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The Official Halo 3 Thread

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I want to play Halo too. :(

Should I just call Microsoft and complain to them or what? I didn't know how much I needed this game until it was gone. *sobs*
 
Insaniac said:
so i can expect my recon soon, right? right? :D

every day i get messages saying :"Yo y rn't u wearing yor recon armor?!"


You can expect it RIGHT NOW. Make sure you log out before loggin in again and checking. Then post a pic here.
 
SpudBud said:
I wonder why GAF never got around to doing GAF night custom games. It saddens me.
Me too. I think we lack a figure head to coordinate the games. I would volunteer, but my schedule can be all over the place at times, I think it might cause problems when trying to organize larger games.
 
Race Training VIP edit and Indoor Circuit are both ready to be tested, if you kind gaffers would like to try out a racing variant.

Click here for my fileshare.

Map so far is balanced for 2-3 player, more players should spawn in the respawning pit area with spare mongooses but racing might be a little cramped with too many players. Any feedback would be great so I can tweak the fun out of it.

One small gametype bug I found is that if you set VIP to mongoose vehicles only, the cannon welding warthogs do not get removed from the map.

6q257xv.jpg
 
urk said:
I played straight through four-player co-op starting at about 12:10 launch day. It was magical.
I haven't played a ton of co-op, only a few levels here and there.

I need to find 3 fun people to play with, co-op on legendary, on my favorite levels in the game; The Ark and The Covenant.
 
Stinkles said:
He attempted to get free recon. Actually, he didn't really, but now we've created a whole universe where he "did" and I am going along with it.

This universe has unicorns. Agreed?
 
So, I've created three maps over the course of nine days or so. Two are original conceptions and one is a remake of a CoD4 map. Unfortunately, every custom map on Foundry essentially looks the same (brownrectanglemap001, brownrectanglemap002, etc.), so it's kind of hard to convince someone that your map has more thought put into it than most people on the Xbox Lives. I did put a lot of time into the first two maps though, and although they may look similar to someone that spent ten minutes in Forge tossing boxes and shit around, I didn't.


Quandary

So basically, this first map was built from inspirations of Hang 'em High and Lockout, which is a pretty ambitious statement, but I really just wanted to make an asymmetrical map that works well for Slayer, Team Slayer, and One Flag.

This is "offensive spawn," which is the left side of the map.
quan-01.jpg



Another view from offensive spawn.
quan-02.jpg



Overview from the back-left corner showing how open the center of the map is.
quan-03.jpg



So, this is the mancannon. It's supposed to shoot you to the opposite side of the map, but sometimes it might send you too high and land you on top of the other mancannon rather than into the other mancannon's grav stream. Standing in front of it and jumping directly into the top of the gravity stream seems to work most of the time though, so if you ever want to experience the full potential of the magical properties of the mancannon, that's how. Anyway, the cannon, man sends you across the map to...
quan-04.jpg



Sniper spawn.
quan-05.jpg



Here we have "the cage" which houses the Rockets.
quan-06.jpg



This is the right side of the map (which is not defensive spawn, they spawn up at the far right corner on top of the ledges) where Camo is located.
quan-07.jpg



This is the right side of the map viewed from the opposite direction. The one way teleporter takes you to the top of the ledge.
quan-08.jpg



Bottom of right side.
quan-09.jpg



Bottom of left side (offensive spawn).
quan-10.jpg



Teh Hallwayz.
quan-11.jpg



There are so many walls and ledges and boxes to jump off of that navigating from one side of the map to the other without touching the ground could be done in various different ways. Currently, the only power weapons are the Sniper and the Rockets; there's a shotgun near defensive spawn and two maulers which are closer to offensive, as well as several Assault Rifles and dual weidable weapons throughout the map. There's also a bubble shield, a power drainer, and a grav lift, as well as the two power ups which you already saw.


