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Author Topic: Critiscm for my SP (37 messages, Page 1 of 2)
Moderators: Dennis

Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Feb 13, 2009 04:36 AM    Msg. 1 of 37       
http://www.mediafire.com/?sharekey=63cdb57d52739ab74012e8015643d9c806b5cf476be3abc7

Its the latest build. Ignore the Spectre Elite gunner animations. Other than that, I've fixed a lot since the first beta (watch out for the Ghost-driving grunts!)

Startup cutscene is still crap though

Also, press Q for a 15 second camo cloak.


You can get some of the Marines onto the spectre if you need them
Edited by Polamee on Feb 13, 2009 at 06:18 AM
Edited by Polamee on Feb 18, 2009 at 06:07 AM


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Feb 13, 2009 04:53 AM    Msg. 2 of 37       
it says page load error when i try...


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Feb 13, 2009 05:30 AM    Msg. 3 of 37       


Roflcopter
Joined: Jan 30, 2009


Posted: Feb 13, 2009 05:31 AM    Msg. 4 of 37       
It had the same error when I got there, but I went to the link again and it worked.


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Feb 13, 2009 08:33 AM    Msg. 5 of 37       
Only the startup Marines get into the Spectre. Not the ODSTs or any of those you meet later

I'll try to make a storyline for it. The marines were supposed to be fighting the Covenant when the Flood struck (where did they come from?). Come to think of it, it dosen't make sense to me either.

Which sounds?

Anyway, thanks for all that, I'll try to improve on the stuff


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Feb 13, 2009 09:03 PM    Msg. 6 of 37       
Hmmmm.......let me check


jacknme
Joined: Aug 29, 2008

If you see this, you must be in an old topic


Posted: Feb 14, 2009 09:37 AM    Msg. 7 of 37       
I suggest you make the covenant weapons found in the base in the beginning about 75% for realism. And i think the starting cinematic was a little too long :P


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Feb 14, 2009 09:43 AM    Msg. 8 of 37       
There's supposed to be large number of Marines who died fighting the Covenant in the base, explaining all the dead human weapons in the base. And also, I'm revamping the starting cinematic. Going to show MC killing covvies and running into the base or something, and the prophet giving a sermon.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Feb 14, 2009 12:42 PM    Msg. 9 of 37       
The first thing I noticed was that half of your bipeds in the cutscenes were frozen, which really ruins the first impression. However, I understand why they're frozen: because the player is too far away, so the game stops objects from animating, having physics, and moving. There's a way to fix this without moving the player closer though. You should really do this:

(object_pvs_set_camera "cutscene_camera_point")
sets the specified cutscene camera point as the special place that activates everything it sees.

What this command does is stop the game from freezing any objects that the camera point sees, regardless of where the player is.

So, what you should do is place a camera point high above the entire BSP that looks down so that the camera point sees the entire BSP. Then, use the command above whenever you want to do a cutscene to make sure no objects freeze, and the command below to deactivate the pvs so the game can save resources whenever you aren't doing a cutscene:

(object_pvs_clear)
removes the special place that activates everything it sees.

Another thing that's noticeably wrong is your camera work. In the beginning, the camera movement was all right, but it went straight through the covie dropship at one point. Never, ever let the camera go through any objects.

It was even more obvious with the little cutscene just before you invade the prophet's base: the camera started randomly in mid-air, went straight through the cliffs, right through the base, and then stopped in an arbitrary hallway in the base, staring at a wall for a good 5-10 seconds. I honestly had no idea what the cutscene was trying to show.

I would suggest weaving it through the cliffs, and then going above the base, and stopping the camera looking down at the prophet and his guards from above the base through its opening in the ceiling. Or, if you intended to show snapshots of certain areas of the base and cliffs, set the camera_set movement time to 0 ticks so it just snaps right to each camera point, instead of having it smash through the cliffs.

Other than that, the level was good game play wise. Although, there were some parts that felt way too empty, and then some parts that felt too difficult. The prophet base invasion was well populated, don't get me wrong, but I found it too hard.

