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Author Topic: Timberland Firefight - Official Thread (104 messages, Page 1 of 3)
Moderators: Dennis

CorruptedHalo
Joined: May 18, 2009


Posted: Nov 17, 2009 07:06 PM    Msg. 1 of 104       
Well, here we go.
A few months ago, I thought to myself: "Hey, since everyone else is making a Firefight map, why can't I?"
So I tried. But since I really didn't know scripts very well and I couldn't find a good map for it, I just quit. Until about a month ago, when I played a game of CTF on Timberland. And then it hit me: what would Halo: Combat Evolved Firefight feel like? I mean with classic weapons, powerups, enemies, etc.
And the Timberland base seemed pretty good idea. So, I got back on the saddle and started production. Though there are still a few hitches, it's at least playable at this point. I'm going to send out a few private betas to some people to beta test. A public beta will be released when:
I balance out the last few waves a little more.
I add some death barriers.
I get the map to look less like a "60's Friendship Circle."
Trailer Video:
http://www.youtube.com/watch?v=IeAW2cagH2Q
Check back here for more updates.
Edited by CorruptedHalo on Nov 17, 2009 at 07:07 PM
Edited by CorruptedHalo on Nov 18, 2009 at 08:33 PM


UnevenElefant5
Joined: May 3, 2008

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


Posted: Nov 17, 2009 07:14 PM    Msg. 2 of 104       
Looks nice.
One question though, when playing as the marine, did you make it so that you can move diagonally?
Because if you just swap the bipeds, the marines by default can only move forward, back, left, and right.


Slayer117
Joined: Oct 3, 2008

Host of CE3 2010-forever!


Posted: Nov 17, 2009 07:15 PM    Msg. 3 of 104       
yeah make sure they can do that. and also fix the timingon gernades and dont say its impossible cause its been done before.


CorruptedHalo
Joined: May 18, 2009


Posted: Nov 17, 2009 07:19 PM    Msg. 4 of 104       
Another thing I have to fix is the marines, yes.
While the map is playable in it's current state, the marines do have some drawbacks.
1. They don't have animations for some weapons.
2. They can't walk or run diagonally.
3. They aren't very strong - but this has since been fixed; edited the collision and the actor variants little and BAM! - marines that don't suck.
4. They can't throw grenades far - this has also been fixed, but it still plays the default throwing animation, which takes a little longer than the spartan's. I plan to leave this as is, because then you have to make a tactical decision whether to throw a grenade or not rather than just spamming them everywhere.
I have taken note of the problems above and they will be fixed before the full release*.


*When I say full release, I don't mean public beta. I mean the ACTUAL release.
Edited by CorruptedHalo on Nov 17, 2009 at 07:22 PM


CorruptedHalo
Joined: May 18, 2009


Posted: Nov 17, 2009 07:49 PM    Msg. 5 of 104       
I know about the FP hands problem, I'll try to fix it. it was my attempt at Johnson FP hands lol


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 17, 2009 08:01 PM    Msg. 6 of 104       
Quote: --- Original message by: CorruptedHalo
1. They don't have animations for some weapons.


Easily fixed. What weapons are you referring to? Rocket launchers and stuff like that? Talk to me on xfire. I'm too lazy to explain how to set up marines to fire rocket launchers at the moment.
And:

Quote: --- Original message by: DarkZealot
Check "uses player physics" and uncheck "uses limp body physics" in the biped tag.


CorruptedHalo
Joined: May 18, 2009


Posted: Nov 17, 2009 08:04 PM    Msg. 7 of 104       
I still can't get the lightmaps to work like they should.
This isn't a weed map.
Edited by CorruptedHalo on Nov 17, 2009 at 08:12 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 17, 2009 08:11 PM    Msg. 8 of 104       
Hang on, busy. I'll send via PM.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Nov 17, 2009 08:11 PM    Msg. 9 of 104       
When the waves come do they just appear or are they dropped off by a dropship?


CorruptedHalo
Joined: May 18, 2009


Posted: Nov 17, 2009 08:13 PM    Msg. 10 of 104       
Quote: --- Original message by: eliteslasher
When the waves come do they just appear or are they dropped off by a dropship?

I might add dropships, because this map is certainly big enough, but at the moment they just waltz up over the hill.
Edited by CorruptedHalo on Nov 17, 2009 at 08:13 PM


MasterRyan
Joined: Jul 25, 2008

Leader of Ryan C. Designs!


Posted: Nov 17, 2009 08:35 PM    Msg. 11 of 104       
I commented on the vid, I like the idea of this, yeah marines have a drawback, but I like the SGT johnson idea, I REALLY hope to play this soon, FIREFIGHT FOR THE WIN!


