
Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Feb 8, 2010 12:52 PM
Msg. 2696 of 2972
c40 mod. Custom level was being made by Newbkilla who I haven't heard from in ages.
E1: There will be a boss like enemy if I can get around to ripping it from H2. Edited by Lone Warrior on Feb 8, 2010 at 12:53 PM
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Ninjadude
Joined: Jun 22, 2008
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Posted: Feb 8, 2010 12:54 PM
Msg. 2697 of 2972
I couldn't pick up the rocket launcher, the sounds for the melee were really laggy, and the sentinels were almost impossible to take down without a needler. Maybe more cover. Also the marine flood just charged the wraiths, and when you flipped in the ghost it wouldn't eject you.
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Feb 8, 2010 12:59 PM
Msg. 2698 of 2972
Quote: --- Original message by: Ninjadude I couldn't pick up the rocket launcher, the sounds for the melee were really laggy, and the sentinels were almost impossible to take down without a needler. Maybe more cover. Also the marine flood just charged the wraiths, and when you flipped in the ghost it wouldn't eject you. No anims for RL. Sentinels are unchanged except for addition of Gold Sentinel, use more plasma. Will add more cover. And rider ejection is intentionally off. Also,Ai charging is standard, will try to edit otherwise.
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Ninjadude
Joined: Jun 22, 2008
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Posted: Feb 8, 2010 01:01 PM
Msg. 2699 of 2972
oh yeah, also when I got to the part with two wraiths there wasn't an epic battle. I really like the biped though.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Feb 8, 2010 01:14 PM
Msg. 2700 of 2972
ok so its a b40/c40 mod. and sorry, but it wasn't that great as it could of been. all of the encounters were VERY straightforward and boring in conception. It also took me about 5 minutes to run through the entire thing. the covenant never did anything interesting either, the only cool encounter was the one on the bridge with the surprise sentinels. most of the encounters seemed like you just threw a bunch of guys into a area, and then moved onto the next encounter all of your encounters need more work, they seem slapped together in a matter of minutes really here is an example of how you should design encounters, and how interesting they can be. (right click, view image for full size) Quote: 01 - Flood Buddys running to 02. (player can take different routes to change situation of encounter) 02- Pelican drops off marines to fight covy's and flood 03 - covy backup (only appears once player starts going down to tunnels
took me about 10 minutes, it is not the greatest, however, this design method should help you alot. do not tell me they cannot be interesting just becuase you did not make the bsp's, just take the bsp and design the encounter of it. it is not hard. please, do not get me wrong. you have a good idea and this idea has potential, do not let it go to waste.
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Auxor
Joined: Sep 5, 2008
Ever drunk Baileys out of a shoe?
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Posted: Feb 8, 2010 01:50 PM
Msg. 2701 of 2972
The beta was pretty fun, but it lacked polish and the encounters were too small and haphazard. Maybe make them bigger with Spirits, Fuel Rod Grunts, more Wraiths and just more overall enemies/allies.
The invisible Flood in the Ghosts was kind of annoying, but they were helpful apart from that and the Flood Banshee kicked arse.
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Feb 8, 2010 02:35 PM
Msg. 2702 of 2972
Quote: --- Original message by: Higuyok so its a b40/c40 mod. and sorry, but it wasn't that great as it could of been. all of the encounters were VERY straightforward and boring in conception. It also took me about 5 minutes to run through the entire thing. the covenant never did anything interesting either, the only cool encounter was the one on the bridge with the surprise sentinels. most of the encounters seemed like you just threw a bunch of guys into a area, and then moved onto the next encounter all of your encounters need more work, they seem slapped together in a matter of minutes really here is an example of how you should design encounters, and how interesting they can be. (right click, view image for full size) Quote: 01 - Flood Buddys running to 02. (player can take different routes to change situation of encounter) 02- Pelican drops off marines to fight covy's and flood 03 - covy backup (only appears once player starts going down to tunnels
took me about 10 minutes, it is not the greatest, however, this design method should help you alot. do not tell me they cannot be interesting just becuase you did not make the bsp's, just take the bsp and design the encounter of it. it is not hard. please, do not get me wrong. you have a good idea and this idea has potential, do not let it go to waste. Thanks for the feedback everyone, greatly appreciated! And now to the quote. I agree with what you're saying I do need to make encounters more unpredicable and surprising, this is definetly true for the Flood. As for new ideas, I had a fw myself lately, and your diagram did help alot, so thanks for that. As for encounter revision, I was planning on leaving that until the end, however it seems that it needs to be done sooner. That will now be my priority before I continue level population. @Auxor: As I said to Higuy, I intend to make battles more large-scale, and still keep certain small-scale battles. But one thing, why did the invisible AI in ghosts annoy you? It fits perfectly with canon, and imo they act like normal ghosts should. E1: Also it's the Alpha version, not beta by far. Edited by Lone Warrior on Feb 8, 2010 at 02:36 PM
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Ninjadude
Joined: Jun 22, 2008
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Posted: Feb 8, 2010 05:11 PM
Msg. 2703 of 2972
alpha is alpha-y. You did a good thing releasing it so the final is better. The ghosts without drivers were a very nice touch, although being able to flip them would be nice. More drop ships the better. maybe some flood drop pod things like in halo 3, which would be fairly easy to implement.
