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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Poll: Which five maps have pushed the absolute limit of Halo CE?

Author Topic: Poll: Which five maps have pushed the absolute limit of Halo CE? (22 messages, Page 1 of 1)
Moderators: Dennis

Mysterion
Joined: Aug 9, 2008

Nice shot, but too bad your @$$ just got SACKED!!!


Posted: Nov 6, 2008 02:39 PM    Msg. 1 of 22       
Starting with the number 1 being the greatest...


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Nov 6, 2008 09:57 PM    Msg. 2 of 22       
What do you mean? In what aspect? Such as creativity?


Advancebo
Joined: Jan 14, 2008


Posted: Nov 6, 2008 10:00 PM    Msg. 3 of 22       
Maybe Spv1/Spv2 or Valkryie RC2


delta49
Joined: Jan 23, 2007

I don't always make shaders..


Posted: Nov 6, 2008 10:16 PM    Msg. 4 of 22       
Mystic


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Nov 7, 2008 08:00 PM    Msg. 5 of 22       
Cold Snap ranks up there somewhere for an interesting combat style, and Snow Grove is also great because it is well made.

I would have to say
# 1 Snow Grove
# 2 Coldsnap


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Nov 7, 2008 08:21 PM    Msg. 6 of 22       
I think he means pushing the game system to it's limits, so the map can just barely function without extreme lag.


HDoan
Joined: Feb 19, 2007

"'Tis only happens to them Asians" - ODX 2008


Posted: Nov 7, 2008 08:22 PM    Msg. 7 of 22       
Quote: --- Original message by: FoxtrotZero
Cold Snap ranks up there somewhere for an interesting combat style, and Snow Grove is also great because it is well made.

I would have to say
# 1 Snow Grove
# 2 Coldsnap

Those two maps havn't pushed any limits. Church and Valkyrie are deffinetly for the currently released list.


Corvette19
Joined: Feb 27, 2007


Posted: Nov 7, 2008 10:04 PM    Msg. 8 of 22       


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Nov 8, 2008 02:56 AM    Msg. 9 of 22       
Well i based mine on how good i think they are.


gruntfromhalo
Joined: Nov 21, 2007

actual loli


Posted: Nov 8, 2008 02:30 PM    Msg. 10 of 22       
Church. Totally.


gmax5
Joined: Dec 7, 2006

ED, EDD, N, EDDY FOR THE WORLD!!!!!!!!!


Posted: Nov 8, 2008 03:12 PM    Msg. 11 of 22       
to me, Extinction lags and somewhat sucks

However,

Church lags but somewhat rocks


Evil 5partan
Joined: Sep 3, 2006

www.nitroxstudios.tk


Posted: Nov 9, 2008 03:22 AM    Msg. 12 of 22       
Church for sure. Chronopolis for best city-recreation. But I'm working on something that will beat chronopolis at that. It will take a while though. >:[


HDoan
Joined: Feb 19, 2007

"'Tis only happens to them Asians" - ODX 2008


Posted: Nov 9, 2008 03:30 AM    Msg. 13 of 22       
Quote: --- Original message by: Destroyer
i know extinction sucks, but ender pushed the amount of vehicles he put in so..

With a simple script that almost everyone knows about.. Sure pushing the limit of the halo engine alright, expecially when theres maps that push the limit graphically to look better thna a 5 year old game like Church.


bobbysoon
Joined: Feb 1, 2007


Posted: Nov 9, 2008 03:49 AM    Msg. 14 of 22       
Coldsnap has the pelican pickup thing, right? Thats what I heard. Park in the right place, and a hog is attached? Thats pushing the limit, right? Doing something thought to be not possible?
If it's true, then Coldsnap qualifies, imo, though ugly it is.


black doom
Joined: Oct 4, 2008

we will never stop, we can win the "impossible"


Posted: Nov 9, 2008 06:17 AM    Msg. 15 of 22       
Quote: --- Original message by: bobbysoon
Coldsnap has the pelican pickup thing, right? Thats what I heard. Park in the right place, and a hog is attached? Thats pushing the limit, right? Doing something thought to be not possible?
If it's true, then Coldsnap qualifies, imo, though ugly it is.


you drive hog/tank/ghost into a landing pad (where pelican spawns) press q to pick it up. all it does is object attach in a trigger volume i think.


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Nov 9, 2008 07:26 AM    Msg. 16 of 22       
1.CMT's SPv2
2. CMT's Spv1
3. Extinction
4. Coldsnap
5. The Great Battle of Asis (for the brutes and ranger elites)


Mysterion
Joined: Aug 9, 2008

Nice shot, but too bad your @$$ just got SACKED!!!


Posted: Nov 10, 2008 02:30 PM    Msg. 17 of 22       
1.CMT's SPv2
2. CMT's Spv1

Which SP maps?


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Nov 10, 2008 04:49 PM    Msg. 18 of 22       
Blood gulch.


megahalofan12
Joined: May 21, 2008

Xbox Live/Xfire is: matthewdratt


Posted: Nov 10, 2008 05:19 PM    Msg. 19 of 22       
Quote: --- Original message by: Officer egg
Blood gulch.


XD

CMT SPv2
Extinction


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Nov 10, 2008 05:38 PM    Msg. 20 of 22       


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Nov 10, 2008 09:17 PM    Msg. 21 of 22       
Somehow RPG_Beta5 manages to push some limits off as for the amount of playable space but MOSTLY for the creation of new glitches that allow you to CD Key ban someone off gamespy using proper settings... haha!


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Nov 10, 2008 09:35 PM    Msg. 22 of 22       
Quote: --- Original message by: bobbysoon
Coldsnap has the pelican pickup thing, right? Thats what I heard. Park in the right place, and a hog is attached? Thats pushing the limit, right? Doing something thought to be not possible?
If it's true, then Coldsnap qualifies, imo, though ugly it is.


Yes. You can drive a warthog, scorpiod, or ghost under the pelican's tail, and the driver can pick it up with Q. I think it can only be done on the landing pad, though, and though it is rather effective, it is ugly. It never stays under the pelican, and when moving (those things have HORRIBLE handling. someone needs to fix it. they don't even go where you tell them to...) the vehicle lags behind in mid air dramatically, snapping forward a bit when it gets too far, like its attached on an elastic rope... (but without the breaky snappy rippy)

 

 
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