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Author Topic: Extinction2 WIP official thread (1553 messages, Page 14 of 45)
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Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 7, 2008 03:48 PM    Msg. 456 of 1553       
Quote: --- Original message by: jazz
no cuzz i search for the night swicht and he remove it sorry

It is not removed.

Here is an easy way to kill it:

NUKE IT.

And what exactly is with the spawn points?

And please be more descriptive with the teleports.

Hippos? Right. I'll remove those. I was going to see how you felt of them.

I haven't placed any more air vehicles in the hangar. I will.

I tried CTF, too. I have no idea wtf goes on then. Its wierd.

Quote:
1. Make map night. Maybe.
2. LET IT SNOW. Is there a tutorial for that?
3. Let there be fog.Oh yes. There will be fog.
4. Remove the spikes in the cave.Hm...maybe.
5. Fix the teleporters. They work fine for me, what is wrong?
6. Move the new AA gun forward towards the PoA more. Why?
7. More trees. Lags too much.
8. BIGGER trees. 0_o You want them BIGGER?
9. REMOVE THE HIPPO FOR GODS SAKE. It seriously blows. It's a horrible attempt at a remake of the scorpion. A phailed attempt.See above.
10. More GOOD vehicles. Like jets and stuff. NO HIPPOS All the jets blow. Seriously, I have tried a LOT to make them better.
11. More air vehicles INSIDE the hangar.Will do. Was going to do anyways.
12. Flip the tanks by the CRASHED pelicans so it looks like they crashed. The old way I felt was unnessesary.
13. Remove the teleporter TO the ship from the crash site. Then how are pople going to get there?
14. Reduce the gravity so you don't fly for a second when you walk up a hill.What? There is a gravity option? :P I'll find it.
15. Make it to the Sepherath doesn't hover so easily.I will test...


Any other problems?


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 7, 2008 04:03 PM    Msg. 457 of 1553       
Quote: --- Original message by: jazz
ok illo explain more descriptive about the teleporters

ok when you go on anyone of the covenant teleporters INSIDE the covenant capital ship

they get OUTSIDE for only 1sec and they bring you back inside that make me angry and

what about the covenant hangar ?? from the truth and reconciliation??

That is because you are going fast...

There is nothing wrong with them...

Anyway, I am thinking of putting these in:

http://hce.halomaps.org/index.cfm?fid=2024

The author says they are an equivalent to the banshee, I'll check them out.


Advancebo
Joined: Jan 14, 2008


Posted: Aug 7, 2008 04:12 PM    Msg. 458 of 1553       
no one has made a public hornet tag. also i hope he knows how to attach an animation to a function


Advancebo
Joined: Jan 14, 2008


Posted: Aug 7, 2008 04:40 PM    Msg. 459 of 1553       
its probaly the hornet model from halomaps with banshee animations and collision


bobbysoon
Joined: Feb 1, 2007


Posted: Aug 7, 2008 04:40 PM    Msg. 460 of 1553       
What's the problem with the Hippo? Maybe I can fix it

[Edit]
Quote: --- Original message by: Advancebo
its probaly the hornet model from halomaps with banshee animations and collision


I fixed it's physics, kinda. I think it might still fly funny, though. It's on my to-do list again
Edited by bobbysoon on Aug 7, 2008 at 04:42 PM


bobbysoon
Joined: Feb 1, 2007


Posted: Aug 7, 2008 04:43 PM    Msg. 461 of 1553       
Quote: --- Original message by: HALO da cool
ok make it so that hatch opens and different fire than tanks.

You talkin to me? About the Hippo?


Advancebo
Joined: Jan 14, 2008


Posted: Aug 7, 2008 04:43 PM    Msg. 462 of 1553       
well u cant animate the hatch, cuz the whole glass is one model. the model is unanimatable


bobbysoon
Joined: Feb 1, 2007


Posted: Aug 7, 2008 04:45 PM    Msg. 463 of 1553       
Quote: --- Original message by: HALO da cool
yes. can you please do that?
Yup. I'll add that to my to-do list: Hippo's hatch & weapon(s)


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 7, 2008 05:25 PM    Msg. 464 of 1553       
Did anyone notice the mongooses i placed?


