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The Official Halo 3 Thread

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Hey guys, thanks for the earlier interest, i should be getting my copy of Halo3 tomorrow so hopefully if times are good i can get some coop going with you fine people then, pm me if youre interested in guiding a ...quick learning but still inexperienced halo player around. I dont mind the difficulty, though i hear legendary is not for the faint hearted or first run throughs
 
ZayneH said:
Downloaded. Looks pretty good. Planning on submitting it to Atlas(now, or anytime in the future)?
maybe. i want to get more games on it to make sure it flows well. but eventually if it turns out well yes
 
vhfive said:
maybe. i want to get more games on it to make sure it flows well. but eventually if it turns out well yes

That's cool. Hope I can help you test it.
It looks better than some maps in matchmaking, but that's just me
 
kylej said:
free and I are online send jelyk a message if you want to play halo
Can't believe I've only now realized jelyk is kylej backwards.... I was wondering who you were yesterday, you sniped me in the head countless times on The Best Map.

vhfive said:
so after a few tweaks from last night i have my new map all set to go


NEW MAP: gaffer's delight

overview
http://i304.photobucket.com/albums/nn170/vhfive/gaf%20delight/88089369-Full.jpg[IMG]


middle
[IMG]http://i304.photobucket.com/albums/nn170/vhfive/gaf%20delight/88089440-Full.jpg[IMG]


red side (blue is the same)
[IMG]http://i304.photobucket.com/albums/nn170/vhfive/gaf%20delight/88089453-Full.jpg[IMG]


red base
[IMG]http://i304.photobucket.com/albums/nn170/vhfive/gaf%20delight/88089461-Full.jpg[IMG]


and the skybox :)
[IMG]http://i304.photobucket.com/albums/nn170/vhfive/gaf%20delight/88089428-Full.jpg
Downloading this. Love the sanctuary remake made by you.
 
Boredom, discuss.
Index_Spectre.jpg
 
EazyB said:
Liked what I played of it yesterday. But really, prowlers? I thought they were just there for the laughs and that they'd be gone after you "smoothed the rest out."

Replace with choppers and seal the deal.

Love the skybox
:lol
to be honest i think choppers are a little to over powered. they are on most sandbox maps that takes place in the middle and in the right hands they can cause big problems. also prowlers are awesome
they are there for laughs and most likely will be replaced with ghosts in a later version
 
vhfive said:
to be honest i think choppers are a little to over powered.
You're telling me this like it's news?

vhfive said:
they are on most sandbox maps that takes place in the middle and in the right hands they can cause big problems. also prowlers are awesome
they are there for laughs and most likely will be replaced with ghosts in a later version
Keep the prowlers, ghosts are the ARs of vehicles and no fun. I'd rather have prowlers, I always smile whenever I hop into one of those things.
 
Called a spectre I believe. Better than the prowler imo, shoulda never introduced them damn things. :P

Edit: Good for laughs and giggles but other than that they are utterly useless.
 
vhfive said:
to be honest i think choppers are a little to over powered. they are on most sandbox maps that takes place in the middle and in the right hands they can cause big problems. also prowlers are awesome
they are there for laughs and most likely will be replaced with ghosts in a later version
I agree that Choppers are overpowered to someone who can use them right. The guns on them are really strong, it can splatter pretty much anything in the game that comes close enough (well, besides an Elephant), and it's fairly maneuverable. Not as maneuverable as the Ghost, Prowler, or Warthog, but easy enough to control that getting the hang of it doesn't take long.
 
EazyB said:
You're telling me this like it's news?


Keep the prowlers, ghosts are the ARs of vehicles and no fun. I'd rather have prowlers, I always smile whenever I hop into one of those things.
More like Prowlers are the AR vehicle equivalent. Amirite? :lol
Cry. Dax. Cry!
 
big ander said:
I agree that Choppers are overpowered to someone who can use them right.
That last part is the most crucial. Choppers aren't the easiest to use, but when someone does use them well...damn.

Speaking of which, I think we need a house rule regarding choppers: Eazy can't use'em. Unless he's on my team.
 
DiabolicalBagel said:
Called a spectre I believe. Better than the prowler imo, shoulda never introduced them damn things. :P

Edit: Good for laughs and giggles but other than that they are utterly useless.
Basically the same thing, except Prowlers have a more powerful turret this time around.

People used the Spectre to "dummy glitch" in Coagulation and break through the hole in Containment.
 
GhaleonEB said:
That last part is the most crucial. Choppers aren't the easiest to use, but when someone does use them well...damn.

