
Ubermaniac
Joined: Dec 22, 2014
Bleach. Y'know what I mean?
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Posted: Dec 22, 2014 02:55 AM
Msg. 1 of 35
MPGEN2 is a project that, once released will utilize CMT tags, ranging from weapons to textures.Biped's will be standardized as Halo 4, unless we have objections from members. CE-MPGEN2 stands for Custom Edition Multiplayer Generation Two. The point is to bring beloved maps that span across the series into Custom Edition and re-fit them with standardized CMT tags. The aim of this project is to release a new set of maps which will hopefully become robustly and well used maps. As of now these are being used, but this number may grow as soon as we get some members. Planned maps so far are: Halo:Combat Evolved Damnation Hangemhigh Prisoner Battle Creek Wizard
I am particularly interested in Tofher3.I've seen his Youtube channel and that is exactly what we need. The Midship was brilliant Edited by OpTic on Dec 22, 2014 at 01:51 PM
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ZOBI3KING
Joined: Dec 25, 2012
Look at me, I'm the captain now.
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Posted: Dec 22, 2014 03:47 AM
Msg. 2 of 35
If you are going to make a recruit thread, you should probably show any progress you already have, current members, and your own work. If all you have is an idea, less people are likely to help than if you have work or merit behind your idea. Otherwise your idea will just stay an idea. Higuy has made numerous posts relating to recruiting people, I'd ask him if you need advice with making a team. Also while I love every single map on that list of yours, I must say it seems like a bit much for any CE mapping team. Seems like another impossible task that will get nowhere, not trying to ruin any dreams but you should really reduce the number of what maps you plan to do. Think of it this way, if a AAA studio can barely put out 10 maps in a 3 year dev cycle for a game such as CoD or Halo, how do you expect an amateur modding team to manage 15 maps. Even if none of the BSPs are custom, you'll still have a lot of work porting over maps unless you want the maps to be broken due to bsp errors and other various things you'll run into. Stick to one or two maps, I guarantee you won't finish all 15 of those maps.
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Dec 22, 2014 04:48 AM
Msg. 3 of 35
I think your best bet would be to make new BSPs for these maps so that the maps themselves are of a similar quality to the tags you want to put in them (visual consistency is good). If you can't do that, do something more than just switching out the default tags or throwing poor-fitting/ill-suited textures in place of the existing ones. Add some sensible scenery based on whatever theme you decide to go with, or experiment with reskinning the map in such a way that it changes the whole theme of the level (I once saw a decent reskin of Chillout that made it look like it could have been part of a human hotel).
Like ZOMBI3KING mentioned, I think the best approach would be to try modding just one or two maps first, releasing those to see what kind of reception they get, and then see if it's worth modding a few more after that.
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Dec 22, 2014 06:05 AM
Msg. 4 of 35
How is this going to be different from all those crappy latino mods?
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Dec 22, 2014 08:55 AM
Msg. 5 of 35
nobody loves dangercanyon </3
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beaucephal
Joined: Sep 2, 2014
CMT SPv3 audio dude
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Posted: Dec 22, 2014 09:52 AM
Msg. 6 of 35
It's probably worth bearing in mind that if you're wanting to go ahead with this, a lot of the CMT assets make heavy use of OpenSauce's extended tagging features and memory limits. Also, there is a lot of stuff currently implemented which is not designed to sync over networks. I certainly don't want to discourage you from making a go of this project. The last thing I want to do is rain on anybody's parade, but there may be a fair bit more work involved than just retrofitting maps with CMT tags.
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Xander92
Joined: May 31, 2010
I`m Russian,you maggot.
