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Author Topic: The Trinity Map Pack UPDATE (383 messages, Page 2 of 11)
Moderators: Dennis

Victor398
Joined: Oct 31, 2010

Victor398


Posted: Oct 31, 2010 07:36 PM    Msg. 36 of 383       
Looking forward to the map pack just have two questions.
1. Can I do beta testing?
2. Is the spirit dropship (the one in halo 1's campaign) going to be drivable if not even in the map at all?
Edited by Victor398 on Oct 31, 2010 at 07:36 PM


DA_Ender
Joined: Oct 22, 2010

(ÐÄ)€ÑÐËR †h€ GËÑØÇÏÐDÊ


Posted: Oct 31, 2010 10:46 PM    Msg. 37 of 383       
Quote: --- Original message by: Victor398

Looking forward to the map pack just have two questions.
1. Can I do beta testing?
2. Is the spirit dropship (the one in halo 1's campaign) going to be drivable if not even in the map at all?
Edited by Victor398 on Oct 31, 2010 at 07:36 PM


Spirit? I have always thought it was called a Bandit.
Hmm


aZn9ja37
Joined: Apr 13, 2010

....????!!!!!


Posted: Oct 31, 2010 10:52 PM    Msg. 38 of 383       
Quote: --- Original message by: DA_Ender
Quote: --- Original message by: Victor398

Looking forward to the map pack just have two questions.
1. Can I do beta testing?
2. Is the spirit dropship (the one in halo 1's campaign) going to be drivable if not even in the map at all?
Edited by Victor398 on Oct 31, 2010 at 07:36 PM


Spirit? I have always thought it was called a Bandit.
Hmm

Yes its called the spirit, troop carrier for halo 1, but i think the phantom is way better anyways..


DA_Ender
Joined: Oct 22, 2010

(ÐÄ)€ÑÐËR †h€ GËÑØÇÏÐDÊ


Posted: Oct 31, 2010 11:12 PM    Msg. 39 of 383       
Quote: --- Original message by: aZn9ja37
Quote: --- Original message by: DA_Ender
Quote: --- Original message by: Victor398

Looking forward to the map pack just have two questions.
1. Can I do beta testing?
2. Is the spirit dropship (the one in halo 1's campaign) going to be drivable if not even in the map at all?
Edited by Victor398 on Oct 31, 2010 at 07:36 PM


Spirit? I have always thought it was called a Bandit.
Hmm

Yes its called the spirit, troop carrier for halo 1, but i think the phantom is way better anyways..


Ok glad I got the name straight. I have an updated version of the "Spirit", that has the phantom's weapon and upgraded graphics but it wasn't included because it was redundant to the phantom and served no added purpose in gameplay, just a different looking dropship


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Nov 1, 2010 03:55 AM    Msg. 40 of 383       
Add in some stealth aircraft which turn to water shaders when Q is pressed, and use a special tiny (ahem invisible) blip on the radar. Some pelicans should have it (but still visible on radar), seraphs should have it, along with no blip, maybe also the banshee or vesper.


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Nov 1, 2010 05:06 PM    Msg. 41 of 383       
any updates?

I wanna see another vehicle test video. If you have another vehicle video, it should show the big ships and the mac cannon. I wanna hear the sound with the mac cannon too :D

You don't have to though, but just in case if you were planning to...^
Edited by Sergeant 1337 on Nov 1, 2010 at 05:25 PM


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Nov 1, 2010 05:22 PM    Msg. 42 of 383       
Quote: --- Original message by: DA_Ender
Ok glad I got the name straight. I have an updated version of the "Spirit", that has the phantom's weapon and upgraded graphics but it wasn't included because it was redundant to the phantom and served no added purpose in gameplay, just a different looking dropship


You have a lot of vehicles already, but if you decided to include the Spirit, perhaps you could modify it to function more along the lines of a troop transport, switching the Phantom over to a more gunship-oriented role.


DA_Ender
Joined: Oct 22, 2010

(ÐÄ)€ÑÐËR †h€ GËÑØÇÏÐDÊ


Posted: Nov 1, 2010 06:53 PM    Msg. 43 of 383       
Quote: --- Original message by: Echo77
Quote: --- Original message by: DA_Ender
Ok glad I got the name straight. I have an updated version of the "Spirit", that has the phantom's weapon and upgraded graphics but it wasn't included because it was redundant to the phantom and served no added purpose in gameplay, just a different looking dropship


You have a lot of vehicles already, but if you decided to include the Spirit, perhaps you could modify it to function more along the lines of a troop transport, switching the Phantom over to a more gunship-oriented role.


