
AllySuzumiya
Joined: Feb 27, 2013
"Kotae wa itsumo watashi no mune ni.."
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Posted: Apr 11, 2013 01:33 PM
Msg. 1 of 19
Quick note: This has nothing to do with charlie brown. Anyhow.. I just thought you all might want to see something that I'm planning on working on for the next so&so months. "Reference image"That's right, it's another Call of Duty map port to Halo.. Like you haven't had enough of those, right? Anyhow, I'm planning on recreating the map Terminal from Call of Duty: Modern Warfare 2/3 with a mixture of weapons from Call of Duty and the Battlefield series (that's a whole lot of animating!) I'm planning on also using this new map to debut my Halo (sharp) Enb Tweak and maybe even a few new models (ported from Battlefield 3/Mw3 thanks to those beautiful people down at Facepunch!) "Reference image"Though, I'm going to use two base models from these two games in order to create the red/blue teams, I'm planning on retexturing/reskinning both in order to make them blend with the map. In other news, I'm gunna mess around and see if I can't fix that crappy lens flare. I hope it'd be something more reminiscent of the Battlefield 3/Crysis 3 lens flare. I've also prepared a static image of the flare I intend to use (the actual flare is a tracer and should follow the camera as you look at the sun) Asides from that, there's nothing else that I can really say. I'll update this thread as I go along and if you want to, submit some weapons you'd like to see in there or maybe even throw in a few pointers. My ETA's approximately a year (Multiple projects..) and I'm not sure when I can get a vanilla up and running because it's not at the top of my list of to-dos. I'll consider releasing an Alpha or a Beta but asides from that, you're looking at a direct release. Oh, and another thing that's completely unrelated! I'm working on a Pokemon rom as well. I'm planning on recreating it comepletely and in retrospective, that's probably why this project my seem so long-winded. Oh, and here's a screen of that. It's going to have new locations, new music and new sprites (You get to play as either Kyon or Haruhi.. Awesome, right?) So.. That's what's going to have my hands tied for a while.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Apr 11, 2013 03:52 PM
Msg. 2 of 19
Haruhiism <3
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 11, 2013 04:00 PM
Msg. 3 of 19
I'd totally be willing to help if you need it.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Apr 11, 2013 04:04 PM
Msg. 4 of 19
Why not rip the map like some guy tried to a few years back?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 11, 2013 04:21 PM
Msg. 5 of 19
Yeah I remember that thread. Wouldn't the map be too high poly for the game though, or would using OS circumvent that?
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Banshee64
Joined: Dec 4, 2012
oify
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Posted: Apr 11, 2013 04:45 PM
Msg. 6 of 19
Aw, For a minute there I thought this was going to be a custom map.
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AllySuzumiya
Joined: Feb 27, 2013
"Kotae wa itsumo watashi no mune ni.."
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Posted: Apr 11, 2013 05:41 PM
Msg. 7 of 19
Quote: --- Original message by: Jesse Yeah I remember that thread. Wouldn't the map be too high poly for the game though, or would using OS circumvent that? This, specifically, is why I chose to remake the map from scratch. And as for the Pokemon game, it's going to be labelled "The confusal of Haruhi Suzumiya." Basically, the story will be that Haruhi fell asleep while playing Pokemon and inadvertently recreated the world. In the starting monologue (usually done by a pokemon professor), it'll explain all of this. As for the Call of Duty map, I don't want to name it "Terminal" like it was originally called, simply because there's a Halo 2 map of the same name. So, I'll call it "Project: Zepplin" for now. I might need some help in the future but as for now, I've pretty much got things under control. I'm tackling everything, one thing at a time, in order to ensure that everything is precise. However, if you could enlighten me on how to pull off the ragdoll-esque physics that the brutes have in "The Truth And Reconcilliation.Yelo", I'd be delighted.
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Oskarmandude
Joined: Mar 16, 2013
Bosnia
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Posted: Apr 11, 2013 10:41 PM
Msg. 8 of 19
Are these weapons gonna be balanced or exactly like in MW2/MW3? And like MW3, all the MW2 maps were crap and built for camping. Edited by Oskarmandude on Apr 11, 2013 at 10:42 PM
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AllySuzumiya
Joined: Feb 27, 2013
"Kotae wa itsumo watashi no mune ni.."
