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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »CMT RETURNS! New project and team details inside!

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Author Topic: CMT RETURNS! New project and team details inside! (10646 messages, Page 274 of 305)
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Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Sep 30, 2015 11:41 AM    Msg. 9556 of 10646       
The classic blood sprays are pretty awesome. I should really restore those. And those plasma grenades are cool too.

The spartan laser is now a Sentinel weapon for sentinel squads.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Sep 30, 2015 01:28 PM    Msg. 9557 of 10646       
Quote: --- Original message by: Masters1337
The spartan laser is now a Sentinel weapon for sentinel squads.

Is it something the player can wield?


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Sep 30, 2015 01:37 PM    Msg. 9558 of 10646       
Yeah after they destroy the sentinel.


Idaho
Joined: Mar 19, 2015

Mihi Libertas Necesse Est


Posted: Sep 30, 2015 06:45 PM    Msg. 9559 of 10646       
Good to know the armory will get some more additions, lack of various weapons is what I noticed the most when I decided to replay the game on my PC lately, a lot of the fun in Halo is similar to Metal Slug and how you got to use all these odd weapons to kill all these enemies coming at you efficiently and well in my opinion, Halo:CE doesn't have a lot of weapons to have fun with and it can make you feel the game is limited, adding new weapons should eliminate this problem :)
Edited by Idaho on Sep 30, 2015 at 06:49 PM


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Sep 30, 2015 07:46 PM    Msg. 9560 of 10646       
Quote: --- Original message by: Idaho

Good to know the armory will get some more additions, lack of various weapons is what I noticed the most when I decided to replay the game on my PC lately, a lot of the fun in Halo is similar to Metal Slug and how you got to use all these odd weapons to kill all these enemies coming at you efficiently and well in my opinion, Halo:CE doesn't have a lot of weapons to have fun with and it can make you feel the game is limited, adding new weapons should eliminate this problem :)
Edited by Idaho on Sep 30, 2015 at 06:49 PM

Well more weapons doesn't necessarily mean more better. The Combat Evolved arsenal is good in that each weapon is distinct and has a specific set of advantages, and disadvantages. After having played the game for so many years, the idea of more weapons makes me feel all warm and fuzzy, but any new additions need to have clear differences to make them stand out in the sandbox.
Edited by Echo77 on Sep 30, 2015 at 07:49 PM


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Sep 30, 2015 10:11 PM    Msg. 9561 of 10646       
Oh so many juicy things to say.


The PP is better than the PR, but with a sharper learning curve. The ROF is only faster if you press the trigger very quickly, the overcharge is perfect for elites, and it is generally better vs flesh than the PR. The PR is much easier to use and has faster projectiles and is easier to strip shields with just by spraying bolts. The PR is more dangerous in the hands of Elites as it opens you up to attacks to your flesh from the PP, something that we have pronounced by giving the Shredder wielding enemies a weapon they can use in tandem with their team mates using the PRs.

The PR is more rare in SPV3, and it's charged shot uses more battery per shot and also drains. It's also only mainly carried by grunts and jackal minors, and some times elites (who know how to use the overcharge to try to get the drop on you when you come out of cover). Jackal Majors now use the BPP, so the PP becomes more and more rare on higher difficulties. The PP is also no longer as accurate as it was in the original game.

When it comes to designing weapons, we have all the human weapons which have easily identifiable roles (with the Pistol, BR, and DMR all being a submatrix that the original pistol filled). To be honest, if you lump the Pistol, Br, DMR into the original weapon matrix from the first game, the only real new human weapon is the 32 round AR, which is a mid range weapon the humans never had in the original game. One could say the PR occupied that role, but its slow and clumsy when doing anything but destroying elites shields.

