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Author Topic: [Request] CMT-Tensity Firefight (184 messages, Page 4 of 6)
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Pepzee
Joined: Sep 9, 2010

Retired Halo Modder


Posted: Dec 27, 2010 07:38 PM    Msg. 106 of 184       
Ya, I don't know why it did that.

Anyway, I have everything ready. I used the unprotected version of the map, and ripped the guns from the CMT tagset release. So all we need is someone to place the enemys and have someone script it.


PoeticRulesAll
Joined: Dec 10, 2010

Elmo <3's 1120


Posted: Dec 27, 2010 09:16 PM    Msg. 107 of 184       
Wow guys, it's looking great!

I've been away for the past few days, sorry.

How's it all going? How about a set of Fuel Rod Cannon Enemies in the more difficult waves?

Uh, and Moooseguy, how's Descent working? What system is it going to run on?


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Dec 27, 2010 10:16 PM    Msg. 108 of 184       
Sounds great, guys.

And @Poetic:
The map will run on a variety of interwoven systems. There are loadouts which are chosen after every death, so this doesn't include the initial spawn. Loadouts will include various equipment, but each loadout combo has its checks. There is ammo in the base, and powerful weapon ammo will spawn less often. Covenant weapons are kept in covenant crates around the central area of the map. The rounds will be long, with 10 waves + 1 bonus/fun wave = 1 round. Scores are based on each half-round completed. Scores are basically Halo 3 ranks. Cheaters will be branded with a sadface cheating rank. A random weapon is spawned after every wave, to give variety, and a random power weapon (rl or lazer) is spawned at the beginning of subsequet rounds. A life will also be granted at the end of a round, and 2 barriers are spawned every half-round. Panels through the map will facilitate actions such as starting rounds, calling in sentinels (which are against everyone, including you), calling in allied support, and calling in a pelican to extract you and end the level. The level can be ended one of two ways: you can lose all your lives, or you can get extracted. I have also decided that checkpoints will not be granted in the level, and people relly wishing to save will need to do so themselves. I hope this covers the basics of my system. It sounds complicated, but when you play it, the cutscene titles tell you everything.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Dec 28, 2010 05:26 AM    Msg. 109 of 184       
lolwut.


MoooseGuy
Joined: Aug 10, 2008

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Posted: Dec 28, 2010 05:47 AM    Msg. 110 of 184       
I get that question a lot.
My response is, it'll be done when it's done.

I have the foundation basically completed, I just need a couple of things worked out and I can work on getting the waves working well. I'm going to try to have randomization in waves, but the question is:

Would you guys rather see:
    Waves with specific enemy types, like Reach?
    Waves with mixed enemies, like ODST?
    Something else?


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Dec 28, 2010 06:00 AM    Msg. 111 of 184       
I smell a threadjack spam war.


PoeticRulesAll
Joined: Dec 10, 2010

Elmo <3's 1120


Posted: Dec 28, 2010 07:51 AM    Msg. 112 of 184       
Quote: --- Original message by: MoooseGuy
Sounds great, guys.

And @Poetic:
The map will run on a variety of interwoven systems. There are loadouts which are chosen after every death, so this doesn't include the initial spawn. Loadouts will include various equipment, but each loadout combo has its checks. There is ammo in the base, and powerful weapon ammo will spawn less often. Covenant weapons are kept in covenant crates around the central area of the map. The rounds will be long, with 10 waves + 1 bonus/fun wave = 1 round. Scores are based on each half-round completed. Scores are basically Halo 3 ranks. Cheaters will be branded with a sadface cheating rank. A random weapon is spawned after every wave, to give variety, and a random power weapon (rl or lazer) is spawned at the beginning of subsequet rounds. A life will also be granted at the end of a round, and 2 barriers are spawned every half-round. Panels through the map will facilitate actions such as starting rounds, calling in sentinels (which are against everyone, including you), calling in allied support, and calling in a pelican to extract you and end the level. The level can be ended one of two ways: you can lose all your lives, or you can get extracted. I have also decided that checkpoints will not be granted in the level, and people relly wishing to save will need to do so themselves. I hope this covers the basics of my system. It sounds complicated, but when you play it, the cutscene titles tell you everything.


