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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Nov 22, 2015 12:16 AM
Msg. 36 of 59
Quote: --- Original message by: NeXQuote: --- Original message by: stunt_man Your argument about control schemes is completely irrelevant, though Edited by stunt_man on Nov 21, 2015 at 10:33 PM Not really. If you think control scheme has that little to do with it, that's your own issue to deal with. You're entitled to your opinion. What I'm saying is there's no comparison when you talk about hypothetical putting a controller-player vs a mouse-player - of course the mouse player will win. Aiming with a mouse is just more intuitive. The whole point is that the game plays differently on both platforms. On PC much of the metagame takes a backseat because the shooting is so much snappier. The community split because of the PC version's shortcomings. Halo Xbox was hosted in MLG back in 2004 and the PC version was already out. When it comes down to it, the console version's metagame evolution had a few years' head start on the PC version's. And the game has certainly been played competitively on a more consistent basis than on PC, with LANs across the US bringing together all the top players year after year. Quote: --- Original message by: NeXQuote: --- Original message by: stunt_manIf somebody saying that TeamBeyond is home to the highest level of Halo 1 players offends you, you're either misunderstanding the context or you need to watch some high level Xbox play. https://www.youtube.com/watch?v=azxDjAl5OAcEdited by stunt_man on Nov 21, 2015 at 10:33 PM That's why I said it. I watched a ton of their videos on a spree, and that was a huge thing I noticed. Just because our opinions differ doesn't mean I'm uninformed. Far from it. Ok it was an assumption on my part. I may be out of touch in regards to who actually knows what they're talking about and who doesn't, usually it's the latter. Quote: --- Original message by: NeXQuote: --- Original message by: stunt_man PS: don't get me wrong I'd love to see this level of play on PC but the netcode in its current state can't even support it Edited by stunt_man on Nov 21, 2015 at 10:33 PM The stock server doesn't, but with LUA timers this should be very simple to implement. I assume you thought I meant with a stock vanilla server, which would be silly anyway. No online game will ever be as smooth as LAN play, that's highschool level networking knowledge. No one is disputing that. That being said, with timers and SAPP and a few nifty things like player-location update packets increased to 1 per tick instead of the PC default of 1 per 15 ticks, the overall experience can be vastly improved from what it currently is. That all sounds lovely and I hope it works out, truly. But I haven't seen anything yet that suggests this stuff is possible. Then again, I don't know much about that stuff. If the game can finally break free of its network issues, well it's better late than never. Quote: --- Original message by: NeX
I try not to be very confrontational on here, although I know that's the "thing to do" on this site, but you seem to have the original Xbox gameplay put on this ridiculous pedestal. The claims you're making about what "is possible with current netcode" sounds like you're just parroting the cries of "borked netcode" that have echoed through every CE forum since its release.
It's currently not that bad, all things considered. I'm not parroting the cries of borked netcode, I've been playing this game on PC since launch and I know exactly all about its issues. The console LAN experience is incredibly solid and the PC version was a missed opportunity to make that polished experience accessible to the masses. Instead of optimizing the netcode for broadband speeds (which would likely be very close to LAN), it's a known fact that they coded it so that it would still work with then-popular 56k connections. Compromises were made and the gameplay suffers from it. Again, the two communities grew apart because of this. Quote: --- Original message by: NeX
The real issue is that no one actually plays this game competitively. Even the team beyond guys are a handful of people who still have a dedication to an old game, which is cool. But there are probably less than 50 of them, and geolocation is a much bigger issue for LAN than PC's borked netcode. It's still not the same experience, even if you prefer the more accessible PC version. That's a matter of opinion. But saying that the game isn't played competitively at least on console is just wrong. There are still high-level games being played and recorded all the time, and the metagame is still evolving. Just because it's not being taken seriously on PC doesn't mean the console guys ever stopped. Quote: --- Original message by: NeX
I'd rather play with something 90% as good if it means I don't have to lug archaic equipment over to some guy's mom's basement to play on a tube TV splitscreen with a controller. Edited by NeX on Nov 21, 2015 at 11:40 PM I can't argue with that, and that's why I have a server for the PC version and play it regularly, along with MCC. I just have trouble taking these versions seriously because the gameplay is limited by netcode issues. Which is why I hold the Xbox version on a pedestal. It still doesn't stop me from hosting the very same MLG gametypes and maps on my own server. I try to bring that play style to PC in my own way. But the vast majority of PC players seem to be turned off by the fact that players can actually use the tools at their disposal, including spamming grenades and using powerups and heavies. But I can't blame them - the two versions don't play the same way at all after over 10 years of evolving apart from each other.
