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Author Topic: Project-Contingency (Fan made Halo Game) (309 messages, Page 4 of 9)
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YSlayer12
Joined: Aug 31, 2014

"We are made of MLG Qwikscopes"


Posted: Oct 28, 2014 11:06 PM    Msg. 106 of 309       
I'm sort of a stickler for release dates so... when it be released? And good job, and PLEASE make the playable character a Spartan II and NOT an ODST.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Oct 28, 2014 11:08 PM    Msg. 107 of 309       
Cant give a clear release date. Recall that we are not a large corporate team, we're merely a small team of dedicated halo fans working on this on our spare time. Of course, if you wish to apply to the team, you may feel free to do so.


YSlayer12
Joined: Aug 31, 2014

"We are made of MLG Qwikscopes"


Posted: Oct 28, 2014 11:09 PM    Msg. 108 of 309       
I might be good for some weapon/Vehicle concept art, If you like


DOPPELGANGER
Joined: Jul 19, 2014

whoops


Posted: Oct 29, 2014 12:56 AM    Msg. 109 of 309       
So kawaii.


sshers4
Joined: Apr 28, 2013


Posted: Oct 29, 2014 07:15 AM    Msg. 110 of 309       
Quote: --- Original message by: R93_Sniper
Cant give a clear release date. Recall that we are not a large corporate team, we're merely a small team of dedicated halo fans working on this on our spare time. Of course, if you wish to apply to the team, you may feel free to do so.



I saw the gameplay of contingency with AR. It looks good.



One question sniper, will this game have modding kit just like halo custom edition?
Edited by sshers4 on Oct 29, 2014 at 07:17 AM
Edited by sshers4 on Oct 29, 2014 at 07:19 AM
Edited by sshers4 on Oct 29, 2014 at 07:20 AM


AntonMK14
Joined: Jul 28, 2014


Posted: Oct 29, 2014 09:25 AM    Msg. 111 of 309       
That's a very pretty Assault Rifle indeed. Props on making something original that looks great and is immediately recognizable as a Halo AR.

Still curious to see some actual gameplay. I realize that the assets are a long way from being finished, but even something with placeholders would be cool.


austen1000
Joined: Sep 4, 2012


Posted: Oct 29, 2014 11:23 AM    Msg. 112 of 309       
Quote: --- Original message by: R93_Sniper
Cant give a clear release date. Recall that we are not a large corporate team, we're merely a small team of dedicated halo fans working on this on our spare time. Of course, if you wish to apply to the team, you may feel free to do so.


What version of the CryEngine is the team using? Is it the free version or the subscription-based version?


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Oct 29, 2014 08:22 PM    Msg. 113 of 309       
Quote: --- Original message by: austen1000
Quote: --- Original message by: R93_Sniper
Cant give a clear release date. Recall that we are not a large corporate team, we're merely a small team of dedicated halo fans working on this on our spare time. Of course, if you wish to apply to the team, you may feel free to do so.


What version of the CryEngine is the team using? Is it the free version or the subscription-based version?


3.5.8, free SDK

Quote: --- Original message by: sshers4
I saw the gameplay of contingency with AR. It looks good.
One question sniper, will this game have modding kit just like halo custom edition?


1. I'd like some proof of that
2. Debatable

Quote: --- Original message by: Mootjuh
Something bothers me oat the right-hand grip of the AR, can't really point out what it is though.


Other than the fact that its smoothened in one picture and in the other it isn't?

Quote: --- Original message by: AntonMK14
That's a very pretty Assault Rifle indeed. Props on making something original that looks great and is immediately recognizable as a Halo AR.

Still curious to see some actual gameplay. I realize that the assets are a long way from being finished, but even something with placeholders would be cool.


If you recall from the beginning with the Halo 4 styled Battle Rifle placeholder we had, we got a lot of flak from that. We of course have placeholder weapons and objects, but we just don't show them off because they don't need to be shown.
Edited by R93_Sniper on Oct 29, 2014 at 08:27 PM


austen1000
Joined: Sep 4, 2012


Posted: Oct 29, 2014 08:28 PM    Msg. 114 of 309       
Quote: --- Original message by: R93_Sniper
Quote: --- Original message by: austen1000
Quote: --- Original message by: R93_Sniper
Cant give a clear release date. Recall that we are not a large corporate team, we're merely a small team of dedicated halo fans working on this on our spare time. Of course, if you wish to apply to the team, you may feel free to do so.