When designing Covenant weapons, the primary thought is what will be interesting or new to fight against, and then we look at how to make them fill a nitch for the player. The BPP in the hands of the enemy ignites areas on fire and also forces players to deal with the enemies in ways other than rushing in, given its mauler like nature. The Focus Rifle suppresses the player and is a danger to marines, and is an effective shield stripper in the hands of the player, but still able to take out ranged targets. Brute Shot functions as a covenant anti vehicles weapons... and covers much of the same territory as the shotgun in the hands of the player while being able to do splash damage against clustered enemies or those with handheld shields. Shredder compliments the PR with its speed and range, but provides a danger to the player's health when their shields are low, rather than posting a danger to their shields.

A big idea in H1, and more so in SPV3 is forcing the player to think about what tools they want to cary and how to use them. It's that decision making process while feeling outsmarted by enemies or having got yourself into trouble which makes things fun, and makes you feel like you are outsmarting the AI. You see a plasma grenade by the elites feet and a BPP or Needler available, you can use it to set off a chain reaction. Perhaps an Elite is sitting nearby and you need a way to take him out quick, you can grab that BPP and use it's main fire to strip his shield as you get in close and then have a melee fight with him. Or perhaps when you take his shield out you will be prepared with an SMG or a grenade.

Likewise you go up against a Brute, you know your PR can stun him but won't be able to kill him in the time it will take to overheat, but you then have other options to deal with him while he is unable to react.

This applies to grenades too, and the "pool" concept that was applied to them in the original game. Use your environment to try and calculate what the effects of your grenade will be. If you use a cluster grenade and rain the projectiles down over a wide area, you can kill more enemies than you could with a frag. Like wise, a player will learn that a plasma grenade can disable shielding and vehicles due to the EMP effects it has. Using one near shielded enemies can force them into a retreat even if it doesn't kill them. Likewise a frag can take out grunts and jackals, but is less effective when dealing with Elites and Brutes forcing you to go one on one with them, or use another grenade type that you know will be effective first them.

This has kind of become a rant, but what you should take away is we want you to think, assess, and know the tools at your disposal and how you can best use them. If your mind is racing and thinking and making quick decisions in that 30 second window of combat, we've done our job.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Sep 30, 2015 11:24 PM    Msg. 9562 of 10646       
Masterz could sell you your own soul.


Or make Apple buy back a used item for full price. Now that's salesmanship!


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Oct 1, 2015 12:17 AM    Msg. 9563 of 10646       


Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: Oct 1, 2015 06:27 PM    Msg. 9564 of 10646       
Quote: --- Original message by: Masters1337
Oh so many juicy things to say.


The PP is better than the PR, but with a sharper learning curve. The ROF is only faster if you press the trigger very quickly, the overcharge is perfect for elites, and it is generally better vs flesh than the PR. The PR is much easier to use and has faster projectiles and is easier to strip shields with just by spraying bolts. The PR is more dangerous in the hands of Elites as it opens you up to attacks to your flesh from the PP, something that we have pronounced by giving the Shredder wielding enemies a weapon they can use in tandem with their team mates using the PRs.

The PR is more rare in SPV3, and it's charged shot uses more battery per shot and also drains. It's also only mainly carried by grunts and jackal minors, and some times elites (who know how to use the overcharge to try to get the drop on you when you come out of cover). Jackal Majors now use the BPP, so the PP becomes more and more rare on higher difficulties. The PP is also no longer as accurate as it was in the original game.

When it comes to designing weapons, we have all the human weapons which have easily identifiable roles (with the Pistol, BR, and DMR all being a submatrix that the original pistol filled). To be honest, if you lump the Pistol, Br, DMR into the original weapon matrix from the first game, the only real new human weapon is the 32 round AR, which is a mid range weapon the humans never had in the original game. One could say the PR occupied that role, but its slow and clumsy when doing anything but destroying elites shields.