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Slayer117
Joined: Oct 3, 2008
Host of CE3 2010-forever!
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Posted: Feb 8, 2010 05:17 PM
Msg. 2704 of 2972
nice to see this idea is still alive im downloading the map now i'll look forward to playing it tonight and come back with with some Crit.
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sos
Joined: Aug 8, 2008
Getting my legal team, brb
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Posted: Feb 8, 2010 05:50 PM
Msg. 2705 of 2972
Looks great I will dl tomorrow its 11pm here and im really tired goodnight.
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Feb 9, 2010 01:56 PM
Msg. 2706 of 2972
Quote: --- Original message by: Ninjadude alpha is alpha-y. You did a good thing releasing it so the final is better. The ghosts without drivers were a very nice touch, although being able to flip them would be nice. More drop ships the better. maybe some flood drop pod things like in halo 3, which would be fairly easy to implement. Actually I wont be able to set rider ejecton to true for anything in particular, it's either all or nothing. And if rider ejection is set to true, those invisible pilots in ghosts, wont be so invisible anymore. About dropships, I've actually started adding a few more, I intend to try and make a few custom jmw animations of them so it looks better. As for the Flood dropship/pods maybe. Depends if I can get the Flood Dropship from Mythie. The pods are a bit more different. As in Halo 3 the pods were launched from High Charity, and since the Flood don't have control over anything similar to High Charity it might not work. However, I'm sure I'll think of something :).
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Ninjadude
Joined: Jun 22, 2008
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Posted: Feb 9, 2010 02:09 PM
Msg. 2707 of 2972
Quote: --- Original message by: Lone WarriorQuote: --- Original message by: Ninjadude alpha is alpha-y. You did a good thing releasing it so the final is better. The ghosts without drivers were a very nice touch, although being able to flip them would be nice. More drop ships the better. maybe some flood drop pod things like in halo 3, which would be fairly easy to implement. Actually I wont be able to set rider ejecton to true for anything in particular, it's either all or nothing. And if rider ejection is set to true, those invisible pilots in ghosts, wont be so invisible anymore. About dropships, I've actually started adding a few more, I intend to try and make a few custom jmw animations of them so it looks better. As for the Flood dropship/pods maybe. Depends if I can get the Flood Dropship from Mythie. The pods are a bit more different. As in Halo 3 the pods were launched from High Charity, and since the Flood don't have control over anything similar to High Charity it might not work. However, I'm sure I'll think of something :). ohhh, I didn't think of that. How about the T & R, or another cruiser?
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Feb 9, 2010 03:39 PM
Msg. 2708 of 2972
Quote: --- Original message by: NinjadudeQuote: --- Original message by: Lone WarriorQuote: --- Original message by: Ninjadude alpha is alpha-y. You did a good thing releasing it so the final is better. The ghosts without drivers were a very nice touch, although being able to flip them would be nice. More drop ships the better. maybe some flood drop pod things like in halo 3, which would be fairly easy to implement. Actually I wont be able to set rider ejecton to true for anything in particular, it's either all or nothing. And if rider ejection is set to true, those invisible pilots in ghosts, wont be so invisible anymore. About dropships, I've actually started adding a few more, I intend to try and make a few custom jmw animations of them so it looks better. As for the Flood dropship/pods maybe. Depends if I can get the Flood Dropship from Mythie. The pods are a bit more different. As in Halo 3 the pods were launched from High Charity, and since the Flood don't have control over anything similar to High Charity it might not work. However, I'm sure I'll think of something :). ohhh, I didn't think of that. How about the T & R, or another cruiser? Something along those lines most likely. Anything further on the alpha, or have all main points/problems been addressed?
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Feb 9, 2010 03:52 PM
Msg. 2709 of 2972
Main points = addressed.
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WWLinkMasterX
Joined: Mar 29, 2009
subliminal message.
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Posted: Feb 9, 2010 04:08 PM
Msg. 2710 of 2972
One little glitch I found was that you can make the invisible driver eject from his vehicle. Also, when you kill him, it causes infection forms to spawn, but that's probably intentional.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Feb 9, 2010 06:59 PM
Msg. 2711 of 2972
Set the vehicles to not player enterable. Then it shouldn't let you eject another person.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Feb 9, 2010 07:54 PM
Msg. 2712 of 2972
Gamma, is it possible to where you can spawn the player driving a vehicle at the start of a level. Like, when you start the level, you're driving a vehicle.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Feb 9, 2010 07:59 PM
Msg. 2713 of 2972
Yes.
