- get way up top and rain bullets down on those spawning below
-long tubes
+ may work better for multiflag (don't know which gametypes it's going to be) but I have my doubts
+ sentinel beam for asymetrical gametypes!

Cryptic - maybe
+ simple but may work well
- may be too simple and unremarkable
- possible lack of cover

Bridgeo's - you had me at choppers
+ choppers
+ really interesting base layout (though I'm not digging the narrow hallways)
+ cool middle bridge (hope it's not too easy to hold/camp though)
- guy knows how to forge well but gets lazy on some things. flashing textures.

Solarium - not my style
+ aesthetics and level design make my eyes smile
- way to claustrophobic, melee tool of destruction confirmed (unless you can get the sword which'll be extremely overpowered)
- I predict ARs and simultaneous beatdowns

Kingdom - decent
+ like the overall level design
- frustrating to play offensively (needs more ways into enemy base and spawn defense further back)
- seems like he hit the object limit (because he seemed to have used a blank canvas) but could benefit from those missing objects.

Ber Ber Creek - how'd this make it into MM?
- smaller than original
- dumb name
- needs lights
- can jump from rockets to each base
- no room beyond teleporters


Overall I'm not as impressed with these as I was many of the 35 original maps. Hope I'm proved wrong once I start throwing games down.

user_nat said:
Ber Ber Creek being in matchmaking reminds me of something. When I first downloaded Ber Ber a few months ago me and my brother played it in splitscreen. It didn't go so well, the frame rate was about 10, and all the objects were randomly turning gold and than back to the normal brown. Anyone else had this problem?
It was like playing in a disco
Were you actually playing on it or were you guys in forge? I know of this issue (it's actually very common) of the disco lights in forge mode but I've never seen such a thing outside of it. I plugged in two extra controllers just now to check and I didn't see anything with three player splitscreen (slowdown or lighting). If you weren't in forge, I'm not sure what the issue is. Hope my map aint broke.
 
Nutter said:
Randoms are so fucking useless in this game. : (

i see nutter has been playing with juices latley. it rubs off.

*edit*

Not trying to be a dick, but unless Eazy made some drastic change form the version Tashi and I played on then I'm shocked it got in. It's fun for customs but matchmaking might see some assholes take advantage of some of the weird design flaws. You can literally jump from each base to the other in under 4 seconds. You can jump from rockets to sniper hut. you can still jump out of the map if you waited for the other people to die and be stupid. the underground part of the base is a clusterfuck. I don't know about the other maps but I think sanctum should've gotten in.
 
So I just got home from work. Now it's my personal challenge to stay up long enough to play some GAF customs. Caffeine is needed. Lots of caffeine.

Ramirez said:
Well, I'll be a married man after tomorrow, you all hold the fort down while I'm away!

Don't do it!

congrats :P
 
Well, I hope I can somehow trick one of you to pressing X on my gamertag later tonight.

Congratulations Ramirez, even though you probably don't care what a junior says.
 
EazyB said:
Cryptic - maybe
+ simple but may work well
- may be too simple and unremarkable
- possible lack of cover
It does look simple, but sometimes simple can work. I'd like to try it out in customs tonight (with rapid flag resets). One of the things that surprises me about the reception Entrenched got is that it's also a very simple design. My first iteration of it was much more complex, and I peeled it away to see how the basic structure would play, and never really built out again because it seemed to work.

That said a bit more cover will probably help Cryptic, but let's give it a whirl.
 
Alrighty, so I'll be hosting customs tonight starting at around 8-8:30pm EST, depending on when people start getting on. Let's get a huge GAF involvement going on.

Oh yeah, just send a message to backflip10019 (with some sort of indication that you're from GAF if you're a junior and I've never played with you) for an invite later tonight.
 
backflip10019 said:
Alrighty, so I'll be hosting customs tonight starting at around 8pm EST. Let's get a huge GAF involvement going on.

I got so incredibly burnt at the beach so I think I'm staying in tonight.

Chances are I'll be on.
 
backflip10019 said:
Alrighty, so I'll be hosting customs tonight starting at around 8-8:30pm EST, depending on when people start getting on. Let's get a huge GAF involvement going on.

Oh yeah, just send a message to backflip10019 (with some sort of indication that you're from GAF if you're a junior and I've never played with you) for an invite later tonight.
Cool thanks. I'll message you.
 
GhaleonEB said:
It does look simple, but sometimes simple can work.
Actually, it seems simple is usually what works best.

Between my two maps for example:

Neosho: Very easy to memorize, very easy to navigate, and it seemed to have got nothing but good reactions (so far).

Chimera: Many different rooms, extremely different layout for a crypt map, and while it wasn't really hated on, a lot of people were confused with it. (and I'm still not satisfied with the weapons)

All the maps being added into matchmaking in August all have pretty simple layouts as well.

