little something for you all
me owning some fools :thumbup::t:mmmyah:
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little something for you all
me owning some fools :thumbup::t:mmmyah:
i love my new video editing progy. now i need a capture card.
http://i20.photobucket.com/albums/b2...ocketface1.jpg
shot to your face
http://i20.photobucket.com/albums/b2...ocketface3.jpg
took this tonight in matchmaking
http://i20.photobucket.com/albums/b2...ocketface2.jpg
BOOOOYAAAAH BITCH!
rocket to the chin, i am still the wu-corp halo legend. anyone wanna battle just hit me up
= fredy mech
no one can touch me, even on yank host. PEACE.
yeah boi! halo king *seriously wants a halo corp chalange*
i had hopes in sideous wanker but he never approached the halo king, me and master chief laugh about that shit on our bong hit relaxation sessions.
peace ben you did alright, if i remember correctly it was an aussie host game, no one starts out killer, everyone adjusts to lag - etc.
bumped into sideous katana or whatever his name is the other night on halo, punk ass was singing "if i could turn back time!"
http://i20.photobucket.com/albums/b222/fredymech/2.jpg
http://i20.photobucket.com/albums/b2...57335-Full.jpg
then he did this to my team mate *smh*
you know where to find me. *laughs*
gotta make another cheapo video.
I rented this game, so for the next week I'll be online, add me, BG Knocc Out407
you gunna need more than a week with this game.
Halo 3 AutoUpdate
Posted by Frankie at 2/19/2008 5:45 PM PST
Multiplayer Design Lead Tyson Green checked a week ago in with a lengthy explanation of the melee system in Halo 3, how it’s different from Halo 2’s what worked about both versions, what didn’t work and how it’s being addressed by the auto update. here's a reminder of what he explained.
Tyson says:
The Short Version
Melee contests will only produce a winner if he has a sizeable health advantage over the loser. Otherwise, both players may die in the clash.
What Halo 2 Did
Put simply, in Halo 2, whoever threw the first melee won. Sounds perfect, right? Not quite.
Get your Einstein on, we’re going to talk about relativity. Specifically, the relative observations of host versus client. In Halo 3, across our entire population, we observe an average latency between host and client of around 80-100ms, which is around three frames. Assuming 90ms of latency, consider what happens when the host and client both throw melee attacks at exactly the same time. The host will see the client’s melee attack as many as three frames later, while the client will see the host’s melee attack three frames later. Who attacked first?
Well, in the halcyon days of Halo 2, the host made that determination. Which means his melee was first and the client lost the melee fight far more often than they should have. And in the event of two clients attacking simultaneously, the one with lower latency to the host would appear to have attacked first, and would be the winner. In a peer-to-peer environment with latency, it is nigh impossible to determine exactly who attacked first.
Over Halo 2’s three years online, many people adapted and got used to preemptively throwing a melee, but it was still fundamentally unfair in favor of the host or people with faster connections.
So, to be clear and upfront, we will not be returning to those days of letting the host win when the outcome is in doubt, aka. first melee wins.
The Halo 3 “Fix”
In Halo 3, there is explicit special treatment for what is called a “melee contest”, which occurs when two melee attacks occur almost simultaneously. Specifically, when the host starts to throw a melee attack, there is a short window after that (three frames, or approximately 100ms) during which the host will watch for a retaliatory melee attack. If one arrives inside that window, it is a contest. Besides smoothing out the latency differences between clients (it works the same way when one client melees another), this allows a client with a ping as high as 100ms to compete with the host on a far more even footing than Halo 2 allowed.
So now we have the contests, but how are they resolved? Having determined that we cannot trust timing in an environment with latency, we instead use the remaining health (including shields) of the contestants as the tie-breaker. This is about as fair as you can get, within the conventions of Halo—the guy who did more damage comes out on top. Specifically, the winner of the contest still takes melee damage from the loser, but is protected from death and lives to fight another day.
On paper, this method addresses the host advantage (among others) and is scrupulously fair. There’s just one problem:
The Fatal Flaw
Halo 3’s system is inscrutable. This is most famously illustrated by a splitscreen film (eliminating latency as a factor) of two players running at each other, firing, and throwing melee attacks on the same frame. One drops dead, and it isn’t clear why, so the result is declared to be random. The real reason is, of course, that one player landed one or two more bullets than the other, but that isn’t anywhere near obvious.
