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Halo Reach || Daily Challenge: Post in The New Thread, This One Is Done

FyreWulffFyreWulff YouRegistered User, ClubPA regular
edited June 2011 in Games and Technology
The Halo: Reach Thread
And Also Other Previous Halo Titles Discussion

Add these metatags on Xbox Live:
"A PA Reach Multi" , "APAReachMulti2", "A PA Reach CoOp"

Want to get your map in Reach Matchmaking? Click here.

reachthread_overview.png


Halo: Reach is the fourth and final Halo title to be developed by Bungie Studios and the fifth overall game to be released by Microsoft Game Studios. A prequel to the Halo trilogy, the game takes place on the planet Reach, a major planet of the Halo canon and home to many ONI secrets. The story follows Noble Six, a new replacement for the Spartan III-filled Noble Team. Six's gender and appearance are completely determined by the player; the gender and customizations are recognized across the board in both Campaign and Multiplayer, with properly matching voice acting in cutscenes to boot.
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Elites can be given different suits of armor, but they are male only.

Reach still retains all the features of previous Halo titles. Campaign is present along with support for up to 4 players across Xbox LIVE and system link, with the new ability to be able to drop out of a game without ending the run for all the other players. Firefight returns from Halo 3: ODST with a deep set of customization options and game limits. In addition to that, players can take control of Elite warriors and play against human Spartans in Firefight Versus which is a simple team change away in the lobby. Forge makes a glorious return from Halo 3 and is a whole lot more useful this time around, with built in object merging, coordinate editing, and more gadgets and toys at your disposal. While it is not a full on geometry editor like Far Cry, it gets the job done. Competitive Multiplayer is of course present with all new game options and returning old ones such as 4 Team Flag and Bomb. Theater Mode is back and now supports making film clips in Firefight and Campaign modes. When you take screenshots in this mode, Bungie.net will even identify you in a screenshot with a quick mouseover, Facebook style.

As Bungie moves on to new pastures with a new IP set to be revealed sometime over the next year, 343 Studios (an internal Microsoft team) will take over the Halo series. There is no ETA or idea on what their first Halo project will be. Bungie is planning to support Reach for the time being with DLC and matchmaking updates for the time being, with those updates more than likely being assumed by 343 in the distant future.

Welcome to the Halo thread, dear reader. We've been here since the release of Halo 2 a scant six or so years ago. All we care about in this community is having fun playing the game. You do not need to be a FPS god or know all the maps to play with us. Feel free to jump in and enjoy what the game throws at you. You'll be accepted and loved as long as you're not an asshole like Evil Badman.
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Just like Halo 2 and 3 before it, Halo: Reach eschews the old clumsy server list model for the Matchmaking experience. Instead of manually trawling through a gigantic server list, Bungie attempts to lay out a suitable cross section of gametypes and maps that the community will enjoy. You can't be kicked out of a game for playing too well, nor do you have to put up with 5 hour games of CTF set to 50 points to win (those are available as part of Custom Games). New to Reach is matchmaking support for both Campaign and Firefight. Below is an overview of the Reach playlists as best as the OP can keep up with them, gleaned from the Bungie.net Playlists Page.


Competitive Playlists

These playlists are the tried and true versus multiplayer you've been playing for many years. Teams and groups of Free For All players try their best to out-gun, out-flag, out-bomb and out-play their opponents. There is no more distinction between Social and Ranked like Halo 3 anymore; every Competitive playlist supports parties up to the maximum player count, and the Trueskill rank system is now hidden from view.
teamslayer.jpgteam_objective.jpgmultiteam.jpg

Rumble Pit
8 players. Free For All only, featuring Slayer, Elite Slayer, and a smattering of objective games.

Living Dead
8 players. All Infection, all the time. Features both the Living Dead and new Safe Havens gametype.

Team Slayer
8 players, up to two teams of 4. 24/7 deathmatch funtimes. The bread and butter of Halo online.

Team SWAT
8 players, up to two teams of 4. One shot, one kill. Currently Slayer only. One of the more popular destinations next to Team Slayer.

Team Snipers
8 players, up to two teams of 4. Load out with your long rifle and begin engaging people at long distances.

Team Objective
8 players, up to two teams of 4. No Slayer to be found here, just flags and bombs and lots and lots of balls.

Double Team
4 players, up to two teams of 2. You and a buddy fight another dude and his bro. Have fun!

Multi Team
12 players, up to six teams of 2. Both Slayer and Objective gametypes can be found in here. It's crazy!

Big Team Battle
16 players, up to two teams of 8. Duke it out big style in Slayer and Objective with high player counts and high players. Curiously, BTB is the only Competitive playlist that is limited to 2 players per box (all others support 4 players on one box).

