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Author Topic: RPG_Beta5 sighted (383 messages, Page 10 of 11)
Moderators: Dennis

Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Jul 22, 2008 03:07 PM    Msg. 316 of 383       
Opsy i would like to help but im not sure what u meant.
Edited by Maniac1000 on Jul 22, 2008 at 03:07 PM


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Jul 22, 2008 04:16 PM    Msg. 317 of 383       
Well don't you have my xFire? If you have a moment i'll explain you there


Update:


Edited by OpsY on Jul 22, 2008 at 08:53 PM


Half Jaw
Joined: Apr 27, 2007

You did good, son. You did good.


Posted: Jul 23, 2008 03:20 AM    Msg. 318 of 383       
Quote: --- Original message by: vitmerc
bipeds - i ment ABILITY to play as elite, i mean like in one CMT map, forget how it was called, each time you die you become as other guy
ANd how the hell can we bump in MP, others see me as a standart biped!!
same for me ,when they c themselves as a rine, i see htem as spartan etc.

I think you mean wm_combo. Anyway theres a few maps where you play as elite.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Jul 23, 2008 03:24 AM    Msg. 319 of 383       
And the option to play as an elite was ruled out a WHILE ago.. the Halo 3 biped provided by 94 seems to work well despite some occasional shader problem... anyway Tomorow I'll have to re make some of the changes i made last week due to some Very weird HEK error... I will also add some progress to the prowler and hopefully, upload this on Halomaps before the end of the week If I don't run into another huge error.


Half Jaw
Joined: Apr 27, 2007

You did good, son. You did good.


Posted: Jul 23, 2008 03:29 AM    Msg. 320 of 383       
i've noticed whenever a map(s) nearing completion theres always an error to screw it up.


Half Jaw
Joined: Apr 27, 2007

You did good, son. You did good.


Posted: Jul 23, 2008 09:48 AM    Msg. 321 of 383       
You can't.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Jul 23, 2008 02:11 PM    Msg. 322 of 383       
Quote: --- Original message by: vitmerc
Quote: i think there should also be a covie cruiser and have some covie bipeds hidden somewhere so thats people can bump posses them so poeple could actually rp or make machinima movies with rpg beta 5

Erm, explain plz, how we can bump into AI and other guys can c us as that AI too


You can't.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Jul 23, 2008 02:28 PM    Msg. 323 of 383       
Quote: --- Original message by: vitmerc
then plz add that WM_combo or what, it will put beta 5 on whole new level of playing, also you can play as Arbiter and Chief, etc.
The set i think would be ideal is Marine,ODST,Elite,H3 spartan, H2 spartan



Huh?


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Jul 23, 2008 03:04 PM    Msg. 324 of 383       
Quote: --- Original message by: vitmerc
remember 1 cmt map?
there you after each death changed spartan biped
H1 H2 CMT
There good will be
Elite Marine "H3spartan"


That's not how it works, you can hAve permutations but not different biped with different bones and definatly not team related biped. This is all out of question.

I have just uploaded the map to Halomaps. All is waiting for Dennis to update:)
Edited by OpsY on Jul 23, 2008 at 08:25 PM


CrossFade
Joined: Jul 20, 2008

Karrde's awesome brother.


Posted: Jul 24, 2008 10:18 AM    Msg. 325 of 383       
Quote: --- Original message by: OpsY
As for the covie ship, it was ruled out early in dev for some reasons... beeing the current size of the map mostnotably. Sapien is giving me ''Max Render Object'' Exceeded at the moment which would at best mean I have too much scenery and such decorating the map. If I had added a Covie ship, it would probably be even worse. This error currently prevents some of my vehicles to spawn in proper gametypes meaning one team will have no pelican in CTF from time to time while the other gets 2 Scorpions 2 pelicans and a kestrel.


no! You've shattered my dreams.....
lol jk
Edited by CrossFade on Jul 24, 2008 at 10:18 AM


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Jul 24, 2008 12:13 PM    Msg. 326 of 383       
Quote: --- Original message by: vitmerc
so it not includes H3 spartan???


Oh yes it's there...


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Jul 24, 2008 07:59 PM    Msg. 327 of 383       
Temporary link until Dennis updates main page...


http://rapidshare.com/files/132229069/RPG_Beta5.zip.html


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Jul 25, 2008 12:11 AM    Msg. 328 of 383       
object_create_anew a1 2 3
, k1 through 9
p 1 through 5
t1 through 20
h1 through 15
d1


Covenant Technology, For sure!


Edited by OpsY on Jul 25, 2008 at 12:18 AM


someone not important
Joined: Sep 2, 2007


Posted: Jul 25, 2008 01:28 AM    Msg. 329 of 383       
RPG Beta5 kinda sucked...


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Jul 25, 2008 01:35 AM    Msg. 330 of 383       
You probably didn't find your way around properly then( unless you are not a RPer).

Things to see:

Under the waterfall
The Ship
The Forerunner Cave (Island)


Rest is So-So but is part of the map.


someone not important
Joined: Sep 2, 2007


Posted: Jul 25, 2008 01:45 AM    Msg. 331 of 383       
Quote: --- Original message by: OpsY
You probably didn't find your way around properly then( unless you are not a RPer).

