
Rambo
Joined: Nov 21, 2006
Strive to be the best!
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Posted: Jan 30, 2008 01:20 AM
Msg. 1 of 16
This thread has nothing to do with the previous one, not will it. I encourage all to leave positive or polite feedback on the RC1 release of Blood Creek. Comments and suggestions for improvement are welcome here. I desire this topic to stay that way and not go into anything negative or derogatory, such as flame wars, etc.. With that in mind, let the discussion begin. Known Bugs: 1) When you are playing with anything except all vehicles set to no vehicle respawn and/or when you restart the game it will cause the day/night system to not sync. For best results, please set your game types to either all or no vehicles enabled with no vehicle respawn time.
2) The PSG-1 Sniper Rifle is somewhat embedded into the ground. This is due to a missing ground node and the fact that the model is laying on its side and not vertically like all the other models. This has been addressed and fixed in the upcoming RC2.
3) Seating positions are not correct on some vehicles. Help is wanted in creating a custom seating tag for my biped cyborg.model_animations file.
4) Not all weapon icons are working correctly. This is being worked on, albeit sluggishly.
5) Not all weapons have proper ammo meters or clips. This is being fixed, such as the Desert Eagle, which should have 7 rounds per clip instead of 12. Please consult the Read Me file for a list of other bugs that are known in RC1. anyway, enough about RC1's problems. Let the comments begin.
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supersniper
Joined: Jul 28, 2007
fear the sniper
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Posted: Jan 30, 2008 04:40 PM
Msg. 2 of 16
I just wanted to say I am sorry for what I said about your mod. After re playing it (excluding the thought that I hate blood gulch mods) I kinda enjoyed it. But I think you could do more to the bases. Spice them up a bit.
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Enzo03
- Screenshot Guru -
Joined: Aug 3, 2007
I'd rather go without than take what you'd bring.
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Posted: Jan 30, 2008 05:38 PM
Msg. 3 of 16
About the map being a "blood gulch mod"... I think it is SORTA a blood gulch mod, but really the map that is modded looks much more like mgulch, which was DERIVED from bloodgulch (or so it seems)...
Of course, there were edits to the bsp of mgulch >_>
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Rambo
Joined: Nov 21, 2006
Strive to be the best!
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Posted: Jan 30, 2008 05:38 PM
Msg. 4 of 16
Thanks for all the feedback guys. It's nice to know people like the map.
About the map and Covenant weapons: It's a human map.
Not much difference between the MA2B AR and the MA5B. Just has a slower rate of fire. The Sub-machine gun has a slower rate of fire but also has a zoom 2x scope.
Night was supposed to be realistic. That's why I made it dark. It's actually darker by slight amounts in RC2 and since the UFO near Blue base is gone it's dark map-wide.
What suggestions do you have for sprucing the bases up? I eliminated the "cherry picking" aspect by sealing the roof. I added more lights on the bases (beacons) to make it look better. Should I use better textures? If so then what?
How are the other sounds? How do they appeal? I turned down the Warthog volume a little bit (by -6Db).
Do you prefer the caves be lit or have natural lighting? Right now they're lit some so it's easier to see. However, at night it would suck to have them dim.
Leave more feedback plz k thx!
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Enzo03
- Screenshot Guru -
Joined: Aug 3, 2007
I'd rather go without than take what you'd bring.
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Posted: Jan 30, 2008 06:12 PM
Msg. 5 of 16
There was a UFO near blue base???
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roxas3785
Joined: Oct 9, 2007
everyone pack your bags the noobs are coming
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Posted: Jan 30, 2008 08:16 PM
Msg. 6 of 16
no it jus looked like one it was a forunner base from the silent cartographer
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hailstorm65
Joined: May 25, 2007
Gamertag- Soviet Vodka
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Posted: Jan 30, 2008 08:48 PM
Msg. 7 of 16
Dont bother even thinking it as Blood Gulch because it isnt and most people wouldnt let themselves enjoy themselves because alot say "omg blood gulch mod"
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Jan 30, 2008 09:36 PM
Msg. 8 of 16
Hmmmm, so I was just playing. Guess what I saw? _TheArbiter_'s bubble shield, but I see no credit given :|
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Rambo
Joined: Nov 21, 2006
Strive to be the best!
