Just be the first to vote, they usually, do the same as the first person and I've been able to get rocket fight every time i tried.Neuromancer said:Yeah if I can get the random scrots I'm playing with to pick rocketfight. :lol
I thought it'd be a no-brainer all the time, but I am always sadly mistaken.
Generic said:I've been lurking around for a while now, but I never really figured it out: Why does everyone seem to hate Dax?
Alienshogun said:Because he's a bro, in college, and he doesn't dig chicks, OR dudes. He'd rape anything with a hole.
-Yeti said:With his Needler.
GhaleonEB said:Same. Though my skillz seem to have taken a dive this week.
So, what's the best map to get the 111 kills on Score Attack for the Challenge today? It requires that none of the Covenant kill themselves, which they do ritualistically. I just did Beahhead and landed 100 kills even; I think a lot of Brutes blew themselves up. :lol
Are we seeing the same graph on Bungie's website? It seems like there's quite a bit to go still.MrBig said:So yeah, the cap will probably be coming off this weekend.
I LOVED Burial Grounds for CTF and Assault!electricpirate said:I'm sure that's an oxymoron.
not a terrible slayer map, but fuck that shit for 1 flag/1 bomb
wwm0nkey said:I LOVED Burial Grounds for CTF and Assault!
wwm0nkey said:I LOVED Burial Grounds for CTF and Assault!
cuevas said:you hid in a corner, meleed me, then finished me off with an AR. Why are you teabagging?
Most likely betrayals amongst the covenant. I've had my fair share of kills stolen by a random flying methane tank out of nowhere.LosDaddie said:I like the challenges today. But I just looked at my Game History and noticed that Sniper Attack varies on the number of enemies I've killed. Last night my Sniper Attack game had 112 enemies, yet my SA games on Wedn. and Tues. had 108 and 109 enemies.
Why is that?
What I want I'll never get- using Forge to create single player or co-op missions against the AI, or Firefight. =(Demoncarnotaur said:Out for curiosity, what would people like from a "Forge World 2.0"? What new features that are realistic, what objects, what environment, etc?
I hope we do get something that really will add to the diversity of the game and forge eventually.
Demoncarnotaur said:Out for curiosity, what would people like from a "Forge World 2.0"? What new features that are realistic, what objects, what environment, etc?
I hope we do get something that really will add to the diversity of the game and forge eventually.
My primary wish is for an epic canvas map, rather than several fully developed maps stitched together. The only true canvas ares on Forge World are the Colosseum, the grassy nook the Sanctuary remake is set, and the sky (which is where I built my map). The Gulch, the island and the surrounding hills all have the geometry detailed with rocks, logs and such that make them very inflexible spaces. (It took me two weeks to settle on a location for map #2 because I wanted a symmetric BTB space.) I was hoping for something like Sandbox's basin, writ large.Demoncarnotaur said:Out for curiosity, what would people like from a "Forge World 2.0"? What new features that are realistic, what objects, what environment, etc?
I hope we do get something that really will add to the diversity of the game and forge eventually.
I city would be what I'd really like to see. A space for Headlong that would be the main building area with mostly flat dirt as the ground, smaller space for turf with a street-like and completely flat ground, and then a new area that could be a park or something. In the style of New Alexandria. I would fap to that.Demoncarnotaur said:Out for curiosity, what would people like from a "Forge World 2.0"? What new features that are realistic, what objects, what environment, etc?
I hope we do get something that really will add to the diversity of the game and forge eventually.
Demoncarnotaur said:Out for curiosity, what would people like from a "Forge World 2.0"? What new features that are realistic, what objects, what environment, etc?
I hope we do get something that really will add to the diversity of the game and forge eventually.
I don't think I want a "world" any more. FW as it is offers a lot less than I initially thought it would: It's incredibly difficult to find good places to build symmetrical spaces using the natural terrain, and I think the sheer size of the map is one of the contributing factors of the massive framerate issues that detailed user maps are having.Demoncarnotaur said:Out for curiosity, what would people like from a "Forge World 2.0"? What new features that are realistic, what objects, what environment, etc?
I hope we do get something that really will add to the diversity of the game and forge eventually.
