A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[Map Release] Dead Halls

Page 1 of 3 Go to page: · [1] · 2 · 3 · Next
Author Topic: [Map Release] Dead Halls (101 messages, Page 1 of 3)
Moderators: Dennis

rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 3, 2011 10:20 PM    Msg. 1 of 101       
After working on this for 7 months I have finally finished a playable version of my halo zombies mod. Technically this was more of an experiment then anything, but I just thought I would release it after all the work I put into it. First of all due to a problem I've been having with max, I was not able to due a custom bsp so I was forced to use an in-game one.

I guess after seeing so many maps with flood, I wanted one with actual zombies. And since (to my knowledge) it hasn't been done yet, I thought I'd try it myself.

Here is part of the readme:

Quote: Description:
A survival type map inspired by both Halo's Firefight and Call of Duty's Zombies that features custom weapons and bipeds

About:
After 7-long months of work, I'm finally ready to release my Halo Zombies mod, which is what I hope will be a multiple map series.

This map is called Dead Halls and takes place on a modified version of ratrace, although originally I was going to name it Hall of the Dead but I changed it because of having to type the name every time I started the map.

Some of the features of this map are:

Custom Zombie Marine Biped
Laser Security Fences
Three friendly Survivors to help you kill the zombies
Pack-A-Punch machine

Weapons:
M6 Magnum-Standard CE Pistol but is now a "true" semi-automatic
MA5B-Standard CE Assault Rifle but just more accurate
Flamethrower-Normal
Shotgun-Normal
Sniper Rifle-Standard CE Sniper Rifle but without a scope
Needler-Normal
Impaler-A semi-automatic needle rifle that fires a single needle that explodes without the need to supercombine
Raygun-The Raygun from Call of Duty
(Also features pack-a-punched versions of each weapon)

Custom Powerups:
Health-[Gold Medical Cross]-Healthpack
Max Ammo-[Gold Assault Rifle Clip]-Refills the ammo for your current weapons
Insta-Kill-[Gold Skull]-30 seconds being able to kill zombies with a single hit
Nuke-[Gold Bomb]-Kills all living zombies and gives you a 10 second breather

To start the game:
Use the switch on the far side of the room with the grunt.

To use the nuke and insta-kill:
1)After you walk over it, a weapon will be added to your inventory, an oddball(insta-kill) or a detonator(nuke)
2)Once you have it, just pull the trigger

To open the door to the Pack-A-Punch machine:
Press the three switches that are placed around the map


Here are some screens:

http://www.xfire.com/profile/rerout343/screenshots/halo/?view#109080686]</a>
http://www.xfire.com/profile/rerout343/screenshots/halo/?view#109080692]</a>
http://www.xfire.com/profile/rerout343/screenshots/halo/?view#109080702]</a>
http://www.xfire.com/profile/rerout343/screenshots/halo/?view#109080697]</a>
http://www.xfire.com/profile/rerout343/screenshots/halo/?view#109080732]</a>
http://www.xfire.com/profile/rerout343/screenshots/halo/?view#109080712]</a>
http://www.xfire.com/profile/rerout343/screenshots/halo/?view#109080717]</a>
http://www.xfire.com/profile/rerout343/screenshots/halo/?view#109080722]</a>
http://www.xfire.com/profile/rerout343/screenshots/halo/?view#109080735]</a>
http://www.xfire.com/profile/rerout343/screenshots/halo/?view#109080746]</a>

Download Link: http://hce.halomaps.org/index.cfm?fid=5703

I would like to make more maps like this, but before I do, it would be great if I could get any feedback/suggestions for future reference.

NOTE: The map is currently protected because some of the tags have some issues that I would like to fix before I release them publicly. So for now, don't rip the tags, if you use them in there current state they could cause you some issues. I will release them all once they are ready for use in other maps/situations.(This map is playable, I just had to make certain allowances in the scenario for them to work

Although all of the tags/models were made by me or were part of ce to begin with, I would like to thank everyone who helped me figure out my scripts:
MoooseGuy
d4rfnader
and
Juan

And thanks to Gamma927 for help fixing an animation issue.
Edited by rerout343 on Jan 3, 2011 at 10:29 PM


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jan 3, 2011 10:27 PM    Msg. 2 of 101       
O.o guess there something i can cross off the not done in ce list a flood firefight i think this counts as flood/zombies


anyways nice map over all maybe model a map yourself like the first map in waw or something and try this ^_^


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 3, 2011 10:46 PM    Msg. 3 of 101       
Actually, if I'm still not able to use a custom bsp, I wanted to use the opening courtyard from Halo2's outskirts mission. With the right skybox, that could be perfect.


Pepzee
Joined: Sep 9, 2010

Retired Halo Modder


Posted: Jan 3, 2011 11:31 PM    Msg. 4 of 101       
I don't have time to download this yet, but is this Multiplayer or Single Player?