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Posted: Dec 22, 2014 11:02 AM
Msg. 7 of 35
Quote: --- Original message by: OpTic MPGEN2 is a project that, once released will utilize CMT tags, ranging from weapons to textures.Biped's will be standardized as Halo 4, unless we have objections from members. CE-MPGEN2 stands for Custom Edition Multiplayer Generation Two. The point is to bring beloved maps that span across the series into Custom Edition and re-fit them with standardized CMT tags. The aim of this project is to release a new set of maps which will hopefully become robustly and well used maps. As of now these are being used, but this number may grow as soon as we get some members. Planned maps so far are: Halo:Combat Evolved Damnation Hangemhigh Prisoner Battle Creek Wizard Halo 2 Sanctuary Lockout Ascension Midship Zanzibar Halo 3 The Pit Valhalla Guardian Foundry Sandtrap
I am particularly interested in Tofher3.I've seen his Youtube channel and that is exactly what we need. The Midship was brilliant This thread ended for me with the following red bold word.
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Ubermaniac
Joined: Dec 22, 2014
Bleach. Y'know what I mean?
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Posted: Dec 22, 2014 01:51 PM
Msg. 8 of 35
Due to some constructive criticism from Zombie, we will be cutting down to only start with the Combat Evolved maps. So far, we really don't have any progress, as we are waiting for a CMT tagset to be released. As for Xander, the Halo 4 Bipeds look a lot better than the Reach, Original or Halo 3 ones.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Dec 22, 2014 01:56 PM
Msg. 9 of 35
just use the hrh biped found in requiem and the cmt spv3 fp arms. plz.
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ZOBI3KING
Joined: Dec 25, 2012
Look at me, I'm the captain now.
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Posted: Dec 22, 2014 01:59 PM
Msg. 10 of 35
Quote: --- Original message by: VKNG just use the hrh biped found in requiem and the cmt spv3 fp arms. plz. If they are just waiting for the cmt tag release, they'd have the CMT updated HRH spartan (it was retextured to my knowledge.)
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Dec 22, 2014 10:17 PM
Msg. 11 of 35
Quote: --- Original message by: Xander92Quote: --- Original message by: OpTic MPGEN2 is a project that, once released will utilize CMT tags, ranging from weapons to textures.Biped's will be standardized as Halo 4, unless we have objections from members. CE-MPGEN2 stands for Custom Edition Multiplayer Generation Two. The point is to bring beloved maps that span across the series into Custom Edition and re-fit them with standardized CMT tags. The aim of this project is to release a new set of maps which will hopefully become robustly and well used maps. As of now these are being used, but this number may grow as soon as we get some members. Planned maps so far are: -snip- This thread ended for me with the following red bold word. Agreed.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Dec 22, 2014 10:38 PM
Msg. 12 of 35
We (CMT) actually have plans for future MP, we just lack the resources right now to make it a reality. If you are really interested in seeing a MP with CMT weapons, the best thing you can do is start learning how to do Aether lightmaps so we can have people help us with the DLMs for the maps we want to be re-releasing.
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il Duce Primo
Joined: Apr 22, 2007
CMT Team Leader
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Posted: Dec 22, 2014 10:56 PM
Msg. 13 of 35
Where do I sign?
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Noble
Joined: Sep 11, 2010
"Well if it isn't the big cheese!"
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Posted: Dec 22, 2014 11:03 PM
Msg. 14 of 35
Quote: --- Original message by: il Duce Primo Where do I sign? On my chest. (I'm your number one fan!!!)
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SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Dec 23, 2014 07:49 AM
Msg. 15 of 35
Quote: --- Original message by: Mootjuh SOo how is this different than a simple assets mod again? Dun Dun duuun it isn't :/.
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Ubermaniac
Joined: Dec 22, 2014
Bleach. Y'know what I mean?