When designing Covenant weapons, the primary thought is what will be interesting or new to fight against, and then we look at how to make them fill a nitch for the player. The BPP in the hands of the enemy ignites areas on fire and also forces players to deal with the enemies in ways other than rushing in, given its mauler like nature. The Focus Rifle suppresses the player and is a danger to marines, and is an effective shield stripper in the hands of the player, but still able to take out ranged targets. Brute Shot functions as a covenant anti vehicles weapons... and covers much of the same territory as the shotgun in the hands of the player while being able to do splash damage against clustered enemies or those with handheld shields. Shredder compliments the PR with its speed and range, but provides a danger to the player's health when their shields are low, rather than posting a danger to their shields.

A big idea in H1, and more so in SPV3 is forcing the player to think about what tools they want to cary and how to use them. It's that decision making process while feeling outsmarted by enemies or having got yourself into trouble which makes things fun, and makes you feel like you are outsmarting the AI. You see a plasma grenade by the elites feet and a BPP or Needler available, you can use it to set off a chain reaction. Perhaps an Elite is sitting nearby and you need a way to take him out quick, you can grab that BPP and use it's main fire to strip his shield as you get in close and then have a melee fight with him. Or perhaps when you take his shield out you will be prepared with an SMG or a grenade.

Likewise you go up against a Brute, you know your PR can stun him but won't be able to kill him in the time it will take to overheat, but you then have other options to deal with him while he is unable to react.

This applies to grenades too, and the "pool" concept that was applied to them in the original game. Use your environment to try and calculate what the effects of your grenade will be. If you use a cluster grenade and rain the projectiles down over a wide area, you can kill more enemies than you could with a frag. Like wise, a player will learn that a plasma grenade can disable shielding and vehicles due to the EMP effects it has. Using one near shielded enemies can force them into a retreat even if it doesn't kill them. Likewise a frag can take out grunts and jackals, but is less effective when dealing with Elites and Brutes forcing you to go one on one with them, or use another grenade type that you know will be effective first them.

This has kind of become a rant, but what you should take away is we want you to think, assess, and know the tools at your disposal and how you can best use them. If your mind is racing and thinking and making quick decisions in that 30 second window of combat, we've done our job.

I loved that need of swapping weapons all the time, in TSC:E


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Oct 1, 2015 07:13 PM    Msg. 9565 of 10646       
That's not what I am getting it, and that is my least favorite thing about the Evolved tagset.

H1 was great in that if you were good enough, you can make it through with your human weapons. The Covie weapons are crutches to help you through tough situations that you may be unable to pass, whether it be due to the player not having enough skill or perhaps just landing themselves in a poor situation by not using their grenades effectively, already being wounded, letting their marine buddies die, or just sheer bad luck.

Like H1, you can get through the whole game on Legendary with just your human headshot weapon and your human automatic weapons. But there are easier ways to do it.

When it comes to Noble.. we don't even know how people will be able to complete them. A headshot weapon is a must and I prefer the BR due to the single shot mode so I have lots of ammo. But I will often use a Covenant weapon that is best for the situation. Even grunts are tough enough to survive a frag on Noble, and going up against Elites with a human automatic weapon is near suicide.


WWLinkMasterX
Joined: Mar 29, 2009

subliminal message.


Posted: Oct 1, 2015 07:35 PM    Msg. 9566 of 10646       
Quote: --- Original message by: Masters1337
Yeah after they destroy the sentinel.



That's going to be one tough Sentinel.


RabbitFood
Joined: Aug 9, 2014

tripping a path through an internship


Posted: Oct 1, 2015 08:48 PM    Msg. 9567 of 10646       
Quote: --- Original message by: WWLinkMasterX
Quote: --- Original message by: Masters1337
Yeah after they destroy the sentinel.



That's going to be one tough Sentinel.


spam plasma pistol


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Oct 1, 2015 09:34 PM    Msg. 9568 of 10646       
Quote: --- Original message by: WWLinkMasterX
Quote: --- Original message by: Masters1337
Yeah after they destroy the sentinel.



That's going to be one tough Sentinel.

The Sentinel rules still apply, all you need is a super combine from a needler or EMP damage to take one out. Don't forget Covie tech was designed to fight Sentinels, as well as other shielded enemies.