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Nov 17, 2009 10:51 PM    Msg. 12 of 104       
Sweeeeet. :D


Cocaine
Joined: Mar 2, 2009

Can't stop napping.


Posted: Nov 17, 2009 10:55 PM    Msg. 13 of 104       
It'd be pretty cool to have a TnR Gravity Lift at one end of the map , dropping in vehicles and the like , with waves coming down , too. Not sure if its possible though. Anyhow , its a change from everyone yelling 'Get the dropships to arrive'. Perhaps a mixture of both? Dropships landing troops , vehicles arriving via gravity lift.


sargejohnson
Joined: Apr 20, 2009

Shall we play a game?


Posted: Nov 17, 2009 11:26 PM    Msg. 14 of 104       
by the way, how many waves are there?
i do hope that there is a delay between the taking out of one wave and the arrival of another, maybe 20 seconds or so to give the player some time to recharge etc.


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Nov 18, 2009 01:20 AM    Msg. 15 of 104       
Looks cool, though personally, I think that firefight would work much better on the main map of Timberland, with you defending the ridge in front of the base, instead of defending the base itself.

But that's just me. Keep it up!


UnevenElefant5
Joined: May 3, 2008

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


Posted: Nov 18, 2009 01:25 AM    Msg. 16 of 104       
Quote: --- Original message by: Mythril
Looks cool, though personally, I think that firefight would work much better on the main map of Timberland, with you defending the ridge in front of the base, instead of defending the base itself.

But that's just me. Keep it up!

You could have the base as a kind of "fallback" position, if you're overrun on the ridge.


olly12345
Joined: Jul 30, 2008


Posted: Nov 18, 2009 04:09 AM    Msg. 17 of 104       
Quote: --- Original message by: UnevenElefant5
Quote: --- Original message by: Mythril
Looks cool, though personally, I think that firefight would work much better on the main map of Timberland, with you defending the ridge in front of the base, instead of defending the base itself.

But that's just me. Keep it up!

You could have the base as a kind of "fallback" position, if you're overrun on the ridge.

And that adds another challenge because enemies could very easily flank you on either side of the base. i would suggest having enemies come from dropships or have drop pods for the elites like in halo 2 and possibly mix up the enemy types like have a round of covenant (Not a wave) and then like have flood swarms each gettiing bigger in size after each "Flood Round" and these keep getting bigger until you get overrun unless the covenant do it first.


Ninjadude
Joined: Jun 22, 2008


Posted: Nov 18, 2009 07:15 AM    Msg. 18 of 104       
It would be cool if Justin came and helped.

EDIT: sorry, wrong timberland.
Edited by Ninjadude on Nov 18, 2009 at 07:16 AM


CorruptedHalo
Joined: May 18, 2009


Posted: Nov 18, 2009 08:19 AM    Msg. 19 of 104       
Jeez, seems as though putting the word "Firefight" in anything makes it pretty popular...
Okay, some updates.
1. The ground and wall problem has been fixed. You know what I mean.
2. You can run diagonally, crouch jump, etc.
3. Put a sniper marine on the top of the base. Might add another, because just one seems to be only a little help.

Now let's talk weapons. These will all be classic, because I want this to have the Halo: CE feel.
Assault Rifle- Pretty basic; Pretty self explanatory,
Shotgun- Currently in the map, I might remove it due to balance issues.
Pistol- Is not in the map, nor will it be. This is supposed to be a challenge, not a Covenant killing spree.
Sniper- On the top of the base, but with limited ammo.
Rockets- Not in the map as of now, but I might add it later if I add vehicle waves.
Flamethrower- It's going in if I add flood.

Screenshots soon.


MasterRyan
Joined: Jul 25, 2008

Leader of Ryan C. Designs!


Posted: Nov 18, 2009 12:41 PM    Msg. 20 of 104       
I don't think there should be flood, but it would be cool to add: Boss Wave: Sentinel, Zealot, and Hunter Wave as like a final wave


but I do like the fighting sentinels idea, that makes the needler, Plasma pistol and plasma rifle worthwhile


olly12345
Joined: Jul 30, 2008


Posted: Nov 18, 2009 06:00 PM    Msg. 21 of 104       
Sentinels would be good and maybe to add more confusion to the map have them against you when your fighting the flood so it's a three way battle for survival so you can prioritize your targets and choose if you want to kill the sentinels first but have to deal with the flood alone or kill the flood and deal with the sentinels.

