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The Official Halo 3 Thread

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Captain Blood said:
Yea it is a bummer but you can still always make objective maps on the ground level or in the crypt. Kinda makes sense really having Slayer maps literally above other map types :P

I don't think you understand the problem.
 
Ramirez said:
What's your tag about Met? :lol

You douche. :P

It's from the Life Of Brian, as Grimm stated.

Basically, one of the Admins loves the Life Of Brian, (I'm thinking Blackace, IIRC, he was in the thread where it happened) and RubxQub got a tag saying Incontinentia buttocks. He asked what it meant, thinking it was diarrhea. Apparently, it is, but when I pulled up Wiki, I must have misspelled incontinentia, so I got a different disease about having sores on your ass, which I posted.

Whoever the admin was, he saw that I had given the wrong answer/tried to correct something silly, much like the Roman Captain (watch Grimm's video), so I think that's how I got that tag.

I've also seen Regulus Terra, another poster, with "Romanes Eunt Domus" (the name of the skit, so some Admin was watching the Life of Brian at just the right time, I suppose.
 
LukeSmith said:
Just checked with Dmiller on this.

Use the game engine options to change the reset time on your objective items.

The reset plane is either "on" or "off" as a part of the way this map is built. If the reset plane was set to "on" you couldn't ever travel between the three spaces (crypt, basin, skybubble) with the objective and there was no custom game level solution to this.

This is a known behavior. This is not something we will patch.

Fair enough. I think maps in the sky bubble can be designed for objective type games but will have to take into consideration the fact that you'll need a really short reset time and therefore have to be designed differently, that's all.

Thanks for the update Luke.
 
It sounds shitty, but not like the end of the world. So the flag/bomb/oddball falls off and you have, what, a 10-30 second wait depending on how you set your options? I don't think that's enough reason to altogether avoid objective gametypes for the skybubble. It might encourage more walls, though.
 
Well I have all of my pics submitted, this last one I did I found funny.

2jfcgax.jpg
 
Captain Blood said:
Yea it is a bummer but you can still always make objective maps on the ground level or in the crypt. Kinda makes sense really having Slayer maps literally above other map types :P
Or this could encourage people to make plane spanning objective games. like assault on the sky castle or something.
 
A pic of my map from below last night:
67098205-Full.jpg


There's a lot more to it now and it's pretty much geometrically complete. Gotta add some more cover and tweak some lines of sight and then it's off to weapon placements, spawns, and objectives.
 
Stormtrooper30 said:
EasyB, is that map supposed to look like a derranged viking head? :D
No, totally took me by surprise once I teleported down and looked up. Doesn't look very much like that now though.
 
Insaniac said:
it's a pretty big oversight if you ask me. Map makers don't want to be limited to a couple gametypes.

I for one think its a glitch, along with the floating power drainers
It's disappointing, quite frankly. So much for certain gametypes on the sky bubble.
 
Grimm Fandango said:
Absolutely. Turf should be ready to roll by then :)

Okay, For organization sake, I'll put together a list of players and forged maps we can play

As for the day... I dunno, suggestions for most convenient day? Saturday?

GAFfers
Insaniac (GT: TheLintendo)
Grimm Fandango




Maps
Skyperch
Turf Remake
 
Insaniac said:
Okay, For organization sake, I'll put together a list of players and forged maps we can play

As for the day... I dunno, suggestions for most convenient day? Saturday?

GAFfers
Insaniac (GT: TheLintendo)
Grimm Fandango




Maps
Skyperch
Turf Remake
im mostly likely gone next weekend but if im not i would join
 
Chernobyled said:
What are the reset time options?

There's a ton of different settings you can change. IMO, having the reset time to 5-10 seconds would probably be the best way to go. It'll be a bit tougher for the team(s) to win, but that's better than A)not making an objective based map in the sky at all and B)waiting a long time for it to reset in the base just so the game can continue as planned. It's unfortunate, but not game breaking; just gotta compromise.

And all these maps are looking freaking fantastic, guys! I wish I had half of the creativity you dudes have. :(
 
Thermite said:
There's a ton of different settings you can change. IMO, having the reset time to 5-10 seconds would probably be the best way to go. It'll be a bit tougher for the team(s) to win, but that's better than A)not making an objective based map in the sky at all and B)waiting a long time for it to reset in the base just so the game can continue as planned. It's unfortunate, but not game breaking; just gotta compromise.