Tool is playing mind games with me.
If I want to add something new I have to cut something, because I'm at the maximum cache file size (128mb) and theres not NEARLY as much content as I originally planned and I hate it so %$@#ing much its not even funny.

I will have visual updates very soon for you guys but here's what I can tell you as of right now:
1. The Mass Driver is complete with a few new textures

2. A lightning effect and the Halo REACH firing sound has been added

2. Contamination got a new ship. It is a custom model by myself of a UNSC Marathon Cruiser, complete with the textures from Halo 2.

3. Contamination got four new structures.

4. The UNSC Genocide has been completely remodeled and retextured and cube mapped. It's hawt.

5. Genocide received a new vehicle. I have redone an old custom ship that was floating around here on Halomaps. It was called the draco or something like that, but it has been reskinned, scripted to carry vehicles, given a better camera track and weapon. Now both teams have a flyable "space ship" as the longsword is the equivalent in strength to the battlecruiser ship. Yes I am aware that the scales of the drivable ships are way off but its for the greater good of no extreme engine exploding lag.

6. Small errors such as teleporters facing the wrong way and string list errors have been fixed and power of the weapons has been tweaked for the millionth time in all three maps.

7. All gametypes are now supported including comprehensive race support.

8. Pelican physics and Phantom physics have been tweaked.

9. At mass request, Tweek's Sniper from Coldsnap has been added but it has received a new projectile with considerable reduction of AOE and tweak in damage. ROF has been increased. Also a sound for the reload animation has been added. It's just right for the AA Sniper now. Not too powerful, but enough kick to make being on foot at the outposts not suicide. A skilled person can take out a dropship in 2 hits of a Spartan Laser or consecutive rounds from the AA sniper but it produces alot of light and gives you away so camping is more difficult but like in any map, still possible to the determined noob as there are a few good camping spots. However they are unlikely to kill anything but warthogs and ghosts due to being noobs. I have done my best to reduce camping.
Video in a few days when I have more days off to put together something from a beta test session.

So whats next for me?

...I seen a Halo 3 Scarab model on Halomaps today but it has no texture.

I challenge anyone on this forum to find the textures.


Also, I am having a problem on my custom AR's Ammo counter plate so if anyone here knows how that works and they would be willing to help me out I would really appreciate it.
Edited by DA_Ender on Nov 4, 2010 at 12:47 AM


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Nov 1, 2010 09:18 PM    Msg. 44 of 383       
Omg... reading all of that just made me even more excited for this map pack!

-I hope someone gets the textures for th e h3 scarab cuz that would be sick!

-Can't wait to see the new genocide and marathon cruisers!


Victor398
Joined: Oct 31, 2010

Victor398


Posted: Nov 1, 2010 10:39 PM    Msg. 45 of 383       
That's a shame i really wanted to have that in one of the maps but I'm still looking forward to the maps.


Amazingcuziam
Joined: Apr 16, 2010

Sup.


Posted: Nov 1, 2010 10:44 PM    Msg. 46 of 383       
Quote:


1. The Mass Driver is complete with a few new textures

2. A lightning effect and the Halo REACH firing sound has been added
Would that happen to be using one of the multiple sounds i sent you links to?


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Nov 3, 2010 08:49 PM    Msg. 47 of 383       
I remembered another thing about extinction. Either by tag or by script you set 'no rider ejection' to vehicles. Maybe I am remembering wrong, if it's another map. That actually sucks, as you remain upside down as a gunner/driver/passenger if you flip, and if you fire, you suicide. Secondly, maps that use that script or tag edit, will cause all maps in a server cycle to have the same effect, and won't stop until the server is reset, not mapcycle reset, a server reset. Please don't do that.

