
Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Dec 12, 2008 08:40 PM
Msg. 1 of 23
I've started off with a brand new map, one based in Battle Creek and Blood Gulch. Download link is: http://www.mediafire.com/download.php?x3gwzzmyxzqWhat I want to know is what I should improve on, because I already know I failed at making the Blood Gulch part have a great big battle. I will have to completely remake that. But I'm not sure what other people think, so have at it, and once you are done, give me criticism. By the way, its a single player map. To start up, type in map_name flooderadicationalphap1 PS: Comments such as "You suck" and "Epic Fail" ARE WELCOME as long as a reason is provided. Now for some screenshots :)     I think that's enough. Edited by Gamma927 on Dec 12, 2008 at 09:20 PM
|
|
|

iTails
Joined: Nov 26, 2008
The lot of idiots on this forum are veterans
|
Posted: Dec 12, 2008 08:47 PM
Msg. 2 of 23
Download doesn't work.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Dec 12, 2008 08:54 PM
Msg. 3 of 23
Quote: --- Original message by: iTails Download doesn't work. It doesn't? I just attempted to download it, and it works. Also, going to get screenies now :D. Edited by Gamma927 on Dec 12, 2008 at 08:55 PMEdited by Gamma927 on Dec 12, 2008 at 08:56 PM
|
|
|

Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
|
Posted: Dec 12, 2008 11:04 PM
Msg. 4 of 23
Nice....wait! You can combine BG and Battle Creek? How can you do that? I mean like place a teleporter to another map?
I like the custom Marine armor. Looks like the map is going to be great. I'll download it as soon as I return from vacation.
|
|
|

Advancebo
Joined: Jan 14, 2008
|
Posted: Dec 12, 2008 11:09 PM
Msg. 5 of 23
YOU FAIL for not giving credit to creators of tags
|
|
|

Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
|
Posted: Dec 12, 2008 11:14 PM
Msg. 6 of 23
cmt's smg and icee's pistol. there we go, problem solved
|
|
|

CLS_GRUNT
Joined: Jan 21, 2007
Old
|
Posted: Dec 12, 2008 11:17 PM
Msg. 7 of 23
Default maps are boring, mod something else.
|
|
|

ODX
Joined: Jul 26, 2007
A rare sight, indeed.
|
Posted: Dec 12, 2008 11:20 PM
Msg. 8 of 23
Quote: --- Original message by: Donut cmt's smg and icee's pistol. there we go, problem solved You forgot Bungie's Flamethrower, and Leet's pistol animations. :P
|
|
|

Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
|
Posted: Dec 12, 2008 11:22 PM
Msg. 9 of 23
My question stiill is unanswered.
Don't forget Bungie's textures and BSPs!
|
|
|

ODX
Joined: Jul 26, 2007
A rare sight, indeed.
|
Posted: Dec 12, 2008 11:32 PM
Msg. 10 of 23
Quote: --- Original message by: Polamee Don't forget Bungie's textures and BSPs! We were talking about weapons. Unless you made the BSP a weapon now...and still walkable on :O
|
|
|

iTails
Joined: Nov 26, 2008
The lot of idiots on this forum are veterans
|
Posted: Dec 12, 2008 11:35 PM
Msg. 11 of 23
Quote: --- Original message by: ODXQuote: --- Original message by: Polamee Don't forget Bungie's textures and BSPs! We were talking about weapons. Unless you made the BSP a weapon now...and still walkable on :O LIES! HE IS USING SENTINEL PHYSICS!
|
|
|