Impediment

The second map is a symmetrical map where both sides are divided by a large barricade with ramps and platforms going up each side. The only means of traveling to the other side is at the far end of the map, either on the ground floor or on the elevated platform.

imp-01.jpg


imp-03.jpg



Sniper spawn.
imp-02.jpg


imp-09.jpg



The other way to get to the other side is by taking the mancannon, which shoots you through a hole in the barricade. Unfortunately, due to some bullshit physics glitch, the mancannon shoots you to the highest platform on the barricade rather than through the hole. Standing behind the mancannon and jumping on top of the gravity stream seems to shoot you correctly every time, but the fact that it works for me in Forge but not in Custom games is complete bullshit.
imp-04.jpg



At each far corner of each side, there is a teleporter in a "tunnel" (or whatever the hell you want to call it) that sends you to the top of the barricade in a closed off area that allows you to drop down a poop chute and grab the sword. Let me reiterate that there is a teleporter on each side that sends you to the same location.
imp-05.jpg


imp-06.jpg


imp-07.jpg



Rocket spawn is in the center of the map on an elevated platform that cannot be reached from ground level
unless you're a grenade jumping bitch
.
imp-08.jpg



Shotgun spawns in a cage thing.
imp-10.jpg



Extended base area.
imp-11.jpg



I cracked these doors slightly so that people can shoot and throw grenades to the other side, but cannot pass through the doors themselves.
imp-12.jpg



Shipment

This final map is a remake of Shipment from CoD4. It's very simplistic in design, so hopefully the fact that this map is from something other than Halo won't matter much gameplay-wise. Basically, on the real map, there are large cargo crates placed symmetrically throughout the map. This remake is, barrel for barrel, exactly the same. There's really nothing to say for each screenshot. The layout of this map can be learned within 42 seconds, so describing each screen would be a waste of my fingers' time.

ship-01.jpg


ship-02.jpg


ship-03.jpg


ship-04.jpg


ship-05.jpg


ship-06.jpg


ship-07.jpg


ship-08.jpg



I guess the only other thing I could say is that there are only human weapons on the map and jumping on top of the "cargo crates" is relatively easy (which is something you can't do in CoD4).

All three of my maps' weapon layouts were created with Battle Rifle start in mind, since that's how my clan plays Halo 3. I guess if enough people request me to swap out the Assault Rifle for Battle Rifles, I could do it. All three of my Foundry maps can be foundryed in my File Share.

Thanks.
 
Exarchos said:
So, I've created three maps over the course of nine days or so. Two are original conceptions and one is a remake of a CoD4 map. Unfortunately, every custom map on Foundry essentially looks the same (brownrectanglemap001, brownrectanglemap002, etc.), so it's kind of hard to convince someone that your map has more thought put into it than most people on the Xbox Lives. I did put a lot of time into the first two maps though, and although they may look similar to someone that spent ten minutes in Forge tossing boxes and shit around, I didn't.


Quandary

So basically, this first map was built from inspirations of Hang 'em High and Lockout, which is a pretty ambitious statement, but I really just wanted to make an asymmetrical map that works well for Slayer, Team Slayer, and One Flag.

This is "offensive spawn," which is the left side of the map.
quan-01.jpg



Another view from offensive spawn.
quan-02.jpg



Overview from the back-left corner showing how open the center of the map is.
quan-03.jpg



So, this is the mancannon. It's supposed to shoot you to the opposite side of the map, but sometimes it might send you too high and land you on top of the other mancannon rather than into the other mancannon's grav stream. Standing in front of it and jumping directly into the top of the gravity stream seems to work most of the time though, so if you ever want to experience the full potential of the magical properties of the mancannon, that's how. Anyway, the cannon, man sends you across the map to...
quan-04.jpg



Sniper spawn.
quan-05.jpg



Here we have "the cage" which houses the Rockets.
quan-06.jpg



This is the right side of the map (which is not defensive spawn, they spawn up at the far right corner on top of the ledges) where Camo is located.
quan-07.jpg



This is the right side of the map viewed from the opposite direction. The one way teleporter takes you to the top of the ledge.
quan-08.jpg



Bottom of right side.
quan-09.jpg



Bottom of left side (offensive spawn).
quan-10.jpg



Teh Hallwayz.
quan-11.jpg



There are so many walls and ledges and boxes to jump off of that navigating from one side of the map to the other without touching the ground could be done in various different ways. Currently, the only power weapons are the Sniper and the Rockets; there's a shotgun near defensive spawn and two maulers which are closer to offensive, as well as several Assault Rifles and dual weidable weapons throughout the map. There's also a bubble shield, a power drainer, and a grav lift, as well as the two power ups which you already saw.


