
Ninjadude
Joined: Jun 22, 2008
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Posted: Apr 14, 2009 07:22 AM
Msg. 1261 of 2972
@BP I'm sorry most of the Halo CE community hates you, but I like the work so far.
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Apr 14, 2009 09:02 AM
Msg. 1262 of 2972
Quote: --- Original message by: K3V1N23Quote: --- Original message by: Dr Pepper And 7up Inc WTF is that, that's ruining Halo! You fail. Beach you cant learn can you? Always gotta rip models dont you? Mabye combine this and that so itll look like you did the slightest ammount of work. Learn to model and not rip other peoples models. and remember! Quote: --- Original message by: Dr Pepper And 7up Inc You fail. Edited by K3V1N23 on Apr 14, 2009 at 12:42 AM Kindly get your a$$ out of my damn topic. Quote: --- Original message by: cybykillers will you just stop flaming his stuff? do u want a flood campaign or not I'm going to quote this and put out a warning, if this crap continues I'm going to lock this topic and stop work on the campaign, the people working on the campaign are sick to death of this crap. And I'm sick to death of this crap, 3 days in a row I've woken up to flames in one sense or another. If this continues, say goodbye to this topic, and goodbye to me working on this campaign.Quote: --- Original message by: bobbysoonQuote: Always gotta rip models dont you? Mabye combine this and that so itll look like you did the slightest ammount of work. Learn to model and not rip other peoples models if only you could understand how much work is involved in making these things. Modelling objects is just the beginning. All together, it's a huge undertaking to make a series of campaign maps. Halo would be the new Pong by the time the project was finished if everything were made from scratch, especially when made by a couple amateurs, as opposed to a team of career game designers. modelling, rigging, gbxmodel, bitmaps, shaders, collision, regions, permutations, LOD, animations, animations, more animations, tag tweaking & testing, populating & testing a series of maps, cutscenes, dialogs, scripting... theres probably a dozen things more i'm not thinking of that'd be involved in making something like this. Time saved modelling means a more thouroughly developed campaign besides, it'll be fun fighting along side them gnarly beasts :p Finally someone who can actually use his brain. If we were to make this entire campaign custom, it would take forever. Probably even longer than SpV2. Quote: --- Original message by: BeachParty clan oh right, bring back ripping stuff, didn't we go over this like, a long time ago? remember halo 2 rips were ok and whatever? i think some people still don't know what ripping is, they think with 1 press of a button it magically appears from 1 game into another, wich is just not true, same with scripts. but i'm not gonna argue about that again, several topics died of it, so think about it, as it's not worth it, especially not for me, to fuzz with kids between 12 and 14 years old, wich most of you are, about things you don't know crap about. don't even start about ripping, it's not that 3DXripper is magic pixie dust, go produce some good stuff if you think so and start your own topic. and to be clear, before DEEhunter comes and start talking random crap, using programs like ADI or Entity is NOT reverse engineering, you're just a scriptkiddy who likes to believe so. seriously, don't go over this again, it's just spam by now as you can see.
PM if you don't agree with anything that we already have been over with.
i see 2 groups forming: 1 handfull of people (i can count them, not that much) that want to have fun flaming me, just me, and another group that want to have fun playing this campaign.
anyways, i'll post my raw textures tommorow so we can see how we could be able to make them more floody like.
wow hardly 2 lines that i'm gonna do something tommorow and the rest is just frustration about kids way younger than me... where did it go so wrong? no that was a rethorical question. Just ignore the petty insults, he doesn't understand jack aboutt he gaming industry, let alone creating anything. As for the te3xtures, ok, hopefully we dont have anyone being a complete ignoramus when you post them.
