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Author Topic: Project Lumoria... Complete. (315 messages, Page 2 of 9)
Moderators: Dennis

Kozakuu
Joined: Oct 30, 2011

Only the person who was wisdom can read the most.


Posted: Oct 5, 2012 10:55 AM    Msg. 36 of 315       
Just finished and I've gotta say, epic job guys.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Oct 5, 2012 02:45 PM    Msg. 37 of 315       
Well thanks, hopefully this weekend everyone will have some time to play through the whole thing!


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Oct 5, 2012 03:52 PM    Msg. 38 of 315       
Quote: --- Original message by: sshers1
Will you release new sky tag aswell?


I'm sure the map is unprotected.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Oct 5, 2012 04:51 PM    Msg. 39 of 315       
so i was playing the new ep 1 and died, and my character used mc's dialog when he died


not sure if you were aware that you used the wrong dialog tags or not


The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Oct 5, 2012 05:27 PM    Msg. 40 of 315       
Delicon, unfortunately there was some miscommunication within the team during the last week. There was an erronous weapon set that caused ai to play the wrong dialog tags due to a damage effect these weapons had to them. We first tried fixing the issue by replacing the dialog tags with fresh ones, as at the time we didn't realise the error was not related to dialog (it was the obvious first place to look).

After we had located the actual problem, the dialog tags were forgotten to be swapped with those of May.

A small unfortunate event, but the solution is to play so badass that you don't die :-)

Regardless, we're a young team, and we've reflected on these last few weeks and realise where we could have done better concerning internal logistics. No point in denying that which could have gone better. But hey, we did our best, and take this experience with us for the future.

Logistics, it's pretty serious business. Don't any of you ever forget it!


Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Oct 5, 2012 05:43 PM    Msg. 41 of 315       
Quote: --- Original message by: The Lodeman
A small unfortunate event, but the solution is to play so badass that you don't die :-)


Ikr. I survived the entire campaign on one bar of health. I somehow even went down to that one bar of health whenever I got a healthpack. Perhaps I am destined to be almost dead?


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Oct 5, 2012 07:30 PM    Msg. 42 of 315       
99 red balloons. how many easter eggs are there?


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 5, 2012 07:48 PM    Msg. 43 of 315       
Quote: --- Original message by: The Lodeman
Delicon, unfortunately there was some miscommunication within the team during the last week. There was an erronous weapon set that caused ai to play the wrong dialog tags due to a damage effect these weapons had to them. We first tried fixing the issue by replacing the dialog tags with fresh ones, as at the time we didn't realise the error was not related to dialog (it was the obvious first place to look).

After we had located the actual problem, the dialog tags were forgotten to be swapped with those of May.

A small unfortunate event, but the solution is to play so badass that you don't die :-)

Regardless, we're a young team, and we've reflected on these last few weeks and realise where we could have done better concerning internal logistics. No point in denying that which could have gone better. But hey, we did our best, and take this experience with us for the future.

Logistics, it's pretty serious business. Don't any of you ever forget it!

Hm,you could've just recorded some fresh dialog for biped dialog tags but everyone is probably way too busy to do it.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Oct 5, 2012 08:47 PM    Msg. 44 of 315       
If you read L0d3x's post correctly, we did not have May's dialog ingame due to the fact that we fixed the last error on such short notice and did not remember (or play test to make sure) that May's ingame dialog was still there.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 5, 2012 08:56 PM    Msg. 45 of 315       
Uh,dude,all I hear is a man dying every time May's health drops to 0.
I know that you guys didn't have enough time.I'm just saying what could've been done.
Edited by Dumb AI on Oct 5, 2012 at 08:58 PM


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Oct 5, 2012 09:09 PM    Msg. 46 of 315       
*SPOILER*


The big AI construct could have used more poly's around the legs, and movement.

It just kinda floated there, and I kinda felt sad when they MAC'd it in the face, it didn't do anything, didn't even shoot at you...

It could have also swapped to a destroyed biped when the Mac'd it, when they shot it, and it just kinda twirled around..yeah that kinda ruined the effect/mood. at least make its legs fall off.

meh.


