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Author Topic: [WIP]Intensity map project. (124 messages, Page 2 of 4)
Moderators: Dennis

Spartan Tom
Joined: Oct 23, 2011

Inactive


Posted: Nov 20, 2012 03:16 AM    Msg. 36 of 124       
Hopefully this coming friday.


S0UL S0LDIER
Joined: Oct 1, 2012

Equinox


Posted: Nov 21, 2012 11:06 AM    Msg. 37 of 124       
Ever gonna post pics?


licon4812
Joined: Sep 22, 2012


Posted: Nov 21, 2012 05:28 PM    Msg. 38 of 124       
well i hope its a realy good map


Spartan Tom
Joined: Oct 23, 2011

Inactive


Posted: Nov 22, 2012 04:53 AM    Msg. 39 of 124       
Yes.It's a custom bsp made by Hobbet360.
*UPDATES*
Finish Modelling BSP (BSP Done by Hobbet360)
Texturing (Done)
Populate the map (Done)
Add Scenery (Done)
Add weapons (Done)
Add Vehicles

I'm hopefully going to put the vehicles on the map tomorrow and release The Beta as well.


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Nov 22, 2012 06:41 PM    Msg. 40 of 124       
Quote: --- Original message by: FX0042
Quote: --- Original message by: iHalo
Quote: --- Original message by: TheElitePro

Open globals in guerilla or in sapien?
Edited by TheElitePro on Sep 27, 2012 at 09:53 AM


Good luck with your project.


Welcome back.


Spartan Tom
Joined: Oct 23, 2011

Inactive


Posted: Nov 22, 2012 07:24 PM    Msg. 41 of 124       
Hi.Today I'm Presenting you.... Intensity_beta!

Note:I can't put the vehicles yet so,Sorry if you have to walk to capture the blue team flag.But I will Update the map with vehicles hopefully today.


http://www.mediafire.com/?04b0y5e0kwtkpaw


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Nov 22, 2012 08:53 PM    Msg. 42 of 124       
Couple of things...

*Use ImBrokeRU's Gauss Sniper as the Reach Sniper Rifle instead.The one you're using looks nothing like it.

*Needs vehicles.Map is too big for walking only.

*FP arms are green,for 117's sake.Need to fix that.

*Don't know why you're using XlzQwerty's bipeds.Their anims are messed up.

*AR sounds are meh.Could be better.

BSP could be a bit less angular in some places as well.
Edited by Dumb AI on Nov 22, 2012 at 08:54 PM


Xiao
Joined: Nov 14, 2012

Keiichi-kun o mitsuketa.


Posted: Nov 22, 2012 09:12 PM    Msg. 43 of 124       
Anim's are messed up? The bipeds are perfectly functional, and using slappy's animations. It's just the fingers that need fixing.


licon4812
Joined: Sep 22, 2012


Posted: Nov 22, 2012 09:20 PM    Msg. 44 of 124       
let me know when you put vehicles in the map so i can download it


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 22, 2012 09:55 PM    Msg. 45 of 124       
Quote: --- Original message by: iHalo
Quote: --- Original message by: TheElitePro

Open globals in guerilla or in sapien?
Edited by TheElitePro on Sep 27, 2012 at 09:53 AM


Good luck with your project.


This gave me a legit laugh.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Nov 22, 2012 10:00 PM    Msg. 46 of 124       
Quote: --- Original message by: Xiao
Anim's are messed up? The bipeds are perfectly functional, and using slappy's animations. It's just the fingers that need fixing.

Yes,they are.
The weapons are angled towards the right while the biped holds them.
Basically,the biped is holding the gun sideways.


Xiao
Joined: Nov 14, 2012

Keiichi-kun o mitsuketa.


Posted: Nov 22, 2012 11:31 PM    Msg. 47 of 124       
Quote: --- Original message by: Dumb AI
Quote: --- Original message by: Xiao
Anim's are messed up? The bipeds are perfectly functional, and using slappy's animations. It's just the fingers that need fixing.

