A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »CMTSPV3 Released!

Page 3 of 4 Go to page: · 1 · 2 · [3] · 4 · Prev · Next
Author Topic: CMTSPV3 Released! (134 messages, Page 3 of 4)
Moderators: Dennis

rcghalohell
Joined: Feb 25, 2009

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


Posted: Jun 29, 2016 09:09 PM    Msg. 71 of 134       
fix your maps, they freeze halo for me if i connect my xbone controller

2nd chasm elevator crashes game sometimes too
Edited by rcghalohell on Jun 29, 2016 at 09:46 PM


biernacki90
Joined: May 19, 2010

poop


Posted: Jun 29, 2016 10:17 PM    Msg. 72 of 134       
Yo this nigga always has something to say


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Jun 29, 2016 10:53 PM    Msg. 73 of 134       
Quote: --- Original message by: Ki11erFTW
-snip-


well I liked it


rcghalohell
Joined: Feb 25, 2009

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


Posted: Jun 29, 2016 11:39 PM    Msg. 74 of 134       
Quote: --- Original message by: biernacki90
Yo this nigga always has something to say


what are you talking about? I'm not on this forum anywhere near as much as I used to be. so by default, my speech would be not always available

I'm merely stating problems I found

I am also gathering information I find helpful as you can see from this thread from my other comments
Edited by rcghalohell on Jun 29, 2016 at 11:42 PM


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Jun 30, 2016 12:22 AM    Msg. 75 of 134       
Quote: --- Original message by: Ki11erFTW
I highly recommend you play the classic SPV3 b30. I had a ton of fun with the AI, the encounters were well made, and the thought and effort into it shows. (For example, once you get to the map room section every elite is an honor guard).


I have to say you could have chosen a much better example to illustrate your thoughts on the matter. Swapping out a tag doesn't exactly thrill me.

Regardless, I feel B30E is much more worthy of the title "Evolution" than SPV3 is of calling itself "Version 3" of the original SP adventure. Honestly if you compare the amount of time that went into it and compare it to something similar such as that other dude's SP Adventure, it's doesn't exactly outshine that mod. Aside from having had a bunch of dedicated slaves making special assets and a few poorly populated (encounter-wise) new BPS areas.

Completely agree with you on CMT throwing AI everywhere, in general. I simply cannot understand how people can mess up encounters so bad so often. Though Masterz has always had this problem much much more than the B30E team.


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Jun 30, 2016 01:39 AM    Msg. 76 of 134       
Quote: --- Original message by: DaLode
Quote: --- Original message by: Ki11erFTW
I highly recommend you play the classic SPV3 b30. I had a ton of fun with the AI, the encounters were well made, and the thought and effort into it shows. (For example, once you get to the map room section every elite is an honor guard).


I have to say you could have chosen a much better example to illustrate your thoughts on the matter. Swapping out a tag doesn't exactly thrill me.

Regardless, I feel B30E is much more worthy of the title "Evolution" than SPV3 is of calling itself "Version 3" of the original SP adventure. Honestly if you compare the amount of time that went into it and compare it to something similar such as that other dude's SP Adventure, it's doesn't exactly outshine that mod. Aside from having had a bunch of dedicated slaves making special assets and a few poorly populated (encounter-wise) new BPS areas.

Completely agree with you on CMT throwing AI everywhere, in general. I simply cannot understand how people can mess up encounters so bad so often. Though Masterz has always had this problem much much more than the B30E team.


I am aware it sounds like a tag swap, however by the time I got to the end of typing that huge thing on my phone, I didn't want to go upon listing 100 more examples that'd take me another hour. I am talking about tone and mood. It's little things like that, that make a map shine for me. It refreshes things and it makes the level have more of a story. Sometimes a huge drastic change doesn't have to happen to refresh something. Sometimes a tag swap can really make things a lot more interesting, in the case of that inside encounter.

I can't really compare SPV3 and B30:E because both have wasted opportunity, 'm sure most people would have liked to see a new campaign. They both have there high and lows for me, more so B30:E for me.

