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Author Topic: [WIP] Castle Defense SP (39 messages, Page 1 of 2)
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Noobyourmom
Joined: Mar 23, 2010


Posted: Aug 21, 2011 04:26 PM    Msg. 1 of 39       
This is my first bsp, and I'm going to make a sp mission out of it, since I think sp is played more.


You can see the castle area on the right and village on the left.


Closer view of the castle


Realistic primitive warfare


You will play as Master Chief leading the spartans and humans. I will likely use the same text based conversation as the Covert Ops series. I know voice acting is better, but I simply don't have the talent for it. I'll probably get this done around Christmas break since school is starting soon.
Edited by Noobyourmom on Aug 21, 2011 at 04:33 PM


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Aug 21, 2011 04:31 PM    Msg. 2 of 39       
Definitely going to play this. I loved Covert Ops.

Will there be cannons and crossbows?


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 21, 2011 04:52 PM    Msg. 3 of 39       
Whoa, cool. Looking forward to playing it. Thought it would have been CASTLE base from Reach (the book) though.


Skyancez3o4
Joined: Apr 6, 2010

I miss CE


Posted: Aug 21, 2011 05:16 PM    Msg. 4 of 39       
Man, those are brutal humans, sticking large metal spears into those elites... it just seems a bit inhumane. Anyways, this gonna be swords and shields or guns? :)


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Aug 21, 2011 06:19 PM    Msg. 5 of 39       
Made me think of Vlad the Impaler, although that elite was lucky enough to not have died that way.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Aug 21, 2011 07:51 PM    Msg. 6 of 39       
meh I don't like the idea of guys in future armor fighting aliens with swords and shields

afraid I'm gonna pass on this mod sorry.


Slayer117
Joined: Oct 3, 2008

Host of CE3 2010-forever!


Posted: Aug 21, 2011 08:25 PM    Msg. 7 of 39       
Aha finnaly some one who is imaginative to think outside the box! good work!


Noobyourmom
Joined: Mar 23, 2010


Posted: Aug 21, 2011 10:03 PM    Msg. 8 of 39       
The weapons are going to be guns. I don't think swords would have much gameplay value. It's just going to be the Spartans trying to hold against the Covenant. I couldn't think of a way to make my castle fit in with the canon. lol


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Aug 21, 2011 10:06 PM    Msg. 9 of 39       
Quote: --- Original message by: Noobyourmom
The weapons are going to be guns. I don't think swords would have much gameplay value. It's just going to be the Spartans trying to hold against the Covenant. I couldn't think of a way to make my castle fit in with the canon. lol


Well could you use medeival-style guns? Cannons, crossbows, early muskets, etc?


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Aug 22, 2011 12:16 AM    Msg. 10 of 39       
I liked the text thingy with the spacebar thing for conversations.


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Aug 22, 2011 02:08 PM    Msg. 11 of 39       
i like how its looks halo 2ey


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Aug 22, 2011 04:02 PM    Msg. 12 of 39       
Quote: --- Original message by: Noobyourmom
The weapons are going to be guns. I don't think swords would have much gameplay value. It's just going to be the Spartans trying to hold against the Covenant. I couldn't think of a way to make my castle fit in with the canon. lol


unsc forces have been forced to hold covenant off in old human bases and ancient forrunner ruins, this is the same idea, right?

so it might be possible to make it fit in canon


Noobyourmom
Joined: Mar 23, 2010


Posted: Aug 22, 2011 07:25 PM    Msg. 13 of 39       
See that ramp in the third picture? My ai are too dumb to walk from the grass onto the ramp. Anyone know the solution?


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Aug 22, 2011 08:01 PM    Msg. 14 of 39       
Quote: --- Original message by: Noobyourmom
See that ramp in the third picture? My ai are too dumb to walk from the grass onto the ramp. Anyone know the solution?


so long as the ramp is part of the bsp and they have firing positions and move positions on it they should be able to move up it correctly I think

you did all that right?


Noobyourmom
Joined: Mar 23, 2010


Posted: Aug 22, 2011 08:15 PM    Msg. 15 of 39       
I did it, and I hope I did it right. Their pathfinding just doesn't work. But I don't want to use command lists.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Aug 23, 2011 05:22 PM    Msg. 16 of 39       
due to not being aloud to double post, I thought I'd post this so that way if noobyourmom as an update he can post again.


Noobyourmom
Joined: Mar 23, 2010


Posted: Aug 23, 2011 11:54 PM    Msg. 17 of 39       
I still can't figure out how to make ai move well. I've progressed about 700 lines into the script, but I won't be working on it for awhile since I go back to school tomorrow. I won't let this die though.