And all these maps are looking freaking fantastic, guys! I wish I had half of the creativity you dudes have. :(
A 5-10 second respawn would basically eliminate the fundamentals of flag/bomb games, IMO. There'd be no reason to "sit on" the flag or defend it from the attackers if they get it outside of the base. Flag games would be "make it in one run or it resets."
 
Cocopjojo said:
A 5-10 second respawn would basically eliminate the fundamentals of flag/bomb games, IMO. There'd be no reason to "sit on" the flag or defend it from the attackers if they get it outside of the base. Flag games would be "make it in one run or it resets."

Which is the best type of flag game...Halo 3's flag setup is plagued with corpse running a flag home.

Sandbox is an awesome map, it's so simple, but so good.

If anyone's around who has the maps please get on. :P
 
Cocopjojo said:
A 5-10 second respawn would basically eliminate the fundamentals flag/bomb games, IMO. There'd be no reason to "sit on" the flag or defend it from the attackers if they get it outside of the base. Flag games would be "make it in one run or it resets."

We were playing instant returns tonight on Assembly, and it seemed to work decently enough. It was a bit too fast, but no touch 5-10 second returns would have been perfect. How does it "eliminate the fundamentals" of flag/bomb games? You'd just have to work that much better with each of your team mates. You'd still have to attack, smarter, IMO, and you'd just have to set up your defense better.
 
What is the amount of time to recover the flag if no one touches it? 30 or so seconds?

While it does suck, I really don't think the time it takes for the flags to respawn like that needs to change. Just be a little more careful with the flag than usual and it shouldn't really be a problem I would think.

Also one more random thing that I haven't seen anyone post here yet. (It probably has been mentioned somewhere though) Messing around tonight my friends and I found that it is possible to survive a killball with the bubble shield. We even used a few to walk right through it.
 
EazyB said:
Flags, oddballs, and bombs (anything really) does not reset when it falls through the sky bubble and onto the ground.

Wow, what's the fucking point?

LunaticPuma said:
Just came in to re-iterate that Smashed is an awful map and randoms vs. party 8 in BTB is never fun (for either side).

I played this for the first time yesterday. This map is garbage. It's like someone decided to fool around with forge for the first time and dumped a bunch of random crap into an empty box. None of it makes any sense. There are boxes on top of stairs, boxes on top of forklifts, and boxes on top of boxes. It's ugly, confusing, and even less fun than defualt Foundry. Some guy killed me with the sniper and all I could recall was that he was on top of one of the green boxes. That really didn't help much.
 
Thermite said:
We were playing instant returns tonight on Assembly, and it seemed to work decently enough. It was a bit too fast, but no touch 5-10 second returns would have been perfect. How does it "eliminate the fundamentals" of flag/bomb games? You'd just have to work that much better with each of your team mates. You'd still have to attack, smarter, IMO, and you'd just have to set up your defense better.
I think I just see the "defend the flag til it returns," and "grab it before it resets!" moments as some of the funnest parts of CTF matches.
 
I just wanted to note that the default Sandbox layout is really, really freaking good. Great sight lines, and compact enough that we had a pretty intense 3 v 3 CTF game going. Great layout for 3-6 person teams.
 
Cocopjojo said:
A 5-10 second respawn would basically eliminate the fundamentals of flag/bomb games, IMO. There'd be no reason to "sit on" the flag or defend it from the attackers if they get it outside of the base. Flag games would be "make it in one run or it resets."
Not sure how this would work with anything above six players, but we just did 3v3 like this and it worked. There wasn't much seesaw to the game, sure, but I didn't think it denigrated the strategy element. I know that when AJ played Midship back in the day, we played it classic/touch and it worked well. I think Assembly's CTF is not too unlike Midship's, but the player count is a big factor in this equation.

Also, played SWAT on Orbital and I think my suspicions proved right. I had fun, even when being reamed by Ram and his murderous BR -- with balanced teams and some default weapon changes, I think it could be good times.

GhaleonEB said:
I just wanted to note that the default Sandbox layout is really, really freaking good. Great sight lines, and compact enough that we had a pretty intense 3 v 3 CTF game going. Great layout for 3-6 person teams.
This. Yeah, it was a lot of fun.
 