Hey Moooseguy, I can see that a lot of thought was put into this Firefight system you came up with. I think it's going to be a great hit. Good luck! (Though the evacuate-yourself-or-die thing sounds quite like b40...

I'm quite sorry we got threadjacked as well...

Just asking, coding is required to make Firefights work, is it sort of a copy-and-paste thing? Or does a new code need to be written each time a new map is made? I know coding is quite difficult, and I'm glad the community has such nice guys who work selflessly just to bring all us enjoyment.

CHEERS!!! :)


Pepzee
Joined: Sep 9, 2010

Retired Halo Modder


Posted: Dec 28, 2010 12:41 PM    Msg. 113 of 184       
Yes, we will need to have our own scripter or something. I vote for a type of map where you buy things with the points you earned from beating a round. Like portent. However, that is just my opinion. I don't know what poetic want's or anything.

Also let's have the energy sword be an elite only weapon. I just think it would be too powerful on that small map.


PoeticRulesAll
Joined: Dec 10, 2010

Elmo <3's 1120


Posted: Dec 28, 2010 08:49 PM    Msg. 114 of 184       
Actually, for Firefight Tensity, I'm voting for:

Weapons spawn every five rounds or so. But there is little ammunition that comes with them (apart from starter weapons) so you need to buy them with points.

You have seven lives.

Checkpoints can be purchased for a certain amount of points.

Points -- You can buy weapons, barricades, even a LAAG turret with it. Checkpoints as well. But no lives.

I don't really mind whatever system Tensity runs on. So long as it's fun, and it's not too difficult to make :D

I'm pretty frustrated with the threadjacks... Do you guys have Xfire?


Pepzee
Joined: Sep 9, 2010

Retired Halo Modder


Posted: Dec 28, 2010 10:11 PM    Msg. 115 of 184       
Quote: --- Original message by: PoeticRulesAll
Actually, for Firefight Tensity, I'm voting for:

Weapons spawn every five rounds or so. But there is little ammunition that comes with them (apart from starter weapons) so you need to buy them with points.

You have seven lives.

Checkpoints can be purchased for a certain amount of points.

Points -- You can buy weapons, barricades, even a LAAG turret with it. Checkpoints as well. But no lives.

I don't really mind whatever system Tensity runs on. So long as it's fun, and it's not too difficult to make :D

I'm pretty frustrated with the threadjacks... Do you guys have Xfire?

That's a combo of both! A firefight and survival type together! It can be done, just harder...

I do not have an Xfire, we will just have to talk through the thread jacker's.

Also, you said something about having hunters in the firefight.
How are we going to fit a hunter in a spirit?


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Dec 30, 2010 01:48 AM    Msg. 116 of 184       
not sure about the other animations, but whilst fooling around with the hunter bone set in MAX, i discovered that the hunter already has an (2) exiting animations for the spirit. Not sure if i noticed an idle animation, but the hunter doesn't have a label for even sitting in the spirit. I would recommend just making the label first so the hunter can actually enter the spirit, THEN work on the idle animation. :)

EDIT: nvm, the hunter has an idle animation for the spirit.
Edited by sierra117 on Dec 30, 2010 at 02:26 AM


PoeticRulesAll
Joined: Dec 10, 2010

Elmo <3's 1120


Posted: Dec 30, 2010 08:16 AM    Msg. 117 of 184       
My impression of Firefight Tensity: :)

Sunshine dawns over the mystical water
Rise and shine, and find yourself here.
You think, and recount the Pelican Crash
But everything's just in one great mess.

More worrying things, leave that alone,
The wreck's disappeared into the water below,
Weapons all you have,
But all you need.

Calmness envelopes this Forunner Outpost
But it will not last and that you know,
Today's gonna be your lucky day,
The Covenant's already on their way.

"Firefight!" Spirits come wailing right in
At two opposite bays they're docking;
Screaming Lances all prepared to fight
May only the strongest survive.

Elites hurdle swiftly out of their seat
Reciting battle cries unready for defeat
A few plasma pistol burns and you hurdle away
Pull the pins on that grenade ready to slay.

