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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Whatever happened to....

Author Topic: Whatever happened to.... (26 messages, Page 1 of 1)
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Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Aug 12, 2008 11:09 AM    Msg. 1 of 26       
Robot Jones?

Not really.

A while back, (nov-dec '07) there was an idea about an AI-Less Multiplayer campaign.

Did it just get dropped or what? And are there people willing to keep on brainstorming about such a thing?


H Guru
Joined: Oct 15, 2006

EHSv3 Coming Soon!


Posted: Aug 12, 2008 11:11 AM    Msg. 2 of 26       
Quote: AI-Less Multiplayer campaign

What else could you possibly do in a campaign without AI?


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Aug 12, 2008 11:22 AM    Msg. 3 of 26       
Quote: --- Original message by: H Guru
Quote: AI-Less Multiplayer campaign

What else could you possibly do in a campaign without AI?


HAH! found it! The idea was pretty developed before the thread just dropped dead, actually.

http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=13688


And it ends with no one talking after the last post


Dragonmaster91
Joined: Jul 26, 2008

"Q, what nonsense is this?!"


Posted: Aug 12, 2008 02:21 PM    Msg. 4 of 26       
well, I looked at it. It was something about using the players as the ai.


Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: Aug 13, 2008 10:54 PM    Msg. 5 of 26       
so the players act as the AI? like left4dead? Sweet!


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Aug 15, 2008 11:30 PM    Msg. 6 of 26       
SWEET! doesn't get another mapper team on it, sadly -.-


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Aug 17, 2008 09:05 PM    Msg. 7 of 26       
because i dont think you can script people to spawn deeper in a map.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Aug 18, 2008 12:33 AM    Msg. 8 of 26       
Quote: --- Original message by: Donut
because i dont think you can script people to spawn deeper in a map.


You can't control spawning, but if there's trigger volumes at every possible spawn point then surely you can teleport the players. They will teleport so quickly it'll appear as if they spawned at the teleporting destination. Variables can be set to true every time an area of the map has been completed, and every time the players spawn in the trigger volumes, these variables can determine where the players will be teleported to.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 18, 2008 02:07 AM    Msg. 9 of 26       
so in other words, it might not be all that simple, but its possible. that would be neat, if players assumed the role of AIs. obviously multiplayer.

for realstic issues, involving limited coding, one would have to set up a battle between soldiers, being a UNSC conflict, no covenant. because it makes no sence for spartans to fight. and covenant would therefor not fit in (because each team can't be different players, and there can't be any AI...)

so is it possible? we will need a storyline. or you guys will : P

edit:

with some reading, it turns out possible. with players against players. i have alot of specific ideas. but its not simple, and not ALL of it may be possible...
Edited by FoxtrotZero on Aug 18, 2008 at 02:16 AM


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Aug 18, 2008 10:52 PM    Msg. 10 of 26       
Quote: --- Original message by: Donut
because i dont think you can script people to spawn deeper in a map.


Where's Kirby when you need him?


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 19, 2008 11:29 AM    Msg. 11 of 26       
i say now that i know nothing of scripting or modeling.

but i have designs. ideas. balancing. even slightly tipping odds to make it just a little harder.

it is a big effort, though, and we will need alot of dedicatd people. perhaps i'll learn something along the way.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 20, 2008 12:45 AM    Msg. 12 of 26       
i never put myself in charge. i don't know whos running the show here. i can't model or script. what i have may be long and descriptive, but they are just ideas. nothing confirmed. who ever is going to command this is going to call the shots, i would assume, and i just want to insert my creative input.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 21, 2008 12:15 PM    Msg. 13 of 26       
thank you.

i accept your apology.

i would probally learn something along the way, but i have actually learned habits i have. if i were to help, there is a good chance i might subtly try to take over. so i am afraid i can't. furthermore with literally NO Experience i don't want to take a shot at screwing something important of.

no, i think my first project is going to be a warthog variant.


Dragonmaster91
Joined: Jul 26, 2008

"Q, what nonsense is this?!"


Posted: Aug 23, 2008 05:19 PM    Msg. 14 of 26       
would not mind being in the beta test team, obviously your gonna need one, and I cant handle anything else, I like foxtrot quit on map MAKING for now.

my xfire is: Dragonmaster91

it will say my name is exactly this: ?? ??

my nickname will either be this: {COD}Dragonmaster91
or: {ADC91}Dragonmaster91


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 23, 2008 08:01 PM    Msg. 15 of 26       
Ah, Beta Testing. I could help with that, though my spare time might be a little more limited once school starts soon.

I will test the maps as well, so that way i can still help.

Contact my at Xfire Foxtrotzero


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Aug 24, 2008 04:33 PM    Msg. 16 of 26       
Seeing as how we have a few people ready to help , I would like to offer my own two cents.

My Opinion:
We shouldn't be discussing doing beta testing until we have an alpha. Just throwing that idea out there.

