
BobtheGreatII
Joined: Feb 27, 2006
Meh
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Posted: Feb 22, 2013 02:15 AM
Msg. 3991 of 10646
Who said anything about a Ghost, Banshee, or Warthog? There's a plan for vehicular combat, and none of those are a part of it. You're overreacting. Be patient.
On that note, don't look too much in to what Masterz is saying. He likes to mess with things to see if they're fun, if not then we won't do it. Simple as that.
As for B30 Evolved, it's more around 50% to 75% playable. Maybe less. Geometry is mostly there, but there's a hefty chunk that we're still working on, then it's to the true beta stages, and then polish. Then hopefully release, as long as nothing crazy happens. I wouldn't get your hopes up for anything too soon though.
I'm hoping to get some more weapons shown off here soon, but I'm waiting on Lag (who's pretty busy lately) to fix up some animation things. Edited by BOBTHEGREATTHE2ND on Feb 22, 2013 at 02:23 AM
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Feb 22, 2013 02:53 AM
Msg. 3992 of 10646
pile every wraith in the ship into that tiny cylinder called a grav lift. that would teach those humans!
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Feb 22, 2013 10:29 AM
Msg. 3993 of 10646
Get some C12 and that would solve everybody's problems.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Feb 22, 2013 11:25 AM
Msg. 3994 of 10646
Why not take all the hunters, wraiths, shadows, spirits, phantoms, ghosts, and shades, and put them on the bottom of the grav lift?
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WWLinkMasterX
Joined: Mar 29, 2009
subliminal message.
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Posted: Feb 24, 2013 12:52 PM
Msg. 3995 of 10646
Quote: --- Original message by: TheHiralisQuote: --- Original message by: a bullet Well why not? It would make the level more interesting in comparison to the major facelifts that the other maps are getting. Except there's not really much we can do with a50. And a vehicle encounter? Think about it. It makes absolutely no sense for any vehicles to be in a50 except for the turrets and the dropships. Perhaps a banshee fight, but that's it. And if you honestly want to have a vehicle encounter, you better prove that it works and doesn't ruin the level. Quote: --- Original message by: Masters1337 ... and a new vehicle encounter is being added to the gravlift.
It's a new vehicle to our tagset and can only work on .yelo maps. One cool thing we're doing is making its primary weapon an actual weapon tag with a model, so it will be easy for anyone to make a variant of it once the tags are released. It's current weapon has 3 modes of fire. Keyword, new. So it's probably specifically built for that kind of encounter. edit: Suggestion time:So I just played through The CMT SPV2 Beta and the original a10 back-to-back, and here are my thoughts: The original was clearly designed as short tutorial/intro map and play relatively quick if you know what your doing. That said, it focuses a lot of tagspace on nifty little touches, like all the voice recordings and control diagnostics. That aid it leaves a bit to be desired in gameplay. SPV2 Beta added a a bunch of new BSP's, pretty much doubling the playtime of the whole map. Of these were large cargo rooms, a push through the vehicle bay, destroyed sections, Chiron, crew quarters, and several rehashes of existing BSP. In addition, many of the encounters were changed up. All of this however, came at the cost of cutting several aspects of the original level. While I wouldn't go as far as to say you should sacrifice space to re-implement minor unnecessary features, some of them were admittedly pretty cool. The best aspect of the original level was the accumulation of little things and how they all it together so nicely. All in all, a10's niche is being a small map trading in quantity for quality. I feel that's what it should be restored to in SPV3. The first thing you should definitely do is cut a lot of the rehashed sections. While new BSP's (even bad ones) are exciting and fit the spirit of CE, passing by familiar scenery isn't. A longer level isn't necessarily a better level; I don't need to fight on the same staircase three separate times. My biggest problem with the new BSP's is that many of them seemed rather bland/barren and pointless other than to lengthen the gameplay. The huge cargo room was a nice breath of fresh air, but it was essentially just an empty space filled with enemies. The sections ripped and adjusted from the MP level (I believe Chiron) was just a big, blocky, pointless room that should really be cut all together. The vehicle bay and elevator certainly fit the part aesthetically, but were also