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Apr 14, 2009 09:16 AM
Msg. 1263 of 2972
Quote: --- Original message by: bobbysoonQuote: Always gotta rip models dont you? Mabye combine this and that so itll look like you did the slightest ammount of work. Learn to model and not rip other peoples models if only you could understand how much work is involved in making these things. Modelling objects is just the beginning. All together, it's a huge undertaking to make a series of campaign maps. Halo would be the new Pong by the time the project was finished if everything were made from scratch, especially when made by a couple amateurs, as opposed to a team of career game designers. modelling, rigging, gbxmodel, bitmaps, shaders, collision, regions, permutations, LOD, animations, animations, more animations, tag tweaking & testing, populating & testing a series of maps, cutscenes, dialogs, scripting... theres probably a dozen things more i'm not thinking of that'd be involved in making something like this. Time saved modelling means a more thouroughly developed campaign besides, it'll be fun fighting along side them gnarly beasts :p This must have been the most intelligent post in this topic about this issue. This single pargraph is most likely worth more than pages and pages of critiscism and spam/flame before this. So, to all those people who are severly critiscising and flaming Lone Warrior, BeachParty, and the other campaign members, I hope that this post will make you open your eyes. I'm not saying that critiscm is bad; its just that you took it to an unreasonable extent. Edited by Polamee on Apr 14, 2009 at 09:20 AM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Apr 14, 2009 09:44 AM
Msg. 1264 of 2972
Quote: --- Original message by: Gamma927WAIT PEOPLE! Re-read BP's post. Quote: --- Original message by: BeachParty clan the model has nothing to do with this campaign, just the texture i'm trying to floodify. especially look at the left part of the pic, just to mention
I would like to get a poll started or whatever on what do you think is looking like flood: what things, markings etc. make you think it's belonging to the flood? Edited by BeachParty clan on Apr 13, 2009 at 05:19 PM He's only working on the texture... We will NOT be using the models. Those pictures are only to show off the textures. Do people read anymore?
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gamegodlazy
- Screenshot Guru -
Joined: Aug 17, 2006
Please pass the Panda Sauce to me
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Posted: Apr 14, 2009 10:23 AM
Msg. 1265 of 2972
yes we read the inportant stuff :P
or just the begin of the post :P
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k9colin
Joined: Mar 24, 2008
Piss Off I'm -BLAM!-ing
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Posted: Apr 14, 2009 02:18 PM
Msg. 1266 of 2972
The flaming has stopped. By George, I think we've got it!
Now, other than the new floodified skins, how goes the flood BSP, and what else is being worked on? Because of all the flames we haven't heard much about the rest of the campaign.
Enlighten me.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Apr 14, 2009 05:05 PM
Msg. 1267 of 2972
According to Lone Warrior, here's the level plan for d40:
This takes place during the initial infestation of the Pillar of Autumn. As you climb aboard through the airlocks, a small Covenant Spec-Ops detachment awaits you. After clearing them out, you push on, through the maintenance vents, and towards the bridge. Throughout this area, you meet little to no resistance at all, due to the fact that the Covenant aren't aware of the flood threat. Once you get to the bridge, you see a few Covenant extracting data from the Pillar of Autumn's computers (engineers maybe?). A cinematic cutscene ensues, with you and your allies taking control over the bridge. The camera then pans over to some area near engineering, where the second half of the flood assault team is. Since the area is clear, and presumed safe, they begin to build a proto-gravemind. Your next objective is to check the cryo-bays for any suitable hosts. Once you get there, you meet another small Covenant force. However, by now, the Covenant have realized the threat, and have called in reinforcements. When you enter the cryobay, a pair of hunters are waiting for you. With the help of your allies, you kill the hunters (through teamwork). In this area, you will not have access to any weapons that will harm the hunters. Only your allies can kill the hunters, and they have a pair of rocket launchers. You must distract the hunters, while waiting for your allies to kill them. Once the hunters are dead, you receive word that the proto-gravemind is under attack. As you rendezvous with the rest of the assault force, you clear the area of any Covenant. You are then instructed to secure the engine room, and repair it so that the ship can take off, and you can escape Halo. After clearing it from Covenant, a few former crewmen come in, and begin repairing the engines. You are then instructed to fall back to the proto-gravemind, and protect it from further attacks. As soon as you get there, Covenant Spec-Ops forces try to destroy the proto-gravemind, and clear out the engine room, so that the Flood cannot escape. After you clear out most of the covenant, a cinematic runs. You see Spartan-117 run in, kill the rest of the Covenant, and a few of your squad mates, and he shoots you a few times, and run inside to the engine room. The screen then fades to darkness. When you come back to life, you recieve word that he has destroyed the engines, and the Pillar of Autumn is about to be destroyed. You then must escape, and grab a Longsword-fighter docked in the hanger. By now, Covenant forces are closing in, and attempting to repair the engines. After taking a lift to the warthog bay, you see that John has already been through, and the area is littered with dead bodies. Then, you grab one of the warthogs, and drive it towards the Longsword area along with your allies. However, when you get near, in the open area where Foehammer gets shot down, the area foward gets blocked. You must then hold your own for a few minutes, while a comendeered Pelican comes to pick you up. As the pelican flys away, the ship goes supernova. The end cutscene idea is up to Lone Warrior.