Invasion
12 players, up to two teams of 6. The new gametype for Reach, Invasion has two maps that were explicity designed for it and has one more coming in the next DLC. Featuring a different spawn system than the other playlists and multiple phases per round, it is an interesting new take on Objective gametypes. Try it at least once!



Cooperative Playlists

Don't feel like shooting other humans in the face? How about some Covie AI? They can't play loud music over voice chat and can't send you racist text messages. Sounds good to me. This is where you will find the matchmaking for both Campaign and Firefight. Both of these modes use a different networking model than Competitive multiplayer which relies on everyone having low latency internet connections, so if you are lagging in this category but not Team Slayer... there you go.
firefight_coop.jpgfirefight_scoreattack.jpgcampaign_coop.jpg

Campaign Co-Op
4 players, up to 2 per box. The game offers you a map; you vote for the difficulty, or None of the Above to get another map. No skulls are on. Just get to the end alive.

Firefight Arcade
4 players, up to 2 per box. The game offers you a map; you vote for the gametype. Currently Heroic 24/7. Runs for One Set. Hilarious gametypes and fun are to be had in here; play everything from Sniperfight to Fuel Rod Gun Fight, where you start with a FRG. Or perhaps you'd like to play Fistfight, which starts you with a hammer and sword (Evade is probably the most fun AA to use in this gametype). Walk speed is 120% and you have overshields. You have unlimited lives

Firefight Limited
4 players, up to 2 per box. You vote for a map and gametype. Currently Heroic 24/7. This playlist is closer to the classic ODST experience: you have a limited number of lives that are pooled. Once the lives are gone, it's game over. It does have a time limit.

Score Attack
1 player, 1 per box. Have a bad internet connection? Don't feel like playing with other people? Score Attack is your destination. Play in this playlist to post leaderboard high scores on each gametype and map; friend high scores will be displayed in the upper left hand corner as you play. Running for One Round, options include Gruntpocalypse and Mythic Score Attack. This playlist also counts towards any daily or weekly challenges that require "Firefight Matchmaking".


Community Playlists

This will be the home of gametypes and setups that are not Bungie created, and can't truly fit into either the "Competitive" category or the "Arena" category. Go here for stuff outside the norm. Or stuff way outside the norm.


MLG
8 players, two teams of 4. Load out with an extremely reduced weapon set and map layout. You think you are hardcore? Well, don't talk about MLG in this thread, go to the MLG Forums for MLG discussion, as this is not a community that is into MLG. But if you think you have the patience and at least four Xs in your gamertag, queue up in this playlist. Contains both Slayer and Objective gametypes.


Grifball
8 players, two teams of 4. Hammers, swords, and the new addition of Armor Abilities should provide a refreshed look at this gametype born out of the Red vs Blue community. Arm the neutral bomb by launching the bomb carrier or slipping through the defense and explode in spectacular fashion. Will apparently have Classic (no AAs), a version with Evade, and a version with Sprint.

Community Slayer, Community BTB, etc
Various configurations, limited to 1 local player per box. This is the proving grounds for maps submitted via the Community Cartographer process or the Forgetacular contest. Limited to a single local player as to allow Bungie to include more maps in it. Play these maps, and then leave feedback for them in the Optimatch forum!




The Arena

Season 7 (March 1, 2011 to May 31, 2011)
4 v 4 Slayer, 2 players per box

Are you a serious business player? Want something a little less social and a little more cut throat? Arena is your new destination. Essentially replaces the Ranked playlists from Halo 2 and 3. No more grinding out or boosting to a 50 or a General rank to be displayed in a lobby, Arena is a seasonal affair with division placements. Boosters and hardcore players can no longer earn max rank in a playlist and "park" there for the next 3 years; you must play each season to earn a Division and rating again and again.

When each new season starts, the game will tell you how many games you need a day for a rating, and how many daily ratings you will need to get a Division. The possible Divisions that you can be slotted into are Iron, Bronze, Silver, Gold, and Onyx and are all determined by the percentage of players with your daily rating. For example, Onyx is reserved for the top 5% of all Arena players in Reach. Not only that, but just because you have earned a division does not mean you keep it! If more players qualify for your division, you could be pushed down to a lower one. If you want the top tiers, you're gonna have to play more than just the minimum required games.

The Daily Rating is determined by your Rating from all of your qualifying games. Based off a public formula, the Rating replaces the visible 1-50 Trueskill rank from Halo 3, and can fall anywhere from 0 to 2000. Bungie has the ability to change this formula post-ship. Due to the nature of having a public formula and the complexities of balancing scoring for kills in a non-kills oriented gametype, Objective gametypes are not planned for Arena at this time and may never show up inside this category. It is purely a Slayer (and Spartan only) experience.'

At the end of each season, your stats and division placement will go on the back of your "baseball card" for permanent viewing by yourself and other players, and everything begins anew.


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Halo: Reach obviously supports downloadable content. Is is now confirmed that the game supports both Multiplayer and Firefight DLC. No word on if the game will ever have new campaign DLC, but it is very unlikely.

