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Author Topic: Requiem - Extinction on Steroids (1498 messages, Page 30 of 43)
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XboxHavic
Joined: May 8, 2011

-Modder- -Gamer-


Posted: Sep 25, 2011 11:36 AM    Msg. 1016 of 1498       
Hey Gonzo, do you have any recent pictures of the map?


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Sep 25, 2011 06:24 PM    Msg. 1017 of 1498       
Nah, nick, what have you got for me? Since I've found I don't have any more errors, I have no fear of incorporating additional features and introducing more errors. Lay it on me (you still want a waterfall, don't you?).

The pictures I posted last are the most recent pictures, really. I've made only minor changes to the map, hardly worth mentioning. Everything else has been dealing with the bogus errors. Besides...I do have a few surprises I want to save for those who get to test.

Lastly, I think I can confidently say that testing is drawing near. What does this mean for you eager alpha phase wannabe testers, all chomping at the bit to set foot in Requiem? Prepare your argument for why you should be a tester. Don't post anything here; just think. I'll call for testers when the time comes. I still have to portal and fix a bunch of mapping errors created when I tried to fix the overlapping faces. Oh, and I still have to make the overall ground bitmap and maybe a cliff bitmap.


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Sep 25, 2011 07:02 PM    Msg. 1018 of 1498       
I WANNA BE ONE!

I have my argument prepared.

I do hope this comes out as good as you're making it sound, Gonzo. Also, a question: will the test map have the same vehis as extinction just to get aorund and see how it is, or contain some of thew edited vehicles, or all of them? Just wanna know.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Sep 25, 2011 07:08 PM    Msg. 1019 of 1498       
I said don't post about it, youngling. Details will follow when it's time for testing. It will be in a separate thread, to which I will post the link here. I'm not taking testing questions now simply because it is not time yet. When I post the thread, read the instructions there, and if you have questions, feel free to use that thread.


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Sep 25, 2011 10:36 PM    Msg. 1020 of 1498       
Have you created your "kill boxes" yet Gonzo? Just curious...XD


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Sep 26, 2011 05:00 AM    Msg. 1021 of 1498       
Quote: --- Original message by: Switchblade
Have you created your "kill boxes" yet Gonzo? Just curious...XD


That may not be necessarily. I think we could use that ravine as a base of some sort. I am assuming that you'll finally add that waterfall we requested won't you?
-Zekilk
Edited by cyboryxmen on Sep 26, 2011 at 05:02 AM


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Sep 26, 2011 04:46 PM    Msg. 1022 of 1498       
Here is an awesome idea of the top of my head: an underwater base somewhere. That would be epic.


Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Sep 26, 2011 04:52 PM    Msg. 1023 of 1498       
Quote: --- Original message by: Skidrow925
Here is an awesome idea of the top of my head: an underwater base somewhere. That would be epic.


Maybe off topic, but that's an idea I had for another particular map. Might try to work on it and if I can't make it, I'll pitch the idea to other mapmakers.


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Sep 26, 2011 08:03 PM    Msg. 1024 of 1498       
Ooooooooooooo....waterfall XD. Anyways; Gonzo, i replied to your PM (which i just noticed you had sent me a minute ago) and am currently packing a nice fat Zip file for you. Just give me an email address or w/e and ill send it on its way.

Back on topic... the thought just came to mind; will we be seeing the possibility of a UNSC custom artillery piece that uses an arcing, explosive shotgun projectile to give the illusion of an artillery strike from multiple weapons? the vehicle could just be a scorpion tank with legs similar to coldsnaps' mythos and slow like no other or a warthog with an over-sized gun turret. I figured that this if nothing else; could be used as a device for suppression fire or just major annoyance if its damage effect only knocks out shields or flips vehicles. Just a though, but something like this could add some real LOlz to combat if you are shot out of the air in a jet by this thing.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Sep 26, 2011 09:22 PM    Msg. 1025 of 1498       
Quote: --- Original message by: Switchblade
custom artillery piece that uses an arcing, explosive shotgun projectile to give the illusion of an artillery strike from multiple weapons?


I like this idea. Maybe as a stationary gun, though. A big, scary, stationary gun.


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Sep 27, 2011 01:51 AM    Msg. 1026 of 1498       
Of all the ironic...

I made an artillery piece using the "Gauss Turret" from The Fall of Asis v-something. It's in a map I haven't released - lemme go find it.

