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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[WIP] aMT Solace

Author Topic: [WIP] aMT Solace (13 messages, Page 1 of 1)
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Bobblehob
Joined: Aug 29, 2010


Posted: Jul 28, 2011 03:06 PM    Msg. 1 of 13       
After an unfortunate hiatus from modding, aMT is back and working on a rather interesting project.

I present, aMT Solace




This is a large multiplayer map using aMT's soon to be complete Halo:Reach Sabre vehicle. The vehicle has similar characteristics to the Sabre from Bungie's game. The map will also utilize a large BSP made to imitate space. The map will soon be more populated, specifically with active scenery and larger BSP additions, including atleast one more large ship.

Our ultimate goal is to produce a different experience from the usual multiplayer, using a previously unseen vehicle and an interesting visual style.

Expect updates soon :D

We hope you enjoy! <3 aMT

A quick video of some recent goofing that Sceny and I did on the map.

http://www.xfire.com/video/4ac53d/

Credits:
--------------
Sceny- HUD work, various vehicle tweaking, BSP and scenario modification
Bobblehob- Particle and other effects, Sabre modifications
Krueger (from Modhalo.net)- Sabre vehicle tagging, animations, various tweaking
Amazingcuziam- Sabre model
DEEhunter- Sabre UVunwrap
Edited by Bobblehob on Jul 28, 2011 at 03:06 PM


Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Jul 28, 2011 03:12 PM    Msg. 2 of 13       
Sounds cool.

P.S. Use Open Sauce!


Bobblehob
Joined: Aug 29, 2010


Posted: Jul 28, 2011 03:17 PM    Msg. 3 of 13       
Bleh, I wish, If I had the ability or the time I would, but sadly I have neither :P


Ro0ster
Joined: Jan 21, 2008

is a rooster


Posted: Jul 28, 2011 06:22 PM    Msg. 4 of 13       
I think you should get a better camera track for the saber.


Diaboy
Joined: Jan 24, 2011

A self-fulfilling prophecy of endless possibility


Posted: Jul 28, 2011 06:27 PM    Msg. 5 of 13       
...Which raises me to the next question, of how do camera tracks even work? Are there any good tutorials out there? (Sorry, should really have made a separate thread for that :/)

Looking pretty sweet! Are you guys going to add more cover in to the map? I suppose it might promote more flying to long distance as opposed to doing the traditional banshee close range swooping, hehe.


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Jul 28, 2011 06:29 PM    Msg. 6 of 13       
one thing i find rally annoying in vehicle is having the vehicle out of your view when your turning

keep up the good work on the saber


Slayer117
Joined: Oct 3, 2008

Host of CE3 2010-forever!


Posted: Jul 28, 2011 07:02 PM    Msg. 7 of 13       
If its just a fly in Sabres map, Why not make the Sabre a biped with new custom animations.

just thinking outside the box.


askmii77
Joined: Apr 19, 2010

Press Alt+F4 for confetti!


Posted: Jul 28, 2011 07:07 PM    Msg. 8 of 13       
Yeah, I tested it earlier and it does seem to make more sense to do what Slowbullet said.


Bobblehob
Joined: Aug 29, 2010


Posted: Jul 28, 2011 07:44 PM    Msg. 9 of 13       
Quote: --- Original message by: Slayer117
If its just a fly in Sabres map, Why not make the Sabre a biped with new custom animations.

just thinking outside the box.


The problem being that when swapped for the biped, the sabre itself is invisible because it has no FP model :\ We are working on a script that specifically spawns each player into a sabre when they join the game. If anyone is interested in helping with that, or has any ideas, PM either me or Sceny.


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Jul 28, 2011 07:52 PM    Msg. 10 of 13       
Instead of automatically being spawned in teh sabre, why don't you spawn in a hangar?

That way, it'll seem cooler. AQlso, get some homing rockets and edit them so they have faster speed and better homing so u can ahve a good anti air weapon.


Bobblehob
Joined: Aug 29, 2010


Posted: Jul 28, 2011 08:03 PM    Msg. 11 of 13       
Quote: --- Original message by: LegionofShadows
Instead of automatically being spawned in teh sabre, why don't you spawn in a hangar?

That way, it'll seem cooler. AQlso, get some homing rockets and edit them so they have faster speed and better homing so u can ahve a good anti air weapon.


Naw, the hangar spawn thing is what is done in every other map ever made, and it also promotes spawn camping and all around stupid behavior.

Also, the rockets on the Sabre are homing, the problem we have found so far though, is getting the sabre reticle's auto aim to recognize other sabres with other players in them :\

Any help with that issue would also greatly be appreciated, as you can see from the video, when aiming at an enemy sabre the reticle does not turn red, making it much more difficult to actually hit things, as well as making homing missiles useless.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 28, 2011 08:59 PM    Msg. 12 of 13       
Quote: --- Original message by: Bobblehob
Naw, the hangar spawn thing is what is done in every other map ever made, and it also promotes spawn camping and all around stupid behavior.


What if you made an unmovable powerup (that can't be picked up by the player) that was the same size and shape as the hangar entrance? Then you have a semi-solid barrier that deflects projectiles while allowing bipeds and vehicles. Prevents spawn killing. And you could even go as far as adding a secondary hangar on the opposite side of each vessel, giving players an alternate means of escape should one hangar be too heavily guarded.


Bobblehob
Joined: Aug 29, 2010


Posted: Jul 28, 2011 09:03 PM    Msg. 13 of 13       
Quote: --- Original message by: Echo77

What if you made an unmovable powerup (that can't be picked up by the player) that was the same size and shape as the hangar entrance? Then you have a semi-solid barrier that deflects projectiles while allowing bipeds and vehicles. Prevents spawn killing. And you could even go as far as adding a secondary hangar on the opposite side of each vessel, giving players an alternate means of escape should one hangar be too heavily guarded.


Hmm, maybe, not planning on it, but we will consider that if the vehicle spawn script doesn't end up working.

 

 
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