a little barren. All the flaming warthogs got real repetitive, real quick. The one extra destroyed section came out of nowhere; you can visibly see a vertical line between the pristine and burned parts of the hull. Otherwise, the custom destroyed part was pretty cool, though it could be expanded/improved, especially in terms of encounters. There were also all kinds of little glitches/inconsistencies and the like that probably weren't resolved simply because it was a beta. And so I would like to offer the following suggestions: I actually rather liked the little section of (what I assume were) crew bunks in the map. While technically pointless, they add depth to the map, though their true potential wasn't fully achieved. It's literally a bunch of nooks and crannies, exploit that. Hide some weapons/heath-packs/easter-eggs in there. Everyone loves teddy bears. I noticed upon first entering this section there was an elite just standing there staring at a bunk. Put a dead marine in that bunk, heck, several of them. Make it look like the Covenant barged in and massacred any sleeping marines. It adds depth/quality to the level and may get the player pumped. All in all, this section could be prime for close-quarters encounters. I heard that some of the main feature changes are going to be shutting off the lights an gravity. This is wonderful and I'm sure CMT already has plenty of great ideas. Just in case though, I want to stress the importance of "ladder-floors" and "crates-as-vehicles." Nothing says zero-G battle like a cargo-hold full of flying crates and grenades bouncing off the walls (drive-able forklift pl0x). I would like to add that simply for aesthetic purposes, that elevator section should be directly linked to the cargo hold. Finally, as I mentioned the new destroyed section kind of comes out of nowhere. One of it's features is how it slopes downward, I assume to simulate manipulated gravity? If so, it's really obvious how this is done though. It wouldn't be so obvious however, if integrated with prior gravity manipulation instances and "ladder-floors" that allow the enemy to walk on the ceiling/walls. By integrating these features, you can really disorient the player into believing they're experiencing the wonky gravity of a damaged ship. There were also all kinds of little things. The Hunter encounter was interesting, but unnecessary. It would be better implemented in the openness of a larger BSP like the cargo room, where it's melee attacks can send crates flying. In the very begging you pass by a depleted armory with a bunch of wounded marines. You guys overdid this. Just stick with the populating Bungie originally did. The beginning diagnostics are redundant at this point, though if there's leftover space these could be re-implemented. What I really miss is the little Cortana dialogues and instructions telling you how to melee, etc. If there's space, theses could actually enhance the map. For example, instances of the lights going out provide a perfect precedent to use your VISR, which in turn can become beknownst to the player with the "this-is-how-you-should-use-your flashlight" dialogue box. Also, maybe more close-quarters fights in the maintenance tunnels after you learn how to melee. Finally, I don't know if this intends to be resolved already or not, but cool-it on the Captain Keyes intercom orders. I heard him cycle through the whole: "fire teams on decks 1-9..."->"...secondary positions..."->"all personnel retreat" three times. It's unrealistic and annoying. I'm sure many of these things have already been considered/implemented by CMT, not to mention new things they haven't told us about. Nonetheless, I look forward to hearing what Masters and the rest of the team thinks of my suggestions. (ohai, can i haz beta pl0x)Edited by WWLinkMasterX on Feb 24, 2013 at 03:30 PM
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ZOBI3KING
Joined: Dec 25, 2012
Look at me, I'm the captain now.
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Posted: Feb 24, 2013 02:00 PM
Msg. 3996 of 10646
I was thinking it could be a mantis considering that its small enough to fit there and os 3.1 has biped boarding. It would be an older mantis considering halo legends uses the mark I and halo 4 uses the mark IX.
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Feb 24, 2013 02:21 PM
Msg. 3997 of 10646
I think that gameplay deviation should be kept at a minimum
in other news, when can we expect the next level to be out?
It seems that all I see on these forums any more is arguments :(
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Feb 24, 2013 04:41 PM
Msg. 3998 of 10646
It could hurt the player. A lot.
Bang! Player got crushed into scrap metal and bloody chunks.