If Gonzo wants it, I can upload it (the map) to MediaFire/MegaUpload/etc. and send the DL link via PM. I've never uploaded anything else other than .maps, soooo...yeah ^_^;


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Sep 27, 2011 03:15 PM    Msg. 1027 of 1498       
I should be a tester becuase im Higuy. Basically that means im cool.


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Sep 30, 2011 10:02 AM    Msg. 1028 of 1498       
TEH MAN IS RIGHT.

GET HIGUY A SPOT. OR WE SHALL HAUNT YOU! BOOOOOOOOOOOOOO!

I like the artillery piece idea, but maybe it could have two modes of fire? The first is a very powerful, but slow rate of fire, fast, but inaccurate. And then the shotgun thing.


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Sep 30, 2011 10:27 AM    Msg. 1029 of 1498       
So a main, single-shot primary, and a carpet-bomb secondary? Is that what you're trying to ask?


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Oct 1, 2011 06:08 AM    Msg. 1030 of 1498       
Its an idea. I'm not asking him mto make it. I was just expanding on the nidea of the carpet bomb artillery piece.


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Oct 1, 2011 11:59 AM    Msg. 1031 of 1498       
I could modify my artillery piece to do something like that, but then it wouldn't be artillery.


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Oct 1, 2011 12:59 PM    Msg. 1032 of 1498       
Quote: --- Original message by: UBE Chief
So a main, single-shot primary, and a carpet-bomb secondary? Is that what you're trying to ask?


Actually i was suggesting a modification to the Artillery piece placed in "Airstrike" and "Airstrike2". It had a tank projectile with a moderately fast reload. The downside was that it was easy pickings for snipers but no amount of explosives could kill its occupant. I'd say, swap the projectiles and you'd have a formidable artillery piece.


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Oct 1, 2011 04:39 PM    Msg. 1033 of 1498       
Well, this is my artillery turret - a little something I made ages ago. Skip ahead to about 1 minute in, and you'll hear some "pings" as the shells hit some AI I placed.

And Xfire seems to be acting up, so if I have to, I'll use YouTube.


nick347b
Joined: Jan 27, 2011

Knick | PÕQ Admin


Posted: Oct 2, 2011 01:43 AM    Msg. 1034 of 1498       
Quote: --- Original message by: CAG Gonzo
Nah, nick, what have you got for me? Since I've found I don't have any more errors, I have no fear of incorporating additional features and introducing more errors. Lay it on me (you still want a waterfall, don't you?).

Well, it would have worked better with the old "play-doh" mountain...but I was thinking of putting something fun and interesting at the top of the mountain or just having some kind of accessible area where players can climb up a long winding path to the top and get a birds-eye view of your beautiful map. You could have some kind of forerunner structure to add to the mystery... or maybe a crashed pelican and small human encampment around the source of the steam... or just a nice, natural-looking area with a pond or something. Now, you might be thinking this will attract snipers and campers, but I'm hoping that the long and/or secretive route to get up there will discourage this. However, if it doesn't, it's a neutral area so it will provide a king-of-the-kill type of gameplay for the those who enjoy the view.

As I said, this would work a lot better with something more like the old mountain as opposed to the long flat cliffs you have now... but the whole thing is up to you, just an idea.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Oct 2, 2011 02:04 AM    Msg. 1035 of 1498       
Quote: --- Original message by: UBE Chief
Well, this is my artillery turret - a little something I made ages ago. Skip ahead to about 1 minute in, and you'll hear some "pings" as the shells hit some AI I placed.

And Xfire seems to be acting up, so if I have to, I'll use YouTube.


The projectile moves a bit too quickly, methinks. Slow it down to the rate of a Fuel Rod, maybe? Maybe a bit faster. It just seems like it should stay in the air longer.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Oct 2, 2011 03:07 AM    Msg. 1036 of 1498       
well i am glad you got this through tool finally and am looking forward to seeing this ingame soon. i don't know about the artillery. i think it might be a little ... noobish? nah, as long as it looks really well made. not to be mean but the one in that video doesn't look well made. the model's fine maybe make the barrel longer. what looks crappy is the textures. add some more textures.


XboxHavic
Joined: May 8, 2011

-Modder- -Gamer-


Posted: Oct 2, 2011 09:27 AM    Msg. 1037 of 1498       
Can you add This scarab instead of the halo 2 one?
Edited by XboxHavic on Oct 2, 2011 at 09:27 AM


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Oct 2, 2011 09:56 AM    Msg. 1038 of 1498       
I know the artillery I have is crap, lol. I'll see about making the projectile slower (as I put the speed and gravity high for it).