Impediment

The second map is a symmetrical map where both sides are divided by a large barricade with ramps and platforms going up each side. The only means of traveling to the other side is at the far end of the map, either on the ground floor or on the elevated platform.

imp-01.jpg


imp-03.jpg



Sniper spawn.
imp-02.jpg


imp-09.jpg



The other way to get to the other side is by taking the mancannon, which shoots you through a hole in the barricade. Unfortunately, due to some bullshit physics glitch, the mancannon shoots you to the highest platform on the barricade rather than through the hole. Standing behind the mancannon and jumping on top of the gravity stream seems to shoot you correctly every time, but the fact that it works for me in Forge but not in Custom games is complete bullshit.
imp-04.jpg



At each far corner of each side, there is a teleporter in a "tunnel" (or whatever the hell you want to call it) that sends you to the top of the barricade in a closed off area that allows you to drop down a poop chute and grab the sword. Let me reiterate that there is a teleporter on each side that sends you to the same location.
imp-05.jpg


imp-06.jpg


imp-07.jpg



Rocket spawn is in the center of the map on an elevated platform that cannot be reached from ground level
unless you're a grenade jumping bitch
.
imp-08.jpg



Shotgun spawns in a cage thing.
imp-10.jpg



Extended base area.
imp-11.jpg



I cracked these doors slightly so that people can shoot and throw grenades to the other side, but cannot pass through the doors themselves.
imp-12.jpg



Shipment

This final map is a remake of Shipment from CoD4. It's very simplistic in design, so hopefully the fact that this map is from something other than Halo won't matter much gameplay-wise. Basically, on the real map, there are large cargo crates placed symmetrically throughout the map. This remake is, barrel for barrel, exactly the same. There's really nothing to say for each screenshot. The layout of this map can be learned within 42 seconds, so describing each screen would be a waste of my fingers' time.

ship-01.jpg


ship-02.jpg


ship-03.jpg


ship-04.jpg


ship-05.jpg


ship-06.jpg


ship-07.jpg


ship-08.jpg



I guess the only other thing I could say is that there are only human weapons on the map and jumping on top of the "cargo crates" is relatively easy (which is something you can't do in CoD4).

All three of my maps' weapon layouts were created with Battle Rifle start in mind, since that's how my clan plays Halo 3. I guess if enough people request me to swap out the Assault Rifle for Battle Rifles, I could do it. All three of my Foundry maps can be foundryed in my File Share.

Thanks.

They look really good Exarchos, very good screenshots too.
 
professor_t said:
Whatever happened to the testing of these badass-looking forge creations? Now that my grades are in, I'm itching for a return to Halo 3.

SpudBud was supposed to set all that shit up but he kinda bailed on the whole thing.
 
SpudBud said:
Check your PM.
OH. Why? What's going on? Send me one too. Even though I won't be signing on. Because I'm not any where near my 360.

UNRELATED: I thought we were getting another podcast before the holidays. Where is it?
 
the disgruntled gamer said:
OH. Why? What's going on?

Post Op photos. Things did not go well. Yeesh.

We played Race Training, but didn't have a big enough party to have a real go of it. I wanted to get on the hidden hogs, but couldn't make it happen.

Impediment felt like Great Wall a bit with the large structure in the center, but the areas near the loading bays felt kinda dead. I like the needlers on the map. Plenty of vertical lines of sight from above and below. Brute Shot worked well too.

Shipment's spawns are iffy. I think you need to add more, Blaze. We kept ending up spawning behind each other and we only had four players. Shotgun is way overpowered for the map. We had to team up on one player to wrench the death dealer from his fingertips and he spawned right on top of that bastard straight away. Buckshot tastes like shit. Makes my teeth hurt. I think the map might be a little too close for a shotty.