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Btcc22
Joined: Dec 17, 2012
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Posted: Nov 22, 2015 06:21 AM
Msg. 37 of 59
Quote: --- Original message by: Zonda When I played seriously from around 2007-'10 there wasn't much of an emphasis on keeping track of the Powerup/Power Weapon spawns, even at the (perceived) higher level. I'd say that while most players in your typical scrim didn't bother, the ones at the higher levels of play did. There are a number of timer programs floating around from back in the end that were fairly popular. Quote: --- Original message by: stunt_man But the vast majority of PC players seem to be turned off by the fact that players can actually use the tools at their disposal, including spamming grenades and using powerups and heavies. I'm thankful that competitive PC players generally played 'no heavies' on smaller maps. Shame that didn't always apply to the FRG on larger maps too. HAC2 actually has a timers with a team broadcast option but they were disabled before release. If anybody ever compiles it from source, there's a bonus feature.Edited by Btcc22 on Nov 22, 2015 at 06:22 AMEdited by Btcc22 on Nov 22, 2015 at 06:26 AM
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NeX
Joined: Apr 11, 2013
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Posted: Nov 22, 2015 01:01 PM
Msg. 38 of 59
Quote: --- Original message by: Btcc22 HAC2 actually has a timers with a team broadcast option but they were disabled before release. If anybody ever compiles it from source, there's a bonus feature.
I think broadcasting it through server console would be easier than digging through your code xD I spent about 2 hours running around those mazes son, not going down that path unless it's absolutely necessary lol
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ThatGuyWhoLikesCats
Joined: Aug 3, 2015
"If God is love, then you can call me Cupid"
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Posted: Jan 6, 2016 10:44 PM
Msg. 39 of 59
Obligatory bump
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Jan 8, 2016 02:24 PM
Msg. 40 of 59
I will discuss this project with SBB Mike to see if we can do a staggered release of the maps, since some are farther along than others. No promises.
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NeX
Joined: Apr 11, 2013
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Posted: Jan 8, 2016 04:05 PM
Msg. 41 of 59
Quote: --- Original message by: stunt_man I will discuss this project with SBB Mike to see if we can do a staggered release of the maps, since some are farther along than others. No promises. Since these were originally made for and released on the OG Xbox, are you going to be including the remade Xbox HUD with it, or keeping it classic PC? (personal pref would be the Xbox)
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Jan 8, 2016 04:34 PM
Msg. 42 of 59
My Xbox project is separate from the h1.5 map project. Again, I need to discuss with SBB Mike, but I assume that the h1.5 maps will release with the same tagset as Downrush & Zerohour.
That being said, I will be making Xbox versions of these maps, complete with Xbox health bar, removal of hit sound, active camo buff, etc. I'll make a thread about it when I have everything worked out, as I'm still looking into things and I don't want to make a WIP thread.