Maybe I have a different perspective just for being a dev. Yes I played both mods 100 times before release, so that could have made every issue to me stick out like a sore thumb.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jun 30, 2016 03:07 AM    Msg. 77 of 134       
Idk man, I still think B30:Evolved is a much better example of a "version 3" of the campaign. I can agree on some bits, like the vegetation and visuals, and on that CMT generally throw AI literally everywhere in almost all of their encounters (and poor pacing, SPV3 has this exact problem in numerous areas, specifically A30, which I've told Masterz where and why a billion times).

But by comparing the original to b30: Evolved, the changes are drastic enough to feel refreshing and much more new compared to what is essentially a simple campaign mod with a few new sections here and there. Needless to say, you can really tell there was a lot of time and effort put into that single level that could be the equivalent of the entirety of SPV3, if not more, and was much more ambitious of a under taking I believe personally.


tanju77
Joined: Mar 12, 2016

Doing moderator's job


Posted: Jun 30, 2016 05:12 AM    Msg. 78 of 134       
Gameplay of B30 evolved(which was released in 2015) was not "epic" compared to spv3. This time it's better..
SPV3A10 was tooooo solid. "press E to access to the UNSC database"- it was awesome, revealing the epic story line. The gravity terminals rocked, gameplay was redefined, felt challenging and was fun, not at all annoying..however I was killed by the grenades, well speaking of grenades- the gravity grenades ARE AMAZING, specially in the warthog area of spv3a10.

SPV3A30 was same epic(not like spv3a10 tho) I think the alpha-base area could had been better, the new interiors were awesome, well designed tho...

SPV3A50 failed to surprise me, except the new toys and encounters.

SPV3B30 was a better version of the original level, it was fairly good, the encounters were not crap like the original b30e.

SPV3B40- it needs more work, the new bsp sucked a bit, felt empty(cause you guys exceeded the maximum amount of AI i.e 1024) the ground textures sucked, I think the earlier textures(as seen in the 2014 trailer) were better.


Overall I LOVED this mod especially the new bsps, encounters, new toys and smarter AI. Dunno WHY is it getting soo muck hate.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jun 30, 2016 08:06 AM    Msg. 79 of 134       
Just finished the levels.
I must say, that is a cheeky spot to place the AA-Wraith in the new BSP for AotCR.

Played on normal just to get a feel of the sandbox, and things felt kinda good.

And to tanju777 I say: I don't play Halo Custom Edition for 'epic' encounters, and it certainly wasn't a criteria for achieving the aim of the Evolved project.

SPV3A10 was very enjoyable. I think MattDratt said earlier about how you sort of lose steam going from the new BSPs back into the old. I felt this to an extent. The elation of a new experience was too great and things sort of poofed out when it returned to the old BSP.

SPV3A30: Loved everything from the beginning until the end of Alpha Base. I've always disliked the part at the very end of A30 though, so this might just be me. For some reason Alpha Base encounters did feel shallow. Still good fun though.

SPV3A50: This was a problem. Good until the second half of the level. Crash after crash after crash. I ended up just leaving this incomplete. I posted all the crash dumps on the Reddit Bugs thread.

SPV3B30: I liked it. After playing the Evolved version for so long the level felt short (this is good).
SPV3B30E: I liked this too. But for me didn't live up to the Evolved team's standard. I'm just a guy that likes simplicity. Absolute simplicity. Armor abilities and gungeese felt like pouring extra gold glitter on an already fine piece of art. Nice and shiny but unnecessary.
Also, did DLM not make it in this version?

SPV3B40: This was the best one I think. The one gripe I have would be the lack of blending between textures. After playing on Halo it was really jarring. Also, the very beginning cutscene, the hexagon shader on the ceiling needs a total revamp. Felt cartoony 2D instead of the sleek CMT style. I recognized bits of the new BSP from Lag's work. I thought it was well incorporated.

I think the main issue with Cortana is that she wasn't transparent enough. And the rig could be a little better too I think.

And yes, I'm still salty you decided to use the SPV2 biped instead of the Evolved one.
So -1 because I'm NaCl af.

It was a fantastic time. But for some reason I'm still favoring the Evolved team's interpretation of B30. I might get back to it once I figure out why.


