SGP

Halo ODST => SGP Task Force: Marty => Topic started by: nightcrafter27 on June 26, 2010, 14:59:12

Title: Ideas on Musical Tones in Squidhenge
Post by: nightcrafter27 on June 26, 2010, 14:59:12
I've been mulling this idea over in my head for awhile, and need to get it out.

What if, when you walk through a specific pair of the Henge Coulombs, a musical tone is produced. BUT, if you walk through the wrong pair, the game logs "You fail, no more chances for this session!" This might explain how some people accidentally produce a tone, then can never re-prove it, probably because they immediately walked through the same pair.

My Proposition is this; Someone starts a new game, walks through a pair. No tone? Start an new game, start over. Hear a tone? Write the pair down, and start searching for the next tone, using the same method.

Any takers?
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: CIA391 on June 27, 2010, 20:09:22
That's a good idea but saddly I can't do it at the moment.
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: twiztid42O on July 07, 2010, 10:48:07
Maybe its kinda like the IWHBYD skull in halo 3 if you F-up the ring sound sequence its f-ed and you have to start over
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: Pulse Cloud on July 07, 2010, 22:46:52
@nightcrafter: Why don't YOU do it? ;)
I don't have my copy of ODST so I can't do anything (and believe me, I really have something special to do)...

@everyone: HOW COME I'M THE ONLY ONE WHO'S NEVER HEARD ANYTHING - ANYTHING - WHEN JUMPING THROUGH HALO 3'S IWHBYD RINGS?!
AND NOW YOU'RE TALKING ABOUT THE SQUIDHENGE?! I'VE NEVER HEARD ANYTHING!!!!!!!

*random trash-collector guy sees me, adjusts pale green baseball cap, grabs magnum, aims, BAM!*
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: Scatcycle on July 08, 2010, 00:10:48
I didnt hear anything... but i was too busy watching the video lol.

And i have no access either. :(

Soon.
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: Scatcycle on July 10, 2010, 19:48:28
I tried it. Strange results. Will post a Vid if possible. So i tried diffrent ways, and sometimes the engineers would growl at me (this was all on legendary) when i went through in certain orders. Then i jumped on a light and music starts. Then i went afk and watched the world cup for a bit, then came back and checked on the tri glyph. It was normal. :( I dunno if the engineers growling was a coincidence.

Also found a brute in a ghost near the flashback of CM:NH.
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: nightcrafter27 on July 11, 2010, 14:09:32
I plan to attempt and video some trials, now that I am back from my week long trip.

WTG Scat!
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: Scatcycle on July 12, 2010, 20:03:51
      Oh my... I just discovered something huge! So i was in tepecs party, and he was afk, so i think, lets just play a short game myself.
    
      So i start playing, and go over to the squidhenge, and try to reproduce the sounds i got from the engineers yesterday for a new film. Couldn't do it. This time i heard music every time i did a certain sequence. Then a few time the engineer growls *success!*.

     But thats not the big part. I take the plinth and put it next to the shortest pillar, opposite of the sad mono glyph, and grenade jump up onto it. I jump each pillar to stand on top of the sad mono glyph. I jump up and land back on the sad mono glyph pillar.
     Heres the big part. The engineers went CRAZY! They started growling, and making sounds Ive never heard! They did it nonstop for about 10 minutes until i jumped to the ground. It stopped. Then i go back up, and they start growling like crazy. A bit after that being up there a song played. 2 different songs played the 2 different times i was up there, and 1 played on the ground much before that.

     Now the flight patterns. On the ground it was normal. When i got up there, they were going like this, really fast.

(http://i960.photobucket.com/albums/ae84/Scatcycle1/engineers.png?t=1278964845)

and i cant remember if they were pausing to look at me. but i do know they didnt stop at the end of their path like they usually do, it quickly turned around and continued.

Here is the FILM (http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=115336483)

Someone please watch it to confirm this huge find!