Any time you have a game system which players cannot understand, it might as well be random. No matter how fair the tiebreaker may be, if a single Assault Rifle bullet can slip by and decide the outcome, it might as well be random. And randomness is a poor substitute for tactics and skillful execution.
Addressing the Flaw
We considered and ultimately rejected some ideas that could have made melee contests produce a less inscrutable result. A major consideration was that we wanted to minimize the impact on how Halo 3 plays to the greatest degree possible, while still addressing the problem. Radically changing the mechanics of melee combat is not something we want at this point.
Ultimately, the change is targeted at the unpredictable outcome of a contest. Simply stated, it works like this: when a melee contest occurs, and both players are close to the same health (including shields), no special protection is given to either player. This means the outcome of a close melee contest can be death for both participants, but that a player who decisively injures his opponent prior to closing for a melee will continue to enjoy the victorious outcome.
For those of you uninterested in the precise details, the upshot is this: if you close for a melee attack and are at a clear advantage (or disadvantage), the outcome will be clear. If the outcome is unclear, too close to call, you will likely trade kills with your victim. But you should no longer watch your opponent saunter away for no clear reason (and if you do, check the film—it tells all.)
The Nitty Gritty
If you’re still reading, you’re probably interested in some details, so we won’t skimp.
A player in MP has a grand total of 115 hit points (to adopt a common term.) 45 of these are body hit points, 70 are shield hit points. For reference, a single AR bullet does 7.5 points of damage, and a BR bullet does 6. A melee attack does 70 for most weapons, with some weapons (notably the Brute weapons) doing 72.
When entering a melee contest, the combined body and shield hit points are compared. If the difference is above a threshold, then one player is determined to have won decisively and is protected from death. After testing with a variety of weapons, we settled on a threshold of 26.5 hit points (slightly rounded.) This translates into 4+ AR bullets worth of damage to decisively win a melee contest, instead of simply having 1 more hit point than the other guy.
There is one more wrinkle to this: your invisible body hit points do recharge, but at a different rate from your shields. While ordinarily this is a non-issue (we’ve always made this largely transparent), it can affect the outcome of a contest. For those of you keeping score, body hit points start regenerating 10 seconds after last taking damage, at a rate of 9 hp/sec. So if your shields are up but you’re fresh from taking a beating, you could still be in trouble in a contest.
YMMV, etc.
Despite our best efforts, this system cannot cover all cases: if your latency is beyond 100ms, you can still get into situations where the host legitimately believes that your melee did not arrive in time. In testing, we did catch a couple of films where perfectly balanced, simultaneous melee attacks produced an unexpected winner. But these were films recorded by the client—the host film told a different story, showing a very late melee.
The moral: when in doubt, check the host’s film, because latency still matters. Just a whole lot less than Halo 2.
Also, while we were in there, we excised a BXB-style glitch before it gathered popularity, and fixed that strangeness where bodies would be hurled with unearthly force by a mid-melee death. We sincerely apologize to people who enjoyed the latter bug—it was pretty funny."
I need to put Halo 3 back into my console and play a lil
thats how i feel about halo ^
most of the time. cant wait till these COD4maps come in tho, ima be back up in that biyatch like rambo.
Damn it feels like haven't been on live in ages...
I Was Walking with a Ghost
The just-announced Ghost Town is one map from the upcoming Legendary Map Pack due later this Spring. We don’t have an exact date to announce right this moment, but like we’ve promised before, the maps from the Heroic Map Pack will be free before the Legendary Pack is released into the consumer wild.
In addition to the three images from Ghost Town we showed earlier this week, today we’re showing an overhead of the map complete with weapon/grenade/equipment/power-up locations. At the top of the image is a legend that shows exactly where the three pictures we released earlier this week were taken, this should give folks a little bit more context for where things are and how the map will play. Keep in mind that some weapon/object placements could change.