And if I am mis-remembering - I apologize and request a formal flogging to the guilty party.
Edited by Slap Happy on Nov 3, 2010 at 08:51 PM


DA_Ender
Joined: Oct 22, 2010

(ÐÄ)€ÑÐËR †h€ GËÑØÇÏÐDÊ


Posted: Nov 3, 2010 10:37 PM    Msg. 48 of 383       
Quote: --- Original message by: Amazingcuziam
Quote:


1. The Mass Driver is complete with a few new textures

2. A lightning effect and the Halo REACH firing sound has been added
Would that happen to be using one of the multiple sounds i sent you links to?



Yeah none of the compiled ones you sent me but the source file yes. I had to split it into two parts in order for it to work. One half contains the charging sound, the other is the firing sound.

Just for a heads up to answer two PM's and possible future inquiries,
I edit all my sounds using GoldWave. It's a great shareware program
check it out: http://www.goldwave.com/release.php
Edited by DA_Ender on Nov 3, 2010 at 10:37 PM

Quote: --- Original message by: Slap Happy

I remembered another thing about extinction. Either by tag or by script you set 'no rider ejection' to vehicles. Maybe I am remembering wrong, if it's another map. That actually sucks, as you remain upside down as a gunner/driver/passenger if you flip, and if you fire, you suicide. Secondly, maps that use that script or tag edit, will cause all maps in a server cycle to have the same effect, and won't stop until the server is reset, not mapcycle reset, a server reset. Please don't do that.

And if I am mis-remembering - I apologize and request a formal flogging to the guilty party.
Edited by Slap Happy on Nov 3, 2010 at 08:51 PM



Really that sounds impossible man each map file is it's own piece. Scripts from one map shouldn't effect another to my knowledge but I could be wrong. If it is causing other maps to have no rider ejection I will not use it.

Can anyone confirm this?
Cause rider ejection 0 is very useful for hogs because they tend to roll if you turn to sharp and launch you hella far.
Edited by DA_Ender on Nov 3, 2010 at 10:43 PM


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Nov 3, 2010 11:07 PM    Msg. 49 of 383       
any new video updates?


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Nov 4, 2010 05:51 AM    Msg. 50 of 383       
Quote: --- Original message by: DA_Ender

Quote: --- Original message by: Amazingcuziam
Quote:


1. The Mass Driver is complete with a few new textures

2. A lightning effect and the Halo REACH firing sound has been added
Would that happen to be using one of the multiple sounds i sent you links to?



Yeah none of the compiled ones you sent me but the source file yes. I had to split it into two parts in order for it to work. One half contains the charging sound, the other is the firing sound.

Just for a heads up to answer two PM's and possible future inquiries,
I edit all my sounds using GoldWave. It's a great shareware program
check it out: http://www.goldwave.com/release.php
Edited by DA_Ender on Nov 3, 2010 at 10:37 PM

Quote: --- Original message by: Slap Happy

I remembered another thing about extinction. Either by tag or by script you set 'no rider ejection' to vehicles.
Edited by Slap Happy on Nov 3, 2010 at 08:51 PM



Really that sounds impossible man each map file is it's own piece. Scripts from one map shouldn't effect another to my knowledge but I could be wrong. If it is causing other maps to have no rider ejection I will not use it.

Can anyone confirm this?
Cause rider ejection 0 is very useful for hogs because they tend to roll if you turn to sharp and launch you hella far.
Edited by DA_Ender on Nov 3, 2010 at 10:43 PM


Extinction has no rider ejection, but it doesn't affect any other maps in the cycle. I kinda liked being able to hang on after the hog flipped, but that's just me. :P


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Nov 4, 2010 04:45 PM    Msg. 51 of 383       
updates?


DA_Ender
Joined: Oct 22, 2010

(ÐÄ)€ÑÐËR †h€ GËÑØÇÏÐDÊ


Posted: Nov 4, 2010 05:08 PM    Msg. 52 of 383       
*post deleted by admin for rules violation
READ THE RULES:
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=2979

Bypassed profanity filter
Edited by Dennis on Nov 4, 2010 at 11:54 PM


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Nov 4, 2010 05:40 PM    Msg. 53 of 383       
neeeeeed piiiiiiics



plz :)


sos
Joined: Aug 8, 2008

Getting my legal team, brb


Posted: Nov 4, 2010 07:39 PM    Msg. 54 of 383       
Looks sweet, I cant wait :)


Cocaine
Joined: Mar 2, 2009

Can't stop napping.