Speaking of which, I think we need a house rule regarding choppers: Eazy can't use'em. Unless he's on my team.

They're overpowered if the person creating the map doesn't put the correct weapons to counterbalance them. By counterbalance I'm not talking about putting lasers or missile pods, I'm talking about putting plasma pistols and de-generators alongside with plentiful stickies.
 
Kibbles said:
New ODST Footage from the French Press Event - http://www.dailymotion.com/user/futur-life/video/x9zaep_show-halo-3-odst_videogames

Warning: Terrible music. I wonder how Marty would feel about this.
Crater (Night) looked really cool in that video.
So what Firefight levels do we know about? I know the list is out there, but we've seen pictures/video of Crater, Security Zone, and 2 other maps. Do the 2 others have names yet? I know one is the big outdoor one, where we saw Johnson in a 'Hog. The other was that ONI one. Is that Alpha Site?
HOLD! YOU! DOWN!
 
KevinRo said:
They're overpowered if the person creating the map doesn't put the correct weapons to counterbalance them. By counterbalance I'm not talking about putting lasers or missile pods, I'm talking about putting plasma pistols and de-generators alongside with plentiful stickies.
The thing is, if you're doing it right you're not going for splatters in the chopper, thus making stickies and plasma pistols pretty ineffective. Drainers are alright but the chopper's turrets can still fire aim even while the vehicle isn't turning, so as long as the driver has the front of the vehicle facing the assaulter and has decent space in between them, they'll gun em down before they can do much.

If you really want to take out a chopper to pretty much have to catch it off guard and strike first. Drain/plasma pistol while they're not facing you or stay out off the open so they have to come closer to take you out. Lasers and to a lesser extent missile pods and rocks do the trick though.
 
Oh God, Prowlers on Vhfive's new map. Same-team shenanigans will surely ensue. Look's fun though.

Spectres in H2 were useless, but fun for customs. In fact, H2 had a shitton of fun glitches to do in Customs. Granted, it also had a shitton of exploits that could be used in MM... so meh. Prowlers are like the Spectre, but it's harder to hit targets as the Prowler bullets are slow.
 
We have to find a balance to ensure Merguson won't drive around the enemy during customs in any vehicle, this mean's:

-No Prowlers
-No Warthogs
-No Hornets
-No Scorpions
-No Wraiths
-No Mongoose

Leaving us with:

-Ghost
-Chopper

And everyone has to play blindfolded!
Green thumb.
 
Eazy, I spent some time looking over Bruhaha trying to put my finger on some specific suggestions to make extractions a touch easier. You've probably thought all of this through - the map is nothing of not meticulously designed - but here's what I came up with.

Starting with the shortest route to get the flag out of the base:

88107165-Full.jpg


Getting the flag down the ramp and all the way around the corner is a challenge because of the distance. I saw a few flag grabs end as people got to the bottom of the ramp but not around the corner. My suggestion is to replace the double wall at the bottom of the ramp with a single wall, shortening the trip around the corner a bit. In every one-sided map I can think of, the trick has been to get a touch on the flag, and after than it moves quickly out into the open. The stretch here makes that harder.


Just outside the exit:

88107080-Full.jpg


The approach to the base has a side with cover leading up to the base, and one without. This side doesn't get used as much because of the long line of sight - there's no cover at the top, a long ramp down and a medium space between the ramp and the base; no way to sneak in on that side. It might be worth moving the active camo over there, so provide a sneaky way in given the openness, and add a cover element at the top (a fin?) at least.


There are two tools that can aid with base infiltration that are on the defensive side of the map, rather than the offensive; the active camo and grav lift.

88107243-Full.jpg


The grav lift and active camo can both really change how the base is accessed, but since the defenders have first dibs, they don't get used as much. I think they should be pulled back to be squarely in the attacker's camp, much like the grav lift and overshield on High Ground. I think that would really shake up the assault runs.


Last observation: there are two good "flag away" spawn shelters for the defense, one on each side of the base, but they're not being used as such:

88107353-Full.jpg


88107382-Full.jpg


These locations are good sites for clusters of 4-6 spawns, which would increase their use when defenders are killed inside the base. They would serve a bit like the nooks off to the side of the base on Valhalla. I ran into this when I made Entrenched: the spawns were originally similar to these, more spread out across the sides and front of the flag location. I noticed defenders were able to engage with the flag carrier almost immediately after spawning, so I tucked clusters of spawn points a bit further from the base, and a few more just around the corners of the edges, similar to these locations. That one change had a pretty huge impact on flag extractions.