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Posted: Dec 23, 2014 03:48 PM
Msg. 16 of 35
Quote: --- Original message by: Mootjuh SO how is this different than a simple assets mod again? Truth be told, it probably isn't that different. The difference is the tags wont be terrible ripped tags that are either overpowered or nerfed, and the environments will look cleaner. The Modding will be done more concisely and it will be a lot better than a lot of Latino mods.Also, in some cases, like CMT's TSC:E the BSP will also be changed. Edited by OpTic on Dec 23, 2014 at 03:48 PM
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YSlayer12
Joined: Aug 31, 2014
"We are made of MLG Qwikscopes"
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Posted: Dec 23, 2014 04:37 PM
Msg. 17 of 35
Quote: --- Original message by: OpTicQuote: --- Original message by: Mootjuh SO how is this different than a simple assets mod again? Truth be told, it probably isn't that different. The difference is the tags wont be terrible ripped tags that are either overpowered or nerfed, and the environments will look cleaner. The Modding will be done more concisely and it will be a lot better than a lot of Latino mods.Also, in some cases, like CMT's TSC:E the BSP will also be changed. Edited by OpTic on Dec 23, 2014 at 03:48 PM OpTic latino mapper confirmed. But seriously, not a bad idea.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 27, 2014 07:40 AM
Msg. 18 of 35
This is perhaps the 80th thread where someone spends there time typing out a heart touching recruitment sob story.
Only to have veteran's correct them on how to actually make a recruitment thread.
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Dec 27, 2014 03:08 PM
Msg. 19 of 35
Quote: --- Original message by: OpTic the Halo 4 Bipeds look a lot better than the Reach, Original or Halo 3 ones. id actually say the opposite. in previous halo games human armor had a visual theme. it was harder and more angular with less smooth curves. halo 4 is too smoothed out and rounded imo. kinda like they added covenant influences into the design... halo 3 and reach stuck better to the human theme tbh halo 4's armor looks like they added detail just for the sake of detail, because next gen graphix..... their designs do not conform to the serie's visual art themes across the board.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Dec 27, 2014 03:24 PM
Msg. 20 of 35
What a crazy long team name
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Dec 27, 2014 03:46 PM
Msg. 21 of 35
Imo Reach was the last game that, all in all, was aesthetically pleasing. Halo 4's art style wasn't really my gig, and Anniversary was a blimmin' mess.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Dec 27, 2014 04:07 PM
Msg. 22 of 35
We need a Halo game that returns to the Halo 3 art-style. It isn't pushing for realistic, but models and textures still look high quality. Clean and shiny at the same time. The best way I heard someone put it was looking through a fish bowl.
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Dec 27, 2014 04:37 PM
Msg. 23 of 35
Quote: --- Original message by: killzone64 tbh halo 4's armor looks like they added detail just for the sake of detail, because next gen graphix..... their designs do not conform to the serie's visual art themes across the board. Quote: --- Original message by: Spartan314 Imo Reach was the last game that, all in all, was aesthetically pleasing. Halo 4's art style wasn't really my gig Quote: --- Original message by: MatthewDratt We need a Halo game that returns to the Halo 3 art-style. It isn't pushing for realistic, but models and textures still look high quality. Clean and shiny at the same time. The best way I heard someone put it was looking through a fish bowl. Well put, and hopefully these things will be considered.
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Zonda
Joined: Dec 28, 2014
👺
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Posted: Dec 29, 2014 07:57 AM
Msg. 24 of 35
You know, I'd love to see an even newer update of Yoyorast Island. It's been so long since even V2 was uploaded.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Dec 29, 2014 08:25 AM
Msg. 25 of 35
H4's armor is just so over the place. There is some stuff that looks really nice, Chief and Scout and I believe recruit armor, with regular color schemes. The undersuit color really muddys it all up and makes it impossible to identify the armor. And then it has some armor perms that are just plain weird looking.
Reach probably has my favorite armor over all, and favorite art design of the series, followed by H2.
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SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Dec 29, 2014 08:29 AM
Msg. 26 of 35
Quote: --- Original message by: Masters1337 H4's armor is just so over the place. There is some stuff that looks really nice, Chief and Scout and I believe recruit armor, with regular color schemes. The undersuit color really muddys it all up and makes it impossible to identify the armor. And then it has some armor perms that are just plain weird looking.