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Jan 21, 2016 02:42 PM
Msg. 43 of 59
Quote: --- Original message by: t3h m00kzNot sure how I missed this thread. I haven't read everybody's posts so bear with me. Those maps look fantastic, and I'd definitely say they're worth porting. CE is terribly lacking in maps focused on competitive play. Quote: --- Original message by: stunt_man
- Broken weapon spawn times: In the original version all the weapons spawn at exact intervals throughout the match (ex: Rocket launcher will spawn at exactly 2:00, 4:00, 6:00, etc). On PC, there is an issue with the way the dedicated server calculates time (paraphrased from a discussion with Btcc22 about the matter) and weapon spawns are far from exact (ex: Rocket Launcher will spawn at 2:00, 4:05, 6:12, etc)
- Different weapon placement/spawn times on many vanilla maps
- Bad controller support in online multiplayer (no analog movement with joystick - only works in SP)
- Terrible netcode (warping, rubberbanding, exaggerated shot lead, etc)
I agree with most of these points, and would definitely agree many of these affect CE's ability to be competitively viable. This is coming from somebody who has never played OG Xbox Halo competitively but has massive respect for that era. I'm well-versed in the differences between the PC and XB release (you neglected to mention how broken PC camo is!) I want to say the weapon timer issue on PC is something people have accounted for, but to my understanding PC's game ticks are fairly inconsistent. I haven't tested it myself, but there's a PC timer on this site. Can't say how accurate it is: http://eliteownage.com/halotimer.htmlController support is a bit funky. Binary inputs for movement and broken magnetism, even when enabled with the player_magnetism 1 command, keep it from being all that useful. Though, I would argue the highest level players would be using a keyboard/mouse rather than controller, as the accuracy you can get from mouse input is disgusting and cannot be bested. See this: https://www.youtube.com/watch?v=JgsE4-BpDOwNetworking is terribly lacking, yes, that we can agree on 100%. Two objects with physics colliding, two players walking into one another, instantaneous acceleration (I.E. splash from nades, rockets, etc), stun from PR all causes a bunch of gross rubber banding because there's apparently very little code under the hood to keep server/clients in sync. The shot registration issue is SORT OF fixed, there have been server-side patches that attempt to make it more reliable, but it's not 100%. Unless there's some serious hackery done, PC's networking will never be as good as MCC's networking, although cheating would be more of an issue due to the shot registration system. The differences in XB maps vs PC maps confuses me, honestly, I'm on the fence with them. The BSP changes didn't seem to be necessary and I'd rather see the original geometry. The weapon swapping I can kind of understand as GearBox wanting to shove their unique weapons into the maps. It breaks the balance, yeah, but I understand why they wanted to do it. It changes the map flow from the original, but part of me wouldn't necessarily call it "bad" for not being 1 to 1 the original... it changes the flow. Some areas that were more powerful are less powerful and vice-versa. Which isn't necessarily a bad thing? It means things need to be re-learned. PC players have dealt with these differences for years and have grown used to them, and there's still a pretty big population after 10+ years. Honestly, I'm just glad chillout and ratrace haven't been touched much, if at all. Those are my go-to maps for competitive. What I'd like to see is the OG Xbox maps ported appropriately and released in a pack, as you're suggesting. I'll keep an eye out for that project. It sounds sick. Edited by t3h m00kz on Jan 19, 2016 at 04:11 AM It's almost done. I made a beefy thread detailing all the fixes on Team Beyond, because it would be lost here: http://teambeyond.net/forum/topic/11775-current-state-of-halo-pc-the-xbox-experience/I'm releasing the best stock maps' Xbox versions this weekend. Early builds are already available on my server (don't look at the IP in my avatar, I need to update it). To anyone that is thinking of joining the Discord group: I'll ban you if you start spewing memes. It's for setting up matches on my server and discussion of the project. If you can respect that, you're welcome to join. Edited by stunt_man on Jan 21, 2016 at 02:42 PM
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Jan 22, 2016 09:10 AM
Msg. 44 of 59
Thanks for the video and for bringing my attention to the issue. I replied in the TB thread.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jan 22, 2016 10:50 AM
Msg. 45 of 59
Projectile mechanics need simplifying.
Here is how a Russian would do it.
You shoot at Capitalist. Capitalist does not move. Capitalist is die.
You shoot at Laggy Capitalist. Laggy Capitalist does not move. Laggy Capitalist is alive but kicked by ze motherland server ping committee.
You shoot at Capitalist. Capitalist moves. Capitalist is alive still. Your family is imprisoned.
The end.
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Jan 22, 2016 11:08 AM
Msg. 46 of 59
Quote: --- Original message by: Super Flanker Projectile mechanics need simplifying.
Here is how a Russian would do it.
You shoot at Capitalist. Capitalist does not move. Capitalist is die.
You shoot at Laggy Capitalist. Laggy Capitalist does not move. Laggy Capitalist is alive but kicked by ze motherland server ping committee.
