Halo 3 Impressions

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  • PdiddyPop
    K*ngs *f th* D*nc*!
    • Dec 2002
    • 21768

    #811
    Re: Halo 3 Impressions

    Sweet can't wait for that.
    President of the Devils Den
    (2009 Pre-Season NIT Champs/2010 ACC Co Reg Season/ACC Tournament/South Regional Champs/National Champs)

    Comment

    • brezz2001
      Pro
      • Mar 2003
      • 707

      #812
      Re: Halo 3 Impressions

      What do I do in the matchmaking lobby to make sure I get a chance to play this? Is it under lone wolf, team slayer, ect . . .?

      Brian

      Comment

      • heelsman22
        MVP
        • Dec 2003
        • 1257

        #813
        Re: Halo 3 Impressions

        Originally posted by brezz2001
        What do I do in the matchmaking lobby to make sure I get a chance to play this? Is it under lone wolf, team slayer, ect . . .?

        Brian
        I think it has it's own playlist, called the Living Dead or something like that.

        Comment

        • Beantown
          #DoYourJob
          • Feb 2005
          • 31523

          #814
          Re: Halo 3 Impressions

          Holy crap this is awesome.

          Save One Bullet on Last Resort may be my favorite gametype ever. It's sick.

          Comment

          • Cyros
            ULTRAAAA!!!!
            • Jun 2003
            • 12628

            #815
            Re: Halo 3 Impressions

            Originally posted by Longhorn
            Holy crap this is awesome.

            Save One Bullet on Last Resort may be my favorite gametype ever. It's sick.
            Haven't gotten last resort yet. Played on High Ground, Snowbound, Guardian, and Narrows.
            Watch Me Twitch

            My Video Game Streams

            Comment

            • Beantown
              #DoYourJob
              • Feb 2005
              • 31523

              #816
              Re: Halo 3 Impressions

              High Ground (club dread) is my new favorite for that gametype. Holding up the tunnel or the back-room is amazingly fun.

              Comment

              • Boltman
                L.A. to S.D. to HI
                • Mar 2004
                • 18283

                #817
                Re: Halo 3 Impressions

                Originally posted by Longhorn
                High Ground (club dread) is my new favorite for that gametype. Holding up the tunnel or the back-room is amazingly fun.
                My son does not like them at all. BTW he is on now, I'll be on in a bit.

                Comment

                • dagger55
                  No end in sight...
                  • Jul 2004
                  • 7907

                  #818
                  Re: Halo 3 Impressions

                  I played it.


                  It sucked big time

                  Comment

                  • ExtremeGamer
                    Extra Life 11/3/18
                    • Jul 2002
                    • 35299

                    #819
                    Re: Halo 3 Impressions

                    Originally posted by dagger55
                    I played it.


                    It sucked big time
                    Great impressions.

                    Mixer Stream



                    XBox - ExtremeGamer
                    PSN - ExtremeGamer
                    Switch - 4640-8613-7710

                    Comment

                    • Flawless
                      Bang-bang! Down-down!
                      • Mar 2004
                      • 16780

                      #820
                      Re: Halo 3 Impressions

                      I played one game of Save One Bullet on Guardian and that was fun. Didn't really care for the Creeping Rockets on The Pit. It took awhile to get into a match too, but maybe that's because I was a level 1.
                      Go Noles!!! >>----->

                      Comment

                      • Flawless
                        Bang-bang! Down-down!
                        • Mar 2004
                        • 16780

                        #821
                        Re: Halo 3 Impressions

                        Bungie Weekly Update

                        There have been scads and scads of gametypes and Map Variants that the Community has cobbled together. And believe it or not we’ve been watching, downloading and playtesting a bunch of the variants to mostly hysterical results. This week a bunch of the designers, engineers and members of the DLC team sat down and played some player-created gametypes to test for possible Favorites inclusion.
                        The map tadpoles in the DLC pond continue to swim along, with some even growing into full-sized and feature-rich bullfrogs in the last couple of weeks. Only a little bit of growing left to do before the frogs find their way to the stream. One of those maps that isn’t ribbit-ing around just yet though, is O.K. Corral, an asymmetrical medium-sized map and O.K. Corral had its lighting tweaked considerably. The changes shifted the sun’s position, giving the entire map a warm death-at-sunset feel. The sun’s rays stream through trees and into the blown out structure that often ends up at the very epicenter of combat (assuming you’ve procured some kind of close-quarters weapon). If you haven’t got anything short range, however, there’s a variety of multi-level open air catwalks, with glorious sight-lines down long semi-protected alleyways where you can rain death from above.
                        One of the sooner-than-later maps is a treat we’re calling Vandelay. Vandelay is structurally the simplest map we’ve ever made, yet the tools that we’re providing with the help of the Forge give the map tons of potential. That potential could be used for devising clever contraptions, unique playspaces and when paired with Player Traits could become a test bed for new ideas from both Bungie and the playerbase.

