wwm0nkey said:Ok im going to say this right now, Bungie UN-FOG ALL THE MAPS!
Video of all maps with no fog. Seriously why hide that beautiful scenery?
We're specifically looking for people with tons of Halo love and knowledge. There are lots of good video producers out there, but not many who play Halo every night and are actively involved with a Halo community.Video Editor @ Microsoft-Careers
Microsoft Game Studios Halo team is looking for a sharp eye and a deft hand to help bring Halo stories to life. Teamwork, innovation, attention-to-detail and passion are characteristics we look for in our video editors. If you are a talented Video Editor who loves Halo and are looking for an exciting project to challenge you, this is where you need to be.
Requirements
- Two years professional experience in video production including proficiency in:
o Video editing software
o Codecs and compression
o Camera and audio operation
- Intimate knowledge and understanding of social media: Facebook, Twitter, Websites, blogging
- Professional writing and communications skills
- Thrives in a fast-paced, creative, constantly changing, team environment
- A positive can-do attitude
Desired Qualities
- Basic knowledge of graphic editing software like Photoshop, Illustrator
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- Bonus points for knowledge of After Effects and experience Machinimating
All those nights poopsocking footage for a sniper montage will finally mean something!Cocopjojo said:Heads up, HaloGAF, 343i/Waypoint is looking for another video producer. JD below:
We're specifically looking for people with tons of Halo love and knowledge. There are lots of good video producers out there, but not many who play Halo every night and are actively involved with a Halo community.
So if you fit the above descriptions, please send your resumé and reel to me at cocopjojo@ascendantjustice.com.
I literally said wow. I wonder if the fog was added as much for performance as mood, given how detailed the surroundings are. The Boneyard one is what really got me - there's a huge array of objects scattered around the shipyard that are entirely obscured.GDJustin said:Boardwalk is by far the most impressive change. There is a TON of stuff obscured.
can someone repost the video? its blocked in germany.GDJustin said:Boardwalk is by far the most impressive change. There is a TON of stuff obscured.
Devin Olsen said:
Easily one of the worst decisions ever made in a Halo game, but I rather enjoyed the campaign for what it was: a glorified expansion to Halo 3.Generic said:I personally couldn't stand it because everytime I got even a little damage, there was that insanely annoying beeping noise, if if there's a lot of damage, I ahve the whole screen fill up with red shit making it harder to see. It's the little things....
Good read, looking forward to the next piece. Real shame to hear about the Revenant problems with your map. :-(GhaleonEB said:
Santiako said:My first Weekly challenge completed! In about an hour and a half! On Monday!
GhaleonEB said:I literally said wow. I wonder if the fog was added as much for performance as mood, given how detailed the surroundings are. The Boneyard one is what really got me - there's a huge array of objects scattered around the shipyard that are entirely obscured.
Thanks. After a night's sleep I chilled out and swapped Ghosts in for the Revenants. They're not nearly as crazy/fun, and can't transport a passenger (which is why I picked a Revenant for the secondary vehicle in the first place), but hopefully they work. It's not as big a deal as I made it out to be last night, when I was fearing it affected all vehicles. I'm hoping it's a physics bug that can be patched.squidhands said:Good read, looking forward to the next piece. Real shame to hear about the Revenant problems with your map. :-(
Cocopjojo said:Heads up, HaloGAF, 343i/Waypoint is looking for another video producer. JD below:
We're specifically looking for people with tons of Halo love and knowledge. There are lots of good video producers out there, but not many who play Halo every night and are actively involved with a Halo community.
So if you fit the above descriptions, please send your resumé and reel to me at cocopjojo@ascendantjustice.com.
That's the point of this first contest, is to help me think of a name for the future contests :lolMikasangelos said:what do we put for Title Suggestion?
Yeah, but you still touched on some points that are relevant, especially the part about the landscape being less forger-friendly than it should be. I saw a forged map a week or so ago that had a small 'indoor' atrium with a couple of trees in it. I wanted to use that idea for a larger map, but couldn't find a large enough space that didn't have a bunch of stupid rocks in the way or such a massive elevation change that it was impractical to build there. There are some aspects of FW that are just as infuriating as H3's ever was.GhaleonEB said:Thanks. After a night's sleep I chilled out and swapped Ghosts in for the Revenants. They're not nearly as crazy/fun, and can't transport a passenger (which is why I picked a Revenant for the secondary vehicle in the first place), but hopefully they work. It's not as big a deal as I made it out to be last night, when I was fearing it affected all vehicles. I'm hoping it's a physics bug that can be patched.
Yeah, I was taking a break from rebuilding my first Forge map to try and find a location for my second, and it's kind of silly. A lot of the areas I found were "perfect if it wasn't for this stupid hill," I may just give up on a second symmetrical map and try my hand at a good one-flag map.squidhands said:Yeah, but you still touched on some points that are relevant, especially the part about the landscape being less forger-friendly than it should be. I saw a forged map a week or so ago that had a small 'indoor' atrium with a couple of trees in it. I wanted to use that idea for a larger map, but couldn't find a large enough space that didn't have a bunch of stupid rocks in the way or such a massive elevation change that it was impractical to build there. There are some aspects of FW that are just as infuriating as H3's ever was.