Reach also has much better support for split userbases than 2 or 3 did. 2 required everyone to download the maps to play the game; 3 made it optional, but due to player complaints of DLC not being common enough, Bungie eventually required DLC for most of matchmaking. Not for Reach. While there will be a DLC-only playlist for purchasers at release, DLC will remain OPTIONAL for the rest of matchmaking. The game now considers DLC ownership when searching for games while matchmaking, so you should have DLC as an option fairly frequently - the system will attempt to match you with other DLC owners first.


The Noble Map Pack (800msp)

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Tempest is a fairly large map, compatible with up to 16 players. Features the Forge palette of Forge World, including all the Structure pieces from that map for you to build crazy maps with. Looks to play similiar to Valhalla and/or Containment. Breakpoint is a massive underground map designed for the Invasion gametype. Time to blow up some buildings soldiers; this appears to be the first Invasion map designed around an Assault based final phase. And finally, Anchor 9 takes it's visual appearance from the Sabre section of campaign, but everything else is new. Designed for 4 v 4 encounters, this symmetrical map is sure to be fast and deadly.

The Noble Map Pack also comes with 250 extra gamescore for you achievement whores out there.


The Defiant Map Pack (800msp)


Created by the fine folks at Certain Affinity, who did the Blastacular Map Pack (Tombstone and Desolation) for Halo 2. They've also made DLC for Black Ops, and created fun games like Age of Booty. They're also involved in Left 4 Dead 1 and 2's development, and was founded by Max Hoberman, a long time Bungie alum.

Scheduled to release March 15th, 2011, the map is known to include:

Condemned, a map taking place on a UNSC ship in outer space while Reach is being glassed.

Highlands, a map set near New Alexandria, and appears to take some cues from Timberland. Very green. Has carriers outside of the map that actually start/stop glassing while you play!

Unearthed, a gigantic map and the first Firefight DLC for Reach.

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Halo: Combat Evolved
Buy for: Xbox, 360 GoD, PC

The original Halo that started it all. Pretty much everyone knows everything about this game by now. Was made in approximately 5 months. If you have a LEGITIMATE CD keycode from a Mac or PC copy you can plug it into Bungie.net and unlock a special ingame Reach lobby badge for linking your gamertag to Bungie.net. This offer is not available forever, so if you want it you should buy it and redeem it now. Don't even try to keygen it as they're using the database of all known printed serials. The game is also available for the Mac. The Mac publisher's rights have lasped however, so no more new copies are available at this time.



Halo 2
Buy for: Xbox, PC (Vista and higher required)
The Halo that started the PA Forum Halo community and the TBK clan. Introduced matchmaking to the world. Had awesome clanlists. Was later ported to the PC with 1000 points of achievements to get.

The Xbox version's online was taken offline on April 15th, 2009 as part of a complete ending of support for the original Xbox. If you were lucky enough to have ever played Halo 2 on Xbox Live, you have the option to wear a Halo 2 badge in the Reach lobby if you link your gamertag to Bungie.net. If you didn't.. there is no other way to get it. Bungie is apparently choosing to ignore Halo 2 Vista owners.


Halo 3
Buy for: Xbox 360, 360 GoD
The end of the Halo trilogy and the Human/Covenant war. Go on a trip across the galaxy to blow stuff up. And then blow stuff up again. You may be familiar with this game as the most recent main game of this thread before Reach came along. Introduced user-friendly film saving/editing/upload, in-game screenshot tools, Forge map variants, and uploadable and downloadable user created gametypes.

It was also the first game to recieve a bump up to 1750 gamescore via DLC. 4 of those achievements called "Vidmasters" will set you on the road to unlocking the coveted Recon armor within Halo 3 - you'll also need 3 achievements from ODST to get it. Note that ALL of these maps come for free with the purchase of a brand new copy of Halo 3: ODST, and allows you to play all of Halo 3 matchmaking without a hard drive.

heroic_download.png coldstorage_download.png
legendary_download.png mythic_download.png
buymythic2.jpg



Halo 3: ODST
Buy for: Xbox 360
A game with a somewhat interesting history. It was originally supposed to be a DLC expansion to Halo 3. Then it was delayed by Don Mattrick and turned into a disc title scheduled to release in Winter of 2008, and the maps included would be released as massive "Mythic Collection". Then Don Mattrick delayed it again into late 2009, and the maps from it were split out. And the game was made a full retail release. It was also your golden ticket into the Halo: Reach Public Multiplayer beta.

Drop down into the streets of New Mombasa in a storyline that takes place during the middle of Halo 2. The Chief has just followed a carrier's slipspace jump; where did he go? Brute squads are patrolling the night streets, your squad is seperated and there's an annoyingly positive AI trying to help you out. Introduces the Firefight game mode to the Halo featureset, and was the first game post Halo 3 to ditch dual wielding. Is probably the only Halo LIVE compatible game that will never have a patch or DLC.

