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Author Topic: CMT RETURNS! New project and team details inside! (10646 messages, Page 193 of 305)
Moderators: Dennis

TheChunkierBean
Joined: Oct 31, 2013

This Bean is Cooking!!


Posted: Jun 14, 2014 07:15 PM    Msg. 6721 of 10646       
Not the megasean of VKMT.


General_101
Joined: Dec 23, 2013

Apparently all I post is spam.


Posted: Jun 14, 2014 08:21 PM    Msg. 6722 of 10646       
I'm honestly surprised that no matter what gets spammed it has something to do with a certain mapping team, gay porn or Dennis. Can we please get a little variety here mister spammer like on how sir Greg079 claims to be an expert in haloology? Stuff like that takes dedication and effort so it deserves to be exposed.


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Jun 14, 2014 11:56 PM    Msg. 6723 of 10646       
Quote: --- Original message by: General_101
...sir Greg079...

why 'tis a pleasure to make your acquaintance my hood fellow.

Quote: --- Original message by: General_101
...claims...

sorry what? i'm the guy people go to for consultation on halo, i'm like the Colbert of halo (seriously 343i should consult me about fitting their BS storyline for fanfic5 into the halo universe)
Edited by greg079 on Jun 14, 2014 at 11:57 PM
Edited by greg079 on Jun 14, 2014 at 11:58 PM


roviet1337
Joined: Feb 6, 2011

Lord of Admirals


Posted: Jun 15, 2014 12:49 AM    Msg. 6724 of 10646       
Quote: --- Original message by: Masters1337
Pretty much all I heard from the Destiny Alpha is pretty negative, and I never found the game appealing to begin in the first place. Bungie has talented art teams, but I've always felt most of their success is from piggybacking off the accidental genius of H1. I'll have the Destiny beta next month though.

We incorporate anything we like that we see, there's a healthy amount of Gears and Aliens influence in Pt2 of the campaign. What types of things were you thinking we'd want to incorporate from Destiny?


well so far not too much but one thing i noticed while playing it was the fallen vandals with the flame guns, that would be a perrrrrfect brute weapon. visually and gameplay wise. much better than a brute pr and it even looks like a brute weapon.. its still accurate but not at too far of a distance, and its a wonderful damage over time gun. i know your already doing that with the brute pp its just i was playing the alpha and the FIRST thing to come to my mind is "this would be cool for cmt to use"


Bobblehob
Joined: Aug 29, 2010


Posted: Jun 15, 2014 01:48 AM    Msg. 6725 of 10646       
How did you guys manage to miss all the things that make destiny different? Flame guns? No! Besides the standard gunplay, ability augmentations, what about the movement freedom? Teleportation, double jumps, instant directional changes midair, that sort of thing that almost brings platforming elements into the game. Hell, Im looking forward to being able to scale an entire wall in a single bound. Its not the single most innovative feature obviously, but its something that lends a smoother feel to gameplay and movement. And its a hell of a lot more important than the minor changes to the arsenal.


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Jun 15, 2014 02:41 AM    Msg. 6726 of 10646       
Yeah, I'm surprised how no one mentioned the double jumps. You would think people would cry how it's a Unreal Tournament ripoff after seeing that.


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Jun 15, 2014 02:46 AM    Msg. 6727 of 10646       
Quote: --- Original message by: The Doctor
btw, is megasean darkzealotx or what?


If im getting this right hes either dsali or recondevestatorftw.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Jun 15, 2014 02:47 AM    Msg. 6728 of 10646       
A lot of games have double jump. The recent trend in video games has been freedom. Look at all of the open world games where the previous games weren't open world. Look at all the games coming out or recent games that have double jump, parkour elements. Titanfall would have to be the first that comes to mind for me but there are a lot of games going on this route.
Edited by MatthewDratt on Jun 15, 2014 at 02:47 AM


Bobblehob
Joined: Aug 29, 2010


Posted: Jun 15, 2014 03:06 AM    Msg. 6729 of 10646       
So why is it completely ignored when Destiny does it? Its obviously a positive trend for a shooter...


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Jun 15, 2014 03:09 AM    Msg. 6730 of 10646       
Because I already miss linear shooters


Oskarmandude
Joined: Mar 16, 2013

Bosnia


Posted: Jun 15, 2014 03:22 AM    Msg. 6731 of 10646       
Metroiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiid Prime


General_101
Joined: Dec 23, 2013

Apparently all I post is spam.


Posted: Jun 15, 2014 09:55 AM    Msg. 6732 of 10646       
Quote: --- Original message by: Bobblehob
So why is it completely ignored when Destiny does it? Its obviously a positive trend for a shooter...

