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The Official Halo 3 Thread

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Insaniac said:
Spud: It is fairly easy to get over walls and single level boxes with a grenade jump, therefore if you're making an enclosed map, sometimes you need to ensure that you have a double level of walls

It's tough. What does one do when there are no more walls left? It's easier to just tell people, don't nade jump over the walls. If it happens by accident, just leave some nades over there so that a suicide is possible. There just isn't enough points/walls to do it.
 
DD-11 said:
It's tough. What does one do when there are no more walls left? It's easier to just tell people, don't nade jump over the walls. If it happens by accident, just leave some nades over there so that a suicide is possible. There just isn't enough points/walls to do it.

yeah, it depends on your map. Everyone i've made where I've had to wall off areas I've come very close to reaching the budget, or running out of immovable walls
 
Insaniac said:
yeah, it depends on your map. Everyone i've made where I've had to wall off areas I've come very close to reaching the budget, or running out of immovable walls

I ran out of walls and couldnt double up on one map i made but i put a one-way teleporter out there so you could get back in if you got out. Of course, a whole team could hide somewhere like that if they were so inclined but that would be bad sportsmanship. Nobody wants to play with people like that anyway i guess. But yeah......teleporters :D
 
KevinRo said:
Just stack boxes and delete the bottom ones you don't need.
That is probably the best method to deal with the problem ( remove objects that are not needed for gameplay ). But, personally, I cannot bring myself to do something that is aesthetically displeasing, it hurts me a little.
 
So we got a good group together and played a few fan forged maps.

Conclusion: making good maps is hard. Making pretty maps with brown boxes is impossible. Remakes with brown boxes, especially Turf, are right out.
 
urk said:
So we got a good group together and played a few fan forged maps.

Conclusion: making good maps is hard. Making pretty maps with brown boxes is impossible. Remakes with brown boxes, especially Turf, are right out.

and "The Great Wall" was far and away the best map. I was actually suprised ( or maybe I shouldnt be ) by how weak the fuelrod guns are. I felt at a disadvantage against a BR/carbine with one. Suprised they aren't in matchmaking period (only on bigger/spacious maps though).

The map played extremely well. no complaints at all. We played with 4 people on it.
 
Dirtbag 504 said:
and "The Great Wall" was far and away the best map. I was actually suprised ( or maybe I shouldnt be ) by how weak the fuelrod guns are. I felt at a disadvantage against a BR/carbine with one. Suprised they aren't in matchmaking period (only on bigger/spacious maps though).

The map played extremely well. no complaints at all. We played with 4 people on it.

THanks I'm glad to hear the positive comments :)

edit: did anyone find the "secret" spartan laser?
 
Just had a go at the new maps - in actual gameplay, not Forge - for the first time. A couple random thoughts.

--Crow's Nest and Standoff are two of the best maps Bungie has made, period, IMO. I love the flow of Rat's Nest, and Standoff features a number of excellent firing ranges and choke points.

--Everything but team slayer on Standoff was being vetoed. Which worked out well, because it was often what was next. Five of my seven games were TS on Standoff. It plays well, but I wish that map/gametype were less heavily weighted.

--It's actually kind of reassuring that idiots are still around in such abundance. Kind of like knowing for certain that the sun will rise tomorrow. Classic example: Game starts (TS/Standoff) and several team mates mention they just got done downloading the map, this is their first game. So a guy jumps into the warthog proceeds to drive right towards the other team - without waiting for anyone else to hop in. I saw the smoke from his wreckage drifting in the distance, against that glorious sunset, a few seconds later. When he respawned, I told him he should wait for others next time. Response? "Dude, I've never played on this map before!" As if that particular tactic is one unique to Standoff. :lol

Foundry showed up once, and got hit with 11 out of twelve vetoes instantly (I was the lone standout). I think its problem was that it wasn't team slayer on Standoff.
 
Standoff is excellent for multiflag and Neutral Assault.

I wonder if Multi-bomb will show up.

This map and Rat's Nest (also great) I hope are included in the BTB hopper.



