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Halo 5: Guardians |OT3| Ball Dropped

Karl2177

Member
Are these going to be maps forged by Nokyard? I think I saw him working on some.
Footage looks great, only thing I wish was that the grav hammer impact sent bodies flying a bit more.

Right now I'm 50/50 on staying up tonight.

If you want to make one, you can.

I now have a Parallax template for all to enjoy. Please note this is a temporary solution and the final dimensions have not yet been established. Keep your design flexible to allow for possible future alterations.

Instructions:

Don't touch ANYTHING which is locked. Do not unlock anything which is locked. These are essential to game play and are there for a reason which may not be apparent to the builder. If you accidentally lose your forge piece inside of an invisible block, spawn another of the item and use the 'Select All Of' trick to recover it.
DO NOT UNLOCK ANYTHING by NOKYARD, on Flickr

The openings in the ends and top of the court are there so you can navigate your build. They will close automatically with scripting in the first few seconds of a game. Leave them as is.
Builders access panel by NOKYARD, on Flickr

Replace anything which is the Plum colour, with pieces which exactly match their position, even if you replace it with an invisibarrier.
Alternate side walls by NOKYARD, on Flickr

The court is 6 sided. If you wish to make it rectangular set the center spawn zone to 207 units and use that as a guide for the side walls.
Measuring stick by NOKYARD, on Flickr

Unlock the central side wall and invisiwall and group them, then move them 10 units toward the middle. Unlock and straighten the side panels (which are set to a 6 degree angle) to match the center piece.
Alternate side walls by NOKYARD, on Flickr

You have a choice of 3 different starting platforms.
Default Launch Platform by NOKYARD, on Flickr

If you decide to use one of the spare platforms simply delete the original platform (NOT the spawns) and mancanons, then group the platform you want to use and set the parent to the actual platform piece. Use the coordinate system (DO NOT MOVE BY HAND i use very tight tolerances) to set the platform to Y = 0.00.

The big invisible block above the Initial Spawns is scripted to block the Spawns after the game starts to prevent late spawning players from being locked out of the court. Please do not touch it.
Alternate Launch Platform by NOKYARD, on Flickr

There is a script which closes the invisiwalls and locks players in at the start of the match (does not fire in Forge mode). You may use this script for your own needs. The action is triggered with a message sent to Alpha channel, and reset with Zulu for testing purposes. You may read the states of Alpha through Echo channels, but DO NOT not alter their states or you will break this script. You may test your script using the provided Alpha and Zulu invisible switches on the scripting platform.
Script by NOKYARD, on Flickr

Player containment (Kill and Safe Volumes) is complete on the template but you may have to alter it for your design.

Generally, you should not let any of your forge pieces pass through the invisible walls, and never so they impede player movement. You may alter the structure of the ceiling but not in a way where the ball may become stuck, or where players may launch up to perches.

You may deviate from this spec as you wish but keep in mind that altering the layout may disqualify your court from being considered in Matchmaking and official Grifball League play, but don't let that stop you from being creative and coming up with fresh new ideas. We did have very poipular Half-Pipe and Low-gravity courts in Matchmaking.
 

jem0208

Member
I quite like 5v5 for social, makes it a bit more hectic which is fun.


However it doesn't work for Empire at all, it's just terrible. The spawns I've had have been abysmal.
 

Fuchsdh

Member
Not sure if you mean in a good way or not, but either way, it just seems from a quick impression that the goals won't feel as epic as they could do :3

Might be a bit too Michael Bay for every goal (if it were something special for the final goal?) Honestly the whole lemming approach to assault was weird to me. We succeeded with the goal, why are me and my teammates getting blown up as well? Feels like a loss even in victory.
 

BraXzy

Member
Might be a bit too Michael Bay for every goal (if it were something special for the final goal?) Honestly the whole lemming approach to assault was weird to me. We succeeded with the goal, why are me and my teammates getting blown up as well? Feels like a loss even in victory.

True true true, I'd take that compromise, final goal = epic slow mo explosion or bust.
 

Tawpgun

Member
Might be a bit too Michael Bay for every goal (if it were something special for the final goal?) Honestly the whole lemming approach to assault was weird to me. We succeeded with the goal, why are me and my teammates getting blown up as well? Feels like a loss even in victory.
Really? It was just part of the fun. Classic assault. An insta explosion would be great in grifball, if it was round based.

Also, I was a big fan of grifball in Halo 3. Mainly because the physics were on point. The gravity hammer actually had awesome physics on it. You could propel yourself, knock people who are in the air back, launch the ball carrier.