What version of the CryEngine is the team using? Is it the free version or the subscription-based version?


3.5.8, free SDK


Well, in that case, after I get my bot project for Halo CE done, and gain some knowledge in the process, I might try to learn the CryEngine SDK and apply for a position on the team. Also, a while back, I was trying to create my own Halo game, but, it never made it past concept design. However, there was one idea for a game mode that I had fleshed out fairly well. If you want me to share it, PM me.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Oct 29, 2014 08:57 PM    Msg. 115 of 309       
@r93 sniper, what are you in charge of in the team ?


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Oct 29, 2014 09:08 PM    Msg. 116 of 309       
Animator, but I oftentimes step up to organize the team (by permission of the team leads, of course). Its an interesting method of working because it lets people know pretty much immediately what needs to be done.

I'm also multipurpose, so I can technically help more people with their work, which allows me understand what various sections of the team need to get done. If you really want to, you can see who's working on what in the update section, as we put down our Devs


sshers4
Joined: Apr 28, 2013


Posted: Oct 29, 2014 09:26 PM    Msg. 117 of 309       
Quote: --- Original message by: R93_Sniper

Quote: --- Original message by: austen1000
Quote: --- Original message by: R93_Sniper
Cant give a clear release date. Recall that we are not a large corporate team, we're merely a small team of dedicated halo fans working on this on our spare time. Of course, if you wish to apply to the team, you may feel free to do so.


What version of the CryEngine is the team using? Is it the free version or the subscription-based version?


3.5.8, free SDK

Quote: --- Original message by: sshers4
I saw the gameplay of contingency with AR. It looks good.
One question sniper, will this game have modding kit just like halo custom edition?


1. I'd like some proof of that
2. Debatable

Quote: --- Original message by: Mootjuh
Something bothers me oat the right-hand grip of the AR, can't really point out what it is though.


Other than the fact that its smoothened in one picture and in the other it isn't?

Quote: --- Original message by: AntonMK14
That's a very pretty Assault Rifle indeed. Props on making something original that looks great and is immediately recognizable as a Halo AR.

Still curious to see some actual gameplay. I realize that the assets are a long way from being finished, but even something with placeholders would be cool.


If you recall from the beginning with the Halo 4 styled Battle Rifle placeholder we had, we got a lot of flak from that. We of course have placeholder weapons and objects, but we just don't show them off because they don't need to be shown.
Edited by R93_Sniper on Oct 29, 2014 at 08:27 PM


I saw short gameplay on that website. It was just showing the AR working in progress.


TheChunkierBean
Joined: Oct 31, 2013

This Bean is Cooking!!


Posted: Oct 29, 2014 09:31 PM    Msg. 118 of 309       
Quote: --- Original message by: sshers4
Quote: --- Original message by: R93_Sniper

Quote: --- Original message by: austen1000
Quote: --- Original message by: R93_Sniper
Cant give a clear release date. Recall that we are not a large corporate team, we're merely a small team of dedicated halo fans working on this on our spare time. Of course, if you wish to apply to the team, you may feel free to do so.


What version of the CryEngine is the team using? Is it the free version or the subscription-based version?


3.5.8, free SDK

Quote: --- Original message by: sshers4
I saw the gameplay of contingency with AR. It looks good.
One question sniper, will this game have modding kit just like halo custom edition?


1. I'd like some proof of that
2. Debatable

Quote: --- Original message by: Mootjuh
Something bothers me oat the right-hand grip of the AR, can't really point out what it is though.


Other than the fact that its smoothened in one picture and in the other it isn't?

Quote: --- Original message by: AntonMK14
That's a very pretty Assault Rifle indeed. Props on making something original that looks great and is immediately recognizable as a Halo AR.

Still curious to see some actual gameplay. I realize that the assets are a long way from being finished, but even something with placeholders would be cool.


If you recall from the beginning with the Halo 4 styled Battle Rifle placeholder we had, we got a lot of flak from that. We of course have placeholder weapons and objects, but we just don't show them off because they don't need to be shown.
Edited by R93_Sniper on Oct 29, 2014 at 08:27 PM


I saw short gameplay on that website. It was just showing the AR working in progress.


That's not gameplay. It's called an image.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Oct 29, 2014 10:37 PM    Msg. 119 of 309       
Some overall crit, assuming that dudes from over there check here...

Whoever is doing the human weapons, especially the assault rifle for instance is making them way to noise and adding tons of unnecessary greeble. Honestly, they do not look that great. Same goes for the crates, panels, etc, and I noticed in some of the turntables that the low polys can be optimized a lot more then they are currently.