I'm considering throwing up a small GAF campaign high-score contest for a 1600 points card or something. It'd run for ~2 weeks and have no real guidelines except "you have to choose level X" and "it has to be single-player." I would start a thread in Online for it where people could just post a link to the game on Bnet and throw a recording up on their fileshare, so there's no funny business. Maybe the recording should only be required to verify the winner so TOP STRATEGIES can be preserved throughout the contest.
Any comments/suggestions? Would enough people be interested to justify running it? As far as levels go - LNOS is out due to space fighting rendering skulls pointless for a good chunk of the level, Winter Contingency would be boring, New Alexandria might be a poor choice with the Falcon section, and the last mission is out for obvious reasons. All the other levels I'm considering and will definitely take suggestions, if there is wide support or good reasoning for a specific level it'd only make sense to pick it.
I do wonder about the evolution of Forge World. I know it was planned as five separate spaces, and that Bungie initially planned them to be themed differently but converged them due to resources. But I wonder if areas like the island weren't planned as a separate MP map. Aside from the lack of bases, it's modeled and landscaped with so much detail it feels like a final map iteration, rather than a canvass. There's really no space like the basin on Sandbox to build out a unique map, just variations on the prebaked geometry.squidhands said:Yeah, but you still touched on some points that are relevant, especially the part about the landscape being less forger-friendly than it should be. I saw a forged map a week or so ago that had a small 'indoor' atrium with a couple of trees in it. I wanted to use that idea for a larger map, but couldn't find a large enough space that didn't have a bunch of stupid rocks in the way or such a massive elevation change that it was impractical to build there. There are some aspects of FW that are just as infuriating as H3's ever was.
So much more of the map was used in Halo 2, and even then the top hallway was the primary focus. Without the overshield and with jetpacks and sprint allowing ways to get from anywhere to that hallway so much quicker it's just not working out in Reach. I haven't had a chance to do some Crazy King on it, maybe that'll make it fun.Jroderton said:Reflection basically is just the top hallway. Nothing ever goes on at the lower levels.
Yet it's still one of Reach's best maps.Hugbot said:So much more of the map was used in Halo 2, and even then the top hallway was the primary focus. Without the overshield and with jetpacks and sprint allowing ways to get from anywhere to that hallway so much quicker it's just not working out in Reach. I haven't had a chance to do some Crazy King on it, maybe that'll make it fun.
Alienshogun said:I don't understand how anyone can hate ODST. It was my favorite of all of the Halo campaigns, and right up there with Reach's campaign IMO.
Jroderton said:Reflection basically is just the top hallway. Nothing ever goes on at the lower levels.
I don't agree that it's one of the best, I'd put it and Sword Base as the middle. Top would be Countdown/Powerhouse and bottom are Boardwalk/Zealot. I certainly don't hate it, though. They took out the overshield as they removed all of the pick-ups in favor of the AAs, I haven't looked for a way to make one in Reach but maybe it can be added in? It was helpful in breaking through the top (as was people not being able to cloak/invuln up there at will but you can't make an omelette...)The Lamonster said:Yet it's still one of Reach's best maps.
Anyone know why they took out the overshield in this remake?
Hugbot said:So much more of the map was used in Halo 2, and even then the top hallway was the primary focus. Without the overshield and with jetpacks and sprint allowing ways to get from anywhere to that hallway so much quicker it's just not working out in Reach. I haven't had a chance to do some Crazy King on it, maybe that'll make it fun.
oh shit well i put nothing in there.Devin Olsen said:That's the point of this first contest, is to help me think of a name for the future contests :lol
I do hope we have another forge palette to work with in future DLC. Another thing I was disappointed in was the complete lack of forge support for the other maps other than a couple of boxes or sandbags to move around. Simple weapon and spawn placement is soooooo 2007.GhaleonEB said:I do wonder about the evolution of Forge World. I know it was planned as five separate spaces, and that Bungie initially planned them to be themed differently but converged them due to resources. But I wonder if areas like the island weren't planned as a separate MP map. Aside from the lack of bases, it's modeled and landscaped with so much detail it feels like a final map iteration, rather than a canvass. There's really no space like the basin on Sandbox to build out a unique map, just variations on the prebaked geometry.
That said, I've seen some unique ways to blend areas together (I like Dani's and VH's take on the upper areas and the island from this weekend). I've got two candidates for a second map to poke around with tonight. But part of me is hoping for a Forge World part 2 in the parting DLC for Reach, with more wide-open areas to Forge and some faux terrain objects (think the upside down golf cups, but larger).
Devin: that was awesome. The third person clip looked brutal.