The part where you initially met the flood, though, was somewhat empty in my opinion. There were maybe only 10-15 flood at the end of that large, open area. Considering you built up the tension with the cutscene showing the flood elite, that was just too small for a follow-up to that.
Edited by Me KS on Feb 14, 2009 at 12:47 PM


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Feb 15, 2009 06:11 AM    Msg. 10 of 37       
I know about the Prophet base. Going to spawn the enemies farther away and give the player the option of sniping them.

The Covenant dropship was supposed to be on the ground, but due to the thing (game deleting phyics when the player is not near) it did not drop to the ground.

So I basically add this:
(object_pvs_set_camera "cutscene_camera_point")

In fron tof every cutscene camera point and (object_pvs_clear) after the cutscene is over?


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Feb 15, 2009 07:48 AM    Msg. 11 of 37       
they do, you just have to keep trying


Flash44x
Joined: Jan 3, 2007

What would you have your arbiter do?


Posted: Feb 15, 2009 12:12 PM    Msg. 12 of 37       
like lodex said why is the flood there i found them usseles you should have keeped it covenant vs human.
and you should less the marines and make the marine ai stronger(like health actor ect)
(my opinion)

overall the map is pretty good
Edited by Fbi Was For on Feb 15, 2009 at 12:13 PM


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Feb 15, 2009 08:58 PM    Msg. 13 of 37       
Quote: --- Original message by: Polamee
So I basically add this:
(object_pvs_set_camera "cutscene_camera_point")

In fron tof every cutscene camera point and (object_pvs_clear) after the cutscene is over?


I guess you could do that, but that would be inconvenient and might not work all the time. For example, while transitioning from one camera point to another, the camera point that's currently the PVS might not see what the moving camera sees, so you'd still see some frozen objects.

What I said to do was just add an extra camera point above the BSP, looking down at the entire BSP, so that the camera will activate absolutely everything. That way, you only need to do the "object_pvs_set_camera" once for each cutscene, and with just that one camera point, and then do "object_pvs_clear" after a cutscene. Seeing as it looks down at everything, it should guarantee no freezing of any objects during a cutscene.
Edited by Me KS on Feb 15, 2009 at 08:58 PM


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Feb 16, 2009 07:25 AM    Msg. 14 of 37       
Ok, I'll try that out. I should make the screen go whie when that happens so the player won't see the holes in the map right?


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Feb 16, 2009 10:49 AM    Msg. 15 of 37       
Quote: --- Original message by: Polamee
Ok, I'll try that out. I should make the screen go whie when that happens so the player won't see the holes in the map right?


Oh, heh. No, the command doesn't actually switch to the camera point. It just activates whatever the point sees, no matter where the actual camera of the game is looking. So don't worry about that.


ACoLOL
Joined: Nov 19, 2008

CMT


Posted: Feb 18, 2009 08:02 AM    Msg. 16 of 37       
your mod sucks


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Feb 18, 2009 08:04 AM    Msg. 17 of 37       
k. That was useful.

Obvious Sarcasm


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Feb 18, 2009 08:15 AM    Msg. 18 of 37       
Quote: --- Original message by: ACoLOL
your mod sucks


You know, you could tell him why.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 18, 2009 11:07 AM    Msg. 19 of 37       
Or if you gave it to private beta testers.


ACoLOL
Joined: Nov 19, 2008

CMT


Posted: Feb 18, 2009 02:26 PM    Msg. 20 of 37       
Quote: --- Original message by: Lone Warrior
Quote: --- Original message by: ACoLOL
your mod sucks


You know, you could tell him why.


You're right, I could spend 20 minutes of my life writing out a huge list of complaints, but I'm not going to because not only have I done it time and time before, but because most of his problems are so obvious that I should not need to point them out.


KillerKip1
Joined: May 3, 2008

Rigs of Rods


Posted: Feb 18, 2009 05:48 PM    Msg. 21 of 37       
Quote: --- Original message by: ACoLOL
Quote: --- Original message by: Lone Warrior
Quote: --- Original message by: ACoLOL
your mod sucks


You know, you could tell him why.