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Feb 24, 2013 05:20 PM
Msg. 3999 of 10646
Quote: --- Original message by: Dumb AI It could hurt the player. A lot.
Bang! Player got crushed into scrap metal and bloody chunks. That is why they will probably test it before releasing it to the general public.
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Bobblehob
Joined: Aug 29, 2010
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Posted: Feb 26, 2013 09:25 AM
Msg. 4000 of 10646
Quote: --- Original message by: TheHiralis
False, it would be a remake of itself. In a sense, Halo Anniversary was a rip off of SPv2, just without the extra BSPs.
I generally try to stay out of this argument, but what? Anniversary was not a rip off of SPv2, it was a graphical overhaul, with absolutely no gameplay changes. No new weapons, no new enemies, nothing.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Feb 26, 2013 08:40 PM
Msg. 4001 of 10646
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Feb 27, 2013 09:47 AM
Msg. 4002 of 10646
Quote: --- Original message by: TheHiralisQuote: --- Original message by: LestatQuote: --- Original message by: SilentJacket I think that gameplay deviation should be kept at a minimum
in other news, when can we expect the next level to be out?
It seems that all I see on these forums any more is arguments :( If gameplay is kept the same, this project would just be an Anniversary rip off. Let them experiment with new gameplay, what could it hurt? Arguments are a sign that people are passionate about their opinions and care about the outcome of others' work. Embrace the chaos. False, it would be a remake of itself. In a sense, Halo Anniversary was a rip off of SPv2, just without the extra BSPs. And what could it hurt? It could completely ruin the gameplay of a50. One wrong encounter can completely destroy a campaign. Like in one of the early devs of the ODST campaign. One encounter, number 5 I think it was, was so terrible no one wanted to play past it. I'm curious to see these comments from Bungie on ODST, iirc they were very quiet on the development of that game after launch. Quote: --- Original message by: WWLinkMasterXQuote: --- Original message by: TheHiralisQuote: --- Original message by: a bullet Well why not? It would make the level more interesting in comparison to the major facelifts that the other maps are getting. Except there's not really much we can do with a50. And a vehicle encounter? Think about it. It makes absolutely no sense for any vehicles to be in a50 except for the turrets and the dropships. Perhaps a banshee fight, but that's it. And if you honestly want to have a vehicle encounter, you better prove that it works and doesn't ruin the level. Quote: --- Original message by: Masters1337 ... and a new vehicle encounter is being added to the gravlift.
It's a new vehicle to our tagset and can only work on .yelo maps. One cool thing we're doing is making its primary weapon an actual weapon tag with a model, so it will be easy for anyone to make a variant of it once the tags are released. It's current weapon has 3 modes of fire. Keyword, new. So it's probably specifically built for that kind of encounter. edit: Suggestion time:So I just played through The CMT SPV2 Beta and the original a10 back-to-back, and here are my thoughts: The original was clearly designed as short tutorial/intro map and play relatively quick if you know what your doing. That said, it focuses a lot of tagspace on nifty little touches, like all the voice recordings and control diagnostics. That aid it leaves a bit to be desired in gameplay. SPV2 Beta added a a bunch of new BSP's, pretty much doubling the playtime of the whole map. Of these were large cargo rooms, a push through the vehicle bay, destroyed sections, Chiron, crew quarters, and several rehashes of existing BSP. In addition, many of the encounters were changed up. All of this however, came at the cost of cutting several aspects of the original level. While I wouldn't go as far as to say you should sacrifice space to re-implement minor unnecessary features, some of them were admittedly pretty cool. The best aspect of the original level was the accumulation of little things and how they all it together so nicely. All in all, a10's niche is being a small map trading in quantity for quality. I feel that's what it should be restored to in SPV3. The first thing you should definitely do is cut a lot of the rehashed sections. While new BSP's (even bad ones) are exciting and fit the spirit of CE, passing by familiar scenery isn't. A longer level isn't necessarily a better level; I don't need to fight on the same staircase three separate times. My biggest problem with the new BSP's is that many of them seemed rather bland/barren and pointless other than to lengthen the gameplay. The huge cargo room was a nice breath of fresh air, but it was essentially just an empty space filled with enemies. The sections ripped and adjusted from the MP level (I believe Chiron) was just a big, blocky, pointless room that should really be cut all together. The vehicle bay and elevator certainly fit the part aesthetically, but were also a little barren. All the flaming warthogs got real repetitive, real quick. The one extra destroyed section came out of nowhere; you can visibly see a vertical line between the pristine and burned parts of the hull. Otherwise, the custom destroyed part was pretty cool, though it could be expanded/improved, especially in terms of encounters. There were also all