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Oct 2, 2015 02:47 PM    Msg. 9569 of 10646       
Adulthood tip: getting hyped for something is never a good idea.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Oct 2, 2015 03:47 PM    Msg. 9570 of 10646       
Quote: --- Original message by: DaLode
Adulthood tip: getting hyped for something is never a good idea.

This 1000x. It's okay and natural to become excited over something, but hype usually leads to disappointment because you end up becoming enveloped in a delusion of grandeur. Don't expect it to be like another Halo 3 release, or to be the most revolutionary game ever, and you'll enjoy it 1000x more.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Oct 2, 2015 06:02 PM    Msg. 9571 of 10646       
Quote: --- Original message by: Zetren

As concisely as necessary, what exactly needs to be done before the release of A10? I rewatched your teaser vid and now my hype is growing quicker than the national debt.
Edited by Zetren on Oct 2, 2015 at 02:39 PM


While we have yet to do a big official new release date, it will be in early 2016 and all maps will be released at once (A10 Cinematic, A10 Playable, A30, a50, B30, B30E, B40, 3 shared resource files, and possibly a new version of the UUI).

the reason for now delaying it again is so we can incorporate more elements from H5, whatever those may be upon the games release. We have a little bit of everything from every game, and there is no reason to exclude H5.

Some things from it have already started to inch their way in, such as new oportunities for fire teams that will assist you in areas where marines did not previously exist, and we also have been working on some ways the player can use destroyable parts of the environments (limited to doors at the present) to get to new parts of the levels.


Halonimator
Joined: Dec 15, 2014


Posted: Oct 2, 2015 06:22 PM    Msg. 9572 of 10646       
Quote: --- Original message by: Masters1337
Quote: --- Original message by: Zetren

As concisely as necessary, what exactly needs to be done before the release of A10? I rewatched your teaser vid and now my hype is growing quicker than the national debt.
Edited by Zetren on Oct 2, 2015 at 02:39 PM


While we have yet to do a big official new release date, it will be in early 2016 and all maps will be released at once (A10 Cinematic, A10 Playable, A30, a50, B30, B30E, B40, 3 shared resource files, and possibly a new version of the UUI).

the reason for now delaying it again is so we can incorporate more elements from H5, whatever those may be upon the games release. We have a little bit of everything from every game, and there is no reason to exclude H5.

Some things from it have already started to inch their way in, such as new oportunities for fire teams that will assist you in areas where marines did not previously exist, and we also have been working on some ways the player can use destroyable parts of the environments (limited to doors at the present) to get to new parts of the levels.

-Ads
-spartan habilities
-craken
-locke&thelvadam missions
-blueteam
-vertical enviroments
-ugly h4 covenant faction
-profets
-destructible rocks and easterggs?
-suspense https://youtu.be/F5TajpGn0tU?t=643
Edited by Halonimator on Oct 2, 2015 at 07:24 PM


Ubermaniac
Joined: Dec 22, 2014

Bleach. Y'know what I mean?


Posted: Oct 2, 2015 06:26 PM    Msg. 9573 of 10646       
Quote: --- Original message by: DaLode
Adulthood tip: getting hyped for something is never a good idea.

Not an adult.
500000000000000 points to gryffindor.


BKTiel
Joined: Mar 18, 2014

strong independent bird needs no cage


Posted: Oct 2, 2015 08:14 PM    Msg. 9574 of 10646       
A life without hype is to a plumber without a pipe!
Where joy and interest 'twine, a pleasant experience you'll find;
For anticipation invites stimulation.


Idaho
Joined: Mar 19, 2015

Mihi Libertas Necesse Est


Posted: Oct 2, 2015 10:35 PM    Msg. 9575 of 10646       
You can be hyped and still not get depressed if you're ultimately disappointed by the end result, but I can tell you guys that you surely won't be disappointed, SPv3 is totally awesome...


