
Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Dec 27, 2011 06:39 PM
Msg. 1506 of 1606
Nah, it's probably better to wait for the Halomaps release for the sake of consistency.
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: Dec 27, 2011 08:13 PM
Msg. 1507 of 1606
Valhalla IS OUT! GO GET IT NOW! I GET FIRST DOWNLOAD :DDDD Edited by 1bobsam1 on Dec 27, 2011 at 08:14 PM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Dec 27, 2011 08:21 PM
Msg. 1508 of 1606
Downloading!!!! :D :D :D OH-BOY OH-BOY
Notes: the flags bounce like their made of rubber. The mongoose' center of gravity needs to be lower, so it's doesn't flip as easily, and it's lights need lens flares. Theirs something on the top of the blue base that projectiles stick into. Snipers rifle can't detonate the fusion cores. Fusion cores don't have any particles or lights for the explosion effects. The barrels of the machine gun turret don't rotate. 3rd person animations of the missile pod need fixing. Sooooo...That's what i spotted, just thought i'd point it out. Edited by grunt_eater on Dec 27, 2011 at 09:56 PM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Dec 27, 2011 09:11 PM
Msg. 1509 of 1606
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: Dec 27, 2011 09:31 PM
Msg. 1510 of 1606
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Dec 27, 2011 10:20 PM
Msg. 1511 of 1606
Yeah there are more than a few.
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Contrary Smuglord
Joined: May 25, 2011
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Posted: Dec 27, 2011 10:25 PM
Msg. 1512 of 1606
Like the Battle Rifle sliding that just loops. 
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Dec 27, 2011 10:26 PM
Msg. 1513 of 1606
Yeah, just see my last post for a list of the ones i found in five minutes...
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TauSigmaNova
Joined: Jan 31, 2011
If love is blind, I guess I'll buy myself a cane
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Posted: Dec 27, 2011 10:39 PM
Msg. 1514 of 1606
~Alright.
To be honest, I'm kinda disappointed.
The BSP itself is beautiful. Beautiful. Those base shaders were j!zztastic and the modelling was done well, IMO. It looked great, Personally, the grass was not green enough, and did not give me that Valhalla feel, and overall this didnt look as good the screen shots on the thread did. The AR and BR Origins were teribad, ugly, to far from the screen, did not look good. The missile pod was with the bad arm. The Grav Lifts. I /SWEAR/ these are like a bajillion times worse then the ones from the Alpha i received. T They were simply prettified teleporters. The SMG was good though, and the turret had that issue, along with the BR issue.
Meh.
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: Dec 27, 2011 11:00 PM
Msg. 1515 of 1606
One thing I found was, you put the waterfall in the wrong place.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Dec 27, 2011 11:04 PM
Msg. 1516 of 1606
T'was put there on purpose for secrets.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Dec 27, 2011 11:13 PM
Msg. 1517 of 1606
Alright, heres what I've seen so far:
Overall, the map really dosent look extremely pretty as it could have been or should be, and theres alot of things that actually dont take to much time to do, that, could have in fact, greatly improved the map.
First of all, the entire exterior section of the map needs to be scaled up, 1.5x at least.
Second of all, I don't know if you know this, but the entire map is elevated towards the waterfall. Right now you kept everything on the same level, which it should not be. If you did this for the water, there is plenty of other ways to simulate the same exact reaction you get from when there is fog present. The steam UV is also messed up and really not that great, it also flows way to fast (also due to uv's).
Nice work on the ground texture, but like Spartan 279 said, the grass could have been greener. And I know I helped you out on the cliff shader, but that thing really does not have any specular and needs to shine a bit more. The snowy cliffs also seem cool, but the cliffs themselves need to be raised up a bit more, and the waterfall near the base needs to be less wide. Its actually relatively long and not that wide, and at the top splits into two (another easy uv and or texture edit).
And lastly, add some vegetation! Even some decent DOC's would have been nice, this map is supposed to be a lush cove like map...
As for the tags, there nice, but I think your vehicles move to fast or something, but it could also just seem like that due to the map being relatively small compared to what it should be.
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Slayer117
Joined: Oct 3, 2008
Host of CE3 2010-forever!