Reach probably has my favorite armor over all, and favorite art design of the series, followed by H2. but h2/3 amour ils literally thé dame... Well sorta
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Dec 29, 2014 04:53 PM
Msg. 27 of 35
Quote: --- Original message by: SGT ArroyoQuote: --- Original message by: Masters1337 H4's armor is just so over the place. There is some stuff that looks really nice, Chief and Scout and I believe recruit armor, with regular color schemes. The undersuit color really muddys it all up and makes it impossible to identify the armor. And then it has some armor perms that are just plain weird looking.
Reach probably has my favorite armor over all, and favorite art design of the series, followed by H2. but h2/3 amour ils literally thé dame... Well sorta Except it's not. In Halo 2, everyone has the standard Mark VI. In Halo 3, you have what, seven sets? Each one with a pretty clear purpose. In Reach, they add utilitarian things like pockets and webbing. In Halo 4, however, you have dozens of outlandish armors with no easily discernible functionality behind their appearance. Many of the designs look as alien as anything the Covenant has ever fielded.
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Ubermaniac
Joined: Dec 22, 2014
Bleach. Y'know what I mean?
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Posted: Dec 29, 2014 06:09 PM
Msg. 28 of 35
We need [*] Someone to help evolve the BSP's alongside me [/*] [*] Someone to Re-texture the map [/*]
[*] Someone to figure out weapon and vehicle placement and add them in Sapien [/*] [*] Someone who's good with Opensauce (Reticle Bloom, etc) [/*]
[*] Someone to model some Custom tags [/*] [*] Someone who can script. (Couple of Suprises!) [/*]
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Ubermaniac
Joined: Dec 22, 2014
Bleach. Y'know what I mean?
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Posted: Dec 30, 2014 06:19 AM
Msg. 29 of 35
Well, The CMT looked like bloom. So i assumed...
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SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Dec 30, 2014 06:29 AM
Msg. 30 of 35
Quote: --- Original message by: OpTic Well, The CMT looked like bloom. So i assumed... i got 100% working bloom up. Im Also a animater
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Dec 31, 2014 03:22 PM
Msg. 31 of 35
Quote: --- Original message by: OpTic Well, The CMT looked like bloom. So i assumed... Those are two very different types of blooms. The one you're talking about is a shader effect. Like a graphics bloom. Reticle bloom is where you're firing and the faster you fire the more likely you are to miss. "Dynamic expansion" and whatnot. So yeah.
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Consuela
Joined: Jul 22, 2014
Altis for president! Bourrin for first lady!
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Posted: Dec 31, 2014 06:34 PM
Msg. 32 of 35
Um, I do like the idea for remade old halo 1 maps with SPV3 tags, but maybe remake some good custom maps that use standard halo 1 tags, and yes yoyorast island might be amazing with that, or danger canyon with snow and a bit of fog, something that doesn't stop you from sniping, or just remove the snipers entirely and make it only have weapons that work better at close to mid ranges, also maybe some dynamic elements to the map, like scripted switches that give the team that has the area of the switch on lockdown an advantage, and I'm not just talking about power weapons, REMEMBER map control is ridiculously important when comes to halo!
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Ubermaniac
Joined: Dec 22, 2014
Bleach. Y'know what I mean?
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Posted: Dec 31, 2014 08:28 PM
Msg. 33 of 35
Actually, for one of our custom maps planned, called CRYSIS, where one team, using EVA(Other team using Scanner), will be trying to infiltrate the other teams base, which will hopefully have destructible blast doors, and the objective is to plant an EMP to stop them from firing a missile. It's sort of like CTF assault, but with an EMP. Edited by OpTic on Dec 31, 2014 at 09:11 PM
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Consuela
Joined: Jul 22, 2014
Altis for president! Bourrin for first lady!
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Posted: Jan 1, 2015 07:38 PM
Msg. 34 of 35
Sounds fairly basic, although that would most likely work better as an invasion map, why don't you just stick to standard CTF? Although that doesn't mean the concept has to be dropped, it would be neat to have something kind of like that though.
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Ubermaniac
Joined: Dec 22, 2014
Bleach. Y'know what I mean?
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Posted: Jan 1, 2015 11:59 PM
Msg. 35 of 35
The plan is to have as many variables as we can fit. :)
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