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Author Topic: CMT RETURNS! New project and team details inside! (10646 messages, Page 264 of 305)
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Danger_zone_98
Joined: Nov 26, 2012


Posted: Mar 3, 2015 02:58 PM    Msg. 9206 of 10646       
Everytime someone gets a good point against you, you just simply say that they're changing the topic and completely ignore the point.

If you think that I'm having this discussion because you're not hyped about SPV3 and I am, then I can safely asume that you're not paying attetion at all to my posts. In other words, it is true that I have a problem against someone who is not hyped about SPV3, but at this point I thought it was obvious that that was not the reason of the problem, so I'll stop this right here and play some TSC: E instead. But don't worry, you can now keep saying "I bet the TSC:E team left Masters cuz he sucks as well as SPV3, it'll never be as good as TSC:E, lolz", I won't say anything against that now.
Edited by Danger_zone_98 on Mar 3, 2015 at 03:09 PM


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Mar 3, 2015 03:20 PM    Msg. 9207 of 10646       
Quote: --- Original message by: Danger_zone_98
it is true that I have a problem against someone who is not hyped about SPV3


There we go. Glad we got that out of our systems right :-)


beaucephal
Joined: Sep 2, 2014

CMT SPv3 audio dude


Posted: Mar 3, 2015 03:58 PM    Msg. 9208 of 10646       
Lode, to address what you're saying, we're absolutely not trying to compete with the TSC:E team. The whole point of us splitting into two projects internally is that there was disagreement over which direction future work would go in. If you enjoyed TSC:E, then that's awesome. Everybody on the SPV3 team is really happy that it's got such a good response from the community.

The whole idea of SPV3 is to put a fresh spin on the classic Halo campaign, not recreate it from scratch. Recreating a full-length campaign from the BSP up would be absolutely unfeasible without a whole legion of talented level designers, which with us being a relatively small team of hobbyists, is simply not going to happen. It took the TSC:E team an absolutely monumental effort to achieve the level of quality and polish they got out of Halo's engine for one level.

So no, we can't possibly follow TSC:E up and still blow everybody away with something that will match up to its incredibly high standards, but nobody was expecting us to, either. We certainly hope it'll be an enjoyable retread of the original campaign though.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Mar 3, 2015 05:08 PM    Msg. 9209 of 10646       
Quote: --- Original message by: DaLode
Quote: --- Original message by: Danger_zone_98You're not paying attention

*makes fart noise with mouth* ☞(゚ヮ゚)☜


JDBlack
Joined: Mar 3, 2015


Posted: Mar 3, 2015 05:27 PM    Msg. 9210 of 10646       
Quote: --- Original message by: Danger_zone_98
Now you're talking like Frosty. Awesome, dude.

Oh that freaking bitch? Screw her, she needs to screw off from this community.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Mar 3, 2015 05:34 PM    Msg. 9211 of 10646       
The inherent 'problem' is the fact that TSC:E was released first. Even if the BSPs are up to par with that (not saying they won't be) there is no way we can achieve the same 'wow factor' because you have all seen the weapons, abilities, and enemy encounters in TSC:E already. Moreso, even if the BSPs were better people wouldn't be as awed because they've seen all the other stuff and there may be less hype around the release of SPV3.

The BSPs all have custom elements in them that are sure to surprise and leave players with a sense of originality and familiarity at the same time.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Mar 3, 2015 06:38 PM    Msg. 9212 of 10646       
I feel like spv3 will have its own 'wow factor' courtesy of the fact that it's a full length campaign mod. Everything will feel more or less "refreshed" rather than original, and that's perfectly fine for a campaign mod. There's also quite a lack of assets and features in b30:E compared to what masters has shown us with spv3, with AA's, skirmishers, Vehicle EMP'ing, and quite a few new weapons all being absent from B30:E, to name a few.

