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Author Topic: CMT RETURNS! New project and team details inside! (10646 messages, Page 276 of 305)
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Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 4, 2015 09:34 AM    Msg. 9626 of 10646       
https://www.youtube.com/watch?v=99mPyzEMZns&feature=youtu.be

Walkthrough + Commentary on A30


Halonimator
Joined: Dec 15, 2014


Posted: Dec 4, 2015 09:39 AM    Msg. 9627 of 10646       
Quote: --- Original message by: Masters1337
https://www.youtube.com/watch?v=99mPyzEMZns&feature=youtu.be

Walkthrough + Commentary on A30

OMG, super mega hype x3


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Dec 4, 2015 10:51 AM    Msg. 9628 of 10646       
Masters what the fek where's my small bit of stuff



Just kidding BTW, nice to see a bit more about the mod

Edited by MEGASEAN2812 on Dec 4, 2015 at 10:52 AM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Dec 4, 2015 07:30 PM    Msg. 9629 of 10646       
I'll be honest: I wasn't too sure about the marines in the E3 trailer earlier this year but for some reason they look really good here. And I fully support the idea of having them with you in the beginning encounter. You looked a bit overwhelmed in the previous video.

Environment textures are looking really good, kudos to whoever did those.

Focus rifle seems a bit large in hand? Might be just me. I hope it's WIP, because that beam looks like it has inconsistent placement with the barrel(?) of the gun. Might be a marker thing I dunno.

Were there any specific advantages pointed out for using the gungoose? I feel like you pointed out all the reasons why I would use the warthog instead of the gungoose. (armor, etc.)

Cool sun effect

Thanks for pointing out the differences between DMR, Battlerifle, and Pistol. Very insightful.

Loving the new areas. Great work on Alpha Base. I can eagerly anticipate getting my hands dirty ingame.

At 13:30, did that plasma grenade straight up bounce off the brute? Or was that phantom BSP? Or something?

Overall, thoroughly enjoyed this video.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 5, 2015 08:48 AM    Msg. 9630 of 10646       
The gungoose doesn't need a gunner, and has more powerful weapons than the hogs.

The grenade hit his weapon and not the brute, hence the bounce. I was going to say something about it during the vid but was hoping most people wouldn't notice.


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Dec 5, 2015 09:22 AM    Msg. 9631 of 10646       
I like many things that I see, but wanted to give these suggestions to improve some parts:
- Consider removing the two new encounters just after you get the first hog/gungoose. I understand that you saw that area as a "hog-driving tutorial" area, but aside from that it was an important break of pace. The player has just essentially cleared that area for the Pelican dropship, so it makes little sense for a batch of brutes to be hiding just over the next hill. What I do think could work here though, is just having 2 ghosts coming out from the Forerunner tunnel. That would make more sense, yet provide you a first small encounter to test out the new vehicles.
- The new trees, while having an interesting model, seem to have a "grainy" texture problem. Do they have mipmaps? (I completely forgot how Halo handles this stuff)
- In contrast to what Spartan said above, I do not like the terrain grass textures at all. They are very dark and mirky in my humble opinion. Personally prefer the original, more colorful and full, grass textures. Please do consider this change.

But all in all really like alot of what I see, mainly the new areas and encounters. Keep it up.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Dec 5, 2015 09:54 AM    Msg. 9632 of 10646       
I have some similar gripes as Lodeman points out, but wanted to mention that the two new big areas (River/Hill area and the Forerunner Base) look really well done and much more refined then what you had shown me personally in the past! Its definitely coming along well.

Some things I'd like to point out that I think could be improved:

- Like Lodeman said, I would also consider getting rid of the encounters right after the hog/gungoose. There will be plenty of time after to get acquainted with killing enemies, you should let the player get use to driving instead and have a nice break after the previous encounters he just went through to get that reward.

- Would be nice to see some fog from the water in the new Hill area, along with some better riverbed texture underneath of it. Right now it looks very plain and could use some love to really bring the entire place to life just a bit more. Same goes with the Forerunner base area.

- Trees have some grainy texture issue + also are very shiny (same with leaves/bark). I'm assuming this is due to OS and some sort of specular map issue.

- I agree with Spartan and Lodeman that the grass texture could be improved.

- The Hill area would be a great place to introduce the sniper rifle. Perhaps the area to the right could have a sniper rifle marine that could be freed and then would take cover up top and pick off enemies that are near you as move through the valley?

