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Found 5 results

  1. It seems that Batman: Arkham Knight, which releases this June, will be getting a hefty Season Pass with a ton of content! Most gamers who were excited for Batman: Arkham Knight were shocked to find out recently that Rocksteady and Warner Bros. will be doing a $40 Season Pass for the game. Warner Brothers, however, quickly responded and let loose a plethora of details on what makes the Season Pass worth the money. GameSpot.com has the details, as the Season Pass will apparently include 3 new story packs and 3 new skin packs, one of which is ideal for classic fans. Batgirl: A Matter of Family - A prequel expansion that will take place in Batgirl's past, allowing you to play as her for the first time in a new story arc set in a new location. The Season of Infamy - This expansion will allow you to play as Batman again in a set of missions pitting you against legendary villains from the past that will feature all new gameplay mechanics. Gotham City Stories - The stories of Batman's allies are now playable expanding their lore in the game and taking you from both before and after the events of Arkham Knight. Legendary Batmobiles with Themed Tracks - This pack will give you access to legendary versions of the Batmobile all with different themes and styles and all will be drivable on the game's numerous race tracks which also align to the vehicle's signature era. Crimefighter Challenge Maps - A variety of new maps that utilize the unique crime-fighting styles of Batman and his allies in the game's story. Character Skins - A variety of skins from across the eras for Batman, Robin, Nightwing and Catwoman. View attachment: bet you aint readin this.jpg Warner Bros. has stated that they don't want to give away all details yet, meaning there could be more expansions awaiting us in the future. I am really excited for all the new stuff available with this, and may just have to pick it up when I can. What are your thoughts on this Season Pass, is it too excessive? Let me know down below! Thanks for reading!
  2. It seems that Batman: Arkham Knight, which releases this June, will be getting a hefty Season Pass with a ton of content! Most gamers who were excited for Batman: Arkham Knight were shocked to find out recently that Rocksteady and Warner Bros. will be doing a $40 Season Pass for the game. Warner Brothers, however, quickly responded and let loose a plethora of details on what makes the Season Pass worth the money. GameSpot.com has the details, as the Season Pass will apparently include 3 new story packs and 3 new skin packs, one of which is ideal for classic fans. Batgirl: A Matter of Family - A prequel expansion that will take place in Batgirl's past, allowing you to play as her for the first time in a new story arc set in a new location. The Season of Infamy - This expansion will allow you to play as Batman again in a set of missions pitting you against legendary villains from the past that will feature all new gameplay mechanics. Gotham City Stories - The stories of Batman's allies are now playable expanding their lore in the game and taking you from both before and after the events of Arkham Knight. Legendary Batmobiles with Themed Tracks - This pack will give you access to legendary versions of the Batmobile all with different themes and styles and all will be drivable on the game's numerous race tracks which also align to the vehicle's signature era. Crimefighter Challenge Maps - A variety of new maps that utilize the unique crime-fighting styles of Batman and his allies in the game's story. Character Skins - A variety of skins from across the eras for Batman, Robin, Nightwing and Catwoman. Warner Bros. has stated that they don't want to give away all details yet, meaning there could be more expansions awaiting us in the future. I am really excited for all the new stuff available with this, and may just have to pick it up when I can. What are your thoughts on this Season Pass, is it too excessive? Let me know down below! Thanks for reading! This post has been promoted to an article
  3. Ok, starting off, I noticed the venator armor, after a few level achievements, and decided to go for said armor set. I went through enough assassinations to get to the 50 assassination stretch which would give me an assassin mastery. The commendation was titled: Assassin - Mastery. After completing the fifty assassinations, it did not give me the armor, and restarted the challegne for the commendation. The only thing that changed, was that once I complete it this time, I get +2000 exp, instead of +1000 exp. It's still titled: Assassin - Mastery, and I have to get the same 50 assassinations. I am not really angry about it, but I think this may be: 1.) a glitch 2.) something in which the creation of the game that was accidentally done (does happen sometimes) 3.) it may be how it works. But I seriously don't think 3 is the answer. Same title, same assassination count? Has to be something wrong... I don't expect this to be found soon, or to be answered soon, and I will definitely redo the 50 kill stretch, probably before this is answered, thanks to skill. I do not expect this to be fixed for me. For now, I am pointing this out, and asking if this is how it's supposed to work. The only thing it has impacted was about three minutes of my time. Creating a kill joy. I sign off for now.