Things to see:

Under the waterfall
The Ship
The Forerunner Cave (Island)


Rest is So-So but is part of the map.


All the hallways are too boxy

Map is way too big.

None of the doors work.

Too many useless rooms in the CoQ.

Not enough scenery, most of the map is plain grass for a few miles.

Grass shaders look like barf.

Sky is screwed up.

In one of the hallways if you fall into the water you can't get out.

CoQ is too high up.

Shaders in the hallways look horrible.

As soon as I got out of the CoQ and looked down onto the map, I knew it would be fail.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Jul 25, 2008 02:01 AM    Msg. 332 of 383       
If you don't like, then don't play. It's aimed at Roleplayers, not to be a graphical jewel or anything close.


All the hallways are too boxy Avoiding lag, do you know what?

Map is way too big. Well then go back to beaver creek this is a RP map

None of the doors work. Most of them do and most of the closed one can be openned by MELLE

Too many useless rooms in the CoQ. RP

Not enough scenery, most of the map is plain grass for a few miles. Sapiens *****es I have too much. Weird enough no?

Grass shaders look like barf. So what?

Sky is screwed up. Apart from the Water UV all is intended that way.

In one of the hallways if you fall into the water you can't get out. Open doors or suicide. Your choice

CoQ is too high up. By your standards?

Shaders in the hallways look horrible. Which hall?

As soon as I got out of the CoQ and looked down onto the map, I knew it would be fail. Well then that's good for you


Advancebo
Joined: Jan 14, 2008


Posted: Jul 25, 2008 02:03 AM    Msg. 333 of 383       
can u lower the fog intensity in the water some?


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Jul 25, 2008 02:05 AM    Msg. 334 of 383       
It's already released. Also, it's meant to be that way.. now that you know doors open, try makign your way from the Underwaterfall hangar to the other part of the map. It's meant to be challenging not to get lost if you want to use the easy way... we tryed different tones and shapes and in the end that one was the best and rather easiest way to do it. For some time, all those underwater doors opened so if you strayed off the path, you had to switch team back and forth and hope to be lucky.


someone not important
Joined: Sep 2, 2007


Posted: Jul 25, 2008 02:19 AM    Msg. 335 of 383       
Quote: --- Original message by: OpsY
If you don't like, then don't play. It's aimed at Roleplayers, not to be a graphical jewel or anything close.


All the hallways are too boxy Avoiding lag, do you know what? Portal the hallways.

Map is way too big. Well then go back to beaver creek this is a RP map It takes too long to go anywhere in a warthog.. I am saying it is far too big for anything. It is annoying flying for half an hour to get somewhere.

None of the doors work. Most of them do and most of the closed one can be openned by MELLE All the ones I tried don't even open from a melee.

Too many useless rooms in the CoQ. RP Most of the rooms don't even play a role in any kind of rp. The ship doesn't even have a real bridge.

Not enough scenery, most of the map is plain grass for a few miles. Sapiens *****es I have too much. Weird enough no? That error doesn't mean anything.. I always exceed it and my maps work fine.

Grass shaders look like barf. So what? So half the players will throw up when looking at it.

Sky is screwed up. Apart from the Water UV all is intended that way.I didn't know you intended to have all these lines and errors in the sky.

In one of the hallways if you fall into the water you can't get out. Open doors or suicide. Your choiceI searched and meleed every wall in that small room. The only way out is suicide =/.

CoQ is too high up. By your standards? It is a pain trying to get up there, especially when the pelican always tried to point down.

Shaders in the hallways look horrible. Which hall?All of them.. they don't fit the hallways right.

As soon as I got out of the CoQ and looked down onto the map, I knew it would be fail. Well then that's good for you


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Jul 25, 2008 02:27 AM    Msg. 336 of 383       
90 doors in the map
28 can't be openned At All or are Locked in the open position. Not to bad eh? 22 of those are in the same two corridors rest restrain people out of fake corridors. that makes 62 doors that can open.

and as I said, most of the LOCKED door are all one behind the other to lock un used fake rooms in the laB. If you have nothing better to do than complain then waste your time on something else.


Commando N
Joined: Jul 16, 2008

Stupid Hacking AIs


Posted: Jul 25, 2008 04:42 AM    Msg. 337 of 383       
great job making the map - ideas for a 5.1 if u wanted to make it - unlock all doors, make water not as foggy, add a reactor core to the coq, add a mac gun room with mac mechanisms and shells, add more computers to the coq to make rooms and coridors more interesting, add alarm lights in coq. and is there a flyable draco in the map cuz the only one i can see is a prop of a draco? ill keep serching as well though. again great job makin this map the w8 was worth it.

also adding peli pads would be good so u can pick up vecls, thers a glich with the kestral where the back sinks into the ground and would be better if pilot could use weapons on kestral and gunner just overides weapon controls.
Edited by Commando N on Jul 25, 2008 at 08:27 AM


Commando N
Joined: Jul 16, 2008

Stupid Hacking AIs


Posted: Jul 25, 2008 09:07 AM    Msg. 338 of 383       
the only draco i could find was a prop where is the flyable one. if he did flame effects for peli on the flashlight it would overide the vechel pickup.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Jul 25, 2008 02:02 PM    Msg. 339 of 383       
Quote: --- Original message by: vitmerc
ifound a draco on back-bottom side of CoQ, a tall short hanger there


Yeah It has to be manually spawned as D1.


