
Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Mar 21, 2014 01:54 PM
Msg. 6336 of 10646
Quote: --- Original message by: Ubergoober is it necessary to have the flash-light icon? as it seems they all have the flash-light. There is a reason for this, as we have one mission planned where you only get to start with a set AA and never get to change it for the rest of the level. Also if we ever refine our AA system, we will swap the flashlight for other preset AAs. Quote: --- Original message by: Echo77I think I would make the following changes: •0-1 grenades for the Stealth class. Explosions aren't sneaky. •Shotty-Sniper (which sounds like a scoped shotgun loaded with slugs [easter egg pl0x]): 2 grenades. •Grenadier: BR/G, magnum or SMG secondary. •Marksman: DMR, SMG secondary. 2 grenades. I was mainly looking for feedback on the visuals, but I will touch on this. We always start the player with 4 grenades when coming from a pelican, along with overpacked ammo like Bungie did in a few missions in the series (T&R and Nightfall sniper ammo for example). Once the grenades are used, the player can only cary 2 of each kind (8 total like the original). As someone stated, the pistol isn't in this map, the 5 headshot weapons are the BRG, Spec BR, DMR, Spec Sniper, and Particle Carbine. Edited by Masters1337 on Mar 21, 2014 at 02:01 PM
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Mar 21, 2014 02:08 PM
Msg. 6337 of 10646
As someone said before, the grid layout doesn't work well with halo's cruddy compression.
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A Juicy Frank
Joined: Oct 28, 2013
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Posted: Mar 21, 2014 03:28 PM
Msg. 6338 of 10646
A bit curious about the SPECIALIST class and why it consists of only Covenant weaponry. I'm sure it's for fun, but that leads me to a question-
Assuming that a player would be going through the campaign missions one after the other, would it be possible to have a loadout option available that starts the player with the weapons they had ended the previous mission with? Of course, I'd expect the weapons to be topped off on ammo and grenades of whichever kind would be resupplied. You know, because fun?
If a player starts the mission without having gone through any past ones, then I guess the slot would instead provide a pre-set loadout. Was just wondering if this would be possible.
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Hammad
Joined: Sep 18, 2013
Imagination is more important than knowledge
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Posted: Mar 21, 2014 03:41 PM
Msg. 6339 of 10646
@Echo77: By 'shotty snipers' it means a shotgun/sniper loadout combo. It's a variant in team snipers.
Also, didn't we see this screenie a while back?
I still ask the same question- what is that grenade type in the final loadout? It appears to be some sort of black-hole-thingy- or is it just the plasma grenade?
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Mar 21, 2014 03:43 PM
Msg. 6340 of 10646
I think that you should put magnum
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Mar 21, 2014 03:50 PM
Msg. 6341 of 10646
Quote: --- Original message by: Hammad @Echo77: By 'shotty snipers' it means a shotgun/sniper loadout combo. It's a variant in team snipers. I know, it just brought a mental image of a scoped shotgun to mind.
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Hammad
Joined: Sep 18, 2013
Imagination is more important than knowledge
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Posted: Mar 21, 2014 03:56 PM
Msg. 6342 of 10646
Quote: --- Original message by: Echo77Quote: --- Original message by: Hammad @Echo77: By 'shotty snipers' it means a shotgun/sniper loadout combo. It's a variant in team snipers. I know, it just brought a mental image of a scoped shotgun to mind. Ah, ok. Lol, imagine that. Edited by Hammad on Mar 21, 2014 at 03:57 PM
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P3
Joined: Dec 2, 2011
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Posted: Mar 21, 2014 05:16 PM
Msg. 6343 of 10646
I think you guys should remove the grid looking thing. Also, are you guys not adding the visor mode anymore? If you guys are, could you guys make it so we can pick between flashlight or the visor mode for the loadout. Maybe you guys could do that for some of the loadouts so then then not all of them have the flashlight icon. Edited by P3 on Mar 21, 2014 at 05:17 PM
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Mar 21, 2014 05:51 PM
Msg. 6344 of 10646
Quote: --- Original message by: A Juicy Frank A bit curious about the SPECIALIST class and why it consists of only Covenant weaponry. I'm sure it's for fun, but that leads me to a question-
Assuming that a player would be going through the campaign missions one after the other, would it be possible to have a loadout option available that starts the player with the weapons they had ended the previous mission with? Of course, I'd expect the weapons to be topped off on ammo and grenades of whichever kind would be resupplied. You know, because fun?
