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The Official Halo 3 Thread

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GhaleonEB said:
It's like Halo thread derails of old.

*wipes tear*
I MISSED YOU GUYS!
*hug*
I haven't played H3 in a long time. 2 many games! Maybe I'll play with some of you fazellas over the weekend.

Also, I agree with BB about numbers.
 
the disgruntled gamer said:
I MISSED YOU GUYS!
*hug*
I haven't played H3 in a long time. 2 many games! Maybe I'll play with some of you fazellas over the weekend.
Remember that time you got banned? Yeah, awesome.
 
I declare a GAF game sometime this weekend. Hurrah!

Lets start by having everyone add M589776 to their list.

You too, Urk.



[SPOILAR]YES! Just like the old days. I always have the last post before the long in-between times.[/SPOILAR]
 
Is there a GAF specific gamertag for Halo 3 so that we could use our Friends of Friends feature to get a GAF game going? I'd be down for that.
 
SpudBud said:
Remember that time you got banned? Yeah, awesome.
Oh yeah! Cool.
Remember when you guys told BB to stop the Brimley meme?
I was enraged, but banned, so I couldn't scold you people.
 
neoism said:
There's nothing really wrong with it, I just don't do very good on the map... I mainly just get splattered on Rat's Nest.

I'll tell you what the problem is with Rat's Nest and vehicles in general. Vehicles are impossible to kill. If you run into a ghost and have no stickies, don't waste your time even trying to take it out. It's pointless. The same goes for banshees. At least with a banshee or a ghost, a plasma pistol can be useful. But against a warthog with someone in the turret... again, pointless.

You can stick a warthog with a sticky grenade and it does almost nothing. In a map like Rat's Nest, one sticky should take out a Warthog because they have such an advantage in a map like that. I've had some beautiful sticks in Rat's Nest where if the sticky would have done, at least, a little bit of damage to the passengers, I would have survived the encounter. Instead, I see the grenade explode and usually pop off a few more shots with my BR (and that's head shots I'm talking about here), only to die and watch the vehicle drive away unscathed. What's that about?

Otherwise, I would consider Rat's Nest a much more enjoyable map.

I guess the argument could be made that I should counter vehicles with vehicles, but I can't help but feel cheap when I kill people with a vehicle. My roots are from HaloCE days where there were only two maps that even had vehicles. I'd rather face off against someone "mano y mano." (except with guns :D)
 
SpudBud said:
You're on my shit list now.
ManMoon.jpg


Wouldn't you laugh if this guy was dancing?
 
the disgruntled gamer said:
Oh yeah! Cool.
Remember when you guys told BB to stop the Brimley meme?
I was enraged, but banned, so I couldn't scold you people.
Page 34, post 1692. Black Sunday.

But I am glad I retained creative control.
 
Has anybody found that cave outside of the last area in Sierra 117? Are those remains of what could have been part of the original level or is just Bungie fucking with gamers?
 
Squicken, when you say DSG, are you referring to me? Because my official abbreviation is TDG.

Anywho, I knew all along that Urk and BB where brothers. I tend to get a lot of this info, being Ghaleon's son and all.
 
FightyF said:
Thanks! I suppose I shouldn't join because I don't have the new map pack, but once that's out for free (or for 400 pts), I'll join.
I know TGS (Spudbud, Thermite, and I) are going to be playing some games Sunday. Would you want to join up in that fun? Any other Gaffers up for that?
 
Buttonbasher said:
I know TGS (Spudbud, Thermite, and I) are going to be playing some games Sunday. Would you want to join up in that fun? Any other Gaffers up for that?
Me, depending on the time.
 
Buttonbasher said:
He said you made him angry, so he google image searched your GAF name. I should have saved the transcript.
It's a great picture. I use the Security helmet when I play Halo3 and I think that Bungie should just turn the helmet into a full blown astronaut helmet like the one in the pic. That would be the best.
 
This is going to be one of those giant "here's my level in Foundry" posts. You've been warned.

