I have talked to TDF and he said a tremors map would me impossible because the ghosts would shoot: I have an idea why not cover the front of the ghost (the part that shoots)? It has been done to warthogs and why not ghosts? Now we need the best of forgers to make it possible!! ;D This guy made the barricades stay: http://www.bungie.net/Forums/posts.aspx?postID=14551119&postRepeater1-p=1 ----------------------------------------------------------------------------------------------------------- 1) set the warthog's run-time minimum to however many are on the map 2) place two barricades on top of the warthog, right next to each other 3) set ONE of the barricades' respawn timer to 10 (preferrably the rear's first) 4) set the other one to 180 5) blow up the warthog and knock the barricades away from the respawn points' general vicinity 6) wait for the warthog and the 10 second barricade to respawn 7) adjust and drop the 10 second barricade so it overlaps where the 180 second barricade should be when it spawns. 8 ) set the run time minimum for barricades to however many there are on the map (i used a completely empty sandtrap, so i put it to 2) 9) the 180 second barricade should spawn immediately. if you did it right, it'll look like they're stuck together with the rear one slightly higher. when you drive both barricades should stay on 10) if it didn't work set the run-time minimum for barricades back to 0, and repeat from step 5. another important thing to do is switching the respawn times on the barricades so you can adjust the front one as well. the alignment of barricades is CRUCIAL. they must be PERFECTLY aligned with each other or the overlap will be uneven and the barricades will fall apart the second you drive. the same goes for where the barricades meet. why am i telling you this? because my APC isn't perfectly aligned. though functional (the barricades stay on even at full speed and you can do careful turns), it's still not capable of full maneuverablity. the barricades get thrown off during sharp turns and sudden stops, and as you'll see in the clip, the barricades got ripped right off when i grazed a steep upward slope at full speed. in other words, it's not as locked-on to the hog as i'd like. basically, i'm asking you guys to fix it. i spent two hours trying to figure out the right method and placement, and this is as far as i got. i know it's possible to get it just right, and i know a better forger somewhere out there can do it. oh and almost-last but definitely not least, thanks to HelloSayGoodBye for the inspiration. he actually built it first using a different method; i just uploaded the first driveable one
Well, the warthog is practically the same width as the barriers and is muchm more flat thatn a ghost. The only reason they got the barriers to stick on the warthog is because somehow they made it spawn to stick/glitch the two barriers together. The general shape of the ghost may make this hard. I'm sure somehow though, it can/will be done.
it would be impossible because....yes you cannot block the ghost fire....and the boundary walls are not set as well in Valhalla as they were in coag.
Why is it not possible to block ghost fire if you got something stuck onto the front of the Ghost? Will it shoot through? I think it's possible using a barricade on one of or both of the wings.
I feel stupid, as well. What is Tremors? And, secondly, I don't think you'll get anything to stay on the Ghost. The Warthog was different because: a. The barriers fit it perfectly. b. It had a lot of jagged edges. The Ghost is smooth as a bab-...That's such a dumb saying. The Ghost is smooth.
*noob thought warning* What if you put a barricade on top of a ghost then have the people get in the ghosts and drop a drop pod on the ghost? What would happen to the ghost? Would it stick to it? idk just trying to help
Hah, I like your warning. I have no idea if that would work, and I can't access my 360 right now. Anyone wanna find out? And while we're on asking, anyone care to explain Tremors to the lesser intelligent folks (ME)?
Tremors is a Halo 2 gametype based off of an old movie named Tremors? Well it had tremors (ghosts/blue team). There were 2 of them. They had to go to Red base and try to splatter the red guys. The red guys had to go all the way across Coag on foot and steal the flag. Once you get the flag you bring it back to your base. If your on the rocks you are safe (as ghosts cannot splatter a rock). So basically the red guys would get the flag and take it through the portal and onto those rocks that were there. Red guys arent supposed to shoot. Tremors can only boost unless someone is cheating. Then you can shoot. Im horrible at explaining. This is kinda what it should be. Minus the cheater taking the red ghost up the middle. http://youtube.com/watch?v=fLnbk4v7-S0
I know you can edit the scoring in halo 3, like whether you get plus or minus points for kills. But can you still do bonus points for medals? You could make it negative 2 for a kill and plus 1 for a splatter. That way the tremors would lose from all the negative points, discouraging shooting!
Perhaps somehow give the CTF team invulnerablility. The shooting from the ghosts would not hurt them but I believe splatters could still kill.
oh... I see. Hmmm... You could give them Plasma Pistols. It would make them be able to protect themselves in a situation like that. But then again, they could shoot the plasma pistol at them first, causing a huge battle. You could also wait until an update comes out for vehicles, it said on one of the weekly updates that you would be able to edit the vehicles that would have, "Both hilarious, and strategic results!" They probably were talking about something like you could make vehicles faster, and with that, i'm sure they would take out shooting too.
LOL tremors. i remember watching that when i was like 8 lol. Didn't they call them dirt dragons. They were funny, the little snake tongues that made noises.