I just thought of something. Do kill balls kill instantly or do they quickly take away health? If the latter then fall damage can be replicated (limited of course) by having the very top of the kill ball just very slightly under the top of whatever object is your floor. When the spartan (or elite) lands the jump, the spartan's feet will sink in slightly for a short period of time and take damage. But if they do kill instantly well, same thing, except you wont survive the jump >.<
You forget they are round so the damage spot would be very limited and would require them to land in that exact spot each and every time. Could be good for jumping skill/puzzle maps though.
Hence the limited portion. Still can be incorporated into many maps. I don't think that many maps have drops that are at a large enough distance for fall damage really.
The extreamly limited area that you could do this in makes it pointless to use on anything other than mini games and puzzle maps. In a proper map that has several paths of movement what are the odds that a player will jump to that exact spot? Even if there are four spots or one spot using all four kill balls to make it bigger, unless you can control exactly where the player is going to go at any given time there would be no point. You would get maybe one person in several games to hit it..
I meant use all 4 kill balls in one landing spot. Really you shouldn't be using kill balls on a competitive map anyways, and you shouldn't have more than 1 fall damageable drop. It's definitely nowheres close to what real fall damage would be like but its a start
It would work have small pits where you can jump to try and reach for a weapon and if you fail well the kill ball will get you.
No, sadly we're going to have to go back to the old school method of geo-merging. Although geomerging won't be as necessary now that we have varying object shapes. The Killball kills anything it touches instantly... even vehicles.
have you gotten to try out interlocking yet, and if so, does it look bad like some think it will? or are you still just fighting?
The interlocking looks much cleaner since the textures aren't so clear cut like in Foundry. People will find just about everything in Sandbox to be an improvement.
great, great. have you tried out geomerging in the skybox yet? is that possible, or are you having trouble in certain areas throughout the map, although i understand now that there are no doors on sandbox
Here are a few pics I haven't seen posted of maps that are already made. Theres one and here is one you can download now! woohoo. lol Halo 3 File Details I'm guessing it's lintendo (respected here on forgehub.)
About those bugs you were talking about earlier, are they major? Do they ruin it? EDIT: Also, can we just place an immovable object in front of each of the towers so they cant shoot anything?
a few things I've noticed: 1) walls placed against the floor, no matter what level, once saved, will slant upward, very slightly on one side (someone else brought this up) 2) the height of each level is as follows: crypt: 14 boxes, can crouch on top of the top box i believe. The slant doesnt start until the top of the 6th box. regular: 17 boxes, can stand on the top box, not jump (can stack 2 extra boxes on top but you wont be able to stand on them) skybubble: 9 boxes, same as regular level 3) the size of each level is as follows (compared to foundry's main area): crypt: foundry's main area...MAYBE slightly bigger middle: drivable area (death barrier stuff, explained below) = foundry and a half skybubble: foundry x3 or x4 4) the fall from the default level to the crypt is approximately 5 seconds (counting like you would a clock) 5) the slanted sides of large wedges and "fins" (they literally look like fins) allow for tactical jumps. If you crouch and press forward enough, you can slide up the side and onto the top (even though its the height of a box) 6) The bubble shield cancels out the killball. if you throw one down on the edge of a killball, you can walk into the killball freely as long as you stay inside the protective confines of the shield. 7) You can fly/drive around freely just outside the barrier of the middle level as long as you keep moving. There will be a flashing and beeping to warn you. If you go to far, you get lasered very quickly. 8) The skybubble has an invisible barrier all the way around it that keeps you from approaching the lasers. 9) immoveable objects CAN block the lasers, but there are many lasers, and they track you. So a single wall in front of each laser wouldn't do much. I bolded my favorite discovery : P I've already got minigame and zombie ideas brewing for it. edit: not all of em are discoveries of mine, just screwing around since I'm excited, just stuff I noticed. dunno if they've been posted If you have questions, state em here, if I dont respond, PM me (but only if you have at least 5 relevant ones)
ay, and flying in monitor mode across the diameter of the sky bubble using the trigger boost takes 24 seconds.. think about THAT for a while.
flying from one end of foundry to the other takes 5 and a half seconds. i just did it. but thats from one parallel end to the other parrallel, diagonally it takes about 6 and a quarter seconds.
The kill ball kinda saddened me, I dunno why..but that bubble shield thing is going to screw my deathpit. Wait...yay no bubble shield on my map, still thanks for finding that sarge.
Whats most interesting about the bubble shield kill ball thing is that it may be possible to use them like doors, if the bubble can in fact cancel it. Though, if the bubble touches the generator, it might kill the shield, which makes me wonder how it functions.. is it possible that it fires a "instant kill" shot from its center point, constantly? Makes me wonder. If the bubble completely cancels it, or can, its very possible to make a " door " with bubble shields as the " key " Confirm?