I don't think there's any reason to be less hyped about spv3 as a whole, but that's just me. The only real thing I'm a little less hyped about is the visuals, as spv3 will likely be lacking DLM's and have messier looking vanilla bsps.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Mar 3, 2015 07:24 PM    Msg. 9213 of 10646       
^Only have to add that with SPV3 we can't aim for a visual bar as high as TSC:E, as even with our new areas we want it to feel seamless with the original game.

These projects are different strokes for different folks, but I think they both will generate plenty of replay value and have their own areas they excel in.


TheMegajd16
Joined: Sep 11, 2014

wait, what??!?


Posted: Mar 3, 2015 09:54 PM    Msg. 9214 of 10646       
Please make something with we can play the SPV3 in coop
just imagine playing the maw race with a friend!


RabbitFood
Joined: Aug 9, 2014

tripping a path through an internship


Posted: Mar 3, 2015 10:19 PM    Msg. 9215 of 10646       
Quote: --- Original message by: TheMegajd16
Please make something with we can play the SPV3 in coop
just imagine playing the maw race with a friend!


That can't happen. You can't sync the netcode properly, or something like that.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Mar 3, 2015 10:59 PM    Msg. 9216 of 10646       
Apologies if this has been addressed already but... The reasoning for SPV3 not using DLMs is...?


CirkuitBreaker
Joined: Feb 28, 2015


Posted: Mar 4, 2015 12:22 AM    Msg. 9217 of 10646       
Quote: --- Original message by: Masterz1337
Quote: --- Original message by: CirkuitBreaker
Is there any chance that after the release of SPV3D40, you guys will go back and redo all of the levels with the very pretty directional light maps?

I don't think it is worth the effort. I rather put my time into something new people will enjoy and have fun playing than making something more pretty. Graphics for me are the lowest priority.

http://www.halomods.com/ips/index.php?/topic/608-what-do-youwant-to-see-in-spv3/page__view__findpost__p__9913


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Mar 4, 2015 01:18 AM    Msg. 9218 of 10646       
Quote: --- Original message by: Spartan314
Apologies if this has been addressed already but... The reasoning for SPV3 not using DLMs is...?


Remember how long it took B30:E's lightmaps to render?

Now imagine doing that across 10, multi-bsp'd maps. We'd be lucky if we saw a release before 2020.

Or at least, that's how I understand it.
Edited by Delicon20 on Mar 4, 2015 at 01:19 AM


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Mar 4, 2015 01:24 AM    Msg. 9219 of 10646       
A10 has I believe 13 BSPs,
A30 5
A50 4 (but one would be real easy to do)
B30 has 2
B40 has 14

And that's just part 1


Perla117
Joined: Nov 10, 2014

The Last Italian On This Forum


Posted: Mar 4, 2015 04:05 AM    Msg. 9220 of 10646       
come on make a DLM upgrade in the future pleaseeee


RabbitFood
Joined: Aug 9, 2014

tripping a path through an internship


Posted: Mar 4, 2015 07:56 AM    Msg. 9221 of 10646       
Quote: --- Original message by: Perla117
come on make a DLM upgrade in the future pleaseeee


not how that works


austen1000
Joined: Sep 4, 2012


Posted: Mar 5, 2015 07:38 AM    Msg. 9222 of 10646       
Are human vehicles going to be affected by EMP blasts, like Covenant vehicles will?
Edited by austen1000 on Mar 5, 2015 at 10:32 AM


RabbitFood
Joined: Aug 9, 2014

tripping a path through an internship


Posted: Mar 5, 2015 11:26 AM    Msg. 9223 of 10646       
Quote: --- Original message by: austen1000

Are human vehicles going to be affected by EMP blasts, like Covenant vehicles will?
Edited by austen1000 on Mar 5, 2015 at 10:32 AM


No, you can't currently make that happen.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Mar 5, 2015 12:07 PM    Msg. 9224 of 10646       
Quote: --- Original message by: austen1000

Are human vehicles going to be affected by EMP blasts, like Covenant vehicles will?
Edited by austen1000 on Mar 5, 2015 at 10:32 AM


No but Gravity Grenades can suck them in.