It's never been the same since. Every grifball since halo 3 has been boring to me and this one looks no different. I'll give it a fair shot I guess.
 
I want to see how the new abilities play into Grifball (thrust, ground pound, and SC). These alone will add another layer of depth that wasn't possible before.
 
Prepare yourself for the worst vehicle in Halo history. Especially on that REQ Energy Level.

The ONI version is actually decent. The lock-on targeting helps a lot. Biggest problem are boarders, they are close to impossible to stop. What I would like to see is something like the electric smoke from Titanfall to help deal with them.
 

Karl2177

Member
Prepare yourself for the worst vehicle in Halo history. Especially on that REQ Energy Level.

I've said it before and I'll say it again. What I don't understand is how the weapon sandbox is like 90-95% fantastic, while the vehicle sandbox is 90-95% awful.
 
I've said it before and I'll say it again. What I don't understand is how the weapon sandbox is like 90-95% fantastic, while the vehicle sandbox is 90-95% awful.

I feel like it's honestly because they made such drastic changes to the movement options, and then left the vehicle sandbox pretty much the same from past games. I feel like I get boarded almost instantly with any relatively slow moving vehicle, because it's so easy to catch up to them now.
 
I feel like it's honestly because they made such drastic changes to the movement options, and then left the vehicle sandbox pretty much the same from past games. I feel like I get boarded almost instantly with any relatively slow moving vehicle, because it's so easy to catch up to them now.

Also when you have Wraiths and tanks out, advanced sensors+camo will come to fuck you up.
 

Fuchsdh

Member
I feel like it's honestly because they made such drastic changes to the movement options, and then left the vehicle sandbox pretty much the same from past games. I feel like I get boarded almost instantly with any relatively slow moving vehicle, because it's so easy to catch up to them now.

I think it's reasonable that it's risky because vehicles would otherwise dominate Warzone, especially regarding controlling/killing the important bosses. But it does mean you need to roll with heavy vehicles as escorted force multipliers rather than lone forces of death.

If you want to deal damage as a lone wolf, get an Ultra Banshee or Ghost and wreck.
 

Trup1aya

Member
I quite like 5v5 for social, makes it a bit more hectic which is fun.


However it doesn't work for Empire at all, it's just terrible. The spawns I've had have been abysmal.

I think 5v5 ctf on Empire is hilarious fun. I got stuck on a team of scrubs, against another team of scrubs. The enemy capped one flag, and went into full turtling mode. I had a blast trying to break through their defenses solo while the rest of my team did God knows what.. Racked up reversals and multi kills galore. Once we score, the rest of the map opened up. But the constant chaos is a nice change of pace from the structure in the ranked modes.
 

Tawpgun

Member
I've said it before and I'll say it again. What I don't understand is how the weapon sandbox is like 90-95% fantastic, while the vehicle sandbox is 90-95% awful.
It's the vehicle handling. The hog and mongoose feel awful to handle. The banshee is alright but it's flip moves are terrible. There's also too many dumb variants in warzone.

Mantis is a terrible vehicle as well. Feels incredibly out of place.
 
This gets me excited b'cuz I want them to bring out Ricochete too which I have yet to play.
Ricochete would be so good in Halo 5

It's the vehicle handling. The hog and mongoose feel awful to handle. The banshee is alright but it's flip moves are terrible. There's also too many dumb variants in warzone.

Mantis is a terrible vehicle as well. Feels incredibly out of place.
For real. How do you mess up the Warthog handling? It's not just an iconic vehicle in Halo. It's an iconic vehicle in gaming as a whole. You think that nailing the feel of the warthog would be a priority, but somehow in Halo 5 it's just terrible.
 

Karl2177

Member
I feel like it's honestly because they made such drastic changes to the movement options, and then left the vehicle sandbox pretty much the same from past games. I feel like I get boarded almost instantly with any relatively slow moving vehicle, because it's so easy to catch up to them now.

That's a good point. I think all the tanks I've ever called in have been boarded, not destroyed by weapons.

It's just so weird to me. It's like they used the Halo 4 driving physics because Warthogs and Mongeese will bounce after the smallest hill. Wraiths have so much momentum that you have to turn less than you normally would because the rotational momentum will pull your reticle. Boarding is hella finicky. I've been right next to a Ghost and the boarding prompt didn't come up. And what baffles me the most is that they are still using the separate vehicle/player health and not showing the vehicle health aside from arbitrary effects on the vehicle.

