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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »[WiP] The Red Skulls: A free-roam custom campaign

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Author Topic: [WiP] The Red Skulls: A free-roam custom campaign (141 messages, Page 2 of 5)
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The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 16, 2011 08:12 PM    Msg. 36 of 141       
Quote: --- Original message by: Dave Needs A Shave
I would simply have each mission reward you with x amount of points depending on mission difficulty. Simplicity is often the best solution.


I had begun doing that, but the disadvantage of this is that there would be a definite amount of points present in the game from the moment you begin playing, thereby limiting what you can buy in total. If it was kill-by-kill, I could have ever-present respawning enemies roaming various places of the map, such as Borderlands does. Meaning if you decided at any given time to go out and hunt throughout the bsp, you could be rewarded with more points for your efforts.
Edited by The Cereal Killer on Apr 16, 2011 at 08:16 PM


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 16, 2011 11:53 PM    Msg. 37 of 141       
That is an interesting idea, I'll wait and see what the results of the votes are.

Update: Images were posted, I had forgotten to do that before.


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Apr 19, 2011 10:55 AM    Msg. 38 of 141       
Maybe the monsters could drop items which might be valuable to certain people. Hence, with the power of a trading system, you could trade these items with people around the map with each individual giving different items as payment.

This may increase the amount of input of making the map but you could always choose to be totally reliable with the trading system for buying stuff. Heck, just cram them up in another system where you press E to interact with other people (talk, trade, steal etc.) That will really make it easier for the players and yourself.

-Zekilk


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 19, 2011 03:53 PM    Msg. 39 of 141       
Quote: --- Original message by: cyboryxmen
Maybe the monsters could drop items which might be valuable to certain people.




Quote: Hence, with the power of a trading system, you could trade these items with people around the map with each individual giving different items as payment.

This may increase the amount of input of making the map but you could always choose to be totally reliable with the trading system for buying stuff. Heck, just cram them up in another system where you press E to interact with other people (talk, trade, steal etc.) That will really make it easier for the players and yourself.

-Zekilk

I appreciate the suggestions, however I do not want to stray from the combat-based nature of Halo, by incorporating a new element of almost RPG standards. The purchase system as-is exists solely as an interesting new method of killing your enemies, and does not detract nor distract from such.


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 19, 2011 05:41 PM    Msg. 40 of 141       
Quote: --- Original message by: Dave Needs A Shave
Damn the Holy Lord where is that thread of Sceny's maps and when in the name of the Holy Lord do we get updates on THIS map!!!!!


Haha, all in good time, this project will resume as soon as the first level of aMT's campaign is completed (very soon) and the wip of that campaign is something which continually evades my memory, thank you for mentioning it yet again. It's written up mostly on this computer, I'll be posting it in just a bit.
Edited by The Cereal Killer on Apr 19, 2011 at 05:56 PM


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Apr 20, 2011 07:56 AM    Msg. 41 of 141       
Lol I have no idea how I was able to unconsciously type in such formal language. That has never happened to me before in any forum. You could say that it was because of my absence from internet.

Anyway, I was going to edit my post until my internet connection timed-out. Perhaps instead of trading the items with merchants, achievement hunters could collect these items in their bank account as prizes. The items could be totally useless except for the fact that you can be rewarded with an achievement for collecting them or they could be useful items like a weapon or a vehicle.

Also, maybe you can add a bounty board that makes you kill specific targets for money. The targets are usually bosses and are chosen randomly so you won't be aiming for the same target everytime. That way, players will be encouraged to explore around to find their target. Either that or you could make them work at a factory and chop wood.
-Zekilk
Edited by cyboryxmen on Apr 20, 2011 at 07:56 AM


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 20, 2011 10:20 AM    Msg. 42 of 141       
I think that's similar to something I had thought of the other day. I was planning to add oddballs colored red (hence, red skulls) hidden around the bsps which will unlock exclusive items.


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: Apr 21, 2011 10:53 PM    Msg. 43 of 141       
Quote: --- Original message by: The Cereal Killer
I think that's similar to something I had thought of the other day. I was planning to add oddballs colored red (hence, red skulls) hidden around the bsps which will unlock exclusive items.
items like....


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 22, 2011 02:44 AM    Msg. 44 of 141       
Quote: Original message by: Spartan 279
items like....

You'll just have to search for the skulls yourself and find out, won't you? :D

UDPATES: (This is now my active project, Sceny feels we should fulfill our previous engagements before continuing the aMT campaign. As such, expect more updates more often.)

http://www.youtube.com/watch?v=2ThA-QRJ2g0 That is a video where you can clearly see the new feature I added. As explained in the description of the vid, I want this campaign to be as realistic to the story as possible, meaning Spartan 2s are much tougher than in previous maps or games, and I am adding a health regeneration script to attempt a more canon feel of the Mjolnir Mark 6 armor (which heals its owner). And if you have not watched the video yet and are reading this, do not groan, it isn't just a "spawn medpack" sort of thing, it is much much more tasteful if I do say so myself.