Quote: --- Original message by: snark567
Quote: --- Original message by: Masters1337
^Only have to add that with SPV3 we can't aim for a visual bar as high as TSC:E, as even with our new areas we want it to feel seamless with the original game.

These projects are different strokes for different folks, but I think they both will generate plenty of replay value and have their own areas they excel in.


Of course you can surpass it. Just focus on gameplay instead of graphics. TSC:E has really nice visuals but the thing that makes me replay it is the gameplay.


That is precisely the plan. SPV3 is designed to provide maximum replayability and with the idea of adding more while maintaining the feel of H1. The best way I can describe it without being to wordy is that every Halo sequel (and to an extent but not as severely Evolved) decides to re-invent itself, rather than build on the strengths of their predecessors. Because of that, nothing feels like a true sequel to H1, and rather feels like a spinoff. Compare that to something like Gears of War, where each sequel builds and adds more to address the weaknesses of the previous games and amp things up to the next level. I prefer this iterative design rather than innovative design the Halo franchise takes, which I think is how most people want their sequels done considering the vast gap in opinions of all the Halo games.

Funny enough, ODST seems to be held in high regard because it refines and builds off H3's design rather than throw it out all together (blah reach)
Edited by Masters1337 on Mar 5, 2015 at 12:23 PM


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Mar 5, 2015 12:28 PM    Msg. 9225 of 10646       
I actually thought ODST was one of the worst Halo's (with the exception of the vehicular levels), along with Reach.
For a game focused on survival on Earth, there was very little marine action going on as well. And the few marines that were present all fell like flies from the slightest damage.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Mar 5, 2015 01:28 PM    Msg. 9226 of 10646       
Quote: --- Original message by: DaLode
I actually thought ODST was one of the worst Halo's (with the exception of the vehicular levels), along with Reach.
For a game focused on survival on Earth, there was very little marine action going on as well. And the few marines that were present all fell like flies from the slightest damage.

Yeah, I was expecting squad-based combat, a greater disparity between the feel of playing as a Spartan and playing as an ODST, instead I got a Halo 3 mod where I got to wander around in the dark by myself. :C


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Mar 5, 2015 03:37 PM    Msg. 9227 of 10646       
Not really. It was just a sequence of firefight encounters. Proper squad-based gameplay is stuff such as "open, flash und clear" (for the rainbow six fans here).


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 6, 2015 09:25 AM    Msg. 9228 of 10646       
Quote: --- Original message by: DaLode
Not really. It was just a sequence of firefight encounters. Proper squad-based gameplay is stuff such as "open, flash und clear" (for the rainbow six fans here).


Rainbow six?

Havn't played that in4ever.


austen1000
Joined: Sep 4, 2012


Posted: Mar 7, 2015 07:38 PM    Msg. 9229 of 10646       
Quote: --- Original message by: Masters1337

Quote: --- Original message by: austen1000

Are human vehicles going to be affected by EMP blasts, like Covenant vehicles will?
Edited by austen1000 on Mar 5, 2015 at 10:32 AM


No but Gravity Grenades can suck them in.

Quote: --- Original message by: snark567
Quote: --- Original message by: Masters1337
^Only have to add that with SPV3 we can't aim for a visual bar as high as TSC:E, as even with our new areas we want it to feel seamless with the original game.

These projects are different strokes for different folks, but I think they both will generate plenty of replay value and have their own areas they excel in.


Of course you can surpass it. Just focus on gameplay instead of graphics. TSC:E has really nice visuals but the thing that makes me replay it is the gameplay.