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 7, 2008 05:56 PM    Msg. 465 of 1553       
Quote: --- Original message by: HALO da cool
mongooses? nope none in their

They are there.

They are in the far corners of the map.


K Kash05
Joined: Sep 5, 2007

I'm a great speller but a horrible typer


Posted: Aug 7, 2008 07:23 PM    Msg. 466 of 1553       
Quote: --- Original message by: Officer egg

Quote:
1. Make map night. Maybe. Ok.
2. LET IT SNOW. Is there a tutorial for that? CMT Snow Grove has it, Im sure theres a tut somewhere.
3. Let there be fog.Oh yes. There will be fog. Ok.
4. Remove the spikes in the cave.Hm...maybe. Please. vehicles can't get through :(
5. Fix the teleporters. They work fine for me, what is wrong? Some of them lead to random places. One of them leads to the two pridges by the aa gun and makes me fall and die.
6. Move the new AA gun forward towards the PoA more. Why? To far back
7. More trees. Lags too much. Mmmk.
8. BIGGER trees. 0_o You want them BIGGER? Thats and spread them around more. Don't have clumps here and there. Looks ugly.
9. REMOVE THE HIPPO FOR GODS SAKE. It seriously blows. It's a horrible attempt at a remake of the scorpion. A phailed attempt.See above. THANK YOU
10. More GOOD vehicles. Like jets and stuff. NO HIPPOS All the jets blow. Seriously, I have tried a LOT to make them better. Have some other air vehicles besides the Longsword and the pelican then ^^
11. More air vehicles INSIDE the hangar.Will do. Was going to do anyways. Great.
12. Flip the tanks by the CRASHED pelicans so it looks like they crashed. The old way I felt was unnessesary. Spread the tank around then.
13. Remove the teleporter TO the ship from the crash site. Then how are pople going to get there? Pickup by pelicans. Makes it too easy for the opposing team to get inside the base.
14. Reduce the gravity so you don't fly for a second when you walk up a hill.What? There is a gravity option? :P I'll find it. I'm not sure if there is, but I hate it how when you walk up a hill i lauches me into the air for a second. Too k me an hour to get in the sepherath.
15. Make it to the Sepherath doesn't hover so easily.I will test... Please do.


Any other problems?


Small suggestion to. Bring back a SMALL armory, so the weapons aren't spread out everywhere. Make the armory part of the hangar to.

And Halo, HELL NO. Those things blow. Just another remake of the scorpion.
Edited by K Kash05 on Aug 7, 2008 at 07:24 PM


JACK SPARROW
Joined: Feb 18, 2008


Posted: Aug 7, 2008 07:38 PM    Msg. 467 of 1553       
i found the mongooses with switchblade and we had alot of fun but u need to move the scarab its to far from the latter i had to use super jump lol


