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Author Topic: Takedown: Project Lawson (588 messages, Page 11 of 17)
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renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Jul 22, 2013 12:53 AM    Msg. 351 of 588       
Alright..

-if you need me someone to crit you about your ideas, help with the scenario script or beta test again, when you get there, I'd be happy to help as always~


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Jul 22, 2013 12:54 AM    Msg. 352 of 588       
so is there a release date for portent?


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Jul 22, 2013 01:03 AM    Msg. 353 of 588       
Quote: --- Original message by: rcghalohell
so is there a release date for portent?

check first, ask later. it will be posted when it is posted.

Edited by master noob on Jul 22, 2013 at 01:04 AM


Stevedoggen
Joined: Jan 14, 2013

#Byf4Lyf


Posted: Jul 22, 2013 01:20 AM    Msg. 354 of 588       
@MatthewDratt

I played both the intro and Project Lawson together, and enjoyed it, 9.5/10
Suggestions:

1: I noticed in the intro, the gauss warthog you are on that drives on a landmine magically becomes a blown up chaingun hog in the cinematic, though I didnt look during gameplay to see if it was when you traverse the minefield.

2: The main boss brute guy (I know his name starts with a P but I couldn't spell it for the life of me) seems to have an unrealistic shield. I understand it is meant to be boosted because -hey, it's a boss fight, but I found the fight impossible to do on Normal, since I'm not friggen MLG. Maybe the shield should be more like 70% of what it is, and the health stays the same before he runs (I had to do deathless_player to do that fight, unfortunately).

3. I also had some lag issues with the water part of the campaign, where it slowed down to about 7fps for me. But I'm sure thats my crappy laptop more than anything.

Overall, enjoyable though. The voice acting was decent all round, so no complaints there from me =)


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Jul 22, 2013 01:29 AM    Msg. 355 of 588       
Quote: --- Original message by: Stevedoggen
@MatthewDratt

I played both the intro and Project Lawson together, and enjoyed it, 9.5/10
Suggestions:

1: I noticed in the intro, the gauss warthog you are on that drives on a landmine magically becomes a blown up chaingun hog in the cinematic, though I didnt look during gameplay to see if it was when you traverse the minefield.

2: The main boss brute guy (I know his name starts with a P but I couldn't spell it for the life of me) seems to have an unrealistic shield. I understand it is meant to be boosted because -hey, it's a boss fight, but I found the fight impossible to do on Normal, since I'm not friggen MLG. Maybe the shield should be more like 70% of what it is, and the health stays the same before he runs (I had to do deathless_player to do that fight, unfortunately).

3. I also had some lag issues with the water part of the campaign, where it slowed down to about 7fps for me. But I'm sure thats my crappy laptop more than anything.

Overall, enjoyable though. The voice acting was decent all round, so no complaints there from me =)


fps drop happened with me too

and voice acting had such life! except for a couple moments with lawson
Edited by rcghalohell on Jul 22, 2013 at 01:30 AM


Storm
Joined: Dec 19, 2011

Send memes to www.loganpaul.com/cliffhanger


Posted: Jul 22, 2013 02:54 AM    Msg. 356 of 588       
Quote: --- Original message by: Stevedoggen
@MatthewDratt

I played both the intro and Project Lawson together, and enjoyed it, 9.5/10
Suggestions:

1: I noticed in the intro, the gauss warthog you are on that drives on a landmine magically becomes a blown up chaingun hog in the cinematic, though I didnt look during gameplay to see if it was when you traverse the minefield.

2: The main boss brute guy (I know his name starts with a P but I couldn't spell it for the life of me) seems to have an unrealistic shield. I understand it is meant to be boosted because -hey, it's a boss fight, but I found the fight impossible to do on Normal, since I'm not friggen MLG. Maybe the shield should be more like 70% of what it is, and the health stays the same before he runs (I had to do deathless_player to do that fight, unfortunately).

3. I also had some lag issues with the water part of the campaign, where it slowed down to about 7fps for me. But I'm sure thats my crappy laptop more than anything.