kinds of little glitches/inconsistencies and the like that probably weren't resolved simply because it was a beta. And so I would like to offer the following suggestions: I actually rather liked the little section of (what I assume were) crew bunks in the map. While technically pointless, they add depth to the map, though their true potential wasn't fully achieved. It's literally a bunch of nooks and crannies, exploit that. Hide some weapons/heath-packs/easter-eggs in there. Everyone loves teddy bears. I noticed upon first entering this section there was an elite just standing there staring at a bunk. Put a dead marine in that bunk, heck, several of them. Make it look like the Covenant barged in and massacred any sleeping marines. It adds depth/quality to the level and may get the player pumped. All in all, this section could be prime for close-quarters encounters. I heard that some of the main feature changes are going to be shutting off the lights an gravity. This is wonderful and I'm sure CMT already has plenty of great ideas. Just in case though, I want to stress the importance of "ladder-floors" and "crates-as-vehicles." Nothing says zero-G battle like a cargo-hold full of flying crates and grenades bouncing off the walls (drive-able forklift pl0x). I would like to add that simply for aesthetic purposes, that elevator section should be directly linked to the cargo hold. Finally, as I mentioned the new destroyed section kind of comes out of nowhere. One of it's features is how it slopes downward, I assume to simulate manipulated gravity? If so, it's really obvious how this is done though. It wouldn't be so obvious however, if integrated with prior gravity manipulation instances and "ladder-floors" that allow the enemy to walk on the ceiling/walls. By integrating these features, you can really disorient the player into believing they're experiencing the wonky gravity of a damaged ship. There were also all kinds of little things. The Hunter encounter was interesting, but unnecessary. It would be better implemented in the openness of a larger BSP like the cargo room, where it's melee attacks can send crates flying. In the very begging you pass by a depleted armory with a bunch of wounded marines. You guys overdid this. Just stick with the populating Bungie originally did. The beginning diagnostics are redundant at this point, though if there's leftover space these could be re-implemented. What I really miss is the little Cortana dialogues and instructions telling you how to melee, etc. If there's space, theses could actually enhance the map. For example, instances of the lights going out provide a perfect precedent to use your VISR, which in turn can become beknownst to the player with the "this-is-how-you-should-use-your flashlight" dialogue box. Also, maybe more close-quarters fights in the maintenance tunnels after you learn how to melee. Finally, I don't know if this intends to be resolved already or not, but cool-it on the Captain Keyes intercom orders. I heard him cycle through the whole: "fire teams on decks 1-9..."->"...secondary positions..."->"all personnel retreat" three times. It's unrealistic and annoying. I'm sure many of these things have already been considered/implemented by CMT, not to mention new things they haven't told us about. Nonetheless, I look forward to hearing what Masters and the rest of the team thinks of my suggestions. (ohai, can i haz beta pl0x)Edited by WWLinkMasterX on Feb 24, 2013 at 03:30 PM sorry for the very long time in a response for a very well thought out post. Unfortunately I can only say so much but much of what you suggested is being acted upon (if it hasn't been enacted upon already . We've refine the level quite a bit, getting rid of the majority of C&P hallways, and replacing and modifying several of the BSPs in the new areas. We are kind of in a tough spot with replacing them, as we have to worry about the pacing, and the physical locations of the bsps. Needless to say, we are very happy with all but one area, which is still being looked into being replaced. Not everything you've suggested for low grav is feasible for the entire level (we cant do ladder floors in stock areas, we cant overstuff the level with vehicle crate). But low grav in CE is actually much more interesting than it was in other halo games. Everything is effected, even your grenades which can be pretty interesting. Without Havoc and a crate system like h2 and on, there's only so much that can be done. One of the things being done throughout the campaign (and you may have noticed this in A50), is the reduction of difficulty scripted events. Lots of Cortana's dialog has been restored, as well as things such as the elite at the beginning on higher difficulties. We've also changed some stuff with the hunters, and we have a new encounter that replaces grenade training. The repeating Keyes dialog is something I felt was better to be repeated rather than to cease happening, one of the big complaints was the new areas were to quiet (which I feel now due to several things has been resolved. I really hope to be able to show you guys a lot more of the level soon, but there is a weapon that the grunts use now that uses the spiker as placeholder, which needs it's own model first, and we need the rest of the updated level textures before we can show it. Edited by Masters1337 on Feb 27, 2013 at 10:06 AM
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The Lodeman
Joined: Sep 16, 2012
Hipster Lodeman: Enjoyed goats before it was cool.
