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Author Topic: CMT RETURNS! New project and team details inside! (10646 messages, Page 186 of 305)
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Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: May 1, 2014 10:40 PM    Msg. 6476 of 10646       
It'd be cool to see like a slideshow of all the past cmt members and everything each of them did to contribute to the team. Like a memorial and a family tree all mashed together into one.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 3, 2014 11:24 AM    Msg. 6477 of 10646       
Organization to die for.


Megatron
Joined: Sep 16, 2011

Working on something good.


Posted: May 4, 2014 12:25 PM    Msg. 6478 of 10646       
So, anything else new?


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: May 4, 2014 01:07 PM    Msg. 6479 of 10646       
the first modeling work for part 2 of campaign has been started, as part 1 of campaign is mainly waiting on the art teams to be free. And jesse is working on b40 areas but due to real life stuff with me progress has been slower than we'd like.

also I finally saw our grunt high poly, looks pretty awesome, hopefully you guys will see the final one in the coming weeks.


UHWArby
Joined: Jul 2, 2013

PIPO vive


Posted: May 4, 2014 07:49 PM    Msg. 6480 of 10646       
Quote: --- Original message by: Masters1337
the first modeling work for part 2 of campaign has been started, as part 1 of campaign is mainly waiting on the art teams to be free. And jesse is working on b40 areas but due to real life stuff with me progress has been slower than we'd like.

also I finally saw our grunt high poly, looks pretty awesome, hopefully you guys will see the final one in the coming weeks.


How are they?


Danger_zone_98
Joined: Nov 26, 2012


Posted: May 4, 2014 07:59 PM    Msg. 6481 of 10646       
ARE THEY CUTE?


The Kingx
Joined: Mar 16, 2014

ᕙ༼ ಠ益ಠ༽ᕗ


Posted: May 5, 2014 05:36 PM    Msg. 6482 of 10646       


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: May 5, 2014 07:42 PM    Msg. 6483 of 10646       
Quote: --- Original message by: The Kingx
wat


Oh that lag, he loves breakin' stuff to look tough.


raphaelBLOOD WAR
Joined: Dec 4, 2012

I wipe your maps with your own blood!


Posted: May 6, 2014 10:36 AM    Msg. 6484 of 10646       
If their is one thing i love doing most in halo is killing a Good looking grunt instead of some old looking ones.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: May 6, 2014 12:13 PM    Msg. 6485 of 10646       
B40 has some odd degenerates that prevent lightmaps from running, so I need to fix those, but like Masterz said, real life stuff is (getting in the way?) not allowing us to progress quickly. I've got finals THIS week, so I can't afford not to study and such.

By the time the weekend rolls around, more of us will be able to focus on the maps.


UHWArby
Joined: Jul 2, 2013

PIPO vive


Posted: May 6, 2014 02:43 PM    Msg. 6486 of 10646       
Quote: --- Original message by: The Kingx
wat


sexy song


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: May 7, 2014 09:44 PM    Msg. 6487 of 10646       
you guys should bring back the apparition, and bring back the original sniper speed
Edited by rcghalohell on May 7, 2014 at 09:51 PM


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: May 8, 2014 10:35 AM    Msg. 6488 of 10646       
Original sniper speed?

The apparition wasn't really that great a vehicle to start with. There has been some discussion of bringing back the needler ghost, but nothing more than that as that was never really a great vehicle either.


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: May 8, 2014 12:18 PM    Msg. 6489 of 10646       
I liked it, and the halo 1 sniper firing rate, not the firing rate that was perminant after h3


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: May 8, 2014 12:39 PM    Msg. 6490 of 10646       
We never changed the speed of it. Our sniper is stock in behavior but with a slightly lower firing speed and slight recoil. The main idea was to make it less effective vs elites, as Elites are more rare in our mod than the stock game, and we've done a few things to make them more difficult through behaviors. The sniper through can kill most brutes with a single headshot, the only exceptions being those who have some sort of shielding.


P3
Joined: Dec 2, 2011


Posted: May 8, 2014 04:24 PM    Msg. 6491 of 10646       
Quote: --- Original message by: Masters1337
We never changed the speed of it. Our sniper is stock in behavior but with a slightly lower firing speed and slight recoil. The main idea was to make it less effective vs elites, as Elites are more rare in our mod than the stock game, and we've done a few things to make them more difficult through behaviors. The sniper through can kill most brutes with a single headshot, the only exceptions being those who have some sort of shielding.