The covenant weapons look nice, simple and the materials look good so far.

If your going to present animations, present all of them together, not simply 3 second clips on youtube. Ain't nobody got time for all that repeating.

The effects look good so far as WIP's, keep at them.

Keep in mind all of this is basically just general crit. Next time you should show some real gameplay and environment, some meat of the game itself. As hard as it is to contain yourself, you'll create a bigger impression with the community that blows them away with a single epic trailer then a bunch of works in progress pictures.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Oct 29, 2014 11:08 PM    Msg. 120 of 309       
Quote: --- Original message by: Higuy
Whoever is doing the human weapons, especially the assault rifle for instance is making them way to noise and adding tons of unnecessary greeble.

I strongly disagree with this. Halo 4's assault rifle was an example of too much noise and unecessary greeblies. Almost everything on the Contingency assault rifle, however, seems to have a purpose.

The front cowling has been modified to give the appearance that it's rail-mounted, and can be removed to accomodate other attachment. What appears to be the lens for a smart-link scope can be seen protruding over the barrel, and wires can be seen connecting from the cowling to the rifle's display, implying that the ammo indicator may also function as a scope display, which could explain the knob on the left side as a means of adjusting magnification. There's a really simple, adjustable stock extension, a cheek rest to elevate your head enough to see over the display... I'm really not seeing anything that exists solely for the sake of adding noise.
Edited by Echo77 on Oct 29, 2014 at 11:09 PM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Oct 30, 2014 01:00 AM    Msg. 121 of 309       
Quote: --- Original message by: TheChunkierBean
That's not gameplay. It's called an image.


Ah apologies, I didn't realize what he was talking about originally. He was referring to us showing how the Radar, Shields, Shield Effects and Ammo Counter worked. An assault rifle was used in the videos. It wasn't gameplay, mere shows of code in action.

Quote: --- Original message by: Higuy
Some overall crit, assuming that dudes from over there check here...


I still frequent these forums, and even if not you could always hit me up on xfire (considering you've had me added for forever now)

Quote:
Whoever is doing the human weapons, especially the assault rifle for instance is making them way to noise and adding tons of unnecessary greeble. Honestly, they do not look that great. Same goes for the crates, panels, etc, and I noticed in some of the turntables that the low polys can be optimized a lot more then they are currently.


Martin is working on the new Assault Rifle while Christian is working on the Battle Rifle. Echo77 pretty much explained the purpose of the weapons part. The crates were all Ethan's work while the Panels, Medkit/Holder, and Fusion cores were made by Michael. Ethan still wishes to increase the polycount for his objects so that they can be baked down properly. Michael is still in the process of baking everything and a few of those bakes were put down last minute. However, for both of them, since we don't necessarially need to work on such a tight polygon budget as CE, and also considering that most of these objects will be viewable at reasonably close distances, it would make sense to have a polycount that will reduce lag but keeps detail.

Quote:
The covenant weapons look nice, simple and the materials look good so far.


Master Noob works wonders with his Covenant Materials

Quote:
If your going to present animations, present all of them together, not simply 3 second clips on youtube. Ain't nobody got time for all that repeating.


Animations were tricky as we couldn't put them together onto the site as we wanted them to. We intended to put a showreel for animations in the update but unfortunately that didn't end up happening on the timing we would have wished. However, As posted above, Stryking has a showreel presented for that purpose

Quote:
The effects look good so far as WIP's, keep at them.


Any Suggestions would be appreciated

Quote:
Keep in mind all of this is basically just general crit. Next time you should show some real gameplay and environment, some meat of the game itself. As hard as it is to contain yourself, you'll create a bigger impression with the community that blows them away with a single epic trailer then a bunch of works in progress pictures.


