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Author Topic: [WIP][MOD] Flood Campaign (2972 messages, Page 82 of 85)
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Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Jan 18, 2011 08:24 PM    Msg. 2836 of 2972       
Looks cool tho i remember Head Boob made a level where ur as the flood but ur body parts came off. Is this fixed in this mod?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 18, 2011 08:41 PM    Msg. 2837 of 2972       
Don't worry about that. Lone's been working on the mod for quite some time now, but he said he'll be disappearing for another six months sometime.


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Jan 18, 2011 08:43 PM    Msg. 2838 of 2972       
ok good. So sad how Head Noob's ancient pc died and he lost that sp. And b/gulch firefight. And a death island sp


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jan 19, 2011 02:27 AM    Msg. 2839 of 2972       
I'd be willing to accommodate you with a better flood styled hud if you so please.


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Jan 19, 2011 05:20 PM    Msg. 2840 of 2972       
Quote: --- Original message by: Gamma927
Don't worry about that. Lone's been working on the mod for quite some time now, but he said he'll be disappearing for another six months sometime.

Was wondering where he'd got to. He didn't tell me :C


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Jan 22, 2011 09:25 AM    Msg. 2841 of 2972       
Although I didn't really plan on updating until I got back in late June, I decided that I will today. It's a small update mind you, regarding a new unit.

The Sentinel Marauder:




E1: Ignore the texture mis-alignments. They will be fixed.
Edited by Lone Warrior on Jan 22, 2011 at 09:25 AM


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Jan 22, 2011 09:28 AM    Msg. 2842 of 2972       
Don't remove the cap at the middle top, make it like a normal sentinel with two extra arms, not a headless one.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jan 22, 2011 08:22 PM    Msg. 2843 of 2972       
Nah, leave the top out... but maybe add a cap elsewhere. I like how it looks different.
It should also fire shoopdawhoop.


Reaper 201
Joined: Jan 1, 2011

Rezurrected to Kill


Posted: Jan 22, 2011 10:44 PM    Msg. 2844 of 2972       
nice an update! so what does it do, does it shoot sentinel lasers or something?


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Jan 23, 2011 08:03 AM    Msg. 2845 of 2972       
Quote: --- Original message by: Reaper 201
nice an update! so what does it do, does it shoot sentinel lasers or something?


The primary function of the Sentinel Marauder is to clean up all remnants of a Flood infestation, by focusing on destroying all remaining infection forms in the area.

As a result, it fires a fast shooting sentinel beam that does minor damage. However, Marauders travel in packs of 6-8 at a time and move faster than a normal Sentinel.


Corvette19
Joined: Feb 27, 2007


Posted: Jan 23, 2011 09:29 AM    Msg. 2846 of 2972       
those sentinels look cool


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Jan 23, 2011 09:47 AM    Msg. 2847 of 2972       
Quote: --- Original message by: Lone Warrior
Quote: --- Original message by: Reaper 201
nice an update! so what does it do, does it shoot sentinel lasers or something?


The primary function of the Sentinel Marauder is to clean up all remnants of a Flood infestation, by focusing on destroying all remaining infection forms in the area.

As a result, it fires a fast shooting sentinel beam that does minor damage. However, Marauders travel in packs of 6-8 at a time and move faster than a normal Sentinel.

I'll assume they are more fragile then?


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Jan 23, 2011 10:38 AM    Msg. 2848 of 2972       
Quote: --- Original message by: DarkHalo003
I'll assume they are more fragile then?


Yes, and they don't have shields.
Edited by Lone Warrior on Jan 23, 2011 at 10:39 AM


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jan 23, 2011 11:10 AM    Msg. 2849 of 2972       
Quote: --- Original message by: Corvette19
those sentinels look cool


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jan 23, 2011 03:42 PM    Msg. 2850 of 2972       
Quote: --- Original message by: Lone Warrior
it fires a fast shooting sentinel beam that does minor damage.