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 3, 2011 11:35 PM    Msg. 5 of 101       
Singleplayer


Pepzee
Joined: Sep 9, 2010

Retired Halo Modder


Posted: Jan 3, 2011 11:40 PM    Msg. 6 of 101       
Quote: --- Original message by: rerout343
Singleplayer

Cool! Does it have a point's system? Also in the first picture, what's that elite doing in the background? Are they your allies too?

P.S. I love how the sniper looks without the scope.
Edited by pepzee on Jan 3, 2011 at 11:41 PM


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 3, 2011 11:50 PM    Msg. 7 of 101       
I tried to implement a points/kill system, but sadly it didn't work. And about your second question, you have three allies: a gold elite with a sword, a grunt with a needler, and Sgt Johnson with his shotgun.


Pepzee
Joined: Sep 9, 2010

Retired Halo Modder


Posted: Jan 4, 2011 12:14 AM    Msg. 8 of 101       
Oh, well. With Gamma927s point system it would have been really close to zombies. I deiced to blow off what I was supposed to be doing to try this. It was worth it. It was really fun. I think though that there were a few to many zombies.

Also if you could have them come in waves that would be good too. I too recommended a different BSP. You should look around Halomaps to see if you can find something a little better.

I liked all of the "upgraded weapons" I think that added a lot to the map. Also I think the crewman biped would be just a little more suitable for the zombies instead.

Just my thoughts.


HaloIsAHorribleGane
Joined: Nov 9, 2010

I'd rather play yahtzee


Posted: Jan 4, 2011 12:40 AM    Msg. 9 of 101       
your urls are broken


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Jan 4, 2011 12:55 AM    Msg. 10 of 101       
This looks interesting. I may have to give it a try. I like the allies idea. Too bad you can't implement last stand and revival in halo...
* Waits for someone to post a video and the words "I DID!" *


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 4, 2011 01:13 AM    Msg. 11 of 101       
Quote: --- Original message by: pepzee
Oh, well. With Gamma927s point system it would have been really close to zombies. I deiced to blow off what I was supposed to be doing to try this. It was worth it. It was really fun. I think though that there were a few to many zombies.

Also if you could have them come in waves that would be good too. I too recommended a different BSP. You should look around Halomaps to see if you can find something a little better.

I liked all of the "upgraded weapons" I think that added a lot to the map. Also I think the crewman biped would be just a little more suitable for the zombies instead.

Just my thoughts.


It's funny that you say that there are too many zombies because I used to have almost double that amount in the map to begin with. Although I was wondering if still needed to take more out or not.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jan 4, 2011 05:11 AM    Msg. 12 of 101       
Looks cool. I suggest using a custom bsp and better models/shaders next time. But great effort.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 4, 2011 05:24 AM    Msg. 13 of 101       
Quote: --- Original message by: qwertyuiop

This map is awesome!

GOOD:
-powerups
-lazer thingy
-Ray gun
-impaler
-the zombies
-pack-a-punch machine
-The elite with the energy sword was really helpful :)

BAD:
-You can't pause it
-the look of the impaler
-i can fall through the map when i go into the teleporter to pick up the raygun and a zombie appears (this might just be the bsp)
-too much zombies. yeah, you need to take some out.
-Raygun & Impaler animations

8.5/10. :)
Edited by qwertyuiop on Jan 4, 2011 at 04:27 AM


I agree with all of your negative points except the pause one. Did you know that opening the console will pause the game until you close it in a single-player map?


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jan 4, 2011 05:31 AM    Msg. 14 of 101       
Doesn't matter. Pausing is better. People like to pause. I like to pause. I pause, you pause, we all pause for iPause.



rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 4, 2011 05:44 AM    Msg. 15 of 101       
Wait, is there a way to allow players to open the pause menu in a custom single player map?


Shade117 pro
Joined: Jul 2, 2009

Yeah bro (xfire: blue117pro) I can make cubemaps


Posted: Jan 4, 2011 06:02 AM    Msg. 16 of 101       
Quote: --- Original message by: MoooseGuy
Doesn't matter. Pausing is better. People like to pause. I like to pause. I pause, you pause, we all pause for iPause.


ipause for your mom in the toilet.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jan 4, 2011 05:04 PM    Msg. 17 of 101       
Looks really cool. I think you should do a whole series of Zombie maps, actually. It'd be great for all those Firefight junkies out there. >:P


Slayer117
Joined: Oct 3, 2008

Host of CE3 2010-forever!


Posted: Jan 4, 2011 06:47 PM    Msg. 18 of 101       
looks nice. sure theres some flaws but so far it looks great. if your gonna fix it that would be epic.


Old Gregg
Joined: Apr 5, 2010

I love Hardcore Corn.