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Posted: Dec 28, 2011 12:12 AM
Msg. 1518 of 1606
I liked it compared to the others that have been made, but it didn't feel right I guess maybe it wasn't colorful enough really.
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Slap Happy
Joined: Feb 2, 2009
Life ain't fair, buy a helmet.
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Posted: Dec 28, 2011 01:05 AM
Msg. 1519 of 1606
Very nice job on the bsp, base, ground and cliffs . . . just needs a bit more cowbell (depth of the cliff shader, depth of the ground/grass it does seem realistic to a frosted region though, custom cubemap and bump on the water, or slightly different animation on the waves) Love the sky. Add a bit more plants, even if custom.
bugs: vehicles, player fov is not same as vehicle fov, which is why when you exit a vehicle you get that "fall out of the bsp" visual glitch while the vehicles camera track made for one fov changes to the bipeds camera track set to another fov. Mongoose right rear tire is lifted off the ground (corrupted anims - I have them if you need) the camera track seems to be way too high. When in vehicles, the driver/biped weapon on the back tends to glitch/blink not sure if happens when out (bitter banana's Third person FOV doesnt work on maps with modified player fov - flycam doesnt catch it) I liked the multi permu MC, but the shaders seemed to be dusted softly with baby powder, not sure if I like the pastel look.
Unlike others, I would have liked the waterfall closer to the ground and centered between bases, not higher, or shifted to be more of a beauty add. The high up structure has a texture that isn't seamless (may not have been meant to be) so it seems to be covered with tile, not texture. from that distance. Fusion coils seemed to respawn too quickly.
In spite of the things I mentioned which are minor, I cant wait to play it in a server. Weapon placement seems intriguing, I would remove the banshee from appearing in default slayer/ctf (allow it, but don't set to default spawn) - banshee whores may be dealt with by the warthog and laag turret (and spartan laser) but it will be whored and take too much from the rest of game play.
9.5/10 - woooot great job.
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Dec 28, 2011 01:09 AM
Msg. 1520 of 1606
The base that isn't by the ocean, there's like a collision fail or something. I took the missle pod and shot towards the cliff, opposite from the waterfall, while standing on the base and it just exploded like there was a wall right in front of me.
Also, i didn't really like the color/shaders on the
I say B+.
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Dec 28, 2011 05:51 AM
Msg. 1521 of 1606
Quote: --- Original message by: Sergeant 1337 The base that isn't by the ocean, there's like a collision fail or something. I took the missle pod and shot towards the cliff, opposite from the waterfall, while standing on the base and it just exploded like there was a wall right in front of me.
Also, i didn't really like the color/shaders on the
I say B+. Might have been phantom BSP. Overall I like the map, it's some good modeling even if it's not 100% exact (but who cares really?). Only things I'd have liked to have seen was some more vegetation like shrubs, maybe a few more tree variants (scaled down variants of the tree you currently have to add more variety for example) and perhaps some detail object collections to make it feel a bit more grassy. 8.5/10
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Ubergoober
Joined: Oct 11, 2010
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Posted: Dec 28, 2011 08:53 AM
Msg. 1522 of 1606
a few things i noticed, when u hold the mispod ur shoulder is missing and controlling the wraith takes some getting used to.
great work slappy and thanks for finally releasing, i know u worked really hard with the man-cannon and other things and in some cases it didnt work out, but i think the final product is something to b proud of, good work matey (pirate accent).
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Dec 28, 2011 09:14 AM
Msg. 1523 of 1606
FYI, you guys are supposed to play in widescreen for the weapons
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kev3344
Joined: Aug 8, 2008
IMAAA FIRING MAAA LAZAAA!!!!
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Posted: Dec 28, 2011 09:19 AM
Msg. 1524 of 1606
Trying the map right now...  EDIT: I won't complain about the bsp, it's just fine in my opinion. The weapons are as good as the others that i've seen in others maps and the missile pod is good too. The only thing that REALLY SUCKS in this maps, is that the banshee and wraith don't have a boost, cmon this is a halo 3 map VEHICLES NEED BOOST! Also, I know that this isn't in halo 3, but it would be fun if you made the mongoose like yoyorast island, where you're able to use your weapons while driving. Anyways, I wanna play it and I think that it will be fun. Edited by kev3344 on Dec 28, 2011 at 09:41 AM
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Torih315
Joined: May 9, 2010
Nice night for a walk.