For Forge, my friend and I are creating a Foundation remake. Looks fairly good, but could use improvements. The middle is troublesome.

I'm also making myself a CTF based map in Foundry. Will have to take pictures and post them soon.
 
Insaniac said:
THanks I'm glad to hear the positive comments :)

edit: did anyone find the "secret" spartan laser?

No, but I did see it when I flew around in forge later on.

Something that your map does really well, that most others don't is give you just the right amount of cover/space to fight.

Most forge maps I've played on feel incredibly narrow/tight... but not this one.
And while it has plenty of space to fight in, it also has just the right amount of cover, with some strange/fun set pieces to fight around.
 
Alright, after some playtesting (thanks urk,blueblur and dirtbag) I've made some improvements to Box Out. I've changed most of the weapon spawns,"fixed" the teleporters,improved the respawns,added more cover on the ground floor, and made getting out of the map near impossible. Also,the map is still a Slayer only map.
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--Warning:(Picture Below)There is a "Suicide Ledge." If you manage to grenade jump to the ledge and fall, you are fucked. I put some grenades down there to kill yourself if that's what you choose to do.

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Download link--->http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=SpudxBud
 
My 'Shopping Center' map on Foundry is coming along someone nicely. I'm still in planning phases, while simultaneously adding little bits here and there on the map in Forge.

Which brings me up to my next thing: Insaniac. Do you think you can give me your GT so I can send you a FR so you can help me out on my map? (Not only that, but you can see one of the 'stores' that I put in a very interesting spot on my shopping center map :P)
 
Domino Theory said:
My 'Shopping Center' map on Foundry is coming along someone nicely. I'm still in planning phases, while simultaneously adding little bits here and there on the map in Forge.

Which brings me up to my next thing: Insaniac. Do you think you can give me your GT so I can send you a FR so you can help me out on my map? (Not only that, but you can see one of the 'stores' that I put in a very interesting spot on my shopping center map :P)

sure, GT is Lintendo64, but unfortunately I've become something of a celebrity on Xbox live and my friend list is full and i get friend requests every day >.> I'll delete some people though and accept yours.
 
Insaniac said:
sure, GT is Lintendo64, but unfortunately I've become something of a celebrity on Xbox live and my friend list is full and i get friend requests every day >.> I'll delete some people though and accept yours.

Thanks. Just let me know when your FL is open for business and I'll send the FR.
 
Arabella is a slayer map for 8 to 12 players. This is a symmetrical map with Two main Power weapons. There is a sniper rifle in between two open double boxes with shield doors at the entrances which i think should make for some interesting battles. There is also a shotgun at the top of a tower with stairs that lead up to it starting at each of the bases. There is also a man cannon that shoots you up to the top of the tower. Please give me your feedback and let me know of any balance issues you can think of.

link to my fileshare
http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=Cap7ain Blood
 
Been working on a little something since I got the downloadable content. It's called High Point and at the moment only works for Slayer. Trying to iron out the issues of Capture the Flag Team placement. Anyway the map is built around a series of trenches, with the outer wall allowing for Mongooses and a secret weapon located, yes you guessed it, at the High Point. There is a central battlefield in the middle of the trenches where yet another useful weapon awaits.

Outer Wall

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One of the Trenches/ Hallways

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Central Battlefield

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The world

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File share... is here
 
A friend and I were building a map by walling off the two bases and using the small part for what would become a 2v2 map. Well while he was placing weapons and spawns i went to the large square empy section and made a neat little row of vehicles just for something to do. He saw what i was doing and asked what i was up to, i said i was just tooling about. He then proceeded to grenade the crap outta my lovely line of Tanks and hogs :(

As if that wasnt enough, he then decides to spawn a fucktonne of fusion coils in the middle and set one to drop onto the pile infinitely! This created quite a bit of mayhem, debris and general hilarity.

It was at this point i had an idea. A gauntlet of death and destruction. Im in the process of building it now. I have one problem though: I cant think of a gametype to go along with it. I thought maybe a VIP Escort variant, the problem being if there are separate teams (rd, blue etc etc) we wont be able to hear each other which in my opinion is half of the fun (talking to your buddies). So, any thoughts? Suggestions?