Personally its just a fancy new mechanic that can have as much of a point for being as the flashlight in Doom 3 after installing the duct tape mod. Unless it's done right it's not going to be something impressive in the majority of shooters. Now I haven't seen what destiny does or how it makes use of anything since I haven't heard of anything related to a pc version so I could care less about it.


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Jun 15, 2014 11:08 AM    Msg. 6733 of 10646       
Quote: --- Original message by: General_101
...since I haven't heard of anything related to a pc version so I could care less about it.

^that guy gets it, i mean come on, what kind of serious developer will take a buy out or an exclusivity deal?

@Oskarmandude, yes!
Edited by greg079 on Jun 15, 2014 at 11:10 AM


Bobblehob
Joined: Aug 29, 2010


Posted: Jun 15, 2014 02:30 PM    Msg. 6734 of 10646       
A lot of devs will take an exclusivity deal, especially from sony and msoft at the same time. Personally, as a PC and Console user, I don't entirely blame them for it. They have been console shooter devs for almost 15 years, and It doesn't exactly surprise me that they decided to stick to that for a while longer.

I understand the want for it to come to PC, but please stop with the entitled attitude.


roviet1337
Joined: Feb 6, 2011

Lord of Admirals


Posted: Jun 16, 2014 01:04 AM    Msg. 6735 of 10646       
@bobblehob, i deffinitely didnt overlook those things but they are engine tweaks not things i think would be suitable to a mod. the open level design is phenomenal though, and visually the canyons with the waterfalls in old russia... just ghghgh if other games could even scratch that level of detail.. i was just making an observation that that gun would probably work very well in the hands of a brute


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Jun 16, 2014 11:07 AM    Msg. 6736 of 10646       
Quote: --- Original message by: Bobblehob
...entitled attitude.

fuh%cin' wh0t? iyl rek u m8! no but seriously, no. furthermore exclusivity/buyouts shows that a developer, or occasionally their publisher, cares more about money, than the gamers. i dunno about you guys, but i have no respect for people like that.


General_101
Joined: Dec 23, 2013

Apparently all I post is spam.


Posted: Jun 16, 2014 12:49 PM    Msg. 6737 of 10646       
Quote: --- Original message by: greg079
Quote: --- Original message by: Bobblehob
...entitled attitude.

fuh%cin' wh0t? iyl rek u m8! no but seriously, no. furthermore exclusivity/buyouts shows that a developer, or occasionally their publisher, cares more about money, than the gamers. i dunno about you guys, but i have no respect for people like that.

In the end though isn't that what it's all about. You may have some people here actually wanting to release a game and earn some money but isn't money the thing that people who are running the show are going to care all about. Making games isn't cheap though I still don't understand how they couldn't go for pc as well.


Lateksi
Joined: Jan 1, 2010


Posted: Jun 16, 2014 04:20 PM    Msg. 6738 of 10646       
I know that CMT is asking for feedback regarding the looks of Phantoms and such and I think they look bloody gorgeous. But I think many people here are concentrating on somewhat inessential things when the most important part of this mod is to make classic Halo 1 campaign fun to play and feel fresh. With new areas to explore or make gameplay even better if it's possible.

Just my two cents.


P3
Joined: Dec 2, 2011


Posted: Jun 16, 2014 04:35 PM    Msg. 6739 of 10646       
Quote: --- Original message by: Lateksi
I know that CMT is asking for feedback regarding the looks of Phantoms and such and I think they look bloody gorgeous. But I think many people here are concentrating on somewhat inessential things when the most important part of this mod is to make classic Halo 1 campaign fun to play and feel fresh. With new areas to explore or make gameplay even better if it's possible.

Just my two cents.


Well, we can't really talk about the gameplay because we haven't played it yet. So technically we are not concentrating on inessential things. :l


Lateksi
Joined: Jan 1, 2010


Posted: Jun 16, 2014 04:47 PM    Msg. 6740 of 10646       
Good point. It's just that reading these few pages back made me feel funny how some make "WTF IS DIS" noise about placeholder uvw's and artistic choices in geometry.


General_101
Joined: Dec 23, 2013

Apparently all I post is spam.


Posted: Jun 16, 2014 05:27 PM    Msg. 6741 of 10646       
Quote: --- Original message by: Lateksi
I know that CMT is asking for feedback regarding the looks of Phantoms and such and I think they look bloody gorgeous. But I think many people here are concentrating on somewhat inessential things when the most important part of this mod is to make classic Halo 1 campaign fun to play and feel fresh. With new areas to explore or make gameplay even better if it's possible.

Just my two cents.

