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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[WIP/Help request] "Guerrilla" Ambush mod

Author Topic: [WIP/Help request] "Guerrilla" Ambush mod (12 messages, Page 1 of 1)
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ReconNinja117
Joined: Nov 11, 2011


Posted: Feb 20, 2013 10:05 AM    Msg. 1 of 12       
It's been over five years since the Modern Combat Team released the map "Ambush". Since then, the map has remained fairly popular. http://hce.halomaps.org/index.cfm?fid=3426
While the map itself can be very enjoyable, it is not without an array of flaws:

-- The general visual quality of the tags is sub-par. Weapon, vehicle, and character models and textures are relatively unexceptional. First person animations are mediocre.
-- The Abrams tank turret only rotates 180 degrees, and the blackhawk helicopter's minigun infrequently fires where the reticule is pointing if the chopper is not level to the ground.
-- The cliff overlooking the military base is a favorite camping spot for tankers. This issue is compounded by the army's lack of a ranged anti-armor weapon of their own, forcing them to make near-suicidal charges across open ground to get within range of the M203 grenade launcher.
-- The sniper rifles are plagued by inefficient crosshairs and very high recoil that doesn't resettle the weapon after each shot. While it is certainly possible to use these weapons in their intended roles, it can be quite difficult to do so. Almost comically, the semiautomatic sniper rifles actually perform better in close quarters since they have high power, high accuracy, and manageable unzoomed recoil.
-- The game seems to favor the military team, giving them access to a pair of tanks, a helicopter, multiple humvees, and weapons that are much more accurate than their insurgent counterparts. The insurgents receive a handful of technicals and grossly inaccurate weapons: their only noteworthy small arms are the RPG-7 and the air strike designator (which many people seem to have difficulty locating/operating).

With these things and others in mind, Echo-77 and I have started a new project with the aim of updating and revising this classic, under the name of Guerrilla. It will feature new weapons, vehicles, bipeds, and more with special attention being given to game balancing. Most of the new models are currently in-game, and I will soon begin working on learning to rig, animate, etc. Images available here: http://www.flickr.com/photos/64034437@N03/sets/72157632810190620/ Note: the shaders are just 30 second garbage I threw together, but don't actually look terrible on the M24 and vehicles.
However, if you want to help me out with anything, there are several things I would love to get help with/be taught how to do:
-- These models need LODs, big time.
-- If anyone has Polygon Cruncher and would be willing to run these models through it and give them back, they would be an absolute hero.
-- The models need collision models.
-- Vehicles and bipeds need rigging.
-- For what seems like no reason, some pieces of some of the models do not display specular properties ingame. These areas are marked with a note their respective image in the Flickr photo set.
-- The UVs on the upper part of the AK-47 are messed up, although they look fine in the render from where I found it: http://thefree3dmodels.com/stuff/weapons/ak_47_avtomat_kalashnikova_1947_hires_textures_detailed_mesh/18-1-0-1821
-- I'd like to get this UKM model ingame, but it needs texturing. http://www.turbosquid.com/FullPreview/Index.cfm?ID=702900&stgURLFragment=3d-models/free-ukm-2000-p-3d-model/
-- Probably other stuff I can't remember at the moment.

If you're wondering, I've found these models from various sources: www.facepunch.com/showthread.php?t=1221362, www.thefree3dmodels.com (huge props to Zurfer and YsUp12, without them I would have almost nothing as good as what I do now), www.turbosquid.com, and probably others I've forgotten, but the key thing is that none of them are mine.
Anyway, as soon as everything gets in-game to the point where it's usable and has no big, relatively easily fixed errors, there will be at least one public beta.


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Feb 20, 2013 10:27 AM    Msg. 2 of 12       
I agree with most of your proposed modifications, Although I kinda liked that fact that snipers didn't resettle themselves.

Do I understand properly that you intend to call this map "Guerrilla"? If so I would suggest picking a different name.

As much as I love Ambush, it seems like you could just make an entirely new map with the amount of work you are suggesting. And I would love to see a new unique modern themed map, That said, good luck with the project either way, I look forward to seeing what you accomplish.

I am too busy to with college + other halo projects to help out with yours, but feel free to add me on xfire: Yoda73811

If you get stuck on something and need some advice on something I can probably help (I have lots of experience with every stage of weapon creation, and a bit of experience with creating and getting bipeds in-game)


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Feb 20, 2013 11:37 AM    Msg. 3 of 12       
We're attempting to create a more realistic experience. Since real-world rifles don't recoil upwards and then "stick", we decided to try doing away with it.