Side notes: I think the engineers might have been fretting because they think i might spot something from up there. I searched for things, including swords, didnt see any.
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: nightcrafter27 on July 12, 2010, 22:52:25
When you where on top of the squidhenge coulombs, the engineers where always like so:

<Engy Path>
       _
    /     \
    \  _  /
       ^
You Are Here

No matter which one you where standing on. As soon as you hit the ground, they stopped making the noises, and scattered. You jumper back on, the weird pattern resumed, except one engy sometimes stopped to inspect you. Attempting repo now.
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: Scatcycle on July 12, 2010, 23:24:03
When you where on top of the squidhenge coulombs, the engineers where always like so:

<Engy Path>
       _
    /     \
    \  _  /
       ^
You Are Here

No matter which one you where standing on. As soon as you hit the ground, they stopped making the noises, and scattered. You jumper back on, the weird pattern resumed, except one engy sometimes stopped to inspect you. Attempting repo now.
all right except for last one. Its a maybe. I dont remember.

I like your henges. Going online now. I'll show you.

Also it was on legendary, with cowbell grunt bday and IWHBYD
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: Scatcycle on July 13, 2010, 00:00:44
Me and night did it, a new one is on his file share. Im sure he'll link it soon. This time, it took a bit longer for them to calm down after i jumped off. This time, (i had to help night up LOL) night was standing on it, and they were raging, then i nade jumped up, and as soon as i touched the sad mono glyph pillar (the one he was on) a song started playing. And also, before that when i was just showing night, i went up alone, and an eerie dark music started playing... it was extremely faint. I have the OST and i play the game alot and ive NEVER heard it.
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: nightcrafter27 on July 13, 2010, 00:26:13
Linky-Dinky (http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=115356680).

For now, I am going to ignore the music.
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: Scatcycle on July 13, 2010, 00:34:03
Ok. But still. The engineers. I just dont understand why they are coded to do that. Maybe we are standing on their friends grave. Maybe we should hit the grave. So many factors. Night, lets do it.
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: nightcrafter27 on July 13, 2010, 01:24:02
When I did it myself, the reaction was mostly the same for all foe columbs; you didn't have to be standing on the SI sad coulomb to make at least one of them "pace" and make fap-whistle-growl sounds.
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: Scatcycle on July 13, 2010, 04:52:48
When I did it myself, the reaction was mostly the same for all foe columbs; you didn't have to be standing on the SI sad coulomb to make at least one of them "pace" and make fap-whistle-growl sounds.
O_o
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: nightcrafter27 on July 13, 2010, 14:34:34
When I did it myself, the reaction was mostly the same for all foe columbs; you didn't have to be standing on the SI sad coulomb to make at least one of them "pace" and make fap-whistle-growl sounds.
O_o

....that's what it sounds like.
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: Scatcycle on July 15, 2010, 16:56:28
When I did it myself, the reaction was mostly the same for all foe columbs; you didn't have to be standing on the SI sad coulomb to make at least one of them "pace" and make fap-whistle-growl sounds.
O_o

....that's what it sounds like.
Keep it Clean night, keep it clean.  ;)
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: nightcrafter27 on July 19, 2010, 14:24:13
Any further developments? I would like to test:

Also, I think we need a name for this behavior. My vote is for "Scatting".
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: Scatcycle on July 19, 2010, 15:42:51
Trying most of these. Lets see if i can nade jump with a cast.
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: Scatcycle on July 20, 2010, 00:29:09
Any further developments? I would like to test:
    •Does difficulty affect this behavior?
    •Will the Engys continue this behavior if one has been killed?
    •Are other Covenant units react to standing on SH?
    •What happens with three players? Four?
    •Do the Engys react to being stuck, while participating in this behavior?
    •Do Engys still react to snipers?

Also, I think we need a name for this behavior. My vote is for "Scatting".

Me and night went at this together on easy


Title: Re: Ideas on Musical Tones in Squidhenge
Post by: Scatcycle on July 20, 2010, 19:51:17
Played on legendary, with only cowbell on. Strange results. SKulls may affect behavior. Going to try all skulls later.

