
Nickster5000
Joined: Dec 11, 2010
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Posted: Jul 30, 2014 12:37 AM
Msg. 106 of 164
Everyone! Halp! There's a leak in my roof! 
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jul 30, 2014 01:59 AM
Msg. 107 of 164
Looks great! I remember this thread from way back. Good to see it still alive and kicking.
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Kozakuu
Joined: Oct 30, 2011
Only the person who was wisdom can read the most.
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Posted: Jul 30, 2014 02:19 AM
Msg. 108 of 164
Might be cool, is that the final hud?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jul 30, 2014 07:20 AM
Msg. 109 of 164
Quote: --- Original message by: Kozakuu Might be cool, is that the final hud? I'd hope not, the numbers, and outlines are blue, and the grenade panel is missing an outline altogether. The numbers font doesn't match with the HUD overall (use the numbers from the halo 2 HUD release on this site) Directed towards the map maker, of course.
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Kozakuu
Joined: Oct 30, 2011
Only the person who was wisdom can read the most.
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Posted: Jul 30, 2014 07:42 AM
Msg. 110 of 164
I agree, I don't really think the SPV3 hud fits with an ODST theme to begin with.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Sep 19, 2014 03:16 AM
Msg. 111 of 164
Quote: --- Original message by: Nickster5000 Details will be announced in the future. Helpers/Assistants/Credits:-MattDratt -Masterz1337 -Kirby-422 -KillaFTW -Moooseguy - for the EPIC UUI Slot-Pepzee R93 Sniper - for the epic ODST.Edited by Nickster5000 on Sep 19, 2014 at 02:52 AMEdited by Nickster5000 on Sep 19, 2014 at 02:53 AM Updated the main post. Here's some eyecandy for all of you. Things are getting done, and I will release a good amount of details in the near future... maybe even one of the versions of this firefight I was thinking about doing... What I will tell you now is that the BSP has been completely re-designed. If you saw the old BSP (I deleted all the old updates... sorry about that) it was too big. The scale of the new BSP is perfect and almost everything functions well with it. I will also tell you is that I am trying to make this a big brain. Brains control behavior. Behavior can be random, which is what i'm trying to accomplish with this map here... make it throw random waves and things at you to keep the fight interesting every single time rather than run through the same scripts / lines every single time you reset / play it. That's all I am going to reveal for now. The new UUI slot for this map is going to be used, so be rest-assured ;) On a final note, I've got another project planned that could utilize this BSP... a project that can potentially unite the community... ;)
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Sep 19, 2014 03:24 AM
Msg. 112 of 164
Looks great, glad to see you are still working on this.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Sep 19, 2014 07:39 AM
Msg. 113 of 164
Is it alright if I advance on you in a sexual manner at this point in time?
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RabbitFood
Joined: Aug 9, 2014
tripping a path through an internship
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Posted: Sep 19, 2014 08:09 AM
Msg. 114 of 164
Quote: --- Original message by: MoooseGuy Is it alright if I advance on you in a sexual manner at this point in time? I ship it. On topic though, I'm not sure how I feel about using some of CMT's old SPV2 HUD features. Like the other guy said, you should fix some of the outlining.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Sep 19, 2014 09:15 AM
Msg. 115 of 164
Quote: --- Original message by: RabbitFoodQuote: --- Original message by: MoooseGuy Is it alright if I advance on you in a sexual manner at this point in time? I ship it. On topic though, I'm not sure how I feel about using some of CMT's old SPV2 HUD features. Like the other guy said, you should fix some of the outlining. Yeah, I agree with RabbitFood here. The SPv2 HUD is pretty darn outdated at this point, and doesn't fit too well with the map. A more ODST-like HUD is the first obvious choice for a map based off of H3ODST's style. If you still want to use a CMT HUD, I would suggest getting in touch with Masterz or Hudmasta to see if they'll let you use the much-cleaner SPv3 HUD.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Sep 19, 2014 03:06 PM
Msg. 116 of 164
As far as the HUD goes, it's a placeholder. I think it looks cool and it's a good placeholder for the time being.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 20, 2014 08:48 AM
Msg. 117 of 164
Quote: --- Original message by: Nickster5000 As far as the HUD goes, it's a placeholder. I think it looks cool and it's a good placeholder for the time being. I think the HUD matches the map pretty well. But it's use within the ODST visor could be debatable, for a placeholder it works well, if it get's changed great but if not it's not too shabby.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Sep 25, 2014 09:01 PM
