InvincibleAgent
Member
Maybe jetpacking on vehicles would allow you to hover across a ravine, but I can't imagine gaining elevation :lol
Merguson said:Total speculation, but considering the changes the armor abilities are bringing to the core gameplay of Halo, I have to wonder if that is the reason why Bungie chose to work on multiplayer maps first. You could get an idea of what layout works and doesn't work with the new armor abilities. After some experimentation, you have a bunch of maps that can be used for several purposes AND work well with the armor abilities. You can put the multiplayer maps in the campaign as set pieces as well as use the experience to shape the rest of the campaign so that armor abilities can play a key role in the campaign overall.
We are not 100% about Firefight's return, not even close to any sort of official confirmation. It's been asked a lot but Bungie are holding back on any form of confirmation or denial. The best response we got so far was "We're not known for leaving features behind." Which is obviously hinting at the return of such a successful feature but it's as far from an official "Yes!" as you can get. =\Merguson said:As previously mentioned in this thread and the rest of the internet, you could also use the multiplayer maps for Firefight and it would work well considering it's been designed around armor abilities.
Actually, are we 100% certain that Firefight is returning? I know they said Halo 3 features would return but does ODST count? It is an 'campaign' expansion of Halo 3 but still.
InvincibleAgent said:Maybe jetpacking on vehicles would allow you to hover across a ravine, but I can't imagine gaining elevation :lol
Splendid:lolDani said:
1. Drive friends off cliff.InvincibleAgent said:Maybe jetpacking on vehicles would allow you to hover across a ravine, but I can't imagine gaining elevation :lol
Indeed, fans always want remakes. Bungie is painfully aware of this from all the lip service they got about Lockout and Midship, which currently leads me to believe that Armor Abilities are something that can be toggled off in the gametype options.Dani said:Fans always want remakes and want to play their old favourites in the newest title and I think you've convinced me to earmark a follow-up down the line. =)
squidhands said:Indeed, fans always want remakes. Bungie is painfully aware of this from all the lip service they got about Lockout and Midship, which currently leads me to believe that Armor Abilities are something that can be toggled off in the gametype options.
Loadouts: ON [OFF] (this assumes Loadouts consist only of which AA to choose)
Blueblur1 said:emulate Perfect Dark Zero
It was largely trash but I liked the concept of creating large spaces and then closing it off a bit for smaller matches. I feel that Bungie could apply a similar concept to Reach seeing as how standard remakes wouldn't work too well with armor abilities. My example demonstrates how they can create new maps but also please the fans craving remakes. But for all we know they might just not bother with remakes at all. I expect at least one or two though; I don't think you can call Reach the ultimate Bungie-made Halo game without some classic Bungie-made Halo maps.Dani said:I choked on my drink, thanks. :lol
Dani said:If you look at the gameplay options available for the player to edit for custom gametypes, you'll find that they are quite extensive and cover every available gametype. You can modify everything from starting weapons to flag return times, gravity settings whilst holding the bomb and the visibility and speed of players and much more.
It should be expected that not only will Reach retain this level of control, but it should broaden the options available and expand them to include the newer gameplay aspects. We should be able to choose whether or not players spawn with jetpacks, how much health generators have in Invasion mode and have the ability to configure the scoring options in Headhunter.
It would make sense that Reach carries on Halo's tradition of a deeply customisable multiplayer and that the gametypes available in matchmaking reflect it, like past Halo games.
Exactly. Halo Classic, if you will.Dani said:It would make sense that Reach carries on Halo's tradition of a deeply customisable multiplayer and that the gametypes available in matchmaking reflect it, like past Halo games.
Don't give people any ideas!Shake Appeal said:1. Drive friends off cliff.
2. Bail out.
3. Engage jet pack.
4. ?????
5. Profit.
Blueblur1 said:It was largely trash but I liked the concept of creating large spaces and then closing it off a bit for smaller matches. I feel that Bungie could apply a similar concept to Reach seeing as how standard remakes wouldn't work too well with armor abilities. My example demonstrates how they can create new maps but also please the fans craving remakes. But for all we know they might just not bother with remakes at all. I expect at least one or two though; I don't think you can call Reach the ultimate Bungie-made Halo game without some classic Bungie-made Halo maps.
Blueblur1 said:It was largely trash but I liked the concept of creating large spaces and then closing it off a bit for smaller matches. I feel that Bungie could apply a similar concept to Reach seeing as how standard remakes wouldn't work too well with armor abilities. My example demonstrates how they can create new maps but also please the fans craving remakes. But for all we know they might just not bother with remakes at all. I expect at least one or two though; I don't think you can call Reach the ultimate Bungie-made Halo game without some classic Bungie-made Halo maps.
Blueblur1 said:It was largely trash but I liked the concept of creating large spaces and then closing it off a bit for smaller matches. I feel that Bungie could apply a similar concept to Reach seeing as how standard remakes wouldn't work too well with armor abilities.
Merguson said:Using the Perfect Dark Zero system could work. You could have this map with this hub where a good portion of the fighting takes place. You then have this "outer" area where there are team bases and paths that makes good use of the armor abilities. The map names "Powerhouse" and "Sword Base" do suggest there will be some sort of a hub within the two maps but there isn't much to go on.