How about unguided Needler projectiles, minus the supercombine ability, for a little visual distinction between the two weapon systems. Doesn't take much to kill the infection forms. Plus, it'd be purpley. :D


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jan 23, 2011 03:48 PM    Msg. 2851 of 2972       
Oh yeah, like the sentinel enforcer's needles.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jan 23, 2011 05:04 PM    Msg. 2852 of 2972       
Yeah, like those. That way when you're getting shot at, it's a lot easier to identify than if it was simply a weaker variant of the standard sentinel beam.


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Jan 23, 2011 11:06 PM    Msg. 2853 of 2972       
But it wouldn't make much sense for the forerunners to make a cleanup unit with a weapon that has a lower rate of fire and travel slower than the standard unit's weapon (unless the needles fire at a rate similar to the beam, and are hitscan)
Imo make it a thinner beam with a red light.

Or simply have it pulse waves of damaging radiation.
The problem is a fast and lighter unit not designed for heavier combat shouldn't have 4 limbs and look heavier (and be bigger) than the normal combat unit. Nor should it be called a marauder.


olly12345
Joined: Jul 30, 2008


Posted: Jan 24, 2011 01:14 AM    Msg. 2854 of 2972       
well if it's for cleaning up, then what's better than fire!

If you're gonna choose a clean up unit, make smaller than a regular sentinel, and look more like a constructor than an actual sentinel.

The 4th model should be some kind of heavy sentinel that fires a high powered laser shot that does AOE shield damage, but fires slowly.


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Jan 24, 2011 07:00 AM    Msg. 2855 of 2972       
Quote: --- Original message by: IcePhoenix
But it wouldn't make much sense for the forerunners to make a cleanup unit with a weapon that has a lower rate of fire and travel slower than the standard unit's weapon (unless the needles fire at a rate similar to the beam, and are hitscan)
Imo make it a thinner beam with a red light.

Or simply have it pulse waves of damaging radiation.
The problem is a fast and lighter unit not designed for heavier combat shouldn't have 4 limbs and look heavier (and be bigger) than the normal combat unit. Nor should it be called a marauder.


In relation to the Marauder:
It's half the size of the original Sentinel.

The reason it has a faster firing weaker weapon, is because it's designed to kill lots of infection forms en masse.

It travels faster than the normal Sentinel.

In relation to the Normal Sentinel:

It's because the Normal Sentinels, at least from my point of view, are primarily designed to be anti-combat form which are slow-ish, easy to hit targets. Therefore they made a slower firing beam that hits harder, rather than use the Marauder.

If the name really annoys that so people, I'll just change it....


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Jan 24, 2011 07:19 AM    Msg. 2856 of 2972       
You still haven't told me why it has more limbs than its heavier cousin.
Also, in what way is the Marauder's weapon faster-firing than the Sentinel's? Do I have to remind you that the beam weapons have can constant fire anyway?

I still think it should just emit radiation, or the weapons on it can turn and aim independently from the main body, as to not waste energy turning the whole body around to hit a single infection form.

Also, would it be possible to make it so that when you die as a combat form the control simply passes onto one of the remaining combat forms in your group? It would allow much more realistically low health (they die in numbers similar to grunts) without crippling the player, and it would still make a fair deal of sense, since the flood can be controlled by the Gravemind at will, so when the one under the player's (Gravemind's) control dies, he simply switches to another one which previously controlled itself until it makes way for you.

As a result you don't need to have an illogically durable combat form, and you could give much more variety, for example, some forms might have shields of varying amounts, some might not, some might be missing an arm or two, etc. It would make gameplay more fun and still make sense.

That is, if such a script is possible.
Edited by IcePhoenix on Jan 24, 2011 at 07:30 AM


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Jan 24, 2011 08:46 AM    Msg. 2857 of 2972       
Quote: --- Original message by: IcePhoenix

You still haven't told me why it has more limbs than its heavier cousin.
Also, in what way is the Marauder's weapon faster-firing than the Sentinel's? Do I have to remind you that the beam weapons have can constant fire anyway?