Also you shouldn't feel Like you made the center of the battle, there should be groups of marines fighting the covenant to the left and right of the base and you can help them but they would have a chance of killing them themselves. No tanks or vehicles except for maybe banshees and spirits. Please don't protect this map I want to be able to convert this map to mac and edit.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Nov 18, 2009 07:14 PM    Msg. 22 of 104       
All those ideas with more than just Covvies vs humans looks to me more like an average blood gulch mod.


CorruptedHalo
Joined: May 18, 2009


Posted: Nov 18, 2009 07:37 PM    Msg. 23 of 104       
If I do include sentinels, I'll make them more like equipment than actual enemies. As in, maybe they will replace your marine allies or something, etc., but I'm still not sure. another idea of mine is to make a covenant firefight (which would be timberland, seeing that I have it already setup,) and a flood firefight on a different map, but, more on that idea as this mod nears completion.
And about protection. I'm going to protect the public beta, because I don't want people going and having their will with it...yet. However, rest assured, the Final version will NOT be protected. Before you guys start &*%@?ing, I'll make you get it through your heads:
Quote: THE FINAL VERSION WILL NOT BE PROTECTED.

Now, for everyone's favorite: NEW PICKURS!






Okay, enough flare. Time to start talking about the base.
You start off with four health packs, two on the top section of the base and two and two on the ground level section:

Your Arsenal:
A Shotgun, an Assault Rifle, and a Sniper Rifle, all with extra ammo, plus, four extra grenades, just in case. Assault Rifle, Shotgun, and Grenades are located right next to the ground level doors:


The Sniper Rifle is conveniently located on the top section of the base in a very good sniper location:

More updates as they come.
I'll leave you with this:


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 19, 2009 09:01 PM    Msg. 24 of 104       
Bump because bump.


olly12345
Joined: Jul 30, 2008


Posted: Nov 19, 2009 11:16 PM    Msg. 25 of 104       
The last pic is now my background :-p.
Looking good! can't wait for release!


CorruptedHalo
Joined: May 18, 2009


Posted: Nov 20, 2009 08:11 AM    Msg. 26 of 104       
Couple of updates:
Removed health packs, they really aren't valuable. Your health just recharges after about ten seconds if you're not under fire.
Working on a beginning cutscene.
Bumping the wave count up to 20.

Public Beta Soon!!


pakar45
Joined: Sep 21, 2008

Hi


Posted: Nov 20, 2009 10:16 AM    Msg. 27 of 104       
Still, that doesn't totally help the public if it is unprotected, you would have to release the scripts too :\


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Nov 20, 2009 11:09 AM    Msg. 28 of 104       
Quote: --- Original message by: jesse
Bump because bump.
Next time it will be lock because "bump". Either contribute or reamine silent. Bumping topics to change their position on the page is not allowed.


MasterRyan
Joined: Jul 25, 2008

Leader of Ryan C. Designs!


Posted: Nov 20, 2009 12:23 PM    Msg. 29 of 104       
Quote: Public Beta Soon!!


CAN'T WAIT


CorruptedHalo
Joined: May 18, 2009


Posted: Nov 20, 2009 04:37 PM    Msg. 30 of 104       
Quote: --- Original message by: Dennis
Quote: --- Original message by: jesse
Bump because bump.
Next time it will be lock because "bump". Either contribute or reamine silent. Bumping topics to change their position on the page is not allowed.

'twas my fault Dennis, I told him to bump it.


FlyAwayNow
Joined: May 10, 2009

Triage at Dawn


Posted: Nov 20, 2009 08:06 PM    Msg. 31 of 104       
I couldnt see the trailer, but is it the vinnila weapon set or a few new toys?


MasterRyan
Joined: Jul 25, 2008

Leader of Ryan C. Designs!


Posted: Nov 20, 2009 08:11 PM    Msg. 32 of 104       
regular weapons only


laxdude1995
Joined: Apr 22, 2008

Isn't that from one of your Chinese cartoons?


Posted: Dec 1, 2009 07:56 PM    Msg. 33 of 104       
There needs to be a few new weapons, like the handheld hog turret at some late level, a weak pistol (possibly akimbo), BR
Also, add human turrets at a late level
and on the last level, spawn a peli at the droppad, and when you get on the level is ovah


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 1, 2009 08:03 PM    Msg. 34 of 104       
His purpose was to retain the "Halo: Combat Evolved" feel, not add in lots of new weapons.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Dec 1, 2009 09:51 PM    Msg. 35 of 104       
I like the Original Halo feel. It's a nice touch that people keep leaving out lately. An idea for the shotgun would be to spawn it only after a set amount of rounds (say 5) or spawn only when enemies breach the the sides of the base and swarm in.

 
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