You shoot at Capitalist. Capitalist moves. Capitalist is alive still. Your family is imprisoned.
The end. This is why I don't look to this forum for answers.
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Jan 28, 2016 09:46 PM
Msg. 47 of 59
Quote: --- Original message by: stunt_manQuote: --- Original message by: renegade343Quote: --- Original message by: stunt_man What sets [these maps] apart is that they were designed for high-level competitive play by skilled players. Special attention was paid to weapon spawn times and player spawn placement - things that are generally overlooked by this community, though no one can really be blamed. Totally out of curiosity, what else (especially in terms of BSP design) do you think is important for a good competitive map?
- Player spawn placement is a big one. The way that Sapien shows player spawns makes no sense. They shouldn't be displayed as "points" but rather as spheres, because a player can spawn at a given spawn point as long as their teammate is within what is known as the "sphere of influence" - even through walls. And if there are no teammates within any spawn "spheres" then the dead player will get a random spawn (will spawn at any spawn point that isn't being blocked by the enemy). The only way to block a spawn is to stand right on it. Again, I think I'm going to make a thread on this subject because it's pretty deep.
- Measure heights. For example, in Hang 'Em High, the height of blue base was specifically set so that if you walk off the ledge, you can crouch-land to avoid fall damage. This type of stuff was all done by design and is not mere coincidence.
- Keep in mind that high-level players WILL be timing the weapon spawns. Ensure that not all items spawn together to create map flow. For example, if OS/invis spawns every minute and Rockets spawn every 2 minutes, like on Damnation, this is how a match will generally play out: 0:00 players rush rox/OS/invis depending on their starting location. 0:45 players are setting up to grab OS or invis, or camping the area near it to stop the other team from getting it. 1:00 OS/invis spawn and players fight for them. The winners will return to power position at top green or top shotties. 1:45 rox/OS/invis are all coming up, players are setting up. etc, etc. As you can see, proper weapon spawn times are crucial to map flow and map control.
Those are some of the main concepts that should be applied to map design for competitive play. There are certainly others, but those are the first that come to mind. My best advice would be to learn how the game plays at a high level. Once you've done that, your subconscious won't even let you proceed with bad designs because you'll be aware of the type of stuff that players will be doing. EDIT: Just realized you were asking more specifically about BSP design. In truth, BSP design and weapon/player spawn placement should go hand-in-hand. Modelling maps in similar style to the vanilla maps is a good start, but the learning shouldn't stop there. Again, watch high-level gameplay. A good place to start is Missingno's Youtube channel: https://www.youtube.com/channel/UC2yeQnuwxkvCU0Zw3XKcPnAEDIT 2: Quote: --- Original message by: sparky Some of the .scenario_structure_bsp tags from the Halo 1 campaign are arena-based or otherwise would work well as multiplayer level terrains. An example is the hangar area from the inside of the Covenant ship that you first see. I turned that into a multiplayer level. I shamelessly rip geometry from single player to save time. I agree that a50 has some great spaces in there, but the polycount for geometry in the campaign is generally much higher than in multiplayer, so I tend to pick and choose pieces in order to keep polycounts as low as possible. Edited by stunt_man on Nov 19, 2015 at 04:41 PMEdited by stunt_man on Nov 19, 2015 at 04:49 PM Hey, i would like to a see a deep tutorial about this to improve my maps
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Jan 29, 2016 12:53 PM
Msg. 48 of 59
About spawn placement? Height measurement? Weapon time values? Ripping geometry? All of the above? I've never made tutorials before but I may consider it. These are concepts that any serious map maker should be made aware of... I don't have much time until after I get my projects out the door, but when I go back to working on my own maps I'll see what I can do. EDIT: For spawn placement at least check out http://halospawns.com/ in the meantime, there's a great write-up about the way the spawn system works. Edited by stunt_man on Jan 29, 2016 at 12:55 PM
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Jan 30, 2016 02:58 PM
Msg. 49 of 59
Thanks, i hope this works
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ThatGuyWhoLikesCats
Joined: Aug 3, 2015
"If God is love, then you can call me Cupid"
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Posted: Feb 12, 2016 03:25 AM
Msg. 50 of 59
Well, we now have Decidia and Doubletake ingame thanks to the "Good maps ya ****s" servers. I personally can't wait to play Leeve and Outbound.