Msg. 118 of 164
Alright, here we go: The update you've all been waiting for! Welcome to Sector 09, soldiers. And an opening video to the firefight: -nope- This is the third version of Sector 09 (Yes, third. Version number one was too big and had too many clipping issues... see down below for a download for that old version, and version number two was a polygonal nightmare). I have taken down all the old updates as I found them irrelevant to this current version of Sector 09. I am thinking about making two separate versions of this firefight: The "Classic" firefight (the one that you seeing right now), and "Sector 09" (another that tells a story with unique objectives and a progressing timeline). However, I am not going to go into the story version as it is all conceptual. The "Classic" version, as it stands, will work just like Halo 3: ODST firefight. As you beat more waves, "counters" (or variables for you mappers :P) will add progressively, sending harder enemies. Don't worry though; if it's too much for you and you die, the counters will go down and it will get easier... but not forever. There is also four types of waves: Easy, Normal, Heroic, and Legendary. Regardless of what difficulty you are playing, a script will choose a set of waves randomly, and send them to you to fight. To further ensure that every experience is unique and different every single time, there will be other factors what will determine what type of enemy will be sent towards you, but I can't tell you that! it will ruin the surprise! Now, I would appreciate some help from the community. I decided to show the covenant cruiser assault in hopes of finding someone who's pretty good with particles and projectiles to get some sort of glassing beam working. I'd also appreciate if anyone were to ask questions, so I can write a F.A.Q. to answer all of the questions the community may have. I'll have more opportunities to help in the future. Second to lastly, this version of Sector 09 is looking to ship hopefully December of this year/ January of next year since progress is spectacular so far. I am not going to announce a deadline yet as I don't want to break too many promises. And finally, what you've all been waiting for: The Original Sector 09 Alpha release: DOWNLOAD: https://dl.dropboxusercontent.com/u/24229476/sector9_os.zip I hope I've given you guys enough of an update. I definitely showed off more than I originally had wanted to. Enjoy the new map, and stay tuned for more in the future! Edited by Nickster5000 on Sep 25, 2014 at 09:37 PMEdited by Nickster5000 on Dec 23, 2014 at 12:36 AMEdited by Nickster5000 on Jan 31, 2015 at 02:09 PM
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Sep 25, 2014 09:20 PM
Msg. 119 of 164
First reply!
Gonna play it now. Looks awesome as usual, Nick. [:)]
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RadWolfie
Joined: Dec 24, 2013
Programmer
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Posted: Sep 26, 2014 01:23 AM
Msg. 120 of 164
It's looking good Nick, keep it up man! Am looking forward to a final build of Firefight: Sector 09! I will check it out on the weekend as I'm totally booked on the weekday... [:(]
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justiyt
Joined: Aug 25, 2014
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Posted: Sep 26, 2014 01:28 AM
Msg. 121 of 164
Will this work on Universal UI?
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Nickster5000
Joined: Dec 11, 2010
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Posted: Sep 26, 2014 02:17 AM
Msg. 122 of 164
The version I released, no.
The one I am going to release in the future, yes.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Sep 26, 2014 05:04 AM
Msg. 123 of 164
Having a great time playing this. :) One thing I noticed. I couldn't progress any further than I was, I couldn't tell what wave. I finished the first round though and was on my second. I had to debug camera to find the covie spirit had spawned (with the elites), but hadn't moved. I teleported to camera, got rid of them, and then the wave progressed fine.
And there's something else. I'll see if I can get a video on it sometime.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Sep 27, 2014 03:55 AM
Msg. 124 of 164
To add to my update, I have also created an xfire page recently: http://fr.xfire.com/communities/n5000/ I am going to begin beta testing for this map very soon, and if anyone is interested, you can join the clan. I'll decide who gets to test, and for those who are going to test, it will serve as a check-in place to be able to download the current builds and post feedback. To add on, the map is working very well at the moment. Besides a few hiccups and bugs, it functions the way it's supposed to!