Tchoo tchoo

Can you hear that guys? It's the hype train, come catch it before it's too late !!!
Edited by Idaho on Oct 2, 2015 at 10:36 PM


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Oct 13, 2015 03:20 AM    Msg. 9576 of 10646       
Click on my pictures and cycle through. You'll see why I have been so dead set against using the TSC:E biped for SPV3. It does not hold up well close to the camera in cutscenes.

https://twitter.com/masters1337


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Oct 13, 2015 03:41 AM    Msg. 9577 of 10646       
I see your point.
But to me the SPV2 design resembles the Halo Wars spartan more than anything else, even with the influences from other games.
Is there any way to bring more classic Mark V elements into it?
The nostalgia factor is a real kicker, which is why I actually like the TSC:E biped. Moreso than the SPV2 one.
p.s. i don't like the halowars spartan


Also, I dunno if this has been addressed but: Why does the AR have zoom
Edited by Spartan314 on Oct 13, 2015 at 04:03 AM


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Oct 13, 2015 06:35 AM    Msg. 9578 of 10646       
I don't find your reasoning for not using the Evolved biped very compelling. From a character design standpoint the SPV2 biped is worse, especially considering how one of SPV3's running themes is to build off of nostalgia. If that is the case why not use the greatly improved Mark V armor that the evolved team provided? If it's so terrible why not just improve it rather than retouch worse model geometry from SPV2?


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Oct 13, 2015 10:38 AM    Msg. 9579 of 10646       

Quote: --- Original message by: xnx
I don't find your reasoning for not using the Evolved biped very compelling. From a character design standpoint the SPV2 biped is worse, especially considering how one of SPV3's running themes is to build off of nostalgia. If that is the case why not use the greatly improved Mark V armor that the evolved team provided? If it's so terrible why not just improve it rather than retouch worse model geometry from SPV2?


Quote: --- Original message by: Spartan314

I see your point.
But to me the SPV2 design resembles the Halo Wars spartan more than anything else, even with the influences from other games.
Is there any way to bring more classic Mark V elements into it?
The nostalgia factor is a real kicker, which is why I actually like the TSC:E biped. Moreso than the SPV2 one.
p.s. i don't like the halowars spartan


Also, I dunno if this has been addressed but: Why does the AR have zoom
Edited by Spartan314 on Oct 13, 2015 at 04:03 AM


The whole point of having custom assets is not to completely replicate assets from other games. Pretty much everything (that I have had a say in) tries to be original in it's design and not a perfect replica. Some things like repurposed SPV2 assets and models that were done before the project started are of course, near perfect replicas (PP and Shotgun come to mind). Nostalgia is something that comes along with the fact it's a repackaging of the original campaign, its not something we need to focus on since the entire core of the mod is nostalgic in it's own right.

The Evolved team didn't store the source files for their biped, and no one apparently knows where the files are since it changed hands so many times, which makes it difficult to even try to do a higher res version or fix the heavily compressed normals (SPV3 does not have the same map file size limits that evolved had, so we can use more 32bit textures for our normal maps).

As far as AR zoom, since it is our mid range weapon, we wanted to bring the zoom is to make it a bit like the ODST SMG since it is already an effective mid range weapon. It only effects your zoom level, not accuracy like that H5 smart scope bullcrap.
Edited by Masters1337 on Oct 13, 2015 at 10:40 AM


NeX
Joined: Apr 11, 2013


Posted: Oct 13, 2015 10:57 AM    Msg. 9580 of 10646       
Quote: --- Original message by: Masters1337
It only effects your zoom level, not accuracy like that H5 smart scope bullcrap.
Edited by Masters1337 on Oct 13, 2015 at 10:40 AM


Good differentiation, but I have to admit that the aesthetics on the smart scopes looks pretty slick. Mainly in the sense that it isn't locking you into a FP-less tunnel with some cheap overlay. For a long zoom that makes sense, but something like 2x would be cool with a more ADS-type look.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Oct 14, 2015 02:00 PM    Msg. 9581 of 10646       
Our new home is open, with 2 brand new videos. One being an overview of the mod by a third party, the second showing our new custom soundtrack. We will have other updates later in the week.