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Jun 30, 2016 12:20 PM    Msg. 80 of 134       
Quote: --- Original message by: Ki11erFTW
'm sure most people would have liked to see a new campaign.


Yup :p
I'd love to see your campaign!


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Jun 30, 2016 12:46 PM    Msg. 81 of 134       
Thats a good tutorial up thereci downloaded the thread


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jun 30, 2016 01:31 PM    Msg. 82 of 134       
Quote: Seems Masters had dictatorial control over the addition of things in SPV3. There is no energy sword because "hurr durr I h8 it" which is a dumb f__king answer. He didn't even bother b_llsh_ting something like "It didn't fit into the encounter design" which would have alleviated what seems to be control-freak behaviour. (Personally I would have loved the addition of an energy sword to SPV3 if some of those gimmicky fuel rod variations were taken out).


I've been pretty vocal in the past why I've always hated the energy sword as it performed in the other games. Regardless, it is impossible to pull off like it was there in Halo CE. Which is the first and best reason why it will never be included as something the Chief can wield.

As for why I hate it... the game resolves around guns, grenade and melee. You're supposed to use all of those in combat, and the energy sword when wielded dilutes it down to simply 1. Sure you can throw grenades.. but what is the point? A single swipe SHOULD kill an enemy, so there is no reason to grenade him before hand. Sure you can stick or grenade enemies out of reach, but every instance of that would be much more interesting if you could shoot too. The sword also encourages melee as the primary attack method, rather than to supplement your other damageable abilities. You take an instance of the flood for example... the sword would only be viable at the end to finish them off, rushing in with it just would be being surrounded, unlike the shotgun which encourages you to backpedal and move defensively.

At the end of the day, the sandbox design is primarily my responsibility, and big surprise, I am in control of it. You can ask any of the members, evolved or spv3, if I am stubborn when it comes to changing things, and the answer is absolutely. But at the end of the day if good reasoning is given and things do not perform as expected, they do indeed change. That just doesn't go for me, it goes for every aspect. This is how the team works, I may be the "Supreme Leader" as you depict me, but everyone is free to come and go as they please. In the end we have made something we are all proud of and fits what we wanted to do to the best of our abilities.

Now someone is going to cry "oh well the evolve team didn't want to stay, this isn't the real CMT". The evolve team had only 1 CMT member who was a historic CMT member, and that was Lag. Iffy was brought on to do particles for A50, and SIliconmaster and Bob brought on at the tail end of A50. They've all contributed greatly, and this project would not be possible without them. But guess what? We're still in contact with all but 1 of the Evolve members, each who has been supportive of this release and is glad it's out there. You can't fault them for not wanting to jump into another project after working 3 years on TSC:E, AND contributing to SPV3. The perception of animosity between the two projects is largely taken out of context. Of course there were disagreements between the two groups at times, mostly between individuals rather than the groups as a whole, with both sides and individuals making mistakes in how they treated the other.

But that's what working in a team trying to do things that have never been done before can often lead to.


rcghalohell
Joined: Feb 25, 2009

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


Posted: Jun 30, 2016 01:36 PM    Msg. 83 of 134       
found a fix to controller, unplug controller, start halo, choose loadout, get checkpoint, quit halo, plug in controller, resume on startup.

the loadout selections dont like controllers


Oskarmandude
Joined: Mar 16, 2013

Bosnia


Posted: Jul 1, 2016 01:11 PM    Msg. 84 of 134       


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 1, 2016 01:13 PM    Msg. 85 of 134       
Quote: --- Original message by: Oskarmandude
http://www.eurogamer.net/articles/2016-07-01-orion-dev-admits-his-game-ripped-off-call-of-duty-assets
Someone here will compare this to CMT


lol.