Supports up to 4 players for Live Co-Op, Firefight, and Theater film watching. Supports films and screenshots, but not clips. Shares the same file share with Halo 3, so you can snap screenshots in ODST and view them from inside Halo 3, or vice versa. ODST is smart enough to ignore Halo 3 only files such as map variants and gametypes and films from Halo 3 campaign and multiplayer.



Halo Wars
Buy for: Xbox 360, 360 GoD
Halo Wars is an RTS that was developed from the ground up for the Xbox 360. It was also the swan song of Ensemble Studios, the creators of the Age of Empire series. It's a pretty solid game, and sold over a million in it's first month on market, impressive for the RTS genre on a console - a genre that is usually not too popular. It features a lengthy campaign (that you can play co-op over Live), pretty hardcore (but not cheating!) AI, and versus competitive matchmaking for up to 3 man groups.

Post release, the game was supported by Robot Entertainment, one of the many studios made from former Ensemble employees. They went on to issue 4 title updates for the game in an aggressive support of rebalancing and bug fixes. In mid-2010, Halo Wars was handed over to 343 Studios, who shut down the game's forums on December 15th but continue to support the stats side of the website.

It has one map pack available for release, which you can download below:
halowarsmappack.jpg

Many of us have bought these maps, so you won't be hurting for people to play them with. There's also an overpriced gametype pack, but don't buy that unless you really want the Waypoint gamescore from it.

FyreWulff on
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Posts

  • FyreWulffFyreWulff YouRegistered User, ClubPA regular
    edited January 2011
    I want to get my map into matchmaking!

    Good! I can (mostly) help you in achieving that goal.

    Bungie has come up with a new experimental system of sourcing the community for new Forge World creations. They selected numerous delegates who are now responsible for for collecting and presenting these maps to the team responsible for taking care of Reach post-launch.

    I am one of those delegates. While mainly selected as a rep for Halo.Bungie.Org, I am also planning on looking at and pushing up Penny Arcade Forum map creations.

    There will be two testing nights per week:

    Wednesday
    8pm CST - 11pm CST

    Friday
    5pm CST - 8pm CST

    Note that these times are just a window for the customs/testing nights to begin inside of. Testing does not need to run for a whole 3 hours each night :P

    Criteria for bringing your map to New Map Nights
    • The map must be in "Release Candidate" phase. As in, the gametype and map are done and the gametype it is intended for is fully implemented.
    • You must be open to feedback from others in the lobby in REAL TIME
    • You must participate in testing other maps than your own. If you habitually leave right after only playing on your own map, you'll be last in line to get into any testing parties.
    • I myself do not need to be present in the testing party for it to be valid for submissions.
    • I will sometimes provide a map link before each testing night made from HBO or other represented communities. Please test that map sometime that night if I cannot make it. The other communities will be testing maps I submit from here, so lets please return the work in kind.

    Film/Game Criteria
    • I need at least one film from each map tested that night if I could not make it. The film only needs to stay up long enough for me to download it and view it myself. You can delete it once I have it.
    • The number of people should match the amount of players in the matchmaking playlist it is intended for:
      Team Slayer, Team Objective, Team Arena: 2 teams of 4
      Infection, Rumble Pit, Arena FFA: 8 players, no teams
      Invasion: 6v6
      BTB: 8v8
    • Please test a map even if you don't particularly like the gametype. In fact, it's a good idea to get feedback from people that don't normally like the gametype as they might have a different view (like "hey, I usually hate Infection for this reason, but your map fixes that problem for me because of X and Y!)
    • If a map has Powerups on it, please test it using the latest Matchmaking version of gametypes, as they contain a bugfix for those items.

    Things to look for
    • Does the map have loadout cameras?
    • Are there any spots you can wedge yourself into and hide off the main areas of the map?
    • Does the map use hard kill barriers without having a soft kill barrier around them to serve as a warning?
    • Floating maps: Does it have a hard kill volume under the entire map so you don't have to wait to fall into the ocean to die?

    Submission
    Once a map has been tested and I feel it is "shippable", I will wait until the following Monday to submit it to the group. This gives you the weekend to change your mind. Once I notify you that your map has been sent up the chain, you MUST keep that map variant in your fileshare until further notice.

    I will be throttling the number of maps I submit from here to a maximum amount per week. This is to make things manageable (as I am responsible for two communities since I also have to collect maps for HBO) and also will prevent submission flooding. Since this throttling would depend on the submission forum's activity, I will not reveal the amount I am throttling to. It could be one map, it could be three. So be patient once your map is ready to go.

    If you change your mind before then (ie, you want to add/subtract/change the map in any way) and pull it, you will have to test it again before I will resubmit it.