iTails
Joined: Nov 26, 2008
The lot of idiots on this forum are veterans
|
Posted: Dec 13, 2008 12:00 AM
Msg. 12 of 23
Quote: --- Original message by: Recycle Bin looks cool
and none of you are to talk about what is and isn't his last time i checked Halo CE isn't yours Its not his either. So whats there to argue?
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Dec 13, 2008 12:14 AM
Msg. 13 of 23
Quote: --- Original message by: Advancebo YOU FAIL for not giving credit to creators of tags In readme. I don't think I made anything... So I will give credit to everyone again. Sorry, I was away, so I couldn't respond. Credit goes to HDoan for the marine bipeds Credit goes to CMT for the brutes, SMG, MA5K Credit goes to Bungie for the BSPs, flamethrower, and shotgun Credit goes to Kirby_422 for his random script package Credit goes to ICEE for the magnum and assault rifle Credit goes to Leet for making the pistol animations Credit goes to Advancebo for reminding me to give credit Credit goes to Hugeass, Extinction, and Coldsnap for providing me with many tags Credit goes to many other maps for providing me tags (sorry if you didn't want me to rip them) Credit goes to everyone who answered my questions Credit goes to everyone who tried to answer my questions Credit goes to everyone who glanced at my threads Credit goes to everyone who ignored my threads Credit goes to... uhh.... EVERYONE!!! Oh, and Polamee, to answer your question, I put two different scenarios into one. Then I put a teleporter, and a trigger volume around it to teleport the objects within. Add me on Xfire and I'll tell you. Oh, and thanks for your AI tutorial that I read like 5 months ago. Quote: --- Original message by: Eddy
It's so epic that you should set up your own system of map protection and keep it from the public so we don't steal what's so obviously yours. Edited by Eddy on Dec 12, 2008 at 11:36 PM It's not mine. I admit that. Edited by Gamma927 on Dec 13, 2008 at 12:27 AM
|
|
|

iTails
Joined: Nov 26, 2008
The lot of idiots on this forum are veterans
|
Posted: Dec 13, 2008 12:19 AM
Msg. 14 of 23
Quote: --- Original message by: Gamma927Quote: --- Original message by: Advancebo YOU FAIL for not giving credit to creators of tags In readme. I don't think I made anything... So I will give credit to everyone again. Sorry, I was away, so I couldn't respond. Credit goes to HDoan for the marine bipeds Credit goes to CMT for the brutes, SMG, MA5K Credit goes to ICEE for the magnum and assault rifle Credit goes to the person who made the pistol animations for making the pistol animations Credit goes to Advancebo for reminding me to give credit Credit goes to Hugeass, Extinction, and Coldsnap for providing me with many tags Credit goes to many other maps for providing me tags (sorry if you didn't want me to rip them) Credit goes to everyone who answered my questions Credit goes to everyone who tried to answer my questions Credit goes to everyone who glanced at my threads Credit goes to everyone who ignored my threads Credit goes to... uhh.... EVERYONE!!!Oh, and Polamee, to answer your question, I put two different scenarios into one. Then I put a teleporter, and a trigger volume around it to teleport the objects within. Add me on Xfire and I'll tell you. Oh, and thanks for your AI tutorial that I read like 5 months ago. Edited by Gamma927 on Dec 13, 2008 at 12:18 AM w00t, I made a map right where I put it in BOLD
|
|
|

gruntfromhalo
Joined: Nov 21, 2007
actual loli
|
Posted: Dec 13, 2008 12:30 AM
Msg. 15 of 23
This map was actually fairly fun. It needs custscenes and a storyline majorly. Also in the first part the tank launcher has to go, as it was a pain because I killed myself with it so much. The difficulty of the first part was not too hard, which is a problem with most SP maps. I only really died on the last part where you fight hunters. Then the bloodgulch part... does need work. The warthog needs to be slowed down a little, as the way it is it flips too easy.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Dec 13, 2008 12:55 AM
Msg. 16 of 23
Yea... I need help making cutscenes. The one at the beginning was a pitiful attempt at a cutscene, and the story I will add after I finish the map. I will remove the tank launcher, because I too killed myself a lot. I keep forgetting to slow down the hog, and I am working on it right now. Does anyone have any ideas how to make the BG part?
|
|
|

Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
|
Posted: Dec 13, 2008 05:24 AM
Msg. 17 of 23
What tutorial?
Oh, the one I uploaded very long ago. I forgot about that.
I haven't played the map yet, because I'm typing this from a laptop thousands of miles away from my house....
Anyway, I had an idea for a Blood Gulch Sp level, but didn't have to time to create it, so here's the idea:
You start in red base. No vehicles. You have to battle your way through a horde of Covenant and Flood to reach the Blue Base. At Blue Base, you find controls to unlock a previously locked door to the caves, where you are supposed to kill Flood and reach an object that you're supposed to find and complete the level.
Never actually considered what the object was, perhaps an oddball (like in Mission BC).
Anyway, my Xfire is 'polamee'. What's yours?
|
|
|

gruntfromhalo
Joined: Nov 21, 2007
actual loli
|
Posted: Dec 13, 2008 09:47 AM
Msg. 18 of 23
Quote: --- Original message by: Gamma927 Yea... I need help making cutscenes. The one at the beginning was a pitiful attempt at a cutscene, and the story I will add after I finish the map. I will remove the tank launcher, because I too killed myself a lot. I keep forgetting to slow down the hog, and I am working on it right now. Does anyone have any ideas how to make the BG part? Oh, the beggining cutscene didn't really play for me or something... Lemme find a link to a nice tutorial... Ok, here is what I found: http://hce.halomaps.org/index.cfm?fid=1257 http://hce.halomaps.org/index.cfm?fid=2231. I've only tried the second one before, and it is very good. For the bloodgulch part, maybe you could have it so, instead of just blocking off paths, making you go through the battle multiple times. Maybe a first objective (the second tutorial tells you how to set those objective markers that show in CTF and stuff like that) would be to go to the caves. Then you fight to the open part of the caves, and maybe a boss battle there. Then you continue through the caves to the enemy's base. It would also be a nice place for a boss battle. Then maybe have you go up to the cliffs, and snipe for a bit (you could use the "object_create" script to force the player to snipe, then use "object_delete" to delete the barriers when he is done). You could have a countdown timer to indicate the amount of time you need to snipe ( (hud_set_timer_time minutes seconds) (hud_set_timer_warning_time minutes seconds) (hud_set_timer_position 0 0 bottom_right) (show_hud_timer true) . Then maybe a vehicle chase or something that would take up the whole gulch.
|
|
|

SiMuLaCrUm
Joined: Oct 25, 2006
too digital
|
Posted: Dec 13, 2008 09:52 AM
Msg. 19 of 23
Quote: --- Original message by: Donut cmt's smg and icee's pistol. there we go, problem solved Those pistol animations were released a while back.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Dec 13, 2008 10:22 AM
Msg. 20 of 23
Quote: --- Original message by: SiMuLaCrUmQuote: --- Original message by: Donut cmt's smg and icee's pistol. there we go, problem solved Those pistol animations were released a while back. That's not the point, is it? Oh, and @ Polamee, my xfire is gamma927. I think I already added you. Now, both ideas are really good, but my problem is having a huge amount of people spawn in the middle, at the same time, without lag. So what I was thinking of doing, was having a drive through the Blood Gulch part, from Red base to Blue. Now, however, my idea did not work. I suppose I could combine both ideas, and have this: Start at Red base, fight your way to Blue base, caves are blocked. In Blue base, you have to clear out the base, and then head back to Red base to defend a crashed Pelican dropship. After that is done, the door blocking the caves is unlocked, and you must go in to fight some big scary thing, and then take the teleporter to my second map when it's done.
|
|
|

gruntfromhalo
Joined: Nov 21, 2007
actual loli
|
Posted: Dec 13, 2008 10:44 AM
Msg. 21 of 23
Sounds good. To get there to be less lag, spawn the AI only when you need them; use the ai_place (or something of that sort) command to spawn an encounter of AI. So, you can spawn the base AI and the cave AI only when you need to. There also is an AI remove command (forgot it at the moment) to remove an AI encounter.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Dec 13, 2008 10:45 AM
Msg. 22 of 23
Yes, but I have to spawn all the people in the middle of the map at the same time as everybody else, otherwise the player will see them appearing out of nowhere
|
|
|

gruntfromhalo
Joined: Nov 21, 2007
actual loli
|
Posted: Dec 13, 2008 10:53 AM
Msg. 23 of 23
Quote: --- Original message by: Gamma927 Yes, but I have to spawn all the people in the middle of the map at the same time as everybody else, otherwise the player will see them appearing out of nowhere You could un-perminatly remove them while the player is in the base, and in the caves. Then, when the walk out of the caves or base, they spawn again.
|
|
|