If a player starts the mission without having gone through any past ones, then I guess the slot would instead provide a pre-set loadout. Was just wondering if this would be possible. I believe with some work it could be done, but it's not something I am wanting to spend time on or resources. Some maps are already in a constant state of script overloading, and we are trying to eliminate scripts, rather than adding them in. We also don't allow all weapons in all maps, which would further complicate things. Then you also have to link it into the widgets and such. I do believe kirby once set something up to potentially do this though. Quote: --- Original message by: P3
I think you guys should remove the grid looking thing. Also, are you guys not adding the visor mode anymore? If you guys are, could you guys make it so we can pick between flashlight or the visor mode for the loadout. Maybe you guys could do that for some of the loadouts so then then not all of them have the flashlight icon. Edited by P3 on Mar 21, 2014 at 05:17 PM VISR is one of the Armor Upgrades (our take on Armor Abilities, seeing as many are not as much abilities but upgrade parts of the Chief's armor, such as radar systems, biofoam injectors and such). The problem presently with giving the player an AU at the start is that if they ever swap it out, they will never be able to return to the old one, and last time we messed with setting an AA via script we had some issues. Along with script overload problems, it's unlikely we are going to try to further investigate it as a feature. Edited by Masters1337 on Mar 21, 2014 at 05:59 PM
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The Kingx
Joined: Mar 16, 2014
ᕙ༼ ಠ益ಠ༽ᕗ
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Posted: Mar 21, 2014 06:20 PM
Msg. 6345 of 10646
Can you give us a hint about this 'new' weapon that you have not revealed yet?
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Mar 21, 2014 06:25 PM
Msg. 6346 of 10646
Which one? Well regardless, they are both new takes on classic weapons from the main trilogy but with a needle based spin on them.
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The Kingx
Joined: Mar 16, 2014
ᕙ༼ ಠ益ಠ༽ᕗ
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Posted: Mar 21, 2014 06:39 PM
Msg. 6347 of 10646
Quote: --- Original message by: Masters1337 Which one? Well regardless, they are both new takes on classic weapons from the main trilogy but with a needle based spin on them. umm.. the first one.. ?
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: Mar 21, 2014 07:48 PM
Msg. 6348 of 10646
That mouse icon is so basic. CMT doesn't even use fully custom assets. CMT sux
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Mar 21, 2014 07:58 PM
Msg. 6349 of 10646
Most ofCmts sounds arent custom and probably ripz. Cmt sux.
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Mar 21, 2014 08:39 PM
Msg. 6350 of 10646
Quote: --- Original message by: Storm That mouse icon is so basic. CMT doesn't even use fully custom assets. CMT sux is not that you're giving a contribution to as you want to see the mouse icon
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game user10
Joined: Dec 9, 2011
Who is the Overseer?
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Posted: Mar 21, 2014 09:05 PM
Msg. 6351 of 10646
So many trolls I can understand why waffles left.
I think the shotgun should have more ammo. If the sniper's allowed to be overloaded with ammo, why can't the shotgun as well?
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Choclate Thunda
Joined: Aug 2, 2010
My BS meter agrees... -Hud Artist/Creator-
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Posted: Mar 21, 2014 09:17 PM
Msg. 6352 of 10646
Quote: --- Original message by: MEGASEAN2812 Most ofCmts sounds arent custom and probably ripz. Cmt sux. All sound files except stock (which mostly involve AI) are in fact custom. How would you know that there rips since your not even on the team to begin with? How would anybody know that since none of you do any of the work or go into the work process or even use the assets. All of you newer members blatantly do this because: "oh I wnt to be on teh bandwaagon and lok kool, hur dur." Quote: --- Original message by: Storm That mouse icon is so basic. CMT doesn't even use fully custom assets. CMT sux That is a old screen shot, we have a custom mouse just was not implemented during the time because we try to please this godforsaken community by showing pretty pictures just to calm you down. If you would actually use your brain you would think "oh, its not ready yet" or "oh, maybe there working on it now" instead of thinking everything is automatically done. Or even ask if there is going to be one. All of you and your stupid pride.
