Ziff vs Bungie
Posted by Frankie at 4/20/2007 11:46 AM PDT
DISCLAIMER: In spite of what Ziff Davis claims in the 1UP show today, the following is what actually took place. I will swear to it on a bible, or in an affidavit. Anyone who follows the Bungie Humpday Challenges knows that Ziff was trying some lame chicanery here. The stats, the timestamps and the data speak for themselves. Not only did they try to count our last "for fun" game as a real one, they neglected to mention that I wasn't even in it, after being ejected by Max Hoberman. But let's not dwell on that now. Just look at the facts. They made a vital mistake. they drew first against superior gunslingers.





GAME ONE!


Game 1 Stats

Team Slayer   on Tombstone

  • 4/18/2007, 6:39 PM PDT
  • Length: 00:08:52
  • Tone: Tentative






Thing about EGM, or let's more properly say Ziff Davis, since this group included Mark and Shoe from EGM, Rob from GameVideos as well as their hairy little talk-monkey, Luke Smith from 1UP.com. And talk he did. About how he was gonna hand our heads back to us on a platter, served with fine French butter.

The thing is, in this first game, they basically didn't. They were playing against myself and Sketch, as well as Max and Shishka from Certain Affinity, and in fact, they tried to call shenanigans on Max and Shishka being in the match, but I think it's important to note than Max and Shishka are an L337 businessman/CEO and an artist, respectively. Not the map or game designers. And another thing - the Ziff boyz had been practising since the maps released. This was our first ever team-up with Max and Shish. For reals.

So it is safe to say, however unlikely it may sound, that Ziff knew the maps way better than at least Sketch and I. And yet, on Tombstone, we served them up cold, like the eponymous frozen pizza. All we did was grab whatever we could find and shoot them with it. A lot of BRs and a lot of grenades. Nobody did any sniper or rocket hogging. It was all manly menz, fighting to the death.


Final Score: 50 - 36 Bungie Wins




GAME TWO!



Game 2 Stats
Slayer   on Ivory Tower
  • Playlist: Arranged Game
  • 4/18/2007, 7:13 PM PDT
  • Length: 00:12:20








Now there's some history here folks. You see, and I'll be blunt, once upon a time, Bungie got spanked in Ivory Tower. By Ziff boyz. They owned us. Not only did they own us, but the mortgage was paid off, they were carrying the deeds and they bought a yacht with the equity. We were hard owned. I don't remember the score. i don't want to. All I remember was the screaming and the owning.

So we flipped it around. We started poorly. They crushed us gently for a bit, like a refrigerator door on a bunny rabbit's head, but we wrestled our way out, and attacked,
Night of the Lepus -style. We did what you do on Ivory Tower. We held the high ground, like that emo kid didn't from Revenge of the Sith.

I could hear them crying below, like orphans in the rain, outside the window of a mansion. We didn't even toss them our crusts. Every now and then, a pale-faced, dirty guttersnipe would pop his hydrocephalic head around the corner, and we would put it out of its misery. Revenge is a dish best served awesome.

Score: 50 - 45 Bungie wins




GAME THREE!


Game 3 Stats
Slayer   on Desolation

  • Playlist: Arranged Game
  • 4/18/2007, 7:23 PM PDT
  • Length: 00:07:51








Alright, we lost this. fair and square. They regrouped and fought back as hard as they could. It was academic, of course, since it's a best of three event, but it was a great game. Close as it's possible to get. with eight players running around with 49 kills apiece, any team could have one. In this case, the gods tipped the mana in Ziff's direction and they took it by a margin of one kill.

Score: 50 - 49 - Ziff wins

Week 15 Aesthetic Artist Interview: bs angel 

Posted by urk at 11/20/2009 9:38 AM PST

"...there's no BS about this Angel."

Get it?  BS?  Yeah.  Even if you don't like the pun, make sure you stop over to HBO to check out their latest Aesthetic Artist interview.

Week 15 Aesthetic Artist Interview: bs angel

Tags: Community

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Team Flag Double EXP Weekend 

Posted by urk at 11/19/2009 11:16 AM PST

A five on five test of teamwork: All CTF, all the time.

Team Flag is online and fully operational.  Go grab yourself some flags and a double dose of EXP.

3-5 Players per team
Max Party Size: 10
Halo 3: Mythic disk required

Gametypes

  • Multi Flag CTF (31.7%) - Teams score points by capturing the other team's flag. First team to 3 points wins. Players spawn with Battle Rifles and Assault Rifle secondary weapons. 20 minute match time.
  • 1 Flag CTF (51.6%) - Teams take turns defending or attempting to capture the flag. Team with the most captures after 4 rounds wins. Players spawn with Battle Rifles and Assault Rifle secondary weapons. 4 minute round time limit.
  • 2 Flag Heavy (16.7%) - Teams score points by capturing the other team's flag. First team to 3 points wins. Players spawn with Battle Rifles. 20 minute match time limit.