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Aug 7, 2008 07:46 PM    Msg. 468 of 1553       
notes from beta testing...
1- nice mongooses although the breaks need adjustment, the passenger seat needs the availibilty of turning a full 180 in combat(rushing head on at the enemy with the passenger fireing is not a good thing, and the ctrl for the mongoose needs another function other than making it glow blue
2- gun turret on the missile/machine gun turret still sucks
3- nice gauss turret riffle but needs more ammo [i kept running out at the worst possible times]
4- not all biped teles are functional due to walking speed[i walked through the tele, bounced off a wall and back through the same tele... this caused an annoying loop]
5- vehicle teles do not support a gunner and driver in a warthog[no idea why...]
6- when sitting in the "gunner seat of heavy...[scarab]" you cant fire, melee, throw a ande, or even change weapons [this was very annoying when i was deffending the scarab ingame]
7- when using the covenant dropship [phantom?] i cant immidiately take off because it sits in the ground and doesnt support the "hold spacebar to move directly verticle" like the pelican
8- the seraph has really good breaks and stays hovering when not moving foreward, this is a problem because not only can you not outmanuver it with a fast vehicle, but you also now have a camper with infinite ammo and good manuverability
9- collision geometry on the pelican still needs adjustment [i can still get it anywhere in or out of the map]
10- automatic kill when under the map was a nice touch but caused a slow respawn
11- the tele exit for the warthogs is well placed and convenient but causes lag for warthogs when they reapear from the exit[also... major camping point for anyone with a seraph or a high powered riffle]
12- there were several areas where trees were needed but were not there[mostly around the ammo sights and guass riffle spawns] also several trees were starngely placed half in the bsp and half out[near vehicle spawns on the human side]
13- the secondary gun turret on the covie side was well placed both for defensive and for offensive... needs some sort of cover for people who are going for the tele to the gun... also can you please remove the teles to the empty platforms near the gun turrets or put some sort of structure up there[sniping post maybe... its better than the one on the cliffs above the covie side]


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 7, 2008 08:12 PM    Msg. 469 of 1553       
Quote: --- Original message by: Switchblade
notes from beta testing...

1- nice mongooses although the breaks need adjustment, the passenger seat needs the availibilty of turning a full 180 in combat(rushing head on at the enemy with the passenger fireing is not a good thing, and the ctrl for the mongoose needs another function other than making it glow blueUnderstood.

2- gun turret on the missile/machine gun turret still sucksHow about a rocket hog instead?

3- nice gauss turret riffle but needs more ammo [i kept running out at the worst possible times]Increase clip size? Will do.

4- not all biped teles are functional due to walking speed[i walked through the tele, bounced off a wall and back through the same tele... this caused an annoying loop]I shall fix speed.

5- vehicle teles do not support a gunner and driver in a warthog[no idea why...]Wierd. PM me specific details pl0x?

6- when sitting in the "gunner seat of heavy...[scarab]" you cant fire, melee, throw a ande, or even change weapons [this was very annoying when i was deffending the scarab ingame]I think that was in extinction. I will fix it, don't worry.

7- when using the covenant dropship [phantom?] i cant immidiately take off because it sits in the ground and doesnt support the "hold spacebar to move directly verticle" like the pelicanYeah, this was in extinction, too. It does support the spacebar, but you have to move forward a tad to make the phantomlift off.

8- the seraph has really good breaks and stays hovering when not moving foreward, this is a problem because not only can you not outmanuver it with a fast vehicle, but you also now have a camper with infinite ammo and good manuverabilityI will edit that. Thanks for alerting this to me. I thought it might result in camping, I was going to see if it would.

9- collision geometry on the pelican still needs adjustment [i can still get it anywhere in or out of the map]PM me the specifics.

10- automatic kill when under the map was a nice touch but caused a slow respawn
11- the tele exit for the warthogs is well placed and convenient but causes lag for warthogs when they reapear from the exit[also... major camping point for anyone with a seraph or a high powered riffle]I see. I'll try to fix.

12- there were several areas where trees were needed but were not there[mostly around the ammo sights and guass riffle spawns] also several trees were starngely placed half in the bsp and half out[near vehicle spawns on the human side]Maybe you could make a simple drawing that tells me where trees should be placed and moved. That would be helpful :P

13- the secondary gun turret on the covie side was well placed both for defensive and for offensive... needs some sort of cover for people who are going for the tele to the gun... also can you please remove the teles to the empty platforms near the gun turrets or put some sort of structure up there[sniping post maybe... its better than the one on the cliffs above the covie side]Thrre is supposed to be two turrets on each side, but they won't spawn..I think I'll just remove them completely.


k9colin
Joined: Mar 24, 2008

Piss Off I'm -BLAM!-ing


Posted: Aug 7, 2008 10:21 PM    Msg. 470 of 1553       
Yeah, about those spawns. A seraph spawns behind the aft section of the PoA. Also Banshee flying screwed up, more flying vehicles for human, and remove the still-in-air thing for seraph.