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Posted: Feb 27, 2013 03:20 PM
Msg. 4003 of 10646
Quote: --- Original message by: Lestat
After reading the wall of text and it's reply, I have to agree. Oh man, you're such a puppet. You swallow exactly what your little hero tells you. You didn't actually need to read that text to agree, did you? OS doesn't magically solve polish nor time. It will do tagspace however. But having more can sometimes be less, as has been shown many times before by you and CMT. SPv3 is a decent attempt at remaking the campaign for the 100th time, but it's still the same old campaign done in an inferior way, aside from OS' magic graphics. Perhaps one day, you boys will make something revolutionary. Who knows!
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AllySuzumiya
Joined: Feb 27, 2013
"Kotae wa itsumo watashi no mune ni.."
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Posted: Feb 27, 2013 03:41 PM
Msg. 4004 of 10646
To stifle the ideas of others is to snuff out the flames of progression. Ambition is great trait to have when it comes to game design. If you let pessimism hold you back, you'll find that everything you make would be sub-par at best. You say "Perhaps One Day" in a mocking way as if that day isn't now. Yes, OpenSauce doesn't magically make maps look good but with patience (Which the CMT team seems to have alot of,) you could end up making something great. Of course, it would require much more time but you'd have a sense of finality, knowing that you did your best rather than cut yourself short with negativity. Another thing I'd like to stress to you is that opinion is opinion and not everyone agrees on one thing. However, if we went by majority votes, CMT SPv3 is already a success in the eyes of the people who use it. If you think that your say overrules the some thousand people that downloaded the map upon release; The only true problem, here, would be your ego.
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The Lodeman
Joined: Sep 16, 2012
Hipster Lodeman: Enjoyed goats before it was cool.
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Posted: Feb 27, 2013 03:53 PM
Msg. 4005 of 10646
Not a single conspiracy claim was made. But you are Masters' puppet nowadays though :-) You really can't deny that. I've been told you guys do weed-adherol late nighters nowadays. But hey, if that's what you guys like doing, go for it!
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Feb 27, 2013 04:16 PM
Msg. 4006 of 10646
Quote: --- Original message by: Lestat I think the majority of things that were mentioned only existed due to the lack of polish, time, and space. With OS, most of that is solved. OS solves the problem of polish and time!!! I need like 20 of these things installed
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Feb 27, 2013 05:15 PM
Msg. 4007 of 10646
Quote: --- Original message by: Lestat If you want to have your level only available to a select few, go ahead and use OS. >Implying Takedown will be an OS exclusive Map (as I have stated it is not) -- Also I might have missed it but are the rest of the CMT maps going to be exclusively YELO or are there going to be both Yelo and Maps like a 50? Edited by MatthewDratt on Feb 27, 2013 at 05:21 PMEdited by MatthewDratt on Feb 27, 2013 at 06:24 PM
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Guilty_spark
Joined: Dec 8, 2011
enjoy my bright, blue, balls!
