Custom Formations In Myth III
Super Man MoR did a little testing and found that you can use your Myth II custom formations by simply copying them into the Myth III local folder. This is a fine alternative to waiting for Vengeance.
| Title | Date |
|---|---|
| Bazzite Backlog Blowout Pt 2 | 01.24.26 |
| Bazzite Backlog Blowout | 01.17.26 |
| Spatial Outpouring Pt 5 | 01.10.26 |
| Spacial Outpouring Pt 4 | 01.03.26 |
| Spacial Outpouring Pt 3: Rampancy Rescues... | 12.27.25 |
| Spacial Outpouring Pt 2 | 12.20.25 |
| Rampancy Test Stream | 12.14.25 |
| Title | Transcriber | Date |
|---|---|---|
| Halo 5: Advent (String... | cwhiterun | 06.07.16 |
| Halo 5: Blue Team (Str... | cwhiterun | 10.22.15 |
| Halo 5: Light is Green... | cwhiterun | 10.20.15 |
| Halo 5: The Trials (St... | cwhiterun | 10.12.15 |
| Roll Call - Price Paid | pimpnmonk | 06.02.14 |
| Behold A Pale Horse Fo... | pimpnmonk | 01.24.14 |
| Farthest Outpost/Mercy... | pimpnmonk | 12.30.13 |
| Episode | Date |
|---|---|
| Sony Acquires Bungie (mp3) | 02.02.22 |
| Let's Play Mass Effect 3 #27 Final... | 06.02.17 |
| Anger, Sadness and Envy Ep. 27: Craig Ha... | 05.08.13 |
| Anger, Sadness and Envy Ep. 25: Destiny... | 03.05.13 |
| Anger, Sadness and Envy Ep. 24: Halo Ann... | 04.21.12 |
| Anger, Sadness and Envy Ep. 23: Halo Ann... | 06.26.11 |
| Anger, Sadness and Envy Ep. 21: The Wint... | 04.18.11 |
Super Man MoR did a little testing and found that you can use your Myth II custom formations by simply copying them into the Myth III local folder. This is a fine alternative to waiting for Vengeance.
Matt Soell over at bungie.net has answered a few questions they have been receiving about the upcoming Halo launch party. You had better head over and read the details if you plan on attending because Bungie needs to know who is going as soon as possible so that they can prepare for the event.
Kudos to Myth Village for spotting an update in Mike Donges' .plan. Donges will be on the GameSpy multiplayer service to play a few games and possibly answer some questions.
Although there are a few bugs in Myth III, please don't harass Donges. Instead, just give the team a little while to release a patch that addresses the issues and take tonight to enjoy the game.
Concerning Mat Cauthon T's initial impressions post in which he claimed the units moved too slowly, Blambi, who was a tester for Myth III, replied with the following:
this is the exact same feeling I had when I first played, and when I asked about it here was the answer:In M2, regardless of how fast the unit is actually moving, his sprites keep whirring away at a blinding pace. In Myth 3, each foot has to be placed before the next one comes off the ground, creating a very deliberate feel to each step and turn. Nevertheless, [the] units are moving at exactly the same or slightly tweaked speeds when compared to M2.
Another funny thing is how fast units move... proportionately to the units, Myth maps are very small. To counter this, units move very slowly. Think of ghols, that you visualize as speedsters near-flying across the ground... the MJ team converted their speed from M2's world units to the real world's miles per hour, and that ghol is really only moving at about 8 mph. That's an easy jog for most reasonably fit people. Dwarves are cranking along at some 2mph. M2's units, with their never-slowing-always-fast-sprites, give the appearance of moving quickly without actually moving that quickly.
That's some interesting stuff. It seems like Myth III's approach was more realistic while Myth II's was more accommodating to the engine.
UPDATE: Blambi talked to an employee of Mumbo Jumbo today who told Blambi that units were speed was actually modified a bit more than he thought:
On HL a MJ guy who saw my first post tonight said that unit speeds have actually been tweaked quite a bit to compensate for the slow-down effect, so much that a M3 zerk runs at roughly the same speed as a M2 Trow.
Got something to say? Get it on the discussion.
klowntoolz posted a few screenshots he took of Myth III in the MWA forum. To view these, you may need to copy and paste the URL into your web browser.
http://klowntoolz1.tripod.com/me_complaing.jpg - Shows multiplayer interface; pregame.
http://klowntoolz1.tripod.com/thingy1.jpg - Waiting for other players in a multiplayer game.
http://klowntoolz1.tripod.com/this_is_the_start_thingy.jpg - Title screen.