Demoncarnotaur said:Out for curiosity, what would people like from a "Forge World 2.0"? What new features that are realistic, what objects, what environment, etc?
I hope we do get something that really will add to the diversity of the game and forge eventually.
Yes yes yes yes YES YES YES!divisionbyzorro said:Unrealistic
Has anyone ever played TimeSplitters 2? Have you played around with the custom map editor and the scripting ability that came with it? I would kill for a scripting engine to be built into Forge to allow for superior map interactivity and gametype creation. The TS2 scripter basically worked on a Trigger -> Action system. Triggers would be things like "player gets a kill," "player enters space," "timer reaches zero," etc. Actions would modify player properties, map properties, variables, etc. The things you could do with your maps and gametypes would expand a hundredfold!
It's nice to want things...
Neuromancer said:Yes yes yes yes YES YES YES!
Timesplitters 2 was basically the greatest game ever made, and the map editor was a big part of that. It's sad to see no one this generation is even attempting to come close. Ah but you're talking about just for multiplayer.
MrBig said:In other words, you guys want the PC editing experience on a console... Not going to happen.
divisionbyzorro said:Hell, bring it to singleplayer while you're at it! No sense holding back on the wishlist! :lol
That's a developer choice. There have been a handful of extremely good and well-thought out map editors on consoles before. My issue with most of them (Forge, Far Cry 2) is they're only for multiplayer which basically makes them worthless for me.MrBig said:In other words, you guys want the PC editing experience on a console... Not going to happen.
Ya, but we to work with what we already have. Forge, an object editor, not a map creator.Neuromancer said:That's a developer choice. There have been a handful of extremely good and well-thought out map editors on consoles before. My issue with most of them (Forge, Far Cry 2) is they're only for multiplayer which basically makes them worthless for me.
Tashi0106 said:75% melee, evade pick up. WTF is going on?
lol mlgTashi0106 said:75% melee, evade pick up. WTF is going on?
I know, I'm just saying a true map editor/mission editor in a console game is not impossible. I know that ship has already sailed for this game.MrBig said:Ya, but we to work with what we already have. Forge, an object editor, not a map creator.
Neuromancer said:I hope you don't mind but I made a new thread for this:
http://www.neogaf.com/forum/showthread.php?t=411623
Well that's just great, I just bought a wired one. I wonder how being wireless will affect sound quality though. I know they say it sounds as good but I find that hard to believe.Letters said:A bit offtopic, but I know there's a few Astro fans in here, and I'd like to pass the word that they just announced today the long awaited wireless Mixamp
http://www.astrogaming.com/blog/129/ASTRO_Launches_New_Wireless_MixAmp_58/
so bought
(sorry if old)
Music from the Noble Map Pack trailer, which he hinted at before on Twitter. Works for me.Dax01 said:According to Marty's twitter, we'll be getting a "nice Mp3" in this weekly update.
Thanks, Marty.
Dax01 said:According to Marty's twitter, we'll be getting a "nice Mp3" in this weekly update.
Thanks, Marty.
Very cool!GhaleonEB said:Music from the Noble Map Pack trailer, which he hinted at before on Twitter. Works for me.
divisionbyzorro said:Realistic
- Object grouping (move as group, rotate as group)
- Copy/paste
- Swappable object textures
- Object resizing (not exactly sure just how realistic this is, but it would be awesome).
Unrealistic
Has anyone ever played TimeSplitters 2? Have you played around with the custom map editor and the scripting ability that came with it? I would kill for a scripting engine to be built into Forge to allow for superior map interactivity and gametype creation. The TS2 scripter basically worked on a Trigger -> Action system. Triggers would be things like "player gets a kill," "player enters space," "timer reaches zero," etc. Actions would modify player properties, map properties, variables, etc. The things you could do with your maps and gametypes would expand a hundredfold!
It's nice to want things...
They said they were working on switches, doors, etc but they got cut. I wonder if that would be something they would be able to implement now that they've had time to work on it or if its not even possible to add something like that anymore.timetokill said:Yep, pretty much my list.
And of course, some new objects -- we don't really have anything destructible this time -- and I'd LOVE to have some "moving parts" objects. Something like the elevator in Reflection would be really amazing.