Posted: Jan 4, 2011 07:11 PM    Msg. 19 of 101       
I like you, lol. Your not one of those nublets that just come on halomaps forum to mod bloodgulch and RPG maps. I have a bsp you can use if you want?

I'll finish it if you plan on zombiefying it.


Edited by Old Gregg on Jan 4, 2011 at 07:11 PM


Edited by Old Gregg on Jan 4, 2011 at 07:12 PM


Skidrow925
Joined: Mar 19, 2010

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


Posted: Jan 4, 2011 08:07 PM    Msg. 20 of 101       
Quote: --- Original message by: MoooseGuy
Doesn't matter. Pausing is better. People like to pause. I like to pause. I pause, you pause, we all pause for iPause.



Hahaha nice.

Also the reason it won't pause is because it is probably set to multi-player instead of singleplayer.

Also It's a great idea and I plan to try it later.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 4, 2011 08:53 PM    Msg. 21 of 101       
Quote: --- Original message by: goldkilla88

You what better WaW textures? I have riped from WAW ITSELF and I have made a PaP AR myself 2 :D

PM Me if you want me to make a pack of REAL WaW zombie textures and PaP textures.

Oh, and give the damn ray-gun pistol animations please? I will include the real ray-gun texture in the pack.
Edited by goldkilla88 on Jan 4, 2011 at 06:04 PM


Tempting but I made this map using my personal standard that: "If I can't make it myself, I don't use it."

Also, the ray gun is using a pistol animation, only it's the plasma pistol, but I do see your point.


Skidrow925
Joined: Mar 19, 2010

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


Posted: Jan 4, 2011 08:58 PM    Msg. 22 of 101       
Make sure the map is set to multiplayer not singleplayer. That is why the pause isn't working.

Is that really your standered? lol
Normally it's

"If no one will give it to me I will rip it and throw it in."


032 Mendicant Bias
Joined: Feb 25, 2010

Magnum periculum est elit.


Posted: Jan 4, 2011 09:11 PM    Msg. 23 of 101       
this is pretty creative, I can help you fix some errors like the pausing problem (you need to get the single player ui files to do so.) and a few others for your next release =) Oh and i have some nazi zombies and their sounds aswell from world at war,tell me if you want them.
Edited by 032 Mendicant Bias on Jan 4, 2011 at 09:12 PM


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 4, 2011 09:13 PM    Msg. 24 of 101       
Oh, I thought that since this was a single-player map, it should be set to single-player. I didn't know that adjusting the map type would affect the menu.(This was the first single-player map I've made)

But yeah, all tags in my maps are either made by me, or were part of halo to begin with, the only riped tags I use, are ones taken from combat evolved's campaign.


032 Mendicant Bias
Joined: Feb 25, 2010

Magnum periculum est elit.


Posted: Jan 4, 2011 09:24 PM    Msg. 25 of 101       
Quote: --- Original message by: rerout343
Oh, I thought that since this was a single-player map, it should be set to single-player. I didn't know that adjusting the map type would affect the menu.(This was the first single-player map I've made)

But yeah, all tags in my maps are either made by me, or were part of halo to begin with, the only riped tags I use, are ones taken from combat evolved's campaign.

ok I suppose. If you plan on releasing a v2 or another map or something, PM me.


spartin115
Joined: Sep 26, 2009


Posted: Jan 4, 2011 10:58 PM    Msg. 26 of 101       
Quote: --- Original message by: rerout343
Oh, I thought that since this was a single-player map, it should be set to single-player. I didn't know that adjusting the map type would affect the menu.(This was the first single-player map I've made)

But yeah, all tags in my maps are either made by me, or were part of halo to begin with, the only riped tags I use, are ones taken from combat evolved's campaign.


Just rip the pause menu from the original campagin maps.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jan 4, 2011 11:50 PM    Msg. 27 of 101       
Ideas and Constructive Criticism:

•There were a bit too many zombies, considering how open the level was.
•Maybe turn down their health a little. They seem a bit "armored," for decomposing dead guys.
•You need to swap out Sgt. Johnson for another player model. I'd suggest changing them all to Spartans, so as to avoid any unfortunate mix-ups between him and an infected Marine. It is dark in there, after all. >:P
•The sniper rifle wasn't very effective in a map this small. You could increase the clip size and rate of fire, while replacing the sniper rounds with projectiles from the Warthog turret.
•The play area seemed ill-suited for Zombies. Chronopolis might be fun.
•Different classes of zombie would be cool. Perhaps unarmored, weak, but somewhat faster zombies, as well as slower, well-protected armored ones. Maybe even throw in an infected Spartan or ODST every now and then.


Amazingcuziam
Joined: Apr 16, 2010

Sup.