Edit: If you guys are still in customs at 10 central, I'll probably jump on.
 
GhaleonEB said:
It does look simple, but sometimes simple can work. I'd like to try it out in customs tonight (with rapid flag resets). One of the things that surprises me about the reception Entrenched got is that it's also a very simple design. My first iteration of it was much more complex, and I peeled it away to see how the basic structure would play, and never really built out again because it seemed to work.

That said a bit more cover will probably help Cryptic, but let's give it a whirl.
I'm totally down for playing it.

But I wouldn't say your map has a simple design in the same way. I may've used simple to describe your map before but now that I think about it it's definitely not that. Although entire map rarely goes over a block's height, there are many changes of elevation and a large variety of "stuff" that keeps encounters varied. Vehicles also help spice things up.

And I failed to remember Vengeance (the one Foundry map) last night:
It actually looks really good and I wish it'd been made in Sandbox (because it looks like poop and could use some lights). It's a simpler arena style map that's very cleanly forged. I'm not really into arena maps but for those that are, as long as the spawns cooperate, it could be a blast.
 
I have to agree with Eazy, although Entrenched has a simple layout and a straightforward feel to it; it's set up in just the right way so that there are countless ways to get around the place and thus encounters remain adequately varied.

It's got just the right amount of elevation variation for my liking; too many maps have too little or too much and it detracts from the experience substantially.

It's... simply-complex? works for me :D


Edit: Plywood, it's 5 posts above you... :P
 
Plywood said:
I hate to repeat questions that are already asked but what time do GAF customs start? EST time preferably.

backflip10019 said:
Alrighty, so I'll be hosting customs tonight starting at around 8-8:30pm EST, depending on when people start getting on. Let's get a huge GAF involvement going on.

:D

(if that was what you were talking about)
 
trying to get my map done before customs tonight. most likely it will be playable but not have all the polish that i want.

i also downloaded some maps that are suited for more people so we should be fine when the numbers are high.
 
I'm up for customs tonight, also. It won't be until after 9 P.M., though.

Diety is just an... ugh map. Granted I played Team Snipers and Slayer BRs in it only, but the focal point of the map is get high above your enemies, and keep your aim on the spawn locations. Just was not a good experience.

Kingdom is not bad. Blackprince is somebody I've played with in another Bungie group and he showcases his other maps, as well. Orion is a better map than Kingdom, so it's unfortunate if Kingdom gets a spot over Orion eventually in the actual playlists.

I tried getting films for Access but that's when my map was hit with an unfamiliar spawn jab. That's been adjusted, so now I have to get those three others back until I can familiarize with Atlas submissions. Last night, I played with a group in Test Pilot, but we had 5v5, which is decent, but I prefer 4v4. The Multi-CTF game I felt was pretty fun.
 
backflip10019 said:
Alrighty, so I'll be hosting customs tonight starting at around 8-8:30pm EST, depending on when people start getting on. Let's get a huge GAF involvement going on.

Oh yeah, just send a message to backflip10019 (with some sort of indication that you're from GAF if you're a junior and I've never played with you) for an invite later tonight.


Damn, that's like 3 in the morning here (god damn timezone differences, stop getting in the way of my Halo!), if I'm still up at that point I'll join you though.
 
GhaleonEB said:
It does look simple, but sometimes simple can work. I'd like to try it out in customs tonight (with rapid flag resets). One of the things that surprises me about the reception Entrenched got is that it's also a very simple design.
i will check in to see if there is room for me to join tonight's festivities

the map i am building right now (no,not Grifball) is at a crossroads in the design phase: i can keep it simple, or add complex structures. looking at these newer custom maps in forge doesn't help much, but playing with you guys (and your strong opinions) could help me see what does and does not work in relation to layout complexity

is it BYOB or is there an open bar? :D
 
Grimm Fandango said:
Quick Forge refresher, which side is better for the "cone marker" for an object to be? Facing down or up?

Whew, after searching through the HBO Weekly Update Archive, I found it, and TLDR: It's Up, if I've read it correctly.

Link

Quantum Mechanical Rules Rule!

Those prone to flipping and rotating Forge's building blocks around their various axes have noticed that after a save and quit, the blasted slabs, partitions, and chutes occasionally end up shifting around and gettin' all "jiggy with it" (to invoke the parlance of 1998). So, just what maniacal and twisted conspiracy scheme have you unwittingly stumbled into, both literally and figuratively? Step into our office.

Well, "our office" is a bit of a stretch. We roped Jon Cable into it, our resident really smart guy who can do maths and such. The next portion of the update is on him. If you're interested, here's the explanation of exactly what's going on, and what you can do to smooth out your Forge experience with Sandbox.
Enter the Engineer

The Problem

When using double walls (or some other objects) to create a "floor," sometimes the objects become "bumpy" after saving and reloading the map.