*SPOILER*
Edited by SilentJacket on Oct 5, 2012 at 09:15 PM
Edited by SilentJacket on Oct 5, 2012 at 09:16 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Oct 5, 2012 09:12 PM    Msg. 47 of 315       
If your going to post any spoilers please at least give others a warning.


The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Oct 5, 2012 09:15 PM    Msg. 48 of 315       
Quote: --- Original message by: SilentJacket
The big AI construct could have used more poly's around the legs, and movement.

It just kinda floated there, and I kinda felt sad when they MAC'd it in the face, it didn't do anything, didn't even shoot at you...

meh.


It's a terrible shame people like you only complain about the things we could not do because we have such a small team. If you're going to be so negative, be fair enough to also post about the positive.

Really short-sighted.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Oct 5, 2012 09:29 PM    Msg. 49 of 315       
the pro list would be much longer :)


*SPOILERS*

I'm not complaining, everything looks great, some errors here and there, but If all I do is praise you, how will it improve?

full on report:

PROS

>Voice acting was impressive

>tags were good, weapons were old, but good

>animation was good

>scenery was good

>the snow background was cool (but I wish I could have fought in it)

>Structures were amazing. just. wow.

>Terrain was confusing at times, but great for cover, and introducing enemy AI but I think you could have done more with it

>The white elites were great, but I only saw them once :(

>I love the level design

CONS

>environment had some redundant areas (that caused some deviation) but not too bad.

>trigger volumes worked for the most part (except for when I was driving the tank, and I was told to flank the covenant, I just drove off the cliff below, and I ended up having to drive back up to trigger it,
-another instance was when I was fighting the Hunters, and I just ran past them, I ended up going back to kill the rest of them (understandable, but still annoying, perhaps you could make the gate lock, until everyone is dead.)

> environment was good, some flashing, but I hear that is attributed to OS.

>MAC rounds passed through the carrier, with no impact point, just kinda phased through

>The bosses died really quickly

>the terminals should have an exit trigger, people read at different speeds, so clicking through the dialogue would be better, rather than a timer

>the voice acting was good, save for two instances:
-The AI (at the beginning)
-The pelican pilot (he needs to be more serious, and focus less on the accent)

I saw the Enforcers at the final battle ground, but didn't get to fight them :(

>The AI should have played a larger part other than floating there menacingly, and messing with May's mind (by the way, why even include that bit if you are not going to do anything with it?)

>the NOVA bomb from the longswords could have created a less transparent explosion, you could see the bombs just disappear, so maybe make the epicenter pure white

>AI needed a destroyed biped

>Maybe animate the legs

>the music was well done, but it was hard to hear the actors over the music at points (like in the final level)



something else:

>Air battles would be cool, specially around the AI in the final level, Instead of MAC'ing it, maybe use the banshee to blow up strategic points.
Edited by SilentJacket on Oct 5, 2012 at 09:48 PM
Edited by SilentJacket on Oct 5, 2012 at 10:10 PM


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Oct 5, 2012 10:29 PM    Msg. 50 of 315       
waffles showing another spark of his cool shader work.
looking good :)

@lumoria:
brilliant stuff guys i had a go at it and so did the wee man, the only one thing we found a slight problem was disappearing faces due to portal problems at 2 points in the map, the first was surrounding cliffs which let us see straight through them, which in turn let us know what to expect up ahead. 2nd was on the walls of one of the awesome big structures.

but hey that's a small part of a massive environment, everything else was outstanding.
even the likes of the voice acting which i remember a few people saying was bad in L1
was top notch now. encounters... hmmm a few times we wondered if we were going to end up with lag spikes or worse get hit with the dreaded exception lol, but nah all was grand and ran smooth.

bsps, can't say much more really than brilliant imagination put in there.
the cutscenes, i thought these where very very well done.

spotted the main structure kingfisher done as soon as the door opened and the blow me away music started, ah so this will be what he modeled for this, i thought to myself. also joshes model the emp, i had thought the hex texture was fine when you guys showed it a while ago but even as it was now it looked brilliant.