Posted: Jan 5, 2011 12:56 AM    Msg. 28 of 101       
Quote: --- Original message by: qwertyuiop
ANOTHER BAD:
-It needs to show you what wave you're on.
You can't see something that isn't there.


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Jan 5, 2011 05:49 AM    Msg. 29 of 101       
Somehow these zombies look scary than flood simply because they still look human but are undead. Flood are like some fungus.


HaloIsAHorribleGane
Joined: Nov 9, 2010

I'd rather play yahtzee


Posted: Jan 5, 2011 06:09 AM    Msg. 30 of 101       
flood ain't really that scary in comparison to some stuff in the horror genre of games

play silent hill


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jan 5, 2011 09:04 AM    Msg. 31 of 101       
Quote: --- Original message by: qwertyuiop
Quote: --- Original message by: Amazingcuziam
Quote: --- Original message by: qwertyuiop
ANOTHER BAD:
-It needs to show you what wave you're on.
You can't see something that isn't there.
oh, so there's no waves?

Yes, there are. That's why he totally said there weren't... >>


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 5, 2011 03:22 PM    Msg. 32 of 101       
Quote: --- Original message by: Echo77
Ideas and Constructive Criticism:

•There were a bit too many zombies, considering how open the level was.
I agree

•Maybe turn down their health a little. They seem a bit "armored," for decomposing dead guys.
Actually, the only reason I gave them more health, was so that you could really see the effects of insta-kill and the Pack-A-Punched weapons, that and I doubt metal armor decomposes at the same rate as a dead body.(unless you account for rust) But yeah I see your point.

•You need to swap out Sgt. Johnson for another player model. I'd suggest changing them all to Spartans, so as to avoid any unfortunate mix-ups between him and an infected Marine. It is dark in there, after all. >:P
True, but there is no friendly fire, unless insta-kill is on, but if he does die he will instantly respawn

•The sniper rifle wasn't very effective in a map this small. You could increase the clip size and rate of fire, while replacing the sniper rounds with projectiles from the Warthog turret.
Pack-A-Punch it. 12-round mag, same .55 caliber sniper round, fire rate of a BAR. But I will take that into consideration in my next map.

•The play area seemed ill-suited for Zombies. Chronopolis might be fun.
I know, but as I said earlier, due to a problem with max, I haven't been able to successfully export a bsp, so I tried to use a bsp that had not been over used, like Blood Gulch. But I will not use Chronopolis, because I do not use other people's tags or maps. I will only use it if I make it or it comes directly from halo. But, if I can get my hands on it, I would LOVE to use the courtyard at the beginning of the level outskirts from halo2.

•Different classes of zombie would be cool. Perhaps unarmored, weak, but somewhat faster zombies, as well as slower, well-protected armored ones. Maybe even throw in an infected Spartan or ODST every now and then.
Actually, I do plan on making more types of zombies: normal marines, crewmen, elites, and possibly spartans, grunts(I have a plan for these [insert creepy laugh here]), and ODSTs. (But only if I can get the 3d model and textures of the ODST direct from halo2, no user made ones)


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jan 5, 2011 06:35 PM    Msg. 33 of 101       
Quote: --- Original message by: grunts
lol ur firefight map was terrible as it was too repitive(only versin zombie marines) n ther wer too many of them too which made it borin. i didnt like the extras like instnt kill skull. next time make a firefight map with normal waepons, make it 20 waves and put in covenant enemies xd.


/facepalm, that is why this map is called Dead Halls, for zombies only, its like a remake of world at war/ black ops zombies for halo. -_- Go make your own firefight map if you do not like this one


032 Mendicant Bias
Joined: Feb 25, 2010

Magnum periculum est elit.


Posted: Jan 5, 2011 06:35 PM    Msg. 34 of 101       
Quote: --- Original message by: grunts
lol ur firefight map was terrible as it was too repitive(only versin zombie marines) n ther wer too many of them too which made it borin. i didnt like the extras like instnt kill skull. next time make a firefight map with normal waepons, make it 20 waves and put in covenant enemies xd.

its a zombie survival,not a "firefight map that is supposed to have covies but instead has zombie marines." lol


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 5, 2011 07:52 PM    Msg. 35 of 101       
Quote: --- Original message by: grunts
lol ur firefight map was terrible as it was too repitive(only versin zombie marines) n ther wer too many of them too which made it borin. i didnt like the extras like instnt kill skull. next time make a firefight map with normal waepons, make it 20 waves and put in covenant enemies xd.


That's probably because this map was NOT a firefight map. In the readme it clearly states that this is a survival map based on Call of Duty's Zombies not firefight. Why did you even expect covenant when you have a friendly elite and grunt helping you?

 
Page 1 of 3 Go to page: · [1] · 2 · 3 · Next

 
Previous Older Thread    Next newer Thread







Time: Fri January 20, 2023 3:32 PM 156 ms.
A Halo Maps Website