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Apr 14, 2009 05:53 PM
Msg. 1268 of 2972
Quote: --- Original message by: Gamma927 According to Lone Warrior, here's the level plan for d40:
This takes place during the initial infestation of the Pillar of Autumn. As you climb aboard through the airlocks, a small Covenant Spec-Ops detachment awaits you. After clearing them out, you push on, through the maintenance vents, and towards the bridge. Throughout this area, you meet little to no resistance at all, due to the fact that the Covenant aren't aware of the flood threat. Once you get to the bridge, you see a few Covenant extracting data from the Pillar of Autumn's computers (engineers maybe?). A cinematic cutscene ensues, with you and your allies taking control over the bridge. The camera then pans over to some area near engineering, where the second half of the flood assault team is. Since the area is clear, and presumed safe, they begin to build a proto-gravemind. Your next objective is to check the cryo-bays for any suitable hosts. Once you get there, you meet another small Covenant force. However, by now, the Covenant have realized the threat, and have called in reinforcements. When you enter the cryobay, a pair of hunters are waiting for you. With the help of your allies, you kill the hunters (through teamwork). In this area, you will not have access to any weapons that will harm the hunters. Only your allies can kill the hunters, and they have a pair of rocket launchers. You must distract the hunters, while waiting for your allies to kill them. Once the hunters are dead, you receive word that the proto-gravemind is under attack. As you rendezvous with the rest of the assault force, you clear the area of any Covenant. You are then instructed to secure the engine room, and repair it so that the ship can take off, and you can escape Halo. After clearing it from Covenant, a few former crewmen come in, and begin repairing the engines. You are then instructed to fall back to the proto-gravemind, and protect it from further attacks. As soon as you get there, Covenant Spec-Ops forces try to destroy the proto-gravemind, and clear out the engine room, so that the Flood cannot escape. After you clear out most of the covenant, a cinematic runs. You see Spartan-117 run in, kill the rest of the Covenant, and a few of your squad mates, and he shoots you a few times, and run inside to the engine room. The screen then fades to darkness. When you come back to life, you recieve word that he has destroyed the engines, and the Pillar of Autumn is about to be destroyed. You then must escape, and grab a Longsword-fighter docked in the hanger. By now, Covenant forces are closing in, and attempting to repair the engines. After taking a lift to the warthog bay, you see that John has already been through, and the area is littered with dead bodies. Then, you grab one of the warthogs, and drive it towards the Longsword area along with your allies. However, when you get near, in the open area where Foehammer gets shot down, the area foward gets blocked. You must then hold your own for a few minutes, while a comendeered Pelican comes to pick you up. As the pelican flys away, the ship goes supernova. The end cutscene idea is up to Lone Warrior. ^WIP, can and may be changed over time^
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Karrde
Joined: Jul 30, 2007
Power beyond containing
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Posted: Apr 14, 2009 06:05 PM
Msg. 1269 of 2972
Don't forget that if you're going to use engineers, you'll need some kind of death animation. And at several points it says "You are instucted to {task}." How are you planning on doing that?