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 28, 2014 09:16 AM
Msg. 125 of 164
Quote: --- Original message by: Nickster5000To add to my update, I have also created an xfire page recently: http://fr.xfire.com/communities/n5000/ I am going to begin beta testing for this map very soon, and if anyone is interested, you can join the clan. I'll decide who gets to test, and for those who are going to test, it will serve as a check-in place to be able to download the current builds and post feedback. To add on, the map is working very well at the moment. Besides a few hiccups and bugs, it functions the way it's supposed to! ssflanker303, I joined.
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Sep 30, 2014 11:48 AM
Msg. 126 of 164
looks good so far, lets see how it progresses
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Nickster5000
Joined: Dec 11, 2010
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Posted: Feb 1, 2015 03:15 AM
Msg. 127 of 164
What do you guys think Sector 9's future holds?
Let's have a discussion and see what we can come up with, shall we?
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Feb 1, 2015 05:18 AM
Msg. 128 of 164
Honestly I think you should wrap it up. Polish the stuff you have now, and release it as a final build.
This thing has been in development a bit too long for "just" one firefight map, and I think you'd probably enjoy looking forward to a fresh project.
But that's just my two eurocents.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Feb 1, 2015 07:08 AM
Msg. 129 of 164
I strongly disagree with this.
Finishing the map now would undoubtedly create "Why isn't this working" comments.
Half finish a map > Get rekt by people asking you why didn't you finish the map.
Finish the map but take a long time > Fully polished, everything working, on the front cover of forbes.
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Feb 1, 2015 07:39 AM
Msg. 130 of 164
Quote: --- Original message by: SS Flanker I strongly disagree with this.
Finishing the map now would undoubtedly create "Why isn't this working" comments.
Half finish a map > Get rekt by people asking you why didn't you finish the map.
Finish the map but take a long time > Fully polished, everything working, on the front cover of forbes. I don't think you understand the concept of (properly) finishing up/wrapping up a map. You are confusing this with "release as is".
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Feb 1, 2015 08:08 AM
Msg. 131 of 164
My mistake.
But in my defense my corner is dusty,
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Mokou Price
Joined: Oct 30, 2014
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Posted: Feb 1, 2015 08:12 AM
Msg. 132 of 164
This is a very awsome map, it gives us a very nice ODST style firefight experiment. But there is two points that I don't like. part of the weapons tags aren't that good and the bright room isn't a good idea for a ODST style gameplay, I think you are trying to make us see those weapons but I think you can try other ways. I just find a bug that the game doesn't start a new wave sometimes. Edited by Mokou Price on Feb 1, 2015 at 09:00 AM
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WWLinkMasterX
Joined: Mar 29, 2009
subliminal message.
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Posted: Feb 1, 2015 08:36 PM
Msg. 133 of 164
I liked the idea of turning it into a mini-campaign; firefight maps don't particularly fit my fancy.
However, this project has taken a while, and it's not comforting seeing the dev ask the audience for ideas...
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Nickster5000
Joined: Dec 11, 2010
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Posted: Feb 2, 2015 06:51 PM
Msg. 134 of 164
Quote: --- Original message by: WWLinkMasterX I liked the idea of turning it into a mini-campaign; firefight maps don't particularly fit my fancy.
However, this project has taken a while, and it's not comforting seeing the dev ask the audience for ideas... I really didn't ask the community for ideas, I asked simply what they thought the outcome was going to be. And don't worry about a thing. ;)
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WWLinkMasterX
Joined: Mar 29, 2009
subliminal message.