Also for the doors... I posted before that MOST of the locked door can be meleed open.


Commando N
Joined: Jul 16, 2008

Stupid Hacking AIs


Posted: Jul 26, 2008 03:22 AM    Msg. 340 of 383       
ya i found out about door open method after i posted that so heres an update to that idea- dont unlock all doors but make all locked doors so they can be meelied open and could u also plz make them all close after being meelied plz thx.

again great job on making this map

sorry if u think i sounded like i said the map is rubish cuz ITS NOT RUBISH- keep up the good work

thers a glich when people quit where they dont die and when they try to join it says your cd key is invalid
Edited by Commando N on Jul 26, 2008 at 12:02 PM


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Jul 26, 2008 11:36 PM    Msg. 341 of 383       
Quote: --- Original message by: Commando N
ya i found out about door open method after i posted that so heres an update to that idea- dont unlock all doors but make all locked doors so they can be meelied open and could u also plz make them all close after being meelied plz thx.

again great job on making this map

sorry if u think i sounded like i said the map is rubish cuz ITS NOT RUBISH- keep up the good work

thers a glich when people quit where they dont die and when they try to join it says your cd key is invalid
Edited by Commando N on Jul 26, 2008 at 12:02 PM


Yeah i don't know what causes it.... as for the Locked, Locked doors they are for a goob reason, There's nothing behind them. Sometimes it may look like there'S something but really, there isn't.


Commando N
Joined: Jul 16, 2008

Stupid Hacking AIs


Posted: Jul 27, 2008 02:48 AM    Msg. 342 of 383       
i mean with some of the doors they look like they could be used as prision cells if they closed after they were mellied.


flyingdaggerz
Joined: Jun 22, 2008


Posted: Jul 27, 2008 02:29 PM    Msg. 343 of 383       
kinda disappointing. =/


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Jul 27, 2008 03:43 PM    Msg. 344 of 383       
Quote: --- Original message by: TheFlyingWarthog
It was somewhat dissappointing in some ways. I don't think it was what we got all hyped up about, but I think it turned out better than what I originally expected. So good job Opsy, you deserve a cookie! http://upload.wikimedia.org/wikipedia/commons/9/9a/Choco_chip_cookie.jpg


Thanks for the cookie. Thanks for your support Fire, Really appreciated.

Sorry if you expected more of this... I knew when releasing it that it wasn't perfect and that it was lacking a bunch of stuff...but I also knew I was aiming into a troubled audience. RPG4 maps were popular both to Pro RPers, Noob RPers and Explosions fans. The map was meant to keep in mind Pro Rpers before anything else.


gamer 2point0
Joined: Jun 22, 2008

Want an Apple?


Posted: Jul 29, 2008 12:07 AM    Msg. 345 of 383       
can you post the pictures of all the other armor permutations when they're done.


HaloSlayer
Joined: May 21, 2007

Used to be my H3 Emblem


Posted: Jul 29, 2008 05:05 PM    Msg. 346 of 383       
No offence. But RPG 5 failed. It was too huge. I constantly had to look at the floor because of the amount of Pollygons. And the textures failed.

Although I liked the explosions from the Draco rockets :D


Commando N
Joined: Jul 16, 2008

Stupid Hacking AIs


Posted: Jul 30, 2008 02:37 AM    Msg. 347 of 383       
if u used recon in a map you would proberbly get told off by bungie for usin a bungie only armor.


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: Jul 30, 2008 03:24 AM    Msg. 348 of 383       
I don't think Bungie really cares.


Half Jaw
Joined: Apr 27, 2007

You did good, son. You did good.


Posted: Jul 30, 2008 05:05 AM    Msg. 349 of 383       
Quote: --- Original message by: Commando N
if u used recon in a map you would proberbly get told off by bungie for usin a bungie only armor.

Recon isn't bungie only, you have to impress them, give them a hell of a laugh (E.G. Digitalph33r)
etc.
The flaming armour is bungie only.


k9colin
Joined: Mar 24, 2008

Piss Off I'm -BLAM!-ing


Posted: Jul 30, 2008 08:31 AM    Msg. 350 of 383       
Quote: --- Original message by: HaloSlayer
No offence. But RPG 5 failed. It was too huge. I constantly had to look at the floor because of the amount of Pollygons. And the textures failed.

Although I liked the explosions from the Draco rockets :D

I don't think it was a total failure. As stated it was aimed at Pro RPers, and lacked the audience of fresh RPers and Non RPers at all.

The main down fall I think was the hype, then under-achievement. It was kinda like Halo 3, had a years worth of hype, played the game, then started shifting to Call of Duty. But no, I don't think Halo 3 totally sucks, I just think it could've had some things improved (which is happening now).

 
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