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Mooseknuckle has contributed to 8 posts out of 465278 total posts
(0.00%) in 3,513 days (0.00 posts per day).
20 Most recent posts:
Quote: --- Original message by: P3Quote: --- Original message by: Echo77Quote: --- Original message by: P3How about giving us a release date? As often as people ask this question, I would think that, if they had a release date in mind, they would have given it to us. Well, they could at least tell us an estimation of how long it might take them. Maybe tell us what it is that needs to be worked on other then telling us, " it needs polishing." What is it that needs too? If everything, then at least tell us or show us something interesting to keep us from being tired of waiting.
The more time they spend taking, uploading, and posting cute screenshots, the less time they have to do actual work. It'll be done when it's done, or in the event that they somehow know exactly when they'll be done, they'll tell us. Begging for a release date is a fruitless endeavor. Edited by Mooseknuckle on Jun 10, 2013 at 10:17 PM
btw, I thought CMT might like this concept art I found while browsing Isaac Hannaford's stuff: http://i7.photobucket.com/albums/y290/kingronster/odst_gun.jpg
I thought something similar to it might make for a more interesting design than the original MA5K, since you guys discussed changing the ammo count to something other than 30, and since the MA5K is quite similar to a scopeless BR. Also, it'd be the only CMT weapon so far with a reflex sight, which would be cool to have.
Maybe a 48-round weapon with similar characteristics to CMT's old MA5K, with that new design and a new MA5-series designation?
Edit: How about calling it the MA5T Carbine, the T being short for "tactical"? Edited by Mooseknuckle on Jun 10, 2013 at 11:47 PM
Quote: --- Original message by: Masters1337Quote: --- Original message by: Mooseknuckle I have another question, something I've been thinking about lately. It's been mentioned a few times before that TSC:E and SPV3 will have separate tagsets. What is the logic behind this compared to having a single, unified tagset for both? If this is meant to be a single, cohesive CMT experience that can be played all the way through from start to finish, why have one map that is inconsistent with the rest of the campaign? I don't doubt that both tagsets will be polished and fun to use, but what about consistency? It would be incredibly off-putting for one map to have different bipeds, models, animations, textures, behaviors, etc. It stems from a misunderstanding and also because both teams worked so long and hard on their respective tagsets. Initially, some of us understood one would be chosen for all maps, but others were under the impression the B30:E map and tagset were independent . However, it eventually came to a point where the SPV3 maps wouldn't play well with the Evolved tag set if that were to be the sole tagset (SPV3 is many maps and encounters, while B30 is just a single but awesome map), and the B30 team didn't want to get rid of their weapon balance, after designing the mission with it in mind for about a year. What's ultimately going to happen is B30:Evolved with the Evolved weapon set is going to be released, followed by "Phase 1" of SPV3 a month or so later, which includes SPV3 A10, A30, A50, and concludes with SPV3 B30:E (Which is B30:E with the SPV3 tagset). In short, B30:E is a map with a custom tweak and tailored tagset, and SPV3 is meant to play out as an expanded H1 Campaign, while incorporating the all new B30.
Ahhhh. Thank you so much for clearing this up! So B30:E and SPV3 are technically separate experiences, but a version of B30:E with the same tagset as the rest of SPV3 will also be included in the Phase 1 release.
AH. I just found this. Please disregard my previous post, or rather, think of this as me finding the answer to my own question and posting it here:
Quote: --- Original message by: IfafudafiQuote: --- Original message by: Masters1337 right now we have 2 tagsets, we have one designed by Iffy where all weapons are completely independent from their H1 tag values (think of how H2 did it's weapon behaviors), and we have mine where everything is built to retain what I believe people love and want from Halo CE. I don't want to start something here but one could draw a couple of misleading conclusions from this, so I'd like to try and clarify a bit Several different variations on weapon stats, behavior, etc. are being presented to testers simultaneously, mostly along the lines of a varation crafted by myself in our b30 test-builds and another by Masterz in his SPv3 test-builds, with the idea that the good bits and the bad bits of each will be able to be more easily identified (and then be converged or eliminated) by comparison and contrast. In combining the theoretical high points of two seperate methodoligies while removing the disadvantages, the end product would ideally then be a deliciously marbled gameplay cake. However, in both cases, the goal is to "retain what [whoever] believe[s] people love and want from Halo CE;" the difference is how "what makes Halo 1 Halo 1" is interpreted -- and believe me there are differences. It's easy to see why 343 left the gameplay completely untouched for Anniversary. This is still a very ongoing and very not-finished process, though, so I don't want to get too into detail until we've got things more solidified on our end Edited by Mooseknuckle on Jun 10, 2013 at 07:15 PM
I have another question, something I've been thinking about lately. It's been mentioned a few times before that TSC:E and SPV3 will have separate tagsets. What is the logic behind this compared to having a single, unified tagset for both? If this is meant to be a single, cohesive CMT experience that can be played all the way through from start to finish, why have one map that is inconsistent with the rest of the campaign? I don't doubt that both tagsets will be polished and fun to use, but what about consistency? It would be incredibly off-putting for one map to have different bipeds, models, animations, textures, behaviors, etc.
Quote: --- Original message by: Masters1337 The goal is to have no stock textures remaining.
Woohoo! I've played through T&R a couple of times already. Definitely looking forward to more stuff from you guys. :D Edited by Mooseknuckle on Jun 10, 2013 at 05:08 AM
I hate to ask this because I get the feeling it's probably been answered somewhere before, but are the BSP's and objects in maps other than TSC:E going to be fully retextured in HD? I've noticed some that seem higher resolution than normal, and the normals look really good, but in some areas of T&R, especially inside the Covenant ship, there's a pretty stark contrast between the beautiful textures of the new models and those of the map itself.
After seeing a video on Reddit today demonstrating Open Sauce's capabilities, I decided to give Halo Custom Edition another shot after not touching it in a few years. I get updated, install Open Sauce and HAC, only to find that despite there being 1000+ players on at all times, most of the servers exclusively run stock maps, and the few servers I could find with custom maps were either empty, had 1-2 players, or a combination of both, with a ping of 300-400.
Am I doing something wrong, or do people just make shiny maps and add new features to the game for fun, knowing that they're barely going to get played?
Also, WHERE ARE THE SNOW GROVE ZOMBIE SERVERS?!
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