- The Forerunner Base area: "You could take this encounter on foot but I don't advise it as you dont have the firepower to take out the wraith": So why not give the player the firepower? Perhaps add a small group of marines near the entrance to the area that the player can group up with and move down the valley with. Later on you could introduce the rocket launcher and use it to take out the wraith and surrounding artillery. It would be better to give the player more options and optimize it for a better experience that way imo.

- Lastly, this is more of a side note, when you do these playthroughs it'd be nice to have some breaks between your talking... while it can be interesting to listen to at times, a majority I'm just trying to watch and experience it first hand without knowing exactly what is happening to give better criticism about what is seen.


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Dec 6, 2015 12:18 PM    Msg. 9633 of 10646       
I did a lot of the visual for the areas years ago iirc.

I've updated a lot of that stuff in past years, not sure why it wasn't added.

E: I ended up going to a more simplistic style for the terrain that's more closer to the original style.

i can't post the picture from my phone
Edited by Ki11erFTW on Dec 6, 2015 at 12:28 PM


beaucephal
Joined: Sep 2, 2014

CMT SPv3 audio dude


Posted: Dec 7, 2015 05:29 PM    Msg. 9634 of 10646       
Quote: --- Original message by: Higuy
- Trees have some grainy texture issue + also are very shiny (same with leaves/bark). I'm assuming this is due to OS and some sort of specular map issue.


Yeah, the specular map is kind of 'stippled' for want of a better expression, which I think in part contributes to the graininess issue. There's still lots of little visual adjustments we need to tend to before release.


boogerlad
Joined: Jun 18, 2009


Posted: Dec 7, 2015 09:15 PM    Msg. 9635 of 10646       
Maybe it's because you guys aren't using a version control system after TSC:E


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 7, 2015 09:34 PM    Msg. 9636 of 10646       
It's not really needed as much since unlike TSC:E there aren't multiple people who are needing the compile and test maps, with one person working on geometry, one person on weapon set, and 2 people on the scenarios. We have a repository where new content is uploaded, and then integrated into the tagset by me, as I am the one working on the implementation of content in the sandbox as well as the missions. But all members have access to the tagset at any time, at least those who need it.

As far as the trees, they don't have MIPs as they gave us issues earlier on where the leaves would look worse from a distance, although I do have to inspect to see how many levels of MIPs they have as there was a point where we were trying many things with it, due to halo's crappy texture filtering.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Dec 21, 2015 04:26 AM    Msg. 9637 of 10646       
Bump for sprints


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 21, 2015 10:05 AM    Msg. 9638 of 10646       
Indeed

https://www.youtube.com/watch?v=KsysJ3KrVEc&feature=youtu.be
Edited by Masters1337 on Dec 21, 2015 at 10:13 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 21, 2015 10:29 AM    Msg. 9639 of 10646       
Quote: --- Original message by: Masters1337

Indeed

https://www.youtube.com/watch?v=KsysJ3KrVEc&feature=youtu.be
Edited by Masters1337 on Dec 21, 2015 at 10:13 AM


Woah.

Ofc there needs to be more depth in the movement but I'm sure you guys already no that.


Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: Dec 21, 2015 10:38 AM    Msg. 9640 of 10646       
OMG you at last did it guys, but it looks like you are going to have problems with the overlay animation.


BKTiel
Joined: Mar 18, 2014

strong independent bird needs no cage


Posted: Dec 21, 2015 10:45 AM    Msg. 9641 of 10646       
tfw running makes you 3 feet shorter


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Dec 21, 2015 10:48 AM    Msg. 9642 of 10646       
Quote: --- Original message by: BKTiel
tfw running makes you 3 feet shorter


supersonic124
Joined: Dec 18, 2015


Posted: Dec 22, 2015 12:58 AM    Msg. 9643 of 10646       
I'm kind of a noob when it comes to opensauce/CMT single player stuff...I was wondering, what are the most resource intensive options on open sauce for FPS on TS:E?

