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The SuperWaffle

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  1. Hey if you guys think Halo 3 campaign is cool, check this out. We were able to get into all Floodgate cutscene rooms! https://www.youtube.com/watch?v=-qSplwWsoWc
  2. This trick is a tad different from the usual flair we put up on this channel, not in style, but about the trick itself. The shadow of intent bridge room is a cutscenes area at the end of Floodgate. This room exists on three levels in total, and are located at the same exact place, at the origin. (0,0,0). This room may look very familiar to those of you that played Halo 3 in its prime. Back in the day, a gamer named "owlicious" found a way to enter the room on the Ark in theater. ( http://forums.bungie.org/halo/archive28.pl?read=846561 10/28/2007) From then on, gamers on HIH would try to get into this room with multiple attempts and different ideas. The first thing we had to find out about the room on Floodgate is when it is loaded, and where it is located. By using Pancam during the cutscene, we were able to conclude that the area existed at the same exact coordinates it is located on The Ark and Epilogue (0,0,0) and that the loading done at the very end of the mission HAD TO LOAD the cutscene rooms because there was no other areas to load after. Once we knew the location we had to come up with a plan. In relation to map landmarks instead of coordinates, the room is located near the "drop pod area" and the hallway leading up to the final outside area. This meant that if we were going to get into the room, we would have to try and get into it from the final area, because we had to hit the final loading done at the final area to load the cutscene rooms. At this point, there was just way too much solid space to survive through to get into the room and this was before MCC or even Halo Reach came out. There was not much we could do. Around this time, all we tried for ideas was to try and find overlap between the cutscene room and the playable area itself. We were able to find that it DOES overlap, but in a spot that we can't get too once the cutscene rooms are loaded. We knew that we needed to somehow stay in solid space, and load the room around us at the point the room overlaps with the playable map. The only problem was how? At this point in halo 3 tricking, the only way a person could get stuck in solid space is if a person hit a loadzone in a spot that playable space doesn't overlap with the newly loaded area. Unfortunately this can only be used on a basis by basis case and isn't really something we could utilize. There wasn't a surprise loadzone at the end that loaded the drop pod area, so it was back to the drawing board for this trick for a long time. From 2011 until 2014, there was not much work going on with this room. It was not until we found out how to do the animation trick that we started to take another look into this room again. The animation trick was first found on Halo Reach by accident. If your player assassinated an enemy at the same time your buddy deloads the area you are assassinating in, instead of loading with your buddy, you stay in the de loaded area unable to move. A slightly different version of this method also exists in Halo 3. What is different though, is instead of assassinating an enemy, you would have to exit a turret. This was the biggest piece of the puzzle by far. This meant that if we were to somehow get a turret in the overlapped space, a player can stay in solid space, and the other player can move forward and load the room around the player in solid space. Sounds easy right? Not really. The first idea was to try to do the animation trick with the drop pod. The animation trick worked and we were able to load the room, but Unfourtunetly the drop pods are JUST outside the room. So unless we were gonna move those drop pods, it was back to the drawing board. Since there was no turret in the overlapped area, we somehow needed a turret that was movable. The only option we had at that point was to use the phantom in the next area. We can move it easily and also do the animation trick in the turret. However, the drawbacks to the phantom idea were daunting. We had to find a way to backtrack through the mission with the phantom, (somehow finding a loadzone without the phantom deloading) put it in position, and be able to move forward through the level until the very end without soft locking on the way. Testing proved it wasnt feasible to find a possible loadzone that goes from the final outside area to the drop pod area. Finally eureka. All the pieces are coming together. The final piece to the three piece puzzle was spawning. All this time we had tunnel vision and were not looking or considering all the cards that were delt to us. When we were messing with the phantom trying to figure out where the loadzone is, we noticed how far the spawn radius is when a player is in a phantom. So the train of thought was, if we were to do the animation trick, as close as possible to the room from the final outside area, even if you were not in an overlapped area and unable to load the room around you, maybe it could be possible for a dead player to spawn inside. It makes sense when you think about it. When a player is in the turret, and another player is trying to spawn on him, the game knows it can't spawn a player in non-livable space. So the game looks for the closest area that is safe to spawn at. Since the spawn radius for the phantom is considerably bigger than the spawn radius for a person or warthog, the phantom is able to "find" the livable space, and spit out the player spawning. This happens to be the cutscene room, because the cutscene room is much closer to the phantom than the playable space that you are suppose to be in. In all, this trick was all about putting the puzzle together. As we found the pieces to the puzzle, we worked on how those pieces were to interact with each other, and how to put them all together to make the final picture. I know this is very long winded, but I believe that this trick deserves this, since I considered this room "the holy grail" ever since I was in middle school in 2009. This trick had three main pieces to it. The pieces were the phantom, the animation trick, and spawn radius. Once we found all three pieces, the final image was easy to decipher. Overall, this has not been the hardest trick we've ever done, but this trick did involve a lot more critical thinking than usual to figure out.