It's the vehicle handling. The hog and mongoose feel awful to handle. The banshee is alright but it's flip moves are terrible. There's also too many dumb variants in warzone.

Mantis is a terrible vehicle as well. Feels incredibly out of place.

If I were in charge of vehicles, Banshee flips would deplete the boost. And also wouldn't do that janky, offset the vehicle downwards so the flip can be fast thing that it does.
 
I'd totally be down for a $40-$50 'Halo 5: Champions' multiplayer expansion. I wonder if the rest of the Halo community would as well though; at the right pricepoint, with a sufficient amount of new content, I imagine they would be content to purchase. What would people call 'adequate though? Firefight, 13 new maps - 3 BTB, 4 Warzone, 5 Arena, 1 forge canvas - and new modes e.g. invasion, + elites?

I would give 50$ just for Elites though : ).I miss them so much but 343 hasnt shown any love for the elites..

Even KI has Arbiter and Shangelios map but we dont.
 

Tawpgun

Member
RE halogaf commendations

Kill marines and nade kills are super close.

Reversal is too but that's out of our control. Destroy enemy vehicles is close also so use those lasers and shit.
 

Fuchsdh

Member
I'd totally be down for a $40-$50 'Halo 5: Champions' multiplayer expansion. I wonder if the rest of the Halo community would as well though; at the right pricepoint, with a sufficient amount of new content, I imagine they would be content to purchase. What would people call 'adequate though? Firefight, 13 new maps - 3 BTB, 4 Warzone, 5 Arena, 1 forge canvas - and new modes e.g. invasion, + elites?

I dunno how that jives with their practice of free multiplayer DLC, though. Maybe you could give exclusive REQs and a timed window for paying customers (those who don't want to pay get it a month or two later, or it's trickled out over a period) but I don't see multiplayer expansions making sense in the business model.

The people more likely to pay for stuff would be campaign DLC, and I've given up expecting that to ever happen.
 

Tawpgun

Member
I'd totally be down for a $40-$50 'Halo 5: Champions' multiplayer expansion. I wonder if the rest of the Halo community would as well though; at the right pricepoint, with a sufficient amount of new content, I imagine they would be content to purchase. What would people call 'adequate though? Firefight, 13 new maps - 3 BTB, 4 Warzone, 5 Arena, 1 forge canvas - and new modes e.g. invasion, + elites?
Nah would break their free dlc model. Would love to have all those features though!

But having it be paid would be dumb and segment the player base. Unless they wanted to do something like 30 day paid early access to this content.
 
Nah would break their free dlc model. Would love to have all those features though!

But having it be paid would be dumb and segment the player base. Unless they wanted to do something like 30 day paid early access to this content.

Early access would be very cool.

40-50 would be way too much for that tho, make it 15-25.
 

Trup1aya

Member
RE halogaf commendations

Kill marines and nade kills are super close.

Reversal is too but that's out of our control. Destroy enemy vehicles is close also so use those lasers and shit.

Killing marines and pulling off reversals were two of my top priorities lately...

Also killing prometheans and Spartan charging.
 

Looks fun.

As for the Gravity Hammer, it still seems fairly dialed back. I really enjoyed in Halo 3 where under the right circumstances you would go airborne. Not sure why it's so much less propulsive.

Ugh the single best move Microsoft could make to the Halo franchise is to stop compressing the hell out of Steitzer's announcing. Why do they make him sound like he's announcing through a tube? (H2A is still the pinnacle of this, but it's not much better in 5.)

Honestly, my first thought was this wasn't him but a voice mod sounding like him.
 

IHaveIce

Banned
RE halogaf commendations

Kill marines and nade kills are super close.

Reversal is too but that's out of our control. Destroy enemy vehicles is close also so use those lasers and shit.

Yep next to focussing on spartan charge and assassinations these are my top priorities
 

MaGlock

Member
Hope they don't waste time on stream about grifball with this video available show me assault show me odd ball! What time is the stream btw
 

Granadier

Is currently on Stage 1: Denial regarding the service game future
I'd totally be down for a $40-$50 'Halo 5: Champions' multiplayer expansion. I wonder if the rest of the Halo community would as well though; at the right pricepoint, with a sufficient amount of new content, I imagine they would be content to purchase. What would people call 'adequate though? Firefight, 13 new maps - 3 BTB, 4 Warzone, 5 Arena, 1 forge canvas - and new modes e.g. invasion, + elites?

They are probably making more from REQ packs than any past DLC. No need for them to charge for an "expansion".

All thanks to Speedy.
 

