: 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.
: https://www.youtube.com/watch?v=9KIgHSbt3sI