halo 3: odst


Rampant for over se7en years.



Taxonomy upgrade extras: 

I’m not convinced this is the best way to do this as it doesn’t really allow the level of Google Maps interactivity I wanted (multiple simultaneous editing) but it is a possible first step.

If you launch Google Earth and choose “Network Link” from the Add menu and type in the URL:

http://rampancy.net/sites/rampancy.net/files/mombassa_odst.kml

You’ll get a blacked out Earth with a New Mombassa scan on it with a single (fake) skull placemarker I put on it.

category: 
platform: 

This is the theme from the announcement trailer for Halo 3: ODST. It's my first arrangement so I'm sorry for any mistakes/inaccuracies which there probably will be. I transcribed it using Finale notepad 2005 which doesn't allow me to change key or time signatures in the middle of a piece so that's why the entire thing is in 6/8 and F-minor. The sax part can be played on piano if you want, but just remember to transpose it down (the notes are A flat, G, and C in concert pitch). Feel free to fix it and change whatever you want to make it better.

Requests: 
topic: 
Campaign
39% (47 votes)
Firefight
31% (37 votes)
New MP maps
3% (3 votes)
Saxophone
26% (31 votes)
Nothing, I hate them all
2% (2 votes)
Total votes: 120
Taxonomy upgrade extras: 

Halo 3 ODST Music

Soundtrack samples available on Bnet now, and I was wondering if anyone would be able to transcribe the Traffic Jam(partial) song? For the bass guitar, if possible. Thanks haha ^_^

EDIT: Full soundtrack is out now, could ya do the full version of Traffic Jam for bass guitar please?

Forum: 
Taxonomy upgrade extras: 

That guy has no potatoes!

as you know i am very excited about the release of HALO 3 ODST this september, so much that i made a full set of ODST armor, this was done using the pepakura system, for those of you who know what this is than you know what im talking about, for those that dont then i would reccomend downloading this and checking it out it is definitly worth it

platform: 

Okay, I admit it. After the announcement of Halo: Reach, set to come out in 2010, only twelve months or so after this year's Halo 3: ODST, I was set to bash Bungie for being unoriginal and Microsoft for upping the production quota on the goose that laid the golden egg(s).

I had a piece all written, with a pleasantly unpleasant pun in the title, about how this was only to be expected; that Microsoft almost certainly extorted... I mean, exacted from Bungie a promise to continue on with at least X more Halo titles after receiving their independence. This would appear to be true for all situations where X is two or larger. Originally I had thought perhaps ODST would be it; that was probably naive of me.

Of course there's always every chance that there are people in Bungie who want to continue with Halo. Just like Id software nearly split in half over the decision of whether or not to revisit Doom with Doom 3, one might imagine that some old-time Bungie devs want to go back to doing a game and a sequel and let the spinoff studios handle the third game, a la Marathon and Myth. It also seems possible, though, that there are Bungie devs who have not worked on anything but Halo, and perhaps some of those want to keep doing it because they like it, and others want to do something else because they're tired of it.

ODST, I figured, would be an expansion pack: some new campaign and multiplayer levels to tide us over while Bungie works on the Next Big Thing. In some ways, perhaps that's true. However it also looks like we're getting a lot more out of ODST than just that, and the design team have made some intriguing choices, many of which were on display at E3.

category: 
platform: 
topic: 

Gravemind put all his ideas about what would be the ultimate Halo game. I thought I'd take a look at some of those elements and see which I liked, which I didn't, and why:

My preferred compromise would be a Resistance-style "sectional bar" health system, with the player using health packs to fully restore their health; the player's health would have limited regenerative capacity, and could sustain damage that won't come back on its own. The health bar would be divided into three to five sections, depending on which number works better for gameplay or for each particular character. The health bar would be a solid bar with no visible lines to demarcate the sections. Instead, it would change color as it diminishes depending on which section the player's current health level occupies, similar to Halo 1's health bar but without the less accurate individual squares that composed that one -- the colors would be blue, yellow, & red if there are three sections, blue, green, yellow, & red if there are four, and blue, green, yellow, orange, & red if there are five. Each subsequent section could be made to regenerate slower than the preceding one. For example, the blue section might regenerate at one-quarter the rate of the shields, while the yellow section might regenerate only one-eighth as quickly and the red section might not regenerate at all.

This really would be an Ultimate Halo, at least in terms of difficulty, unless the damage model were altered. In this case, players are punished doubly for allowing their health to drop precipitously. Not only are they close to death, with further damage threatening to kill them, but they are forced to wait in safety for health to regenerate longer than if they had taken less damage-- and at that time it would be less important.

Of course, if there are health packs available this difference in regenerative rate is moot, since they restore health fully.

I think the above scheme is unnecessarily complicated and not particularly transparent. Unless the indicator takes up a significant portion of screen real estate the difference in regenerative rate may not be immediately apparent.

Frankly I think the design decision required is bold: to either have regenerating health or health packs but not both. H2/H3 compromised by having your shield, as your primary line of defense, regenerate, while retaining a "hidden" amount of health. (Also not particularly transparent.)

category: 
platform: 
topic: 

A detail-oriented critic of the Halo series, Gravemind has now collected his ideas into a kind of roadmap for his ultimate Halo game to combine all the elements he finds the best from all three games, as well as eliminating the faults. Interesting read. If y ou don't like the light text on dark background version at the shadow of the void, you can try the dark text on light background version at HBO.

category: 
platform: 

I'm new not sure if im posting in the right place but

Does anyone have Never Forget or Unforgotten from Halo written in guitar tabs?

http://www.youtube.com/watch?v=2YACQ8OKszI Never Forget

http://www.youtube.com/watch?v=MXLNB2K-YA0 Unforgotten

category: 
platform: 

According to the intertubes, Microsoft is forging ahead with Halo using a new internal studio. Forming the team are Ryan Payton, formerly of Kojima Productions and the producer of Metal Gear Solid 4; Corinne Yu, former technician at Gearbox; and at least two former Bungie employees: writer Frank "Frankie" O'Connor and animator Nathan "bentllama" Walpole.

category: 
platform: 
topic: 

Bungie President Harold Ryan denied claims by Microsoft's Don Mattrick that he laughed and acquiesced with the publisher's decision to indefinitely postpone Bungie's E3 announcement.

platform: 

I thought this story would fizzle out. If certain people had much any sense, it probably would have. Yet here we are.

Eurogamer has an exclusive interview coming up tomorrow with Microsoft's Xbox 360 boss Don Mattrick. They, of course, asked him about the cancelled Bungie announcement and the studio's reaction:

platform: 

Rock, Paper, Shotgun thinks that a Halo MMO might be coming. Writer Jim Rossignol comes up with a laundry list of reasons why, some of which I don't find entirely convincing.

I'd probably play it if they made it, though. I originally thought Halo-- the first game-- would be something like PlanetSide. It'd be nice to finally see a game like that in a universe as compelling as Halo's.

category: 
topic: 

So a couple days ago I wrote a bit on how Bungie got the rug pulled out from under them at E3.

As near as the Intertubes can piece it together, a few days before E3, Microsoft let Bungie know they wouldn't be included in the press conference. Bungie then enacted contingency plans for their own announcement, which is what precipitated the countdown on Bungie.net.

On Tuesday Microsoft told Bungie they wouldn't be allowed to do that, either, and since Microsoft is Bungie's publisher for Halo games, and Microsoft owns the Halo intellectual property, and the announcement concerned Halo, Bungie had to do what Microsoft says, prompting Bungie president Harold Ryan's apology to the fans, which can also be interpreted as a nice polite way of flipping the bird to the publisher.

category: 
platform: 

Pages