The LAAG turret screams at screeching metal
As it ponders metal droplets in a drizzle;
And if you feel that isn't that cool enough
How 'bout a Defoilant Projectile that tough?

I'm running low on ammunition! You cry
Spend credits and ammo spawns from the sky
An MA5K? No, it's a bonus weapon! :D
Let's see how your BRGL owns them!

In the background a raging battle ensues
Pelicans and Hornets struggle to win
The aerial showdown is so very cool
But that's nothing like your adrenaline!

Pushing them tirelessly they back down,
An unyielding soul incinerates hopes to frowns
Draw their blood with lead and projectile,
Spread their guts with the S9M Missile.

Oh yes! The Covenant's backing away
Trembling troops retreat to Dropship bays;
Spirits leave, vowing never to return
And in the distances comes your Pelican!­

But alas! A projectile from goodness-knows-where
Rips the Pelican and drowns it in fiery air;
Flood forms crawl up from the long walls (Thumbs up for Bonus Wave)
You reload your shotgun shells as duty calls.

In case I'm not staying on topic:

I think the bonus waves could be a flood wave (Yea someone suggested it...)

How's my system? If it's too difficult to script, I'm okay with anything, you know...

So long as it's

1. A Firefight

2. On Tensity

Then I'm okay with it :O

Thanks once more for agreeing to work on this project. I hope it turns out real fun and enjoyable for everyone here.
Edited by PoeticRulesAll on Jan 1, 2011 at 05:26 AM


Pepzee
Joined: Sep 9, 2010

Retired Halo Modder


Posted: Dec 30, 2010 01:14 PM    Msg. 118 of 184       
Quote: --- Original message by: PoeticRulesAll
In case I'm not staying on topic:

I think the bonus waves could be a flood wave (Yea someone suggested it...)

How's my system? If it's too difficult to script, I'm okay with anything, you know...
enjoyable for everyone here.

Where would the flood come from? Since you chose tensity as a map, it is sort of hard to get flood on it.

It is some small forerunner outpost in the middle of the sea!

We should put that poem you made in the Read Me text...


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Dec 31, 2010 01:23 AM    Msg. 119 of 184       
rz you forming a map team?


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Dec 31, 2010 01:34 AM    Msg. 120 of 184       
ill join i could help with weapons


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Dec 31, 2010 07:06 AM    Msg. 121 of 184       
*ahem*




No.
That would not fit at all with firefight gameplay, plus having an ai properly drive that would be a nightmare, you would probably worry more about it falling into you than it intentionally running you over.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Dec 31, 2010 08:00 AM    Msg. 122 of 184       
Quote: --- Original message by: goldkilla88
We could try to add at least 7 rounds. And every round is 5 waves. (This my not be how a regular Firefight goes, but its good to mix things up every once in a while, like FF-Descent!)

Regular firefight is 5 waves to a round, like yours.
Mine is not conventional in that manner, as it uses 10 waves to a round.

As far as mixing up the ai, I STILL don't know what you guys exactly want in terms of the setup of the ai types in waves...


Pepzee
Joined: Sep 9, 2010

Retired Halo Modder


Posted: Dec 31, 2010 01:07 PM    Msg. 123 of 184       
I'm not sure what you mean, MooseGuy. I would like to reference Firefight-Portent as in terms of waves. Grunts only during the first five waves, then the Flood bonus round, then Jackels and Grunts up to wave 10, then another bonus round, and so on.

I'm not an animator so I can't have the hunters some how fit in the spirit. How ever if we use covenant drop ships we could make them work, I think.

I'm not sure about the flood idea, still. It just seems that them spawning randomly on top doesn't seem to professional. We could have sentinels instead though.

Also what about being able to buy marines? I think if you bought one, instead of having a pelican come in and drop them off, they ODST pod onto the map.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Dec 31, 2010 02:10 PM    Msg. 124 of 184       
Quote: --- Original message by: pepzee
I'm not sure what you mean, MooseGuy. I would like to reference Firefight-Portent as in terms of waves. Grunts only during the first five waves, then the Flood bonus round, then Jackels and Grunts up to wave 10, then another bonus round, and so on.

I'm not an animator so I can't have the hunters some how fit in the spirit. How ever if we use covenant drop ships we could make them work, I think.