What have you, DOOONNNEEE??!?!!! D:


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: May 8, 2014 05:38 PM    Msg. 6492 of 10646       
I'm sure he's got a good reason.


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: May 8, 2014 07:48 PM    Msg. 6493 of 10646       
at least make some sniper fights... or give the enemies a beam rifle... or give the flood some snipers so we can go "HOLY CRAP!" when we see one


will there be any easter eggs? or Lost references? like the numbers in the POA?
Edited by rcghalohell on May 8, 2014 at 10:57 PM


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: May 8, 2014 11:01 PM    Msg. 6494 of 10646       
Flood shouldn't have snipers, as it detracts from their overwhelming hivemind space-zombie character. It even bothers me to think of a flood form reloading a weapon. But yeah, having enemy snipers is a gameplay element missing from Halo CE.


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: May 8, 2014 11:25 PM    Msg. 6495 of 10646       
Quote: --- Original message by: xnx
Having enemy snipers is a gameplay element missing from Halo CE.


Can Halo CE even make that (effective AI snipers) work?


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: May 8, 2014 11:42 PM    Msg. 6496 of 10646       
I know I've played maps before that have nice Jackal snipers. Whether SPv2 or whatever SPv3 betas I've played, or other maps, I know I've seen them before. I dunno about actual sniper though, but a cheap "you just got shot and instantly have no shields" doesn't seem very fun. Given you can make them have iffy accuracy but even then, eh.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: May 8, 2014 11:48 PM    Msg. 6497 of 10646       
Quote: --- Original message by: renegade343
Quote: --- Original message by: xnx
Having enemy snipers is a gameplay element missing from Halo CE.


Can Halo CE even make that (effective AI snipers) work?

There are Marine snipers, aren't there?


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: May 9, 2014 12:03 AM    Msg. 6498 of 10646       
Quote: --- Original message by: Echo77
Quote: --- Original message by: renegade343
Quote: --- Original message by: xnx
Having enemy snipers is a gameplay element missing from Halo CE.


Can Halo CE even make that (effective AI snipers) work?

There are Marine snipers, aren't there?


It might just be me, but I've never seen them being effective snipers before (at least on Normal/Heroic)...?


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: May 9, 2014 12:18 AM    Msg. 6499 of 10646       
Quote: --- Original message by: renegade343
It might just be me, but I've never seen them being effective snipers before (at least on Normal/Heroic)...?

Oh, I dunno. I haven't ever sat back and watched them, I guess. I do know that they're quite effective in the passenger seat of a Warthog, though.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: May 9, 2014 12:51 AM    Msg. 6500 of 10646       
Quote: --- Original message by: P3
Quote: --- Original message by: Masters1337
We never changed the speed of it. Our sniper is stock in behavior but with a slightly lower firing speed and slight recoil. The main idea was to make it less effective vs elites, as Elites are more rare in our mod than the stock game, and we've done a few things to make them more difficult through behaviors. The sniper through can kill most brutes with a single headshot, the only exceptions being those who have some sort of shielding.


What have you, DOOONNNEEE??!?!!! D:


We have brutes and skirmishers added to the mix, elites aren't always at the center of encounters anymore.

Quote: --- Original message by: rcghalohell

at least make some sniper fights... or give the enemies a beam rifle... or give the flood some snipers so we can go "HOLY CRAP!" when we see one


will there be any easter eggs? or Lost references? like the numbers in the POA?
Edited by rcghalohell on May 8, 2014 at 10:57 PM

The covenant have 3 long range weapons, 2 of which we've announced. However, the "Savage Covenant" as well call them will use the human sniper rifle (as well as other human weapons), the Jackals in particular. The "Savage Covenant" will only be appearing in 3 missions in the second half of the game.

There will be eggs, some are already implemented and others will be added in near the end. I've had a lot of fun hiding AA's and skulls in places which let you play through the levels multiple times with some unique experiences that you normally wouldn't have, POA with the Active Cammo or Sprint if you know where to look.

Quote: --- Original message by: ODX
I know I've played maps before that have nice Jackal snipers. Whether SPv2 or whatever SPv3 betas I've played, or other maps, I know I've seen them before. I dunno about actual sniper though, but a cheap "you just got shot and instantly have no shields" doesn't seem very fun. Given you can make them have iffy accuracy but even then, eh.

H4 did a great job with the snipers.

Quote: --- Original message by: xnx
Flood shouldn't have snipers, as it detracts from their overwhelming hivemind space-zombie character. It even bothers me to think of a flood form reloading a weapon. But yeah, having enemy snipers is a gameplay element missing from Halo CE.