    A final checklist of useful things to note:
    • The map must perform well (no horrendous framerate drops)
    • Gameplay wins over aesthetics every time
    • All gametypes are available for submissions
    • I will not make your map for you

    reachthread_forgemaps.png

    Reach's mapmaking utility is awesome. How awesome? In Halo 3 we had around 2 or 3 people that actually bothered to forge maps to completion. In Reach, we have over 20 "serioustime" forgers and even more than have been making maps. It's that easy to do!

    Below is a list of mostly stable Penny Arcade creations. If you want to take your map to the clinic and get some serious help, you can post your map at our Map Library, which is an offsite forum where you put it up, get critiques, and get it running like a well oiled machine for inclusion in this post. In the distant future, this will become an even easier to use 'app', but for now this will do.

    I swear I will update this post when I get some free time!
    Remakes
    Maps that are reconstructions of scenarios from previous Halo titles or other videogames.

    R.A.T. Race
    Author: FyreWulff Description: A remake of Rat Race from Halo 1. Supports almost all game modes.

    Infection Maps
    Maps designed around the Infection gametype. Usually these maps will not play well on any other gametype.

    Invasion Maps
    Maps for going at it big style with 6v6 teams. May also support objectives and slayer, but the Invasion gametype is why they were made.

    Objective Maps
    Maps for playing 1 sided or 2 sided bomb, flag, stockpile, oddball, etc. These maps tend to be symmetrical and focused on many paths and bases.

    Slayer Maps
    Maps for duking it out in a bloody deathmatch to the end. Killing is the primary focus of these maps.

    FyreWulff on
  • AuburnTigerAuburnTiger Registered User regular
    edited January 2011
    Looking forward to using Griffball to help knock out the remaining 100 multikills I need.

    AuburnTiger on
    XBL: Flex MythoMass
  • hailthefishhailthefish Registered User regular
    edited January 2011
    I checked and it's not on the list for me. Has Grifball not gone live or did it get taken down or am I just special?

    Edit: I see it now!

    hailthefish on
  • JesuitsJesuits Registered User regular
    edited January 2011
    I take it Bungie is only interested in maps that work with default gametypes? Boourns, bugger all, etc.

    Also, 343 changed their minds about taking down the stats servers for Wars, right? The OP still says they are (did).

    Jesuits on
    tf2_sig.png
  • FyreWulffFyreWulff YouRegistered User, ClubPA regular
    edited January 2011
    They actually said we can submit maps that require special gametypes, but it's "easier to get a map in if it works with default" (paraphrased)

    I'll update the OP when I get back home.

    Also, boosting party again tonight. We'll do it in Grifball this time, which means it'll go about 50 times faster.

    FyreWulff on
  • NocrenNocren Lt Futz, Back in Action North CarolinaRegistered User regular
    edited January 2011
    Wish a had a way to tweek/fix my Magik map, seeing as how it was 85% done (just needed some alternate paths to the sniper tower for Slayer).

    And my two new watchmates while I'm at my security guard job.
    halofigs.jpg

    Nocren on
    newSig.jpg
  • DarkPrimusDarkPrimus Registered User regular
    edited January 2011
    So canon Noble Six has the FJ/PARA kneepads and that unobtainable helmet upgrade.

    DarkPrimus on
  • NocrenNocren Lt Futz, Back in Action North CarolinaRegistered User regular
    edited January 2011
    What? It's a Mark V /UA variant.
    My iPhone just has a shitty camera for up close shots.
    Unless you mean visor color.
    The other thing he has that you can't see is the TACCOM on his left wrist.

    Nocren on
    newSig.jpg
  • DunxcoDunxco Should get a suit Never skips breakfastRegistered User regular
    edited January 2011
    I think it's about time I gave this multiplayer a good honest go. Added APAReachMulti on Xbox Live to my friends. See you guys out there, hopefully. :)

    Dunxco on
  • DarkPrimusDarkPrimus Registered User regular
    edited January 2011
    Nocren wrote: »
    What? It's a Mark V /UA variant.

    Yeah but in Reach you can't have the UA without the side-dongle thing too.

    DarkPrimus on
  • LCDXXLCDXX A flask of wood and glass Terre Haute, INRegistered User, ClubPA regular
    edited January 2011
    My copy of Cryptum arrived today... anyone finished it yet? I plan to start it later this evening.

    Good? Bad? So-so?

    LCDXX on
    XBL: LCDXX | PSN: LCDXX | Steam: LCDXX
  • mxmarksmxmarks Registered User regular
    edited January 2011
    So a quick question about the Halo Reach XBox controller.

    I got mine today, and love it. Slick as hell. And having only used the old, came with the console, controllers prior, it felt so damn smooth. All the buttons were very soft - no clicking!