Overall, enjoyable though. The voice acting was decent all round, so no complaints there from me =)



Regarding the boss fight, it is far easier to battle him if you run up the tunnel in the room.


Stevedoggen
Joined: Jan 14, 2013

#Byf4Lyf


Posted: Jul 22, 2013 03:12 AM    Msg. 357 of 588       
Quote: --- Original message by: Storm
Regarding the boss fight, it is far easier to battle him if you run up the tunnel in the room.

The thing is, you shouldn't have to run and hide in the tunnel, it should be an almost even fight, except with the boss having the advantage of bruteshot and stronger shields. I put 3 whole clips of AR into him, and did nothing, and he blows me up over and over, which is painful especially in a small room where AOE with the bruteshot is an issue, it's a smidge too much.


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Jul 22, 2013 05:51 AM    Msg. 358 of 588       
played it just then... it was purdy good.






Just kidding, it was AMAZINGLY MAJEStICALLY EPiC! :D






Good job here.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 22, 2013 07:57 AM    Msg. 359 of 588       
Yo, I'm here to beta test your map for bugs, bro. Am I still in time?
























































:)


SOI_7
Joined: Mar 23, 2012

Welcome to the true man's world


Posted: Jul 22, 2013 08:06 AM    Msg. 360 of 588       
I've just finished playing it, and all I have to say is that... it is just too awesome. Really. After playing CMT SP this is by far the best Single Player mod I've ever played.
The first part is just something unique (a great reference to Mass Effect), and I love the efforts that you made for the cinematics. And, most of all, the encounters were not frustrating like in most maps, and the missions were really original. No problems found (except some lag issues, but it could just be my PC). 10/10 to this project for the epicness and the originality!

P.S. I love you for have used "Revival" and my favourite Mass Effect songs <3


Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Jul 22, 2013 08:36 AM    Msg. 361 of 588       
I'm in the middle of playing it and I have some bugs to report.

- Oh wait, no, I don't.

Awesome work! The use and modification of vanilla bsps is exceptional and the campaign's story is very intriguing.

Now I'm going to get back to finishing the campaign...


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Jul 22, 2013 09:28 AM    Msg. 362 of 588       
great job on the bsp matt, though i would have suggested using recorded animations with your map though, it would make the made the dropships move a little smoother, not to mention not land so low, i kept clipping through them. otherwise great job on the story and gameplay :p you should have asked someone to do the brutes voice though.


ChieftainSnipe
Joined: Jul 14, 2013

Flyin' High


Posted: Jul 22, 2013 10:14 AM    Msg. 363 of 588       
Liked it, though, the 3rd person animations are Halo 1 and need to be Halo 3 style like the H3 foundry map. But anyway, thanks for the map, MatthewDratt.


GLaDOS
Joined: Dec 6, 2011

Testing you.


Posted: Jul 22, 2013 10:20 AM    Msg. 364 of 588       
Quote: --- Original message by: ChieftainSnipe
Liked it, though, the 3rd person animations are Halo 1 and need to be Halo 3 style like the H3 foundry map.


Because, who wants the halo 1 3rd person animations when you can use a halo 3 styled one?.


Kal825B
Joined: Jan 16, 2012

Last son of Krypt... Oh wait, i'm a clone.


Posted: Jul 22, 2013 10:23 AM    Msg. 365 of 588       
It was awesome, good work Matt.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Jul 22, 2013 10:26 PM    Msg. 366 of 588       
I am looking for help on Takedown: Extermination.

Any 3p animators... no... okay.

Next up for help, writers for side characters. I'm expanding Lawson's base (SURPRISE) and need ideas for side chracters. New one pleases. I wrote the previous ones and I continue to write for them, but if you want to write an entirely new character in, depending on how good the script/idea turns out to be, I might put that in. Just PM me with a draft/script/idea, ect.

ALSO I'm looking for a shader-artist person whatever. I will use OS 3.1 + for TD:E, and so I'm looking for someone who can take full advantage of this and make me pretty tags. :D
Edited by MatthewDratt on Jul 22, 2013 at 10:27 PM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jul 22, 2013 10:28 PM    Msg. 367 of 588       
Quote: --- Original message by: MatthewDratt
I am looking for help on Takedown: Extermination.