I'm not sure about the flood idea, still. It just seems that them spawning randomly on top doesn't seem to professional. We could have sentinels instead though.

Also what about being able to buy marines? I think if you bought one, instead of having a pelican come in and drop them off, they ODST pod onto the map.

No flood, but there are call-able sentinels.
You can call odst's in thru drop pods too, as you said.


PoeticRulesAll
Joined: Dec 10, 2010

Elmo <3's 1120


Posted: Dec 31, 2010 08:18 PM    Msg. 125 of 184       
Hey guys,

About the flood thing, I thought we could make the infection forms crawl up from below the structure... And the combat forms jump down from above. This could be in a cutscene.

Oh, and who votes for the Evacuation-Pelican-Shot-Down-By-Flood thing?

2 - Goldkilla and me
0 - No

OH YEAH AND HAPPY NEW YEAR GUYS!!!
Edited by PoeticRulesAll on Jan 1, 2011 at 05:27 AM


PoeticRulesAll
Joined: Dec 10, 2010

Elmo <3's 1120


Posted: Jan 1, 2011 05:24 AM    Msg. 126 of 184       
Drones -- Why not? But how are they going to appear out into battle? Mabye script a seat for them in the Spirit ...

The Evacuation Pelican Cutscene -- Idea

So you finish and the Covenant are retreating. Great job. Then the Evacuation Pelican shows up, gets hit by a Rocket and goes down, like Echo419, and then the flood jump onto the structure.

I'm for it.

Quote: --- Original message by: PoeticRulesAll
Actually, for Firefight Tensity, I'm voting for:

Weapons spawn every five rounds or so. But there is little ammunition that comes with them (apart from starter weapons) so you need to buy them with points.

You have seven lives.

Checkpoints can be purchased for a certain amount of points.

Points -- You can buy weapons, barricades, even a LAAG turret with it. Checkpoints as well. But no lives.


Just to say my idea for the Firefight system once more.
Edited by PoeticRulesAll on Jan 1, 2011 at 05:27 AM


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jan 1, 2011 06:33 AM    Msg. 127 of 184       
Quote: --- Original message by: PoeticRulesAll
Drones -- Why not? But how are they going to appear out into battle? Mabye script a seat for them in the Spirit ...

The Evacuation Pelican Cutscene -- Idea

So you finish and the Covenant are retreating. Great job. Then the Evacuation Pelican shows up, gets hit by a Rocket and goes down, like Echo419, and then the flood jump onto the structure.

I'm for it.

Quote: --- Original message by: PoeticRulesAll
Actually, for Firefight Tensity, I'm voting for:

Weapons spawn every five rounds or so. But there is little ammunition that comes with them (apart from starter weapons) so you need to buy them with points.

You have seven lives.

Checkpoints can be purchased for a certain amount of points.

Points -- You can buy weapons, barricades, even a LAAG turret with it. Checkpoints as well. But no lives.


Just to say my idea for the Firefight system once more.

Easy. Drones could come up from the sea, much like the infection forms you described.

Ugh. This is going to get overused soon.

Sounds cool, its just that you would need a good animator and the replayability would maybe go down due to limited waves and predicatability.

I was originally going to do this in my map, but what I think about it now is that you could spawn the bonus weapon with a little more ammo, and take out the ammo part of the store, based on an increase in weapon or ammo availability. Maybe, maybe not.

Make sure to vary life amounts based on difficulty.

Sounds like portent. Make sure to make them expensive, and if possible, single-use.

Lmao. This is exactly how Descent was working. Did you copy off my ideas? Nevermind that...


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jan 1, 2011 06:45 AM    Msg. 128 of 184       
The evacuation pelican was Lodex's thing, used in B40-Firefight.
My use of it should not have been released however. I think I have exaplained too much of my map to the public, and now it's causing things like this. The entire store and spawning and weapon system I had in my map seems to be copied down in this guy's ideas for Tensity right here. I feel sorry that I kept my map's details in the light. No more information will be released about my map until release. I'm done with crap like this.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Jan 1, 2011 02:32 PM    Msg. 129 of 184       
Quote: --- Original message by: Sciophobiaranger
I hate copiers they can rot in hell with their useless minds.
There is something you should keep in mind when you express your outrage; Everyone here is is copying Bungie's or some other game companies ideas.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jan 1, 2011 02:36 PM    Msg. 130 of 184       
Still, the dude copied my exact combination of ideas for a firefight...
I say that kind of makes a lot of my work for nothing. Nicht gut, mann.


