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Author Topic: [WIP] Carthage (21 messages, Page 1 of 1)
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InigoMontoya
Joined: Mar 1, 2014


Posted: Mar 1, 2014 11:50 AM    Msg. 1 of 21       
This is a map I've been working on for a few weeks. Most of the content here isn't mine, a large chunk belongs to Z-team, a few others will be credited as well when the mapfile is released. The map takes place on Gephyrophobia, it's been overhauled with new textures and lighting. A completely new weapon set is placed on the map, borrowing models from more recent Halo games.

None of the weapons act as their counterparts however; There are no grenades on the map and as such nearly every weapon makes use of secondary triggers. The HUD is being redesigned with that in mind. All of the weapons have had their textures edited. The weapons are much cleaner and all of them have taken on a light/dark contrasting style.

The map is still very much a work in progress, and as such anything seen here is very likely to change. As it stands now;

The Assault Rifle is a slower ROF fully automatic rifle designed to engage targets, the rifle generates heat and if it is fired at a high heat level the barrel of the gun has a chance to warp causing the player to drop the weapon. The secondary trigger fires at a much higher ROF, with much less accuracy and more heat output.

The "Battle Rifle" is a long range single shot weapon with a scope. It is useful for taking down targets at mid to long ranges. It's secondary fire is a three round burst, with a slight pause between shots. The single-fire mode empties a magazine slightly faster.

The Shotgun is a mid-range weapon that fires a pack of pellets with a relatively tight spread compared to the stock shotgun. It's secondary trigger released a burst of flames from an attached canister, however this can only be used once per weapon. As the HUD does not display if the canister has been emptied, a player is never quite sure if the trigger is available until it's already been pressed.

The Sniper Rifle is a high powered long range weapon designed primarily for headshots. Due to the nature of the cliffs in this map, the weapon has been tuned to be responsive mainly to headshots, a player can take a few shots to the body without dying, however a single headshot will always guarantee a kill.

The Carbine fires single fire slow moving shots that penetrate past the shield. Although it does not cause headshots, being able to damage a target directly without lowering their shields makes it a useful weapon in combat. The trigger can be charged to deliver a single shot at much higher velocity, which also penetrate shields and can cause headshots

The Beam Rifle fires a high powered burst of radiation. It does not damage troops or UNSC vehicles, but the electrical circuitry and unusual energy source of the banshee is torn apart by the weapon, making it excellent for support. The secondary fire is a slow moving chunk of hard-light. The magazine for the secondary trigger recharges over time as the weapon's power source is able to create more ammo, but the primary laser is a finite resource.

The Pistol is a standard sidearm carried by all troops. It fires at a moderately high ROF, but does not cause headshots and does not feature a scope. It is not counted towards the maximum number of weapons.

The Plasma Rifle fires bolts that quickly damage a shield, but deal low damage to the target's health. The secondary fire is a concentrated beam that is easily repelled by shields, but does painful damage to a target's health.

The vehicles include 2 warthogs per team, 1 mongoose, 4 turrets and 2 banshees.

The banshees are fully destructible, mainly by the use of the beam rifle, and when destroyed cannot be entered by the host or client. After being destroyed, they respawn as normal and this syncs for all players in the game.



And, since apparently I can't post imaged for a week after joining, here's links to a bunch of screenshots.


Screen
Screen
Screen
Screen
Screen
Screen
Screen
Screen



I'll be updating this thread as the project comes to a close, but the most updated info will be found on the main thread at OpenCarnage.

Thread Here


The map is being made in CE with the HEK+, but will be ported to the "PC Version" of the game as soon as it's been completed.
Edited by InigoMontoya on Mar 1, 2014 at 01:57 PM


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Mar 1, 2014 01:50 PM    Msg. 2 of 21       
I like how creative you've managed to be given what you have to work out. While relatively simple (not in a bad way), you've still found ways to make things interesting, rather than just compiling conventional tags into a reskinned map.

Edit: A thought for the Beam Rifle's radiation burst; since high doses of radiation can be lethal over time, what if infantry who had been hit by the weapon slowly had their health nibbled away? Much like the flamethrower's ability to set a target on fire, albeit with a much longer "burn time" and with less damage being dealt per second. Perhaps instead of calling it a Beam Rifle, you could redesignate it as a "Rad. Rifle".
Edited by Echo77 on Mar 1, 2014 at 02:07 PM


InigoMontoya
Joined: Mar 1, 2014


Posted: Mar 1, 2014 02:12 PM    Msg. 3 of 21       
Hey guys, thanks for all the positive feedback. I've been getting back into modding as I've had tons of extra free time lately, so this is sort of a middle step. I haven't made anything for a few years and wanted to get readjusted to the engine.