Hopefully I'll be able to learn some 3p animation when I come back. If I can animate well, I want to make some interactive cutscenes for the level. ie: like when you have to hit a button to make your character perform an action in time, and if you fail it plays an animation of you dying instead.


cyboryxmen
Joined: Nov 7, 2010

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


Posted: Aug 24, 2011 11:23 AM    Msg. 18 of 39       
I have been absent for a week working on a new rig. Hopefully, it will promote 3p animating. No offence but the stock ones suck.

BTW, have you heard of the...pump-action crossbow? It was an extremely effective weapon made in ancient China.


-Zekilk
Edited by cyboryxmen on Aug 24, 2011 at 11:28 AM


Spartan073
Joined: Aug 23, 2011

May


Posted: Aug 24, 2011 11:49 AM    Msg. 19 of 39       
Castle reminds me a bit of Helm's Deep.
Could you show a layout of your map (like top-down)?

Atm it doesn't look to be super exciting from a gameplay perspective, but it looks nice visually.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Aug 24, 2011 09:40 PM    Msg. 20 of 39       
I do not have the map at hands but I am fairly sure this is your issue. First, as some noted, this must be BSP. Second, it must mesh properly with the ground. There shouldn't be a ''Step''. Ai don't go up steps too well Or ladders for the matter. If it's properly meshed to the ground, it'll work seamlessly. Also, you will need Sideramps to avoid them from rolling down to avoid incoming grenades or things like that... lesson learned from RPSP


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Aug 24, 2011 10:25 PM    Msg. 21 of 39       
top down view would be a good idea to see, tbh going by the images it looks like it would be a fun mulitiplayer map. but hey your map your the boss.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Aug 25, 2011 01:21 AM    Msg. 22 of 39       
Quote: --- Original message by: Spartan073
Castle reminds me a bit of Helm's Deep.
Could you show a layout of your map (like top-down)?

Atm it doesn't look to be super exciting from a gameplay perspective, but it looks nice visually.

I got Helm's Deep too. XD


Noobyourmom
Joined: Mar 23, 2010


Posted: Aug 25, 2011 09:26 PM    Msg. 23 of 39       
I did draw inspiration from Helm's Deep. The map isn't very complicated, but I could hopefully make some good battles. The castle is part of the bsp, but I guess the ramp's transitions are too large for the ai.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Aug 25, 2011 10:25 PM    Msg. 24 of 39       
it needs to be perfectly flat, like a ramp not a step for the AI to understand


Noobyourmom
Joined: Mar 23, 2010


Posted: Aug 26, 2011 12:37 AM    Msg. 25 of 39       
It's a ramp, so I don't understand what you mean by perfectly flat. lol. Can I use autosmooth to make the sharp transition more continuous?


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Aug 26, 2011 07:46 AM    Msg. 26 of 39       
Take a picture of the base of the ramp and i'll show you


Noobyourmom
Joined: Mar 23, 2010


Posted: Aug 26, 2011 01:30 PM    Msg. 27 of 39       


There it is in max.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Aug 26, 2011 05:58 PM    Msg. 28 of 39       
This looks like it should work. You could always delete the face and recreate it using only Triangles but appart from that unless i'm missing something this looks like something that works in other SP maps.


cyboryxmen
Joined: Nov 7, 2010

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


Posted: Aug 29, 2011 10:21 AM    Msg. 29 of 39       
Modify the design of the ramp such that the AI are allowed to walk onto it from the side at its base.
-Zekilk
Edited by cyboryxmen on Aug 29, 2011 at 10:22 AM


Noobyourmom
Joined: Mar 23, 2010


Posted: Sep 24, 2011 10:44 PM    Msg. 30 of 39       
UPDATE:

I've lost interest in this project. If anyone is interested in picking it up, you can check out my progress: http://www.gamefront.com/files/20828213/Summary.map.

I didn't really get the combat. The last encounter is the one I couldn't get to work. If you want to finish it, I can provide you with all the files.

If no one wants to finish it, I will probably release it as a multiplayer map.

P.S. I didn't bother to zip it. Sorry.
Edited by Noobyourmom on Sep 24, 2011 at 10:45 PM


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Sep 24, 2011 10:46 PM    Msg. 31 of 39       
Sorry to hear that, wish I'd been able to be of more use


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Sep 25, 2011 12:11 AM    Msg. 32 of 39       
pity... would have made a really cool SP map.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Sep 25, 2011 02:19 AM    Msg. 33 of 39       
Just played it. Is anything supposed to happen after the first encounter? After that nothing happened, so I'll just assume that's where you quit...

It would've made a pretty interesting map though. Enjoyed what few minutes I had.


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Sep 25, 2011 02:47 AM    Msg. 34 of 39       
Wow, that was fast. Oh well.


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Sep 25, 2011 03:58 AM    Msg. 35 of 39       
Quote: --- Original message by: Juiceb0xhero
Pretty much sums up every project on halomaps.


Nope.

 
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