While im not a fan of all the foundry levels it is nice to see them change it up a bit. I know Foundry is a forge focused map but i wish they could change it up some for the other maps like block paths are add new ones by dropping objects ect...


Good example is when they altered all those maps for zombies.
 
I don't see what the big deal with the objective delay is.

Flag should always be on 15 second reset, and either touch return (if it's a small fast-paced map) or no return. Nothing is more grim than Bungie's unreturnable flag settings of 30 second reset/15 second sit and get naded to death.

Oddball might play a little differently if the ball takes 15 seconds to reset after playing it, but I can't see how it's worse; it might slow the game down a bit, as your team tries to set up before grabbing the new ball.

So as it is, does this mean we'll be able to have BTB maps where you have to teleport up, fight to the flag on the top level, throw it off, and have your teammates grab it at the bottom level? Because that sounds epic.
 
alisdair said:
I don't see what the big deal with the objective delay is.

Flag should always be on 15 second reset, and either touch return (if it's a small fast-paced map) or no return. Nothing is more grim than Bungie's unreturnable flag settings of 30 second reset/15 second sit and get naded to death.

Oddball might play a little differently if the ball takes 15 seconds to reset after playing it, but I can't see how it's worse; it might slow the game down a bit, as your team tries to set up before grabbing the new ball.

So as it is, does this mean we'll be able to have BTB maps where you have to teleport up, fight to the flag on the top level, throw it off, and have your teammates grab it at the bottom level? Because that sounds epic.

In a competitive environment 15 seconds is a life time...not that I really care, I'm sure if I were to be playing any objective sky bubble maps there would be honor rules in customs.
 
Well I tossed up 6 ODST screenies and tagged them. Nothing spectacular (I only had 1 hour to play some of the ark and take photos) but it was fun. Would have been better if you could rewind campaign mode :(

EDIT: one of them sniped a brute off of a chopper while riding on the back of a mongoose but I couldn't frame it so you could tell wtf was gong on :lol
 
damn!!! i signed into bnet and saw that I had a message. I got excited, thinking maybe I was gifted the mythic maps. of course not, it was some douchekefny
real word :P
trying to get me to join his group. oh well.
 
Tashi0106 said:
damn!!! i signed into bnet and saw that I had a message. I got excited, thinking maybe I was gifted the mythic maps. of course not, it was some douchekefny
real word :P
trying to get me to join his group. oh well.
Reminds me of when I am expecting a text from friends, and when my phone goes off its verizon trying to get me to join vcast.
 
Insaniac said:
Okay, For organization sake, I'll put together a list of players and forged maps we can play

As for the day... I dunno, suggestions for most convenient day? Saturday?

GAFfers
Insaniac (GT: TheLintendo)
Grimm Fandango




Maps
Skyperch
Turf Remake
=*( I wanna play. Can we do this next weekend? That'll give me some time to work on the Gemini remake.
 
Ramirez said:
Wow@25 assists for Metroid. :lol

If your assists are higher than your overall negative point value, I say you're contributing...of course, ideally, the assists would be OVER double your negative spread, but having 34 assists would be a bit crazy. Plus, I was going for flag all the time.

Blood stole all my kills.

Still, I was having a shitty night, what with....well, you know. :P
 
EazyB said:
A pic of my map...
I'm anxious to check this out. We gave Ghaleon's and Omlet's walkthroughs last night and I was pretty impressed with both of their work.

I've been frustrated with Forge lately -- merging or not, sometimes these objects just don't do what you want them to do. For example, I'll set two identical objects together, side-by-side and one will be higher than the other. It's slight and almost unnoticeable to the naked eye, but the change becomes horribly egregious as it is built on, or even when simply walking across it.

When I attempt to fix the height difference, the object is rent free from its place as if the monitor has the gravitational impact of a small gas giant. I'm finding that to do anything visually precise in Forge, you need makeshift forms and levels to keep everything even.

Can't wait to see some of the stuff that's going to come from the full-time Forge groups though. Everytime I want to do a remake, I realize that there's probably a dozen people, ten times more talented who will have this done in half the time of any attempt on my part. I'll wait for them. :D
 
Tashi0106 said:
damn!!! i signed into bnet and saw that I had a message. I got excited, thinking maybe I was gifted the mythic maps. of course not, it was some douchekefny
real word :P
trying to get me to join his group. oh well.
will u b on my halo team? were really good i swear
 
Mr Vociferous said:
I'm anxious to check this out. We gave Ghaleon's and Omlet's walkthroughs last night and I was pretty impressed with both of their work.

