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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[RELEASE] firefight-cryobay (beta)

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Author Topic: [RELEASE] firefight-cryobay (beta) (58 messages, Page 2 of 2)
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Slayer117
Joined: Oct 3, 2008

Host of CE3 2010-forever!


Posted: Aug 14, 2010 07:00 PM    Msg. 36 of 58       
No Brutes. I hate Brutes


ThetianSoldier
Joined: May 15, 2010

Keyboard not found! Press any key to continue...


Posted: Aug 14, 2010 07:03 PM    Msg. 37 of 58       
I hate Brutes too, and they are in WAAAAAY too many maps already.


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Aug 14, 2010 07:05 PM    Msg. 38 of 58       
ok, then i'll leave them out lol, i thought most of the people in this community hated brutes lol.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Aug 14, 2010 11:45 PM    Msg. 39 of 58       
put the brutes back in or ill kill this puppy *points at it*


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Aug 14, 2010 11:49 PM    Msg. 40 of 58       
i'll probably do two versions, one with brutes added, and another without the brutes for those who hate them.

UPDATE: removed the smg, it was too overpowered, all of the waves now leave through the one door on their own it is not possible to get them to go through the other door but still it works, waiting at the door is now a death wish because even now the grunts are pretty powerful, it is now much less laggy, thanks to gamma and now there is a death barrier in the hallway, so no more camping =D, and i switched to cmt's elites so the animations work correctly and i believe all of the pickup icons are correct.

]EPIC POST[

more screen shots coming.

the release of the final version will probably be delayed longer than i thought because i start school again monday so yeah.... but since i'm homeschooled i have more time to work on it compared to other people lol.
Edited by d4rfnader on Aug 15, 2010 at 01:54 AM
Edited by d4rfnader on Aug 15, 2010 at 02:59 AM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Aug 15, 2010 12:23 PM    Msg. 41 of 58       
Do you want to also delete the weapons ai drop? Firefight-portent used this, you could use (unit_doesnt_drop_items (ai_actors )).


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Aug 15, 2010 12:33 PM    Msg. 42 of 58       
actually the (garbage_collect_now) script collects dropped enemy weapons when you look away, and i'm also adding the health blur script released by rob on modacity im just tweaking it to make the blur more or less intense lol.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 15, 2010 01:03 PM    Msg. 43 of 58       
It shouldn't do that. Dropped weapons aren't garbage.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Aug 15, 2010 01:06 PM    Msg. 44 of 58       
Quote: --- Original message by: SlappyThePirate
Do you want to also delete the weapons ai drop? Firefight-portent used this, you could use (unit_doesnt_drop_items (ai_actors )).


I hated that, you pay for the ai you should at least be able to use their guns >:C


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 15, 2010 01:07 PM    Msg. 45 of 58       
You pay for the HUMAN AI, and you're able to use their guns.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Aug 15, 2010 01:12 PM    Msg. 46 of 58       
Quote: --- Original message by: Gamma927
You pay for the HUMAN AI, and you're able to use their guns.


oh yeah.... still bummer I couldn't use the beam rifle or needler...


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 15, 2010 01:26 PM    Msg. 47 of 58       
If the ground was littered with Covenant weapons, then why would anyone want to buy any weapons?


StatutoryTrOy
Joined: Jul 6, 2010

Go Army Beat Navy!


Posted: Aug 15, 2010 01:37 PM    Msg. 48 of 58       
i have a few thoughts on this map, i found it too easy to kill the ai because all i had to do was throw some nades at the area where they spawn, i think you should have the ai spawn in the upper levels of the map, and also it would be good if you did some script or something to make the dead ai disappear faster so that the game doesn't lag as much


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Aug 15, 2010 01:39 PM    Msg. 49 of 58       
This map is camper's heaven. It needs AI to spawn up in the walkways, in the hall, and back in the other hall (the one that is blocked atm).