Posted: Nov 4, 2010 09:02 PM    Msg. 55 of 383       
You has supervision or something? How'd you see it =/


Volteer55
Joined: Jul 11, 2010


Posted: Nov 5, 2010 07:31 AM    Msg. 56 of 383       
I May be able to provide a Redicule for The Mass Driver cannon,
Also may i beta test pliz?

If you do want me to attempt a copy of The Mass Driver redicule
you may xfire me, i am Volteer55

(Note: i can not compile a bitmap tag but i can produce a tiff image or some other formats)

Also if you are not DA Ender, and reading this, feel free to add me on xfire anyway, i will be happy to help out where i can and if i can, if you do not have xfire and need assistance, feel free to e-mail me at volteer55@aim.com
(take note: E-mail will have a longer responce time)

i know the previous paragraph is kinda off-topic, but may prove nessasary in some situations


Amazingcuziam
Joined: Apr 16, 2010

Sup.


Posted: Nov 6, 2010 10:09 AM    Msg. 57 of 383       
Updatezez?!?!?!


flyingpenguin117
Joined: Sep 8, 2010

You must Never, EVER leave a SINGLE BOB ALIVE!!!


Posted: Nov 6, 2010 01:48 PM    Msg. 58 of 383       
Could i beta test these?

And I don't kill it, did I?
Edited by flyingpenguin117 on Nov 7, 2010 at 08:36 PM


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Nov 8, 2010 07:57 PM    Msg. 59 of 383       
updates?


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Nov 8, 2010 08:07 PM    Msg. 60 of 383       
Quote: --- Original message by: Sergeant 1337
updates?




hjm65
Joined: Sep 7, 2009

Oyashiro-sama is going to get you


Posted: Nov 9, 2010 05:51 PM    Msg. 61 of 383       
Perhaps you could add a small UNSC frigate for their side like the Covies?


flyingpenguin117
Joined: Sep 8, 2010

You must Never, EVER leave a SINGLE BOB ALIVE!!!


Posted: Nov 10, 2010 07:50 PM    Msg. 62 of 383       
I'm working on a usable prowler cruiser for said purposes. For sheer simplicity, I'm using certain stats (like physics) that I already have. Also, Its final armaments come down to the power of the cruiser and carrier. Fraps of it, maybe?

And in relation to the story of the Genocide, maybe you could add a sequel to Extinciton that plays out something like this:
After the Fall of Reach, the UNSC Command started looking for the missing cruiser, the Genocide. They tracked it to the Hotzone outpost, where the remains of the battle still lay. After a rapid search, they found the crash sight of the Genocide and the Vanity and Humility. Both sides sustained heavy casualties and a lack of supplies forced both sides into hiding. Before the UNSC search fleet could secure the desert and evacuate survivors, a Covenant fleet, searching for their ship, stumbled upon the UNSC fleet several miles above the desert. Both sides engaged each other, with only one side being able to rescue the survivors.
Edited by flyingpenguin117 on Nov 11, 2010 at 07:39 PM


hjm65
Joined: Sep 7, 2009

Oyashiro-sama is going to get you


Posted: Nov 11, 2010 09:47 PM    Msg. 63 of 383       
Sounds great! Perhaps you can try to add an active camo thingy on the it to give it a stealth feel that the Prowlers have.


flyingpenguin117
Joined: Sep 8, 2010

You must Never, EVER leave a SINGLE BOB ALIVE!!!


Posted: Nov 11, 2010 10:14 PM    Msg. 64 of 383       
I'm not good with tag editing, but I could try. For now, I have to get it to export before I can do anything.
As for the Extinction sequel, I thought maybe some screenshots could be taken from above with the debug camera, then assembled in Photoshop and inserted as part of a sky bitmap. The fleet would be stationed high above the grounded ships so it looks like Extinction is far below it.


DA_Ender
Joined: Oct 22, 2010

(ÐÄ)€ÑÐËR †h€ GËÑØÇÏÐDÊ


Posted: Nov 12, 2010 07:06 PM    Msg. 65 of 383       
Sorry this took so long guys but I had to fight my way through a wall of exceptions, filesize problems, scripting problems, ect

Teh linkz!:
http://www.youtube.com/watch?v=L9HvYx6TSSg
http://www.youtube.com/watch?v=H8ZPxBWTPec

Here's a list of the major things that changed since the last beta vid:

1. The Mass Driver is complete with a few new textures

2. the Halo REACH firing sound has been added to the Mass Driver

2. Contamination got a new ship. It is a custom model by myself of a UNSC Marathon Cruiser, complete with the halo 2 style textures.