My laptops too crappy to run it with every OS option on, but runs fine with all of them off, I'd like to turn some on and retain some eye candy.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Dec 22, 2015 02:20 AM    Msg. 9644 of 10646       
I felt specular stuff used to hit my computer pretty hard, you might want to experiment with that being off and on. (Both lighting and maps)


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 22, 2015 06:17 AM    Msg. 9645 of 10646       
Quote: --- Original message by: Spartan314
I felt specular stuff used to hit my computer pretty hard, you might want to experiment with that being off and on. (Both lighting and maps)


Shaders are really a problem because they don't compress as well as todays fps's. Though cmt isn't really to blame neither is OS.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 22, 2015 12:22 PM    Msg. 9646 of 10646       
Quote: --- Original message by: t3h m00kz
Quote: --- Original message by: Masters1337

Indeed

https://www.youtube.com/watch?v=KsysJ3KrVEc&feature=youtu.be
Edited by Masters1337 on Dec 21, 2015 at 10:13 AM


sick.


respond to your skypee!!!! I have presents. It is christmas after all.


altis94
Joined: Oct 5, 2012

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


Posted: Dec 22, 2015 01:58 PM    Msg. 9647 of 10646       
Quote: --- Original message by: Masters1337
As far as the trees, they don't have MIPs as they gave us issues earlier on where the leaves would look worse from a distance, although I do have to inspect to see how many levels of MIPs they have as there was a point where we were trying many things with it, due to halo's crappy texture filtering.

You have tried messing with those settings, right?


phoeniX
Joined: Dec 22, 2015


Posted: Dec 22, 2015 07:41 PM    Msg. 9648 of 10646       
I'm kind of a noob. Has A10 been released? And if it has,DL link please.


beaucephal
Joined: Sep 2, 2014

CMT SPv3 audio dude


Posted: Dec 22, 2015 08:25 PM    Msg. 9649 of 10646       
Quote: --- Original message by: phoeniX
I'm kind of a noob. Has A10 been released? And if it has,DL link please.


Nope, A10 has not yet been released. It'll come out with the rest of part 1, which is currently slated for early Summer 2016.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 26, 2015 07:41 PM    Msg. 9650 of 10646       
What's changed in TSC:E? Watch and find out!

https://www.youtube.com/watch?v=ByTbo-iCCFg


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Dec 26, 2015 08:40 PM    Msg. 9651 of 10646       
Turrets on each of the pelican wings? :/
No more shade turrets? :(
AI in server rooms looks fun. :)

I seem to recall that in the TSC:E Post-Mortem articles Ifafudafi really disliked headshot mechanics in the game... As I was reading it I found myself agreeing with him, and TSC:E was the most fun I've had in a map in a very long time.
Did you have a counter-argument to his points? I might have missed something here.

All else seems pretty neat.


Ubermaniac
Joined: Dec 22, 2014

Bleach. Y'know what I mean?


Posted: Dec 26, 2015 08:41 PM    Msg. 9652 of 10646       
Quote: --- Original message by: beaucephal
Quote: --- Original message by: phoeniX
I'm kind of a noob. Has A10 been released? And if it has,DL link please.


Nope, A10 has not yet been released. It'll come out with the rest of part 1, which is currently slated for early Summer 2016.


Jesus Christ

I understand the hard work you guy's have done, but from now on, please do not give a release date that you can not fulfill.

But you guys are awesome


Halonimator
Joined: Dec 15, 2014


Posted: Dec 26, 2015 09:08 PM    Msg. 9653 of 10646       
Masterz is a huge jerk!

I hate him and his selfishness!


- im not going to use ANY CMT assets for my maps!
Edited by Halonimator on Dec 26, 2015 at 09:09 PM


Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: Dec 26, 2015 09:13 PM    Msg. 9654 of 10646       
Quote: --- Original message by: Halonimator

Masterz is a huge jerk!

I hate him and his selfishness!


- im not going to use ANY CMT assets for my maps!
Edited by Halonimator on Dec 26, 2015 at 09:09 PM

I hope you won't broke that promised, also can you tellme why do you consider mastersz a selfish guy???


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 26, 2015 09:24 PM    Msg. 9655 of 10646       
Because I called him out on his crappy posting in this forum (mainly him invading other peoples threads with his work).

Quote: --- Original message by: Spartan314
Turrets on each of the pelican wings? :/
No more shade turrets? :(
AI in server rooms looks fun. :)

I seem to recall that in the TSC:E Post-Mortem articles Ifafudafi really disliked headshot mechanics in the game... As I was reading it I found myself agreeing with him, and TSC:E was the most fun I've had in a map in a very long time.
Did you have a counter-argument to his points? I might have missed something here.

All else seems pretty neat.