Maps

  • High Ground (Default)
  • Isolation (Default)
  • Last Resort (Default)
  • Narrows (Default)
  • The Pit (Default)
  • Valhalla (Default)
  • Valhalla Heavy (Valhalla) - Valhalla variant with liberal use of heavy vehicles and weapons
  • Standoff (Default) - REQUIRED. Part of the Heroic Map Pack
  • Standoff Heavy (Standoff) - Standoff variant with liberal use of heavy vehicles and weapons
  • Avalanche (Default) - REQUIRED. Part of the Legendary Map Pack
  • Avalanche Heavy (Avalanche) - Avalanche variant with liberal use of heavy vehicles and weapons
  • Ghost Town (Default) - REQUIRED. Part of the Legendary Map Pack
  • Orbital (Default) - REQUIRED. Part of the Mythic Map Pack
  • Sandbox (Default) - REQUIRED. Part of the Mythic Map Pack
  • Utah Mambo (Sandbox) - Asymmetrical Sandbox layout (ground level)
  • Longshore (Default) - REQUIRED. Available on Halo 3: Mythic

Tags: PlaylistsHalo 3

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Low-Level Strike 

Posted by urk at 11/19/2009 9:20 AM PST

Are those things rated for atmosphere?

Looks like HBO regular, Leviathan, is prepping another piece of Halo fanart.  He says this is just the top third of the what will be the finished piece.  Can't wait to see what lies beneath.

Low-level Strike - Halo Fanart

Tags: Community

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Jackal Halloween Aftermask 

Posted by urk at 11/19/2009 9:14 AM PST

Yeah, we know that's not really a word.

We made it up to describe the crafty fan fashioned Jackal mask Hawty McBloggy found.  Looks like it was assembled using a hodgepodge of Halloween effects.  Pretty realistic.  Check it out.

Kig-yar: The Other White Meat

Tags: Community

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Aberrant Designs' Favorite Files Updated 

Posted by urk at 11/18/2009 11:34 AM PST

Drums in the deep and another week of content.

The MoleN steps up this week to deliver Aberrant Designs' second round of community spotlight content.  He also has some post mortem details charting the construction of his map variant, Lords of Moria, and some ideas covering what he thinks could help Forge become a better tool.  Read up.

Q. What inspired Lords of Moria?

A. My creation was inspired by my favorite movie series, The Lord of the Rings. The map itself is based off of an area located in the Mines of Moria, and is a direct remake of Balin's Tomb. For all of you who are not familiar with Lord of the Rings, the map is basically a chamber filled with pillars, a tomb and more. I do feel I accurately remade the map, as it is nearly identical to the area I was attempting to remake.

Q. How long did it take to excavate and remake?

A. This map took much longer than I expected, coming in on around twenty hours of building. Many things took much time to perfect, and I had many versions. I had to test it, make improvements, make sure it was to scale with the original, and test some more. It also had to be aesthetically pleasing for me to be satisfied with it, so I went back to this map a lot to fix things up. Over all, it was worth the effort, as I highly enjoy the final product.

Q. Which part of the finishing process took up the most amount of time?

A. The aspect that took the longest to get right was the gate. I probably remade the gate three separate times, changing my design, adding more, and fixing any problems that may have affected the map negatively. I wanted the map to look real, so the gate was a must have and it must look great. The well was a close second, as it was a real challenge for me to make and to design (as it was supposed to be quite smooth and yet function properly, killing any foolish enough to jump into it's depths).

Q. How could Forge be improved?

A. Although Forge is already amazing, it could use a bit of touching up. I would love features that allow you to interlock, geomerge, etc. without the need to glitch. The thing I would like to see most in Forge however is a weather and environment filter. These would alter things such as objects you can place and the environment you place them in. Maps with storms occurring above would be as easy as spawning a filter, and those looking to remake old maps or construct new masterpieces would only need to add an environment filter (such as valley), and items such as trees, rocks, etc. would be placeable, adding a whole new meaning to 'forge'.



Well, we don't know about easy, but we do know that the second week of Aberrant Designs' Community Spotlight has come to to a close.  Check out their latest batch of Bungie Favorites - they're online and ready to go, right now.  Since they're primary focus is snapping screenshots, we've slapped up the latest MLG map and game variants in case you've yet to become acquainted.

Tags: CommunitySpotlight

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