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Posted: Apr 11, 2013 10:52 PM
Msg. 9 of 19
Balanced.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Apr 12, 2013 12:01 AM
Msg. 10 of 19
Interesting. I've always wanted to play on this map, but couldn't due to the fact that I don't have any gaming console.
We shall see how this plays out. ^_^
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AllySuzumiya
Joined: Feb 27, 2013
"Kotae wa itsumo watashi no mune ni.."
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Posted: Apr 12, 2013 12:44 PM
Msg. 11 of 19
Quote: --- Original message by: Mootjuh
I only liked the MW1/BO1 maps.
And are you going to add the ability to aim down your sights like Rerout managed to do for his zombie maps? Edited by Mootjuh on Apr 12, 2013 at 03:28 AM If you have his C.I. I'll look into contacting him about it. Oh, and here's a glimpse at the sprite I created for the pokemon game. This is one of like 40 static animations that I have for it and when I'm done with them all, I can convert em to bitmaps and put them right into the game. First, I have to convert it to a 16-colour pallete so that the game can recognize it. http://www.youtube.com/watch?v=c3v3veSbsUc and this is the link to the song that I'm going to put into the game. There's a trick that you have to pull off with it where you need to name it like the other songs in the system (usually "$" followed by a random number like "050" or something)  is what I plan on using to highlight the home screen for the game. For the Halo CE map, I've managed to find a .skp (sketchup) of the map without any textures on it. It's not too high-poly and I can import it into 3ds/blender via Collada and from there, I can start with the texturing of the map. You can see that below Along the lines of the gameplay, I want it to be fairly balanced with everyone starting off with a certain set of weapons. I'd speed up the reloading anims on the guns to emulate a "sleight of hand" and possibly implement some form of subtle motion blur (debuting with my enb series) to compliment to use of hi-res textures for the map. I might also change the pause menu (great.. gotta play with widgits) to make it emulate the COD pause menu and maybe switch some of the Halo announcer tags with the Call of Duty ones (Or, if i can, I'll rip them from a game called Syphon Filter: Logan's Shadow. There's much more to play with in that tag-base). For the zooming, I might emulate the line of sight on some weapons in order to make it look like it's zooming through the sight (Basically an "out of focus" image-overlay on the screen to make it look like you're looking through the line of sight) and for others, I'll take existing zoom-functions and switch them up a bit. Perhaps I'll mess around with the rocket launcher scope to make it emulate a sniper scope or something. I'm not such as of yet. For Cqc, I saw a knife anim a while back circulating on the sight. I want to pull off something along those lines.
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AllySuzumiya
Joined: Feb 27, 2013
"Kotae wa itsumo watashi no mune ni.."
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Posted: Apr 12, 2013 06:42 PM
Msg. 12 of 19
I can assure you that i know exactly what I'm getting myself into. I'm simply conjuring up a few ideas of what I'd like to see in the map as well as some insight on what the people would like to see in the map. Also, the Pokemon ROM does pertain to this particular project. When I'm finished with my Pokemon ROM, I can direct my full attention to this project. By me keeping everyone posted on both, I can give them a better sense of where I am, currently. As for "favouring sketchup models", It's not as much "favouring" as it is "improvising". I'm walking on thin ice when it comes to the map modelling. If I were to rip the model directly from the game, I'd have to hop hurdles in order to get the map to work in Halo CE (I'm not the only one who suspected that the original map rip might've been too high-poly). Replicating the model in Sketchup would solve that problem, indubitably. From there, I can import it into blender via collada (aforementioned if you read everything in my posts.) and smooth out any rough edges as well as apply needed texturing. Finally, "Planning" is as much apart of the project as the project, itself. Without thorough planning, you'll find yourself at multiple situations where you're clueless as to what you should do. I'm not just throwing out ideas without anything behind it. I'm running all sorts of tests with all sorts of variables in order to determine exactly what I need to do and exactly how it needs to be done. I've also prepared multiple textures and bump-maps and am in the process of re-texturing and rigging models. My success wasn't, isn't and never will be gauged by the opinions and discouragement of a single person. With all due respect, I value the constructive opinion over the destructive. Whether you're opposed to, sceptical of or against this project or not, I'm going to continue, nevertheless. Edited by AllySuzumiya on Apr 12, 2013 at 06:47 PM
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Kozakuu
Joined: Oct 30, 2011
Only the person who was wisdom can read the most.