That is precisely the plan. SPV3 is designed to provide maximum replayability and with the idea of adding more while maintaining the feel of H1. The best way I can describe it without being to wordy is that every Halo sequel (and to an extent but not as severely Evolved) decides to re-invent itself, rather than build on the strengths of their predecessors. Because of that, nothing feels like a true sequel to H1, and rather feels like a spinoff. Compare that to something like Gears of War, where each sequel builds and adds more to address the weaknesses of the previous games and amp things up to the next level. I prefer this iterative design rather than innovative design the Halo franchise takes, which I think is how most people want their sequels done considering the vast gap in opinions of all the Halo games.

Funny enough, ODST seems to be held in high regard because it refines and builds off H3's design rather than throw it out all together (blah reach)
Edited by Masters1337 on Mar 5, 2015 at 12:23 PM

And Covenant forces will use Gravity Grenades, correct?

The main draw of ODST, for me at the time it first came out, was the Firefight mode. As I was a console gamer back then, and didn't have access to things such as AI bot mods (I play video/computer games solo), I was limited in the way I could play most games. I was stuck playing campaign mode for alot of games, so, Firefight in ODST was a welcomed addition. Maybe playing campaign mode so much while I was a console gamer is why I dislike being limited to it for games that have other modes of play so much nowadays (though I do play campaign mode for games that I have other options for me on rare occasions). Though this does not make me any less excited for SPV3, and has not stopped me from enjoying TSC:E.
Edited by austen1000 on Mar 7, 2015 at 07:55 PM


Juzo
Joined: Jul 1, 2014


Posted: Mar 7, 2015 07:53 PM    Msg. 9230 of 10646       
Quote: --- Original message by: austen1000
Quote: --- Original message by: Masters1337

Quote: --- Original message by: austen1000

Are human vehicles going to be affected by EMP blasts, like Covenant vehicles will?
Edited by austen1000 on Mar 5, 2015 at 10:32 AM


No but Gravity Grenades can suck them in.

Quote: --- Original message by: snark567
Quote: --- Original message by: Masters1337
^Only have to add that with SPV3 we can't aim for a visual bar as high as TSC:E, as even with our new areas we want it to feel seamless with the original game.

These projects are different strokes for different folks, but I think they both will generate plenty of replay value and have their own areas they excel in.


Of course you can surpass it. Just focus on gameplay instead of graphics. TSC:E has really nice visuals but the thing that makes me replay it is the gameplay.


That is precisely the plan. SPV3 is designed to provide maximum replayability and with the idea of adding more while maintaining the feel of H1. The best way I can describe it without being to wordy is that every Halo sequel (and to an extent but not as severely Evolved) decides to re-invent itself, rather than build on the strengths of their predecessors. Because of that, nothing feels like a true sequel to H1, and rather feels like a spinoff. Compare that to something like Gears of War, where each sequel builds and adds more to address the weaknesses of the previous games and amp things up to the next level. I prefer this iterative design rather than innovative design the Halo franchise takes, which I think is how most people want their sequels done considering the vast gap in opinions of all the Halo games.

Funny enough, ODST seems to be held in high regard because it refines and builds off H3's design rather than throw it out all together (blah reach)
Edited by Masters1337 on Mar 5, 2015 at 12:23 PM

And Covenant forces will use Gravity Grenades, correct?
Well he did say before a few times that the brutes will use them as well as some elites and the grunt ultra. Also does SPV3 use the Ghost firing sounds that was in TSC:E? As well for the Wraith's and Banshee's.


austen1000
Joined: Sep 4, 2012


Posted: Mar 7, 2015 07:58 PM    Msg. 9231 of 10646       
Quote: --- Original message by: SilentBlade
Quote: --- Original message by: austen1000
Quote: --- Original message by: Masters1337

Quote: --- Original message by: austen1000

Are human vehicles going to be affected by EMP blasts, like Covenant vehicles will?
Edited by austen1000 on Mar 5, 2015 at 10:32 AM


No but Gravity Grenades can suck them in.