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P3
Joined: Dec 2, 2011
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Posted: Mar 21, 2014 09:53 PM
Msg. 6353 of 10646
Quote: --- Original message by: Choclate ThundaQuote: --- Original message by: MEGASEAN2812 Most ofCmts sounds arent custom and probably ripz. Cmt sux. All sound files except stock (which mostly involve AI) are in fact custom. How would you know that there rips since your not even on the team to begin with? How would anybody know that since none of you do any of the work or go into the work process or even use the assets. All of you newer members blatantly do this because: "oh I wnt to be on teh bandwaagon and lok kool, hur dur." Quote: --- Original message by: Storm That mouse icon is so basic. CMT doesn't even use fully custom assets. CMT sux That is a old screen shot, we have a custom mouse just was not implemented during the time because we try to please this godforsaken community by showing pretty pictures just to calm you down. If you would actually use your brain you would think "oh, its not ready yet" or "oh, maybe there working on it now" instead of thinking everything is automatically done. Or even ask if there is going to be one. All of you and your stupid pride. Oye. Watch what you say. You are being too unspecific by stating that. By saying that, you are including everyone including even your own team members to having stupid prides. I think everyone just needs to calm down. Don't want another, oh mi-geerrrd CMT ragequit again. CMT is doing a great job. It's just not to everyone's or maybe most everyone's taste. Maybe instead of showing old stuff or really in progress stuff, you guys should have shown present more purdy stuff to decrease negative comments on your work or progress.
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Mar 21, 2014 09:57 PM
Msg. 6354 of 10646
Quote: --- Original message by: P3 Maybe instead of showing old stuff or really in progress stuff, you guys should have shown present more purdy stuff to decrease negative comments on your work or progress. Or they might just stop showing things altogether, because people demand images of a work in progress, then complain about how terrible the work in progress is to the point where the thread descends into an anti-CMT circlejerk. I don't think showing "more purdy stuff" would decrease negative remarks whatsoever, because someone would either complain that it didn't fit their opinion of what it should look like, or they'd just bandwagon against it because they think it's funny to do so. Edited by Echo77 on Mar 21, 2014 at 10:03 PM
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P3
Joined: Dec 2, 2011
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Posted: Mar 21, 2014 10:04 PM
Msg. 6355 of 10646
Quote: --- Original message by: Echo77Quote: --- Original message by: P3 Maybe instead of showing old stuff or really in progress stuff, you guys should have shown present more purdy stuff to decrease negative comments on your work or progress. Or they might just stop showing things altogether, because people demand images of a work in progress, then complain about how terrible the work in progress is to the point where the thread descends into an anti-CMT circlejerk. Edited by Echo77 on Mar 21, 2014 at 09:59 PM But i said don't show really in progress stuff, not in progress stuff. Or maybe if it looks pretty enough and not look all pretty but have an off-ness to it that makes people stare at it and look at nothing else about it.
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Guilty_spark
Joined: Dec 8, 2011
enjoy my bright, blue, balls!
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Posted: Mar 21, 2014 10:12 PM
Msg. 6356 of 10646
Quote: --- Original message by: game user10 So many trolls I can understand why waffles left.
Wait when did waffles leave?
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P3
Joined: Dec 2, 2011
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Posted: Mar 21, 2014 10:20 PM
Msg. 6357 of 10646
Quote: --- Original message by: Guilty_sparkQuote: --- Original message by: game user10 So many trolls I can understand why waffles left.
Wait when did waffles leave? Don't worry. Everyone know that all breakfast waffles love anime! They can't resist it. Post anime somewhere and waffles will get here faster then an addict to a drug dealer! Jk jk. XD I actually have thought of leaving before. The only thing that is really keeping me here is the Spv3 project and waiting for an actually good quality balanced released map.
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xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
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Posted: Mar 22, 2014 01:04 AM
Msg. 6358 of 10646
Quote: --- Original message by: Echo77Quote: --- Original message by: P3 Maybe instead of showing old stuff or really in progress stuff, you guys should have shown present more purdy stuff to decrease negative comments on your work or progress. Or they might just stop showing things altogether, because people demand images of a work in progress, then complain about how terrible the work in progress is to the point where the thread descends into an anti-CMT circlejerk.I don't think showing "more purdy stuff" would decrease negative remarks whatsoever, because someone would either complain that it didn't fit their opinion of what it should look like, or they'd just bandwagon against it because they think it's funny to do so. Edited by Echo77 on Mar 21, 2014 at 10:03 PM You just perfectly described the past 191 pages of this thread.
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PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
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Posted: Mar 22, 2014 09:59 AM
Msg. 6359 of 10646
I actually like the images they have shown.
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sshers4
Joined: Apr 28, 2013
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Posted: Mar 22, 2014 10:26 AM
Msg. 6360 of 10646
Quote: --- Original message by: Guilty_sparkQuote: --- Original message by: game user10 So many trolls I can understand why waffles left.
Wait when did waffles leave? He made a thread about it.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Mar 24, 2014 09:07 PM
Msg. 6361 of 10646
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PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
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Posted: Mar 24, 2014 09:22 PM
Msg. 6362 of 10646
Masterz thats soo cool!