Goldy De Wise
Joined: Dec 24, 2011

GTA Halo PR guy


Posted: Jul 1, 2016 02:26 PM    Msg. 86 of 134       
It's a shame how blatant that is lmao


biernacki90
Joined: May 19, 2010

poop


Posted: Jul 2, 2016 06:28 PM    Msg. 87 of 134       
Quote: --- Original message by: Ki11erFTW

Quote: --- Original message by: Higuy
Quote: --- Original message by: Zetthefourth
Quote: --- Original message by: Ki11erFTW
I don't understand the complaints here. IIRC Masterz is the original founder of CMT, the remastered SP was his idea to begin with, it only makes sense that he carries the name. Duce and lag came later, both whose work to date I am unimpressed with (CMT related anyway). '

Lag's team for B30E was very talented yes, but the map is not good, and if you knew the capabilities of open sauce or the Halo engine, you would agree. If you really need me to go into detail I will. While I agree that these efforts (both b30e and spv3) should have been put into a new campaign, SPV3 is a really solid mod, and it's a great mod for a lot of the newer Halo players to get involved with(and some old).

It was under agreement long ago that both Masterz team and Lags team share assets. It is not Masterz tacking the name CMT onto the mod, CMT literally made this mod and agreed to do so.


I really need you to go into detail


Agreed. B30:E is quite possibly the best SP map created in this community so far, how can one seriously consider it "not good"?


It is one that has had the most work and effort put into it, sure, but does that make it a good map? Especially trying to one up the original b30 with the name "evolved". But if you knew what it really could be instead of what it is now, surely you would agree. Let's begin.

Let's start with the BSP design. Being one of the people behind the scenes, I watched the entirety of the development process. The BSP was designed to be linear. They went back and added that cave system after people like myself started complaining that you couldn't explore the beaches freely. All it does is add confusion because you have an intersection of random tunnels going throughout the island. Now the over all design isn't bad on its own , but to call this an "evolution" from the original is a joke. It has become impossible to rally back to the beginning of the island for reinforcements, and it isn't as simple as going to the coast to look for ammo and supplies.

The visuals. Now Bob did an amazing job on all of the assets. They're great. However it doesn't match the abomination of a theme they went for with the BSP and scenery. The BSP has a good model, but all of the textures and poor shader usage makes it look bland and stale. Almost like a desert mixed with a forest. This is supposed to be a tropical island, and there is no reminiscent of mood from the original b30 or b30 anniversary. Combine that with the unfitting stock Halo trees and logs and this is what you get. In the original b30, bungie made a specific set of environmental assets for the island, as they did with almost every other level. However this mod pulls those assets from every map halo has, making it just look odd. I know how much work went into the lighting, the interiors look okay for up-res'd halo 1 textures and bumps. The outside looks grey and flat, bump maps are entirely absent which is the point of DLM's.

Pacing. So let's jump into the very first battle. We are instantly introduced with a mosh pit of grunts, jackals, brutes, elites, turrets, etc. what fun is this? CMT has always had this problem of wanting to make the first beach encounter a chaotic mess. This is not the control room, it's the map center. Why on earth is such a huge army here? And if there had to be one, spread it out a bit. The brutes at least should have been entirely absent until the "brute pool" at the mid section of the map. That would have been a great introduction. And again, CMT (including masters here) has this problem of throwing elites and brutes together EVERYWHERE. When the hell did these factions ever fight in the same squad? They don't. It's not friendly to the lore and its unorganized and chaotic. The encounters seem basic and unthought out. There are just piles of all types of AI everywhere.

This mod would have worked better as its own product. Not b30 and not an "evolved" version of it. It's devolved. B30 was amazing for what it is, it never needed big vehicle battle sections or sniper rifles. I give credit to the team, as we all know it took a lot of work, but all these things I mentioned were flat out ignored when brought up.

Some of the stuff within the map itself is cool(assets, new script functions, etc). But it doesn't make the map as a whole a good map. Hokiebird (wish he was here) abruptly quit the team because of the continuos ignorance of the team, to which the team replied "LOL" pretty much. Hokiebird knows what makes a good encounters and it shows in (some) of SPV3, way more so then in B30 E.

I highly recommend you play the classic SPV3 b30. I had a ton of fun with the AI, the encounters were well made, and the thought and effort into it shows. (For example, once you get to the map room section every elite is an honor guard).