Yes,they are.
The weapons are angled towards the right while the biped holds them.
Basically,the biped is holding the gun sideways.


That's because the markers were rotated improperly. An easy fix. There is no problem with the animations, only the markers and finger rotations.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Nov 22, 2012 11:38 PM    Msg. 48 of 124       
Yeah,I don't think every one of us knows what all those numbers mean.
Easy fix but numbers aren't exactly easy to work with.

What does i,j,k and w stand for?
Edited by Dumb AI on Nov 22, 2012 at 11:41 PM


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Nov 23, 2012 01:20 AM    Msg. 49 of 124       
Quote: --- Original message by: FX0042
I can open globals at tool.


everyone starts somewhere...
and again... welcome back.


licon4812
Joined: Sep 22, 2012


Posted: Nov 23, 2012 01:27 AM    Msg. 50 of 124       
when will y put vehicles in the map


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Nov 23, 2012 01:34 AM    Msg. 51 of 124       
Quote: --- Original message by: licon4812
When will you put vehicles in the map?

Quote: --- Original message by: TheElitePro
Update the map with vehicles hopefully today.

Read the whole thread before posting. *sigh*


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Nov 23, 2012 01:35 AM    Msg. 52 of 124       
its beta so its all getting updated soon.

...including the complaints about the bsp.


licon4812
Joined: Sep 22, 2012


Posted: Nov 23, 2012 01:40 AM    Msg. 53 of 124       
theres a hole in the map that closes halo


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Nov 23, 2012 02:17 AM    Msg. 54 of 124       
I'm gunna be brutally honest here:

-Weapons

--fix the pick up notifications and icons
--last time I picked up BR ammo, but it registered as fuel rod ammo?
--HUD is inconsistant (switching between CE and H3 HUD depending on the weapon)
--control button icon, for the sniper?
--looking straight forward in 1st person makes the spartan look straight in 3rd person, but the weapon is pointed down
--can you add 3rd person weapon switching animations?

-BSP

--very bland, and way too tall, needs more detail (i.e, add cliffs and ridges, rather than make it feel like you are fighting in a dirt half-pipe)
--design is too simple, with the map being only two tunnels (practically) you should also flatten out, and lower the "bridge" in the middle of the S canyon, and make it accessible from the middle to prevent camping
--why did you use the ground texture from tutorial.map?
--the left exit of the blood gulch base is blocked by the ground bsp, frankly, it looks very sloppy
--you can see the ground texture inside a a structure that is supposed to be enclosed
--BSP needs more cover, you don't have to make the map a perfect "S", add in some ridges or recesses to take cover in and break up the monotony

-Scenery

--none

-Vehicles

--none, also, I suggest you don't put banshees here, there is not enough room for them, unless you plan to open up the upper levels




tl;dr, I strongly suggest you rework your BSP before continuing, make it more interesting, complex, and open it up by lowering those huge cliffs in the middle, and maybe adding a waterfall or two. you should also offer more paths to chose from to get from base to base, and make them more accessible from different points in the map. Also, add ridges and recesses into the BSP for cover, and tactical positions, this will also help break up the monotony.

Edited by SilentJacket on Nov 23, 2012 at 02:26 AM


Spartan Tom
Joined: Oct 23, 2011

Inactive


Posted: Nov 23, 2012 02:47 AM    Msg. 55 of 124       
@Silentjacket

We are trying our best to fix all the problems in the beta that you mentioned. Hobbet360 is making a new BSP soon enough for the first version of Intensity and I will fix the hud notifications,HUD will be more consistant in the first version.

This is my first project by the way.

I will upload the updated version of the beta that has vehicles hopefully tomorrow.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Nov 23, 2012 02:54 AM    Msg. 56 of 124       
good luck, and I look forward to seeing what you came up with


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Nov 23, 2012 02:55 AM    Msg. 57 of 124       
Quote:
theres a hole in the map that closes halo

HOLE-y cow. that is a bug i am aware of, but im re-making the bsp to fix that. :D
that sir is called an open edge.