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Mar 24, 2014 10:23 PM
Msg. 6363 of 10646
I really love this idea, and I wish it could've been implemented in SPV3... x.x ...I wish it so much, I thought of a way to stubbornly keep it alive xP I think that new addition could've worked out if you used remote detonators to destroy the weapons cache instead of directly destroying them yourself -and you activated it after you landed on the original BSP section. Basically, something like this...  That way, I think you could preserve the stealthy aspects of the original BSP portion while keeping most of the ideas you already had. What do you think? Do you think this could've worked (or at least be useful in some other part of your campaign)?
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Mar 24, 2014 10:34 PM
Msg. 6364 of 10646
Well how it blew up was always something we discussed and never finalized, detonating it while you were on the way was one of them. We also had the problem of not being able to show the new area in the original BSP as well.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Mar 24, 2014 11:27 PM
Msg. 6365 of 10646
It's a pity, hypothetically it seemed like a really cool idea.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Mar 25, 2014 12:27 AM
Msg. 6366 of 10646
Man, that revised intro cutscene would've been pretty kick ass.
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Mar 25, 2014 12:37 AM
Msg. 6367 of 10646
you should keep adding new areas so we don't know what to expect in the first run, or when we beat it... until the load screen shows up anyways
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Mar 30, 2014 11:49 AM
Msg. 6368 of 10646
Some fun facts about b40.
-It has Honor Guards protecting the Control Room. Unlike H2 where they were one rank and just a visual change, ours come in 3 ranks and have a different type of shield than regular elites.
-The new last area which leads to the control room is larger than all the other exteriors combined in the map.
-Turns out Halo can only have 1024 squads in a map, we are at 1003 right now.
-Turns out there is an object name limit too. That's maxed out as well.
-We have also overloaded the scripts at one point, due to the fact the map has all the Vehicles and Armor Upgrades (our new name for AAs, since not all AAs are actually abilities you can use) from the first half of campaign.
Amazingly, we still barely have to scale our plans for the map back, other than having to make the last third of the map which was to be all new exteriors slightly shorter. Edited by Masters1337 on Mar 30, 2014 at 11:52 AM
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Mar 30, 2014 11:57 AM
Msg. 6369 of 10646
b40_part1 b40_part2
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ProphetOfCharity
Joined: Mar 30, 2014
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Posted: Mar 30, 2014 02:31 PM
Msg. 6370 of 10646
Quote: --- Original message by: Masters1337
Some fun facts about b40.
-It has Honor Guards protecting the Control Room. Unlike H2 where they were one rank and just a visual change, ours come in 3 ranks and have a different type of shield than regular elites.
-The new last area which leads to the control room is larger than all the other exteriors combined in the map.
-Turns out Halo can only have 1024 squads in a map, we are at 1003 right now.
-Turns out there is an object name limit too. That's maxed out as well.
-We have also overloaded the scripts at one point, due to the fact the map has all the Vehicles and Armor Upgrades (our new name for AAs, since not all AAs are actually abilities you can use) from the first half of campaign.
Amazingly, we still barely have to scale our plans for the map back, other than having to make the last third of the map which was to be all new exteriors slightly shorter. Edited by Masters1337 on Mar 30, 2014 at 11:52 AM I don't see the point to making the honor guards into three ranks, when you already have all the other Elites. Unless all you want is to just have more stuff. But is that supposed to be impressive? I think most people on here are able to clone the actor variants, increase the numbers, and change the color. Probably in less than 10 minutes. So you've added that much to one of the bigger maps? AOTC already had a lot of repeated environments. Are you going to take some of those out too? So that it's not just a bunch of filler? It sounds to me like this will just make the map drag on. If you're able to make this much new BSP, why not just redo the whole level like TSCE? You say you're hitting all the limits like it's automatically a good thing. Of course, I haven't played the map. For all I know, every squad could be fun. But most of the new stuff in SPV2 was clearly just more stuff added simply because. Bigger numbers don't mean a better map. In fact, it tells me you're spending more time figuring out how to do more stuff, instead of how to do better stuff. I don't want to be too harsh. There are a lot of things I like about CMT maps. But after this long I start to see the same bad things happen over and over. TSCE looked like it might have worked past them, but then I see you focused more on how much stuff you have, instead of the stuff itself. I guess that's why there's a different team working on TSCE. I'm still looking forward to seeing more SPV3 anyway. Maybe you can tell us more about the honor guard shields?
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