So. I made a new map. And by new map, I mean I re-built one that I posted about earlier. It didn't quite work, so I deleted everything and started over with the same general concept. It works now. I spent a lot of time building a very, very simple map designed for just a few gametypes. I'll describe it as I think it plays. Reality may vary by a wide degree. :p

Ascent

Elevator Pitch

-Asymmetrical, vertical level built for Neutral Assault, One-Flag CTF and King of the Hill. (Did I mention that I like objective games?) Open layout, clean lines of fire and rapid movement lanes are intended to provide for a fast-paced map where the tide can turn rapidly. And also, floating boxes.

Very Long Version

LeftBase.jpg


Ascent is built around three levels of play extending out in front of the bases. It is symmetrical if split down the middle, between the bases. Levels two and three are built of twelve floating cargo containers (rev1 had six each). In CTF, the flag and defenders are at the top, while the attackers spawn in either base down below. The flag can be returned to either base. In Assault, the bomb is at the top, and the two teams spawn in the two bases. They must fight each other on the way up, and return the bomb to the opposing base.

Bear in mind when looking at one side that the other is identical. Quick tour:

Level 1

FirstLevel.jpg


A wee bit of cover in the form of barriers, with a BR and grenades, with the Gravity Hammer placed in the center. In neutral bomb, it might be a squabble point. The top level does not have line of sight to the bottom floor aside from the very lip of the cover, so players are not really exposed from above here. More on that in a sec.

The first level can be scaled from the base side by two ramps at each base, via a crate on the sides and from the rear using a crate in the center.

Level 2

SecondLevel.jpg


Spartan Laser in the center, where the team defending the flag can reach. Getting it makes you a sitting duck, though. A refill on grenades are the lone other weapons. A pair of barrels provides (slight, temporary) cover from fire down below. You won't want to spend much time on this level. It is to be defended against and assailed upon.

Level two is connected by three ramps to the top floor and three from the bottom. It has a grav lift on either end and in the middle for slightly sneakier access.

Level 3

TopFloor.jpg


Defensively, there's a nice assortment of weapons. BRs and Carbines for long-range defense, a Brute Shot, Needler, the usual dual-wielding weapons and some spike/plasma/frag grenades. No shotgun, for the defending team. Equipment is a Flare and Deployable cover. Four short barriers provide the cover.

I filled in most of the gap around the crane with walls to form a floor. It works, and isn't even that bumpy. Walls surround the outside and back, but defenders can jump out the back where the crane is if needed.

Not pictured: Each base interior has BRs, a carbine, a shotgun and two of each grenade type (including flame), in addition to the dual wielding weapons. Outside each base are grenade refills, a Needler and a Brute Shot. The rocket launcher is in the rear hallway, in the junction between the two bases. One base has a Bubble Shield, the other has an Energy Drain.

Oh, and man cannons to fire from the floor outside each base directly to the top of the level. Here's how it plays.

Outside each base is some cover. The barriers provide cover for all but the head and shoulders of an attacker.

FireFromBelow.jpg


Defending players are easy targets when not in cover. They are still exposed when in cover, though.

Connecting.jpg


Of course, defenders can fire down from their perch to the exposed noggin down below.

ItGoesBothWays.jpg


The man cannons fire attackers from the floor.....

Launching.jpg


....right up to the lip of the top level. This is where attackers land:

Arrival.jpg


So the defense has to watch for flying attackers, guard the ramps, and watch the second floor for grav lift usage at three points. With no shotguns on defense, camping isn't an option.

Upon capturing the flag, the attackers can return it to either base down below. This makes the return a bit less predictable.

DecisionsDecisions.jpg


HomeAgainatLast.jpg


The turrets have a nice view of the top floor, but are also pretty exposed. That Brute Shot on top for example....

TurretUnderFire.jpg


One unintentional but interesting consequence of the distance: when standing behind the barriers at the top, the Brute Shot cannot connect with the turrets.

NyaNyaMissedMe.jpg


The defender has to step around the barrier and pop off the shots to get them to take out the turret. A nice little risk-reward situation.