The purpose for this update was more to ensure the community as a whole that the game is still being worked on, even if the updates weren't being given frequently. In due time however, we'll show something that would be enjoyable for everyone

Edited by R93_Sniper on Oct 30, 2014 at 01:09 AM


DOPPELGANGER
Joined: Jul 19, 2014

whoops


Posted: Oct 30, 2014 01:37 AM    Msg. 122 of 309       
I really do hope you make an editing kit for this game, It'd be a waste if you didn't. I know the Contingency team has a lot of stuff to think about before this, and I also have no good reasons why you really should consider an editing kit, but it is a great thing to do. Also, I really like the elites so far. I'm not a big fan of the Halo 4 styled skin and face but I wont complain on that because that's just my opinion and it doesn't matter much. Other than that I'm very aware most stuff isn't complete and are still works in progress, but I don't much like the look of the elite fp arms, they're too fat. Other than that on the multiplayer menu I hope you will have a better pic for the background because the one you're using now is too toony. Furhtermore, the elites move too damn slow, I think you meant for the elites to move to a speed equivalent to a spartan (which I do like) but even for a spartan that's too slow, unless of course you'll include a sprint module. As for the elite armor, from what I know masternoob is a big fan of Halo: Reach elites, and there is some resemblance in artstyle, but when you're working on armor I think you should mix some Halo games and maybe take from all the Halos on the elite armor, Halo 2 and Halo: Reach armor looking the best in my opinion. I really love what you have so far, please don't let this die like all the other Halo indie games. And for the love of god don't pull a micro$oft, include an editing kit.


BloodBrothers
Joined: Jan 3, 2012


Posted: Oct 30, 2014 01:55 AM    Msg. 123 of 309       
That Battle Rifle image is kinda hard to tell what is going on, so I'll just post a direct picture from Max. Yeah, I know about the screws...




Edited by BloodBrothers on Oct 30, 2014 at 01:56 AM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Oct 30, 2014 04:27 AM    Msg. 124 of 309       
Quote: --- Original message by: rangerDanger
-snip-


I'm going to split your post up quickly, so you'll need to correct me if I miss anything
1. Include Editing Kit
2. Change Elite head to be less "Halo 4 like"
3. Elite Hands look too fat
4. Change background for menus
5. Characters move too slow
6. Make armor look like a proper mix of all the games
7. Don't die.

[Wow the concidence on that number is ridiculous]

And now for some responses.
1. Inclusion of an editing kit, as it stands right now, is something we're not even going to bother ourselves with. Reason being that cryengine has a very odd way of handling everything when it comes down to maps, moreso than CE. If the slightest thing is different you wont be able to join and the difference as well is that weapons aren't map specific, they're game specific. The amount of work needed to get that to work is beyond what we're currently worrying to look into.

2. Despite the amount of hate for the Halo 4 elites (and trust me, I hate them almost outright as well), the skin we have for the elites don't seem to be much different than the 3/Reach ones, with the exception of the lower specular values. Master noob has his own way of designing the skin and materials, and i'll personally put in my word stating how good it looks in engine as well.

3. You would assume they look too fat but if you compare to the ones we had before (look at the carbine reel), you'll notice that the difference was undoubtedly there for the better.

4. The background is intended to change. The background as it is right now is only there to serve as a placeholder. Its a bit of old concept art.

5. Movement speed and other factors such as that are going to be refined as time goes on.

6. We currently like to have our own designed armors. Given, the common armor designs (Major, Minor, etc) will be present as they should, we'll still take liberties to create armors that fit the aesthetic that we build for the game.

7. That was pretty much the purpose of putting the update out as I stated before; to show we're not dead, just working in the shadows. Plus we've internally decided that we'll try to give more frequent updates. If you wish to get more frequent updates you should head over to our forums (which has long since been reworked by popular demand). Hopefully dennis doesn't kill me for this but you can access our site here


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Oct 30, 2014 05:29 AM    Msg. 125 of 309       
Quote: --- Original message by: R93_Sniper
1. Inclusion of an editing kit, as it stands right now, is something we're not even going to bother ourselves with. Reason being that cryengine has a very odd way of handling everything when it comes down to maps, moreso than CE. If the slightest thing is different you wont be able to join and the difference as well is that weapons aren't map specific, they're game specific. The amount of work needed to get that to work is beyond what we're currently worrying to look into.

AHAHAHAHAHHAHAHHAHAHAHAHAHAHAHAHHAHAHA


sshers4
Joined: Apr 28, 2013


Posted: Oct 30, 2014 08:57 AM    Msg. 126 of 309       
Quote: --- Original message by: Mootjuh
I'd like the idea of making maps and send them the heightmaps(since that's how terrain generation in CryEngine 3 works) along with the instances and a 3d render with spawns, weapon and vehicle placement etc. And ofcourse with all the textures coming with the terrain and instances.




I wonder if its possible to port halo 3 physic into cry engine.


