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Author Topic: Bigass Public Beta (1557 messages, Page 20 of 45)
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Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Sep 3, 2014 07:48 PM    Msg. 666 of 1557       
Quote: --- Original message by: Zetren
EDIT: Flashlight would be nice. Dark CTF is dark.

The problem with that is that, at night, you can see a flashlight from across the map. Coupled with the fact that flashlight on/off states don't synchronize over online multiplayer, you might think that you've turned your flashlight off, but to the sniper on the other side of the valley, it's still turned on. Your flashlight would also activate any time you turned on your night vision, completely negating its use as a way of seeing people in the dark without them seeing you.

The M6C/s, sniper rifle, and binoculars all incorporate night vision scopes, though, so you have some options when it comes to seeing in the dark without a flashlight.


P3
Joined: Dec 2, 2011


Posted: Sep 3, 2014 07:59 PM    Msg. 667 of 1557       
DMR reload animation may have an error, or a mistake. Which ever you would count it as. The thumb twitch moves at the end of the animation.

Also, why not use Halo reach, 3, or 4 sniper rifle? Or a better custom one.

Edit:

Also, why don't you guys fix the vent? D: It always bothers me because it is sort of difficult to jump up onto the vent when you are inside. Why not add a latter, make it lower, or make it go up in a slope?
Edited by P3 on Sep 3, 2014 at 08:03 PM


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Sep 3, 2014 08:18 PM    Msg. 668 of 1557       
Quote: --- Original message by: P3
DMR reload animation may have an error, or a mistake. Which ever you would count it as. The thumb twitch moves at the end of the animation.
A mistake on my part, excuse my poor excuse of an animation set for the DMR I was really not feeling it. Maybe I'll get around to fixing it, it's just as simple as dragging a keyframe to put the thumb back into origin position (if something isn't in origin position at the end of an animation in Halo, the game will go "AKJFIOEWQJKF" and move it back/aka the idle animation kicks in).


n00b1n8R
Joined: Jun 14, 2006

Major League Trolling


Posted: Sep 3, 2014 08:43 PM    Msg. 669 of 1557       
Put a 2nd exit to the blue team's rocket base, maybe a way to get ontop of that arch thing, maybe some kind of defensive position facing out of either side. Just something, because it's a lot easier to camp than the red tunnel and I've had a lot of interesting fights around that tunnel.

Make it easier to jump on the roof of the shed thing on blue too. It's super easy on red and while it's not hard to get on the rock, it's still much harder.

Make all the vehicles lights toggle with the Q button the way they do on the spade. It's a good feature.

Make the passenger seats in the truck third person. Easily the worst thing about that vehicle is having to rely on Mexicans to drive you where you need to be and not get you killed in the process.

Make the trip mines be audible from a larger distance.
Edited by n00b1n8R on Sep 3, 2014 at 08:48 PM


no offence
Joined: Sep 2, 2014


Posted: Sep 4, 2014 04:28 AM    Msg. 670 of 1557       
Quote: --- Original message by: altis94

Quote: That doesn't happen in the new version which will be released soon.


Quote: Just released the new beta, get it here: http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=44977



@ altis,
by the new version you mean v2,104? well it happens in v2,104 too.... :(

https://www.youtube.com/watch?v=9savW_vYfC0&list=UUGcWG0mAk_ASMU5OF1B_yMQ


Edited by no offence on Sep 4, 2014 at 04:32 AM


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Sep 4, 2014 06:47 AM    Msg. 671 of 1557       
Quote: --- Original message by: n00b1n8R

Put a 2nd exit to the blue team's rocket base, maybe a way to get ontop of that arch thing


This is quite a good idea. BSP editing got quite hard though with all the errors tool randomly generates with this structure.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Sep 4, 2014 08:45 AM    Msg. 672 of 1557       
The update is pretty nice this time around, especially with the base and layout with the armory. My only complaint about the base at all this point would be how the warthogs are situated in the base and lowered down, sometimes it just feels a bit clunky trying to get in one.