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Advancebo
Joined: Jan 14, 2008
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Posted: Feb 9, 2010 08:06 PM
Msg. 2714 of 2972
Quote: --- Original message by: DarkHalo003 Gamma, is it possible to where you can spawn the player driving a vehicle at the start of a level. Like, when you start the level, you're driving a vehicle. I'm not sure about driving, but it is possible to start in a vehicle.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Feb 9, 2010 08:39 PM
Msg. 2715 of 2972
Press the "W" key. Done.
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Advancebo
Joined: Jan 14, 2008
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Posted: Feb 9, 2010 08:50 PM
Msg. 2716 of 2972
Quote: --- Original message by: Gamma927 Press the "W" key. Done. Or do what Halo 3 did, you start in the vehicle, but your in the passenger seat of the warthog. But thats just Halo 1 and b30 with the pelican.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Feb 9, 2010 08:56 PM
Msg. 2717 of 2972
Or do what I did, and start in the gunner seat. Warthog run~ Pity that map died xP
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Feb 9, 2010 09:36 PM
Msg. 2718 of 2972
Quote: --- Original message by: Gamma927 No, that just adds a minor annoyance, as you're forcing the player to take part in every minor battle on the way there. When did I ever say to make a battle that you must fight in every 2 feet? I said take advantage of the large spaces, and to add some more combatants so the level doesn't seem so empty and easy to just 'vehicularinate' through.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Feb 9, 2010 10:01 PM
Msg. 2719 of 2972
My post wasn't directed towards you; it was directed toward's Lone's decision to make it MANDANTORY to kill each and every enemy in every area.
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: Feb 9, 2010 11:26 PM
Msg. 2720 of 2972
Quote: --- Original message by: Lone Warrior
c40 mod. Custom level was being made by Newbkilla who I haven't heard from in ages.
E1: There will be a boss like enemy if I can get around to ripping it from H2. Edited by Lone Warrior on Feb 8, 2010 at 12:53 PM Lol, well you hear me now? I need major portals done And I can't get them to work. So as of right now, I need someone to do that. The level itself is about 50% done modeling.
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Feb 10, 2010 01:03 PM
Msg. 2721 of 2972
Quote: --- Original message by: Gamma927 My post wasn't directed towards you; it was directed toward's Lone's decision to make it MANDANTORY to kill each and every enemy in every area. I meant some areas, not all. @Newbkilla E1: I'll look into how to make portals, see if I can do it. Edited by Lone Warrior on Feb 10, 2010 at 01:05 PM
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Feb 11, 2010 07:40 AM
Msg. 2722 of 2972
How interesting; this project still exists. I shall continue work right away.
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Ninjadude
Joined: Jun 22, 2008
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Posted: Feb 11, 2010 11:32 AM
Msg. 2723 of 2972
Quote: --- Original message by: Polamee How interesting; this project still exists. I shall continue work right away. lol
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deadlyfighter1000
Joined: Jan 11, 2009
Constantly a threat.
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Posted: Feb 11, 2010 07:52 PM
Msg. 2724 of 2972
Quote: --- Original message by: Polamee How interesting; this project still exists. I shall continue work right away. By work do you mean work for this project? or this just randomly inspired you to start working on a different thing?
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Feb 11, 2010 08:53 PM
Msg. 2725 of 2972
Judging by how the first page lists him as a contributor, and how he was working on this mod since the start, and by how he said "continue" not "start" I would say, yes, he means work for this project.
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deadlyfighter1000
Joined: Jan 11, 2009
Constantly a threat.
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Posted: Feb 12, 2010 08:06 PM
Msg. 2726 of 2972
Yes, but since he is the founder of MP2SPMT, he could have decided to continue working on something from that area. But yea, you're probably right. Edited by deadlyfighter1000 on Feb 12, 2010 at 08:06 PM
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Karrde
Joined: Jul 30, 2007
Power beyond containing
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Posted: Feb 13, 2010 06:29 PM
Msg. 2727 of 2972
At least the project isn't totally dead.
Elefant is fat.
That is all.
Later.
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Feb 13, 2010 07:20 PM
Msg. 2728 of 2972
I cant play this map. it lags horribly. seintels wont die no matter what. cant pick up rocket.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Feb 13, 2010 07:53 PM
Msg. 2729 of 2972
Sentinels die quickly from needler supercombines and plasma rifles. Rocket launcher can't be picked up because SOMEONE didn't set the weapon in the biped's animations.
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Feb 13, 2010 08:08 PM
Msg. 2730 of 2972
*Whistles and tries to look innocent*
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