I typed this from my phone so I apologize for any mistakes. I just hope the remakes are done after SPV3. Why couldn't b30 evolved be its own thing? Why did it have to be a remake of b30? This question remains unanswered.
Edited by Ki11erFTW on Jun 29, 2016 at 09:01 PM


Bruh the map design pretty good if you had any problem traversing the map figuring out where to go then youre probably bad at video games and should stop playing as for the encounters theyre not the best but i forgot the part where its a mod and the cannon is whatever the fuc they want it to be your biching for the sake of biching and it seems like you almost have something personal against the team me lastly i forgot you and your buddy know how to make proper encounters went to college to learn about it and are experts in it you must be in the military too because you seem to know a lot about how military people gaurd especially alien militaries
Edited by biernacki90 on Jul 2, 2016 at 06:44 PM


MLPAlexFTW
Joined: Jun 21, 2016

I don't read the script, the script reads me


Posted: Jul 2, 2016 06:39 PM    Msg. 88 of 134       
Quote: --- Original message by: biernacki90
Bruh the map design pretty good if you had any problem traversing the map figuring out where to go then youre probably bad at video games and should stop playing as for the encounters theyre not the best but i forgot the part where its a mod and the cannon is whatever the fuc they want it to be your biching for the sake of biching and it seems like you almost have something personal against the team me and my body know how to make proper encounters we've went to college to learn about



My head hurts....


biernacki90
Joined: May 19, 2010

poop


Posted: Jul 2, 2016 06:47 PM    Msg. 89 of 134       
Quote: --- Original message by: 10TeraBytz12
Quote: --- Original message by: biernacki90
Bruh the map design pretty good if you had any problem traversing the map figuring out where to go then youre probably bad at video games and should stop playing as for the encounters theyre not the best but i forgot the part where its a mod and the cannon is whatever the fuc they want it to be your biching for the sake of biching and it seems like you almost have something personal against the team me and my body know how to make proper encounters we've went to college to learn about



My head hurts....


Your head hurts because youve hit it too many times silly


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 2, 2016 07:15 PM    Msg. 90 of 134       
Quote: --- Original message by: biernacki90
- absurdity -


Could you like snip?















Douchebag.


biernacki90
Joined: May 19, 2010

poop


Posted: Jul 2, 2016 10:07 PM    Msg. 91 of 134       
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: biernacki90
- absurdity -


Could you like snip?















Douchebag.

Jesus christ can you make me cringe anymore your the type of person that still thinks troll faces are still cool after a decade of being out


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 2, 2016 10:11 PM    Msg. 92 of 134       
Quote: --- Original message by: biernacki90
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: biernacki90
- absurdity -


Could you like snip?

Douchebag.

Jesus christ can you make me cringe anymore your the type of person that still thinks troll faces are still cool after a decade of being out


Dafuq are you harking on about you uncircumcised asshat?

Snip the irrelevant content from your quotes or GTFO.







Damn kids.


Tech
Joined: May 9, 2015


Posted: Jul 3, 2016 02:50 AM    Msg. 93 of 134       
There's no recticle bloom, or zoom, for the AR/GL D:


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Jul 3, 2016 03:39 AM    Msg. 94 of 134       
Quote: --- Original message by: Tech
There's no recticle bloom, or zoom, for the AR/GL D:


i believe that was intentional.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 3, 2016 04:15 AM    Msg. 95 of 134       
Some of the CMT weapons use Heat values for various trickery and magic.

The AR/BRGL weapons use heat (I think to prevent you from firing while secondary reloads) and because of this, I was not able to implement my own heat values to use for the dynamic crosshairs.

My dynamic crosshairs work by looking at the heat state of a weapon. For example, the Assault Rifle has an error rate of (10 - 12 I believe) and the heat values are synchronized in such a way that the heat rate matches the error rate, both in scale and max/min values. In a sense, the bloom rate is representative of the error rate, so long as you also keep in mind the adjustable values within the weapon_hud_interface tag.

There are three basic values that contribute to the synchronization of the bloom/error and it's my job to make sure they work properly (without messing with heat values for weapons that already use them.