Another thing, if you have questions about the script you may ask them and I may be able to provide an answer but I cannot reveal the script itself until after the campaign is released.
Edited by The Cereal Killer on Apr 22, 2011 at 03:10 AM


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Apr 22, 2011 10:46 AM    Msg. 45 of 141       
As if there ain't a thread with the actual script posted on it before. However, the spartans' health is way too powerful. Although I had to admit that spartan-IIs like Sora can survive a Longsword crash unarmoured but barely and he was the strongest spartan-II in the project. Also, the health fully regenerates instantly without a recharging period when what it should have been is a linear recovery lasting a couple of seconds.
-Zekilk


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: Apr 22, 2011 12:13 PM    Msg. 46 of 141       
Quote: --- Original message by: cyboryxmen
As if there ain't a thread with the actual script posted on it before. However, the spartans' health is way too powerful. Although I had to admit that spartan-IIs like Sora can survive a Longsword crash unarmoured but barely and he was the strongest spartan-II in the project. Also, the health fully regenerates instantly without a recharging period when what it should have been is a linear recovery lasting a couple of seconds.
-Zekilk

i believe your wrong.
the strongest was soren-066, who was disfigured greatly in the augmenatation


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 22, 2011 12:47 PM    Msg. 47 of 141       
Quote: --- Original message by: cyboryxmen
As if there ain't a thread with the actual script posted on it before.

That script is nothing like the one I wrote.


Quote: However, the spartans' health is way too powerful.

It was increased somewhat to demonstrate the regeneration without dying by accident, however I don't think that the video showed just how weak the shields are now. You're going to need all that armor, because as I said the human shielding mechanisms were fairly weak, which is why the Spartan 2s were equipped with such heavy physical armor.


Quote: Also, the health fully regenerates instantly without a recharging period when what it should have been is a linear recovery lasting a couple of seconds.
-Zekilk

I don't know what you're talking about; that's exactly what happened, it wasn't instant. The full recharge takes 10 seconds, which is longer than you might expect (especially in the middle of a fight).


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 22, 2011 04:48 PM    Msg. 48 of 141       
I'm not sure why people are still unclear on that :L

The OP states:
Quote: - Travel: as you progress in the main storyline, you will come across instances where you need to move your base of operations to a different location... By selecting an unlocked location, you summon immediate extraction to the desired area...


If people think it is only on the Infinity bsp because of the pictures and videos being taken there, that is only because it is bsp0 in the scenario, meaning it is the first one I spawn in when I go to take pictures/videos and therefore the easiest to use.

So to answer your question - no, Infinity is not the only bsp it takes place on. There are many different bsps, all of which have different missions to do.
Edited by The Cereal Killer on Apr 22, 2011 at 04:56 PM


Skidrow925
Joined: Mar 19, 2010

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


Posted: Apr 22, 2011 06:13 PM    Msg. 49 of 141       
where is the latest version of it? Got a link?


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 22, 2011 06:45 PM    Msg. 50 of 141       
Short answer: Nope.

Extended response: I will not be releasing it until it is in a beta state. Even if you did get it, you wouldn't like it at the moment considering that the way I have the scripts set up for testing purposes would render you unable to do anything at all without knowing the exact names of all globals and scripts.


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Apr 23, 2011 04:07 PM    Msg. 51 of 141       
Watched the health regen vid. Health regenerates way too fast


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 23, 2011 04:56 PM    Msg. 52 of 141       
I've doubled the time since then to twenty seconds, seems fair enough.

New stuff:

Working on the menu. Here are two pics from about five minutes in to give you an example of what I'm going for with it, will take a vid showing it in its entirety once I finish.





Pretty good progress for such a short amount of time, IMO, and note that anything which seems odd about it is probably already taken care of (such as the slight pixelation of the selection box on the edges, off-centered text, lack of a back button, etc.)
Edited by The Cereal Killer on Apr 23, 2011 at 05:19 PM


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Apr 23, 2011 10:28 PM    Msg. 53 of 141       
Quote: --- Original message by: The Cereal Killer
I've doubled the time since then to twenty seconds, seems fair enough.


NVM

Edit: To make the health regeneration unique from recharging shields, maybe the player would need to activate healing mode by toggling the flashlight which locks the armour to stop involuntary movement from affecting the healing process. In addition, the player may need to restock on healing fluid at the medical bay if the former wants it's armour to heal him.
-Zekilk
Edited by cyboryxmen on Apr 23, 2011 at 10:42 PM


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 23, 2011 11:15 PM    Msg. 54 of 141       
That is quite an interesting idea. My only concern with that is that the gameplay is already immensely complex to follow (you have to focus on what missions you have left, how many points you have, when you want to start a mission, etc.) and adding a feature like that could over-complicate things. I'll definitely consider it though.