I believe they already said they wouldn't change how you progress through the levels. Correct me if i'm wrong here but I think changing the ways the level was made is something Masterz (im s0 k00l cuz i made the s an z)wanted to avoid.
Edited by General_101 on Jun 16, 2014 at 05:29 PM


Megatron
Joined: Sep 16, 2011

Working on something good.


Posted: Jun 16, 2014 05:29 PM    Msg. 6742 of 10646       
Quote: --- Original message by: General_101
I believe they already said they wouldn't change how you progress through the levels. Correct me if i'm wrong here but I think changing the ways the level was made is something Masterz wanted to avoid.


I noticed changes like that on the SPV2 maps, and they were actually frustrating to be honest.


Lateksi
Joined: Jan 1, 2010


Posted: Jun 16, 2014 05:29 PM    Msg. 6743 of 10646       
Oh, alright. It's a shame, though :(


EtchyaSketch
Joined: Apr 11, 2014

S P I N


Posted: Jun 16, 2014 05:33 PM    Msg. 6744 of 10646       
Quote: --- Original message by: General_101

Quote: --- Original message by: Lateksi
I know that CMT is asking for feedback regarding the looks of Phantoms and such and I think they look bloody gorgeous. But I think many people here are concentrating on somewhat inessential things when the most important part of this mod is to make classic Halo 1 campaign fun to play and feel fresh. With new areas to explore or make gameplay even better if it's possible.

Just my two cents.

I believe they already said they wouldn't change how you progress through the levels. Correct me if i'm wrong here but I think changing the ways the level was made is something Masterz (im s0 k00l cuz i made the s an z)wanted to avoid.
Edited by General_101 on Jun 16, 2014 at 05:29 PM


I thought that was the difference between regular SPv3 levels and the :Evolved levels;
that SPv3 would focus on increased visual and gameplay fidelity and less on adding geometry,
Where as the :Evolved levels where complete overhauls that received the SPv3 treatment AND add BSP's and encounters.


Megatron
Joined: Sep 16, 2011

Working on something good.


Posted: Jun 16, 2014 05:34 PM    Msg. 6745 of 10646       
Quote: --- Original message by: Lateksi
Oh, alright. It's a shame, though :(


That, and many of the trigger volumes were broken too. I had to progress the level by manually changing the BSP through debug mode, and the extra areas might have also been the reason behind the game frequently crashing whenever I played those maps.


General_101
Joined: Dec 23, 2013

Apparently all I post is spam.


Posted: Jun 16, 2014 05:38 PM    Msg. 6746 of 10646       
Quote: --- Original message by: Megatron
Quote: --- Original message by: General_101
I believe they already said they wouldn't change how you progress through the levels. Correct me if i'm wrong here but I think changing the ways the level was made is something Masterz wanted to avoid.


I noticed changes like that on the SPV2 maps, and they were actually frustrating to be honest.

I honestly enjoyed most of the changes to the levels. You can kill me for that later but I thought that it was rather nice and I never had issues with my fps even though that was a problem apparently for most. I will admit however that some of the areas were designed horribly and weren't made with the intent of knowing where you are going being very clear in my opinion. Even though the entire campaign wasn't consistent with its models (Chief, i'm looking at you) and the campaign apparently wasn't entirely made by CMT it was rather nice.
Quote: --- Original message by: EtchyaSketch
Quote: --- Original message by: General_101

Quote: --- Original message by: Lateksi
I know that CMT is asking for feedback regarding the looks of Phantoms and such and I think they look bloody gorgeous. But I think many people here are concentrating on somewhat inessential things when the most important part of this mod is to make classic Halo 1 campaign fun to play and feel fresh. With new areas to explore or make gameplay even better if it's possible.

Just my two cents.

I believe they already said they wouldn't change how you progress through the levels. Correct me if i'm wrong here but I think changing the ways the level was made is something Masterz (im s0 k00l cuz i made the s an z)wanted to avoid.
Edited by General_101 on Jun 16, 2014 at 05:29 PM


I thought that was the difference between regular SPv3 levels and the :Evolved levels;
that SPv3 would focus on increased visual and gameplay fidelity and less on adding geometry,
Where as the :Evolved levels where complete overhauls that received the SPv3 treatment AND add BSP's and encounters.