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Oct 30, 2014 10:01 AM    Msg. 127 of 309       
Cryengine already has some pretty friggin amazing physics. Also when can we expect to see the game in action?


sshers4
Joined: Apr 28, 2013


Posted: Oct 30, 2014 11:04 AM    Msg. 128 of 309       
Quote: --- Original message by: VKNG
Cryengine already has some pretty friggin amazing physics. Also when can we expect to see the game in action?



Dennis, should make a board section for contingency.


AntonMK14
Joined: Jul 28, 2014


Posted: Oct 30, 2014 11:16 AM    Msg. 129 of 309       
Quote: --- Original message by: VKNG
Also when can we expect to see the game in action?


Right after Halo 2 SPV3.


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Oct 30, 2014 12:28 PM    Msg. 130 of 309       
Quote: --- Original message by: altis94
Quote: --- Original message by: R93_Sniper
1. Inclusion of an editing kit

AHAHAHAHAHHAHAHHAHAHAHAHAHAHAHAHHAHAHA


Also keep in mind that if we move on to Cryengine 3.6 and above, we'll be able to fix a lot of issues as well as upgrade our graphics at the literal cost of spending money on a subscription. At the same time, this means that anyone that wishes to make maps in 3.6 will also have to pay for a subscription as well. It's no laughing matter.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Oct 30, 2014 12:32 PM    Msg. 131 of 309       
Quote: --- Original message by: sshers4
Quote: --- Original message by: Mootjuh
I'd like the idea of making maps and send them the heightmaps(since that's how terrain generation in CryEngine 3 works) along with the instances and a 3d render with spawns, weapon and vehicle placement etc. And ofcourse with all the textures coming with the terrain and instances.




I wonder if its possible to port halo 3 physic into cry engine.


lel sshers. cry engine 3's physics are an in house system that crytek made. i believe that on the older versions of the engine they used havok physics but when CE3 came out it was changed to an in house physics engine.

btw the only stuff we truly have access to for porting are models, bitmaps, sounds, and bsp's

no to mention that in order for contingency to not get shut down they cannot even use a single asset from any of the halo games. so stop asking them to port stuff to their game...

btw if you want to try and add havok physics librarys to CE3 be my guest, here they are. all you have to do is learn C## http://www.havok.com/products/physics
Edited by killzone64 on Oct 30, 2014 at 12:35 PM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Oct 30, 2014 03:53 PM    Msg. 132 of 309       
Quote: --- Original message by: killzone64

Quote: --- Original message by: sshers4
Quote: --- Original message by: Mootjuh
I'd like the idea of making maps and send them the heightmaps(since that's how terrain generation in CryEngine 3 works) along with the instances and a 3d render with spawns, weapon and vehicle placement etc. And ofcourse with all the textures coming with the terrain and instances.




I wonder if its possible to port halo 3 physic into cry engine.


lel sshers. cry engine 3's physics are an in house system that crytek made. i believe that on the older versions of the engine they used havok physics but when CE3 came out it was changed to an in house physics engine.

btw the only stuff we truly have access to for porting are models, bitmaps, sounds, and bsp's

no to mention that in order for contingency to not get shut down they cannot even use a single asset from any of the halo games. so stop asking them to port stuff to their game...

btw if you want to try and add havok physics librarys to CE3 be my guest, here they are. all you have to do is learn C## http://www.havok.com/products/physics
Edited by killzone64 on Oct 30, 2014 at 12:35 PM


CryEngine3 started the trend of an in-house physics engine yes. However, you can modify the default startup values for a majority of physics related things, which we did to make the general physics feel as close to Halo 3's setup as possible.


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Oct 30, 2014 04:48 PM    Msg. 133 of 309       
Quote: --- Original message by: Echo77
I strongly disagree with this. Halo 4's assault rifle was an example of too much noise and unecessary greeblies. Almost everything on the Contingency assault rifle, however, seems to have a purpose.

The front cowling has been modified to give the appearance that it's rail-mounted, and can be removed to accomodate other attachment. What appears to be the lens for a smart-link scope can be seen protruding over the barrel, and wires can be seen connecting from the cowling to the rifle's display, implying that the ammo indicator may also function as a scope display, which could explain the knob on the left side as a means of adjusting magnification. There's a really simple, adjustable stock extension, a cheek rest to elevate your head enough to see over the display... I'm really not seeing anything that exists solely for the sake of adding noise.
Edited by Echo77 on Oct 29, 2014 at 11:09 PM