Quote: --- Original message by: snark567
Quote: --- Original message by: Masters1337
^Only have to add that with SPV3 we can't aim for a visual bar as high as TSC:E, as even with our new areas we want it to feel seamless with the original game.

These projects are different strokes for different folks, but I think they both will generate plenty of replay value and have their own areas they excel in.


Of course you can surpass it. Just focus on gameplay instead of graphics. TSC:E has really nice visuals but the thing that makes me replay it is the gameplay.


That is precisely the plan. SPV3 is designed to provide maximum replayability and with the idea of adding more while maintaining the feel of H1. The best way I can describe it without being to wordy is that every Halo sequel (and to an extent but not as severely Evolved) decides to re-invent itself, rather than build on the strengths of their predecessors. Because of that, nothing feels like a true sequel to H1, and rather feels like a spinoff. Compare that to something like Gears of War, where each sequel builds and adds more to address the weaknesses of the previous games and amp things up to the next level. I prefer this iterative design rather than innovative design the Halo franchise takes, which I think is how most people want their sequels done considering the vast gap in opinions of all the Halo games.

Funny enough, ODST seems to be held in high regard because it refines and builds off H3's design rather than throw it out all together (blah reach)
Edited by Masters1337 on Mar 5, 2015 at 12:23 PM

And Covenant forces will use Gravity Grenades, correct?
Well he did say before a few times that the brutes will use them as well as some elites and the grunt ultra. Also does SPV3 use the Ghost firing sounds that was in TSC:E? As well for the Wraith's and Banshee's.


Then everything is balanced out. Thank you.


Juzo
Joined: Jul 1, 2014


Posted: Mar 7, 2015 08:01 PM    Msg. 9232 of 10646       
No problem.


raphaelBLOOD WAR
Joined: Dec 4, 2012

I wipe your maps with your own blood!


Posted: Mar 7, 2015 08:51 PM    Msg. 9233 of 10646       
I think i broke my elite

Edited by raphaelBLOOD WAR on Mar 7, 2015 at 08:51 PM


Juzo
Joined: Jul 1, 2014


Posted: Mar 7, 2015 08:53 PM    Msg. 9234 of 10646       


UHWArby
Joined: Jul 2, 2013

PIPO vive


Posted: Mar 7, 2015 09:27 PM    Msg. 9235 of 10646       


Juzo
Joined: Jul 1, 2014


Posted: Mar 14, 2015 10:51 PM    Msg. 9236 of 10646       
For SPV3 TSC:E will "all" encounters be changed?


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Mar 14, 2015 11:34 PM    Msg. 9237 of 10646       
There are no plans to make significant changes to the encounters. Some stuff like the Brute canyon needs to be readjusted as the average SPV3 Brute is unarmoured and we don't have chieftains either. We also have the Elite Honor Guard for the fight into the cartographer.

There currently exists no builds of SPV3 TSC:E other than some old prototypes, as technically the map still isn't done. But the existing version's encounters are very well done, and I see no reason to change them other than the prior mentioned above.


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Mar 15, 2015 04:02 AM    Msg. 9238 of 10646       
So then are you just not trying to show that you believe you can do a better job in creating a more fun sandbox than the TSC:E team? If literally almost all the rest is going to be the same.

E: edited to take Il Duce's wise words into consideration.
Edited by DaLode on Mar 15, 2015 at 10:10 AM


il Duce Primo
Joined: Apr 22, 2007

CMT Team Leader


Posted: Mar 15, 2015 09:48 AM    Msg. 9239 of 10646       
Quote: --- Original message by: DaLode
So then are you just not trying to show that you believe you can do a better job in weapon balance than the TSC:E team? If literally almost all the rest is going to be the same.

Balance is a horible word. That word means absolutely nothing. A better phrase is that the sandbox will be more fun in SPV3.


Josh
Joined: Feb 8, 2015

No comment


Posted: Apr 2, 2015 12:45 AM    Msg. 9240 of 10646       
And it just got quiet.

 
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