Starting from the Mongoose in the upper left corner of the screen is one of the two bases (the other is in the bottom right of the image). The “Atrium” area (shown in Image 3) is a long lean hallway with a walkway that connects to the Pump Station building, a three story building with catwalks that exit to the Interior Base (again in the lower right corner) and second level walkways to the Shotgun (where the Bubble Shield sits. From Shotgun spawn, if players head to the left they’ll be able to stay on a path that feeds down into the Overshield and there’s a second level walkway overhead housing the Rocket Launcher and Grenades. Directly to the left and under the Plasma Grenades that spawn near the Rocket Launcher is a tunnel that curves behind and empties almost into the area where the number 2 Camera was taken. You can see the cave it empties from in the “Camera 1” image. The backdoor cave isn’t necessary to reach the base; you can also jump over a small ridge and some debris to reach that base.
The Pump Station building’s main room is a bombed out shell of a structure with "God Rays" filtering through the ceiling - and that top floor has a walkway that leads toward Sniper in the Atrium and a walkway (where the Brute Shot spawns) that leads to the Interior base in the lower right hand corner. That multi-level base has a few connecting walkways that lead to an elevated and dilapidated structure that overlooks Active Camo, and a Gravity Lift spawn and is positioned above a dark hallway that funnels into the Atrium. That Atrium entrance is the camera angle you’re seeing in the Camera 3 screenshot.
For the most part players have quick and dirty methods at their disposal, via quick jumps or equipment to get to the map’s second and third level catwalks and there are long sight lines from the Attackers’ base (Rocket Launcher side) down in front of Atrium and also down the Woods side (Shotgun side).
For now, the only map we’re revealing is Ghost Town, inevitably we’ll have more on Moonlight Sonata and Cotton Ball in the foreseeable future.
Dirt MaGurt420 add me
awsome map
check it out at www.Forgehub.com
thats like the pimped out halo 3 version of cs_militia from counterstrike, if yall ever played that back in the day
anyone wanting to lower your gun in a local game can do so by holding, right bumper, left bumper, down on the d-pad and the left analog stick (click and hold) and your character should aim its weapon to the ground, good for making video's and such, ALSO if you hold up on the d-pad instead of down you will get a map location number in the top right of your screen, making it so you have a X-Y-Z axis to work with.
Legendary DLC
The already-revealed Ghost Town will be joined by a pair of other maps in Legendary, the first of which will actually be formally unveiled Tuesday– there’s one of those press releases announcing it and concrete details about the map’s release date and other sundry details. So, much to your chagrin, the wait is a few days longer.
However, below are a bunch of images of vehicles and their custom paint jobs for their appearance on next week’s map.
http://www.bungie.net/images/News/We...s/mongoose.jpg
Snow-capped mongoose.
http://www.bungie.net/images/News/We...s/scorpion.jpg
Chilled Scorpion.
http://www.bungie.net/images/News/We...es/warthog.jpg
Ice-crusted treads..
http://www.bungie.net/images/News/We...les/hornet.jpg
A kinder, gentler Hornet. Stay frosty.
The Hornet is the only vehicle from this list that has seen gameplay adjustments, in addition to the cosmetic changes. If you’ve ever used the Hornet in a custom game, its missiles-n-guns variety of dominance is an overpowered spectacle to behold. Fun as that may be for the player in the Hornet, it’s a less than awesome situation for players feeling totally helpless while the sky opens up and your Halo experience is reduced to staring at death cam.
What’s different about this version of the Hornet? Its missiles have been removed and its guns have had their effectiveness reduced. It’s less of an airborne death machine and more of an aerial support vehicle now.
HALO 2 MULTIPLAYER PLAYERS - GET EXCITED
Legendary Map: Blackout
Posted by lukems at 3/25/2008 10:42 AM PDT
Last week we revealed the second map from the Legendary Map pack (due April 15th), Avalanche. That map is a reimagination of Halo: Combat Evolved map Sidewinder. This week, we're showing the final map from the Legendary Map Pack, Blackout. As its name suggests, Blackout is a remake of the Halo 2 classic Lockout, a cold series of interconnected platforms and walkways. Where Avalanche was retuned, reworked and massaged into something both familiar and unfamiliar, Blackout is a remake in a pretty strict sense of the word.