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Posted: Jan 30, 2008 10:07 PM
Msg. 9 of 16
If I didn't give credit I'm sorry. I tried to include everyone I could think of and rushed a Christmas release. I'm sorry.
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roxas3785
Joined: Oct 9, 2007
everyone pack your bags the noobs are coming
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Posted: Jan 30, 2008 10:34 PM
Msg. 10 of 16
oh yea if you look in the leak he reskinned it to make it look like h3 AR but the crosshair is still the same
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Kiwi
Joined: Jan 19, 2007
Now you see him, soon you won't
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Posted: Jan 30, 2008 11:22 PM
Msg. 11 of 16
Kiwi will get into everything about this at another time.
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Rambo
Joined: Nov 21, 2006
Strive to be the best!
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Posted: Feb 1, 2008 03:00 AM
Msg. 12 of 16
RC2 now has barracks, mainly for Machinima and RP. Soon a cafe and latrine section will be added to the barracks, as well as an armory. Thanks to GRUNTS for the reinitialization of this feature and Malolo for the original barracks hallway and rooms! Edited by Rambo on Feb 1, 2008 at 03:01 AM
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Kiwi
Joined: Jan 19, 2007
Now you see him, soon you won't
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Posted: Feb 1, 2008 07:28 AM
Msg. 13 of 16
Alright, here Kiwi goes.
THe first thing that hit Kiwi was the ammo, only a single clip when you pick it up, this only works for the shotgun, don't apply it to everything else. There are 2 pistols, where the only difference is looks. Pick an assault rifle and go with it. Anti-armor sniper, no. Awful job with the textures. Dual wielding, another no. Take out the night and day system, night is too bloody dark to see in and the changes cause fps problems and forcing the player to have no vehicle respawn also kinda cripples any hope for long games, with the limited vehicle ammo. Take out the wasp and bulldog. Especially the wasp, since they can be used in oddball to take the player places they can't be reached. The intruder alert on the turrent takes too long to get to the point it can be heard and takes way too long to die down. Take out the outpost or whatever that are up high on the sides of the cliff where those turrets are. The underground part right now is mostly unnecessary except in Oddball it is extremely easy, again, to use this place. If you must keep the underground put a teleporter there. Mine layer, this gets a big no too, since it is possible to just completely fill the base with these or just stick it on the flag, there is a reason they didn't put mines in Halo. The box building addons to the icefields bases look bad, take'em off.
That's all Kiwi can think of at the moment. Edited by Kiwi on Feb 1, 2008 at 07:29 AM
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Pingvinz
Joined: Dec 4, 2007
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Posted: Feb 1, 2008 03:08 PM
Msg. 14 of 16
Get better sounds instead of coping Starcraft sounds. Edited by Pingvinz on Feb 1, 2008 at 03:13 PM
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Kiwi
Joined: Jan 19, 2007
Now you see him, soon you won't
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Posted: Feb 1, 2008 05:18 PM
Msg. 15 of 16
Quote: --- Original message by: Bluefire I liked the night and day feature it sorta givies a refreshing feeling
maybe just have the vehicles's weapons the wya they were (infinite ammo) still may need reload but infinite ammo The fact that the day and night feature forces you to have certain game types is a problem. Also the aforementioned fps problems. Kiwi thinks that the idea of limited ammo for vehicles is a very good idea, but you need vehicle respawn to make it work.
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Rambo
Joined: Nov 21, 2006
Strive to be the best!
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Posted: Feb 1, 2008 06:52 PM
Msg. 16 of 16
Quote: --- Original message by: KiwiQuote: --- Original message by: Bluefire I liked the night and day feature it sorta givies a refreshing feeling
maybe just have the vehicles's weapons the wya they were (infinite ammo) still may need reload but infinite ammo The fact that the day and night feature forces you to have certain game types is a problem. Also the aforementioned fps problems. Kiwi thinks that the idea of limited ammo for vehicles is a very good idea, but you need vehicle respawn to make it work. I'm trying to get the day/night system to not require vehicles to not have respawn. I need scripting help from HaloGuru or someone that knows what they are doing.
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