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Apr 14, 2009 06:13 PM
Msg. 1270 of 2972
Quote: --- Original message by: Karrde Don't forget that if you're going to use engineers, you'll need some kind of death animation. And at several points it says "You are instucted to {task}." How are you planning on doing that? Objectives.
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Karrde
Joined: Jul 30, 2007
Power beyond containing
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Posted: Apr 14, 2009 06:21 PM
Msg. 1271 of 2972
Yes, but are they just going to pop up, or are you going to have some kind of audio cue letting you know that you have a new objective? (similar to cortana talking)
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wesman
Joined: Mar 18, 2008
no your a freezer
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Posted: Apr 14, 2009 06:27 PM
Msg. 1272 of 2972
You're are getting your flood textures wrong, flood isn't all just one shade of throw up brown. Look at how many different colors are involved in it. In fact, there is hardly any puke color at all. It mainly consists of browns and grays, with the puke color only being used where the infection form is residing. Also for your models I have one word, bulge. Look below for an explanation. as you can see, the flood are all about disproportionate body parts and random bulges. when modeling a new flood form, think of it less as a pre existing creature with a disease, and more like an organism with a bigger organism shoved down it's throat that is trying to find room to grow.
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Apr 14, 2009 06:31 PM
Msg. 1273 of 2972
Quote: --- Original message by: wesmanYou're are getting your flood textures wrong, flood isn't all just one shade of throw up brown. Look at how many different colors are involved in it. In fact, there is hardly any puke color at all. It mainly consists of browns and grays, with the puke color only being used where the infection form is residing. Also for your models I have one word, bulge. Look below for an explanation. as you can see, the flood are all about disproportionate body parts and random bulges. when modeling a new flood form, think of it less as a pre existing creature with a disease, and more like an organism with a bigger organism shoved down it's throat that is trying to find room to grow. Agreed, I've been trying to say that. As for the pics, I still hate those damn models/textures. Quote: --- Original message by: Karrde Yes, but are they just going to pop up, or are you going to have some kind of audio cue letting you know that you have a new objective? (similar to cortana talking) Maybe Gravemind speaking to you in some areas.
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Karrde
Joined: Jul 30, 2007
Power beyond containing
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Posted: Apr 14, 2009 06:34 PM
Msg. 1274 of 2972
But there was no gravemind yet, only a proto-gravemind, which is not quite sentient yet.
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BeachParty clan
Joined: Oct 12, 2008
Sooo... You wanna switch to Red team huh?
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Posted: Apr 14, 2009 06:46 PM
Msg. 1275 of 2972
Windows mobile.... so no pics this post sorry
For the briefing part, we can let audiofragments play at triggerzones, and remember in halo 3, your screen gets a fancy effect when it hears a voice? well i can script something exactly like that. however you know that i'm doing that already all the time, so i thought up of a few fancy screen effects for it, even visions and custom cutscenes (yes we can make that... too long to explain how) i'll post some pics when i worked it out, so we don't have think about that much longer, i'm covering most of the hud if not all i think, anyone volunteer for voice actor?
for the textures, yea i'm trying to analyze the h1 flood textures, how they build that up, but i can't seem to get the right base colour to shade, it always turns out orange or too green... the infection spider uses a different pattern than the rest, i'll post it tommorow, but i'm trying to use as much of the h1 and h2 flood textures to make it as simelar as possible if someone else here has more experience with flood textures, i'd like some help with that, that would go much faster, some patterns and colour values could do miracles
weird though, i don't recall in the books that the flood got tentacles on their arms, when jenkins (i think) got recaptured by the humans, he gets interrogated and tries to perforate whoever with his bone by snapping his arm... meh nevermind
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Apr 14, 2009 06:48 PM
Msg. 1276 of 2972
Quote: --- Original message by: Karrde But there was no gravemind yet, only a proto-gravemind, which is not quite sentient yet. Actually, Mc never saw a Gravemind, that doesn't mean there wasn't one, after all, MC can only see with the eyes on the front, and back of his head. Not the eyes on the installation. So yes, grand un-veiling, there will be a Gravemind in the campaign. E1: Quote: --- Original message by: BeachParty clan Windows mobile.... so no pics this post sorry
For the briefing part, we can let audiofragments play at triggerzones, and remember in halo 3, your screen gets a fancy effect when it hears a voice? well i can script something exactly like that. however you know that i'm doing that already all the time, so i thought up of a few fancy screen effects for it, even visions and custom cutscenes (yes we can make that... too long to explain how) i'll post some pics when i worked it out, so we don't have think about that much longer, i'm covering most of the hud if not all i think, anyone volunteer for voice actor?