As it stands now, the human combat forms retain their ranged combat behaviors and slowly advance on the player while shooting with ranged rifles. No plans to make them marksmen though.

Quote: --- Original message by: renegade343
Quote: --- Original message by: Echo77
Quote: --- Original message by: renegade343
Quote: --- Original message by: xnx
Having enemy snipers is a gameplay element missing from Halo CE.


Can Halo CE even make that (effective AI snipers) work?

There are Marine snipers, aren't there?


It might just be me, but I've never seen them being effective snipers before (at least on Normal/Heroic)...?


Marine snipers are pretty bad ass, especially Johnson. Speaking of Johnson, we've now given him extra durability, so he will often always live through fights, but he can still be killed. He's been given a slightly bigger role in the game, and his character no longer appears in missions when he is story wise unable to be there. By the time you get to TSC, he already has his own story going on with Keyes and the flood.
Edited by Masters1337 on May 9, 2014 at 01:04 AM


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: May 9, 2014 03:03 AM    Msg. 6501 of 10646       
flood behavior, ive noticed its either melee then shoot, or shoot the way towards you, then melee then shoot. either way, that vicious arm comes a swingin


P3
Joined: Dec 2, 2011


Posted: May 9, 2014 07:19 AM    Msg. 6502 of 10646       
Quote: --- Original message by: Masters1337

Quote: --- Original message by: P3
Quote: --- Original message by: Masters1337
We never changed the speed of it. Our sniper is stock in behavior but with a slightly lower firing speed and slight recoil. The main idea was to make it less effective vs elites, as Elites are more rare in our mod than the stock game, and we've done a few things to make them more difficult through behaviors. The sniper through can kill most brutes with a single headshot, the only exceptions being those who have some sort of shielding.


What have you, DOOONNNEEE??!?!!! D:


We have brutes and skirmishers added to the mix, elites aren't always at the center of encounters anymore.

Quote: --- Original message by: rcghalohell

at least make some sniper fights... or give the enemies a beam rifle... or give the flood some snipers so we can go "HOLY CRAP!" when we see one


will there be any easter eggs? or Lost references? like the numbers in the POA?
Edited by rcghalohell on May 8, 2014 at 10:57 PM

The covenant have 3 long range weapons, 2 of which we've announced. However, the "Savage Covenant" as well call them will use the human sniper rifle (as well as other human weapons), the Jackals in particular. The "Savage Covenant" will only be appearing in 3 missions in the second half of the game.

There will be eggs, some are already implemented and others will be added in near the end. I've had a lot of fun hiding AA's and skulls in places which let you play through the levels multiple times with some unique experiences that you normally wouldn't have, POA with the Active Cammo or Sprint if you know where to look.

Quote: --- Original message by: ODX
I know I've played maps before that have nice Jackal snipers. Whether SPv2 or whatever SPv3 betas I've played, or other maps, I know I've seen them before. I dunno about actual sniper though, but a cheap "you just got shot and instantly have no shields" doesn't seem very fun. Given you can make them have iffy accuracy but even then, eh.

H4 did a great job with the snipers.

Quote: --- Original message by: xnx
Flood shouldn't have snipers, as it detracts from their overwhelming hivemind space-zombie character. It even bothers me to think of a flood form reloading a weapon. But yeah, having enemy snipers is a gameplay element missing from Halo CE.

As it stands now, the human combat forms retain their ranged combat behaviors and slowly advance on the player while shooting with ranged rifles. No plans to make them marksmen though.

Quote: --- Original message by: renegade343
Quote: --- Original message by: Echo77
Quote: --- Original message by: renegade343
Quote: --- Original message by: xnx
Having enemy snipers is a gameplay element missing from Halo CE.


Can Halo CE even make that (effective AI snipers) work?

There are Marine snipers, aren't there?


It might just be me, but I've never seen them being effective snipers before (at least on Normal/Heroic)...?


Marine snipers are pretty bad ass, especially Johnson. Speaking of Johnson, we've now given him extra durability, so he will often always live through fights, but he can still be killed. He's been given a slightly bigger role in the game, and his character no longer appears in missions when he is story wise unable to be there. By the time you get to TSC, he already has his own story going on with Keyes and the flood.
Edited by Masters1337 on May 9, 2014 at 01:04 AM


I'm betting that some easter eggs are hidden on the POA are either in the dark tunnel hall way thing, or inside one or some of the launch pod bays thingys.