I noticed you're at zero budget left (glad I'm not the only one who finds himself using every single dollar) so any tweaks may be tough. The spawns and camo/lift tweaks might be enough to do it on their own.
 
I don't know if I'll be able to get into Marathon. I played 1 and 3 briefly, and there was very little I liked.

- It's so dark/bleak, barely any significant colour or vibrancy anywhere. Felt very unBungielike.
- Too many "gotcha!" moments, like when a crapload of those electricity aliens would float down and box you in completely
- The sound of the electricity aliens' discharge when it hits you, seriously, my ears burn!
- Seriously, those goddamn electricity aliens. They're not very fun to fight.

I played the original Half-Life for the first time a few months ago, and so far Marathon is really failing to impress. Infinity released two years before Half-Life, though, so I'll give it that.
 
Thanks, Ghaleon. Really appreciate you taking the time out to do this.

GhaleonEB said:
Getting the flag down the ramp and all the way around the corner is a challenge because of the distance. I saw a few flag grabs end as people got to the bottom of the ramp but not around the corner. My suggestion is to replace the double wall at the bottom of the ramp with a single wall, shortening the trip around the corner a bit. In every one-sided map I can think of, the trick has been to get a touch on the flag, and after than it moves quickly out into the open. The stretch here makes that harder.
I like the idea of having a quick route out of the base but don't really want that route to lead to that area right out in front of the base. In the games we played each time the team managed to get it out there they caped it because the offense has the hill to shoot down from. That's why I took your idea of having a hole in the wall of the base so players can grab the flag and quickly get it out of that stronghold. This route leads to the back corner of the map though so it's not as rewarding as getting it out in front of the base. I wanna test this out before making more changes.


GhaleonEB said:
The approach to the base has a side with cover leading up to the base, and one without. This side doesn't get used as much because of the long line of sight - there's no cover at the top, a long ramp down and a medium space between the ramp and the base; no way to sneak in on that side. It might be worth moving the active camo over there, so provide a sneaky way in given the openness, and add a cover element at the top (a fin?) at least.
My original idea for this map was to have this big open natural feeling canyon occupying most of the area. Then there'd be a massive base made to feel even more impressive by the stretch of barren land surrounding it. I think it's a good concept, but it actually just led to a lot of camping most of the map being unused. I hate it when the best tactic is to camp the objective so I then placed a bunch of grav lifts and entrances so that camping players would be killed more easily. I then ran into the problem of the defenders getting killed in their base but not being able to move out from it safely. So I built some structures over by the camo side to give defenders a route onto the canyon. I realize now that I'm typing this that I've sorta gotten away from your original statement so let me retry, I'm hoping as a fellow forger you can appreciate this map design ramble.

Point is, I want there to be a section of that map where vehicles may be preferred and another where infantry has the upper hand. That way, as the flag carrier you can judge which route will most likely lead to success depending on where your teammates are and what they have. I do like the idea of moving the camo to the other side because, as it stands, there really is no reason for infantry to move down that side of the map. I think I'll hold off on adding and cover on the canyon because I think it already has a sizable advantage when it just comes down to holding that position.


GhaleonEB said:
There are two tools that can aid with base infiltration that are on the defensive side of the map, rather than the offensive; the active camo and grav lift.

The grav lift and active camo can both really change how the base is accessed, but since the defenders have first dibs, they don't get used as much. I think they should be pulled back to be squarely in the attacker's camp, much like the grav lift and overshield on High Ground. I think that would really shake up the assault runs.
As I stated already, I'll be moving the active camo to the other side. But do you have any suggestions as to where I should put it. The problem is it needs to be close enough so that a player can grab it and get to the flag before it runs out, but not too accessible to defense. I suppose I could let defense have the first swing at it (on Last Resort defense can get camo first).

As for the grav lift, in our games there was always one there and they were used pretty frequently. I suppose after more games though the defense could learn to grab it and hold it just so offense doesn't get it. I reduced the timer down a bit too so that could make it harder for them too. Maybe I'll put it where camo was originally. That way defense can still get it but won't be able to bring it back to their base unless no one tries to kill him. That and I wanna use my green room for something :P

GhaleonEB said:
Last observation: there are two good "flag away" spawn shelters for the defense, one on each side of the base, but they're not being used as such:

These locations are good sites for clusters of 4-6 spawns, which would increase their use when defenders are killed inside the base. They would serve a bit like the nooks off to the side of the base on Valhalla. I ran into this when I made Entrenched: the spawns were originally similar to these, more spread out across the sides and front of the flag location. I noticed defenders were able to engage with the flag carrier almost immediately after spawning, so I tucked clusters of spawn points a bit further from the base, and a few more just around the corners of the edges, similar to these locations. That one change had a pretty huge impact on flag extractions.