o'aye also saw some small flying things in a room too, haven't got a clue what they were and won't post an image. instead i'll give people time to play it then i'm sure at some point these flying objects will be mentioned.

summing up what you guys seemed to have done for this old game which i have only really come to know not so long ago isn't all that easy to put into the words that express how cool it is to see young lads doing this sort of thing. a lot of guys on the forum show some sparks of things that make me think, yeah now that's cool...
this was cool.
goodluck


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Oct 5, 2012 10:32 PM    Msg. 51 of 315       
they are called constructors (would have been cool to see more of those throughout the campaign as well.


Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Oct 6, 2012 07:28 AM    Msg. 52 of 315       
I agree with SilentJacket, there are quite a few moments in which characters are introduced with no actions. They just appear and then they do nothing.


licon4812
Joined: Sep 22, 2012


Posted: Oct 6, 2012 08:05 AM    Msg. 53 of 315       
i loved the campahn it ould be good if it had auto save and the ui had a difficlty selection but i still loved it question how do you kill the teleproting eliet his invinceable pleas help


The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Oct 6, 2012 09:21 AM    Msg. 54 of 315       
Glad people aren't using SPOILER tags, what follows here is a SPOILER:

He's not invincible, just very tough.
I personally like to pound him with needlers and hit him with headshots via pistol. Alternatively if you get lucky you can surprise him with a melee to the back.


The_Arbiter
Joined: Aug 23, 2011

I feel like having scotch


Posted: Oct 6, 2012 09:23 AM    Msg. 55 of 315       
Quote: --- Original message by: licon4812
i loved the campahn it ould be good if it had auto save and the ui had a difficlty selection but i still loved it question how do you kill the teleproting eliet his invinceable pleas help


Terrible English.


game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Oct 6, 2012 09:47 AM    Msg. 56 of 315       
Downloading now, can't wait to play!


The_Arbiter
Joined: Aug 23, 2011

I feel like having scotch


Posted: Oct 6, 2012 09:49 AM    Msg. 57 of 315       
You're not even worth my time.


The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Oct 6, 2012 09:57 AM    Msg. 58 of 315       
Stay on topic, take rage to PMs.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Oct 6, 2012 10:33 AM    Msg. 59 of 315       
Lumoria is the most accomplished work I know in hce so far... With OS programms


Kureha
Joined: Sep 1, 2012

SUBARUUU!~~~


Posted: Oct 6, 2012 10:57 AM    Msg. 60 of 315       
Quote: --- Original message by: __Altheros

Quote: --- Original message by: The_Arbiter
Quote: --- Original message by: licon4812
i loved the campahn it ould be good if it had auto save and the ui had a difficlty selection but i still loved it question how do you kill the teleproting eliet his invinceable pleas help


Terrible English.


So as yours back at the 2011, You should understand that you come the same process. Have you seen your own writing when you first came here? Your like a total noob but nobody argued with that and you have no rights to be superior because anything you do in OS is nothing special because all you do is add normals and follow the H3 App's cubemap color value and detail count value. And you think making multipurpose maps are a skill? OH LOL, Just pasting the blue channel of the diffuse to the red channel of the diffuse and pasting the spec map to the blue channel and making the green channel black! You don't know how to do skill bitmapping like fake bumping and editing bitmaps.

So shut up.
Edited by __Altheros on Oct 6, 2012 at 09:42 AM


"That's. Not. Even. Skilled. Bitmapping"

If you think that is a skill that you possess, then I'm sorry to say you're terribly wrong.
________________________________

So, is this the end of TM? *sniff


The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Oct 6, 2012 11:24 AM    Msg. 61 of 315       
Naw man it's just the end of TM's halo related projects. Some of us will still be active in CE such as MattDratt, whereas others will be moving on to new things. I expect a certain form of teamwork to still persist in these new projects. :)


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Oct 6, 2012 01:43 PM    Msg. 62 of 315       
Just played through it all:

My thoughts,

BSP: Was pretty nice looking, probably could've looked better with different detail maps however, also seemed kinda plain in some places. Cliffs looked like a wall pretty much, nothing really looked rocky. You also have some massive portal issues towards the end. A lot of clipping going on, this could've been fixed using exact portals more frequently for the interior parts.