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Feb 13, 2016 01:24 PM
Msg. 51 of 59
Indeed you can catch them on my servers, but they are special Xbox versions (hit sound disabled, active camouflage buff, 4 starting grenades, etc). I am hosting these versions first to ensure there are no bugs that slipped by me, then I will release standard versions (same stock tagset with minor improvements - see Downrush_h1.5 and Zerohour_h1.5).
Xbox versions of Imminent and Levee were recently added, and more will come over the next few weeks. If you're a server host, feel free to use the maps, just keep in mind that 1) they are the xbox versions, 2) there may still be bugs, and 3) you will have to re-upload the final versions once they're released.
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ThatGuyWhoLikesCats
Joined: Aug 3, 2015
"If God is love, then you can call me Cupid"
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Posted: Feb 28, 2016 04:31 AM
Msg. 52 of 59
So I was just watching some Downrush vids and then I came across this. It's what looks like a beta version of Downrush, nothing majorly different, just more rocks, different weapon spawns, an extra ramp and river that got replaced by a small pond by the waterfall. https://www.youtube.com/watch?v=u_QmG4TKrXw
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Feb 28, 2016 09:59 AM
Msg. 53 of 59
Quote: --- Original message by: ThatGuyWhoLikesCatsSo I was just watching some Downrush vids and then I came across this. It's what looks like a beta version of Downrush, nothing majorly different, just more rocks, different weapon spawns, an extra ramp and river that got replaced by a small pond by the waterfall. https://www.youtube.com/watch?v=u_QmG4TKrXw GOD that res is superb!
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ThatGuyWhoLikesCats
Joined: Aug 3, 2015
"If God is love, then you can call me Cupid"
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Posted: Feb 29, 2016 01:14 AM
Msg. 54 of 59
Quote: --- Original message by: Super FlankerQuote: --- Original message by: ThatGuyWhoLikesCatsSo I was just watching some Downrush vids and then I came across this. It's what looks like a beta version of Downrush, nothing majorly different, just more rocks, different weapon spawns, an extra ramp and river that got replaced by a small pond by the waterfall. https://www.youtube.com/watch?v=u_QmG4TKrXw GOD that res is superb! Original Xbox Master Race
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Feb 29, 2016 04:53 PM
Msg. 55 of 59
Quote: --- Original message by: ThatGuyWhoLikesCatsSo I was just watching some Downrush vids and then I came across this. It's what looks like a beta version of Downrush, nothing majorly different, just more rocks, different weapon spawns, an extra ramp and river that got replaced by a small pond by the waterfall. https://www.youtube.com/watch?v=u_QmG4TKrXw Yeah someone (SBBMichelle?) posted that vid in our Discord group the other day, always interesting to see early builds of maps. Here's an early version of Madhouse: https://youtu.be/8_h0F-Nt0TYTest version (Xbox-style) of Hotbox should be available tonight or tomorrow on my servers, by the way. Madhouse will follow shortly afterwards. Edited by stunt_man on Feb 29, 2016 at 04:55 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Mar 1, 2016 12:04 PM
Msg. 56 of 59
+5
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Lateksi
Joined: Jan 1, 2010
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Posted: Apr 2, 2016 09:11 AM
Msg. 57 of 59
Can't wait for Madhouse and Redshift. Really action packed maps, great on FFA too.
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Apr 6, 2016 09:06 AM
Msg. 58 of 59
Sup m00kz,
As discussed in Discord, can't wait to see this in action. Would like to hear what other members of this board think of your theory (I'm not so well-informed when it comes to fancy tag work like this).
I've been inactive for the last couple weeks because I'm going through a move. Just got my PC plugged back in yesterday and can't wait to try some ideas that have been thrown my way. Lots of big plans coming soon guys.
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Apr 7, 2016 08:44 AM
Msg. 59 of 59
Yup it works like a charm. Descope every time. Still need to test at high pings
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