Producer Allen Murray, Designer Dan Miller and artists Paul Russel and Blake Low answered a handful of questions about Blackout. But who are we kidding, you just want to see the screenshots anyway (keep checking the Gallery as the hi-res versions will be there shortly).
What did each of you do on Blackout?
Allen Murray: I am the Producer for all of the Halo 3 DLC, which means I helped plan which maps were going to be made, when we’d ship them and who was working on them and generally kept them on track. So I was one of the guys early on who said we need to remake Lockout and then managed the process to make it happen. I didn’t actually ‘make’ any of it, but Luke is taking pity on me and included me in the interview process. Thanks, Luke. Also, if any of you have any issues with other DLC maps, you can talk to me directly. My email address is [email protected].
Paul Russel: I was the primary environment artist for blackout from concept to completion. I also invented the grommet.
Dan Miller: Designing odds and ends, I kept stewardship over the level and fixed bugs. There wasn't really a whole lot to do design-wise after the weapons and gametypes were placed. We tried to keep it as close to Halo 2 as possible and let the community Forge it up how they wish.
Blake Low: I was responsible for adding all the little details to the level that made the area seem functional. Things like power boxes, wires, pipes and more.
What’s the fictional setting for Blackout this time? Its predecessor, Lockout, was set on a Forerunner installation.
PR: The setting is a UNSC Antarctic weather station with the completely arbitrary and stupid number z/41, it means nothing. Until the fans write some fictional significance into it and we eventually have to reverse engineer it into our canon. Thanks a lot, fans.
Venezuela is very nice this time of year.
BL: Its predecessor, Lockout, was set on a Forerunner installation. This time around we thought it would be cool to see what a human version of this same map would look like. So we created the fiction of it being a human weather station in the middle of frozen nowhere.
AM: It’s a UNSC research station set in the Arctic, and I am pretty sure that this is also where all of the R&D on military grade Otter Pop rations took place. Early on I thought it was going to be an oil derrick, but that changed over time. We have some cool racks of glacier core samples, Doppler radar and other pieces of research gear strewn about, which makes for a nice touch – and when you look up to see them make sure you notice the beautiful Aurora Borealis in the sky. There were other, more outlandish settings done in the concept phase, but we’ll keep those secret as you never know when we’ll dig into that bag and pull it out for a future project.
How was the setting for Blackout determined?
PR: Since I got lumped with the 'Forerunner Guy' label and sixty percent of the environments I've built have been Forerunner, I've made a bold pronouncement to never do Forerunner again. That's why it's a human weather station. I wish there were a more interesting story than that.
AM: From my perspective the determination was an organic process based on the direction that Paul just started taking it. He had a really solid idea and it was easy for the other artists to understand it and help make it awesome. We also set the time to be the middle of the night, so it’s dark, but the full moon and ambient light from the facility make the map visible enough that it plays just like Lockout. And that took a lot of tweaking – there were weeks when the map was just too damn dark to do anything, or too light that everything looked washed out and you lost the cool midnight setting. In the end Paul and his cohorts found a really great balance to the aesthetic.
In addition to the aesthetic changes, how has the map changed functionally? It’s a strict port, but there are differences, detail them:
PR: There's equipment now, which changes the dynamic quite a bit, I hear. The original model was a chaotic mess to work in, so I rebuilt it from scratch, keeping only the buildings, which I also promptly gutted and rebuilt. As a result it's probably completely different and you'll all hate it, me and Bungie as a result. Mission accomplished.
Kidding, you'll love it. The kids love Lockout, it's bigger than the Beatles, but with more grenades.
DM: Mainly equipment. We tried our best to keep the weapon layout, gametypes and spawns as accurate as we could to Halo 2. There are a couple of jumps that are easier in this version, but that wasn't by design- they just kind of fell out of how we made this level.
AM: Most of the jumps, even the crazy ones from Halo 2, are there. However a few are tweaked or removed and there is one spot that was altered that makes it less easy to lock down a specific quadrant of the map. Also, the small platforms next to the air vent are at slightly different elevations.
What’s changed between Halo 2 and Halo 3 that affected the remake process?
PR: Equipment, field of view tweaks, higher resolution, widescreen, Forge and I, Paul Freakin' Russel, am the primary artist. El Dios bendice Venezuela!