Ryde3

Member
I would pay for more content post-June, aslong as it was released at once. Not that much content left for us to get if it's going to be 1 map per month... I need more! haha, but Forge should scratch that itch soon enough - we need that community slayer 4v4 playlist!
 

Caja 117

Member
I just watched the clip with budubuduu camo play, meh, maybe it was because of everyone reactions, but the play didn't really impress me, I was more impress of the lack of awareness by the other team in that situation, I guess those are the consequences of radar.
 

Trup1aya

Member
I just watched the clip with budubuduu camo play, meh, maybe it was because of everyone reactions, but the play didn't really impress me, I was more impress of the lack of awareness by the other team in that situation, I guess those are the consequences of radar.

Had denial won the match this particular play would have been marked as the turning point.

It wasn't about a display of skill, but the remarkable display of patience in a situation where time was of the essenence.

I think the average halo player would have gone in for a kill much sooner, instead of waiting for back up.

Also, I don't know if radar had anything to do with him not being spotted, I'm sure CLG figured someone with camo was contesting the stronghold, they just couldn't locate him because he wasn't moving whenever they looked his way.
 

Caja 117

Member
Had denial won the match this particular play would have been marked as the turning point.

It wasn't about a display of skill, but the remarkable display of patience in a situation where time was of the essenence.

I think the average halo player would have gone in for a kill much sooner, instead of waiting for back up.

Also, I don't know if radar had anything to do with him not being spotted, I'm sure CLG figured someone with camo was contesting the stronghold, they just couldn't locate him because he wasn't moving whenever they looked his way.

The radar doesn't have anything to do with finding out the camo guy, but with radar in place it does deteriorate player awareness as their eyes go more often to that corner to check on movement, instead of using personal awareness to their benefit.

It is true that a lot of player wouldn't be able to act the same way and not attack the first player they see, tough.
 

Trup1aya

Member
The radar doesn't have anything to do with finding out the camo guy, but with radar in place it does deteriorate player awareness as their eyes go more often to that corner to check on movement, instead of using personal awareness to their benefit.

It is true that a lot of player wouldn't be able to act the same way and not attack the first player they see, tough.

I know what you mean about radar generally screwing with player awareness, I just don't know if it's applicable here.

It seems to me that many of the Vets, are so used to playing without radar, that they actually miss things that they should be able to pick up on thanks to H5's radar.

Another thing is that with clamber, the number of angles an enemy can approach from has increased dramatically from previous halo's. So in H3 for example, you might not know where an enemy is exactly, but there was a finite number of entry points. If you had a call out, you could pre-aim for kills. But in H5, movements aren't really predictable at all.. I think the existance of radar acts to counterbalance this.

But even if general awareness is down, even amongst pro's I don't think that played a part in this incident. I think they new he was somewhere, but where checking the typical hiding spots instead of right in plain site.
 

SRTtoZ

Member
Whats up with this retrieving data bullshit after a match? Can't see shit and I hope I'm getting credit for the wins :/

So how much should I look into the accuracy stat? Whats a high level accuracy rate?

It's a problem that I can't even leave multiplayer after a game, I have to actually exit Halo 5. Yikes this sucks.
 

Caja 117

Member
I know what you mean about radar generally screwing with player awareness, I just don't know if it's applicable here.

A-It seems to me that many of the Vets, are so used to playing without radar, that they actually miss things that they should be able to pick up on thanks to H5's radar.

Another thing is that with clamber, the number of angles an enemy can approach from has increased dramatically from previous halo's. So in H3 for example, you might not know where an enemy is exactly, but there was a finite number of entry points. If you had a all out, you could pre-aim for kills. But in H5, movements aren't really predictable at all.. I think the existance of radar acts to counterbalance this.

b-But even if general awareness is down, even amongst pro's I don't think that played a part in this incident. I think they new he was somewhere, but where checking the typical hiding spots instead of right in plain site.

A-Yea that's my point, and I firmly believe even if people will disagree with me, that this play wouldn't had been possible if radar wasn't there.

B-They knew there was a player with camo, but they trust more what the screen is showing them that what their, could I say general awareness and experience tells them.

I do remember how much playing Halo 3 Team slayer messed up with how I played in Halo 3 MLG playlist, So I think in overall, players now are relying too much on radar and this could be a double edge sword to how they act during a game.

Disclaimer, I don't like radar for competitive play,I think it takes away a layer of skill gap between players, but at the same time, it doesn't makes me upset, I guess it does make the game more accessible to casuals.
 
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