And I agree moot, on reading the first post again I see what you mean. I took that part out to alleviate any confusion.

My main goal is a fun, balanced and cohesive map. So the HUD had to be new so that all the weapons would match up and look right, all the weapons need touching up to blend in right.

The teleporters were switched up so that each team gets a "cliff", opposite each other. This had the side effect that now the only way to cross the map is the bridge. Due to this, Sniper's have less ammo and do much less body damage. Takes away some of their power, makes them harder to use.

Banshees were also a problem; they were much quicker and more agile, they used human projectiles (bullets and modified rockets) and since there were no rocket launchers there was no easy way to take them down. So I added the beam rifle almost entirely as an anti-banshee gun, and made the banshees destructible to help take some of that power back away from them.


Here's some more pictures, the Carbine weapon.

Third Person
First Person

Still haven't pieced together a HUD for the weapon yet.


AlekosGR
Joined: Aug 13, 2013

ACE Moding Team (Azura Computer Entertainment)


Posted: Mar 1, 2014 03:02 PM    Msg. 4 of 21       
Did you know that Gephyrophobia means "the fear of bridges"? no kidding, it's simple greek. Anyways, this looks great! And I don't know why people call it a mod, because all I see from the pictures is custom. Even the bsb. I think it deserves to be called a map... Also, can we have a picture of the banshee please ?


altis94
Joined: Oct 5, 2012

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


Posted: Mar 1, 2014 03:29 PM    Msg. 5 of 21       
Quote: --- Original message by: AlekosGR
Did you know that Gephyrophobia means "the fear of bridges"? no kidding, it's simple greek. Anyways, this looks great! And I don't know why people call it a mod, because all I see from the pictures is custom. Even the bsb. I think it deserves to be called a map... Also, can we have a picture of the banshee please ?

How is this bsp custom?


InigoMontoya
Joined: Mar 1, 2014


Posted: Mar 1, 2014 03:38 PM    Msg. 6 of 21       
Quote: --- Original message by: altis94

How is this bsp custom?


It's not.

But, if one were to be all technical, I had to modify the BSP in Guerilla to swap out the shaders for the energy ropes, so that half were one shader (red) and half the other (blue). And then the background noise clusters and weather clusters were edited too. Also Sapien reorganizes the BSP when it renders lightmaps, so that the leaves/vertices/planes etc. are not in the same order, and the lightmap UV's are redrawn depending on the quality bitmask in the shaders and the level of Radiosity being run.

So, No, it's not custom. And yes, it is.


Banshee screens per request;

Screen
Screen
Screen

This not being able to post images thing is BS by the way, I've never seen that on a forum before and it's absolutely ridiculous for a modding forum where it's users will be posting examples of their work.


P3
Joined: Dec 2, 2011


Posted: Mar 1, 2014 04:01 PM    Msg. 7 of 21       
Quote: --- Original message by: InigoMontoya
Quote: --- Original message by: altis94

How is this bsp custom?


It's not.

But, if one were to be all technical, I had to modify the BSP in Guerilla to swap out the shaders for the energy ropes, so that half were one shader (red) and half the other (blue). And then the background noise clusters and weather clusters were edited too. Also Sapien reorganizes the BSP when it renders lightmaps, so that the leaves/vertices/planes etc. are not in the same order, and the lightmap UV's are redrawn depending on the quality bitmask in the shaders and the level of Radiosity being run.

So, No, it's not custom. And yes, it is.


Banshee screens per request;

Screen
Screen
Screen

This not being able to post images thing is BS by the way, I've never seen that on a forum before and it's absolutely ridiculous for a modding forum where it's users will be posting examples of their work.


There are specific reasons for this... -_-


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Mar 1, 2014 04:02 PM    Msg. 8 of 21       











Edited by Maniac1000 on Mar 1, 2014 at 04:13 PM


InigoMontoya
Joined: Mar 1, 2014


Posted: Mar 1, 2014 04:25 PM    Msg. 9 of 21       
Much obliged Maniac1000, thank you for posting those.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Mar 1, 2014 04:28 PM    Msg. 10 of 21       
This is pretty cool and creative, and seems to be pretty well thought out. The only thing that I don't like is the shotguns secondary fire mode, I expect players to either use it the first opportunity they can, never use it, or discard the weapon after using it.