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 24, 2011 01:49 AM    Msg. 55 of 141       
I can see that, and if possible I may do something in the theme of red, however if it proves too complicated (I am not a bitmaps guy) I do agree with Higuy that "there's nothing wrong with original Halo graphics."


Reaper 201
Joined: Jan 1, 2011

Rezurrected to Kill


Posted: Apr 24, 2011 05:10 PM    Msg. 56 of 141       
Might have been asked before, but what type of weapons can we expect to find in this, H3, Classic, or Custom? Also the same goes for BSP's, Custom, DL'ed from this site, or Reuse of the original maps? Regardless of what you say I still think this is an awesome thing that your are doing and I wish you the best of luck and that you can complete and release this.


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 24, 2011 08:43 PM    Msg. 57 of 141       
Thank you both, and the weapons/bsps/vehicles will be added as I see fit. Stock of each will be included for sure, and I'm always looking into custom ones that I think will fit in.


jimmy
Joined: Jul 3, 2008

You can cure a derp, but not the herps.


Posted: Apr 29, 2011 09:48 PM    Msg. 58 of 141       
awww yeaahh progresss yeahh.


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 29, 2011 10:37 PM    Msg. 59 of 141       
Quote: --- Original message by: jimmy
awww yeaahh progresss yeahh.


Indeed.

Trailer should be up soon; I don't want to give too much away but at the same time I realize I have not offered much visible progress to entice you at all.


jimmy
Joined: Jul 3, 2008

You can cure a derp, but not the herps.


Posted: Apr 29, 2011 10:42 PM    Msg. 60 of 141       
Nice. A free-roam campaign should be a great addition to the community. Hopefully it will trigger many spin offs like the firefights did lol


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: May 8, 2011 02:32 PM    Msg. 61 of 141       
TCK, I had an idea for something else to add to this campaign. An extraction system. When activated you have to get to the extraction point then are taken back to base by a falcon, or something like that, make it a bit more exciting


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: May 8, 2011 03:55 PM    Msg. 62 of 141       
There's already something like that, it's for travel. You get picked up, then you choose your new location (at the moment there is an island [b30], a quarry [a30], and the canyon where you start [infinity]; more will be added of course).


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: May 16, 2011 02:50 AM    Msg. 63 of 141       
BUMP
Progress?


Skidrow925
Joined: Mar 19, 2010

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


Posted: May 16, 2011 10:14 AM    Msg. 64 of 141       
Not much that I have heard. Probably is though.


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: May 16, 2011 11:52 AM    Msg. 65 of 141       
There is progress, I was planning to post a trailer as I said but then decided to send that in to CE3 soon. I thought I mentioned that >.>

Anyways, I was just letting this thread idle while I work, because I've got so much to do (IRL mostly) that I can't know when this will be done.

Don't want to get people's hopes up too much, but I am beginning to try out some motion capture for cutscenes.
Edited by The Cereal Killer on May 16, 2011 at 12:35 PM


darksoldier
Joined: Dec 28, 2010

Helo my friend, it's time to fight ;)


Posted: May 16, 2011 02:52 PM    Msg. 66 of 141       
Hey the cereal killer can you make a little video for your campaign ?I'am impressive :D


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: May 16, 2011 04:18 PM    Msg. 67 of 141       
I may make a small video demonstration of one of the missions with commentary soon.


Reaper 201
Joined: Jan 1, 2011

Rezurrected to Kill


Posted: May 18, 2011 12:54 AM    Msg. 68 of 141       
Quote: --- Original message by: The Cereal Killer
There's already something like that, it's for travel. You get picked up, then you choose your new location (at the moment there is an island [b30], a quarry [a30], and the canyon where you start [infinity]; more will be added of course).


So, you are using stock maps for the final product?


darksoldier
Joined: Dec 28, 2010

Helo my friend, it's time to fight ;)


Posted: May 18, 2011 06:13 AM    Msg. 69 of 141       
Quote: --- Original message by: The Cereal Killer
I may make a small video demonstration of one of the missions with commentary soon.


Wow thanks you TCK :D


lemarr
Joined: May 6, 2011

Surprisingly, I don't take archery


Posted: May 18, 2011 06:38 AM    Msg. 70 of 141       
Quote: --- Original message by: The Cereal Killer
I may make a small video demonstration of one of the missions with commentary soon.


Did you mean a Let's Play(live commentary) or a Walkthrough(post commentary)?
-Archer1

 
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