    So I go to enter my banshee avatar code, and I notice Left on the D-Pad actually DOES make a rather loud click when I hit it. And doesn't always register. Right and up on the D-Pad are silent, and seem to work every time. Left works most of the time, but has a loud click, and down has the click, but seems to work. Futzing around with the D-Pad makes everything nice and quiet and responsive for awhile, but eventually the clicking and inaccuracy returns.

    Before I go through all the trouble of trying to exchange this - is it normal? Is this just another symptom of "XBox has a shitty D-Pad?" or is this actually a defect? Could it be that it's new and it just needs some "breaking in?" I just would hate to go through a exchange only to have the next one do exactly the same or be worse. and I know the D-Pad is shitty normally, so I'm not sure if this is par for the course.

    mxmarks on
    PSN: mxmarks - WiiU: mxmarks - twitter: @ MikesPS4 - twitch.tv/mxmarks - "Yes, mxmarks is the King of Queens" - Unbreakable Vow
  • SnowblindvictimSnowblindvictim Flying casual Registered User regular
    edited January 2011
    Nocren wrote: »
    Wish a had a way to tweek/fix my Magik map, seeing as how it was 85% done (just needed some alternate paths to the sniper tower for Slayer).

    And my two new watchmates while I'm at my security guard job.
    halofigs.jpg

    God I wish I had money to buy Halo figures.
    I saw the fullsize Warthog in target the other day and I wanted it so bad

    Snowblindvictim on
  • FyreWulffFyreWulff YouRegistered User, ClubPA regular
    edited January 2011
    Starting Grifball multikill boosting party in 15 minutes

    FyreWulff on
  • KorKor Known to detonate from time to time Registered User regular
    edited January 2011
    FyreWulff wrote: »
    reachthread_forgemaps.png

    Reach's mapmaking utility is awesome. How awesome? In Halo 3 we had around 2 or 3 people that actually bothered to forge maps to completion. In Reach, we have over 20 "serioustime" forgers and even more than have been making maps. It's that easy to do!

    Below is a list of mostly stable Penny Arcade creations. If you want to take your map to the clinic and get some serious help, you can post your map at our Map Library, which is an offsite forum where you put it up, get critiques, and get it running like a well oiled machine for inclusion in this post. In the distant future, this will become an even easier to use 'app', but for now this will do.

    I swear I will update this post when I get some free time!

    Remakes
    Maps that are reconstructions of scenarios from previous Halo titles or other videogames.

    R.A.T. Race
    Author: FyreWulff Description: A remake of Rat Race from Halo 1. Supports almost all game modes.

    Infection Maps
    Maps designed around the Infection gametype. Usually these maps will not play well on any other gametype.

    Invasion Maps
    Maps for going at it big style with 6v6 teams. May also support objectives and slayer, but the Invasion gametype is why they were made.

    Objective Maps
    Maps for playing 1 sided or 2 sided bomb, flag, stockpile, oddball, etc. These maps tend to be symmetrical and focused on many paths and bases.

    Slayer Maps
    Maps for duking it out in a bloody deathmatch to the end. Killing is the primary focus of these maps.

    So when is this part actually going to be utilized?

    Kor on
    DS Code: 3050-7671-2707
    Pokemon Safari - Sneasel, Pawniard, ????
  • FyreWulffFyreWulff YouRegistered User, ClubPA regular
    edited January 2011
    "
    I swear I will update this post when I get some free time!"

    FyreWulff on
  • FyreWulffFyreWulff YouRegistered User, ClubPA regular
    edited January 2011
    Assemble motherfuckers


    edit: shit, have to cancel my own assemble. Some tidbits about Grifball:

    - it has it's own gametype logo (a hammer with a ball)
    - the game ends when one team can no longer win. Round limit is still 5, but once a team wins 3 rounds the game ends.

    FyreWulff on
  • DarkPrimusDarkPrimus Registered User regular
    edited January 2011
    Argh why is no one on.

    DarkPrimus on
  • ronzoronzo Registered User regular
    edited January 2011
    It seems that, for grifball evolved at least, that a sword lunge no longer kills grif, it just takes down his shields

    ronzo on
  • ronzoronzo Registered User regular
    edited January 2011
    Fuck these guys that jus hold the ball in the middle while the rest of team spawn kills us, fuck them right in the ass

    Edit:
    We beat them 3-1:
    One guy had 90 kills and another had 82, while the remaining two teammates had 4 minutes of ball holding time each. The first round actually ended with no one scoring. One guy (the host) actually got a killionaire.