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Posted: Feb 27, 2013 06:50 PM
Msg. 4008 of 10646
all of cmt's future releases will be os exclusive from what I hear'd. ik TSCE will be os exclusive
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Feb 27, 2013 06:55 PM
Msg. 4009 of 10646
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The Lodeman
Joined: Sep 16, 2012
Hipster Lodeman: Enjoyed goats before it was cool.
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Posted: Feb 27, 2013 07:06 PM
Msg. 4010 of 10646
Quote: --- Original message by: Spark all of cmt's future releases will be os exclusive from what I hear'd. ik TSCE will be os exclusive Oh dear. Who makes these decisions??
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Guilty_spark
Joined: Dec 8, 2011
enjoy my bright, blue, balls!
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Posted: Feb 27, 2013 07:18 PM
Msg. 4011 of 10646
teh lag and the rest of his team.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Feb 28, 2013 09:51 AM
Msg. 4012 of 10646
OS is a requirement because lots of our gameplay and encounters are reliant on OS dependent features. Case and point from our forums. Quote: Masterz mad experiment's indeed. This is something that is still a prototype, and as you know we only like to show things that are final products. But so far we've run into nothing that will prevent this from being included int he mod. But we're going to show this to you cause i's awesome, and in the event we can't include it into the mod, it will be released to the public to see what can be done with it. Bob created the placeholder model, Kirby the placeholder animations, and the temporary hud and the weapon system was all done by me. Special thanks to CV to being able to make bipeds enterable like vehicles with OS, who without this wouldn't be possible. I bring you.... the CMT Mantis. The following pictures are of a proof of concept (hence why it's solid green and has little detail), and take place in a new encounter of T&R. We ask ourselves, how do you secure a gravity lift? Well, by eventually having a Mantis delivered after you kill the hunters, in order to make sure the Covenant realize it is futile to send down units via the gravity lift or by Dropship. Since the Mantis is awesome and can take Phantoms out of the sky or kill all it's occupants.     The way we are designing it, we can easily make it have variants for different weapon system. You could see one with Spartan laser instead of missles, or maybe a cannon. Or dare I say a flamethrower. It's a really cool and fun vehicle everyones been pretty excited about. Being a biped, we can make them AI as well, which could lead to some pretty cool fights in the future. It is taking priority over the tank, although the tank is still planned to be part of the mod eventually.
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Feb 28, 2013 10:02 AM
Msg. 4013 of 10646
that is nice masters, though if it plays well fits to be seen. i like the concept though Edited by killzone64 on Feb 28, 2013 at 10:04 AM
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AllySuzumiya
Joined: Feb 27, 2013
"Kotae wa itsumo watashi no mune ni.."
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Posted: Feb 28, 2013 10:20 AM
Msg. 4014 of 10646
That's one nice looking mantis. What The Maw + The Library needs are Flame-thrower attachments for your Battle-rifles. I'd go all Ripley on them.
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The Lodeman
Joined: Sep 16, 2012
Hipster Lodeman: Enjoyed goats before it was cool.
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Posted: Feb 28, 2013 11:34 AM
Msg. 4015 of 10646
Throwing a mantis on that level just has random written all over it I'm afraid.
