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Author Topic: [WIP][MOD] Flood Campaign (2972 messages, Page 39 of 85)
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Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Apr 18, 2009 06:50 AM    Msg. 1331 of 2972       
There is a difference between gravemind and proto-gravemind.

I'm not even going to try to argue further, seeing as I have no idea what the plot really is ><


E:



Spent a couple hours on that. There was going to be water, but it somehow disappeared and I too lazy to reexport. I know the textures/UVs/lighting sucks. No need to point that out.


Which I'm sure will make someone point it out ><

Edited by Mythril on Apr 18, 2009 at 07:45 AM


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Apr 18, 2009 08:42 AM    Msg. 1332 of 2972       
Wow, lovely job. That looks great. We need new bitmaps for though.


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Apr 18, 2009 09:28 AM    Msg. 1333 of 2972       
Quote: --- Original message by: Mythril

There is a difference between gravemind and proto-gravemind.

I'm not even going to try to argue further, seeing as I have no idea what the plot really is ><
Edited by Mythril on Apr 18, 2009 at 07:45 AM


Win-sauce.

Quote: --- Original message by: Newbkilla
Wow, lovely job. That looks great. We need new bitmaps for though.


My only concern with it, other than that, it is pure win.


k9colin
Joined: Mar 24, 2008

Piss Off I'm -BLAM!-ing


Posted: Apr 18, 2009 09:59 AM    Msg. 1334 of 2972       
I guess you would be better off modelling organics in Maya, but who has the time to learn. Still, I can't say it isn't a good job. Nice work.

What is the base structure the flood seem to be forming a hive over anyway?
Edited by k9colin on Apr 18, 2009 at 10:00 AM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 18, 2009 11:01 AM    Msg. 1335 of 2972       
Quote: --- Original message by: grunt killer
One question
why would you need a crewman? all the crewman on the POA were captured or killed by the covenant


We need dead bodies. And lots of blood. When you first enter the PoA, you'll be greeted by a bunch of dead bodies. And thanks to my experiment, Project Reclaim, I am now familiar with d40's BSPs. They might be loosely related, but I'm trying to make the overall levels very different.


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Apr 18, 2009 01:45 PM    Msg. 1336 of 2972       
Quote: --- Original message by: Gamma927
Quote: --- Original message by: grunt killer
One question
why would you need a crewman? all the crewman on the POA were captured or killed by the covenant


We need dead bodies. And lots of blood. When you first enter the PoA, you'll be greeted by a bunch of dead bodies. And thanks to my experiment, Project Reclaim, I am now familiar with d40's BSPs. They might be loosely related, but I'm trying to make the overall levels very different.


Another thing to add, flood can infect dead bodies also, jsut determines how mutilated they are.


@k9Colin: Well, that biomass your seeing will be present in T&R, so expect to see something related to High Charity when it was infected with the Flood, or rather, int he process of being infected.
Edited by Lone Warrior on Apr 18, 2009 at 01:47 PM


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Apr 18, 2009 03:46 PM    Msg. 1337 of 2972       
Are the bodies going to be able to be infected dynamically, or is it scripted. 'cause I think the first one would be almost impossible, but the second one not so impossible.

Another thing: this whole campaign is built on wobbly ground. The way you have it planned out, from what I read at the beginning, is to have the gameplay be much like regular Halo. However, this is problematic because the MC's way of fighting is almost the exact opposite of the Flood. You plan to clean out whole rooms with only a few teammates, but the way the flood play it against the MC is, well, flooding rooms with combat and infection forms.

I think it would be cool though to have your control bounce around. basically, you would have a lot of teammates, but they would not do much. Then when you die you switch to another form. When you run out of allies, then you die and restart. This would be balanced and not too easy because your allies would die rather quickly, as well as yourself. You would be far from invincible.

Also, the more you kill the more allies you get. Infection forms infect some of your kills on the spot. Infection forms would hang behind and you would receive amounts of them at certain spots like holes in the ceiling and wall and well as ducts and stuff.


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Apr 18, 2009 03:50 PM    Msg. 1338 of 2972       
Quote: --- Original message by: Headhunter09
Are the bodies going to be able to be infected dynamically No, or is it scripted Yes. 'cause I think the first one would be almost impossible, but the second one not so impossible.

Another thing: this whole campaign is built on wobbly ground. The way you have it planned out, from what I read at the beginning, is to have the gameplay be much like regular Halo. However, this is problematic because the MC's way of fighting is almost the exact opposite of the Flood. You plan to clean out whole rooms with only a few teammates, but the way the flood play it against the MC is, well, flooding rooms with combat and infection forms. And thats exactly the way it'll be.