for the textures, yea i'm trying to analyze the h1 flood textures, how they build that up, but i can't seem to get the right base colour to shade, it always turns out orange or too green... the infection spider uses a different pattern than the rest, i'll post it tommorow, but i'm trying to use as much of the h1 and h2 flood textures to make it as simelar as possible if someone else here has more experience with flood textures, i'd like some help with that, that would go much faster, some patterns and colour values could do miracles
weird though, i don't recall in the books that the flood got tentacles on their arms, when jenkins (i think) got recaptured by the humans, he gets interrogated and tries to perforate whoever with his bone by snapping his arm... meh nevermind I think I know what you mean by custom cutscenes, I had the same idea :D. Some good ideas anyway, nice post man. Edited by Lone Warrior on Apr 14, 2009 at 06:54 PM
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BeachParty clan
Joined: Oct 12, 2008
Sooo... You wanna switch to Red team huh?
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Posted: Apr 14, 2009 06:54 PM
Msg. 1277 of 2972
Quote: --- Original message by: Lone Warrior So yes, grand un-veiling, there will be a Gravemind in the campaign. Yay I think, well I have the gravemind from halo 2 already in h1 as you know, now we only need to get it to fit somewhere, it's quite big, i tried keeping it the original size
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Apr 14, 2009 06:56 PM
Msg. 1278 of 2972
Quote: --- Original message by: BeachParty clanQuote: --- Original message by: Lone Warrior So yes, grand un-veiling, there will be a Gravemind in the campaign. Yay I think, well I have the gravemind from halo 2 already in h1 as you know, now we only need to get it to fit somewhere, it's quite big, i tried keeping it the original size I haz an idea :P
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wesman
Joined: Mar 18, 2008
no your a freezer
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Posted: Apr 14, 2009 06:57 PM
Msg. 1279 of 2972
Maybe use him in the first area of the first level as a tutorial? That way you wouldn't really need a new voice actor for the tutorial, just take the crewman's voice and screw with it to make it sound spooky.
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Apr 14, 2009 06:59 PM
Msg. 1280 of 2972
Quote: --- Original message by: wesman Maybe use him in the first area of the first level as a tutorial? That way you wouldn't really need a new voice actor for the tutorial, just take the crewman's voice and screw with it to make it sound spooky. Good idea I suppsoe, but probably not in c10/c20 or d40. You'd most likely only see him in either c40, or d20. As they take place after MC has left. Thus allowing us some leniency on where to put him. E1: Voice actor, emm, I think Myth said he would. Edited by Lone Warrior on Apr 14, 2009 at 07:02 PM
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BeachParty clan
Joined: Oct 12, 2008
Sooo... You wanna switch to Red team huh?