Common sense:
Before we begin modelling we need to prove the concept. Find out our limitations. What is and is not possible, scripting wise and such.

I am learning 3ds Max right now and will likely be able to do some rough objects by the time mapping begins.

Such an ai- less campaign should be in hallways and such, making progression obvious. (or at least early versions of it)


The steps for doing this mod I recommend:

1: Prove the concept
should solve the following- Can Teleports change spawning as players progress/regresses?
Idea for such a map would be a modded blood gulch and the further away from his base a person dies, the further away he spawns (check points, per se)
Can Users change bipeds when spawning Without bump possession always enabled?
Can we limit the number of Bad guys/good guys? say 2 good guys vs 4 bad

After that the team can start doing the real work. (each person given different tasks)

2: Drawing up story line and how we can implement such a story line with multiple players so the map does the story line

3. (do at same time as two, at least in pre-alpha stage) What should the map's layout be?
Part 1: Drawings and size decided.
Part 2: Checkpoints(?) and spawn points in selected drawings.
Part 3: Weapons. Where should we place them in the map?

4. What should the map look like? (Textures, night time/daytime, etc)

5. Modeling and Serious scripting.
Part One: How can we implement the proof of concept with a map?
Part Two: Beta Testing begins
Part Three: Is the Working script in maximum efficiency?
Part Four: Bugs fixed
6. Release.

Feel free to critique these steps if you want.

I don't want to sound like I am being snobby but I feel that we should at least have a rough schedule.
Edited by Dwood on Aug 24, 2008 at 04:35 PM
Edited by Dwood on Aug 24, 2008 at 04:43 PM


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Aug 25, 2008 03:15 PM    Msg. 17 of 26       
Yeah. I'll help when I can
Edited by Dwood on Apr 16, 2011 at 06:08 PM


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 25, 2008 05:42 PM    Msg. 18 of 26       
i had a large long storyline and map design idea in the thread where the AIless campaign idea originally started, on the (last?) page.

i can't do much, but being not a complete idiot, i know that there IS a limit on how many triangles/polygons can be in a level before problems occur, and my idea might be a little steep on those numbers...

however i receintly had an idea. how about, to begin with, we retrofit the EXISTING Campaign maps to work like this. it would allow for unique gameplay of the original campaign.

what we would probally do, in this theoretical case, is rip open the map, take out the model for the map, place things back in, edit it to our needs, and then its as so. obviously not as simple as i make it sound but thats in a nutshell.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 25, 2008 07:45 PM    Msg. 19 of 26       
yeah, i suppose im in. i will try to get as involved as possible.

well i think the first step might be to find out how we are going to implement the Human players.

for some reason, i don't think there should be four master cheifs. i think that we should place them as marines. except, make them ODSTs.

i came up with an idea for the ODST command which explains some of the Spartan type abilities they have. its all in their suit, really.

i think it should be ODSTs for that anynomus rarely talks, is behind a mask feeling. or we can have them talk as much as you want, and put on voice maskers for them. thats what i WOULD do, but what do YOU guys think?


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Aug 25, 2008 09:42 PM    Msg. 20 of 26       
Thing is with retro fitting the old maps don't load properly for everyone. You will see this if you play one of the Halo MP versions of the SP CE maps. We need to do each map so that everyone has every part loaded, and the maps like what we want to do will need the loading mechanism removed so the entire map is loaded at one time.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Aug 26, 2008 04:44 PM    Msg. 21 of 26       
Yeah we can fix that bsp problem but I don't think we need anything drastic like that. I shall discuss this when you get your Halo CE updated.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 26, 2008 09:05 PM    Msg. 22 of 26       
i think that the choice of what the enemy team IS is a point of progression in the level. It would start out soft. in the begenning they are grunts with no more than plasma pistols and grenades. and it continues. i hae a whole layout or this, but i will type it another time.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Aug 27, 2008 02:27 PM    Msg. 23 of 26       
Maybe we should be posting in the actual AI thread?

edit: AI-less. That way we might actually get more people to help out.
Edited by Dwood on Aug 27, 2008 at 02:28 PM


Dragonmaster91
Joined: Jul 26, 2008

"Q, what nonsense is this?!"


Posted: Aug 28, 2008 11:29 AM    Msg. 24 of 26       


AHS_SONIC
Joined: Dec 9, 2006

mmm toasty


Posted: Aug 29, 2008 01:47 AM    Msg. 25 of 26       
Quote: --- Original message by: H Guru
Quote: AI-Less Multiplayer campaign

What else could you possibly do in a campaign without AI?


seriously


Dragonmaster91
Joined: Jul 26, 2008

"Q, what nonsense is this?!"


Posted: Aug 29, 2008 07:26 AM    Msg. 26 of 26       
hah, I posted the last page. well you should check that link and go to the first page.

 

 
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