Any 3p animators... no... okay.

Next up for help, writers for side characters. I'm expanding Lawson's base (SURPRISE) and need ideas for side chracters. New one pleases. I wrote the previous ones and I continue to write for them, but if you want to write an entirely new character in, depending on how good the script/idea turns out to be, I might put that in. Just PM me with a draft/script/idea, ect.

Does it have to be a serious kind of idea? I could think of some real wacky ideas for side characters...


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Jul 22, 2013 10:38 PM    Msg. 368 of 588       
Quote: --- Original message by: Dumb AI
Quote: --- Original message by: MatthewDratt
I am looking for help on Takedown: Extermination.

Any 3p animators... no... okay.

Next up for help, writers for side characters. I'm expanding Lawson's base (SURPRISE) and need ideas for side chracters. New one pleases. I wrote the previous ones and I continue to write for them, but if you want to write an entirely new character in, depending on how good the script/idea turns out to be, I might put that in. Just PM me with a draft/script/idea, ect.

Does it have to be a serious kind of idea? I could think of some real wacky ideas for side characters...


Side characters. Any characteristics. Start by writing how there scene would be in like a Rally Point Alpha and if they turn out good I might give you snippets about somethings that happen in TD:E and you can write your characters parts.

Otherwise, if you just have ideas, hit me up. That works too lol


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Jul 22, 2013 10:39 PM    Msg. 369 of 588       
i can definitely help with opensauce shaders now that i have an understanding of them. 3p animations i can do but i'm not to good a characters which im assuming is what your looking for, i can do vehicles and other assorted animations though.


Kureha
Joined: Sep 1, 2012

SUBARUUU!~~~


Posted: Jul 23, 2013 12:06 AM    Msg. 370 of 588       
Nice! I've been waiting for this. Going to play it to see how the voice acting sounds


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jul 23, 2013 12:17 AM    Msg. 371 of 588       
Quote: --- Original message by: Kureha
Nice! I've been waiting for this. Going to play it to see how the voice acting sounds

Don't expect every one of the characters to sound great. Just a heads up.

Most of them do, though.
Edited by Dumb AI on Jul 23, 2013 at 12:18 AM


combinestrider17
Joined: Jul 20, 2013

Just some guy...


Posted: Jul 23, 2013 11:03 AM    Msg. 372 of 588       
Maybe he just has the ability to be calm in very dangerous situations like Chief. He is a spartan after all.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jul 23, 2013 11:20 AM    Msg. 373 of 588       
Quote: --- Original message by: combinestrider17
Maybe he just has the ability to be calm in very dangerous situations like Chief. He is a spartan after all.

A little too calm.


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Jul 23, 2013 12:10 PM    Msg. 374 of 588       
Quote: --- Original message by: combinestrider17
Maybe he just has the ability to be calm in very dangerous situations like Chief. He is a spartan after all.


minus the humor from halo 1 2 or 3


joe55
Joined: Dec 5, 2009

You are beyond helping, gtfo.


Posted: Jul 23, 2013 12:15 PM    Msg. 375 of 588       
is the map out yet ?


Danger_zone_98
Joined: Nov 26, 2012


Posted: Jul 23, 2013 12:28 PM    Msg. 376 of 588       
Quote: --- Original message by: joe55
is the map out yet ?

Yes: http://haloce3.com/matthewdratt/maps_tdpl.html


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Jul 24, 2013 08:03 PM    Msg. 377 of 588       
I really want to improve the look/graphics for TD:E (which is one of the reasons TD:E is being made primary in OS), but I'm not a shader/texture person. I hope to improve the BSPs models and gameplay but I for sure can use any shadering help


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jul 24, 2013 08:07 PM    Msg. 378 of 588       
Quote: --- Original message by: MatthewDratt
I really want to improve the look/graphics for TD:E (which is one of the reasons TD:E is being made primary in OS), but I'm not a shader/texture person. I hope to improve the BSPs models and gameplay but I for sure can use any shadering help

Make sure to not put too much visual goodness in the map version.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Jul 24, 2013 10:56 PM    Msg. 379 of 588       
Quote: --- Original message by: Dumb AI
Quote: --- Original message by: MatthewDratt
I really want to improve the look/graphics for TD:E (which is one of the reasons TD:E is being made primary in OS), but I'm not a shader/texture person. I hope to improve the BSPs models and gameplay but I for sure can use any shadering help

Make sure to not put too much visual goodness in the map version.