I think it would be cool though to have your control bounce around. basically, you would have a lot of teammates, but they would not do much. Then when you die you switch to another form. When you run out of allies, then you die and restart. This would be balanced and not too easy because your allies would die rather quickly, as well as yourself. You would be far from invincible. Not possible.

Also, the more you kill the more allies you get. Infection forms infect some of your kills on the spot. Infection forms would hang behind and you would receive amounts of them at certain spots like holes in the ceiling and wall and well as ducts and stuff.
Yes, more enemies you kill, more allies you will see. You will see this obvious impact when progressing through each level. Imagine a horde of infection forms following you through the entire campaign, and infecting evrything you kill.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Apr 18, 2009 04:09 PM    Msg. 1339 of 2972       
I think it is possible. Have an encounter of bump-able allies, and when your health becomes as low as possible without dying AND the encounter is not empty, then you bump to a random AI and your previous body dies.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 18, 2009 08:55 PM    Msg. 1340 of 2972       
Quote: --- Original message by: Headhunter09
I think it is possible. Have an encounter of bump-able allies, and when your health becomes as low as possible without dying AND the encounter is not empty, then you bump to a random AI and your previous body dies.


There's your problem.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Apr 18, 2009 10:34 PM    Msg. 1341 of 2972       
ok, then do something a bit more complex. Remove the biped and replace it with the player, refilling health and change the weapons. That should work in the basics, if not the more complex stuff.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 18, 2009 11:27 PM    Msg. 1342 of 2972       
Quote: --- Original message by: Headhunter09
ok, then do something a bit more complex. Remove the biped and replace it with the player, refilling health and change the weapons. That should work in the basics, if not the more complex stuff.


So every flood encounter would have to be made up of attached bipeds, just so we can remove them, and "warp" the player into their spot? Besides, in the script, once we detect that the player has low health, how do you suggest we teleport to the position of the nearest biped, and kill the biped, without creating thousands of named bipeds just for one map?


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Apr 19, 2009 09:01 AM    Msg. 1343 of 2972       
is it possible to have an array of biped references, so you can refer numerically to your squad? That way you could keep resizing it and never run out of room. I don't know if arrays exist in LISP, though.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 19, 2009 09:56 AM    Msg. 1344 of 2972       
I wish arrays worked for scripting. Then I could do all sorts of things that I normally can't do.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Apr 19, 2009 10:03 AM    Msg. 1345 of 2972       
would it be possible to simulate an array? I think it could work. Might be a bit hard, because scripting is clumsy for that kind of stuff.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 19, 2009 10:07 AM    Msg. 1346 of 2972       
Quote: --- Original message by: Headhunter09
would it be possible to simulate an array? I think it could work. Might be a bit hard, because scripting is clumsy for that kind of stuff.


Elaborate.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Apr 19, 2009 10:32 AM    Msg. 1347 of 2972       
well, there is code behind arrays, you know. So all we have to do is create a function that operates basically like an array. Of course there would probably be other functions helping it.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 19, 2009 10:38 AM    Msg. 1348 of 2972       
Using a primitive scripting language designed for game events?


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Apr 19, 2009 10:50 AM    Msg. 1349 of 2972       
Ok, lets get this straight. Halo Script =/= Coding. It may seem similar, but it does not have the same capabilities of any advanced programming language.

But, if however, someone does find a way to simulate an array using Halo Script, by all means, show the info to the community, I'm sure plenty of people will be happy with your discovery.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Apr 20, 2009 07:26 PM    Msg. 1350 of 2972       
I'M BACK!
Fixed my grades, I'll get working on that Flentinel straight away
Oh, and sorry I randomly logged onto xfire yesterday, I didn't even know my computer was on >.>