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 7, 2008 10:36 PM    Msg. 471 of 1553       
Quote: --- Original message by: k9colin
Yeah, about those spawns. A seraph spawns behind the aft section of the PoA. Also Banshee flying screwed up, more flying vehicles for human, and remove the still-in-air thing for seraph.

How would a serpah spawn at the end of the halcyon?


k9colin
Joined: Mar 24, 2008

Piss Off I'm -BLAM!-ing


Posted: Aug 7, 2008 10:40 PM    Msg. 472 of 1553       
Quote: --- Original message by: Officer egg
Quote: --- Original message by: k9colin
Yeah, about those spawns. A seraph spawns behind the aft section of the PoA. Also Banshee flying screwed up, more flying vehicles for human, and remove the still-in-air thing for seraph.

How would a serpah spawn at the end of the halcyon?

I have no idea but when I was flying around the back of the PoA in a seraph, I saw another one there near the engines. Weird.


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Aug 8, 2008 12:15 AM    Msg. 473 of 1553       
1- its called the lost spawn point... in making maps people often set spawn points only on one side of a map but sometimes that set spawn point is copyed and then tossed somewhere else in the map[most of the time the secondary spawn point is underground or just beyond the bsp limits
2- i have seen this seraph too... just leave it be... its another vehicle to use besides the two mongooses sitting near by
3- when this is completed can someone please set up a dedicated server?
4- could you please place a well marked tele at the bottom of the canyon... falling in there and having to suicide is quite annoying


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Aug 8, 2008 12:26 AM    Msg. 474 of 1553       
Quote: --- Original message by: Switchblade
1- its called the lost spawn point... in making maps people often set spawn points only on one side of a map but sometimes that set spawn point is copyed and then tossed somewhere else in the map[most of the time the secondary spawn point is underground or just beyond the bsp limits

uhm... if there are not adequate spawn points, halo will leave you at the origin of the map, aka the "frame" of the model and thats where your camera stays showing the message "waiting for space to clear." i would assume that is the "lost spawn point"


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 8, 2008 12:28 AM    Msg. 475 of 1553       
Quote: --- Original message by: Donut
Quote: --- Original message by: Switchblade
1- its called the lost spawn point... in making maps people often set spawn points only on one side of a map but sometimes that set spawn point is copyed and then tossed somewhere else in the map[most of the time the secondary spawn point is underground or just beyond the bsp limits

uhm... if there are not adequate spawn points, halo will leave you at the origin of the map, aka the "frame" of the model and thats where your camera stays showing the message "waiting for space to clear." i would assume that is the "lost spawn point"

Could that be why when you start CTF all you see is the sky?


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Aug 8, 2008 12:39 AM    Msg. 476 of 1553       
yes, thats definitely possible. try adding some spawn points and setting them to ctf only


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 8, 2008 12:41 AM    Msg. 477 of 1553       
Quote: --- Original message by: Donut
yes, thats definitely possible. try adding some spawn points and setting them to ctf only

Alright.

All my current spawn points are set to all games...

I need more anyway.

E: To those who were wondering where the night biped is, he is here:



Edited by Officer egg on Aug 8, 2008 at 01:22 AM


CrossFade
Joined: Jul 20, 2008

Karrde's awesome brother.


Posted: Aug 8, 2008 09:53 AM    Msg. 478 of 1553       
FIX THE FALL DAMAGE


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 8, 2008 12:54 PM    Msg. 479 of 1553       
Quote: --- Original message by: CrossFade
FIX THE FALL DAMAGE

There is fall damage?

I thought I turned it so that you don't have to worry...

And that rock is jutting out of a wall :P With the biped standing safely upon it.


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 8, 2008 04:00 PM    Msg. 480 of 1553       
Quote: --- Original message by: Destroyer
Quote: --- Original message by: Officer egg
Quote: --- Original message by: CrossFade
FIX THE FALL DAMAGE

There is fall damage?

I thought I turned it so that you don't have to worry...