The map, IMO, was a poor choice overall for firefight. Sorry :P


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Aug 15, 2010 01:41 PM    Msg. 50 of 58       
yea that dead ai thing has been fixed and also im increasing the strength of the encounters and i might try to have no plasma nades are dropped, but the lag of the level has been decreased significantly with the (garbage_collect_now) script and as for the weapons disappearing, they don't disappear until they are of screen so you can still pick them up, but ill set it up so you'll want to save your grenades.

edit: mooseguy, you wont be saying that once you see how much of a challenge the map is when i release the final version, ill be changing some of the spawn points of the ai to better locations and yes it probably wasn't the best choice for a firefight, but, you criticize everything lol.
ok i have the health blur script but it doesn't cause the health to blur so i'm still trying to figure that out.


health blur:
http://www.xfire.com/profile/d4rfnader/screenshots/?view#102693684]</a>


new xfire video of the health blur when your hp hits red, sorry about the lagginess i recorded this on the cruddy computer.
http://www.xfire.com/video/33969f/

Edited by d4rfnader on Aug 15, 2010 at 08:41 PM


StatutoryTrOy
Joined: Jul 6, 2010

Go Army Beat Navy!


Posted: Aug 15, 2010 10:38 PM    Msg. 51 of 58       
i really have to agree though i think this was kind of a poor choice for a firefight map, i really like the weapons and the hud though, i just think there would have been better maps for this, for instance sandtrap? maybe or something that has more space.


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Aug 15, 2010 11:14 PM    Msg. 52 of 58       
i picked this because i was looking for a map to make into a real challenge which truly is what it's becoming lol, i have enemies spawning on the catwalks now and the health blur script can really mess you up.

edit:also it's my first map so it's not the greatest, and plus, yes i agree, it was not the best choice for a firefight.
Edited by d4rfnader on Aug 15, 2010 at 11:15 PM


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Aug 15, 2010 11:38 PM    Msg. 53 of 58       
lol thanks and yeah i'm gonna leave brutes out, mainly because i really don't feel like adding the extra squads and brutes are annoying to kill i've fixed virtually every problem that they have posted the only thing that is truly un-fixable is the ai not coming through the other door so i closed it off and made ai spawn on the catwalks along with the hallway.


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Aug 15, 2010 11:47 PM    Msg. 54 of 58       
lol what grunts are those? and star wars pwns XD.


yayaplols
Joined: Nov 29, 2009


Posted: Aug 16, 2010 12:03 AM    Msg. 55 of 58       
Some suggestions:

- why not use the cyrobay in d40? It has a walkway that you can climb up by ladders.. but just a suggestion...

- Bonus Round: tons and tons of grunts coming in waves... with needlers (and spam gernades)?

- maybe in the map... before you play... you get to choose 3 options to play against elites, brutes, or both...
Edited by yayaplols on Aug 16, 2010 at 12:05 AM


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Aug 16, 2010 12:17 AM    Msg. 56 of 58       
i won't be able to do the cryobay in d40 sorry lol

the bonus round you are right about i should add it that might just make it a little more fun.

and for the options if i can figure out widget definitions i will try to empliment that (can't spell today)

i will look at the bsp from d40 and if i like it i'll probably switch, if you can tell me which bsp number it is?

and thank all of you for your input

EDIT: i released the final version because i now hate scripting firefight maps i truly and utterly hate it lol.
Edited by d4rfnader on Aug 16, 2010 at 09:34 PM


pandaisad
Joined: Aug 17, 2010

no rly, it was a cool story


Posted: Aug 17, 2010 04:37 PM    Msg. 57 of 58       
I downloaded the final version of your map, only to find that it would give me an exception when loaded. Where might I put hud messages.hmt and the scripts folder to?


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Aug 17, 2010 05:10 PM    Msg. 58 of 58       
did you try to load it as a multiplayer map? because it has to be loaded as a singplayer map

for loading it you have to type into the console: map_name firefight-cryobay-final

and as for the hud-messages place them in this directory: data\levels\youmrapname

and then with tool type in tool.exe hud-messages levels\yourmapname yourmapname


*replace yourmapname with the name of your map.

 
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