Extra: I also thought it would be funny to create a box, fill it with explosives, toss n some exploding vehicles, put a lid on the box from the inside, add an ever spawning overshield and set the the explosion off. Needless to say it was a shitstorm but i nearly peed from laughter and i highly recommend you try it for yourselves :D
 
A few observations from last night's playtest on a handful of GAF maps.

Making good maps is hard. Bitching is easy.

Spawns. You need more of them. And not just a few, but way more. I suggest zipping around in some of the retail maps and checking out just how many. Making correct spawns is hard. Bitching about them is easy.

The simplest ideas seem to make the best ideas. It's difficult to get your own flavor injected into Foundry due to the pallet of objects, but the few that seem really unique and original do more with open space and gameplay then they do with boxes. Making a fun and interesting map is hard. Bitching about them is easy.

Weapons. Think about where you are placing them. This is as important as the level design and spawn placement. It can break your map completely. And yes, you can have too much of a good thing.

Playtesting. We really, really, really should get a list going and actively test our maps and ideas. The more brains the better and I got more than a few good ideas from playing other people's creations. Bungie doesn't get their maps right on the first go, and they're professionals. They play them, tweak them, and play them some more. They get feedback. They tweak. Tweak is a cool word. Works with video games and nipples.

Criticism. If you're going to get feedback. Use it. I found out that my map was lacking in a ton of critical areas. I think the interior was the most interesting space, but a lot of the fighting took place outside of the main structure. And it wasn't good fighting, it was "I'm getting BR'd off the spawn again fighting" and "Why the hell is this back hall so uninteresting" fighting. I might go back and try to address some of the glaring issues if I get snowed in again. I might just try to use the more interesting portions of the map (as scarce as they are) as a basis for a new map. Probably the latter.

Forge is a blunt instrument. Great Wall being the only exception, everyone's maps had a few misplaced structures, holes to get trapped in, ways out of a level, and sometimes, broken play. The universal answer to the question "How did you get this stuff even close to straight?" was "It was such a pain in the ass." For this reason, I really think Forge is going to work best where it adds a new flavor to gameplay instead of going for a copious amount of level complexity. The space and tools just don't lend themselves to the fine detail work needed. Of course, I will be proven wrong by a few people with plenty of spare time and heaps of patience.

Summary: Making maps is hard. Bitching is easy.
 
I have a puzzler for you guys.

I'm trying to make a game type for my forged map and I am stuck trying to get the rules right. The game needs to be “one” vs. “many” with separate traits for each group…sounds like Juggernaut right? Nope…Juggernaut doesn’t decide who the “one” is until after everyone has spawned. The “one” needs to spawn with certain weapons and in a specific location and once he/she is killed, the round is over. I could set it to first killed instead of random, but that gives someone an extra point and really just confuses people when the game turns from FFA to aligned against Juggernaut.

So then I tried infection, which works great for the spawns, and the game plays perfectly until the “one” gets a kill. Then the game deteriorates very quickly with too many overpowered players. I turns form a tense cat and mouse to a slaughter.

Is there any way to play an infection game without the infection spreading? Is there a way to send the killed to a jail and end the round when the alpha zombie gets killed? Is there just a better way to do this with a different game type? I’d love for it just to be a team slayer variant just with unbalanced teams… 1 vs. 5 or 2 vs. 10. But haven’t figured out how to do that.
 
Is there still a Forge thread? Because I'm not getting a stable 360 back until Tuesday and I'd love just a centralized list of GAF maps that I can just queue all at once....
 
PrivateWHudson said:
Is there any way to play an infection game without the infection spreading?
Yes, I'm pretty sure there is - you can set it to be multi-round and have the score to win set so that killing the zombie ends the round. I played an Invisible Sniper Infection gametype like this (oh god don't do it it was horrible).
 
alisdair said:
Yes, I'm pretty sure there is - you can set it to be multi-round and have the score to win set so that killing the zombie ends the round. I played an Invisible Sniper Infection gametype like this (oh god don't do it it was horrible).