Another problem I still see with the map is a middle ground kind of area on the upper plateu area. The crashed ship is there but thats really not much. Even if you just took the middle base and copied and put it up there, that would be really nice. The landbridge that was also added could either: a) have the trees removed from it on the far side that block a nice natural path to get down from when in a vehicle or b) remove the hills in front of it for a nice path to go up too.

The night version is pretty cool also.


ChieftainSnipe
Joined: Jul 14, 2013

Flyin' High


Posted: Sep 4, 2014 09:39 AM    Msg. 673 of 1557       
The sniper rifle needs refinements because when I use it, I have to lead even in no-lead as there is no hitscan feature. Couldn't it be made easier to use instead of leading in no-lead?


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Sep 4, 2014 10:29 AM    Msg. 674 of 1557       
Quote: --- Original message by: ChieftainSnipe
The sniper rifle needs refinements because when I use it, I have to lead even in no-lead as there is no hitscan feature. Couldn't it be made easier to use instead of leading in no-lead?


that's the point. it requires more skill this way, its not just point and shoot anymore. the original halo 1 sniper was like that because it was hard enough aiming dead on with a controller let alone leading in front of anyone. all that no lead is doing in this case is stabilizing the amount of lead you need to use so that it is the same amount with every player. you have to lead with the dmr as aswell as the sniper.


altis94
Joined: Oct 5, 2012

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


Posted: Sep 4, 2014 03:51 PM    Msg. 675 of 1557       
Quote: •Shotgun feels underpowered. The reticle implies that the spread has been widened, but it doesn't seem like it does enough damage to compensate for this. Something to consider could be extending the range and tightening the spread (so that even if each individual pellet deals lackluster damage, the odds of more of them hitting a target are increased) or having a relatively short range and wide spread with increased damage-per-pellet.
Other people said that shotgun is already OP.
Quote:
•The anti-tank mines are selected by default, but it seem that people need to frag more often than they need to mine.
That's what everyone says but switching grenades in globals doesn't change anything. Seems like grenade type is selected randomly or something.
Quote: Also, why don't you guys fix the vent? D: It always bothers me because it is sort of difficult to jump up onto the vent when you are inside. Why not add a latter, make it lower, or make it go up in a slope?
I like the ladder idea.
Quote: Put a 2nd exit to the blue team's rocket base, maybe a way to get ontop of that arch thing, maybe some kind of defensive position facing out of either side. Just something, because it's a lot easier to camp than the red tunnel and I've had a lot of interesting fights around that tunnel.

Make it easier to jump on the roof of the shed thing on blue too. It's super easy on red and while it's not hard to get on the rock, it's still much harder.
I will think about those.
Quote: Make all the vehicles lights toggle with the Q button the way they do on the spade. It's a good feature.
You probably don't realize that there are only 4 functions. I could make all vehicles toggle lights but then I would need to get rid of horn or something.
Quote: Make the trip mines be audible from a larger distance.
Tripmines had a longer sound distance before but that caused some issues when there were several tripmines around. That didn't happen when I tried it, no idea what causes that.
Quote: The sniper rifle needs refinements because when I use it, I have to lead even in no-lead as there is no hitscan feature. Couldn't it be made easier to use instead of leading in no-lead?
Bullets have travel time. Bullet speed was increased 10 times in one private beta and long range weapons were much more OP.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Sep 4, 2014 04:08 PM    Msg. 676 of 1557       
Quote: --- Original message by: altis94
Quote: •Shotgun feels underpowered. The reticle implies that the spread has been widened, but it doesn't seem like it does enough damage to compensate for this. Something to consider could be extending the range and tightening the spread (so that even if each individual pellet deals lackluster damage, the odds of more of them hitting a target are increased) or having a relatively short range and wide spread with increased damage-per-pellet.
Other people said that shotgun is already OP.

