The December 11 playlist update is well into
testing. This playlist is going to include a playlist specifically
for the new Heroic DLC maps (so that early adopters can get
their fix in), as well as incorporating those maps into the
general playlists. In addition, we're reasonably sure that
variety updates to almost all of the playlists will be included.
This includes some long requested BR Start variants, wider
map selection in the Ranked playlists, and a couple of map
variants that we're going to try in BTB to start with. We're
a little hamstrung on this first update because the studio
resources are giving priority to finishing and testing the
Heroic DLC maps, but we do have more in mind for December.
Hence...
December 18 Update
An extra week buys us some extra testing time.
The December 18 update will include the Team Hardcore playlist.
I will post some specifics about the composition of this playlist
by the end of the week--we're still playtesting. What I can
be pretty sure about is that we're trying to stay true to
Halo 2's THC playlist, which means nothing crazy, but a solid
variety. I fully expect this playlist will be a fixture of
our playlists from here on out, so it will refine and improve
over time too. In addition, the current plan includes an overhaul
for Team Objective. This playlist will henceforth be focused
on CTF (both One Flag and Multi Flag variants, as has been
frequently requested) and Assault (One Bomb, Multi Bomb, and
Neutral Bomb) variants. VIP is out, until we have some time
to bang on it and get something we're happy with.
No more Territories?
Not in Team Objective. However, we are going
to introduce a playlist called Team Control, which is based
on zone control gametypes like Territories, Land Grab, and
a little bit of Team King (but incorporating some suggestions
to make it more about map control, and less about grenade
spam.) We're going to see how people react to this new playlist,
and play it by ear. We're hoping that the sum is greater than
the parts here, and that some teams will find their niche
in this playlist.
Any update on Ranked BTB?
Actually, yes. ??And for at least of few of
you, it should be good news. In investigating ways to improve
upon Social BTB's match quality, we hit a snag--it turns out
that a key matchmaking setting (that restricts matching between
teams of roughly equal sizes) is not being used in social
playlists. Having explored the problem, I do not believe we
can give you guys the match quality we want to without it--so,
we will be introducing a Ranked BTB playlist early in the
New Year.
zomg?Slow down.
There is a lot of testing that will have to
go into this playlist, and because Bungie has some other irons
in the fire (and a damned inconvenient Christmas-New Year
break in the way), I can't get that playlist ready and tested
before sometime later in January. It is my priority for the
new year, though, and if we get nothing else updated in the
playlists, I'll try to make that my priority. In planning
the addition of a Ranked BTB playlist, we'll be looking over
a lot of the feedback you guys have given, and continue to
give. So keep that discussion going, because it does help,
and will have an impact. And even though it sucks to have
to ask this, please be patient--it's coming, but it's not
a trivial change.
-Ferrex"
Thanks for the info, Tyson.
Now one of the first questions posed after
reading this will be: “Does this mean I can’t
matchmake if I don’t have the new maps?” and the
answer is, “Relax, you can matchmake fine, and you won’t
know or really see any difference.”
Specifically, if you have Halo 3 on the 11th,
but not the new maps – you will be able to see the new
Playlist, but you won’t be able to enter it. A polite
message will pop up and explain that you don’t have
the content. As Tyson has mentioned, there will be a playlist
devoted entirely to the new maps, and those maps will also
be incorporated into “normal” playlists. In the
“normal” Matchmaking Playlists that incorporate
the new maps, a bit of code will check to see who in the lobby
has the new maps – if it’s everyone, then there’s
a greater chance it will pick a new map, and if even one person
doesn’t have the map, it will pick one of the original
shipping maps, so nobody misses a beat. In theory…
Now I’m excited right now. For two
reasons. One of them is that Bungie's Studio Manager Harold
Ryan and I are off to the filming of the Spike Video Game
Awards tomorrow – I don’t know if we’ve
won anything, but I do know that the Red Vs. Blue guys made
an amazingly funny video for the show and I can’t wait
to see it. Rumor has it that it might be the first chance
anyone gets to see the new maps…
It’s airing on this Sunday December
9th, 9 p.m EST/PST on Spike TV. It’s well worth your
attention.
The second thing I’m excited about is
that as I write this, I am getting ready for a last minute
bugbash for the Heroic Map Pack against the rest of the Bungie
crew. Luke and I have had a miserable (for me anyway) record
playing DLC this week, with him owning me constantly. Tonight
is revenge.
I think you folks are really going to enjoy
the new maps, price gripes aside, I am pretty sure that all
three of these, for entirely different reasons, are among
the best maps we’ve ever made. Tyson’s playlist
updates above, add a layer of smoothness and ease of access
that simply wasn’t possible before.
Obviously Standoff has the makings of a classic
in the mould of Blood Gulch – although the fact that
it’s more compact adds a level of freneticism that wasn’t
guaranteed in either Blood Gulch or Coagulation. Although
there’s vehicles galore in Standoff, they don’t
have the freedom or relative safety found in bigger maps like
Valhalla.
Rat’s Nest on the other hand can be
a paradise for vehicles, although that idea is neatly bifurcated
by the path cutting between the two straightaways of its looping
track. Players on foot can have a remarkable degree of control
of the map too. It’s really not precisely like any map
we’ve ever made.
The same can be said of Foundry, but for entirely
different reasons. The default layout for Foundry is a maze
of walls and alleys, but never quite dead ends. We’ve
played some King of the Hill matches in there with Hammers
and we’ve played plenty of Team Slayer and in some ways
it’s one of our best small team maps as it stands. The
ideal purpose of Foundry is something quite different.
The new Forge palette available in Foundry
(with some of those new items shared among Standoff and Rat’s
Nest) will fundamentally alter the way you think about Forge.
Although people have done amazing things with the existing
tool – they have always been limited by the initial
intentions of the map designer, and literally constrained
by the architecture and landscape hard-wired into it.
Foundry is a blank slate. It can be emptied
(or, if you buy the maps you can grab a pre-emptied version
from Bungie Recommends next week) and build something from
scratch. Walls, floors, doors, stairs, ramps, shields, roofs,
rooms, tracks…you name it, you can do it. The only limit
is your Forge budget and your imagination. We expect amazing
things and very quickly.
There are a number of things that make this
simpler for you, without ramming it down your throat. For
one – if you examine the floor of Foundry, you’ll
see that it has a not-so-subtle metal grid pattern that makes
it easy to measure, count and orient objects quickly. No more
wondering if something’s at a right angle or not.
We’ve also included some cool objects
that make tall, immovable walls quickly – literally
one of the building blocks of a believable level – so
no more building walls out of concrete barriers and dead guys
(although you can still do that, if you so desire…).