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Navarro has contributed to 13 posts out of 465278 total posts
(0.00%) in 2,971 days (0.00 posts per day).
20 Most recent posts:
If people want to find some way to abuse sprint, they're free to do so. Please don't nerf sprint so that it runs out quickly. Don't do it for the sake of balance. Spartan IIs are known for their preternatural stamina resulting from the augmentation process, and I think the gameplay should at least reflect that. Edited by Navarro on Apr 26, 2015 at 01:19 PM
Think of sprint like running as fast as you can to win a 100m race, compared to a brisk jog. Sprinting saps your strength quickly and thus is an anaerobic activity, while jogging can be sustained for many miles and thus is an aerobic activity. The two are different enough in reality that in games it is reasonable to distinguish the two.
This thread is off topic. I thought it was likely Dennis would shut it down.
You can't create custom content in Halo Online - it's that simple. If we get mod tools for Halo Online, then yes, we'd move to Halo Online.
I hope you're not being serious about this. If you are, then you may honestly need to re-evaluate your standards of quality.
I noticed that in the alpha, the brutes were all SPV2 ones. I don't like the variety in colors, especially for the captains - there's black and greyish-white armored ones, in addition to the blue, red, and gold seen in Halo 3. Will you consider using brute tags maybe from the upcoming TSCE, or Halo 3 ones, rather than the SPV2 ones? Or have you already made this change?
I like the Reach elites, but I think they make the other enemies look out of place, or vice versa. If you're aiming more for lore consistency, which would make sense given your story-based scenario for this firefight, then I'd keep all enemies, weapons, etc. within the style of one of the games, which would most likely be 3 or Reach. For me, Reach elites and 3 grunts don't pair well together with respect to looks, which highlights my point about consistency. However, some custom weapons like the tactical BR feel Halo-authentic, and that one in particular would go well with any map having more Halo 3-oriented aesthetics. So, even if something's custom, if it can be agreed that it tailors to the game world, then it would most likely be a good inclusion.
It's up to you how you want to work on the aesthetics. I just want to advise that they're overall consistent with each other. We've all seen maps with batantly inconsistent tags, and the impression they left us.
Focusing on a different topic, I think there should be navmarkers to the last few enemies. I had a very hard time trying to find and kill the stragglers from some waves. Sometimes, I even had to resort to cheat_medusa and fire my weapon multiple places to kill enemies I couldn't even see.
Glitches in alpha: I fell through the map in front of the base (I think you've dealt with this problem). Spirit dropship spawned but never moved, so I had to teleport to it and kill the elites in it so I could progress. And as mentioned above, remaining enemies sometimes were nowhere to be seen, so I had to kill them with cheat_medusa and firing a weapon randomly in the air.
I'm sure the map as it is now is quite different, but I enjoyed it a lot. I'm excited to see how it'll look next and maybe the final time.
In general, good things happen when one thinks things through carefully, but also considers every moment of time, no matter how infinitesimally small, as fleeting, when they think of them added up.
I've seen a decent amount of Gamma's work. Does he still work with Custom Edition?
There goes my hero
Watch him as he goes
As an aside, have there been any multiplayer AI maps that use Open Sauce? I've seen lots of tags and textures derived from Open Sauce over the past 2 years (maybe more than that), all proof of concept, but no actual maps released to the public.
I think he does credit people whom he borrows tags from.
I hope TSCE will see release before this Christmas, and I'm very sure it will. With so little left to do, there's hardly any excuse for it to be delayed any longer.
If they're not yet sure whether this project will continue, I think it makes sense for them to hold on to the tags for a little while longer. But if nothing's done during that time, it would be reasonable and welcome for them to release them all.
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