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Posted: Dec 28, 2011 11:33 AM
Msg. 1525 of 1606
Tested the map with five others on LAN. Everybody experienced glitches. A few were acceptable, mostly visual.
But there were some that affected gameplay.The most irritating one being launched by a mongoose into the lake. I used up all the grenades I had earlier, so I was stuck there. Lucky for me, there was a warthog placed on the far right side of the lake that was kind enough to flatten me.
One more thing to note. Four of the five players were lost to the credit room. They refused to leave thanks to the music.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Dec 28, 2011 12:09 PM
Msg. 1526 of 1606
How do you get to this credits room?
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Ubergoober
Joined: Oct 11, 2010
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Posted: Dec 28, 2011 12:27 PM
Msg. 1527 of 1606
Quote: --- Original message by: TM_updatesQuote: --- Original message by: Sergeant 1337 The base that isn't by the ocean, there's like a collision fail or something. I took the missle pod and shot towards the cliff, opposite from the waterfall, while standing on the base and it just exploded like there was a wall right in front of me.
Also, i didn't really like the color/shaders on the
I say B+. Might have been phantom BSP. Overall I like the map, it's some good modeling even if it's not 100% exact (but who cares really?). Only things I'd have liked to have seen was some more vegetation like shrubs, maybe a few more tree variants (scaled down variants of the tree you currently have to add more variety for example) and perhaps some detail object collections to make it feel a bit more grassy. 8.5/10 yup, phantom triangle in the center of the base platform facing the non-waterfall side, hope you'll fix it slap regarding the secret room, i dunno if theres a trick to getting in there, i cheated n got there by dev cam, thank you, ily slappy <3 Edited by Ubergoober on Dec 28, 2011 at 12:29 PM
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Torih315
Joined: May 9, 2010
Nice night for a walk.
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Posted: Dec 28, 2011 12:57 PM
Msg. 1528 of 1606
Both bases have an entrance right here: 
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Ubergoober
Joined: Oct 11, 2010
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Posted: Dec 28, 2011 01:24 PM
Msg. 1529 of 1606
oh ty
jesse, how long for st?
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Dec 28, 2011 02:45 PM
Msg. 1530 of 1606
Can't spawn on anything except slayer and ctf D:?. And i just realized when you do cheat all vehicles the fusion cores have explosion effects, but the autospawn ones don't. Edited by grunt_eater on Dec 28, 2011 at 02:49 PM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Dec 28, 2011 06:07 PM
Msg. 1531 of 1606
Change the resolution? i've got mine set higher and it doesn't mess up with the weapons.
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Dec 29, 2011 05:35 AM
Msg. 1532 of 1606
Quote: --- Original message by: qwertyuiop15Quote: --- Original message by: XlzQwerty1 FYI, you guys are supposed to play in widescreen for the weapons How do you do that? And yes, I've googled it and found nothing. -vidmode "width","height","fps" Remove the quotes. Keep the commas. Type into the "Target" area of your Halo shortcut, in Properties. Oh and if you want to fix chat, try and find my instructions I posted a while back. I've forgotten how xD E: Instructions from one of my old posts:
"Right click the Halo shortcut and type -vidmode width,height,hz in the 'Target' area. Of course, change width, height, and hz to suit your monitor. For example, my monitor is -vidmode 1680,1050,60
60 is the most common refresh rate for widescreen monitors I believe. I'm not sure if Halo actually supports anything above that anyway.