Tbqh, I didn't have a reason for giving it more limbs besides the fact, that I wanted it to look different from the Sentinel, while still trying to keep the same design scheme.

If you want a reason that's rooted in canon. We planned to have the Marauder look around little vents and such for infection forms, the forward limbs means more protection from the front, where a normal sentinel may be susceptible to getting latched onto by an infection form.

The Marauders weapon has half the beam length and higher firing speed. It has a 'cone' where it can target any enemies in front of it in a certain angle.

Rephrase the last question, and I'll answer it.

Quote: --- Original message by: IcePhoenix

I still think it should just emit radiation, or the weapons on it can turn and aim independently from the main body, as to not waste energy turning the whole body around to hit a single infection form.


No radiation.


Quote: --- Original message by: IcePhoenix

Also, would it be possible to make it so that when you die as a combat form the control simply passes onto one of the remaining combat forms in your group? It would allow much more realistically low health (they die in numbers similar to grunts) without crippling the player, and it would still make a fair deal of sense, since the flood can be controlled by the Gravemind at will, so when the one under the player's (Gravemind's) control dies, he simply switches to another one which previously controlled itself until it makes way for you.


It would probably be possible with some complex scripts. But in the end it would end up being a case of us leaving AI/bipeds in one spot for the player to 'bump possession' into. I.e it would leave AI/bipeds standing around that no doubt, you, or someone else would complain about.

Alternatively, it could be a biped spawning script. But, I'm afraid that wont happen either. Because, I'm fairly sure about this, once the original player 'biped' dies, it's game over, last checkpoint e.t.c.

We've already got our own story/plot typed up for the Campaign. And since, atm, it doesn't conflict with any canon. We're sticking to it.

However, we play to have the Gravemind 'utilize' different combat forms throught the mod. So no, you wont be playing as the exact same combat form.

Quote: --- Original message by: IcePhoenix

As a result you don't need to have an illogically durable combat form, and you could give much more variety, for example, some forms might have shields of varying amounts, some might not, some might be missing an arm or two, etc. It would make gameplay more fun and still make sense.


Tell me, how would missing arms and limbs make it more fun, if the player is shoved into a combat form with no weapon-usage, or no melee usage. I assure you, there would be more complaints than it's worth.

As I have stated already, we wont be doing this.

The way we have it at the moment is that the Combat form the player plays as (in the full version) will be a Flood elite with armour, and minor shielding. Before you bring up the player losing limbs. Also isn't going to happen. When I first tested the mod, with limb damage on, the first shot in cases to the unshielded player ripped off the arm. For the entire level.

Quote: --- Original message by: IcePhoenix

That is, if such a script is possible.


In a nutshell yes, but we wont be using it.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jan 24, 2011 09:01 AM    Msg. 2858 of 2972       
Someone's fingers are sore.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jan 24, 2011 10:12 PM    Msg. 2859 of 2972       
I concur with lonewarrior's intent. There doesn't really need to be a reason for four limbs.
Again, it looks really cool, and it ought to be on halomaps.


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Jan 25, 2011 04:24 AM    Msg. 2860 of 2972       
Quote: --- Original message by: Lone Warrior
However, we play to have the Gravemind 'utilize' different combat forms throught the mod. So no, you wont be playing as the exact same combat form.

You could create cutscenes through parts of the level where your combat form dies and the control switches to another one though.


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Jan 25, 2011 01:17 PM    Msg. 2861 of 2972       
Quote: --- Original message by: goldkilla88
Once these are done, you can use them if you want.
*Pics*

These will be done in probably about a month or less. GoT. Hopefully before this is released.


Thanks, but no thanks.

We plan to use as little ripped content as possible, utilising custom content mainly.

We also have our own infection form, that no one's seen yet...

Quote: --- Original message by: IcePhoenix
Quote: --- Original message by: Lone Warrior
However, we play to have the Gravemind 'utilize' different combat forms throught the mod. So no, you wont be playing as the exact same combat form.