I noticed you're at zero budget left (glad I'm not the only one who finds himself using every single dollar) so any tweaks may be tough. The spawns and camo/lift tweaks might be enough to do it on their own.
I'm a tad ignorant about the spawning system. I used to have it so that there was a flag home box around the base and two flag away boxes on each side. But that didn't work because people never spawned outside the base as long as the flag was still there (even if attackers were currently in the base). I then set it so that the whole area (base and each side) where just in one big box so that the spawns just depended on where the attacking players were. From what I remember of the game and from glancing over the film, the spawns worked in that respect and I never saw players spawning on top of attackers.

So my questions are:
What do you feel was wrong with the spawns? You weren't the only one, I think Plywood or someone said something about the spawns as well.

Would placing a huge flag home box around both the base and the side areas, then placing two flag away boxes around each side spawn allow defenders to spawn outside the base as well as inside when the flag is home? And would limiting defense to spawn outside the base be beneficial?
 
Kibbles said:
Boredom, discuss.
Index_Spectre.jpg
Same as the prowler. I don't know if the Warthog cannot be topped or everybody just refuses to use the other vehicles. At least people use the Wraiths.
 
EazyB said:
The thing is, if you're doing it right you're not going for splatters in the chopper, thus making stickies and plasma pistols pretty ineffective. Drainers are alright but the chopper's turrets can still fire aim even while the vehicle isn't turning, so as long as the driver has the front of the vehicle facing the assaulter and has decent space in between them, they'll gun em down before they can do much.

If you really want to take out a chopper to pretty much have to catch it off guard and strike first. Drain/plasma pistol while they're not facing you or stay out off the open so they have to come closer to take you out. Lasers and to a lesser extent missile pods and rocks do the trick though.

I know how to play the game. Thanks for the lessons tho.

Lasers and Missile pods make the game boring and stupid. Too much ammunition in the laser and the recharge time is too fast. Missile pods are just fucking stupid and broken since they can be easily avoided. And don't tell me 'oh, i win with them in matchmaking all the time'... that's because you're playing people who are oblivious to their surroundings and don't care about what the outcome of the social slayer game.

Plasma pistols,stickies and the degenerator are amazing deterrences against a moving chopper or someone trying to snipe with the chopper across map. There needs to be more of these on BTB maps.
 
KevinRo said:
I know how to play the game. Thanks for the lessons tho.

Lasers and Missile pods make the game boring and stupid. Too much ammunition in the laser and the recharge time is too fast. Missile pods are just fucking stupid and broken since they can be easily avoided. And don't tell me 'oh, i win with them in matchmaking all the time'... that's because you're playing people who are oblivious to their surroundings and don't care about what the outcome of the social slayer game.

Plasma pistols,stickies and the degenerator are amazing deterrences against a moving chopper or someone trying to snipe with the chopper across map. There needs to be more of these on BTB maps.
Where did I say the laser and missile pod are good weapons? Truth is I hate the laser and wouldn't shed a tear if it was taken off of every map. The missile pod on the other hand is pretty well balanced and takes some skill on both ends to destroy vehicles with them and to dodge the shots. Anyways, you'll never stick a chopper sniping across the map and power draining them isn't an easy task, especially at extreme distances. I'm not even going to address the plasma pistol as doing so would be to give that miserable suggestion more credit than it deserves.

The chopper is a beast, even if you were dual wielding plasma pistols, deal with it.
 
It's a good vehicle for transportation because it can carry so many people but that stupid laser ruins it. It's needed though considering how stupidly strong Bungie made the damn warthog.
 
I personally find it incredibly easy to plasma pistol/power drain a chopper, sticking one doesn't take much of a stretch either but in the same respect it's pretty easy to dodge these things if you're the one driving.
The good thing about that relation is that for every slightly better driver that can avoid these dangers there is a player with a better throwing arm so it always balances out.

The laser however tips the balance way off, as Kevin says; it has too much ammo and the cool down time is too short.
The missile pod in stark contrast is pretty much useless against a decent driver but I have a knack for killing infantry with it, so it can stay. :P
 
just got halo and started tucking into the multiplayer, a tad dissapointed in order to play the bulk of modes i have to download some hefty map packs, kinda liked the cod4 model where you just dont get assigned to games which are using said maps.
 
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