3. Contamination got four new structures.

4. The UNSC Genocide has been completely remodeled and retextured and cube mapped. It's hawt.

5. Genocide received a new vehicle. It's a new version of the Longsword called the Talon. The Draco was cut due to filesize issues.

6. Small errors such as teleporters facing the wrong way and ect have been fixed and power of the weapons has been tweaked for the millionth time in all three maps.

7. All gametypes are now supported including comprehensive race support.

8. Pelican physics and Phantom physics have been tweaked.

9. At mass request, Tweek's Sniper from Coldsnap has been added but it has received a new projectile with considerable reduction of AOE and tweak in damage. ROF has been increased. Also a sound for the reload animation has been added. It's just right for the AA Sniper now. Not too powerful, but enough kick to make being on foot at the outposts not suicide. A skilled person can take out a dropship in 2 hits of a Spartan Laser or consecutive rounds from the AA sniper but it produces alot of light and gives you away so camping is more difficult but like in any map, still possible to the determined noob as there are a few good camping spots. However they are unlikely to kill anything but warthogs and ghosts due to being noobs. I have done my best to reduce camping.

10. Genocide's cliff bitmap has changed and the shader improved

11. Genocide's bsp has been completely overhauled, properly portalled, with two sniping ledges added, as well as new underground hangar bases (yeah thats right no more archaic x10 hangar),an underground hog tunnel system added, and exits from the bases have been placed in the cliffs.

12. Contamination's ground bitmap, and shader have been improved including a detail map from Halo 3 for the ground.

13. Contamination's rust shaders have been improved and bump mapped.

14. The Mass Driver now charges properly, with a sound and black lighting along the "barrel", and has proper animations for the hydraulic on it.

15. Contamination has had it's sky changed to a custom edit of pit

16. Paradox has had small tweaks to it's terrain as well as it's own "winter mountain" sky pan added

17. Intense balance testing has taken place in all three maps with appropriate tweaks made

18. The vesper is now virtually immune to missle fire in the sense that homing missiles will not lock on to it but it has been made less powerful.

19. A new version of the needler ghost has been added.

20. The Fuel Rod Ghost has been upped in speed and drastically upped in power.

21. Two more warthog varients have been added

22. The Spectre in Genocide is back from being teh cut

23. the warthog shader has been redone and bump mapped (looks like a black h2 hog)
Edited by DA_Ender on Nov 12, 2010 at 07:20 PM


AGLion
Joined: Jun 29, 2010

- Animator... suck it -


Posted: Nov 12, 2010 07:51 PM    Msg. 66 of 383       
Quote: --- Original message by: DA_Ender
8. Pelican physics and Phantom physics have been tweaked.


So that they can strafe, rite?

pls say yes pls say yes


Cocaine
Joined: Mar 2, 2009

Can't stop napping.


Posted: Nov 12, 2010 07:57 PM    Msg. 67 of 383       
Don't think so, they're still lumbering beasts.
Looking badass. Why can't we get the CE Texmod in here too.
=)


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Nov 12, 2010 09:11 PM    Msg. 68 of 383       
very nice. I'm makin the Reach peli right now and maybe try to finish it and get it in Trinity? :)


DA_Ender
Joined: Oct 22, 2010

(ÐÄ)€ÑÐËR †h€ GËÑØÇÏÐDÊ


Posted: Nov 12, 2010 10:18 PM    Msg. 69 of 383       
Quote: --- Original message by: Sergeant 1337
very nice. I'm makin the Reach peli right now and maybe try to finish it and get it in Trinity? :)


That would be really cool man!

Anyone who would like to make a contribution send me a PM and I will answer you ASAP!


Bobblehob
Joined: Aug 29, 2010


Posted: Nov 13, 2010 05:38 AM    Msg. 70 of 383       
Hey, sent you a PM and also, can someone else PLEASE give this amazing man a nice DMR model... that particular one is kind of gross...

 
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