  3. Hey southpaw, couldn't get the text to change colors so I just bolded all of it. Hope it is easier to read.
  4. Getting out of the very end of the Pillar of Autumn has never been done before and was once thought impossible due to lack of resources. But today we prove it possible, not just one way, but with two ways of breaking the barrier! There are lots of cool things you can do with this trick, including AI manipulation, launches, and... This area may look familiar to the area before the pelican lands where you use the armor lock and phantom to get out, but this is the area after Emile is killed and the Super Carrier is in the air. After the Cutscene, there is no Phantom to Armor lock on that will take you out of the map. The out of map area is pretty much the same but the lighting is different and the cruiser is there. Also you can get on the Phantoms that shoot at you while you are in the Mac Gun. We also found a few loading points the reloads earlier parts of the mission and it looks completely different with the new lighting. So yeah! Enjoy if you guys want to, and be ready for some cool tricks on the way in post production and ones being underway and researched right now.
  5. So recently I have been taking a closer look at the easter egg here. And even though it looks modded, I checked it out myself and it does indeed work.http://xboxdvr.com/gamer/TheStinkyWaffle/video/14765438 Now here is my take on all of this. In my opinion, I feel that there is more below the surface of this seemingly random easter egg. The numbers were (343,343,2,343). So I had a far fetched idea. I finished the mission after activating the egg, and tried to jump through the rings at the end of the cov. in that order. Not supprising nothing happened. But something weird I never encountered before did... Now it most likely has nothing to do with the egg but I wanted to share anyways. After killing truth and reverting, I noticed a voice that sounded like a "Huh?".http://xboxdvr.com/gamer/TheStinkyWaffle/video/14871000 Listen after I die and respawn. Most likely a IWHBYD dialog Anyways I now have a new idea I want to try. Now for full measure I want to do all these things just so we cover all our bases. In the unlikely event that something does happen, it's probably less complicated than this and we can make it simpler. My idea is to do the egg, go to the cov and jump through the rings, then continue on to cortana and finish that mission with the hidden blind skull. Now once on halo, we pick up the new spartan lazer. Now we continue mission until we are inside the control room. It takes 3 spartan lazer shots to kill Guilty Spark. So using the blind skull Lazer (Not Johnsons) We shoot guilty spark twice (343,343,2,343) Then we run around the circular control room twice (343,343,2,343) Now once we do that we give spark the last blow (343,343,2,343). Now i'm hoping that at least SOMETHING happens, but I know probably nothing will. But hey, we won't know until we try! And we know Bungie is fond of holograms in regard to their Halo 3 easter eggs (IWHBYD skull). So yeah, just wanted to share this around and get your thoughts. Please don't tell me it probably won't work, because I already know that. But if we go on that train of thought, then there is a 0% of this going anywhere instead of a 5% if we try. Thanks for reading the ramblings of a mad man.
  6. Hey guys Waffle here to showcase another Remastering the Classics. This is the Noble Subway Station. The Noble Subway Station was done around the summer of '11. We went through many methods and failed attempts before we finally got to the final method shown here. The problem that was present was that in the "abyss" there was an elastic barrier preventing you from actually being able to go to the station, so we were stuck up there looking at it from afar. The perfect "so close yet so far" situation. Another problem was finding a spot where you can clip into without just falling. This problem was solved quite easily with the discovery of "ground pounding". Now we didnt need an elaborate ghost clip setup to be able to even enter the area. We tried everything we could to try and break that barrier when suddenly, we thought about the banshee easter egg. The banshee easter egg is a easter egg left by Bungie where if you press a certain combonation of buttons in a certain order, 4 banshees will spawn and the elastic barrier will also be deleted. So you must be thinking "wow that was easy to think of, why didnt you do it!?!?" Well it turns out, when you do this easter egg, the game, trying to prevent you from continuing through the mission, creates some obstacles. First and the most easiest to bypass was making the AA guns invincible. Easy solution however, just destroy them before you activate the egg. The next and most important problem, the door that leads to "swordbase" wouldn't open. So how were we gonna be able to set up a clip when we couldnt get any vehicles inside the swordbase anyways?... That's why the discovery of groundpounding jump-started this challenge. Even though the door wouldn't open to swordbase, the swordbase was still loaded. So this is where the whole "ground pounding a groundpounder" method came to be, and we were able to finally solve the elastic barrier problem. So thankfully, the whole banshee easter egg effect of the barriers not being there still was in affect thank god, and we finally were able to get inside the abyss without any barriers blocking our way. Next came a pretty difficult triple head jump, but obviously if we have came this far, we're weren't gonna let some stupid thing like a fall timer get in our way, so we tripled jumped inside and bada bing bada boom. Challenge done. I thought that remastering this video was especially important to me, because the original is lost to time, and we are able to show this to a brand new audiance that didnt see it the first time around. So please enjoy and dont let my commentary bore you. xD This is the Noble Subway Station (P.S we have soooooooo much planned the next few mouths that your head will spin )
  7. Hey guys. You guys most likely don't know me, but I stumbled upon this fine community about an hour ago. I thought I would want to show you guys a montage we made around a year ago. It's quite different than your usual halo montage, so please enjoy! And if you got any questions about anything let me know! I love answering questions about tricks. Tribute is a Halo 3, ODST, and Reach tricking and launching montage brought to you by Termacious Trickocity. Over six months ago Terminal Velocity and Tenacious Tricking began collaborating on what would become this video, and along the way we decided to join forces permanently. We would like to thank Spudmonkey for editing, Bojangles for filming, and Glytchable for creating a few tracks for us, as well as mixing the soundtrack. Enjoy the show!
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