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Posted: Feb 2, 2015 11:44 PM
Msg. 135 of 164
In that case, and Quote: --- Original message by: Nickster5000I don't remember posting these tags on halomaps before, but this thread needs a little update. Stuff I've worked on in the past, but are being used for projects of mine: Battleship Class Vessel: https://dl.dropboxusercontent.com/u/24229476/s9/sr/battleship.jpg Frigate Class Vessel: https://dl.dropboxusercontent.com/u/24229476/s9/sr/frigate.jpg Cruiser Class Vessel: https://dl.dropboxusercontent.com/u/24229476/s9/sr/cruiser.jpg Prowler Stealth Class Vessel: https://dl.dropboxusercontent.com/u/24229476/s9/sr/prowler.jpg Programmed the battleship to circle around an environment, while I attached a vehicle turret to the top of it to act like air support: https://dl.dropboxusercontent.com/u/24229476/s9/sr/battleship-firing.jpg https://dl.dropboxusercontent.com/u/24229476/s9/sr/turret_mounted.jpg And I have a working Halo Reach pelican, scorpion and Mass Driver cannon ingame. (Thank you kirby & MattDratt for helping me SIGNIFICANTLY to get these to work!!!) https://dl.dropboxusercontent.com/u/24229476/s9/sr/scro-fire2.jpg https://dl.dropboxusercontent.com/u/24229476/s9/sr/scro-fire.jpghttps://dl.dropboxusercontent.com/u/24229476/s9/sr/peli_a.jpg https://dl.dropboxusercontent.com/u/24229476/s9/sr/peli_b.jpg https://dl.dropboxusercontent.com/u/24229476/s9/sr/peli_C.jpg https://dl.dropboxusercontent.com/u/24229476/s9/sr/mdc_a.jpg https://dl.dropboxusercontent.com/u/24229476/s9/sr/mdc_b.jpg https://dl.dropboxusercontent.com/u/24229476/s9/sr/mdc_c.jpg Mass Driver cannon video: https://www.youtube.com/watch?v=eOF1p7sjpQ0 Now, i'm not an expert at shaders, porting models (the vessels are NOT ported, I modeled those from scratch F.Y.I.) or modeling, so if you see something that concerns you or you think you can fix, leave a positive note and pointers of where to improve the tags you see ;) Thank you for reading, I hope you enjoy! That's what I think.
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JohnW0731
Joined: Feb 3, 2015
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Posted: Feb 3, 2015 02:57 AM
Msg. 136 of 164
Hey, I think that this seriously can be one of the best Firefight maps out there, as I played the demo and wow, it sure is impressive.
In case you ever are looking for ideas, I made a list below.
Start with a full squad dropped in by drop pods(AR, SMG, Shotgun, Sniper, and Marksmen)(AI set to follow the player so nobody runs away) Better AI for squad, shoots behind cover, more accurate and useful as a team Ability to switch between VISR and Sprint? ODST HUD (Like the special little lines and edges that are visible on the visor glass itself) Have Pelicans fly or drop pods in to drop friendly ammunition, vehicles, or teammates (rewarded by waves or by credits) Air strike markers (laser designator) Load out selection New OS features (boarding, boosting, etc) SmartScope animations? Occasional 'challenge' wave, like hostage rescue, plant the bomb, assassinate the target, or protect the objective. (Something that can be done as a team and individually) Opposition with vehicles? Opposition that moves more objective-based, such as they are automatically 'attracted' to a certain area/building, active unsuppressed shooting, etc.
But really, thanks a lot for making this, I really hope to see the final product. Will it have any of the above features? Or is that secret? Edited by JohnW0731 on Feb 3, 2015 at 02:58 AM
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SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Feb 3, 2015 05:55 AM
Msg. 137 of 164
Quote: --- Original message by: JohnW0731
Hey, I think that this seriously can be one of the best Firefight maps out there, as I played the demo and wow, it sure is impressive.
In case you ever are looking for ideas, I made a list below.
Start with a full squad dropped in by drop pods(AR, SMG, Shotgun, Sniper, and Marksmen)(AI set to follow the player so nobody runs away) Better AI for squad, shoots behind cover, more accurate and useful as a team Ability to switch between VISR and Sprint? ODST HUD (Like the special little lines and edges that are visible on the visor glass itself) Have Pelicans fly or drop pods in to drop friendly ammunition, vehicles, or teammates (rewarded by waves or by credits) Air strike markers (laser designator) Load out selection New OS features (boarding, boosting, etc) SmartScope animations? Occasional 'challenge' wave, like hostage rescue, plant the bomb, assassinate the target, or protect the objective. (Something that can be done as a team and individually) Opposition with vehicles? Opposition that moves more objective-based, such as they are automatically 'attracted' to a certain area/building, active unsuppressed shooting, etc.
But really, thanks a lot for making this, I really hope to see the final product. Will it have any of the above features? Or is that secret? Edited by JohnW0731 on Feb 3, 2015 at 02:58 AM lol quite habit of this isn't disable.
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Mokou Price
Joined: Oct 30, 2014
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Posted: Feb 3, 2015 06:21 AM
Msg. 138 of 164
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 3, 2015 09:04 PM
Msg. 139 of 164
what a gross FOV contrast to what a nice looking environment
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Feb 3, 2015 09:42 PM
Msg. 140 of 164
fov higher is always better
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