The Cause

There are a near-infinite number of possible orientations that an object can be placed in. While you are editing a map, the objects are allowed to be in pretty much any orientation. When we save the map, we quantize the orientation in order to save space in storage. What this means is that the orientation you get when you load the map might not quite be what it was when you saved it.

Specifically, we store what direction the object's 'up' vector is pointing, and a rotation around that vector from its default position. When you first create an object in forge, its up vector is pointing straight up, and its rotation is zero. If you leave the object in a straight-up position, we use a special quantization method that preserves more precision for the rotation.

But if you tilt it (on its side, for example), then more of the storage space has to be used for that direction, and the rotation can lose precision. What this means is that when you are creating a floor out of walls, it's using the less precise method. The good news is that it's usually easy to predict which way the quantization error will go.

"Why can't you fix this?"

This problem is really inseparable from the way we store Map Variants on the disk. If we change the way the maps are encoded, then all the content saved in the old method could become invalid. It's a complex problem, and complexity means high risk. And risky changes are not something you want to make in a patch to a console game.

The Forge engine was built before we ever knew that maps like Foundry and Sandbox would exist. And this problem, of course, has been present since day one. It only now became apparent because people are building truly amazing maps and demanding more fidelity out of Forge.

"How about some good news?"

As outlined above, you should leave objects pointing 'up' if you can. If possible, create your floor out of double boxes instead of double walls. No effort, no bumps!

If you must use double walls for the floor, pay close attention to the location and direction of the helper gizmo (the blue/white orb that shows the origin of the object). When saved, walls placed horizontally tend to rotate such that the "forward" end of the gizmo is pointing slightly downward. You can use this to your advantage by placing walls that are end-to-end rotated 180 degrees from each other, so that both edges will be either high or low. Walls placed side-by-side should have the same gizmo orientation. See the following diagram:

views.jpg

Blame Stosh

Think that's it, right?
 
Ramirez said:
Well, I'll be a married man after tomorrow, you all hold the fort down while I'm away!

Congratulations man :)

Would love to play some Halo tonight with ye guys, who do I have to do to join in the fun?:3

EDIT: Doh, nvm, I should try make more use of my ability to read in the future :lol
 
Ramirez said:
Well, I'll be a married man after tomorrow, you all hold the fort down while I'm away!
Congratulations, have a fun wedding.

backflip10019 said:
Alrighty, so I'll be hosting customs tonight starting at around 8-8:30pm EST, depending on when people start getting on. Let's get a huge GAF involvement going on.

Oh yeah, just send a message to backflip10019 (with some sort of indication that you're from GAF if you're a junior and I've never played with you) for an invite later tonight.
I'll probably get on, although it might not be until about 10-11 CST/11-12 EST. Don't know if that's too late.

GhaleonEB said:
Open bar, baby.
Somebody bringing chips and dip?
 
About Master Chief, is it ever revealed whether he is actually a woman? 'Cause if you notice he/she never takes of his/her helmet. EVER. That is mighty suspicious. Maybe it fell off once, but you never see him put it back on in a close-up shot.

Also, the suit. Have you ever seen a woman with really big chest wear a top that kinda covers that? That's what it looks like with Master Chief. The suit is so big it's like if it was a woman with a big chest she'd fit in the suit.

Lastly the voice. Master Chief can talk and has a manly voice. Or at least we think he does. Have you ever noticed every time you see him talk it's a close up shot of his face? How do we know it's not just some guy behind him or something talking and we just assume it's Master Chief? For all we know MC IS trying to talk, but maybe his helmet was muted or something.

If Samus can be a woman, then so can Master Chief. I think it is a woman. Did Bungie ever say what sex it was?

Btw, I never played Halo 1 so if it was revealed he was a man then I apologize.
 
mario ate my burger said:
About Master Chief, is it ever revealed whether he is actually a woman? 'Cause if you notice he/she never takes of his/her helmet. EVER. That is mighty suspicious. Maybe it fell off once, but you never see him put it back on in a close-up shot.

Also, the suit. Have you ever seen a woman with really big chest wear a top that kinda covers that? That's what it looks like with Master Chief. The suit is so big it's like if it was a woman with a big chest she'd fit in the suit.

Lastly the voice. Master Chief can talk and has a manly voice. Or at least we think he does. Have you ever noticed every time you see him talk it's a close up shot of his face? How do we know it's not just some guy behind him or something talking and we just assume it's Master Chief? For all we know MC IS trying to talk, but maybe his helmet was muted or something.

If Samus can be a woman, then so can Master Chief. I think it is a woman. Did Bungie ever say what sex it was?

Btw, I never played Halo 1 so if it was revealed he was a man then I apologize.

:lol

Chief ain't no woman.
 
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