DM: I would guess the main change would be that jumping has changed and it made certain jumps easier to make. I wonder if the Assault Rifle's influence also changed how the level plays vs the smg. I think the level plays a little more mid-range because of the Assault rifle.
AM: The general pacing in MP changed between Halo 2 and 3, and the sandbox changed drastically, so that affects all remakes, but for Blackout specifically we wanted to keep things as close as possible to what was built in Halo 2. That means that the biggest changes come from actually gameplay as the way weapons and equipment interact on the map make a game on Blackout so much more different than a Halo 2 game on Lockout.
How is equipment placed on Blackout?
DM: We've decided to go with a 'less is more' attitude with Blackout after some playing around with a bunch of different placements, we've settled on one regenerator, one bubble shield and one power drain.
AM: With such verticality to the map and the narrows spaces, the Bubble Shield is terribly effective for just shutting down certain lines of sight. It’s also fun to toss a Power Drain onto the helipad while everyone is fighting in the middle and just clean up.
What gametypes work best on Blackout?
PR: I don't know. I loathe playing video games.
DM: I enjoy assault, KOTH and team slayer on Blackout.
BL: King of the hill in the red room of death :)
AM: For me, this is just a straight up Slayer map, FFA or Team. The objective games are fun, but this is all about short to mid-range combat and the Assault Rifle is perfect as a starting weapon on this map.
What’s some stuff we don’t know about Blackout’s creation? What was the toughest part to “get right?”
PR: This is the first time I believe we've tried a full-blown nighttime multiplayer map. Originally I wanted it to take place on the back of a giant llama. I'm still bitter about this.
Maintaining some of the little things that expert players liked to exploit. Those are all gone, now, your pets are dead, go home and cry.
Kidding, we did our best to keep it all in.
I have to go now; I have a busy schedule as I am also the President of Venezuela. Vaya con queso!
BL: Making an environment look cold and unbearable is always a challenge.
AM: We almost didn’t do it because we already have Guardian, which was similar and ‘inspired by’ Lockout. But when I started up the DLC project we gathered a ton of data from the community, looked at the most played maps on Live and did some very unscientific polls on Bungie.Net and other community websites and Lockout was leaps and bounds ahead of every other map in terms of games played and the public demand. It also fits a need in our overall map portfolio to help round out the small maps that are available in Halo 3 and was a great artistic exercise.
The toughest part of making it was trying to be as faithful to the original as possible while also accommodating the inherent gameplay changes between Halo 2 and 3. The second toughest was getting Paul and the gang to fix their bugs on time and making sure lightmaps weren’t screwed all of the time.
Bungie Weekly Update: 4/04/08
Posted by lukems at 4/4/2008 3:45 PM PDT
Legendary Forge
Over the last month we’ve brought a modest trickle of information about the Legendary Map Packs (due April 15th, watch the trailer or download it here) and B.net trainspotters have picked up on our relative silence about one of the big “talking points” from the previous Map Pack, Forge. While the Legendary Map Pack doesn’t feature a map that you can build from scratch a la Foundry it does have a pretty unique series of Forge objects and some new knicks and knacks for Legendary purchasers to tool around with. To plumb these depths a little further, I grabbed some adults to answer a handful of questions about Forge’s role in the Legendary Maps. Designer Lars Bakken and artists Jason Sussman and Cameron “cinnamon” Pinard responded with all haste.
With the Heroic Map Pack, we gave users the Foundry, a Forge Playground. This time we’ve reworked two classic maps and have an all new map to show, what are the Forge Objects like for each of the new maps?
http://www.bungie.net/images/News/We...Watchtower.jpgAvalanche
Lars Bakken: We have some simple things like tweaked shipping containers (they don’t move around anymore once settled). There are also forerunner walls, corners, and a sweet little sniper perch. There are also Energy Blockers that fit in the openings; so for instance, if you wanted to cut off a route through the center you could do that now. They are like a solid version of the shield door, so nothing can get through them and they fit snugly in the door frames.
Jason Sussman: With Avalanche I wanted to make some of the same wall type pieces that I made in Foundry but with more of the Forerunner style to help match it with the existing geometry. I also created tower pieces that you could piece together to make Dr. Bone Knees Tower of power.