  4. Firstly, before you get the wrong idea this is not a complaint - I am enjoying the game. However there are quite a startling number of issues which frankly could and should be implemented better. Simple things which it just baffles me were not considered... hence I feel the need to rant about these for a bit. The forge map ‘Ravine’ for starters. Very nice map, looked full of potential and pretty damn big... then I discover the ceiling is set half way up the geometry. I had plans for a towering sky base with... I don’t know, dragons and the like. Now however my aerial domain resembles a hobbit hut... I wasn’t expecting to be able to reach the very top of that massive tower but to not even be able to scale half those rocks is just bizarre. If you get up close to them, shortly before dying a horrible Guardians based death you’ll find they have decent textures and collision... so why make them out of bounds? It’s a forge map for us to do with as we please. Don’t be like Apple and enforce pointless rules on usage. In Halo 2 you could climb on top of some ridiculously high cranes for basically no reason at all... now with an amazing editing tool at our disposal we can barely make it 20ft off the ground... Then I notice that the, admittedly limited, selection of rocky scenery is cut even shorter on this map with the regular crowd being completely absent. So on a map primary made, covered with, populated and staffed by rocks you didn’t think it might be important to give us some... rocks? Curious. I then turned my attention to Erosion with the intention of building a nice flood map down in that disturbingly radium coloured water. Again I’m limited by the kill box but I make the best of the situation. Now this is a map that has so many lights on it by default it has to do a bit of calculation whenever you switch to player mode and yet we still have the four light limit from the original forge. Clearly the engine can handle more. I had planned for a dark setting that relied on ambient light and limited promethean vision to kill the flood yet again basic filters have not been implemented. I notice you still have the one that makes everything painfully bright, unplayably... inverse and just generally weird... all I’m asking for is a very basic brightness, contrast, hue and saturation control. To be honest it could even just use presets like day, evening, night and it would be fine. Currently of the half dozen filters we have maybe two are usable at best. Frankly they remind me of all those pointless visualisations that come bundled with any media player nowadays... you know the one that has exploding cubes that seem to bear no resemblance to the music or the one that flashes the word ‘BADGER’ every time a bass drum is struck... the sort of thing that makes you question what kind of medication the developer was on at the time. Now the snaps and quick duplication are brilliant additions, would be made even better if the ‘magnets’ had actually been put in logical places on more than half the items but oh well, it suffices. The coordinate system however is painful. The issue from the original forge is back with a vengeance I see... the lack of a local rotation axis. When you rotate using snaps on one axis you move the other so it spins off axis. Seriously... a local and/or world coordinate system is just fundamental. All round the position system needs a major accuracy boost... that one decimal place often seems to make the difference of a foot or so when all you want is a minor nudge. Anyway, once I had a vaguely functional map I turned my attention to the gametype. To my dismay I am entirely unable to customise the flood loadouts, the Spartans seem to get additional loadout options I didn’t enable on some gametypes and try as I might there is no option to spawn as an acid spewing dragon... sorry thought I might be losing people. I seem to recall a zombies gametype a while back aptly named ‘Ghostbusters’ in which the zombies could fly and the Spartans had to shoot them down with lasers. Unless I have missed something very obvious in the menu however the flood seem to always get the same boring old abilities. Then I notice that, unless I am very much mistake, it doesn’t seem possible to have weapons spawn on a flood gametype. Perhaps I need to specify this somewhere - I hope that is the case but I have tried enabling weapons in the options and giving the items a ‘FLOOD’ tag under the settings in forge and yet no joy. Ability packs can be picked up and mounted gun turrets appear but a basic pistol does not... very limiting. Next I decided to have a play with one of my favourite maps from matchmaking... Exile. Now I really didn’t think I could improve it any but thought it might make for a fun vehicle map for an upcoming LAN party. A few jumps here, some basic walls to block off buildings and a decent scattering of vehicles could be interesting. Then I find that you can’t place any structure items at all on maps other than the forge specific ones. I appreciate they are high budget maps with a lot of flashy stuff going on but all I wanted was a couple walls. It seems almost obtuse to even let us edit these maps in forge if we can’t actually... edit these maps in forge. What’s next? Ah yes... King of the Hill. I had some major problems setting up a custom map for this as it seems that a vehicle set as a ‘stationary’ hill just doesn’t work. I just wanted a single warthog as the hill but instead I have to set it to cycle and get pointless messages about the hill moving every minute. Not the end of the world but clearly not working as intended. Then I thought I’d try making a golf ball the hill (because invariably after a few drinks and a dozen serious games at a LAN chasing a giant golf ball is the only course of action left)... it works, sort of. Since there is no spherical shape for the hill, the options are a rounded box or a cylinder... and both of them rotate with the hill rather than staying oriented to the level as makes sense. The result is a rather ugly spinning blue box. This is not the primary issue however... that lies in the fact that the ball just... vanishes after a bit. So I am left with no option but to have it respawn rather than stay in play indefinitely. Kind of defeats the point in having a ball in the game but oh well... I was expecting some major improvements to the editing system but it seems as if the whole thing has just been cut and pasted from Reach with a handful of new assets and some minor interface and tool changes. It seems there are dozens of things which either have not been thought of (unlikely) or just not bothered with (more likely). What baffles me most however are the prescriptive rules and zealous doctrine regarding how you think we should have fun. If I want to fly up to the rocks on Ravine and build a little fort why should I be stopped just because a developer decided it should be out of bounds? If I want flying zombies why stop me? If I want to turn into a triple headed acid spitting dragon...
  5. For the love of god, dont make grenades like halo reach. From halo 2/3 to halo reach, they made grenades do more damage and have a smaller radius, mix that with the sprint and grenades become totally random and based on luck. Dont make this mistake again... please... The reason why im making this thread is because I just watched a halo 4 video and grenades look exactly like halo reach. here: look at 2:02 and 2:27 (the second one is just sad, he was at like 1 feet from the explosion and barely lost 1/6 of his shield) http://www.youtube.com/watch?v=EMvtBXWlqX4&feature=g-all-lik here a small picture I made to illustrate how grenades are made in halo 2/3 compared to halo reach. (sorry for my poor ms pain skills lol) What I meant with: i'd even increase the radius because of sprint is that with sprint, you can run much faster (and everyone will have sprint in halo 4) and you can avoid grenades much easier... thats why in halo 4, they should keep the halo 2/3 grenade and even increase the radius. In halo reach, not everyone were using sprint, so it was a matter of choice and it was cool this way (still would have kept halo 2/3 grenades) until sprint was used by 95% of the entire halo reach population, it became just so easy to avoid and so frustrating to die from a totally lucky randomly thrown grenade. I always liked grenades in halo because they take skills to throw and it take a long time to masterize. but since halo reach, I only use them to block someone, by throwing grenades at my feets I force him to either explode in it or leave me run away. wich was something I used to do in halo 2/3 as well, but most of the time I was using them strategically to kill not to throw them randomly hoping I get lucky and get a kill or maybe someone run out of sprint right after I throw my grenade... or maybe turn a corner right into my random grenade. thanks for reading and sorry for my english.
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