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Posted: Apr 14, 2009 07:11 PM
Msg. 1281 of 2972
Quote: --- Original message by: wesman Maybe use him in the first area of the first level as a tutorial? That way you wouldn't really need a new voice actor for the tutorial, just take the crewman's voice and screw with it to make it sound spooky. floodified voice... flood crewman... time to floodify something btw, can hugaroks be infected? i had an idea, but if they can't then nevermind Quote: --- Original message by: Lone Warrior E1: Voice actor, emm, I think Myth said he would. Edited by Lone Warrior on Apr 14, 2009 at 07:02 PM i could ask cheerio to floodify voices, i don't know if he's into that anymore, but beside that i also have some voice changer apps i think, that and some manual editing will be interesting thing is, if he got the time for it, cus we'll probably need lots of different lines for briefing and other fun stuff =P if the flood is connected like hunter worms, then they could communicate that way too perhaps, that would be fun for a change in the dialogue tags, you can fill all the lines and have something fun while progressing, like covenant, when you bump possess them while fighting marines, they'll say fun things, if the flood would do that through telepathy or so that would be a fun extra... meh just a thought, been watching halo's AI too long, especially grunts "Fist...rukt....merry christmass" "...he'll rip our backpacks off, and humps us with his demony butches! -we deserve it! hahaha!" "good thing that the starship got some food nipples waiting there for me, 'cus man, do i have a big, crunchy, thirst!" oh and, why would the h2 elite flood have a partly blue skin? maybe because of their blue blood? the humans got a bit of a blush there too so maybe the blood colour plays a role in flood skins... elites have blue blood like lobsters, since they don't have Ferrum 2+ in their blood but Cuprum wich colours blue when it comes in contact with oxygen, thus explaining why the elite skin in h2 has a different colour more than the humans, since the hemoglobyne stays the same colour in and outside of the body, plus the skin of the humans have a tint that is more simelar to the flood than the elites do no comments on grunts, they're just weird, lol Edited by BeachParty clan on Apr 14, 2009 at 07:23 PM
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Mythie
Joined: Jan 14, 2009
Mule for Mythril
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Posted: Apr 14, 2009 08:24 PM
Msg. 1282 of 2972
Lobsters have colourless blood, don't they?
I suppose I could try the voices, but I'll have to fix the problem where it records some white noise in the background as well.
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: Apr 14, 2009 08:46 PM
Msg. 1283 of 2972
Use wavepad. They got a noise canceling effect.
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k9colin
Joined: Mar 24, 2008
Piss Off I'm -BLAM!-ing
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Posted: Apr 14, 2009 09:02 PM
Msg. 1284 of 2972
When you get a new objective from the gravemind, you could do the gravemind momemt effect while playing the sound of a flood screech, followed by the instruction coming out as text. This would save voice acting and emphasise strongly on the flood's telepathy.
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Advancebo
Joined: Jan 14, 2008
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Posted: Apr 14, 2009 09:10 PM
Msg. 1285 of 2972
Do you use color palettes to get the colors?
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BeachParty clan
Joined: Oct 12, 2008
Sooo... You wanna switch to Red team huh?
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Posted: Apr 15, 2009 06:09 AM
Msg. 1286 of 2972
Quote: --- Original message by: Newbkilla Use wavepad. They got a noise canceling effect. use 1 layer of toilet paper (like, strap some 3layers luxery) that really helps with the background noise and the breathing, i use it for all my machinima's
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Apr 15, 2009 09:45 AM
Msg. 1287 of 2972
Quote: --- Original message by: k9colin When you get a new objective from the gravemind, you could do the gravemind momemt effect while playing the sound of a flood screech, followed by the instruction coming out as text. This would save voice acting and emphasise strongly on the flood's telepathy. Gravemind will talk, and the gravemind effect will be implemented, sort of like he's talking to you specifically. We have a few ideas on why he's talking to you specifically, but for now, we need to finalise those ideas. And the instruction does not come out as a text unless subtitles are on, you will hear Gravemind speak properly similar to Halo3.
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bobbysoon
Joined: Feb 1, 2007
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Posted: Apr 15, 2009 02:16 PM
Msg. 1288 of 2972
Can has wierd objective indicator visual effects, mb?