I'm honestly not too sure on what the Evolved project is too much. As far as I remember you are correct but I can't say too much. I think its more of a sort of reimagining of the Halo 1 campaign but this is me talking out of my ass so take it with a grain of salt.
Edited by General_101 on Jun 16, 2014 at 05:43 PM


slashrat
Joined: Aug 10, 2005

TSC:E Environment Art Lead


Posted: Jun 16, 2014 05:50 PM    Msg. 6747 of 10646       
Quote: --- Original message by: EtchyaSketch
I thought that was the difference between regular SPv3 levels and the :Evolved levels;
that SPv3 would focus on increased visual and gameplay fidelity and less on adding geometry,
Where as the :Evolved levels where complete overhauls that received the SPv3 treatment AND add BSP's and encounters.


CMT is currently made up of the Evolved Team and the Spv3 Team.

Spv3 is the same CMT that everyone knows, modifying existing singleplayer campaign maps. Most things that Masterz posts here are about the Spv3 maps - he leads the Spv3 team.

The Evolved team has been hard at work on a complete from-scratch reimagining of The Silent Cartographer level for the past two years. It is not a modified singleplayer level but a total overhaul. New bsps, new gameplay, new level. The Evolved team is led by Teh Lag and Ifafudafi.

Each team is taking their own approach to the gameplay. Precise details on what exactly that is are constantly changing as development continues and ideas either come to fruition or don't pan out. This will become a lot clearer very soon, during the leadup to TSC: Evolved's release.

Assets such as character models and effects are shared between teams.
Edited by slashrat on Jun 16, 2014 at 06:06 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jun 16, 2014 07:42 PM    Msg. 6748 of 10646       
The only progress I can show is some work on B40's groundmap, which has to be custom because it's a custom section of the BSP.



Note that I still need to work on the blending for the little lake edges.


UHWArby
Joined: Jul 2, 2013

PIPO vive


Posted: Jun 16, 2014 09:34 PM    Msg. 6749 of 10646       
Quote: --- Original message by: Jesse
The only progress I can show is some work on B40's groundmap, which has to be custom because it's a custom section of the BSP.

http://screenshot.xfire.com/s/129825781-4.jpg
http://screenshot.xfire.com/s/129825782-4.jpg
Note that I still need to work on the blending for the little lake edges.


supposed that they should use new textures in the structures forerruner

and with respect to the frozen lake, you should put on the edge a little bit of snow to make it look like cover

something like this:


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jun 16, 2014 09:39 PM    Msg. 6750 of 10646       
I'd sure love to, but I'm not sure how I'd pull off such sweet blending.


UHWArby
Joined: Jul 2, 2013

PIPO vive


Posted: Jun 16, 2014 09:46 PM    Msg. 6751 of 10646       
Quote: --- Original message by: Jesse
I'd sure love to, but I'm not sure how I'd pull off such sweet blending.


I think that you should do it inside and not outside, Although it is not sure if it may be possible


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Jun 16, 2014 10:05 PM    Msg. 6752 of 10646       
Maybe you could use a different strip texture for the transition between the snow and ice, and a different cubemap for the ice shader?


Alexis
Joined: Nov 22, 2010


Posted: Jun 16, 2014 10:15 PM    Msg. 6753 of 10646       
Quote: --- Original message by: Jesse
The only progress I can show is some work on B40's groundmap, which has to be custom because it's a custom section of the BSP.

http://screenshot.xfire.com/s/129825781-4.jpg
http://screenshot.xfire.com/s/129825782-4.jpg
Note that I still need to work on the blending for the little lake edges.


As posted above, blend the snow into the ice. Also, try a simple gaussian blur on a shape the follows the pond, instead of the sharp wavy masking you have now.
Edited by Alexis on Jun 16, 2014 at 10:22 PM


PRPatxi
Joined: Oct 30, 2010

Dennis, free me from this suffering


Posted: Jun 16, 2014 10:33 PM    Msg. 6754 of 10646       
Quote: --- Original message by: UHWArby
Quote: --- Original message by: Jesse
The only progress I can show is some work on B40's groundmap, which has to be custom because it's a custom section of the BSP.

http://screenshot.xfire.com/s/129825781-4.jpg
http://screenshot.xfire.com/s/129825782-4.jpg
Note that I still need to work on the blending for the little lake edges.


supposed that they should use new textures in the structures forerruner

and with respect to the frozen lake, you should put on the edge a little bit of snow to make it look like cover

something like this:
http://utahlake.gov/wp-content/uploads/2011/03/utah-lake-ice-winter.jpg


That can't be done in the Halo Blam engine, not even with OS.


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Jun 16, 2014 10:49 PM    Msg. 6755 of 10646       
Why not make a second ground bitmap sheet for the ice? You would have dirt and snow blending for one sheet, and then snow and ice blending on the other...The only problem could be detail map tiling, but I think it can be done.

I could always make a quick tutorial on this...
Edited by PopeAK49 on Jun 16, 2014 at 10:50 PM

 
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