
Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Sep 3, 2010 08:59 PM
Msg. 106 of 127
ok sorry about the confusion... thanks Hr3shy -_- this is zteams :/ i didnt know it was Edited by forum ninjas on Sep 3, 2010 at 09:03 PM Edited by Hydrogen on Sep 3, 2010 at 09:20 PM
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Sep 4, 2010 01:57 AM
Msg. 107 of 127
i know its to big i just was showing the sientel beam for him :P if he likes it
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 4, 2010 10:28 AM
Msg. 108 of 127
I like it. We have to arrange when you're sending this. If I'm on xfire at any point, you can give it to me then. Or you could just PM it.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Sep 4, 2010 02:41 PM
Msg. 109 of 127
Quote: --- Original message by: IcePhoenix reticule is both too big and not the right colour. also, forgot to mention, Heretic Grunts don't panic when the elites die. they do now :P
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 5, 2010 06:14 PM
Msg. 110 of 127
I think I'll just make two kinds of grunts: flees for the early waves, badass for the later ones.
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AGLion
Joined: Jun 29, 2010
- Animator... suck it -
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Posted: Sep 5, 2010 11:13 PM
Msg. 111 of 127
I'd say badass all the way. Early waves become way too easy when they just flee when one grunt is downed. That's the flaw with many of the firefight maps, the grunts always flee more than they fight.
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Architect of Halo
Joined: May 15, 2009
Justice for all
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Posted: Sep 5, 2010 11:22 PM
Msg. 112 of 127
Why is that bad?
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AGLion
Joined: Jun 29, 2010
- Animator... suck it -
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Posted: Sep 5, 2010 11:27 PM
Msg. 113 of 127
Quote: --- Original message by: Architect of Halo Why is that bad? It becomes boring in the first levels, and most people don't like that. It's like writing, you want to draw people in to play your map.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 6, 2010 09:17 AM
Msg. 114 of 127
Quote: --- Original message by: AGLionQuote: --- Original message by: Architect of Halo Why is that bad? It becomes boring in the first levels, and most people don't like that. It's like writing, you want to draw people in to play your map. Uhh... you have a plasma pistol only, and no points. I think you should be able to punch or overcharge some flee grunts. But I see what you're saying, and I'mm make sure to put badass grunts in wave 2. Badass grunts move around more, overcharge, and increased damage. however, their bursts are about the same.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 8, 2010 04:09 PM
Msg. 115 of 127
1. It's a firefight. Who cares? 2. It's a firefight. Who cares? 3. It's a firefight. Who cares? Also, dual wields. 4. You're right, except they also use the sentinel beam. 5. Sentinels shouldn't be put in until wave two, right? Same with elites, or no? I mean, it doesn't really work firefight-wise to have you face an elite without better weapons.. So "we'll just see" about the grunt wave, okay? Something tells me you're right.
Also, I think we should all take another look about my previous points system proposal.
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IcePhoenix
Joined: Sep 9, 2010
-Minor modeler-
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Posted: Sep 9, 2010 04:47 AM
Msg. 116 of 127
1.Fine, start with PP (and contradict the remaining canon), but if you do that give the player some starting credit, enough to buy a PR or a Needler twice over, so they can choose what to fight the first wave with. A player can easily take down and elite using a needler, PR, or PP. 3. Elites dual wield PRs as well, even when dual-wielding they seldom use pistols. 4. Oh yeah those too. 5. Sentinels are flying enemies. Put those back until at least wave 3/4, where you will have them supporting the infantry from a range. Sentinels by themselves are easy, but combined with elites and grunts, are a major pain. And something tells me I'm right as well.
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Shade117 pro
Joined: Jul 2, 2009
Yeah bro (xfire: blue117pro) I can make cubemaps
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Posted: Sep 9, 2010 04:54 AM
Msg. 117 of 127
1.You guys have to stop this number list posts.
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IcePhoenix
Joined: Sep 9, 2010
-Minor modeler-
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Posted: Sep 9, 2010 04:55 AM
Msg. 118 of 127
2. It lets us discuss 5 topics at once.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 9, 2010 09:46 AM
Msg. 119 of 127
1. Yeah, sure, I think I'll give starting points. Just remembered that you can buy an smg in FF portent pretty early. 3. But the player can dual the pp, ne, or pr in any combo if he wants to. The AI won't dual pistols unless you give them a pistol dual. 5. Wave one won't be so boring once I introduce low-cost dual-wieldable weapons. So yeah, the grunts are less boring in wave 1. Mainly because they were too easy, but also because playtesting a firefight is boring. 6. Anybody care about the 'points pool'? Quote: I want to know how you guys feel about a different kind of firefight system for this map. Right now, gameplay is wave-by-wave, very similar to firefight-portent. You earn credits per round. Enemies all enter at the same time and in increasing number and/or difficulty. How about instead of waiting between waves, you earn credits per kill? Easier enemies are 'worth' fewer credits. There is a budget for AI allowed in the area. Enemies are inserted one-by-one or two-by-two into the firefight. Depending on how many kills you have made, enemies will insert in greater numbers and/or difficulty. So there's a wave-by-wave system or a realtime insertion system. Both allow you to buy allies and guns. Which one would you prefer? Remeber that you can use recharging active camouflage, and that you start out with only a plasma pistol. 7. Heretic grunt shaders, as I've heard, are 'crap'. The beachparty heretic elite ones too. I think the grunts are ok and the elites are bad. There's an xfire link somewhere....
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032 Mendicant Bias
Joined: Feb 25, 2010
Magnum periculum est elit.
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Posted: Sep 9, 2010 10:16 AM
Msg. 120 of 127
we can always redo the shaders for the grunts and elites.
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Cocaine
Joined: Mar 2, 2009
Can't stop napping.
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Posted: Sep 9, 2010 10:38 AM
Msg. 121 of 127
When you say we you mean who?
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 11, 2010 11:03 AM
Msg. 122 of 127
Quote: --- Original message by: 032 Mendicant Bias we can always redo the shaders for the grunts and elites. I think that's a good idea. The grunts are too bland and the elites are very sharpened. If anyone wants to actually help with shaders... meh probably not. Anyway, the firefight gameplay is better now, and I guess I'll put a video up soon.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Sep 13, 2010 03:30 PM
Msg. 123 of 127
This looks fun. It's great to see this community working on fun projects. Soon, halomaps will have a great original firefight selection, using custom bsp's.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 9, 2011 12:10 AM
Msg. 124 of 127
WAAAIIIT, one question about this map even though it proly wont get answered, will the arbiter have camo you can turn on and off
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Skyancez3o4
Joined: Apr 6, 2010
I miss CE
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Posted: Mar 9, 2011 01:54 AM
Msg. 125 of 127
Quote: --- Original message by: grunt_eater WAAAIIIT, one question about this map even though it proly wont get answered, will the arbiter have camo you can turn on and off I doubt it...besides, the camo lasts 5 seconds with a 15 second recharge I believe.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Mar 9, 2011 08:02 PM
Msg. 126 of 127
Lolwhaaaaat this was bumped? Updates for this Work in Progress can be found in my update thread. However, I hope to release this bsp soon. Probably in a few weeks, once I get around to finishing the sky. Sorry guys.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Mar 9, 2011 08:39 PM
Msg. 127 of 127
I've got the elite biped. Just not the grunt one.
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