If MLG still wants smaller maps with no armor abilities, there could be an option to disable armor abilities and close off the area so the fighting is restricted to this hub where it feels like a map like Heretic or The Pit for example.
However it's likely they'll design maps based to work with armor abilities and no armor abilities without the need to close off sections of a map. Of course, we'll find out what they have in store for us on May 3rd.
Sense of Scale - Postmortem said:Some of the early discussions within the multiplayer team led to the decision to explore an objective-based sequential gameplay experience with attackers fighting their way up into the main bowl that is currently Sandtrap. There was an initial opening into area where attackers would fight up a sort of beachhead like a D-Day kind of assault. Once they made it through that, we had some pretty fun prototypes of massive guns aiming down on them.
That was a pretty huge space just by itself. Imagine a second Sandtrap right next to the one you know.
Neverender said:bungie should get you to write the updates when they're not releasing any new information...
Did you just get this for the first time today? I got mine (and the 3 free months plus the promise of a beta token) a couple of weeks back. if new people are getting invited, I gotta tell my friends to be on the lookout.Dax01 said:Got the 400 points today for being such an avid Halo 2 player.
Dani said:That quote is taken from the Sandtrap retrospective and it seems that, once upon time, a multi-tiered approach was considered for one of Halo 3's iconic maps.
This ideas for Sandtrap is the idea of having a smaller area locked away from the player, but when the play makes it to the top, they gain access to the bowl and an area about the same size as the place they came from.
Whilst obviously the implementation of this approach is slightly different from how PDZ managed it, I think it would have been a novel idea if Sandtrap had continued along those lines. It's interesting to note, from my experience with the Battlefield Bad Company 2 Beta, it had multi-tiered levels, players would complete an objective or reach a specific amount of kills in one area and the next area would unlock and the defending or loosing team would spawn in the newer area and set up camp as the other team marched towards them. Again, it's not the exact same idea but a different approach to the same kind of design.
I'd love to see Bungie take on a multi-tiered level design, if only to see how differently they would approach the concept. Would they revisit the old Sandbox design or would they start from scratch with an original take? Bungie have taken older ideas from the cutting room floor (Forge, Firefight and Saved Films notably) and implemented when they felt they could and when you watch the march multiplayer trailer, it isn't too far-fetched to imagine something different.
Whilst I don't think it's likely that we'll see such levels, I'd be happy to be wrong.
I writewordsbadly strung together. Urk writes Art.with typos
Shake Appeal said:1. Drive friends off cliff.
2. Bail out.
3. Engage jet pack.
4. ?????
5. Profit.
urk said:Thunk I cornfused you a bit, Dani. Those spaces aren't set in the same locale. You're looking at two distinct environments.
lolsquidhands said:Great minds, Letters.
:lolsquidhands said:Great minds, Letters.
Merguson said:If MLG still wants smaller maps with no armor abilities, there could be an option to disable armor abilities and close off the area so the fighting is restricted to this hub where it feels like a map like Heretic or The Pit for example.
Where the heck did this come from?Wizman23 said:So I wonder what gaming website is going to drop this weeks Reach reveal and when. It has been confirmed that the cR system will be revealed correct? I just hope we get some awesome journalism like we did last week from shacknews.
Louis Wu said:Where the heck did this come from?
BWU said:In its place, something well talk more about next week. (Yup, it has to do with both the Rank and cR designations you spy in the recent batch of screenshots.)
:lol :lolsquidhands said:Great minds, Letters.
lol - you'd think I'd absorb more of that as I reformat it for the HBO archive. :lol-Yeti said:Latest BWU, I believe.
Louis Wu said:lol - you'd think I'd absorb more of that as I reformat it for the HBO archive. :lol
Thanks, missed it the first time.
Louis Wu said:Where the heck did this come from?
sketch said:The plan is to pretty much dive into a new feature 'bucket' every week for the next few weeks. A steady build towards May 3rd, detailing all the nuances introduced in the trailer and probably culminating in more multimedia goodness before we flip the switch and go live.
Next week the focus moves to a new aspect of Reach MP, one that may very well address the 'mystery ranking', and also bring an old friend back out into the public light.
bobs99 ... said:Im more interested in the 'old friend' what could they mean?
The Br
I figured he was hinting at a Luke Smith resurgence.bobs99 ... said:Im more interested in the 'old friend' what could they mean?
Fall damage?
Health system?
The Br?
Tartarus (no thanks :lol )?
Foehammer (please????)
bobs99 ... said:Im more interested in the 'old friend' what could they mean?
Fall damage?
Health system?
The Br?
Tartarus (no thanks :lol )?
Foehammer (please????)
this makes me happyLetters said:
I also thought thisBlueblur1 said:I figured he was hinting at a Luke Smith resurgence.
urk said:http://i203.photobucket.com/albums/aa4/urkthered/rise.jpg[img][/QUOTE]
rofl
I had to look at the filename for this one - I thought it was the 'NOOOOOOOOO' scene. :lol :lol
There are a lot of things wrong with this post.Seep said:So what's the word on this game, is it going back to the days of Halo CE? because 2 3 and ODST are complete shite compared to the first one.
Dax01 said:There are a lot of things wrong with this post.