www.reddit.com/r/halospv3
Edited by Masters1337 on Oct 14, 2015 at 02:00 PM


NeX
Joined: Apr 11, 2013


Posted: Oct 14, 2015 02:15 PM    Msg. 9582 of 10646       
Quote: --- Original message by: Masters1337

Our new home is open, with 2 brand new videos. One being an overview of the mod by a third party, the second showing our new custom soundtrack. We will have other updates later in the week.


www.reddit.com/r/halospv3
Edited by Masters1337 on Oct 14, 2015 at 02:00 PM


Same thing I said in the subreddit, I was really hoping for an actual custom track, not just an identical score done with a DAW like Ableton or FLStudio. It sounds good, but only because the original did. I hope it's not all like this, whoever did it had the skill to remake the original, so hopefully they have some creative chops as well and wrote some original stuff.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Oct 15, 2015 04:21 AM    Msg. 9583 of 10646       
Was that a harp I heard in "On a Pale Horse"? Oooo yeah baby.
And mmmm, that choir is sounding real nice. Woodwinds have a great balance too.
10/10

Now if I may be hypercritical, I have a few gripes.

The boldness of the texture used on the surface of the bridge is very distracting.
All else seems to be working pretty harmoniously, it's just that one that pops out at my face.

Also, I watched Jarek's video and I noticed a few things.
- So the regular assault rifle with no attachments has a crosshair bloom, whilst the one with the grenade launcher doesn't move at all. Also, why doesn't the DMR get crosshair bloom?
I'm all for crosshair bloom, but lack of consistency is something that really irks me.

P.S. Is it really impossible to make any changes to the current biped?


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Oct 15, 2015 05:57 AM    Msg. 9584 of 10646       
Unfortunately, that textures PSDs are no longer available to us, but when you are running around ingame I think you will find it looks fine.

Crosshair bloom is on the DMR, and has yet to be added into the ARGL. Unfortunately what we can do with it is very basic, it all operates on multitex overlays and is linked to a guns heat, which as you imagine can be problematic on many weapons.


NeX
Joined: Apr 11, 2013


Posted: Oct 15, 2015 09:34 AM    Msg. 9585 of 10646       
Quote: --- Original message by: Spartan314
Now if I may be hypercritical, I have a few gripes.
https://farm1.staticflickr.com/628/21999438639_5243df33bb_z.jpg
The boldness of the texture used on the surface of the bridge is very distracting.
All else seems to be working pretty harmoniously, it's just that one that pops out at my face.


I'm with ya. Not a big fan of the hyper-contrast on most of the forerunner textures. It really lacks the homogenous feel of forerunner architecture in favor of throwing detail around.

Honestly, just bringing up those dark areas would improve it leaps and bounds. When the geometry the texture is on is that simple, it really doesn't make sense to have these hyper-contrasting, detailed textures slapped on it. Especially on the left side of the glass floor area, opposite the red highlight. It looks like a...well a bad reskin.


Halonimator
Joined: Dec 15, 2014


Posted: Oct 15, 2015 10:42 AM    Msg. 9586 of 10646       
please, post some flood pics


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Oct 15, 2015 11:13 AM    Msg. 9587 of 10646       
And Cortana pics ( ͡o ͜ʖ ͡o)
Edited by altis94 on Oct 15, 2015 at 11:13 AM


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Oct 15, 2015 11:13 AM    Msg. 9588 of 10646       
And Cortana pics ( ͡° ͜ʖ ͡°)


WWLinkMasterX
Joined: Mar 29, 2009

subliminal message.


Posted: Oct 15, 2015 12:50 PM    Msg. 9589 of 10646       
And Cortana pics :^)


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Oct 15, 2015 06:17 PM    Msg. 9590 of 10646       
The power of Cortana pics allows double post

 
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