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Apr 21, 2009 04:28 AM    Msg. 1351 of 2972       
meh i'm back too, i didn't have the time to log on earlier

but for the updates: i'm almost done with the halo 3 marine, i just need to texture it. for the crewman, yea i'll make some gore models, i miss gibbing in halo other than the flood does, so it'll be fun


oh and remember the flood scenery i converted from halo 2? well fun thing, i hate boring always the same parts, it has to be a bit like L4D, always different, so i'm making for all the scenery variants wherever possible, for the floodbiomass in that ship in halo 2 whateverthenamewas i made 12 variants and 1 empty model, this means, just place 1 scenery, and every time you play the level, it will look different

i'm doing this for the doors, the vehicles (well only the textures) and FP weapons (again, to not screw anything up only the textures) so everything, as much as possible, is going to spawn randomly and different to avoid boring and hey-i-remember-that-from-earlier-this-level moments

for the flood models.... i'm going to stop making that, i never made those before and it's just all flames and hate anyways, someone else can take over the flood player models
i'll just stick to what i'm good at, just the non abstract forms like humans and lotsa scenery

hud update, i made a new overlay and finished the bitmaps for the 'vision' briefing moments, i have to test my script if it won't fry itself, but if this works then i'll have a animated hud moment

talking about animating huds, i animated most of the hud too, so the health meter and stuff is Dripping gore etc, i didn't knew it was possible but i thought of how to when i was bored to hell
not much use to post pics about something to show off the animated part, so i'll post a vid when i can, don't count on it soon >.>

for the rest, i'm also doing Command & Conquer conversions and still the 2 H3 projects, so the updates will come a bit later than usual
Edited by BeachParty clan on Apr 21, 2009 at 04:30 AM


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Apr 21, 2009 11:56 AM    Msg. 1352 of 2972       
Quote: --- Original message by: BeachParty clan

meh i'm back too, i didn't have the time to log on earlier

but for the updates: i'm almost done with the halo 3 marine, i just need to texture it. for the crewman, yea i'll make some gore models, i miss gibbing in halo other than the flood does, so it'll be fun


oh and remember the flood scenery i converted from halo 2? well fun thing, i hate boring always the same parts, it has to be a bit like L4D, always different, so i'm making for all the scenery variants wherever possible, for the floodbiomass in that ship in halo 2 whateverthenamewas i made 12 variants and 1 empty model, this means, just place 1 scenery, and every time you play the level, it will look different

i'm doing this for the doors, the vehicles (well only the textures) and FP weapons (again, to not screw anything up only the textures) so everything, as much as possible, is going to spawn randomly and different to avoid boring and hey-i-remember-that-from-earlier-this-level moments

for the flood models.... i'm going to stop making that The Human Flood was good, just needed some work., i never made those before and it's just all flames and hate anyways, someone else can take over the flood player models
i'll just stick to what i'm good at, just the non abstract forms like humans and lotsa scenery

hud update, i made a new overlay and finished the bitmaps for the 'vision' briefing moments, i have to test my script if it won't fry itself, but if this works then i'll have a animated hud moment

talking about animating huds, i animated most of the hud too, so the health meter and stuff is Dripping gore etc, i didn't knew it was possible but i thought of how to when i was bored to hell
not much use to post pics about something to show off the animated part, so i'll post a vid when i can, don't count on it soon >.>

for the rest, i'm also doing Command & Conquer conversions and still the 2 H3 projects, so the updates will come a bit later than usual
Edited by BeachParty clan on Apr 21, 2009 at 04:30 AM


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Apr 21, 2009 06:09 PM    Msg. 1353 of 2972       
i think that might be even harder than my idea... oh well.


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Apr 21, 2009 06:12 PM    Msg. 1354 of 2972       
I'm pretty sure that's impossible.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 21, 2009 06:30 PM    Msg. 1355 of 2972       
Quote: --- Original message by: grunt killer
New Idea! (if it's possible)
you could start off as an infection form and have to work your way up to a felite by infecting bodies and use bump possesion to take control of them. And you couldscript it so that your old bodie dies when you take control

not sure if this is possible im a bit of an amatuer at scripting so please dont criticise me for posting an idea


Could work, but there are no infection animations. Basically, when you hit an elite, you suddenly become an elite, provided the shields don't fry you. It's not a really good idea to put infections ingame, because there are so many factors that come up, that might destroy the idea. We're leaving that to cutscenes. For c10, for example, we have that huge flood of infection forms to create your character. For d40, I wanted to do the same, but it would be redundant, so I'm having a kind of more cinematic approach. Not sure if Lone Warrior approved of this or not, but I'll put it here anyway.

Screen fades in on two Spec-Ops elites standing in the airlock. They talk a little, until suddenly the flood infection form sound plays. The elites look around, and the camera focuses on one elite. When that elite turns back around, the other elite is gone, and in it's place is a flood combat form. That's when you begin the level. To make things easier for you, floods of infection forms will pour in to help drain the elite's shields. There may also be some dead crewmen lying around, with pistols and some other human weaponary.