                        Tom Doyle, one of the artists working on some of the fineries in Vandelay described the knicks and knacks on the map as Legos. Up until now, Forge has been primarily thought of as an object editor. It’s been a great tool for devising tweaks and changes to maps, the net result ranging from “Oh, you put more BRs on Snowbound,” to “Wow, you made a Jail that you rescue players from.”

                        We hope that Vandelay will help folks use the Forge because of the variety and different types of tools players will have at their disposal. Doyle has been working tirelessly with Tyson Green on these objects and tools. Changing weapons and spawns inevitably affects balance and map flow, but the Legos that Doyle is talking about will let players create spaces for gameplay and give them the means of dictating where players will encounter their foes, in addition to what they will be holding when they get there. Again, like we were with the Forge in the first place, we’re pretty stoked to see what folks come up with when Vandelay releases into the wild.
                        Go Noles!!! >>----->

                        Comment

                        • Flawless
                          Bang-bang! Down-down!
                          • Mar 2004
                          • 16780

                          #822
                          Re: Halo 3 Impressions

                          Bungie Weekly Update - Playlist update, DLC, new B.net features

                          Heatmaps are the Doppler Radar System of Death in Halo 3. We’re tracking encounters, weapons used and their results in a given game, collecting that data and sharing it with players visually. The key here is “the darker the red, the more frequent the deaths (or kills, depending on the parameters).
                          Heatmaps and their implementation are the first of some new Bungie.net features Chris Gossett and his fellow web devs are working on; some of the features they are working on implementing are particularly exciting to competitive jerks like me.
                          Here’s the list (remember these changes aren’t live right this very moment, but they will be early next week):

                          Social Doubles has been removed from matchmaking

                          Rocket Race Hopper has been added to the Social hopper – 8 players, join in parties of up to 8 players.
                          • Multi-team:
                          • Hammerzeit game variant has been added
                          • The frequency of VIP gametypes has been reduced
                          • Swords gametypes will now be to 25 kills, rather than 50

                            Lone Wolves:
                          • Player count has been increased to 6 players
                          • Swords gametype has been added
                          • Oddball games on Snowbound and Epitaph have been reduced considerably

                            Team Slayer:
                          • Guardian has been added to the playlist
                          • Valhalla has been added to Team Slayer

                            Social Skirmish
                          • Flag gametypes will now appear more regularly

                            Rumble Pit
                          • Added both Construct and Isolation to several gametypes
                          In addition to the customization the Forge currently offers, DLC maps include the ability to place Mancannons (with varying trajectories), a couple of different sized Shield Doors and some vehicles will see a variety of tweaks. There are a couple of still-secret, still-in testing adjustments and changes that come to classic Halo vehicles. To say that these changes are the intersection between hysterical and tactical would be a pretty drastic understatement. Other less risque changes coming to vehicles include environment-specific decals being applied to vehicles and certain vehicles have had their weapon systems modified so that they behave differently in multiplayer combat.

                          All of that teasing aside, in the extremely near future we’re going to have much more in the way of cold, hard DLC-related fact and much less in the way of gimmicky names and vague descriptions. Things are in motion and the DLC bullet train is making a bee line straight for your face.

                          Go Noles!!! >>----->

                          Comment

                          • Dealin Rams
                            Pro
                            • Nov 2002
                            • 819

                            #823
                            Re: Halo 3 Impressions

                            Can anyone tell me how you get the skull achievements (other than actually locating them)?

                            I found the first skull in the opening level and held RB button to pick it up, but still no achievement. What gives?

                            Comment

                            • bkfount
                              All Star
                              • Oct 2004
                              • 8467

                              #824
                              Re: Halo 3 Impressions

                              Originally posted by Dmanchild
                              Can anyone tell me how you get the skull achievements (other than actually locating them)?

                              I found the first skull in the opening level and held RB button to pick it up, but still no achievement. What gives?
                              The achievements are named after specific skulls. You get in game credit for finding all of them though.

                              Comment

                              • Altimus
                                Chelsea, Assemble!
                                • Nov 2004
                                • 27283

                                #825
                                Re: Halo 3 Impressions

                                I think you need to finish the level for it to unlock.

                                Do you have to start from the beginning of the level for the skulls to show? I started from the last checkpoint and it wasn't there.

                                Comment

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