Pepzee
Joined: Sep 9, 2010

Retired Halo Modder


Posted: Jan 1, 2011 04:08 PM    Msg. 131 of 184       
Quote: --- Original message by: MoooseGuy
Still, the dude copied my exact combination of ideas for a firefight...
I say that kind of makes a lot of my work for nothing. Nicht gut, mann.

You just have to deal with it, imagine how the original creators of Bloodgulch feel.


TehArtyom
Joined: Jan 8, 2011

:)


Posted: Jan 8, 2011 12:14 AM    Msg. 132 of 184       
this looks cool wonder if it will be done and realsed, I would liek this in my halo


Pepzee
Joined: Sep 9, 2010

Retired Halo Modder


Posted: Jan 8, 2011 12:30 AM    Msg. 133 of 184       
I'm not sure what the status is on this, or for that matter who's working on it...
I'm willing to attempt to do this by myself, however right now I'm busy with my own map.

@goldkilla88,
Have you started any of this? Or are you busy with your own map?

I think I'm going to postpone my project for a little while to try and get this done.

The thing is I won't be able to animate the spirits coming in, other that I could probably do it.


Pepzee
Joined: Sep 9, 2010

Retired Halo Modder


Posted: Jan 8, 2011 12:59 AM    Msg. 134 of 184       
*Salutes* Good luck! let me know any progress, I'm working out a map plan right now, for things like weapon placement, ect.


PoeticRulesAll
Joined: Dec 10, 2010

Elmo <3's 1120


Posted: Jan 8, 2011 01:14 AM    Msg. 135 of 184       
Hey guys! Sorry if I'm bumping this! I was away for the past six days...

@ Pepzee and Goldkilla: Thanks for agreeing to work on this! I'm sorry once more I was AFK for the past six days...

@Moooseguy: I'm also sorry to hear about the cancellation of Firefight Descent. I hope others will pick up from where you dropped, so your work won't go to waste! Also, thanks for staying back in these forums to give invaluable advice!

*Salutes*,
Poetic


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jan 8, 2011 06:54 AM    Msg. 136 of 184       
To make a vehicle far away, my advice is to integrate it into the sybox itself. This can be done by importing the skybox model into 3ds max, then inporting the level geometry. It will be in the same place relative to the skybox model as it is ingame. Then you can import the geometry of the carrier, and put it where you want in the skybox. After that's done, delete the level mesh and export the new skybox gbxmodel, making sure all materials are included. Then replace the gbxmodel for the original skybox with your new one, and start sapien. It should then be there. Like magic. Peace.


Pepzee
Joined: Sep 9, 2010

Retired Halo Modder


Posted: Jan 8, 2011 01:52 PM    Msg. 137 of 184       
Quote: --- Original message by: goldkilla88
Oh, and can a Silenced SMG be included in this?

Maybe, I'm not sure what point it would serve though. The enemies are already going to know where you are!

@Mooseguy,
I have no clue what you just said...


Pepzee
Joined: Sep 9, 2010

Retired Halo Modder


Posted: Jan 8, 2011 02:11 PM    Msg. 138 of 184       
Definitely not marines, they are way too weak for this. My personal preference would be a spartan. That's just me though.

Those pictures look awesome...
Edited by pepzee on Jan 8, 2011 at 02:12 PM


Pepzee
Joined: Sep 9, 2010

Retired Halo Modder


Posted: Jan 8, 2011 05:17 PM    Msg. 139 of 184       
Cool, um... Why is there a UNSC frigate in the background? Shouldn't be a covenant cruiser instead? Let me know how it looks!


Pepzee
Joined: Sep 9, 2010

Retired Halo Modder


Posted: Jan 8, 2011 05:55 PM    Msg. 140 of 184       
Okay, also make sure to remove the flag base in the first picture.

 
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