I disagree with you.
Overall I would say that the Contingency Assault Rifle has parts that I do and do not appreciate. The trigger guard seems ridiculously over-done, and the square indents/pill-shaped pattern seem unnecessary and pretty ugly. For example, the cheek rest has that "AC unit" pattern with repeating blocks, just like the front grip. Also the screws just butt out immediately, and it would be nice if they kindof slid into an impression and weren't so over-modeled. When I look at the Halo 4 Assault Rifle, I believe it was an excellently created model. Compared to the Reach AR, it was heavily toned down (the texture work has a lot to do with that) and the "greebles" are subtle indents and detail work which make it look like it was actually constructed out of different parts. It's not like they slapped starfighter engines on the Halo 4 AR, and the little sci-fi bits are so slight that just looking at the model briefly gives a good understanding of the shape.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Oct 30, 2014 05:19 PM    Msg. 134 of 309       
Quote: --- Original message by: xnx
1. The trigger guard seems ridiculously over-done, and the square indents/pill-shaped pattern seem unnecessary and pretty ugly. For example, the cheek rest has that "AC unit" pattern with repeating blocks, just like the front grip.

2. Also the screws just butt out immediately, and it would be nice if they kindof slid into an impression and weren't so over-modeled.

3. When I look at the Halo 4 Assault Rifle, I believe it was an excellently created model. Compared to the Reach AR, it was heavily toned down (the texture work has a lot to do with that) and the "greebles" are subtle indents and detail work which make it look like it was actually constructed out of different parts. It's not like they slapped starfighter engines on the Halo 4 AR, and the little sci-fi bits are so slight that just looking at the model briefly gives a good understanding of the shape.

1. The trigger guard is just a straight piece of metal that connects to the body of the gun, though. One could argue that the square indents in the stock may not be entirely necessary, but in #3, you mention that indentions in the Halo 4 AR contribute to its aesthetic.

The pattern of the cheek rest and handguard would improve grip.

2. The screws on the stock could probably be a bit more recessed, but I don't think the ones on the cowling attachment would matter much either way.

3. But notice that you describe them as "sci-fi bits," because you're not entirely sure why they're there, what purpose they might serve, aside from just being extra bits of metal that screw on.
---
You may not like the way it looks, but my original point wasn't whether or not the Contingency MA5 is objectively visually superior to the MA5D, only that the majority of the "greeblies" and "noise" Higuy referred to actually had a discernible purpose, as opposed to the "little sci-fi bits" of the MA5D.

Quote: --- Original message by: BloodBrothers

That Battle Rifle image is kinda hard to tell what is going on, so I'll just post a direct picture from Max. Yeah, I know about the screws...

http://puu.sh/bDKBI/4e5f7b0d00.jpg

http://puu.sh/bFwr5/0ac37a2048.jpg
Edited by BloodBrothers on Oct 30, 2014 at 01:56 AM



Edited by Echo77 on Oct 30, 2014 at 05:26 PM


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Oct 30, 2014 05:47 PM    Msg. 135 of 309       
In regards to animations and the lack thereof, I'll be making my own animation reel this weekend with the plasma pistol as well. I'm swamped this week in college though, and I do have to do some CMT edits as well so who knows when the hell I'll get it out.


YSlayer12
Joined: Aug 31, 2014

"We are made of MLG Qwikscopes"


Posted: Oct 30, 2014 05:59 PM    Msg. 136 of 309       
There will be multiplayer I presume?


sshers4
Joined: Apr 28, 2013


Posted: Oct 30, 2014 06:02 PM    Msg. 137 of 309       
Quote: --- Original message by: YSlayer12
There will be multiplayer I presume?



Yes there will be multiplayer up to 64 players online.

http://i.imgur.com/Pvn1HXA.jpg


thats a screenshot.


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Oct 30, 2014 06:23 PM    Msg. 138 of 309       
Quote: --- Original message by: sshers4
Quote: --- Original message by: YSlayer12
There will be multiplayer I presume?



Yes there will be multiplayer up to 64 players online.

http://i.imgur.com/Pvn1HXA.jpg


thats a screenshot.


hope most of those are ai, cuz if there aren't many players, it could get boring


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Oct 30, 2014 06:44 PM    Msg. 139 of 309       
Based on its description might be similar to generator defense and invasion. Slayer, CTF, and KOTH are confirmed (I could read the blurred out stuff on the menu :D)


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Oct 30, 2014 07:12 PM    Msg. 140 of 309       
They can't because you can't mod a compiled game. Remember the way cryengine works is different from the HEK. Once the game is compiled, you cant modify any of the files. Lots of engines do this actually.

 
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