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: May 9, 2014 12:37 PM    Msg. 6503 of 10646       
You know what would be cool? If I could shoot captain Keyes and still beat the mission, except I'd have to murder marines and covenant alike.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: May 9, 2014 12:53 PM    Msg. 6504 of 10646       
Quote: --- Original message by: xnx
You know what would be cool? If I could shoot captain Keyes and still beat the mission, except I'd have to murder marines and covenant alike.

If you killed Captain Keyes early on, you would ultimately be unable to beat the game. You need his neural implant to blow up the Autumn.


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: May 9, 2014 03:18 PM    Msg. 6505 of 10646       
Quote: --- Original message by: Echo77
Quote: --- Original message by: xnx
You know what would be cool? If I could shoot captain Keyes and still beat the mission, except I'd have to murder marines and covenant alike.

If you killed Captain Keyes early on, you would ultimately be unable to beat the game. You need his neural implant to blow up the Autumn.


Of course you're right, but I'd like to be able to dispatch of the ships's captain in POA without having all the doors lock and invincible marine AI barge into the bridge. It'd be a nice addition to have the player go rogue if he chooses (like he can in all the other missions,) and fight both the UNSC and Covenant in the first mission.


P3
Joined: Dec 2, 2011


Posted: May 9, 2014 04:34 PM    Msg. 6506 of 10646       
Quote: --- Original message by: xnx
Quote: --- Original message by: Echo77
Quote: --- Original message by: xnx
You know what would be cool? If I could shoot captain Keyes and still beat the mission, except I'd have to murder marines and covenant alike.

If you killed Captain Keyes early on, you would ultimately be unable to beat the game. You need his neural implant to blow up the Autumn.


Of course you're right, but I'd like to be able to dispatch of the ships's captain in POA without having all the doors lock and invincible marine AI barge into the bridge. It'd be a nice addition to have the player go rogue if he chooses (like he can in all the other missions,) and fight both the UNSC and Covenant in the first mission.


Yeah, like, you have to fight the marines and the covenant while trying to get to a life pod before the POA is over taken. Then when you turn the hallway where you could see the life pods at the end of the level, they all launch. Then you would have to defend yourself in a firefight as groups of covenants attack. And make it so that when you walk past the life pod section and to the back of the area down the hall from where you get all those grenades, then there are explosion from the life pod launcher place and then the covenant deployment thingy jams it, like the first encounter where there was the marines are standing in front of the life pod place and the covenant destroys it and deploys. You know what I mean? There would be a few waves until they destroy the POA and it explodes because Captain Keys didn't get to manually pilot it.


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: May 9, 2014 07:03 PM    Msg. 6507 of 10646       
That would be so sick.
edit: there's your Mythic difficulty, master chief vs all with legendary-buffed enemies.
Edited by xnx on May 11, 2014 at 11:35 AM


MEGA_VKNG
Joined: Dec 23, 2013


Posted: May 12, 2014 11:46 PM    Msg. 6508 of 10646       
So the brutes have that ragdoll sorta animation for the death, will all the other characters get a similar treatment?


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: May 12, 2014 11:52 PM    Msg. 6509 of 10646       
Quote: --- Original message by: Echo77
Quote: --- Original message by: xnx
You know what would be cool? If I could shoot captain Keyes and still beat the mission, except I'd have to murder marines and covenant alike.

If you killed Captain Keyes early on, you would ultimately be unable to beat the game. You need his neural implant to blow up the Autumn.

Remember how Chief takes the implants from him after he becomes part of the Proto-Gravemind?

Chief could do that on the bridge too.
Edited by Dumb AI on May 12, 2014 at 11:53 PM


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: May 12, 2014 11:56 PM    Msg. 6510 of 10646       
Quote: --- Original message by: Dumb AI

Quote: --- Original message by: Echo77
Quote: --- Original message by: xnx
You know what would be cool? If I could shoot captain Keyes and still beat the mission, except I'd have to murder marines and covenant alike.

If you killed Captain Keyes early on, you would ultimately be unable to beat the game. You need his neural implant to blow up the Autumn.

Remember how Chief takes the implants from him after he becomes part of the Proto-Gravemind?

Chief could do that on the bridge too.

He couldn't have known that he'd need to have them in order to destroy the Autumn's reactors and blow up Halo in order to slow the spread of the Flood and prevent the ring from wiping out all sentient life in the galaxy. They didn't even know what Halo was at that point, let alone that it was host to a parasitic hivemind.

 
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