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Posted: Apr 12, 2013 10:20 PM
Msg. 13 of 19
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Oskarmandude
Joined: Mar 16, 2013
Bosnia
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Posted: May 3, 2013 07:10 AM
Msg. 14 of 19
Hang on, why not port a good map like Wet Work instead of a camp ridden map like Terminal?
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AllySuzumiya
Joined: Feb 27, 2013
"Kotae wa itsumo watashi no mune ni.."
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Posted: May 3, 2013 01:38 PM
Msg. 15 of 19
Quote: --- Original message by: Oskarmandude Hang on, why not port a good map like Wet Work instead of a camp ridden map like Terminal? I'm porting the map, not the players. It's up to you to decide how you want to play.
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Oskarmandude
Joined: Mar 16, 2013
Bosnia
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Posted: May 4, 2013 10:01 AM
Msg. 16 of 19
Quote: --- Original message by: AllySuzumiyaQuote: --- Original message by: Oskarmandude Hang on, why not port a good map like Wet Work instead of a camp ridden map like Terminal? I'm porting the map, not the players. It's up to you to decide how you want to play. What I meant is that Terminal has a billion opportunities to camp.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: May 4, 2013 10:25 AM
Msg. 17 of 19
Quote: --- Original message by: AllySuzumiya
I can assure you that i know exactly what I'm getting myself into. I'm simply conjuring up a few ideas of what I'd like to see in the map as well as some insight on what the people would like to see in the map.
Also, the Pokemon ROM does pertain to this particular project. When I'm finished with my Pokemon ROM, I can direct my full attention to this project. By me keeping everyone posted on both, I can give them a better sense of where I am, currently.
As for "favouring sketchup models", It's not as much "favouring" as it is "improvising". I'm walking on thin ice when it comes to the map modelling. If I were to rip the model directly from the game, I'd have to hop hurdles in order to get the map to work in Halo CE (I'm not the only one who suspected that the original map rip might've been too high-poly). Replicating the model in Sketchup would solve that problem, indubitably.
From there, I can import it into blender via collada (aforementioned if you read everything in my posts.) and smooth out any rough edges as well as apply needed texturing.
Finally, "Planning" is as much apart of the project as the project, itself. Without thorough planning, you'll find yourself at multiple situations where you're clueless as to what you should do. I'm not just throwing out ideas without anything behind it. I'm running all sorts of tests with all sorts of variables in order to determine exactly what I need to do and exactly how it needs to be done. I've also prepared multiple textures and bump-maps and am in the process of re-texturing and rigging models.
My success wasn't, isn't and never will be gauged by the opinions and discouragement of a single person. With all due respect, I value the constructive opinion over the destructive. Whether you're opposed to, sceptical of or against this project or not, I'm going to continue, nevertheless. Edited by AllySuzumiya on Apr 12, 2013 at 06:47 PM FTF waffles Edited by Dumb AI on May 4, 2013 at 10:25 AM
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StormUndBlackbird
Joined: Oct 27, 2011
https://youtube.com/StormUndBlackbird
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Posted: May 4, 2013 10:35 AM
Msg. 18 of 19
Quote: --- Original message by: OskarmandudeQuote: --- Original message by: AllySuzumiyaQuote: --- Original message by: Oskarmandude Hang on, why not port a good map like Wet Work instead of a camp ridden map like Terminal? I'm porting the map, not the players. It's up to you to decide how you want to play. What I meant is that Terminal has a billion opportunities to camp. Which map doesn't? And there are things like "anti-camping" nowadays too :P
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: May 4, 2013 11:01 AM
Msg. 19 of 19
Quote: --- Original message by: StormUndBlackbirdQuote: --- Original message by: OskarmandudeQuote: --- Original message by: AllySuzumiyaQuote: --- Original message by: Oskarmandude Hang on, why not port a good map like Wet Work instead of a camp ridden map like Terminal? I'm porting the map, not the players. It's up to you to decide how you want to play. What I meant is that Terminal has a billion opportunities to camp. Which map doesn't? And there are things like "anti-camping" nowadays too :P Grenades around the corner work pretty well against them. No where to run and they get blown up and end up either badly hurt or dead.
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