Watch (http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=115968789)
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: Scatcycle on July 21, 2010, 04:36:13
Me and night tried it legendary, 3 skulls (the usual) with 4 players, and got 3 players onto one pillar (lulz) but i dont think anything happend... which saddens me. Night might know more. Vid is pretty cool tho. On my fileshare, first thing. Guess what. At the start when i was in my pod, i was sniped once, and everything was red, and then once the thing popped off the jackal sniped me again and i died still in the pod.

:|

BTW there were no glyphs in the henge.
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: nightcrafter27 on July 21, 2010, 14:07:49
I would like to see the death-in-pod, and we did get the Engys Scatting in multiple paths.

And they don't react to being stuck.
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: Scatcycle on July 21, 2010, 14:22:10
Well, they do get aploded a mile away...
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: nightcrafter27 on July 21, 2010, 15:18:55
Well, they do get aploded a mile away...
That is because of the overshields they give each other. But they survive.
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: Scatcycle on July 29, 2010, 19:58:04
WE got lots o people on the plinths, but nothing happend, other then some cool screen shot oppurtunities!

Per Audacia Ad Astra (http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=116033829)

What could this lonesome engineer mean? (http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=116033933)

Stop goofing around and get ready for a picture! (http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=116033824)

Three Musketeers (http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=116033775)
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: Scatcycle on January 22, 2011, 00:21:35
Bamp for great thread that died.

Nothings going on in Reach, why not perfect ODST?

Inb4 Necro.
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: nightcrafter27 on January 22, 2011, 13:39:27
I've been thinking of making a big list of all the great ideas in ODST that haven't been finished/properly looked into. I'll get to work on it soon.
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: Scatcycle on January 22, 2011, 15:49:20
I've been thinking of making a big list of all the great ideas in ODST that haven't been finished/properly looked into. I'll get to work on it soon.
I know of three major ones.

Oni Alpha Site Charge

A lone charge (detonator) was left in the bottom of one of the chutes when you get to the part where you play firefight in.
We had managed to activate this switch by jumping down and dying next to it. It turns green and we can hear the click on sound. But we cannot continue with this switched, because you have to die to get it. Or maybe only one person does, I can't remember.
I suggest we find any other switches, and do a legendary run and hit all the switches.

Zombielites
Well, you all know a lot about this one. Dead elites coming to life. Why is this model left in the game, taking valuable space? Well, lets figure that out.

Scatting
Very strange mystery. Jumping atop of the squidhenge pillars triggers the engineers to start Scatting, or start floating from one forerunner light to another.

Night, I will be prioritizing ODST unless a reach phenomenon comes up. I will report if anything has changed.
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: Pulse Cloud on January 23, 2011, 18:25:36
Oni Alpha Site Charge[/b]
A lone charge (detonator) was left in the bottom of one of the chutes when you get to the part where you play firefight in.
We had managed to activate this switch by jumping down and dying next to it. It turns green and we can hear the click on sound. But we cannot continue with this switched, because you have to die to get it. Or maybe only one person does, I can't remember.
I suggest we find any other switches, and do a legendary run and hit all the switches.

Hum, have you guys tried doing it on Co-op?
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: nightcrafter27 on January 23, 2011, 19:09:38
Multiple times. Though it might not have been on legendary....
Title: Re: Ideas on Musical Tones in Squidhenge
Post by: Scatcycle on January 23, 2011, 20:42:52
Oni Alpha Site Charge[/b]
A lone charge (detonator) was left in the bottom of one of the chutes when you get to the part where you play firefight in.
We had managed to activate this switch by jumping down and dying next to it. It turns green and we can hear the click on sound. But we cannot continue with this switched, because you have to die to get it. Or maybe only one person does, I can't remember.
I suggest we find any other switches, and do a legendary run and hit all the switches.

Hum, have you guys tried doing it on Co-op?
Yes. You respawn before you hit the ground, so if it only switches when you actually see it (which would make no sense at all) then we would not be able to switch it and move on. We should try to have one person jump down, then when he respawns they both jump down and see if it is already switched. If it is already switched then we are gold.