I'd love to see a Single Player map with this stuff, even if it's just a mod of an existing firefight map or stock campaign.


InigoMontoya
Joined: Mar 1, 2014


Posted: Mar 1, 2014 04:44 PM    Msg. 11 of 21       
Quote: --- Original message by: Masters1337
This is pretty cool and creative, and seems to be pretty well thought out. The only thing that I don't like is the shotguns secondary fire mode, I expect players to either use it the first opportunity they can, never use it, or discard the weapon after using it.

I'd love to see a Single Player map with this stuff, even if it's just a mod of an existing firefight map or stock campaign.


Thank you, I greatly appreciate your compliments. They mean quite a bit.

I'll most likely work on a single player map after this, modeling a BSP for it as well. I had been working on one prior to this, but when moving files onto my new computer lost about half the work I had done.

As per the shotgun, any advice or suggestions? I agree with the point you made, it's very likely to be used right away, but if someone picks the weapon off a body they can never be sure it's actually there. So a player may run to an enemy, attempt to burn them, and discover too late that it's been used already.

I could make it a stream of fire, either overheating very quickly or using a secondary magazine. A weapon using both age and magazines don't work properly as far as I've been able to tell.

Or I could remove or replace it, but I really don't have many thoughts on what else could be used as a secondary function for it. If it's just plain, while it's definitely more functional than the standard Halo shotgun as far as range and spread, it certainly won't be used as much as I'd want it to be.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Mar 1, 2014 05:56 PM    Msg. 12 of 21       
Quote: --- Original message by: InigoMontoya
Quote: --- Original message by: Masters1337
This is pretty cool and creative, and seems to be pretty well thought out. The only thing that I don't like is the shotguns secondary fire mode, I expect players to either use it the first opportunity they can, never use it, or discard the weapon after using it.

I'd love to see a Single Player map with this stuff, even if it's just a mod of an existing firefight map or stock campaign.


Thank you, I greatly appreciate your compliments. They mean quite a bit.

I'll most likely work on a single player map after this, modeling a BSP for it as well. I had been working on one prior to this, but when moving files onto my new computer lost about half the work I had done.

As per the shotgun, any advice or suggestions? I agree with the point you made, it's very likely to be used right away, but if someone picks the weapon off a body they can never be sure it's actually there. So a player may run to an enemy, attempt to burn them, and discover too late that it's been used already.

I could make it a stream of fire, either overheating very quickly or using a secondary magazine. A weapon using both age and magazines don't work properly as far as I've been able to tell.

Or I could remove or replace it, but I really don't have many thoughts on what else could be used as a secondary function for it. If it's just plain, while it's definitely more functional than the standard Halo shotgun as far as range and spread, it certainly won't be used as much as I'd want it to be.


No problem, always happy to compliment good well thought out work.

I was also thinking about something with overheating. I know in the new Tomb Raider you can upgrade the shotgun to have incendiary pellets, so perhaps you could do the same for the second trigger. The rounds would ignite inside the gun barrel through some internal mechanism, and come out on fire with a slower velocity (like plasm rifle speed), and overheat the barrel forcing the player to either switch weapons, or wait for it to cool down. You could probably do a neat visual effect of the barrel glowing like the CMT Spiker has in T&R, as a visual indicator of the heat level of the gun.

I don't know how real word incendiary pellets work, but it's scifi, so I wouldn't get to bogged down in the details.
Edited by Masters1337 on Mar 1, 2014 at 05:57 PM


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Mar 1, 2014 06:02 PM    Msg. 13 of 21       
I quite like this, I thought it might've been in Halo 2 for a second as well. It seems to have the feel of a Halo 2 map in ways. The map looks very well done though.

Gosh, Gephyrophia is such a cool map. I wish there was another map that had this kinda "main path and two side paths overlooking the main path" kinda layout.


PRPatxi
Joined: Oct 30, 2010

Dennis, free me from this suffering


Posted: Mar 1, 2014 06:15 PM    Msg. 14 of 21       
Quote: --- Original message by: ODX
I quite like this, I thought it might've been in Halo 2 for a second as well. It seems to have the feel of a Halo 2 map in ways. The map looks very well done though.