UPDATE: Due to difficulties with Tripod's server, the images have been uploaded to our own: me_complaing.jpg, thingy1.jpg, this_is_the_start_thingy.jpg.
The Myth Village forum is littered with it doesn't work with Windows XP posts, but scroll a bit and you will find some content worth reading.
rojay posted his very first impressions, which were generally positive.
The options screens, btw, are very nice. The whole feel of the initial interface is well done. What little music I've heard so far is good, and the first cutscene is nice.I've played through the tutorial and the first mission. The game is very, very pretty IMO. The screenshots do not do justice to watching your units move. The new animation for the dwarven cocktail is very nice.
Hwed also posted his impressions:
First of all, it's beautiful. I mean BEAUTIFUL. Explosions are great, fire looks good, maps have great texture, water looks like water. Even with 100 units on the screen in a big creep melee, I didn't notice framerates going down, and it was quite smooth.Pathfinding: It sucks. TFL all over again, watch in frustration as your heron guard moonwalks and orbits your trooops trying to heal the guy next to him. Watch your units get hopelessly tangled in small passes as they try to push through. Makes you remember why they went with clumping in M2.
Drivers: Had some problems with sound before I dl'ed DX8 and my newest sound card drivers. I thought I was pretty up to date, but make sure to get the latest.
Battle: I don't know what it is, but it lacks a Myth feel somehow... it's hard to tell which unit is attacking which, and when they're hit... the green circles at the bottom of selected units are obtrusive and make it hard to distinguish the green bars when you have a cluster of units selected.
I could have done with a basic box and a solid color health bar, myself. Instead, you get a lavalamp hovering by your unit.
Johnny Law also posted his two cents:
- The interface and bits and extras are quite polished. Really makes this look like a triple-A title.- The visuals are amazing. I have basically everything cranked up and my GF3 handles it with no problems at 1024x768.
- The pathfinding is, unsurprisingly, between that of Myth:TFL and Myth 2. So far it doesn't bug me, and I appreciate the lack of clumping.
So far so good then! I'm having fun. If the rest of the game goes as I expect -- say, with a good variety in the environments and some opportunities to control larger numbers of troops -- this will be a very nice addition to the Myth series singleplayer, more than holding up the tradition.
I have only selected a few highlights from the posts cited. It's recommended that you read all three posts in their entirety because they offer much more information.
Here's a collection of some information and impressions found in our own futuremyth forum.
Zinfandel said that the following maps are included with Myth III:
Tour de Forts (4 team light, 4 team dark, 2 team light, 2 team dark)
Season of Slaughter (5 starts, looks a little bit like Grave)
Over Myrgard (6 starts)
Ramparts (same options as Tour de Forts)
For Carnage Apply within (light, dark)
Creep on the Borderlands (light, dark)
Mat Cauthon T has found the multiplayer game disappointing , furthering with:
The text is very hard to read, most games are not implemented(Ie assassin, hunting, scavenger hunt), unit speeds feel to slow and a only 6 different maps with may variations are included.The graphics and lighting are very impressive as are the units themselves, it just needs some tweeking still.
Nothing too unexpected there. At least he feels there is hope that these problems can be alleviated with a patch.
ax also posted his initial impressions:
GameSpy:
not bad design. although, Fonts though are horrible. It's not readable at 640x480 (meaning that i have to run at 800x600). It's also dark. Open games are red, closed gray. It also shows join/leave and sounds for hitting enter (kind annoying). You also cant dbleclick to join a game, you have to hit enter.Ingame:
Fonts still bad. there is no postgame restart, nice. Theres a bug with saving which allows you to keep saving films if you go back and forth to postgame.Games:
All i played are creep, carnage and Tour de Forts. Kinda slow (PIII 650, Voodoo 3). FPS counter useless. Going to OC to 806 to see what that does to fps. LOD works. Fonts also horrible. Tro iron warriors are leet. Water is messed up on Voodoo 3. Warrs dont block (so thrall own them). 'Blue' units arent blue. There is no HEY just hey. The life counter doesnt go down, but it does change color.
So far, nothing has been stated that wasn't really expected. The game took less than a year to complete, so there were bound to be little things that would need to be fixed. Hopefully, we will see some patches soon enough.
Halo: The Fall Of Reach by Eric Nylund is now available in book stores.
Of course, you can order it online from Amazon.com or your favorite online store.
GameSpy has written a Myth III preview that has some new screenshots and information. Of course, this is only truly useful to we who still await the game...
It's all over the Internet - Myth III is in stores right now!
It's been confirmed that Electronics Boutique and Software Etc. are currently stocking the PC version of the game. Freewill has scanned five images of the box and it looks great.
The Mac version is expected to hit retail stores within 2-3 weeks.
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