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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Operation Secret Mision 99% Finished

Author Topic: Operation Secret Mision 99% Finished (20 messages, Page 1 of 1)
Moderators: Dennis

DFagent007
Joined: Nov 11, 2010

Project Operation Secret Mision XD


Posted: Dec 18, 2012 05:59 PM    Msg. 1 of 20       
Hey guys, since the already full, complete, and saw that mistakes have and am working on them, soon they'll be publishing the maps.

http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=42102

I'm giving you the trailer.
And a 7 minute Gameplay of the first part of episode 1. Please give me your critique of the project

Trailer:

http://www.youtube.com/watch?v=WlUf4ZoA9-U

Gameplay:

http://www.youtube.com/watch?v=Om2Hm9PpDps


KingNick220
Joined: Jul 14, 2008


Posted: Dec 18, 2012 07:43 PM    Msg. 2 of 20       
This honestly looks terrible, boring, and repetitive. First, the levels only look like huge box canyons, the one with the water fall from the trailer looks really stupid and unnatural. Next your encounters are boring. You did not add any variety at all. You don't even have a elite ranking system, they are all minors. You also spammed grunt majors everywhere, making a very stupid and unrealistic encounter. You should never use the major actor variant unless the encounter is extremely easy or for a scripted sequence. It's boring to see no orange grunts, which is something you could expect from every halo game. Also, sitting behind a rock for 4 minutes spamming sniper isn't fun. It doesn't help that you have ridiculous size encounters, a big encounter doesn't necessarily means its fun or a challenge. Your spelling is also atrocious for HUD objectives, please use a spell checker.
Edited by KingNick220 on Dec 18, 2012 at 07:43 PM


DFagent007
Joined: Nov 11, 2010

Project Operation Secret Mision XD


Posted: Dec 18, 2012 07:59 PM    Msg. 3 of 20       
1. - It is assumed that focuses on a canyon near Los Angeles
2. - If classified according to the Elites and have color, is one of the errors I'm solving.
3.-In the video just showed you for not breaking parts surprise.
4.-It is a simple project, because it is my first single player I do using 3D Max
5. - It had help from someone

If you look at the trailer parts are cut due to take small shots.

Also as I said, I did remember that almost alone and experience, use basic scripts.


Lethal Threat
Joined: Feb 11, 2011

THRT 4 PRESIDENT


Posted: Dec 18, 2012 08:04 PM    Msg. 4 of 20       
This is 99% finished? Try 9% finished. This map could be far more creative if time was put in to make it so.
Edited by Lethal Threat on Dec 18, 2012 at 08:04 PM


KingNick220
Joined: Jul 14, 2008


Posted: Dec 18, 2012 08:24 PM    Msg. 5 of 20       
Quote: --- Original message by: DFagent007
1. - It is assumed that focuses on a canyon near Los Angeles
2. - If classified according to the Elites and have color, is one of the errors I'm solving.
3.-In the video just showed you for not breaking parts surprise.
4.-It is a simple project, because it is my first single player I do using 3D Max
5. - It had help from someone

If you look at the trailer parts are cut due to take small shots.

Also as I said, I did remember that almost alone and experience, use basic scripts.

"It's classified" isn't a excuse for terrible encounters, if it was so top secret than use spec ops units. I don't think your using "basic" scripts either, I'm sorry but no one knows how to script drop ships using "basic scripts." Look at older single player maps, when everyone had rarely any scripting knowledge, there was really nothing besides walk through areas and shoot things. You obviously have some knowledge to spawn varied encounters, but "its classified" doesn't work for gameplay.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Dec 18, 2012 08:30 PM    Msg. 6 of 20       
At least this guy has the balls to make a custom map, story, and throw it all together compared to a lot of others who wont take the time to learn how to make a simple box map. That being said however, it needs a lot of work and could be more interesting. Try planning out the bsp's before you make them instead of just modeling stuff in 3ds max, that way you have a good idea of:

a. layout
b. encounter flow
c. events

I commend you on your efforts, keep it up!