Watchtowers suspended by magic.
Forerunner-themed trouble making.Blackout
LB: The map is human themed now, so we used some of the existing Foundry stuff with minor alterations. We also put in a door that lets you block off basically any of the separate buildings. Want to make a version of Blackout with the BR tower interior totally blocked off? You can now.
http://www.bungie.net/images/News/We...outForge01.jpg
The worst Halo map ever: Stoshout. Designed for King of the Hill with a Hill that elevates ever so slightly over time, this shield door protected platform is a tomb where fun goes to die.
http://www.bungie.net/images/News/We...outForge02.jpg
What a monstrosity, vehicles on Blackout. How could you do this to us Bungie? Another non-standard, non-default, don't worry you won't have to see this in Team Slayer version of Blackout.
Ghost Town LB: There are some cool ramps and bridges and also a scaffolding platform. Basically a lot of ways to make some new routes and block off existing ones. The objects try to use the existing world objects where they can, so you’ll see lots of wood and metal.
Cameron Pinard: Because of the size and layout of Ghost Town there isn’t a lot of flexibility with forge objects, that said we tried to include as many interesting things as possible and keep visually similar to Ghost Town. There are a number of blocks and barricades as well as a few platform-like objects that we haven’t seen as many of on other maps.
http://www.bungie.net/images/News/We...Town_Tower.jpg
How are objects created for Forge? What’s the process from concept to implementation? What’s the hardest part about creating Forge objects?
LB: They are created by the artists. Hahahaha… Seriously though, we usually try to think first what does this map need, and come up with a quick list of objects. We try to think like the Forgers out there and give them things that are useful. You’ll notice that we definitely have more building-type items now and less decorator style objects.
CP: Forge objects generally get made by a 3D artist, a lot of times these are added toward the end of production of a map so that we can pull finished or near finished assets from the level and use them. Some of the more unusual forge objects are conceived at some point during development to either solve a specific problem (blocking the door in foundry for example) or because we think it would be cool to have (the soccer ball). Occasionally we’ll have some specific target ahead of time like the crates on foundry that had to serve a particular purpose.
The most frustrating thing I’ve found making Forge objects is that we have to localize their names, this means that we have to have a clear idea of what the object is and what it is called earlier. This can be really frustrating when you have a sudden moment of brilliance later in development cycle and are unable to add things in. There are some other difficulties in creating forge objects, for instance you have to finish all sides of an object, the process is very different from creating an environment object, and because we have to account for players completely filling the map with all the given objects, we have to be somewhat budget conscious.
JS: When we are looking to create objects in forge we will basically try to make items that can be used in various ways. So we will usually start with basic primitives such as a box or cylinder then we will move onto items like walls and bridges. We will also try and make things that match the map that they are being placed in as best as possible. For example the objects in Foundry were built with the specifications set by the map layout. But they had to be versatile enough that players can move things around to make all types of scenarios. We also try to think of goofy or cool things we would like to set up and do when we customize our own maps. So then we will make a few other objects based upon ideas folks have.
Going forward we are taking a close look at how people are using forge items and using that information to make new and better Forge objects in addition to the standard ones that have been created.
With Ghost Town's Forge objects, artists invested heavily in the painstaking work of making the wooden planks and catwalks completely match the environment. Without knowing the maps, it will be difficult for folks to tell what's been added in via Forge and what is existing geometry. The planks and connected platforms in the foreground are just a couple of Ghost Town's new Forge objects. With just a few planks and walkways, players will be able to make considerable changes to the way Ghost Town plays and those seemingly small changes could have drastic ramifications on how the map plays.
There are some brand new objects in the Forge this time around. What are they? How will they change the Forge and gameplay?
CP: The biggest new things are the Forge filters, these are forge objects that change the camera settings to create a variety of effects. I think some of them will be useful for adding a little bit of a different flavor to custom maps, but the main intended use was for those who are interested in creating cool screenshots and films. Our Community’s machinima makers should get a kick out of them.
http://www.bungie.net/images/News/We...RGE/fx_orb.jpg
Where did the idea for the Forge filters come from?