This is why weapons that inherently use heat values cannot use dynamic reticles (for error rate, anyway)

TL;DR
It doesn't work for weapons that already use unalterable heat values (PR, PP, ect)

If you're interested in how they work, you can rip them from the maps or PM me for details. I know I've said this before, but soon I will have the resources (a quiet room) to record a proper set of video tutorials for various aspects of Halo CE modding.
Edited by Jesse on Jul 3, 2016 at 04:22 AM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 3, 2016 05:21 AM    Msg. 96 of 134       
Are there plans for DLMs in a future patch?


EtchyaSketch
Joined: Apr 11, 2014

S P I N


Posted: Jul 3, 2016 01:55 PM    Msg. 97 of 134       
Quote: --- Original message by: Spartan314
Are there plans for DLMs in a future patch?

lol no that would take effort


il Duce Primo
Joined: Apr 22, 2007

CMT Team Leader


Posted: Jul 3, 2016 04:16 PM    Msg. 98 of 134       
Quote: --- Original message by: Zetthefourth
From a canonical perspective too I think it would make sense for covenant weapons not to have reticle bloom seeing as they're altogether foreign technology. The USCE don't know how to reload plasma-based weapons let alone predict their accuracy.

I think they can handle predicting the covenant guns because the UNSC have created advanced artificial intelligence.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 3, 2016 04:25 PM    Msg. 99 of 134       
Quote: --- Original message by: Zetthefourth
From a canonical perspective too I think it would make sense for covenant weapons not to have reticle bloom seeing as they're altogether foreign technology. The USCE don't know how to reload plasma-based weapons let alone predict their accuracy.


Hmm I think they would be able to shop around for any possible info.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 3, 2016 06:37 PM    Msg. 100 of 134       
Quote: --- Original message by: Zetthefourth
From a canonical perspective too I think it would make sense for covenant weapons not to have reticle bloom seeing as they're altogether foreign technology. The USCE don't know how to reload plasma-based weapons let alone predict their accuracy.

Spread is something that can be easily observed. It's not some mysterious, seemingly magical factor beyond human comprehension (like the Needler).


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 3, 2016 11:52 PM    Msg. 101 of 134       
Quote: --- Original message by: EtchyaSketch
Quote: --- Original message by: Spartan314
Are there plans for DLMs in a future patch?

lol no that would take effort

I might be partial to Evolved gameplay but I was hoping that SPV3 wouldn't lose in the visual department. :(


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 4, 2016 12:14 AM    Msg. 102 of 134       
Quote: --- Original message by: Spartan314
Quote: --- Original message by: EtchyaSketch
Quote: --- Original message by: Spartan314
Are there plans for DLMs in a future patch?

lol no that would take effort

I might be partial to Evolved gameplay but I was hoping that SPV3 wouldn't lose in the visual department. :(


We certainly have the capability to create levels that are visually on par with the B30 E, but it would be far more work than it's worth.

We could upgrade one or two of the levels within the timeframe but then they'd be out of place with the rest.


BKTiel
Joined: Mar 18, 2014

strong independent bird needs no cage


Posted: Jul 4, 2016 12:41 AM    Msg. 103 of 134       
Quote: --- Original message by: Jesse
We certainly have the capability to create levels that are visually on par with the B30 E


lol prove it


EtchyaSketch
Joined: Apr 11, 2014

S P I N


Posted: Jul 4, 2016 01:09 AM    Msg. 104 of 134       
Quote: --- Original message by: BKTiel
Quote: --- Original message by: Jesse
We certainly have the capability to create levels that are visually on par with the B30 E


lol prove it


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 4, 2016 01:50 AM    Msg. 105 of 134       
Quote: --- Original message by: EtchyaSketch
Quote: --- Original message by: BKTiel
Quote: --- Original message by: Jesse
We certainly have the capability to create levels that are visually on par with the B30 E


lol prove it


lol, I'm gonna cop out with the excuse that we are lazy :D


Also, I have a feeling you guys tried to trick me.

 
Page 3 of 4 Go to page: · 1 · 2 · [3] · 4 · Prev · Next

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 8:47 AM 187 ms.
A Halo Maps Website