The shade turrets had to go in the place of things like our weapon functions and armor upgrades, they were just to script heavy to work in this map with everything else.

If you were to ask most people if they wanted a Halo that de-empahasized aiming and headshots, and focused on always having to use certain weapons to get past encounters and abandoned the sandbox nature of Halo... they'd probably think you were crazy. Which is the direction that they decided to go with TSC:E. Personally, I don't find it fun to play and many testers and members dropped out of trying to help the project after their criticism and feedback was ignored.

The selling points IMO of that map, are it's graphics, art, and the newness of the level itself, and not the gameplay. I personally think it would play better with the stock content, but unfortunately they have/had no plans to do so with it.

It's my opinion that Ifafudafi doesn't understand the subjectiveness of Halo's mechanics, as he is a very numbers oriented person. For him things have to make sense on paper, in regards to the effective ranges, killtimes, damage multipliers and so on. Headshots mess that all up, as a headshot makes many enemies go down equally as fast.

But I don't feel that the killtimes on enemies in the sandbox in relation to the weapons and their roles is that important. I build the combat around the human weapons, and treat the Covenant weapons as tools for the player, with their own unique properties being useful for certain combat situations and enemies. Since we have so many enemies and variations of enemies with unique behaviors, the sandbox can be grown to have more and more weapons that all have their multiple layers of complexity to the combat.

Ifafudafi's approach on gameplay doesn't really factor in all the other complexities of combat that you can't put a number on, or things that are subjective. How hard is it to land headshots when you have X amount of enemies attacking you? How is a kill time effected by an Elites behavior? How differently is a players emotional state when fighting a brute vs an Elite? How is the dance of combat effected when a needler round now travels almost as fast as a plasma bolt? My opinion these things just have to "feel" right and there has to be one person who makes these subjective decisions, who has to be able to filter the feedback of his peers. This is the model that was used by Jason Jones for H1 (which is the only Halo he did that on) and it's the model SPV3 uses.

If you care enough, go into TSC:E on Legendary, or even Heroic, and try playing the security pit and server rooms and observe how combat with the Elites and other enemies work. You won't get duels like you have in the video posted above, and eventually combat will break down into repetitive behavior with you forced to use the same weapons and tactics over and over.

That's not to say I don't respect their opinions. Even though both parties would constantly butt heads over these things, it certainly helped SPV3, and it certainly helped Evolved. Pointing out the flaws in each others projects and discussing them has certainly made it's mark on SPV3, and I've seen the criticism from people who support the SPV3 way of thinking help correct some critical flaws in early Evolved builds. In the end, people will have to make up their mind early next year when they can play either project, and decide which philosophy on design they enjoy more.

Edited by Masters1337 on Dec 26, 2015 at 09:58 PM


WWLinkMasterX
Joined: Mar 29, 2009

subliminal message.


Posted: Dec 26, 2015 10:27 PM    Msg. 9656 of 10646       
Quote: --- Original message by: Ubermaniac
Quote: --- Original message by: beaucephal
Quote: --- Original message by: phoeniX
I'm kind of a noob. Has A10 been released? And if it has,DL link please.


Nope, A10 has not yet been released. It'll come out with the rest of part 1, which is currently slated for early Summer 2016.


Jesus Christ

I understand the hard work you guy's have done, but from now on, please do not give a release date that you can not fulfill.

But you guys are awesome



After literally years of delays, I think they only feel confident giving a release time because they're that close to completion. Their most recent delay was from first quarter 2016 to second quarter 2016, and they haven't even given a definitve date, just a range.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 26, 2015 10:32 PM    Msg. 9657 of 10646       
I wouldn't call it years, we always intended to release it 6ish months after TSC:E, but TSC:E got delayed and then that changed our plans too. Real work only started on SPV3 in Fall 2013, it effectively got restarted when I got my macbook.


EtchyaSketch
Joined: Apr 11, 2014

S P I N


Posted: Dec 26, 2015 10:42 PM    Msg. 9658 of 10646       
Quote: --- Original message by: Ubermaniac
Jesus Christ

I understand the hard work you guy's have done, but from now on, please do not give a release date that you can not fulfill.

jesus christ.
That may be the most toxic thing I've read.

They're a modding team of amateurs, not paid professionals. They make entertainment for free for everyone to enjoy, not for paying customers. They have no/none/zero obligation to meet the deadlines they set, and most certainly don't need to be taking flack from people like you.
Quote: But you guys are awesome

Sounds so hollow followed by such an awful post.