Lighting: Looks like a final light map run wasn't done for this. I think the forerunner tunnels should have been darker, more like the ones in a30. The natural part of the BSP kinda just had one shade to it all it looked like.

Shaders: Reminded me of the Halo Beta for sure, I liked them.

Encounters: Some good, some bad. Towards the end, my ODST (Idk what his name is), the one that follows you around the whole time, there was an encounter where we were just getting murdered by the covenant. I was hiding behind a structure just watching him get raped by needles, fuel rods, buggers, and not even having the chance to get a shot in lol.

Voice acting: This really took me out of the feel of Halo. Really bugged me for some reason. I know you guys work with the tools you have, and that's okay. But every time I heard "oh ****!" or something, it just sounded so lame, like some 14 year old boy was on my radio. There was one voice actor i liked.. it was some marine towards the end, not a main character though. I also think for that Big AI thing you have going on, it uses to many lines Ive heard from other parts of the Halo games (your destruction is the will of the gods, grind them into dust, etc)

Scripting: Was okay. Wasn't really a fan on how the ships and cruisers were executed. I had no game breaking issues, which is good. No flaws in camera movement either. Besides the fact that I have OS and saw May take off here helmet to another helmet.

Sky box: Great for the post part. I would've taken off the fog though, the drop
a8e
ships and cruisers, etc, all had that tint of white that took away the good color of them.


Thats all I can think of right now, was definitely worth the play.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Oct 6, 2012 02:09 PM    Msg. 63 of 315       
(some spoilers below)

liked the map a lot, but I couldn't understand most of what antecedent sage said, which really broke the story for me. I wish you guys would've used subtitles while he spoke. Could've set it up similar to the way the rpg maps have their dialog text

Also would've been cool to see some new sentinel types, imo. all the fights between them and the covenant seemed really one sided toward the covenant.

also, kinda feel like brandon should've had some sort of cry in pain when he got shanked, kinda made the whole cutscene sorta fake without that and without any type of music in the cutscene either

teleporting elite really blew my mind, mainly because I didn't think teleporting enemies were possible in ce, but I'd never looked into it

all in all, great map, really loved the tank encounter, sorta felt like that's what the original halo's combat should've been like. ep 2 was a lot less linear than ep 1, really enjoyed it
Edited by Delicon20 on Oct 6, 2012 at 02:10 PM


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Oct 6, 2012 03:05 PM    Msg. 64 of 315       
Quote: --- Original message by: The_Arbiter
You're not even worth my time.
Contribute in an adult manner or remove yourself from the forum. This is not a suggestion.


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Oct 6, 2012 03:29 PM    Msg. 65 of 315       
I actually had a lot of fun playing this. The encounters were set up well, and some proved difficult as well. The environments looked awesome, and the forerunner structures were desgined very nicely. Overall, great job TM.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 6, 2012 04:12 PM    Msg. 66 of 315       
The encounters weren't that balanced actually...


The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Oct 6, 2012 07:29 PM    Msg. 67 of 315       
Dumb AI, if you are going to make stupid claims like that, then back them up in full detail.
Describe exactly which encounters were not balanced in your opinion, how you played them, and wether or not you were drunk in the process.

Thanks in advance for keeping your posts constructive, and not dumb.


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Oct 6, 2012 08:51 PM    Msg. 68 of 315       
(I fee like that's really ironic, since some posts that are supposed to be constructive
don't get any replies... lol.)

Well, ignoring that, there's no arguing that Lumoria is one of the best HCE campaigns out there.
Great job, Team TM! I totally loved it.

...However, there were some problems with this -one of this is, like Dumb AI said, encounters.