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: Apr 21, 2009 06:53 PM    Msg. 1356 of 2972       
Or you can play as one of the Elites and try to survive as long as possible, but not for an extremely long time.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Apr 21, 2009 07:33 PM    Msg. 1357 of 2972       
Quote: --- Original message by: RougeSpartan414
Or you can play as one of the Elites and try to survive as long as possible, but not for an extremely long time.

But it's a Flood Campaign.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 21, 2009 07:39 PM    Msg. 1358 of 2972       
Quote: --- Original message by: L0d3x

That cutscene sounds rather cheesy to me. It should be much more dramatic than that.
For example: you could have the first elite go and check out the sound, and then you hear a large explosion and several elite cries...

Sure it's a bit more effort, but it'd surely make the player feel some kind of grief. It's moments like that you should aim for.
Edited by L0d3x on Apr 21, 2009 at 06:54 PM


I think I could do that. I'll get a video here in a few days
Edited by Gamma927 on Apr 21, 2009 at 09:29 PM


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: Apr 22, 2009 06:55 PM    Msg. 1359 of 2972       
Quote: --- Original message by: UnevenElefant5
Quote: --- Original message by: RougeSpartan414
Or you can play as one of the Elites and try to survive as long as possible, but not for an extremely long time.

But it's a Flood Campaign.

When you die you start the level.


Ninjadude
Joined: Jun 22, 2008


Posted: Apr 23, 2009 12:29 PM    Msg. 1360 of 2972       
Do you mean that when you die, you start a new level as one of the flood


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 23, 2009 06:28 PM    Msg. 1361 of 2972       
Quote: --- Original message by: RougeSpartan414
Quote: --- Original message by: UnevenElefant5
Quote: --- Original message by: RougeSpartan414
Or you can play as one of the Elites and try to survive as long as possible, but not for an extremely long time.

But it's a Flood Campaign.

When you die you start the level.


Which will not fit into what we want. In the beginning, why would we want the player to sympathize with elites, that they know for certain will die? There's also the matter of cheat_deathless_player, and some players may not want to die... We won't be using this idea.


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Apr 24, 2009 03:38 AM    Msg. 1362 of 2972       
alright, well let me eleborate my custom cutscenes idea that also could solve this infecting idea


for a custom cutscene, you need to make a custom animation graph that you trigger through scripts, now here's the thing: you make a scenery with every possible biped and finish the texturing on it and stuff, set it up completely, make a sorta template

then, you make animations, just animate the cutscene and forget the sounds that we'll add in ingame afterwards. every biped or part you don't want onscreen, animate it off the screen.

every cutscene has to be exported as jma ofcourse, i have no idea how to do that in 3ds max 2009 because blitzkrieg doesn't work for it and there is no bluestreak script to export your own animations.

now i explained that, wich is just possible, period, we can move on to the infecting:

infection forms are fried on shield contact, use that, in the stories the infection forms penetrate it and infect: when they contact, let the damage be that big that both dies, i don't care how, it's possible that's what's important. on dead, check the flag on the biped tag "destroyed after dieing" then place our custom cutscene biped on it, and trigger the animation of it where one is being infected, just make some flood biomass, and animate it so it envelops the elite totally, then animate it off the screen and put the flood elite in the biomass. the biomass shrinks leaving that elite, now make a sudden movement with it so that the transition between cutscene elite and final elite won't be noticable
you can call up animations with seats, or whatever you prefer, if only seats and you run out of seats just copy the cutscene biped template and give it a new anim graph, not that difficult except for some dumbasses here, so i'm just mentioning it already

voila, infecting and custom cutscenes in a nutshell.

it IS possible, i've done that before for an old map wich could be on halomaps i'm not sure, if someone should remember it, it's where MC wrestles with and elite at the end and they both rolled off a cliff, yea it was cheesy i know but the idea worked, that's the important part

can i haz cooky noaw? i'll post the progress on the halo 3 marine this afternoon, i didn't got the time to make a rendering, it's still WIP but most of it is done


about the jumping over to your fellow flood teammates, i don't really like that idea, it just kills the idea of you being a flood, it would make it feel like you were gravemind himself controlling each individual one if he pleases and makes you practically invincible instead of just one of the flood soldiers experiencing the whole thing


and that elite cutscene, you could make a wave of infection forms crawling all over the elite and obscuring the view on him, the other elite fires on them, shifting the view away, and then back where all the infection forms run away and leave a flood elite behind, we don't even need custom cutscenes for it, just some nifty placed AI markers


Quote: --- Original message by: Lone Warrior
Ok, lets get this straight. Halo Script =/= Coding. It may seem similar, but it does not have the same capabilities of any advanced programming language.