I'll have to look a little harder I guess. But that wouldn't stop people that were killed by the zombie from respwaning after getting killed and being zombies.
 
urk said:
Playtesting. We really, really, really should get a list going and actively test our maps and ideas. The more brains the better and I got more than a few good ideas from playing other people's creations.
This man is smart.
 
Thug Larz said:
I know someone already said it, but lowering your look sensitivity definitely helps in Forge.

Getting to know where the "attach" points are for weapons and crates helps too. Especially when you have weapons placed inside or on top of boxes. I always check my item properties first before I pick it up or move something (highlight and press X). I'm usually changing the weapon respawn times and if I see something has the default 30 second respawn, it's probably a wall/crate.

These are just little things I do that work for me, but I'm sure everyone has their own.

Again it's about just getting in and using it a ton. Moving and placement will come naturally the more time you spend in there.
Those are all good points - I'd like to add to this that the following works for me:

- Getting low to the ground when moving objects on the ground, particularly large ones. When I'm dealing with a box that I want to move just a few inches to the right or left, I drop low and grab it a few inches off 'center' which pulled the object in the direction I want it to go very slowly and gradually without me even moving.

- I also take advantage of static objects nearby. When objects are loaded into forge, like walls and blocks, they're at perfect right angles. Drop them on the ground and then press your manipulated object against it, flattening it out and making it precisely accurately. Then delete the object acting as a straight edge and carefully place your manipulated structure where it need be.

- I've noticed that walls and some structures automatically try to 'right' themselves when placed in their position and held for a moment or two. The key is stopping it when it's at a perfectly 90 degree angle. That can be tough, but it goes a long way once you figure out how to do it.

- The biggest tool in forge (for me at least) is working at a distance. Using the push button to move the object away from you and being able to manipulate it at range. It's tough to push and prod when you're staring flatly at a single texture frame, because it fills up your entire screen. Once you have precision at a distance mastered, you'll have no problems in Forge.

I've learned a lot since my first map in Foundry which I should prob take down from my file share...looks like everyone here learned a lot too.

Our next playspace?

If Bungie ever gives us another playspace, I'd love for it to be in a very large, flat environment - something like a natural green forest floor from the Ark installation or one of Kenya's savannahs. The environment is entirely flat and has no trees, hills, rocks or other natural structures. It has no machines or unnatural effects either - simply an empty environment, maybe skirted by canyons like Blood Gulch or Valhalla. Then I'd like to see new assets added like hills, plateaus, rocks, trees, plants and a variety of bases and other pieces of natural geometry.

My only complaints with Foundry were its size and the repetitive nature of its assets. Doing the above would give an new and interesting take, while still allowing the base geometry (the box with four walls as Brian Jarrard has called it) to remain unedited, the death barrier unaltered, and the map's ceiling intact. Interesting and naturally formed land structures would easily take forge to the next level.
 
PrivateWHudson said:
I'll have to look a little harder I guess. But that wouldn't stop people that were killed by the zombie from respwaning after getting killed and being zombies.
Set a round time limit, and set the respawn time to the same value. Then they won't respawn until the next round.
 
My biggest disappointment with Foundry is the lack of suitable items for making suspended floors. I wanted to make a two-level asymmetrical CTF map, but it's just not possible. Walls are too uneven to make a decent floor surface, and there aren't enough to cover the map anyway.
 
Good tips, Voc. I would add that Bungie included 24 fusion cores, 16 propane tanks, two trucks and those forklifts for a reason. A well designed and thoroughly playtested map can only go so far if stuff isn't blowing up all over the place. Explosions are important.
 
alisdair said:
My biggest disappointment with Foundry is the lack of suitable items for making suspended floors. I wanted to make a two-level asymmetrical CTF map, but it's just not possible. Walls are too uneven to make a decent floor surface, and there aren't enough to cover the map anyway.