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Feb 28, 2013 11:56 AM
Msg. 4016 of 10646
It's certainly an interesting concept, but canonically, the first known use of the Mantis was in 2553. Prior to this, the UNSC had utilized things like the Cyclops and the Hrunting/Yggdrasil Mark I Prototype. If you intend to include a walker of sorts, I think a variation of the Cyclops or a form of exo-suit would be better-suited. Edited by Echo77 on Feb 28, 2013 at 01:14 PM
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SAS
Joined: Feb 26, 2013
I comment every once in a while
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Posted: Feb 28, 2013 01:21 PM
Msg. 4017 of 10646
canonically speaking, brutes and drones wouldnt be on the ring either. at this point in the story, brutes had little freedom and were considered unworthy to land on the sacred ring.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Feb 28, 2013 01:32 PM
Msg. 4018 of 10646
The cannon always changes to make room for new content in Bungie and 343's world. In our world, the POA was given some of the most advanced and protoyped weapons for it's original high risk mission, and the Brutes were part of every Covenant ships infantry. The Elites allowed it because they looked at the Brutes as cannon fodder, the Prophets and Brutes wanted it so when the time came, they would have the Brutes in position to overthrow the Elites. Clearly Truth is a fan of Revenge of the Sith. Quote: --- Original message by: vampire_girl I... I really don't know what to say. I never liked the mantis, even though I did once create a walker-style thing. But it was a covie thing so yeah. I have this awesome idea for how a Mantis could be used in The Maw, and I'll type it up later. So yeah. I've danced with the idea as well. PM them to me so we can go over them. Edited by Masters1337 on Feb 28, 2013 at 01:33 PM
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Feb 28, 2013 02:59 PM
Msg. 4019 of 10646
Bungie wanted to have the brutes in Halo 1, as stated in a Halo 3 Vidoc. The fact that they are not there means that the story is forced to work around it. But the fact that bungie thinks the idea should have been made for that game, is good enough for me.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Feb 28, 2013 03:01 PM
Msg. 4020 of 10646
Oh look, another unoriginal tag that CMT has created once again.
BTW, Happy birthday Masterz!
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Feb 28, 2013 03:01 PM
Msg. 4021 of 10646
Well, thats something pretty unoriginal. e: ninjae'd Edited by bourrin33 on Feb 28, 2013 at 03:01 PM
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Feb 28, 2013 03:05 PM
Msg. 4022 of 10646
I don't see any cause for canon complaints.
This is the original Halo game. It doesn't matter what happens to the story. CMT has full right and flexibility to ignore the other games as this game is not affected by the canon of the other games. The other games are affected by the canon of this game. Changing anything in this game could not be defied by anything but this game as it is the beginning, it is the spark of creation.
It's just like rebooting any canon. Obviously you can't start changing everything in a sequel so that it conflicts with the beginning. However, you can easily change everything from the beginning and move forward again from there.
I'm not entirely sure on whether a mantis would fit into the gameplay regardless but if it's done well, I don't see any valid arguments against it. :/
Edited by Jaz on Feb 28, 2013 at 03:06 PM
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The Lodeman
Joined: Sep 16, 2012
Hipster Lodeman: Enjoyed goats before it was cool.
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Posted: Feb 28, 2013 03:06 PM
Msg. 4023 of 10646
Quote: --- Original message by: Killer5000 are drones going to pop up in any cmt maps? No. However, the Mantis will feature wings and you will not only be able to wreak havoc on land, but fromt he sky as well!
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Feb 28, 2013 03:25 PM
Msg. 4024 of 10646
Quote: --- Original message by: Jaz
I don't see any cause for canon complaints.
This is the original Halo game. It doesn't matter what happens to the story. CMT has full right and flexibility to ignore the other games as this game is not affected by the canon of the other games. The other games are affected by the canon of this game. Changing anything in this game could not be defied by anything but this game as it is the beginning, it is the spark of creation.
It's just like rebooting any canon. Obviously you can't start changing everything in a sequel so that it conflicts with the beginning. However, you can easily change everything from the beginning and move forward again from there.
I'm not entirely sure on whether a mantis would fit into the gameplay regardless but if it's done well, I don't see any valid arguments against it. :/
Edited by Jaz on Feb 28, 2013 at 03:06 PMRight, right. It wasn't so much a complaint as a nitpick on my part. It was an attempt to sate my bias against the Mantis's general aesthetic by providing reasons that it could be replaced by something that better fits my notions of what UNSC equipment should look like.
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General Okar
Joined: Aug 29, 2011
I hate this place
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Posted: Mar 1, 2013 05:49 AM
Msg. 4025 of 10646
It's sent down after you've killed the hunters. I agree with Hilaris if anything this should be featured in B40 to replace the tank. I don't like the idea of just randomly putting in the mantis and only using it for 5 minutes so you can just shoot down some phantoms and then ditch it. Not exactly what I think mantis should be used for in my opinion.
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