As for the model itself - I didn't make it. The turret was modified off of the Gauss turret from one of the Battle of Asis maps, and even then, I don't know who made it.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Oct 2, 2011 01:05 PM    Msg. 1039 of 1498       
Quote: --- Original message by: Tiel
That turret on a Scorpion chassis


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Oct 2, 2011 06:13 PM    Msg. 1040 of 1498       
yea i could see that. just take of the seat to leave it as a cannon. unless you want it to be driven from up top. actually yea it can be like a warthog with a driver and a gunner.


disturbed
Joined: Jul 31, 2010

Im a mac, deal with it. I still run PC through emu


Posted: Oct 3, 2011 12:51 AM    Msg. 1041 of 1498       
You wouldn't have to edit the model. I think there's somewhere in the GBXmodel where you can null everything but the cannon. I've seen it done many times.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Oct 9, 2011 08:13 PM    Msg. 1042 of 1498       
so how is this going now? did you fix the materials? is it ingame now?


Kal
Joined: Jul 30, 2011


Posted: Oct 11, 2011 01:50 PM    Msg. 1043 of 1498       
I just had another idea. I remember on the map "gm_flatgrass," ( http://hce.halomaps.org/index.cfm?fid=3749 ) there was a little script within the map that would detect when a player was using devmode or had some server setting changed, (Infinite ammo, deathless, etc.,) and spam the chat to notify everyone. I figure, why not have something similar on this map with aimbots and other cheating programs? That should seriously cut down on cheating on the map and make it more fun for everybody.

EDIT: While we're on the subject of scripts, can someone work on a script that automatically kicks a player if they type "WTF" or something to that effect within a few seconds of getting killed?
Edited by Kal on Oct 13, 2011 at 02:06 AM


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Oct 12, 2011 06:54 AM    Msg. 1044 of 1498       
Dev commands don't work well on multiplayer anyway but Kirby has already came up with that script in his scriptpack on Halomaps.

There is no definitive way to prevent botting on Halo. The only way left is to discourage the use of aimbotting by designing the gameplay of the map such that you need more than just split second aiming to win the game.
-Zekilk


Ubergoober
Joined: Oct 11, 2010


Posted: Oct 19, 2011 09:30 AM    Msg. 1045 of 1498       
*bump* well hows this project going then?


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Oct 19, 2011 08:57 PM    Msg. 1046 of 1498       
lol that's exactly what i was gonna do lol. can't let this thread die until it's finished. soooo.... how's this going?


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Oct 19, 2011 09:12 PM    Msg. 1047 of 1498       
Quote: --- Original message by: darkassassin14
lol that's exactly what i was gonna do lol.
But he beat you by nearly 12 hours? :x

ANYwho, how IS this going, Gonzo? Or you haven't had much success since the last bump? :G


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Oct 19, 2011 09:17 PM    Msg. 1048 of 1498       
No changes. I can see my portalling errors, thanks to the help of mr. grunts. I just haven't looked at them...I really need to. Honestly, I have little excuse other than exhaustion and lack of proper motivation. My true joy comes from building levels, not portalling them. That's why I started work on my next project. Building is fun.

Perhaps someone is willing to portal for me? Ideally with a working copy of Max? I'll admit I'm being lazy right now. I have too much to do with academics, plus my back hash ten giving my problems for going on 4 weeks now...once it's portalled, I'm sure proper motivation to finish mapping and other work will come to me.

Speaking of Max, how do you think the Bluestreak exporter would fare with Max 2010 or up? I have licenses for those, so I could still keep my map in .max format just fine. If it still yields the same BS errors, though, than there is little point. I honestly like gmax better simply because I find it easier to use (though if I invested time in making Max more friendly, I'm sure I'd change my mind).


Ubergoober
Joined: Oct 11, 2010


Posted: Oct 20, 2011 02:43 AM    Msg. 1049 of 1498       
"My true joy comes from building levels, not portalling them. That's why I started work on my next project."

that doesnt sound good...another dead duck?


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Oct 20, 2011 07:46 AM    Msg. 1050 of 1498       
So you're only in it for the joy? Suck it up and do the portals, if you're really super lazy you can always import the portals from another map and just scale them up and hope it magically does the trick. Look for a bsp importing tool, I believe one of them allows portals to be imported too.

 
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