    Fucking retarded assholes who ruin the goddamn game for everyone else by only caring about their bullshit K/D ratios.

    ronzo on
  • hailthefishhailthefish Registered User regular
    edited January 2011
    ronzo wrote: »
    Fuck these guys that jus hold the ball in the middle why the rest of team spawn kills us, fuck them right in the ass

    With a gravity hammer. The wide end.

    hailthefish on
  • ronzoronzo Registered User regular
    edited January 2011
    I get 2 fast scores, then we lose the next 3 rounds because my team keeps betraying me as I grab the ball. No one else makes a single effort to grab the ball despite multiple chances. Arrrggh

    ronzo on
  • Forever ZefiroForever Zefiro cloaked in the midnight glory of an event horizonRegistered User regular
    edited January 2011
    Can you believe I've never played Grifball ever

    I guess I should now

    Maybe tomorrow, if people are on, which I mean you

    Forever Zefiro on
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  • Local H JayLocal H Jay Registered User regular
    edited January 2011
    grifball rules
    had a great game earlier where we lost the first two rounds, then miraculously pulled off the win from there, scoring all 3 bombs.
    the biggest and most noticeable change is the reduced radius/ increased arm time. it definitely is less forgiving than H3 grifball, seemed you have to hit the plate dead on and also stand on it for a full second. running full speed over it i seemed to overshoot it easily a few times.
    also feels good to not be scared of sword guys as the ball carrier.

    Local H Jay on
  • AuburnTigerAuburnTiger Registered User regular
    edited January 2011
    Sorry for ignoring the invites yesterday guys, but it was a LONG day at work. And LOST is getting good.

    AuburnTiger on
    XBL: Flex MythoMass
  • heckelsheckels Registered User regular
    edited January 2011
    Anyone find where the Ranger Elite is on New Alexandria?

    heckels on
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  • FyreWulffFyreWulff YouRegistered User, ClubPA regular
    edited January 2011
  • FyreWulffFyreWulff YouRegistered User, ClubPA regular
    edited January 2011
    Alright, I've decided on a schedule for PA forums testing.

    There will be two testing nights per week:

    Wednesday
    8pm CST - 11pm CST

    Friday
    5pm CST - 8pm CST

    Note that these times are just a window for the customs/testing nights to begin inside of. Testing does not need to run for a whole 3 hours each night :P

    Criteria for bringing your map to New Map Nights
    • The map must be in "Release Candidate" phase. As in, the gametype and map are done and the gametype it is intended for is fully implemented.
    • You must be open to feedback from others in the lobby in REAL TIME
    • You must participate in testing other maps than your own. If you habitually leave right after only playing on your own map, you'll be last in line to get into any testing parties.
    • I myself do not need to be present in the testing party for it to be valid for submissions.
    • I will sometimes provide a map link before each testing night made from HBO or other represented communities. Please test that map sometime that night if I cannot make it. The other communities will be testing maps I submit from here, so lets please return the work in kind.

    Film/Game Criteria
    • I need at least one film from each map tested that night if I could not make it. The film only needs to stay up long enough for me to download it and view it myself. You can delete it once I have it.
    • The number of people should match the amount of players in the matchmaking playlist it is intended for:
      Team Slayer, Team Objective, Team Arena: 2 teams of 4
      Infection, Rumble Pit, Arena FFA: 8 players, no teams
      Invasion: 6v6
      BTB: 8v8
    • Please test a map even if you don't particularly like the gametype. In fact, it's a good idea to get feedback from people that don't normally like the gametype as they might have a different view (like "hey, I usually hate Infection for this reason, but your map fixes that problem for me because of X and Y!)
    • If a map has Powerups on it, please test it using the latest Matchmaking version of gametypes, as they contain a bugfix for those items.

    Things to look for
    • Does the map have loadout cameras?
    • Are there any spots you can wedge yourself into and hide off the main areas of the map?
    • Does the map use hard kill barriers without having a soft kill barrier around them to serve as a warning?
    • Floating maps: Does it have a hard kill volume under the entire map so you don't have to wait to fall into the ocean to die?

    Submission
    Once a map has been tested and I feel it is "shippable", I will wait until the following Monday to submit it to the group. This gives you the weekend to change your mind. Once I notify you that your map has been sent up the chain, you MUST keep that map variant in your fileshare until further notice.

    I will be throttling the number of maps I submit from here to a maximum amount per week. This is to make things manageable (as I am responsible for two communities since I also have to collect maps for HBO) and also will prevent submission flooding. Since this throttling would depend on the submission forum's activity, I will not reveal the amount I am throttling to. It could be one map, it could be three. So be patient once your map is ready to go.

    If you change your mind before then (ie, you want to add/subtract/change the map in any way) and pull it, you will have to test it again before I will resubmit it.


    any feedback/additions from anyone over this? Once this post is hammered out I will include it in the OP.