As for the ground floor, there's not much to see. The action is intended to be on the upper levels. It's not empty, though.

DownBelow.jpg


Some cover in the form of signs, parked vehicles and dumpsters with a swath of fusion cores down the middle.

SomeCoverButNotMuch.jpg


It provides good line-of-sight cover from the bases, and the lone Fuel Rod Gun is in the center. Explosives re-spawn every 10 seconds. Be careful.

CoverGoBoom.jpg


In King of the Hill, the territory moves between the second floor, third floor and (wait for it) the center of the fusion coil forest.

Two random shots:

Being on the receiving end of someone launching with the Hammer can be intimidating.

HammerTIme.jpg


Bomb return:

HomeWiththePrescious.jpg


It's the first map I've fully populated with spawn points, weapons, goals, etc. It might be the last - this particular itch has been scratched for now. I had a ridiculous amount of fun designing and making it. I hope someone has some fun playing on it. It seems to have a good flow, if for nothing but to fly around on. If anyone does play it, let me know how it goes.

It's here.
 
GhaleonEB said:
This is going to be one of those giant "here's my level in Foundry" posts. You've been warned.

So. I made a new map. And by new map, I mean I re-built one that I posted about earlier. It didn't quite work, so I deleted everything and started over with the same general concept. It works now. I spent a lot of time building a very, very simple map designed for just a few gametypes. I'll describe it as I think it plays. Reality may vary by a wide degree. :p

Ascent


It's here.

Looks awesome. Downloaded.
 
GhaleonEB said:
This is going to be one of those giant "here's my level in Foundry" posts. You've been warned.

So. I made a new map. And by new map, I mean I re-built one that I posted about earlier. It didn't quite work, so I deleted everything and started over with the same general concept. It works now. I spent a lot of time building a very, very simple map designed for just a few gametypes. I'll describe it as I think it plays. Reality may vary by a wide degree. :p

Would you say this map would be 'fun' for, say... 4-5 people playing a custom game of Slayer or Fiesta (my gametype inspired by H2's Team Fiesta) ? My friends and I are always playing Fiesta on Rumble Pit (Insaniac's really small, Foundry-forged map) and we're always looking for new maps to play on.
 
Looks awesome, Ghaleon. I've got some Foundry customs going on tonight, hopefully. If that comes to pass, we'll give it a shot and report back.
GhaleonEB said:
The flag can be returned to either base.
For future reference, how did you solve that problem in the end?
 
Diablohead said:
It reminds me of the stairs to marcus' house in gears, a pretty cool map fighting on a slope so i'm sure I will like this one :D

True...I wonder if you could make an infection variant where the top is fortified well. Perhaps the key to a great infection map is to have various levels of fortification, so that as you lose 'humans' to the zombz, you can fall back to something that would withstand a larger zombie army.

That map also reminds me of an old UT map (which was remade for UT 2003/2004). Forgot the name, but it was a great map.
 
The Wispy Scoundrel said:
My disc just stopped working. It is not scratched. What's up with that?

Nice work on the map Ghaleon - Inspires me to finish off the Foundry I was busy with. Only I can't. :(

I know you said its not scratched, but make sure its not cracked. Thats what happened to my h3 dvd, cause of the pos CE case.

dsc012110fcdb.JPG
 
I denounce BB as my brother. I cannot bear his pro cockfighting stance any longer. It makes my ass hurt.
 
alisdair said:
Looks awesome, Ghaleon. I've got some Foundry customs going on tonight, hopefully. If that comes to pass, we'll give it a shot and report back.

For future reference, how did you solve that problem in the end?
I ended up just setting one spawn point and two returns, and assigning the spawn to "Defender" and the returns to "attacker". I set them to appear in both symmetrical and asymmetrical maps. When ever I set it to one or the other, a bunch of other spawn/capture point would appear, and the ones I put there wouldn't work.
 
So, returning to Halo 3 after a bit of a prolonged Mass Effectian and Rock Band hiatus and man did I miss this game. The new maps are totally rad and holy crap, Territories on Rat's Nest is INSANE.

That is all.
 
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