There's a problem with vidmode in that when chatting in game, what you're typing doesn't appear. To solve this, simply go to the content folder in Halo's installation folder and find the closest .ksml file to your resolution's height setting. They set height for the chatbox. Edit the editbox .ksml file closest to your res height with notepad and find "Top= " on the fourth row. Change the number there to 40 below your res height. If that doesn't work, just change it to random amounts until it works."____________- Edited by Jaz on Dec 29, 2011 at 05:39 AM
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Dec 29, 2011 02:02 PM
Msg. 1533 of 1606
Quote: --- Original message by: qwertyuiop15Quote: --- Original message by: Jaz There's a problem with vidmode in that when chatting in game, what you're typing doesn't appear. To solve this, simply go to the content folder in Halo's installation folder and find the closest .ksml file to your resolution's height setting. They set height for the chatbox. Edit the editbox .ksml file closest to your res height with notepad and find "Top= " on the fourth row. Change the number there to 40 below your res height. If that doesn't work, just change it to random amounts until it works." There's 2 .ksml files with my height number on it: "768editbox.ksml" & "768log.ksml" Do I do that with both of them? EDIT: Ok I tried it without editing any of those files. It looks like it increased my resolution but didn't make it widescreen. Everything still looks stretched. Edited by qwertyuiop15 on Dec 29, 2011 at 12:00 PM Do you have a widescreen monitor?
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Dec 30, 2011 07:38 AM
Msg. 1534 of 1606
Quote: --- Original message by: qwertyuiop15 Yes. 1366x768 Well you have to just set the res after vidmode to that. It should work. If it doesn't, I don't know what's wrong. Have you got a modded Halo by any chance?
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Dec 30, 2011 11:25 AM
Msg. 1535 of 1606
I knew the credit room was a good idea >:)
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Dec 30, 2011 04:36 PM
Msg. 1536 of 1606
Disappointed in the grav lifts... Was really looking forward to launching stuff. :'(
anyway, will the be a Valhalla V2 later on in 2012?
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Xander92
Joined: May 31, 2010
I`m Russian,you maggot.
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Posted: Dec 31, 2011 09:01 AM
Msg. 1537 of 1606
Quote: --- Original message by: Spartan314 Disappointed in the grav lifts... Was really looking forward to launching stuff. :'(
anyway, will the be a Valhalla V2 later on in 2012? Man cannons doesnt Sync well trough the net... he tried his best. Btw,Grate Job slappy. I`m glad to see your project finally got released.Altrough it has some minor bugs that need to be fixed. the only thing that really annoys me are the sound of the missile pod and the melee of AR. overall: 9.5\10 Looking forward for your next projects (:
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Dec 31, 2011 09:52 AM
Msg. 1538 of 1606
Okay so BSP wise it's a 10\10. The gameplay value is a 9\10. One of the only problems i have is that you can only play ctf and slayer -1\10. the fusion coils that spawn don't have explosion effects, and can't be moved -0.4\10. the phantom BSP distracts from, and reducing, the gameplay value -0.6\10. take into account the hand full of other glitches and your map comes out to 7.8\10. it's great, for a beta, but it'll need a little fixing up for a final, imo.
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Zenzarxus
Joined: May 7, 2010
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Posted: Dec 31, 2011 10:21 AM
Msg. 1539 of 1606
BSP wise: 10/10, very accurate. Gameplay wise: 9/10, issues with fusion coils and man cannons (probably can't be fixed) Weapons quality: 9.5/10, excellent apart from shotgun anims. h3 grenades ploxVehicles quality: 8/10, you need alot more vehicles. (atleast a ghost, possibly a hornet?) Also, Wraith needs to be slower. Sounds: 8/10, mostly great but some a little off like the grenades (they only have one detonation sound) also there needs to be more ambience. Model quality: 9.5/10, great. fp legs i demands them nao!Issues:
- Credits room teleporters need to be taken out.
- Backpack weapons lag and start coming off spartan's backs.
- Lack of gametypes other than Slayer and CTF.
- You used the old warthog model/bad textures?
- Banshee needs to be lighter.
- Lack of vegetation.
- No equipment like bubbleshields.
- Weapon placements glitchy like the sliding battle rifle and missile pod that's going through a wall.
- Pelican needs to be closed, it's become a good camping spot.
Excellent for a V1, though. 9.5/10 overall. Edited by Zenzarxus on Dec 31, 2011 at 10:55 AM
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Mangenkyo
Joined: Jul 14, 2009
Yep!.. i know i'm in Space..
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Posted: Dec 31, 2011 11:03 AM
Msg. 1540 of 1606
slappy will not fix anything, i talked with him, and he said this project is released and finished..
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