You could create cutscenes through parts of the level where your combat form dies and the control switches to another one though.


Hmmm, I hadn't thought of this. I suppose we could do it for a few of the levels.


Ninjadude
Joined: Jun 22, 2008


Posted: Jan 28, 2011 04:56 PM    Msg. 2862 of 2972       
Posting to show my undying support <3


032 Mendicant Bias
Joined: Feb 25, 2010

Magnum periculum est elit.


Posted: Jan 28, 2011 10:10 PM    Msg. 2863 of 2972       
Quote: --- Original message by: Lone Warrior
Quote: --- Original message by: Reaper 201
nice an update! so what does it do, does it shoot sentinel lasers or something?


The primary function of the Sentinel Marauder is to clean up all remnants of a Flood infestation, by focusing on destroying all remaining infection forms in the area.

As a result, it fires a fast shooting sentinel beam that does minor damage. However, Marauders travel in packs of 6-8 at a time and move faster than a normal Sentinel.

maybe you can make the beam more powerful and have it charge the beam before shooting as fast as the spartan laz0r's (3 seconds) before shooting a beam bigger than the sentinel's,but yellow,just for cleaning up more "serious" flood infects (hives,infection forms,ect)


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Jan 30, 2011 12:54 PM    Msg. 2864 of 2972       
Quote: --- Original message by: 032 Mendicant Bias
maybe you can make the beam more powerful and have it charge the beam before shooting as fast as the spartan laz0r's (3 seconds) before shooting a beam bigger than the sentinel's,but yellow,just for cleaning up more "serious" flood infects (hives,infection forms,ect)


I'm fairly sure that's what the Sentinel Enforcer is for, cleaning up major Flood infestations.

Making a dedicated 'hive destroyer' for Sentinels sounds good though, guess I'll add it to the list of 'Optional Stuff'.

List so far if anyone's interested:

X
X
Koo’s Flood Infection form model (Needs texture )
Y
X
Dedicated Flood Hive Destroyer (Sentinel)
X
X

Note: Concept stage basically means we have drawings for the basic layout of what we want. These are easily subject to change, and usually don't reflect the end result.

Oh and things marked with an 'X' we don't want you seeing yet (All X's are new units, not weapons/vehicles e.t.c). Not eveything on this list will necessarily make it to the end product either.
Edited by Lone Warrior on Jan 30, 2011 at 12:54 PM


Ro0ster
Joined: Jan 21, 2008

is a rooster


Posted: Jan 31, 2011 01:38 PM    Msg. 2865 of 2972       
What does the Y mean?


olly12345
Joined: Jul 30, 2008


Posted: Jan 31, 2011 05:09 PM    Msg. 2866 of 2972       
It's the codeword for something they don't want us to know about yet.
Probably an X.


ilyasw
Joined: Jul 11, 2010

Smile, Tomorrow could be worse Xfire:Ilya108


Posted: Feb 20, 2011 02:42 PM    Msg. 2867 of 2972       
Quote: --- Original message by: goldkilla88
I don't want this thread to die again, it deserves to live. :P


So did Stauffenberg


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 20, 2011 03:17 PM    Msg. 2868 of 2972       
Lone's dead til late June, so I don't really see why this thread should suffer in the meantime.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Feb 20, 2011 03:47 PM    Msg. 2869 of 2972       
^google search would have told you,so did stauffenberg,refers to...
Claus von Stauffenberg was a german officer.


ilyasw
Joined: Jul 11, 2010

Smile, Tomorrow could be worse Xfire:Ilya108


Posted: Feb 20, 2011 03:50 PM    Msg. 2870 of 2972       
Quote: --- Original message by: ally
^google search would have told you,so did stauffenberg,refers to...
Claus von Stauffenberg was a german officer.


A GOOD German though, planned to kill Hitler, Operation Valkyrie.

 
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