LB: If I recall correctly, they grew out of the crazy screens people are taking in-game through the Films. We saw a lot of people putting the camera in really specific locations to get awesome effects to change how the game looked. Cam was messing around with the idea one day, and it looked pretty cool. We also wanted to give players some extra knobs to tweak.
CP: At some point during DLC 2’s production the question came up of “what crazy new Forge thing are we going to make this time around?” I compiled a list of things I thought we could do and would be interesting, one of the ideas there was a way to change the various camera settings, something we’ve had control of for a while but I thought it would be cool to give to users. Barry went over the list and picked out a few that really stuck out for him he suggested I take a look at the camera effects object we’d used previously for grenades and equipment. During this time we’d all been really impressed by some of the great screens people were getting using the limited grenade/equipment set, in the end we wanted to both bring that to more users and really expand the abilities of the people already taking great shots.
To illustrate and illuminate some of the differences in the various Forge filters Stosh took the same screenshot over and over and over, and only changed the screenshot filters before taking the picture. The screen effects are just Forge objects, placed like any other object. Then, to take a screenshot using the screen effect players just have to simply watch their Saved Film and take a screenshot as you normally would -- the screen effect is applied to the whole map in the Saved Film (and during gameplay).
To clarify this a bit further, the Screen Filters are placed on a map in Forge. The object itself (the sphere above) is invisible during gameplay, but the object's effect is completely visible during gameplay, once it has been placed on the map. So I could place "Gloomy" on Avalanche in Forge, save it as Lukealanche and then when you play Lukealanche it will have the gloomy effect during actual gameplay. These are not post processing effects, they are applied live, in real time to the game you're playing.
http://www.bungie.net/images/News/We...RGE/gloomy.jpg
Screen effect: Gloomy
http://www.bungie.net/images/News/We...ORGE/juicy.jpg
Screen effect: Juicy
http://www.bungie.net/images/News/We.../old_timey.jpg
Screen effect: Old Timey
http://www.bungie.net/images/News/We...GE/pen_ink.jpgLove, Frankie
Screen effect: Pen & Ink
http://www.bungie.net/images/News/We...FORGE/nova.jpg
Screen effect: Nova
http://www.bungie.net/images/News/We...colorblind.jpg
Screen effect: Colorblind
We're Still Hiring and How
As our Jobs page conveys, we're hiring all kinds of folks for a bunch of tasks here at Bungie. But some of those jobs we've posted have been filled. David Aldridge is one of our new engineering hires at Bungie. In addition to his bringing his programming prowess, David brings a steady stream of pastries with him to Bungie; our tastebuds and your online experience rejoice!
What do you do here at Bungie? What does that entail?
I’m a Network Engineer. That means I work on implementing and improving the technology behind current and future Bungie online experiences. That technology includes things like transport (getting data from one X360 to another efficiently), replication (synchronizing a game world across many peers asynchronously while using a minimum amount of bandwidth), and matchmaking mechanics. I’m one of the guys who feels bad every time you experience lag.
What makes a good end user experience when it comes to networking? How can games get better at achieving an optimum experience?
Our goal is to get each player into an enjoyable multiplayer session as quickly as possible. We want the player to experience no lag during that session. On top of that, there are many interesting meta-game elements of the experience that we want to optimize. For example, we want to avoid matching normal players with griefers. We want to avoid matching people who don’t like profanity with people who enjoy a good blue streak with their Halo. We want players to be able to avoid game types they don’t like (!#%& oddball!), but we also want to expose them to new game types that might become future favorites. We want players to be motivated to play their first, tenth, hundredth, and thousandth game.
What did you study in college? What advice do you have to all of lil hoppas out there who want to make games? How can they get into the game industry?
I studied Computer Science. I focused on AI in my undergraduate work, and graphics and AI in my graduate program.
If you want to become a video game programmer, you must first become a great programmer. The most reliable current way to do this is to enter a Computer Science program at a university, don’t skip classes, study and work hard, and become one of the top students in your class. Don’t worry too much about getting into a top-ranked school – the motivation and talent you bring with you will serve you better than all the Ivy League trappings in the world.