The shotgun is a very specialized weapon that fulfills a niche role on a very, very large map that heavily incorporates vehicular combat and features an array of ranged, headshot-capable weapons. It has to have some sort of advantage, otherwise there's no point in using it when it's outranged and ultimately less adaptble than nearly every other weapon (including the MA5K, which rivals the shotgun in its effectiveness in close-quarters).
Edited by Echo77 on Sep 4, 2014 at 04:11 PM


altis94
Joined: Oct 5, 2012

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


Posted: Sep 4, 2014 04:44 PM    Msg. 677 of 1557       


StormUndBlackbird
Joined: Oct 27, 2011

https://youtube.com/StormUndBlackbird


Posted: Sep 4, 2014 04:48 PM    Msg. 678 of 1557       
I think what Echo is trying to say should be as understandable as



n00b1n8R
Joined: Jun 14, 2006

Major League Trolling


Posted: Sep 4, 2014 07:11 PM    Msg. 679 of 1557       
Improving the general lighting would also be good. The Buildings are waaay too dark at night. Maybe some streetlights on the main road too just to make the map a little more visually appealing at night.

(Flare grenades would be cool but probably not practical)


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Sep 4, 2014 08:04 PM    Msg. 680 of 1557       
You guys should also make a slayer variant gametype where everyone starts with snipers + its night time (for the server). We played a bit of that last night somewhat, it was alot of fun.


StormUndBlackbird
Joined: Oct 27, 2011

https://youtube.com/StormUndBlackbird


Posted: Sep 4, 2014 08:22 PM    Msg. 681 of 1557       
Quote: --- Original message by: FrostyCyphre
Yesterday after release and already people are not using the DMR right. Sigh...
You deserve a free CMT tag.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Sep 4, 2014 08:27 PM    Msg. 682 of 1557       
Quote: --- Original message by: StormUndBlackbird
I think what Echo is trying to say should be as understandable as
http://i2.kym-cdn.com/entries/icons/original/000/001/593/peopledie.jpg

I guess what I'm trying to say is that, for a weapon that's associated with being able to take a man's head off his shoulders or blow a fist-sized hole in a target at point-blank, it seems a bit... piddly.

Granted, it may just be user error on my part, and if my opinion is in the minority, then I don't expect you to change it if most people are fine with how it plays. But in previous versions, the shotgun was my go-to weapon. My primary varied depending on the situation, but I almost always carried a shotgun. When I played the latest iteration of the map, however, it seemed that I was better-off in close-combat with an MA5K than I was with the shotgun.


roast131
Joined: Sep 4, 2014


Posted: Sep 4, 2014 09:37 PM    Msg. 683 of 1557       
niceee man niceeee now im becoming the master of the DMR i mastered all the bigaas versions now going for this one #Altisistheboss xD


UHWArby
Joined: Jul 2, 2013

PIPO vive


Posted: Sep 4, 2014 09:47 PM    Msg. 684 of 1557       
Quote: --- Original message by: FrostyCyphre

Yesterday since release and already people are not using the DMR right. Sigh...
Edited by FrostyCyphre on Sep 4, 2014 at 08:42 PM


cool


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Sep 5, 2014 11:04 AM    Msg. 685 of 1557       
How are the downloads going so far ?


Kozakuu
Joined: Oct 30, 2011

Only the person who was wisdom can read the most.


Posted: Sep 5, 2014 12:58 PM    Msg. 686 of 1557       
Just wanted to say thanks for quite possibly the most satisfying tank to fire in HCE history.



UHWArby
Joined: Jul 2, 2013

PIPO vive


Posted: Sep 5, 2014 04:37 PM    Msg. 687 of 1557       
Quote: --- Original message by: Kozakuu
Just wanted to say thanks for quite possibly the most satisfying tank to fire in HCE history.

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


cool


General_101
Joined: Dec 23, 2013

Apparently all I post is spam.