You're right, I could spend 20 minutes of my life writing out a huge list of complaints, but I'm not going to because not only have I done it time and time before, but because most of his problems are so obvious that I should not need to point them out.


At the least, your honest (*ehem* its a starter project, not finished yet, its only meant for crit right now.)

But, I am trying it now, needs some work, but its a good start.


ACoLOL
Joined: Nov 19, 2008

CMT


Posted: Feb 18, 2009 10:22 PM    Msg. 22 of 37       
Quote: --- Original message by: Destroyer

oh yeh i forgot you only have like 60 years of your life left
Edited by Destroyer on Feb 18, 2009 at 02:30 PM


Oh sorry for having better things to do than post the piss obvious reasons why his mod is bad!


wesman
Joined: Mar 18, 2008

no your a freezer


Posted: Feb 18, 2009 10:38 PM    Msg. 23 of 37       
Quote: --- Original message by: ACoLOL
Quote: --- Original message by: Destroyer

oh yeh i forgot you only have like 60 years of your life left
Edited by Destroyer on Feb 18, 2009 at 02:30 PM


Oh sorry for having better things to do than post the piss obvious reasons why his mod is bad!
and yet you had enough time to be an a**hole


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Feb 19, 2009 04:05 AM    Msg. 24 of 37       
Quote: --- Original message by: ACoLOL
Quote: --- Original message by: Destroyer

oh yeh i forgot you only have like 60 years of your life left
Edited by Destroyer on Feb 18, 2009 at 02:30 PM


Oh sorry for having better things to do than post the piss obvious reasons why his mod is bad!


I really don't get why there's an American flag beside your post. And I would advise you guys to stop flaming him......


jacknme
Joined: Aug 29, 2008

If you see this, you must be in an old topic


Posted: Feb 19, 2009 04:42 AM    Msg. 25 of 37       
TRy clicking on the link, then refresh the page.


jacknme
Joined: Aug 29, 2008

If you see this, you must be in an old topic


Posted: Feb 19, 2009 04:46 AM    Msg. 26 of 37       
Page load error? Now im getting it to :P


jacknme
Joined: Aug 29, 2008

If you see this, you must be in an old topic


Posted: Feb 19, 2009 04:49 AM    Msg. 27 of 37       
Me to.. probably mediafire's problem


ACoLOL
Joined: Nov 19, 2008

CMT


Posted: Feb 19, 2009 08:27 AM    Msg. 28 of 37       
Quote: --- Original message by: Destroyer
idiots are fun to flame though (more flames) oh well


Oh hey look who this is coming from!


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Feb 19, 2009 08:35 AM    Msg. 29 of 37       
We don't care. If you've nothing to contribute, stop posting here.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 19, 2009 11:21 AM    Msg. 30 of 37       
That smiley face looks scary


ACoLOL
Joined: Nov 19, 2008

CMT


Posted: Feb 19, 2009 03:52 PM    Msg. 31 of 37       
Quote: --- Original message by: Destroyer
Quote: --- Original message by: ACoLOL
Quote: --- Original message by: Destroyer
idiots are fun to flame though (more flames) oh well


Oh hey look who this is coming from!


nah im not fun to flame, you will instantly lose

you on the other hand come up with respones which are so random i cry with laughter


You dumb?


KillerKip1
Joined: May 3, 2008

Rigs of Rods


Posted: Feb 19, 2009 03:56 PM    Msg. 32 of 37       
everyone cool it, he asked for crit, not insult, there is a difference, critizism does not NEED insults, more along the line of suggestions.


ACoLOL
Joined: Nov 19, 2008

CMT


Posted: Feb 19, 2009 08:43 PM    Msg. 33 of 37       
you mad?


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Feb 21, 2009 09:07 AM    Msg. 34 of 37       
Edit: nvm
Edited by Polamee on Feb 21, 2009 at 09:08 AM


jacknme
Joined: Aug 29, 2008

If you see this, you must be in an old topic


Posted: Feb 22, 2009 09:32 AM    Msg. 35 of 37       
Why doesn't the prophet has a chair :P.
Try to make the assault rifle more powerful too.....
And any more updates?
Pshhhh guys its unprotected

 
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