Exodus is a fun level for me, but I could manage pretty much whatever. I don't think you'd have to not include any particular level, you could just choose to do a particular rally point.Hugbot said:Also, re-posting since it was at the bottom of the page and I was looking for feedback:
Jroderton said:Reflection basically is just the top hallway. Nothing ever goes on at the lower levels.
It wouldn't be the entire campaign, just a single level to give people time to get their run how they want it and also give people who are otherwise pretty busy a chance to try. For that reason I am hesitant to start from a Rally Point, but if lots of people ended up wanting to do LNOS or something then I'd just include the space section and let it sort itself out.squidhands said:I do hope we have another forge palette to work with in future DLC. Another thing I was disappointed in was the complete lack of forge support for the other maps other than a couple of boxes or sandbags to move around. Simple weapon and spawn placement is soooooo 2007.
Anyway, to get off my negative rant, I am enjoying forging on FW once I can get into the groove. First map's just been posted today, I've got a symmetrical map in the works and an Invasion map set on the island. Invasion seems pretty tricky to get right, so it'll probably be my biggest challenge for forge.
Exodus is a fun level for me, but I could manage pretty much whatever. I don't think you'd have to not include any particular level, you could just choose to do a particular rally point.
BadAss84 said:Yay, my first 1600+ rating in the arena
I'm really starting to love the pistol, i think i've given up trying to figure out the DMR and have started to use the pistol as my main weapon instead. It just feels better than than the DMR to me.
I still need to practice finishing off kills with it though, i ended a match the other day with 9 assists :lol
It's pretty good. It'll destroy any scrub sprinting straight at you going for the double meleeTommyT said:Preferring it for it's rate of fire?
BadAss84 said:Yay, my first 1600+ rating in the arena
I'm really starting to love the pistol, i think i've given up trying to figure out the DMR and have started to use the pistol as my main weapon instead. It just feels better than than the DMR to me.
I still need to practice finishing off kills with it though, i ended a match the other day with 9 assists :lol
Ramirez said:You've played less than 20 (lost 7, won 5) games of Doubles Arena and have a .74 K/D ratio, this is dominating?
Me, Eazy, and Laughtrey played a game on Zealot in Arena where the whole team used AL, it was so stupid. I joined in later on in the match, altogether there were 25 rejection medals handed out. Eazy said he was gonna upload it to youtube and title it "high level arena play". :lol
Hey how come you guys (Bungie) haven't rolled those lockout/wizard remakes into the hoppers?
TommyT said:Preferring it for it's rate of fire?
Tashi0106 said:Nah learn both. The DMR is definitely the gun you should be running around with. It has more ammo so you can kill more than 1 guy without having to reload. Also the DMR destroys the magnum at long range.
Hugbot said:So much more of the map was used in Halo 2, and even then the top hallway was the primary focus. Without the overshield and with jetpacks and sprint allowing ways to get from anywhere to that hallway so much quicker it's just not working out in Reach. I haven't had a chance to do some Crazy King on it, maybe that'll make it fun.
LAUGHTREY said:I was using AL too though.
Jroderton said:Reflection basically is just the top hallway. Nothing ever goes on at the lower levels.
Sai-kun said:Pick up a fuel rod from a dead Grunt (there will be at least one right before that part), learn where the turrets are (one dead ahead on the little hill, and one up-and-left of it, back on the cliff face, and then two normal plasma turrets off the right), and just learn physics You have to aim a little high because the FRG plasma will slowly descend as it goes forward.
But hitting both FRG turrets with the FRG in one try each felt fucking amazing, then I just took my tank in there and blew the Revenant to bits
I seem to remember the action spilling more into the side ramp rooms in two, but it's honestly been long enough that I might be wrong. Regardless, I think that some weapon spawn changes could open the map up a bit more, and should be looked into.electricpirate said:If we had Halo 2 Heat maps i bet we'd see the exact same thing, that map is all about control of the top tower, It plays almost exactly like I remember it, but better in a few ways.
a) take a jetpack and get an angle on the top platform from anywhere, I find I have much more options of harrying the top floor guys.
B) The limit of 2 grenades, that are stronger helps flush out guys around corners, but it means those guys camping with nades up top run out pretty soon.
All that being said, it can still get a bit tiring after the 8th control the hallway game, I much prefer it for 1 flag/1 bomb variants, where it plays really well.
At it's core, every Halo should have a few maps that are inherently about assaulting an entrenched position, and that's okay, that's a pretty fun way to play! But Reach has about 5 maps out of 14 that use that gimmick in strait slayer; Pinnacle, Reflection, Sword Base, Countdown and the cage all rely on that basic concept, with various degrees of success. (Sword base, reflection, and countdown I think do it well, but Pinnacle and the cage fall apart IMO). This many maps with heavy capture and hold style of play also don't play with radar once you get two teams of really good players going at it.
Halo 3 had a lot of maps with a different concept; two bases looking at each other with something big to block the sightlines between them, Narrows, Isolation, The pit, Valhalla, and foundry default starts all sharing that kind of core design. It gets a little old after a while.