Halo: Reach Forge World MGM Edition.
Re: Halo: Reach Forge World MGM Edition.
The day after my birthday.
Re: Halo: Reach Forge World MGM Edition.
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Last edited by Sven on Fri Jul 26, 2019 6:54 am, edited 1 time in total.
blackkyurem123123 wrote:one of the Admins asks "whaths wrong" and he repiles " someone smasmed me chests".
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Re: Halo: Reach Forge World MGM Edition.
Almost unrelated to Forge, but look at this: http://xbox360.ign.com/dor/objects/1427 ... 80310.html
The main thing I want to point out is the gravity. In the Forge World trailer, you can see one part in which gravity appears to shift. There is no other way to explain what happens at that point. And now this, with low grav and high grav map sections. Does this mean, possibly, that a very very secret Forge object allows gravity manipulation? Because that could change everything. Imagine something along the lines of Boarding Action, except that when you jump off the edge, you float to the other side. Also, it appears that in low gravity, jetpacks are omnidirectional like the EVA jetpacks used by astronauts. That pretty freaking epic. Thank you so much Bungie. Oh, and Ivory Tower is back. It's back and SHINY.
The main thing I want to point out is the gravity. In the Forge World trailer, you can see one part in which gravity appears to shift. There is no other way to explain what happens at that point. And now this, with low grav and high grav map sections. Does this mean, possibly, that a very very secret Forge object allows gravity manipulation? Because that could change everything. Imagine something along the lines of Boarding Action, except that when you jump off the edge, you float to the other side. Also, it appears that in low gravity, jetpacks are omnidirectional like the EVA jetpacks used by astronauts. That pretty freaking epic. Thank you so much Bungie. Oh, and Ivory Tower is back. It's back and SHINY.
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Re: Halo: Reach Forge World MGM Edition.
Can you tell me where you are seeing this, because I did not.draconic74 wrote:n the Forge World trailer, you can see one part in which gravity appears to shift.
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What a shitty thread
Fuck all of you.
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Re: Halo: Reach Forge World MGM Edition.
At two spots, really. Go watch it again and try to figure out what the hell is happening at 4:42. Its just... Weird. And then for what I was first talking about, look at 5:00. The guy is walking and you see a wall in front of him and a wall way further off. He then jumps spins and lands on that first wall, with a sniper in front of him and behind it you can see that second wall is actually the floor. And he is using sprint, so it is not an Armor Ability (although that would be cool).
Re: Halo: Reach Forge World MGM Edition.
Yeah i saw that too i was like mindfuck but then never thought about it...
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Re: Halo: Reach Forge World MGM Edition.
draconic74 wrote:At two spots, really. Go watch it again and try to figure out what the hell is happening at 4:42. Its just... Weird. And then for what I was first talking about, look at 5:00. The guy is walking and you see a wall in front of him and a wall way further off. He then jumps spins and lands on that first wall, with a sniper in front of him and behind it you can see that second wall is actually the floor. And he is using sprint, so it is not an Armor Ability (although that would be cool).
At 4:42 I just figured it was at a weird angle but that doesn't appear to be what's going on. However, at 5:00 The guy is looking down and falling, then he hits a bump (Probably to prevent fall damage) spins and lands on the ground. It might be disappointing, but I don't think their are going to be gravity modifiers in Reach. I would love to be wrong, but people generally see what they want to see.
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Re: Halo: Reach Forge World MGM Edition.
I have to agree with Draconic now after examining it. He is not falling, as if this were the case you'd see his feet, and he preforms a jump before hitting the bump. Also, as he does what appears to be a 180 degree, the platform he is on rotates 90 degrees from the right side of the screen to the top. Even when he lands, it's still preforming this rotation. I believe the cause of this may be the platform which he lands on.
Last edited by Excend on Wed Aug 04, 2010 4:27 pm, edited 1 time in total.
TaxiService wrote:Roses are red
Violets are blue
What a shitty thread
Fuck all of you.
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Re: Halo: Reach Forge World MGM Edition.
Actually, your right.
Well, I guess we'll see.
Well, I guess we'll see.
Re: Halo: Reach Forge World MGM Edition.
I like draconic's plan for a gametype.
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Re: Halo: Reach Forge World MGM Edition.
Hell yes! I should really stop playing MW2 and start working on it. But... I finally found my true calling. The SPAS + Claymore. Mmmmmm.... So tasty.Kiyoshi wrote:I like draconic's plan for a gametype.
And I still have 9% of SpecOps to finish. If anyone wants to try setting up the gametype themselves, go for it.
A few things I forgot to mention in the other post. The Hidden also has the ability to see enemies through walls, although he cannot move while doing so. The Hidden also has a power bar that diminishes while using aura vision (the power mentioned above) or when he jumps/pounces. We cant do the power bar but we can do waypoints over enemies always. The one thing I dont like is that in Halo you cant cling to walls, so perhaps small ridges can serve as platforms. Also, the Hidden is supposed to be completely invisible, all the time. Which sucks in Halo since attacking will show you for a second. The Hidden's "feeding" ability could simply be a shield sap from enemies, and all "health" is simply a non-recharging shield. I think the enemies also have short range motion sensing, which is easy in halo (low tracker range). The Hidden should not 1-hit kill (assassinations obviously work though), and should not be 1-hit killed either, so enemies dont spray and pray. They should also have limited ammo, which can work with the "armory" that they get in the first 15-30 seconds. Best bet the armory weapons should be AR and Shotgun (starting weapons Magnum?). Perhaps even a turret for "heavy" players. All the enemies should have friendly waypoints on for team coordination. Perhaps they are all forced through one teleporter with multiple (random) exits? And then the Hidden can be released a bit later. That could work I think. Also, for a level idea, Im thinking a warehouse setting in the crypt of Sandbox. That way all the "trigger" stuff could be at the normal map area.
Well that turned out longer than I thought it would. Props for reading it all... I should maybe possibly perhaps start a draft on the gametype tonight. Also, anyone have any idea how to get the IRC in Adium working?
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Re: Halo: Reach Forge World MGM Edition.
Oh, did I post in the wrong topic? Anyways, first "draft" of the Hidden is done. I need to mess around more with Health and Damage and see how the game changes with more and less players. I can only test with two players by myself.
SLINKY
SLINKY
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Re: Halo: Reach Forge World MGM Edition.
It looks like my awesome gametype killed the topic. Congrats to me...?
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Re: Halo: Reach Forge World MGM Edition.
yes.draconic74 wrote:It looks like my awesome gametype killed the topic. Congrats to me...?
So... I think we should actually make a gigantic rock. And that is all. In the ocean. Yes.
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Re: Halo: Reach Forge World MGM Edition.
Took me 9 straight hours, but I finished it. And on Halo Reach, too!
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