    FyreWulff on
  • Local H JayLocal H Jay Registered User regular
    edited January 2011
    totally be down to test maps to tonight! i have to work on mine some more now though. mine has minimal weapon spawns and is missing that kill barrier under it.
    also would someone with halo PC take a screenshot of timberland from above? i want to see how close i got, i'd be super grateful

    Local H Jay on
  • FyreWulffFyreWulff YouRegistered User, ClubPA regular
    edited January 2011
    http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=3319260&player=TheLazyMonster

    We're testing this map as our first 'external' map tonight, so we need at least 8 people (submitted as Team Slayer)

    FyreWulff on
  • SnowblindvictimSnowblindvictim Flying casual Registered User regular
    edited January 2011
    Sorry I had to quit out on you mid-game David but the maintenance guy came to look at our leaky gas stove

    Snowblindvictim on
  • MechanicalMechanical Registered User regular
    edited January 2011
    Might be up for that after class.

    Mechanical on
  • FyreWulffFyreWulff YouRegistered User, ClubPA regular
    edited January 2011
    Alright, of course after I arrange the testing time, shit goes down.

    Water's been off since 10am. Landlord working on downstairs apartment's bathroom. Plumber apparently fucks up, so now I have only cold water and the hot water's return is unknown at this time.

    My mom has called up and offered to let me come over and shower/do some quick laundry. The deal is

    a) fucking snow everywhere
    b) if she picks me up, I can't use the bus to come back after a certain time.
    c) if snow comes out of nowhere, I'm stuck at an internet-less house until tommorow.

    So right now I'm considering whether to go over or not. If I do, I miss the first hour to hour and a half of testing. FUCK THIS (renting) COMPANY

    So yeah, probably will be late for the first testing night. Figures :P

    FyreWulff on
  • Calamity JaneCalamity Jane That Wrong Love Registered User regular
    edited January 2011
    any good resources you fellas would suggest for map making and creation? i have an assault map i've been working on and tweaking but man the lack of symmetry in the objects just really irks me!

    Calamity Jane on
    twitter https://twitter.com/mperezwritesirl michelle patreon https://www.patreon.com/thatwronglove michelle's comic book from IMAGE COMICS you can order http://a.co/dn5YeUD
  • FyreWulffFyreWulff YouRegistered User, ClubPA regular
    edited January 2011
    Also, MM update changelist!

    http://www.bungie.net/Forums/posts.aspx?postID=55508032


    MAPS

    Asylum
    * Additional soft kill zones added to prevent players from exploiting the cliffs.

    MLG Countdown
    * Updated to v2.21

    MLG Zealot
    * Updated to v2.21

    Anchor 9 / Unanchored
    * Repositioned a couple spawns on the external platforms to help prevent players from spawning in enemy line of sight.

    GAMETYPES

    Territories
    * Territory capture rate is now modified by the number of attackers in the territory. One attacker will capture at 100% of the normal rate. Two attackers will capture at 200% of the normal rate. Three or more attackers will capture at 400% of the normal rate.

    Oddball
    * In Hot Potato, clients will now see the full bomb explosion effect.

    Invasion: Breakpoint
    * Players can no longer disarm the bomb while using Armor Lock.

    FyreWulff on
  • JesuitsJesuits Registered User regular
    edited January 2011
    Glad to see the armor lock change, and I hope that extends to capping the second set of territories in Invasion Spire, too. Territory capture rate change sounds more than a little weird - I thought territories were capping plenty fast as it is.

    edit: also, if anyone is currently testing maps/doing customs, hit my GT up, it is Batigh

    Jesuits on
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  • Katsuhiro 1139Katsuhiro 1139 Dublin, IrelandRegistered User regular
    edited January 2011
    Sorry I had to quit out on you mid-game David but the maintenance guy came to look at our leaky gas stove

    That was hilarious.

    Zerostar: "Guys I've got to go. There's a guy here to fix my stove. It's leaking gas. Sorry."

    Katsuhiro 1139: "You're playing Halo in an apartment filled with leaking gas?"

    My Guest: "That's dedication, right there."

    SalmonLeap: "Don't blow up! Go! Go!"

    *Zerostar has disconnected.*

    SalmonLeap: "Nooo! The gas!!!"

    Katsuhiro 1139 on
  • AuburnTigerAuburnTiger Registered User regular
    edited January 2011
    I have to say I really enjoy the Grifball version with Evade.

    AuburnTiger on
    XBL: Flex MythoMass
  • mugginnsmugginns Jawsome Fresh CoastRegistered User regular
    edited January 2011
    I really, really, really rage out hardcore when people boot me for one TK. Especially since it will help contribute to their team losing.

    I'm not a superstar or anything, but I can help make a meatshield between the flag and the enemy

    mugginns on
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  • darleysamdarleysam On my way to UKRegistered User regular
    edited January 2011
    I've got a few betrayals from dropping a grenade into a rather hectic melee (top of the yellow lift on Sword Base, for many, many instances), which can be frustrating. It doesn't seem there's much fuzziness in how it detects betrayals. There's ones that are blatant, but it'd be nice if they could rule out or lessen the obviously accidental ones.

    Then we all know about the Infection betrayals, too.

    darleysam on
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