And that rock is jutting out of a wall :P With the biped standing safely upon it.

wat is there a waterfall now?

Edited by Destroyer on Aug 8, 2008 at 01:02 PM

What? No waterfall.

Wait...what if I make a waterfall, and fill the trench with water, and not fog?


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Aug 8, 2008 04:09 PM    Msg. 481 of 1553       
1- thank you for the night bipeds location pic[i know where that is^_^]
2- water... sounds good but something needs to be done about people[like me] getting stuck in it[like i said before... tele maybe?]
3- there is no fall damage... he's refering to the stall time from when you hit the ground and then start moving[from crouch to standing then running] and as far as im concerned, it has fair timing


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 8, 2008 04:32 PM    Msg. 482 of 1553       
Quote: --- Original message by: Switchblade
1- thank you for the night bipeds location pic[i know where that is^_^]
2- water... sounds good but something needs to be done about people[like me] getting stuck in it[like i said before... tele maybe?]
3- there is no fall damage... he's refering to the stall time from when you hit the ground and then start moving[from crouch to standing then running] and as far as im concerned, it has fair timing

Water + Tele = Happy people jumping off cliffs.

Now, where to get a waterfall, and how to make water?


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 8, 2008 04:40 PM    Msg. 483 of 1553       
Quote: --- Original message by: Destroyer
Quote: --- Original message by: Officer egg
Quote: --- Original message by: Switchblade
1- thank you for the night bipeds location pic[i know where that is^_^]
2- water... sounds good but something needs to be done about people[like me] getting stuck in it[like i said before... tele maybe?]
3- there is no fall damage... he's refering to the stall time from when you hit the ground and then start moving[from crouch to standing then running] and as far as im concerned, it has fair timing

Water + trigger volume of death = Happy people jumping off cliffs.lol suicidal maniacs

Now, where to get a waterfall, and how to make water?

a30 has waterfalls (i think can't remember)

Trigger volume of death...just like coldsnap..

When people want to go swim, they die...brilliant...


JACK SPARROW
Joined: Feb 18, 2008


Posted: Aug 8, 2008 04:47 PM    Msg. 484 of 1553       
i founs the biped but i forgot to ask wear... i found a spot in the ooops almost said it


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 8, 2008 05:04 PM    Msg. 485 of 1553       
Quote: --- Original message by: HALO da cool
when i killed it it was still day! wtf?!

I have already told you. Ignorance is a trait I find highly unsatisfying.

It is not scripted yet.

And jack, what are you talking about?
Edited by Officer egg on Aug 8, 2008 at 05:05 PM


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 8, 2008 05:53 PM    Msg. 486 of 1553       
Quote: --- Original message by: HALO da cool
k srry you should just add a day and night feature on esc menu

That wouldn't be very healthy for gameplay...

In coldsnap, those who have it on day have an advantage. I don't want that to happen here.


bobbysoon
Joined: Feb 1, 2007


Posted: Aug 8, 2008 06:00 PM    Msg. 487 of 1553       


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 8, 2008 06:01 PM    Msg. 488 of 1553       
Quote: --- Original message by: bobbysoon
How about Kirby's Dynamic sun?
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=15263

Looks pretty awesome, how did he make that?!


JACK SPARROW
Joined: Feb 18, 2008


Posted: Aug 8, 2008 06:06 PM    Msg. 489 of 1553       
Quote: --- Original message by: Officer egg
Quote: --- Original message by: HALO da cool
when i killed it it was still day! wtf?!

I have already told you. Ignorance is a trait I find highly unsatisfying.

It is not scripted yet.

And jack, what are you talking about?
Edited by Officer egg on Aug 8, 2008 at 05:05 PM


the one for night and day i found it nice spot took me five trys (then i use dev)


bobbysoon
Joined: Feb 1, 2007


Posted: Aug 8, 2008 06:10 PM    Msg. 490 of 1553       
I think it's a scenery tag with an animated marker and a dynamic light attached to the marker

 
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