The encounters while "running away" (?) from Antecedent Sage and in the final, gigantic
chamber with Lumoria's hologram were really disorienting and confusing to me...
Both scenes had lots of different approaches you could take, which is good until you realize
that almost all of the paths are blocked off my fuel rod cannon-wielding Grunts and Elites
that are impossible to take out with your current arsenal half of the time.
(Plus, for the boss scene, did it matter which side of the room you cleared? That part just
made no sense to me...)

To make matters worse, I couldn't really tell where I was supposed to go or what to do for
some scenes (it took me about 15 minutes to figure out the auto-turrets have a switch
to make it change sides), so that could've used improvements, imo...

EDIT: I'm not sure if that affected it, but after I read the script, it seems like I totally
misunderstood the story, too... There were two Antecedent Sages?

Also, the soundtrack felt a little awkward in some scenes (the rock music in the boss battles
in both episodes sounded epic if it were a movie, but didn't seem right in-game to me)...

Okay, the voice acting might be irritating sometimes... But aside for the out-of-sync sounds in the Covenant cruiser fly-by scene (the fog made it look weird...), I still liked them. :P

(And while I'm at this, the finalé... I won't give any spoilers, but I felt like it could've been
expanded on more. But that's just me)

-So yeah, sorry for being harsh, but they were really all of my complaints. Everything else,
this felt like a really great addition to Halo (especially loved your original Forerunner
architecture styles!), so I'm really sad to hear that this won't continue.
Great job again, and thank you! :D
Edited by renegade343 on Oct 6, 2012 at 09:58 PM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 6, 2012 10:16 PM    Msg. 69 of 315       
Quote: --- Original message by: The Lodeman
Dumb AI, if you are going to make stupid claims like that, then back them up in full detail.
Describe exactly which encounters were not balanced in your opinion, how you played them, and wether or not you were drunk in the process.

Thanks in advance for keeping your posts constructive, and not dumb.

First of all,Lod3x,it's not a stupid claim.It's more of an opinion.
Second of all,don't be a rude person.
And now is my reason for saying that they're unbalanced.

Beach encounters:Tried to fight them the MLG way (lots of headshots,cursing and general mass murder).80% of all Marines died in the first 5 minutes.The remaining few are not very helpful.I get blow up to pieces by Fuel Rod Guns.I try again,similar thing happened but I manage to survive.

Encounter before meeting the giant AI thing:
Well,this was frustrating.Had to skip over a few squads.I get to the section with the big door and I almost got shredded.Luckily I ran.The ODST with the red stripes is hiding 40 ft away.When he gets to me,I get blasted all over.Health=50% There is simply too many to shoot.The automated turret is kind of annoying.Finally,after simply charging up on one side,while slaughtering anyone nearby,I finished the battle.

Let's backtrack to Ep1's big battle where you have get through an army of SpecOps units:
Within the first 10 minutes,every single remaining Marine is dead,except for Mr.ODSTwithRedStripes.Then I get killed 4 times (I was camping near the crates).
This time I sniped most of the dangerous foes instead of hiding.Still not very good.I managed to kill a few Grunts,while letting the special ODST guy take care of the rest.I get to the Jackals and I'm forced to melee them while getting hosed with plasma in every direction.Amazingly,I survived yet again (with less than 30%).

Also,COULD USE A LOT MORE NAVPOINTS.

Short version:Covenant outnumber human forces pretty badly.Human forces get decimated rather quickly.
Edited by Dumb AI on Oct 6, 2012 at 10:18 PM
Edited by Dumb AI on Oct 6, 2012 at 10:24 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Oct 6, 2012 10:55 PM    Msg. 70 of 315       
Quote: --- Original message by: renegade343
EDIT: I'm not sure if that affected it, but after I read the script, it seems like I totally
misunderstood the story, too... There were two Antecedent Sages?


Sage's story is but unclear just from his presence in the cutscenes. You know he is hostile, and that there seems to be some sort of other AI (but its actually just himself). Read the script again, I believe there is a description about him. You should also located all 4 terminals, which expands on his backstory and clearly shows how and why he acts like he does.

 
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