Banshee64
Joined: Dec 4, 2012

oify


Posted: Dec 18, 2012 08:39 PM    Msg. 7 of 20       
great map keep up the good work 10/10


DFagent007
Joined: Nov 11, 2010

Project Operation Secret Mision XD


Posted: Dec 18, 2012 08:39 PM    Msg. 8 of 20       
In fact he had done better and more complex structures, with the UNSC bases invaded, but I sent many vertices errors when converted by tools, when you take them off, and not seeing it mandabay if well, better do it again, :) thanks for your criticism, I will try to correct those mistakes and make more complex the structure.

And it is assumed that if tactical at first, but in the second part (2 map) the covenant and realizes what they plan and begin to send reinforcements and make meetings


Ubergoober
Joined: Oct 11, 2010


Posted: Dec 18, 2012 10:41 PM    Msg. 9 of 20       
KingNick220 and Lethal Threat, ur comments are appalling. im not sure what u hope to achieve with these comments? maybe to make sure no-one ever tries to create a map again? these guys are the future of halomaps. everyone starts somewhere. with comments like that, people wont even bother learning.
i think we've been a little spoilt with incredible releases such as lumoria and spv3, but eventually, these people will move on and the next gen will take their place, just as has happened before.

DFagent007, looks interesting, looking forward to the maps completion
Edited by Ubergoober on Dec 18, 2012 at 10:52 PM


licon4812
Joined: Sep 22, 2012


Posted: Dec 19, 2012 04:03 AM    Msg. 10 of 20       
i like it so let me know when its done


Dr490nbr347h
Joined: May 28, 2011

Stealin yer Cookies.


Posted: Dec 19, 2012 04:12 AM    Msg. 11 of 20       
Quote: --- Original message by: licon4812
i like it so let me know when its done


I'm pretty sure he will announce it in the thread, don't you?


licon4812
Joined: Sep 22, 2012


Posted: Dec 19, 2012 04:33 AM    Msg. 12 of 20       
toushea


Banshee64
Joined: Dec 4, 2012

oify


Posted: Dec 19, 2012 01:30 PM    Msg. 13 of 20       
Quote: --- Original message by: Esteban
Actually that's one bad encounter placement, the elite encounter count is outrageous and the sniper rifle doesn't have a trigger effect.


In list

- Bad encounter placement ( Outrageous amount of encounters in a spec op level )
- Bad BSP ( the BSP isn't good to look )
- Bad tags assigned ( Bad tagging, messed up HUD and weapon tagging )


Bad Tags, Bad BSP, and Bad enc
ounters arent what make a map bad.


KingNick220
Joined: Jul 14, 2008


Posted: Dec 19, 2012 02:36 PM    Msg. 14 of 20       
Quote: --- Original message by: Ubergoober

KingNick220 and Lethal Threat, ur comments are appalling. im not sure what u hope to achieve with these comments? maybe to make sure no-one ever tries to create a map again? these guys are the future of halomaps. everyone starts somewhere. with comments like that, people wont even bother learning.
i think we've been a little spoilt with incredible releases such as lumoria and spv3, but eventually, these people will move on and the next gen will take their place, just as has happened before.

DFagent007, looks interesting, looking forward to the maps completion
Edited by Ubergoober on Dec 18, 2012 at 10:52 PM

He asked for criticism first of all, and as someone who knows good halo gameplay, I'm pretty confident in my statement. Lumoria is actually a good place to learn encounters, and cmt is modifying existing encounters, which are fine until they spam brutes everywhere. You're also acting like there is some passing of the torch for map makers. Sure people come and go, but there hasn't been "a generation" in between. I also guess your the person who helped him with the HUD messages, because your spelling is about the same
Edited by KingNick220 on Dec 19, 2012 at 04:21 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Dec 19, 2012 03:04 PM    Msg. 15 of 20       
Quote: --- Original message by: Banshee64
Quote: --- Original message by: Esteban
Actually that's one bad encounter placement, the elite encounter count is outrageous and the sniper rifle doesn't have a trigger effect.