Posted: Sep 5, 2014 05:09 PM    Msg. 688 of 1557       
Quote: --- Original message by: UHWArby
Quote: --- Original message by: Kozakuu
Just wanted to say thanks for quite possibly the most satisfying tank to fire in HCE history.

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


cool

You add so much to the conversation. Will I ever be as cool as you?


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Sep 5, 2014 05:18 PM    Msg. 689 of 1557       
Quote: --- Original message by: UHWArby
Quote: --- Original message by: Kozakuu
Just wanted to say thanks for quite possibly the most satisfying tank to fire in HCE history.

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


cool

cool


altis94
Joined: Oct 5, 2012

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


Posted: Sep 5, 2014 05:23 PM    Msg. 690 of 1557       
Not cool. No anisotropic filtering and no anti aliasing. What is this? A console?


P3
Joined: Dec 2, 2011


Posted: Sep 5, 2014 05:36 PM    Msg. 691 of 1557       
Oh yeah. I just noticed what has been bugging me about the map. The clouds and sun looks bright, but the sky is dark. :l Can you guys make the sky more of a bright morning blue teal color? That may be what's been looking a bit off about the map to me.


P3
Joined: Dec 2, 2011


Posted: Sep 5, 2014 07:48 PM    Msg. 692 of 1557       
Or maybe just change the sky to be dark rain clouds.
Edited by P3 on Sep 5, 2014 at 07:49 PM


ziegler1122
Joined: Apr 1, 2014


Posted: Sep 6, 2014 02:14 AM    Msg. 693 of 1557       
is there a game type or something to get the tank or make it dark out in the map?

it only does this in the severs ive played

Edited by ziegler1122 on Sep 6, 2014 at 02:15 AM

FOUND THE TANK

Edited by ziegler1122 on Sep 6, 2014 at 03:01 AM


n00b1n8R
Joined: Jun 14, 2006

Major League Trolling


Posted: Sep 6, 2014 03:53 AM    Msg. 694 of 1557       
Quote: --- Original message by: ziegler1122

is there a game type or something to get the tank or make it dark out in the map?

it only does this in the severs ive played

Edited by ziegler1122 on Sep 6, 2014 at 02:15 AM

FOUND THE TANK

Edited by ziegler1122 on Sep 6, 2014 at 03:01 AM


Read the OP of this thread or the readme in the download. It explains how to set the time of day.


mihirgates
Joined: Sep 6, 2014

https://youtube.com/mihirgates


Posted: Sep 6, 2014 05:39 AM    Msg. 695 of 1557       
I love this map ^_^


DoorM4n
Joined: May 24, 2014

Spiral Out, Keep Going!


Posted: Sep 9, 2014 02:08 PM    Msg. 696 of 1557       
Been playing on this map for a couple of hours. Man it is so awesome. It's got to be my favorite halo ce map.


altis94
Joined: Oct 5, 2012

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


Posted: Sep 9, 2014 03:56 PM    Msg. 697 of 1557       
Oh look, another person who complains about portals. Go ahead and make better ones.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Sep 9, 2014 04:18 PM    Msg. 698 of 1557       
Quote: --- Original message by: The Master
This map needs portals NOW.

HAC 2 fixes things, doesn't it?


Danger_zone_98
Joined: Nov 26, 2012


Posted: Sep 9, 2014 04:25 PM    Msg. 699 of 1557       
Quote: --- Original message by: Echo77
Quote: --- Original message by: The Master
This map needs portals NOW.

HAC 2 fixes things, doesn't it?

From the very few things I've read about portals, aren't they meant to help to increase the performance? HAC 2 just allows to see the entire map without holes.


altis94
Joined: Oct 5, 2012

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


Posted: Sep 9, 2014 04:54 PM    Msg. 700 of 1557       
The problem is that the map is open area and you can basically see the whole map from a lot of places. The portals can't do much in those cases, no matter how good they are. Of course, there are some specific people who think they know everything and that I just suck at portals.

 
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