SpudBud redeemed. Not that I was ever too serious about him dropping the ball. We've just had some casual chats about it.

It would be really nice to have a webspace to link these maps with name, description, and link to the file share. Sort of a Youtube for maps where we can evaluate and rate these things as a community. Make it happen, Bungie. :D
 
Exarchos said:
Impediment

The second map is a symmetrical map where both sides are divided by a large barricade with ramps and platforms going up each side.
I haven't played a game yet, but I've spent 10 minutes running around. It looks spectacular. Well done!

I love the amount of detail and precision you've put into this, it's amazing. In particular, I'm going to be stealing your "cracked doors" in the base corridor for my next map, that is a brilliant idea.

Edit: how do you get to the active camo? The man-cannon takes me just above, and I can't crouch jump to it from the ramp. Do you have to co-operatively jump or grenade/brute shot jump to it?
 
the disgruntled gamer said:
OH. Why? What's going on? Send me one too. Even though I won't be signing on. Because I'm not any where near my 360.

UNRELATED: I thought we were getting another podcast before the holidays. Where is it?

As Harold was coming up to record it last week, the Podcast Desktop melted down, forum-goers on NPD day style. It's completely unusable and hangs on the boot up screen. Frank and a team of IT guys tried to bring it back to life -- the possibility of Harold-related foulplay has not been ruled out at this time.
 
alisdair said:
Edit: how do you get to the active camo? The man-cannon takes me just above, and I can't crouch jump to it from the ramp. Do you have to co-operatively jump or grenade/brute shot jump to it?
There's a few ways. The first and most obvious way is the one you already mentioned: grenade jumping. It's also the easiest, but it puts the player at a disadvantage because they lose some of their shields -- which, in my opinion, is a good thing since the camo in Halo 3 makes you almost completely invisible. Weakening the player to get something very powerful balances things out a bit. The second way is really difficult and can't really be done consistently. If you angle yourself perfectly when you go into the mancannon, (which doesn't even really work most of the time >:() you can hit the corner of the open box and be stopped mid-flight, allowing you to grab the camo. The other way is sort of based on luck. If two players go through opposite mancannons simultaneously, they'll hit each other in mid-air right when they go through the hole in the barricade. I guess whoever kill the other dude gets the camo.

I think I originally planned to have a grav lift equipment somewhere on the map, but I was running low on monies and was forced to spend it on more fundamental items.
 
urk said:
It would be really nice to have a webspace to link these maps with name, description, and link to the file share. Sort of a Youtube for maps where we can evaluate and rate these things as a community. Make it happen, Bungie. :D
In the meantime, rampancy.net has set up exactly that. If the sizable GAF community started using it, it could be quite useful.

http://rampancy.net/forgemaps

(It's the front page "in the spotlight" item over at HBO. )
 
urk said:
It would be really nice to have a webspace to link these maps with name, description, and link to the file share. Sort of a Youtube for maps where we can evaluate and rate these things as a community. Make it happen, Bungie. :D

Understanding that the current Bungie.net forums method of uploading a file and hoping people post on it is a less than ideal solution, we're having a series of meetings on how to improve showing maps to folks going forward. If anyone has any ideas or useful sites -- like the Rampancy.net set-up -- PM me and I'll check it out and bring it up at the meeting.
 
Sooo... I can make a thread for our forgeries and testing of maps, is anyone against this?

I will keep the OP to have links to map downloads and scheduled testing times, or just arranged games on map variants. Sound good?
 
Insaniac said:
Sooo... I can make a thread for our forgeries and testing of maps, is anyone against this?

I will keep the OP to have links to map downloads and scheduled testing times, or just arranged games on map variants. Sound good?
I think an organized way to discuss and playtest GAF maps would be great. At one point someone suggested a psudo-clan for testing via the FoF feature for testers. Or good old fashioned arrangements. I'd love to playtest stuff with other GAFers.

Thread should probably be made in the Online forum though. (And referenced here as needed.)
 
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