"Guerrilla" was chosen because it describes the terrorist/insurgent/rebel faction. Granted, there is some confusion on occasion between the map and the program of the same name.


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Feb 20, 2013 11:48 AM    Msg. 4 of 12       
Quote: --- Original message by: Echo77
We're attempting to create a more realistic experience. Since real-world rifles don't recoil upwards and then "stick", we decided to try doing away with it.

"Guerrilla" was chosen because it describes the terrorist/insurgent/rebel faction. Granted, there is some confusion on occasion between the map and the program of the same name.


I understand what you are trying to accomplish, and I do think that the ambush rifles recoil far to high. But there is some vertical movement (not from the gun, but actually from the natural rotation of your body when a sudden fource is exerted on your shoulder.)

So definately scale it down, but having to adjust for the recoil also adds realism in a way (I can tell you from experience that it takes a little effort to re-aquire your target after firing a high-power rifle).


ReconNinja117
Joined: Nov 11, 2011


Posted: Feb 20, 2013 01:16 PM    Msg. 5 of 12       
Guerrilla is the current project title, but I'm always open to suggestions. As for making a new map vs. a mod of Ambush, I chose to use Ambush because the layout is great, it's just that the game balance needs work and the visual appeal could use an update. Also, because of the boatload of work ahead, I didn't want to add making a new BSP to that list (especially since I know practically nothing about 3D modeling). For sniper recoil, I do have a firing effect tag floating around my tagset somewhere for a sniper rifle that kicks your aim quite high, then settles down about halfway. How about that?


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Feb 20, 2013 01:42 PM    Msg. 6 of 12       
Quote: --- Original message by: ReconNinja117
Guerrilla is the current project title, but I'm always open to suggestions. As for making a new map vs. a mod of Ambush, I chose to use Ambush because the layout is great, it's just that the game balance needs work and the visual appeal could use an update. Also, because of the boatload of work ahead, I didn't want to add making a new BSP to that list (especially since I know practically nothing about 3D modeling). For sniper recoil, I do have a firing effect tag floating around my tagset somewhere for a sniper rifle that kicks your aim quite high, then settles down about halfway. How about that?


Something like that could work, or even just have it kick your aim up... but not very much

The important thing is to have just enough that you arn't lined up perfectly for a second shot. It really shouln't be very high, just a bit.


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Feb 20, 2013 06:06 PM    Msg. 7 of 12       
I would like an ambush remake, but does anyone have the weapons sounds? they're pretty good but the map's protected.


ReconNinja117
Joined: Nov 11, 2011


Posted: Feb 20, 2013 08:58 PM    Msg. 8 of 12       
Quote: --- Original message by: clonecam117
I would like an ambush remake, but does anyone have the weapons sounds? they're pretty good but the map's protected.

I was planning on going to an empty server in Battlefield 3, captruing the gameplay, then making weapon and vehicle sound tags from the recorded video. I'm not sure if there will be any significant loss of quality due to CE's old sound engine, but it's worth a shot. If that doesn't work out well, I also have weapon sounds from the F2P shooter Combat Arms.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 20, 2013 10:02 PM    Msg. 9 of 12       


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Feb 21, 2013 03:21 AM    Msg. 10 of 12       
Quote: --- Original message by: clonecam117
I would like an ambush remake, but does anyone have the weapons sounds? they're pretty good but the map's protected.


Because I have no life. I will go through the weapons and their sound files and find em if yarr want.
Ill start tomorrowzez... When I get the laptop back.

(Just kidding, life is great)

Unless you want to use maniacs.. Which I haven't heard yet.
(Ill do it anyways)


ReconNinja117
Joined: Nov 11, 2011


Posted: Feb 21, 2013 09:18 AM    Msg. 11 of 12       
*Points at his previous post* I probably got weapon and vehicle (and maybe dialogue) sounds covered, but I may use those ambience and explosive sounds. And if the "bullet sounds" refer to bullet flybys and impacts, I'd definitely like a change from CE's stock ones; some of them sound like they're from a 1960s cartoon, which is a bad thing if you're trying to simulate a firefight. Thanks for being helpful as ever, Maniac.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 21, 2013 10:18 PM    Msg. 12 of 12       
anytime man.

 

 
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