Gosh, Gephyrophia is such a cool map. I wish there was another map that had this kinda "main path and two side paths overlooking the main path" kinda layout.


Narrows? Maybe?


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Mar 1, 2014 07:02 PM    Msg. 15 of 21       
Quote: --- Original message by: Masters1337
I don't know how real word incendiary pellets work, but it's scifi, so I wouldn't get to bogged down in the details.

The shells are packed with pyrophoric metals so they spew a geyser of flame and/or bits of burning metal when fired.

This might be a useful secondary ability. An explosive slug could also be a suitable alternative.


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Mar 1, 2014 10:32 PM    Msg. 16 of 21       
Quote: --- Original message by: PRPatxi
Quote: --- Original message by: ODX
I quite like this, I thought it might've been in Halo 2 for a second as well. It seems to have the feel of a Halo 2 map in ways. The map looks very well done though.

Gosh, Gephyrophia is such a cool map. I wish there was another map that had this kinda "main path and two side paths overlooking the main path" kinda layout.


Narrows? Maybe?
Hmmm I hadn't really made the connection but it might partially explain why I like Narrows so much. It does indeed have a middle part with two side paths that give a higher, albeit much more limited (time-wise) vantage point.


InigoMontoya
Joined: Mar 1, 2014


Posted: Mar 2, 2014 02:04 PM    Msg. 17 of 21       
http://youtu.be/1JSGuTptzqI

Video I made for the Carbine. I was learning how functions work and changed the ammo meter into a charging meter. As it gets to full charge, the bar circles around, when fully charged the symbol in the center lights up green.

Pretty neat, helped me understand how those things work finally. I need to increase the charging time on the weapon though, it's way too fast as is.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Mar 2, 2014 04:26 PM    Msg. 18 of 21       
It be cool if you could do a beep beep sound when it's fully charged. I always like multiple indicators, in the heat of combat people won't want to take their eyes off the target. Nice function work though, keep it up.


InigoMontoya
Joined: Mar 1, 2014


Posted: Mar 2, 2014 05:11 PM    Msg. 19 of 21       
Quote: --- Original message by: Masters1337
It be cool if you could do a beep beep sound when it's fully charged. I always like multiple indicators, in the heat of combat people won't want to take their eyes off the target. Nice function work though, keep it up.


It has the standard plasma pistol charging sound as a placeholder for right now. I can probably swap it out for something a little more obvious, it's hard to tell when the charge has reached it's max just by the humming of the chargeup.


Bungie LLC
Joined: Dec 29, 2013

friendly neighborhood contrarian funposter


Posted: Mar 5, 2014 08:33 PM    Msg. 20 of 21       
Quote: --- Original message by: Echo77
Edit: A thought for the Beam Rifle's radiation burst; since high doses of radiation can be lethal over time, what if infantry who had been hit by the weapon slowly had their health nibbled away? Much like the flamethrower's ability to set a target on fire, albeit with a much longer "burn time" and with less damage being dealt per second. Perhaps instead of calling it a Beam Rifle, you could redesignate it as a "Rad. Rifle".
Edited by Echo77 on Mar 1, 2014 at 02:07 PM


Thanks Echo. I knew I wasn't the only one who has always wanted this.

I know attempting to implement a feature such as this may be splitting hairs, but I would be overjoyed to see it in here. I'm really big on details such as this (and I know Echo is), and I've always longed to see a well-made map with this kind of feature included that wasn't one of my own.


InigoMontoya
Joined: Mar 1, 2014


Posted: Mar 6, 2014 12:49 AM    Msg. 21 of 21       
Quote: --- Original message by: Bungie LLC

Thanks Echo. I knew I wasn't the only one who has always wanted this.

I know attempting to implement a feature such as this may be splitting hairs, but I would be overjoyed to see it in here. I'm really big on details such as this (and I know Echo is), and I've always longed to see a well-made map with this kind of feature included that wasn't one of my own.


Funny you guys say that; The Beam Rifle originated as a Needle Rifle which did just that. It fired a slow-moving needle that attached, did small amounts of damage over time and "stunned" the enemy, so that they would move slowly. The screen would flash slightly white too, it was a "poison dart" gun.

But I wanted the Beam Rifle to have a standard attack function since the primary trigger is solely useful against banshees. I'm thinking I'll set the carbine's charged-shot to do the effect now. Or at the very least, I'll look into it.

 

 
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