I'm making the OS first. So I'll make that as visual heavy as I want. I can't say exactly how much since I haven't done really anything yet, but if you haven't got a PC that can run an OS Visual-Heavy map, then you should get one.

I could try toning it down for the MAPs version but that'd take a long time and depending how fast I punch out the sequel the MAPs version might be delayed a week or two if I'm going to reduce a lot of the visual heavy-ness


Guilty_spark
Joined: Dec 8, 2011

enjoy my bright, blue, balls!


Posted: Jul 25, 2013 12:35 AM    Msg. 380 of 588       
just played takedown for my first time and did it on legendary,had a 0-death run until I got to the boss.
Edited by Guilty_spark on Jul 25, 2013 at 12:35 AM


Guilty_spark
Joined: Dec 8, 2011

enjoy my bright, blue, balls!


Posted: Jul 25, 2013 12:59 AM    Msg. 381 of 588       
the boss really isn't that hard once you know what to do imo.Once I figured it out it was almost a breeze.


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Jul 25, 2013 01:57 AM    Msg. 382 of 588       
Quote: --- Original message by: MatthewDratt
I really want to improve the look/graphics for TD:E (which is one of the reasons TD:E is being made primary in OS), but I'm not a shader/texture person. I hope to improve the BSPs models and gameplay but I for sure can use any shadering help


Quote: --- Original message by: MatthewDratt
(which is one of the reasons TD:E is being made primary in OS), but I'm not a shader/texture person.


Quote: --- Original message by: MatthewDratt
TD:E is being made primary in OS.


Quote: --- Original message by: MatthewDratt
TD:E is being made primary in OS.


You made me happy today, if you need help or suggestions PM me.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Jul 25, 2013 02:03 AM    Msg. 383 of 588       
I might use OS to give players equipment like in Halo 3. So instead of holding that health pack, and instead of having to find reasons why there are health packs placed all over a place you've never visited, I might give you a health pack as an equipment type along with a few others.


Stevedoggen
Joined: Jan 14, 2013

#Byf4Lyf


Posted: Jul 25, 2013 02:31 AM    Msg. 384 of 588       
On Firefight Descent you always had a bubbleshield on spawn that used the flashlght button. I suppose you could do similar...


subtank
Joined: Mar 19, 2008

Down is Up


Posted: Jul 25, 2013 07:16 AM    Msg. 385 of 588       
Quote: --- Original message by: MatthewDratt

Some of you have left feedback already on this, but what are some things you'd like to see in a sequel?

Things you don't need to tell me:
-More side characters. The side characters have so far received extremely well and I wanna do way more with them in the future
-Better Voice Acting. Since I will have the dialog script written before the map production it should be easier to get back in touch with my actors if I need extra takes, ect
-Custom BSP/Less linear missions & objectives. I plan to use more and more custom bsp throughout my future projects and I hope to make them way prettier

---
Also thank you for making the main/least favorite character poll so confusing. The person who is the least favorite is the 2nd favorite.

Edited by MatthewDratt on Jul 21, 2013 at 04:35 PM


Avoid boss fight. Halo 2 did it (with three characters) and both were dull (in hindsight, the one where you punch the Prophet of Regret was quite nice). Halo 3 did it and it was dull. Lumoria did it and it was dull (but then again, that teleporting trick was really impressive).

Make objectives unique, ala Halo 1 style (i.e. Destroy PoA's engines to destroy Halo. Press this panel to activate bridge, doors lock so we need to go back and deactivate security panel to get it unlock...). Those kind of objectives are, what I think, essential to the Halo formula.
Edited by subtank on Jul 25, 2013 at 07:18 AM

 
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