I've been frustrated with Forge lately -- merging or not, sometimes these objects just don't do what you want them to do. For example, I'll set two identical objects together, side-by-side and one will be higher than the other. It's slight and almost unnoticeable to the naked eye, but the change becomes horribly egregious as it is built on, or even when simply walking across it.

When I attempt to fix the height difference, the object is rent free from its place as if the monitor has the gravitational impact of a small gas giant. I'm finding that to do anything visually precise in Forge, you need makeshift forms and levels to keep everything even.

Can't wait to see some of the stuff that's going to come from the full-time Forge groups though. Everytime I want to do a remake, I realize that there's probably a dozen people, ten times more talented who will have this done in half the time of any attempt on my part. I'll wait for them. :D

I agree. I hadn't done much Forging before, but it's pretty difficult. I'm not as concerned with flat surfaces as you guys seem to be, but just general editing is harder than it needs to be.

A few fairly simple changes would have made forge far easier to use:

1. Using the "monitor" to drag objects around is an interesting idea, but I don't think it works very well as the only way to move and rotate objects. It has multiple problems:

a) Objects appear directly in front of you when you're holding them and larger objects completely block your view.
b) When you select an object it immediately attaches to you, and often moves out of position immediately. This makes attempts to make small changes to position very difficult.
c) Movement is painful in general because it's based on the current position and orientation of *you*.

Solution: Have an option that allows you to move an object directly without it being "attached" to you. When using this option, you'd select an object and then be able to drag it along a single axis, X, Y, or Z, without your distance or orientation having any affect on the object's movement. This can be done even with the relatively limited functionality of a controller. To make this simpler, it could only allow movement along two planes, X and Y (assuming Z is up) in combination with the build plane idea below for controlling Z. You should be able to choose between local or world coordinates as well. Local means that if you rotate an object 45 degrees so it is at an angle, then the X and Y axis are rotated as well. Then if you move the object along the X axis, it moves local to the new orientation. World means that the axis always stay the same direction.

Rotation should work the same way - the ability to rotate an object around specific axis, local or world.

2. Angle and position snapping. The ability to set a snap angle and a position snap distance. Even with a physics based editor like this, it would have been relatively simple to add the ability to snap to angles such as 15 degrees and positions such as every 0.5 or 1.0 meters.

3. Set arbitrary build plane height. Pretty simple concept - would allow you to set the plane on which you're building and on which all objects sit when you create them or move them around using the X and Y axis.

4. Undo? Might be very difficult in a collaborative environment like Forge, but would be nice to see at least a single level of undo for those "oh crap what did I just do?" moments. I'd be fine with undo only working when you're in Forge by yourself and as soon as other players join it is disabled.

5. Show the object name under the reticle before you select it.

*edit*

6. Copy and paste a single selected object.

*end edit*

There are plenty of other things that would be nice to have, such as object snapping that would allow objects to snap together automatically based on predefined snap points, etc. but the 5 things above wouldn't actually be too much work. Object snapping is a lot of work and requires additional data associated with every 3d object, whereas the suggestions above can be purely editor changes within the code.

*edit*

Parametric objects would be nice specifically for Forge. Parametric objects (a term we use in the home design software I work on, which by the way is basically an advanced editor) are objects which you can change the size of by changing parameters. The simplest way to implement this is by making it so you can only changing the size of an object by increments. For example, a wall could be defined as a 1x1 meter mesh. You could change the object to a 2x1 meters but not 1.234x3.34 meters. To do this the artists would have to break the mesh into parts - the corners, the sides, the middle area, etc. and then in code the mesh is assembled and the pieces are placed in the proper spot based on the length and width of the object specified by the user.

*end edit*

Obviously we're not going to get any improvements to Forge for Halo 3 but let's hope we see some improvements if Bungie implements something similar for their next big game (after ODST).
 
Insaniac said:
Okay, For organization sake, I'll put together a list of players and forged maps we can play

As for the day... I dunno, suggestions for most convenient day? Saturday?

GAFfers
Insaniac (GT: TheLintendo)
Grimm Fandango




Maps
Skyperch
Turf Remake

...sunday? ;___; my connection at my mom's is terrible, but i wanna play with you guys.
 
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