I know what you mean. It would have been really helpful to have one piece 4x4x.5 FUM and one measuring 4x4x.25 FUM. For reference, a standard cube, or box in Foundry is 1 FUM (Foundry Unit of Measurement).
 
urk said:
Forge is a blunt instrument. Great Wall being the only exception, everyone's maps had a few misplaced structures, holes to get trapped in, ways out of a level, and sometimes, broken play. The universal answer to the question "How did you get this stuff even close to straight?" was "It was such a pain in the ass." For this reason, I really think Forge is going to work best where it adds a new flavor to gameplay instead of going for a copious amount of level complexity. The space and tools just don't lend themselves to the fine detail work needed. Of course, I will be proven wrong by a few people with plenty of spare time and heaps of patience.

I assume Bungie have PC based tools for making their own map variants? Would be nice if when they implement these user made deals into matchmaking, they rectified a few of the minor placement errors.
 
Again re: Spawn Points, use all 100. Have ideas of where you feel players should spawn situationally in Slayer or Team Slayer -- there are customizable "When Flag is away" // "When Flag is home" spawns.

I finished placing spawns and respawn zones for TS last night on a map I've been building and I wished that I had more spawn points. Make sure you have spawns working in tandem, in Team modes this will make it easier for the spawn logic to put teammates together.
 
BladedExpert said:
Or a button to just turn an object exactly 90 degrees. That would be perfect plzthx
Thank you, even having to fiddle with something as simple as the boxes just to make it to were they line up can be a real pain. That would all but eliminate that problem.
 
We should get a GAF night going just for playtesting a bunch of forge maps. We pick the maps were going to play before hand and run through them. Last night worked pretty well.
 
urk said:
A few observations from last night's playtest on a handful of GAF maps.

Making good maps is hard. Bitching is easy.

Spawns. You need more of them. And not just a few, but way more. I suggest zipping around in some of the retail maps and checking out just how many. Making correct spawns is hard. Bitching about them is easy.

The simplest ideas seem to make the best ideas. It's difficult to get your own flavor injected into Foundry due to the pallet of objects, but the few that seem really unique and original do more with open space and gameplay then they do with boxes. Making a fun and interesting map is hard. Bitching about them is easy.

Weapons. Think about where you are placing them. This is as important as the level design and spawn placement. It can break your map completely. And yes, you can have too much of a good thing.

Playtesting. We really, really, really should get a list going and actively test our maps and ideas. The more brains the better and I got more than a few good ideas from playing other people's creations. Bungie doesn't get their maps right on the first go, and they're professionals. They play them, tweak them, and play them some more. They get feedback. They tweak. Tweak is a cool word. Works with video games and nipples.

Criticism. If you're going to get feedback. Use it. I found out that my map was lacking in a ton of critical areas. I think the interior was the most interesting space, but a lot of the fighting took place outside of the main structure. And it wasn't good fighting, it was "I'm getting BR'd off the spawn again fighting" and "Why the hell is this back hall so uninteresting" fighting. I might go back and try to address some of the glaring issues if I get snowed in again. I might just try to use the more interesting portions of the map (as scarce as they are) as a basis for a new map. Probably the latter.

Forge is a blunt instrument. Great Wall being the only exception, everyone's maps had a few misplaced structures, holes to get trapped in, ways out of a level, and sometimes, broken play. The universal answer to the question "How did you get this stuff even close to straight?" was "It was such a pain in the ass." For this reason, I really think Forge is going to work best where it adds a new flavor to gameplay instead of going for a copious amount of level complexity. The space and tools just don't lend themselves to the fine detail work needed. Of course, I will be proven wrong by a few people with plenty of spare time and heaps of patience.

Summary: Making maps is hard. Bitching is easy.

Yes, we should get a forge team together and crit each other's maps. That would help.
 
Is it possible for two players (same console) to play on Live? There's a Guest account that says Xbox Live and I'd like to play with a friend.
 
Shinobix said:
Is it possible for two players (same console) to play on Live? There's a Guest account that says Xbox Live and I'd like to play with a friend.

yeah its possible.. Its possible to have 4 players on the same console
 
Shinobix said:
Is it possible for two players (same console) to play on Live? There's a Guest account that says Xbox Live and I'd like to play with a friend.
Has to be unranked games though, but thats not a problem because tons of people use it with their friends etc.
 
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