for a microphone wind screen, try some cotton, or something similar to what you see the pros use, the squishy black foam ball stuff on a microphone, that might make an even better wind screen than tp. Or not. Just an idea
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Apr 15, 2009 03:07 PM
Msg. 1289 of 2972
Quote: --- Original message by: Karrde But there was no gravemind yet, only a proto-gravemind, which is not quite sentient yet. yep it was a gravemind in progress that had lots of marines in it and keyes(weird, no elites)
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Apr 15, 2009 03:12 PM
Msg. 1290 of 2972
No. The reason that proto-gravemind was built was so that they could take over the Truth and Reconciliation, and escape Halo. They needed Keyes, because he had the best knowledge of flying ships. They did throw in a few Covenant engineers as well. However, we're talking about a different proto-gravemind, with a different task. This one's objective is to take over the Pillar of Autumn, and establish a command structure so that they could then become organized. That means that it may be made up of different beings, especially those with good commanding skills.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Apr 15, 2009 06:49 PM
Msg. 1291 of 2972
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Apr 15, 2009 06:55 PM
Msg. 1292 of 2972
In the case that we do use it, I have written a backstory to explain them.
Before everyone goes "OMG FLOOD SENTIINELS IT R NO POSSIBLE CUZ THEY NON-SQUISHY CREATURES", I have an explanation which you should read first. Then you can go "OMG FLOOD SENTINELS R NO POSSIBLE AND I'M TOTALLY IGNORING GAMMA'S POST CUZ I'M TRYIG TO B COOL".
After the Forerunner-Flood war, the flood were contained, and many of the Forerunner's creations fell into disuse. Without the constant threat of the Flood, most of the Sentinels on Installation 4 were deactivated to conserve power. They were still deactivated when Covenant forces released the flood on accident. Although the Monitor tried his best to activate as many as he could, several platoons stayed dormant. During one of the Flood's scouting party's for a way off of the ring, a squad of Flood ran into the dormant Sentinels. Since they needed extra firepower to break through the Covenant' heavily defended ships, they decided to capture the sentinels. Several Flood Spores were deposited on the Sentinels, and grew into the flood blobs. With a little tampering to the circuitry of the Sentinels, the now "flentinels" came under the control of the Flood. However, in order to allow the flood to take control of the sentinel, several key systems had to be disabled, namely the weapon systems. The flood improvised, and use these as suicide bombers instead, because of the Sentinel's violate reaction to plasma and human weapons.
Edited by Gamma927 on Apr 15, 2009 at 06:57 PM
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Mythie
Joined: Jan 14, 2009
Mule for Mythril
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Posted: Apr 15, 2009 08:01 PM
Msg. 1293 of 2972
Quote: --- Original message by: Gamma927
In the case that we do use it, I have written a backstory to explain them. NON-SQUISHY CREATURES"
Edited by Gamma927 on Apr 15, 2009 at 06:57 PM I laughed so hard at this. Interesting backstory though.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Apr 15, 2009 08:11 PM
Msg. 1294 of 2972
According to Lone Warrior, he wants them to incubate infection forms as well. So that means that the model will be fatter, and the story will have to change. Modified story:
After the flood took over the sentinels (read first story on how they did), they realized the advantages to being able to bring infection forms anywhere, anytime. Their carrier forms were limited in the respect that they couldn't fly. So, the flood turned to the only flying creatures they had at their disposal, the flentinels. They were modified to grow and incubate flood infection forms. The flentinels were a good choice for an incubator, because their exhaust combined with the flood matter make a warm and slimy growing area for the infection forms. Because of these good conditions, infection forms were often created at a faster pace than normal. When the flentinel had to be used for suicide bombing purposes, the infection forms inside were often infection-ready, and could be ejected safely.
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delta49
Joined: Jan 23, 2007
I don't always make shaders..
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Posted: Apr 15, 2009 08:44 PM
Msg. 1295 of 2972
Quote: --- Original message by: UnevenElefant5 *images* Ha, reminds me of a concept I had tried to create a long time ago, called it the Senti-Flood (bad name, right?) Basically, it was pieces of a destroyed sentinel, and extra non-usable flood biomass, combined into a bipedal form. It could still use the sentinel beam, too. It was going to have custom animations, but I couldn't be bothered to create an entire animation set. I'd post pics but I wouldn't want to thread-jack. Edited by delta49 on Apr 15, 2009 at 08:45 PM
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