Correct, and that is all we need to know, scripts are no magic tricks, and i pity the ones that think it is and truly believe they can use it as basic for future programming =P
it's still good enough to trigger your own content with it though, so let's stop doubting the magic of scripts and focus on the matter at hand, we have to finish the basic content before we go deeper in the details
Edited by BeachParty clan on Apr 24, 2009 at 03:53 AM


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Apr 24, 2009 11:23 AM    Msg. 1363 of 2972       
Quote: --- Original message by: BeachParty clan

alright, well let me eleborate my custom cutscenes idea that also could solve this infecting idea


for a custom cutscene, you need to make a custom animation graph that you trigger through scripts, now here's the thing: you make a scenery with every possible biped and finish the texturing on it and stuff, set it up completely, make a sorta template

then, you make animations, just animate the cutscene and forget the sounds that we'll add in ingame afterwards. every biped or part you don't want onscreen, animate it off the screen.

every cutscene has to be exported as jma ofcourse, i have no idea how to do that in 3ds max 2009 because blitzkrieg doesn't work for it and there is no bluestreak script to export your own animations. Yes I was thinking of this, but we need some confirmation on whether its possible. My idea involved stringing idle and death anims together though.

now i explained that, wich is just possible, period, we can move on to the infecting:

infection forms are fried on shield contact, use that, in the stories the infection forms penetrate it and infect: when they contact, let the damage be that big that both dies, i don't care how, it's possible that's what's important. on dead, check the flag on the biped tag "destroyed after dieing" then place our custom cutscene biped on it, and trigger the animation of it where one is being infected, just make some flood biomass, and animate it so it envelops the elite totally, then animate it off the screen and put the flood elite in the biomass. the biomass shrinks leaving that elite, now make a sudden movement with it so that the transition between cutscene elite and final elite won't be noticable
you can call up animations with seats, or whatever you prefer, if only seats and you run out of seats just copy the cutscene biped template and give it a new anim graph, not that difficult except for some dumbasses here, so i'm just mentioning it already This is what we were going to do, and how we were going to do it. You miss a lot when your not on xfire lol.

voila, infecting and custom cutscenes in a nutshell.

it IS possible, i've done that before for an old map wich could be on halomaps i'm not sure, if someone should remember it, it's where MC wrestles with and elite at the end and they both rolled off a cliff, yea it was cheesy i know but the idea worked, that's the important part

can i haz cooky noaw? i'll post the progress on the halo 3 marine this afternoon, i didn't got the time to make a rendering, it's still WIP but most of it is done


about the jumping over to your fellow flood teammates, i don't really like that idea, it just kills the idea of you being a flood, it would make it feel like you were gravemind himself controlling each individual one if he pleases and makes you practically invincible instead of just one of the flood soldiers experiencing the whole thing


and that elite cutscene, you could make a wave of infection forms crawling all over the elite and obscuring the view on him, the other elite fires on them, shifting the view away, and then back where all the infection forms run away and leave a flood elite behind, we don't even need custom cutscenes for it, just some nifty placed AI markers


Quote: --- Original message by: Lone Warrior
Ok, lets get this straight. Halo Script =/= Coding. It may seem similar, but it does not have the same capabilities of any advanced programming language.

Correct, and that is all we need to know, scripts are no magic tricks, and i pity the ones that think it is and truly believe they can use it as basic for future programming =P
it's still good enough to trigger your own content with it though, so let's stop doubting the magic of scripts and focus on the matter at hand, we have to finish the basic content before we go deeper in the details Yep
Edited by BeachParty clan on Apr 24, 2009 at 03:53 AM


Responses in bold.
Edited by Lone Warrior on Apr 24, 2009 at 11:24 AM


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: Apr 24, 2009 05:43 PM    Msg. 1364 of 2972       
Quote: --- Original message by: Gamma927
Quote: --- Original message by: RougeSpartan414
Quote: --- Original message by: UnevenElefant5
Quote: --- Original message by: RougeSpartan414
Or you can play as one of the Elites and try to survive as long as possible, but not for an extremely long time.

But it's a Flood Campaign.

When you die you start the level.


Which will not fit into what we want. In the beginning, why would we want the player to sympathize with elites, that they know for certain will die? There's also the matter of cheat_deathless_player, and some players may not want to die... We won't be using this idea.

I knew it was a stupid idea...


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 24, 2009 06:10 PM    Msg. 1365 of 2972       
Then why mention it?

 
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