Hundreds of top Computer Science students try to break into the game industry every year. How can you separate yourself from the pack? One very effective way is through personal projects. A candidate with a 3.5 GPA and an impressive self-developed game demo is often more impressive than a candidate with a 4.0 GPA and no personal game work. Personal projects show your enthusiasm for and commitment to making games, and can also demonstrate your skill in working in larger systems than are seen in collegiate projects.
Other things that help are playing a lot of games, reading GDC papers and presentations, reading articles on video game development forums like GameDev and GamaSutra, and reading physics books in your spare time.
Was there a single game or moment when you realized that you wanted to make games? How’d you get into this line of work?
When I first played X-Wing, in March of 1993, I knew I wanted to make games. 5 years later, when it came time to pick a college major, I decided my best shot at making games was leveraging my love of computers and math and becoming a programmer (also, I hated creative writing and had no artistic taste, talent, or inclination). I was persistent (and lucky) enough to get an internship with a local game company in Los Angeles in my junior year, and the rest is history.
What are some of your favorite games?
Battlezone for the PC (1998). One of the best RTS/action hybrids ever. Disappointingly unbalanced multiplayer, but an utterly superb single player experience.
BioShock. THE must-play RPG/shooter/System Shock 3 of 2007.
Homeworld. Idyllic space war has never been so beautiful, or so strategically deep.
Frankie took time from having his brain vacuumed and becoming a true and proper 'merican this week to send this contribution in to the Weekly Update. It's strangely appropriate as Shishka is the new chef of playlists and there will be more lifting the lid off of his playlist stew soon enough.
http://www.bungie.net/images/News/We...FORGE/ohno.jpg
one mutherfukin week to go you oompa loompas
checking your stats now.
did you have another G.T. when you played halo 2 ?
seems you only played 1197 games on halo 2, that aint much compared to 6662.
just asking not hating
Legendary Action Shots Now Available
Posted by lukems at 4/8/2008 3:26 PM PDT
We're just a week away from the release of the Halo 3 Legendary Map Pack. Here's a whole mess of screens from Blackout, Avalanche and Ghost Town to keep you satiated until next Tuesday. But, that's not to say that there isn't a bit more coming before the maps release next week.
Bigger, all-grown-up file sizes available over in the Screenshots Gallery.
http://www.bungie.net/images/News/We...valanche01.jpg
http://www.bungie.net/images/News/We...valanche02.jpg
http://www.bungie.net/images/News/We...valanche04.jpg
http://www.bungie.net/images/News/We...valanche05.jpg
http://www.bungie.net/images/News/We...valanche06.jpg
http://www.bungie.net/images/News/We...Blackout01.jpg
http://www.bungie.net/images/News/We...Blackout02.jpg
http://www.bungie.net/images/News/We...Blackout03.jpg
http://www.bungie.net/images/News/We...Blackout04.jpg
http://www.bungie.net/images/News/We...hostTown01.jpg
http://www.bungie.net/images/News/We...hostTown02.jpg
http://www.bungie.net/images/News/We...hostTown04.jpg
http://www.bungie.net/images/News/We...hostTown03.jpg
ViDOC: Mapmaker, Mapmaker Make Me a Map
Posted by lukems at 4/9/2008 9:43 AM PDT
"Mapmaker, Mapmaker Make Me a Map."
This ViDOC focuses specifically on the Legendary Map Pack (due April 15th for 800 points on Xbox Live Marketplace) and introduces viewers to virtual versions of the some of the designers and artists who worked on Avalanche, Blackout and Ghost Town. An assortment of file sizes for the ViDOC are available for download now. Tomorrow, the ViDOC will be available on Xbox Live Marketplace.
Word of caution: The "Large" versions live up to their branding and are 720p versions of the ViDOC. Enjoy!
Quicktime (Right click and Save As):
Large
Medium
Small
Windows Media (Right click and Save As):
Large
Medium
Small
shortly! i shall be playing these new levels, ahh yes.
untill then here is some cool betrayal videos i found.
this one below is completely wierd. im downloading it if i can and watching it better, i think the sniper bullet hit the other dudes grenade just as he threw it. *scratches head*
yeah the new maps are fucking sweet. avalanche is MAAASSIVE, biggest map on halo 3 for shizzle.
new vid
whack glitches
all you multiplayers will find this funny.