Tech
Joined: May 9, 2015


Posted: Dec 26, 2015 11:58 PM    Msg. 9659 of 10646       
^ Might as well not set a release date and resort to "when it's done" as getting delayed over and over again seems pretty painful.


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Dec 27, 2015 12:07 AM    Msg. 9660 of 10646       
Quote: --- Original message by: Masters1337

Because I called him out on his crappy posting in this forum (mainly him invading other peoples threads with his work).

Quote: --- Original message by: Spartan314
Turrets on each of the pelican wings? :/
No more shade turrets? :(
AI in server rooms looks fun. :)

I seem to recall that in the TSC:E Post-Mortem articles Ifafudafi really disliked headshot mechanics in the game... As I was reading it I found myself agreeing with him, and TSC:E was the most fun I've had in a map in a very long time.
Did you have a counter-argument to his points? I might have missed something here.

All else seems pretty neat.


If you were to ask most people if they wanted a Halo that de-empahasized aiming and headshots, and focused on always having to use certain weapons to get past encounters and abandoned the sandbox nature of Halo... they'd probably think you were crazy. Which is the direction that they decided to go with TSC:E. Personally, I don't find it fun to play (...)

The selling points IMO of that map, are it's graphics, art, and the newness of the level itself, and not the gameplay. I personally think it would play better with the stock content, but unfortunately they have/had no plans to do so with it.

It's my opinion that Ifafudafi doesn't understand the subjectiveness of Halo's mechanics, as he is a very numbers oriented person. For him, things have to make sense on paper, in regards to the effective ranges, killtimes, damage multipliers and so on. Headshots mess that all up, as a headshot makes many enemies go down equally as fast [so he wanted to discourage that as much as he can].

But I don't feel that the killtimes on enemies in the sandbox in relation to the weapons and their roles is that important. I build the combat around the human weapons, and treat the Covenant weapons as tools for the player, with their own unique properties being useful for certain combat situations and enemies. (...)

Ifafudafi's approach on gameplay doesn't really factor in all the other complexities of combat that you can't put a number on, or things that are subjective. How hard is it to land headshots when you have X amount of enemies attacking you? How is a kill time effected by an Elites behavior? How differently is a players emotional state when fighting a brute vs an Elite? How is the dance of combat effected when a needler round now travels almost as fast as a plasma bolt? My opinion these things just have to "feel" right and there has to be one person who makes these subjective decisions, who has to be able to filter the feedback of his peers. (...)

Even though both parties would constantly butt heads over these things, it certainly helped SPV3, and it certainly helped Evolved. Pointing out the flaws in each others projects and discussing them has certainly made it's mark on SPV3, and I've seen the criticism from people who support the SPV3 way of thinking help correct some critical flaws in early Evolved builds. In the end, people will have to make up their mind early next year when they can play either project, and decide which philosophy on design they enjoy more.

Some parts of the quoted text by Masters were omitted for clarity and neutrality. -ren


So you seem to be substituting AIs, assets, and features for your upcoming release of TSCE rather than outright updating them and making Ifafudafi's version obsolete... are you planning on marketing your version of the map that way more, as we get closer to the release date?

From a marketing/PR point of view, I keep getting the vibe that the upcoming rehash of TSC:E is supposed to be an update that's meant to replace the release that was led by Ifafudafi, rather than an alternate interpretation. As someone who really likes backstage gossip or technical details behind what came together to make Halo projects a thing, knowing y'all's stories and seeing those two versions coming into fruition is really intriguing...

...but as an end user whose first impression of progress comes through trailers and HaloMaps posts, I feel like it's very confusing, if not outright misleading, with respect to the original Evolved team's intention versus yours.

I've been really perplexed about why y'all wanted to release TSC:E twice until now; as much as you've always been big on beta releases (see the failed SPV2 and the 2012? Truth and Reconciliation map. -btw, is it fair to call the TnR map SPV2.5, at this point?), this is the first time you're releasing stable, finalized versions of the same project -and that sounded really unnatural to me. I want to think I have a decent idea of where most crucial projects are headed as a CE3 crew member, but even with some insider knowledge, I never really understood what you were really trying to do until now... -and given how not everyone really follows what happens on developers' forums like here, I'm worried that far more people could be confused like I was, at release time, and ultimately not be able to appreciate the two different versions for what they really are.

 
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