(sorry for all the faces lately, im HAPPAY )


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Nov 23, 2012 02:56 AM    Msg. 58 of 124       
can you overhaul the BSP instead of patch it, as it is now, it's not very interesting or fun to play in....


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Nov 23, 2012 03:08 AM    Msg. 59 of 124       
yep, thats what i have been doing for the last 5 minutes :D. it looks good i have to say. even though its been 5 minutes. many paths to travel. (camper proof )sniper positions, 2-3 vehicle roots (ground), places for bases to be. btw the new environment is desertly. :D


licon4812
Joined: Sep 22, 2012


Posted: Nov 23, 2012 04:31 AM    Msg. 60 of 124       
put deul weilding in the map

http://hce.halomaps.org/index.cfm?fid=3949

http://hce.halomaps.org/index.cfm?fid=5751



and maby you can add this as one of your vehicles

http://hce.halomaps.org/index.cfm?fid=6436


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Nov 23, 2012 07:24 AM    Msg. 61 of 124       
Quote: --- Original message by: licon4812
put deul weilding in the map

http://hce.halomaps.org/index.cfm?fid=3949

http://hce.halomaps.org/index.cfm?fid=5751



and maby you can add this as one of your vehicles

http://hce.halomaps.org/index.cfm?fid=6436


i'm sorry but...


Dual wielding looks just bad in halo 1, unless you're not using advanced scrpt that almost no one can do, and you should try to take your time when posting, instead of writing so bad. And I'm French.


Spartan Tom
Joined: Oct 23, 2011

Inactive


Posted: Nov 23, 2012 07:30 AM    Msg. 62 of 124       
Anyone knows how do I change the Halo 1 pickup-icons into halo 2 pick-up icons?


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Nov 23, 2012 10:31 AM    Msg. 63 of 124       
If you're using the icons from the H2 HUD tags released on halomaps,they are the same icons as the old ones,just designed differently.
You should probably just use words instead of icons.


licon4812
Joined: Sep 22, 2012


Posted: Nov 23, 2012 07:25 PM    Msg. 64 of 124       
good idea


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Nov 24, 2012 05:52 AM    Msg. 65 of 124       
howdy peoples! I was happily modeling away at the BSP when I was thinking to lower the triangles... i decided to lower them in the sky.... so I welded away and now i export and its way faster but all things come with a catch. The whole sky turned into one, great, giant open edged and I cant import

someonebodys please help!?

plz!

-Hobbet360


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Nov 24, 2012 06:21 AM    Msg. 66 of 124       
extrude the sky and cap it ?


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Nov 24, 2012 06:28 AM    Msg. 67 of 124       
oh, um. i forgot to edit. MR HaloExtreme117 helped me accross xfire. :D


licon4812
Joined: Sep 22, 2012


Posted: Nov 24, 2012 06:45 PM    Msg. 68 of 124       
can you gyes hurry up and fix it


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Nov 24, 2012 06:51 PM    Msg. 69 of 124       
Not until you fix your spelling.

I'm just kidding.

It's not a Blood Gulch mod.It's gonna take time to make it good.


Spartan Tom
Joined: Oct 23, 2011

Inactive


Posted: Nov 24, 2012 09:32 PM    Msg. 70 of 124       
Here is my plan for the first version of Intensity.
Vehicles (A lot of people have been complaining about this)
New BSP (Hobbet360 is currently working on it)
New HUD Messages (Requested by Silentjacket)
Updated weapons
More consistant HUD for weapons (Requested by Silentjacket)
Secret rooms/Credits room
Easter Eggs example (H3 Grunt,Opinion by me)


Here are the recently asked questions by other people.
Can we rip your tags?
The answer is: No.The map will be protected.If you want tags from the map,PM me on Halomaps.
When will be the release date of the first version of Intensity?
The answer is: 25/12/2012
@licon4812:As what Dumb AI have said,It's not a bloodgulch mod So,be patient. It will take time to finish.

*More updates coming soon*

 
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