In list

- Bad encounter placement ( Outrageous amount of encounters in a spec op level )
- Bad BSP ( the BSP isn't good to look )
- Bad tags assigned ( Bad tagging, messed up HUD and weapon tagging )


Bad Tags, Bad BSP, and Bad enc
ounters arent what make a map bad.


Actually... they are. If they aren't in some weird way, they definitely contribute.


DFagent007
Joined: Nov 11, 2010

Project Operation Secret Mision XD


Posted: Dec 19, 2012 05:07 PM    Msg. 16 of 20       
Quote: --- Original message by: KingNick220

Quote: --- Original message by: Ubergoober

KingNick220 and Lethal Threat, ur comments are appalling. im not sure what u hope to achieve with these comments? maybe to make sure no-one ever tries to create a map again? these guys are the future of halomaps. everyone starts somewhere. with comments like that, people wont even bother learning.
i think we've been a little spoilt with incredible releases such as lumoria and spv3, but eventually, these people will move on and the next gen will take their place, just as has happened before.

DFagent007, looks interesting, looking forward to the maps completion
Edited by Ubergoober on Dec 18, 2012 at 10:52 PM

He asked for criticism first of all, and as someone who knows good halo gameplay, I'm pretty confident in my statement. Lumoria is actually a good place to learn encounters, and cmt is modifying existing encounters, which are fine until they spam brutes everywhere. You're also acting like there is some passing of the torch for map makers. Sure people come and go, but there hasn't been "a generation" in between. I also guess your the person who helped him with the HUD messages, because your spelling is about the same
Edited by KingNick220 on Dec 19, 2012 at 04:21 PM


In fact, I am learning Lumoria project, which is a real gem of campaign. I have much to learn, I admit, and if prompted criticism precisely to improve in these areas, and do much better. For that reason I did not give the maps to Dennis. Without first receiving your critics.

Thanks Halomaps: D, another year to work in a much more extensive and BSB better. Continue to learn Lumoria project, and see more tutorials.

But the story remains the same.

:)


The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Dec 19, 2012 05:25 PM    Msg. 17 of 20       
Nice man, that's a good attitude.
A small tip based off your vid: try to get more flow in your encounters and don't overdo the amount of enemy AI!


DFagent007
Joined: Nov 11, 2010

Project Operation Secret Mision XD


Posted: Dec 19, 2012 05:31 PM    Msg. 18 of 20       
Quote: --- Original message by: The Lodeman
Nice man, that's a good attitude.
A small tip based off your vid: try to get more flow in your encounters and don't overdo the amount of enemy AI!


OK, Tanke you,for it is critical to improve further, I have a doubt, What is the function of the script type "dormant" and the scripts "global", I've seen a lot in the script maps lumoria


The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Dec 19, 2012 05:54 PM    Msg. 19 of 20       
A dormant script is called by another script with the "wake" command.
It is handy for starting a seperate script in parallel to the one you are running down.

Globals are global variables. Mostly I use global booleans to see if certain conditions are met before proceding certain scripts.


DFagent007
Joined: Nov 11, 2010

Project Operation Secret Mision XD


Posted: Dec 19, 2012 06:39 PM    Msg. 20 of 20       
Quote: --- Original message by: The Lodeman
A dormant script is called by another script with the "wake" command.
It is handy for starting a seperate script in parallel to the one you are running down.

Globals are global variables. Mostly I use global booleans to see if certain conditions are met before proceding certain scripts.


Ok, if the dormant serves so when you finish a script, start another script.

example
(Script dormant 1
(ai_place 1)
(ai_go_to_vehicle hog2 w-driver 1)

Map is that I've been doing, there are parts that need the same volume trigger, and ran at the same time and did not follow the order. So my question is, this script meets function in order to keep the commands, but for this I need the globals, really.

 

 
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