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Author Topic: Ascension Firefight beta feedback topic (358 messages, Page 1 of 11)
Moderators: Dennis

shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Aug 18, 2009 06:02 PM    Msg. 1 of 358       
now that ascension firefight beta is almost a week old, i would like to receive some feedback on it, ascension firefight beta is as the description says "a firefight taking place on ascension", there are 10 waves featuring halo 3 weapons and hud, halo 2 and 3 style enemies. The beta build has numerous bugs that need to be worked out but overall, if you read the description and play the map as it is intended, you wont notice most of them. This map is a good challenge to all halo players, pro or beginner. I hope to get the final released this fall, hopefully before november. The final will feature 20 complete waves, starting from an easy handfull of grunts, getting increasingly harder, with new enemies each wave. It will also feature unique things not seen in any other firefight so far, such as ariel waves, where you will be facing ranger elites with only your banshee to use. I have been working on this map alone, and built a large part of the scripts myself. If you decide to post in this topic, please tell me if you found any more bugs, and any ideas you think would go well in the map as well as things you think should be changed. To whoever downloaded this map, thanks for trying it and i hoped you enjoyed it.

here is the download link:
http://hce.halomaps.org/index.cfm?fid=4796

pics:



ill get more pics in a little bit if needed
Edited by shadowslayer123 on Aug 18, 2009 at 07:24 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Aug 18, 2009 06:27 PM    Msg. 2 of 358       
So where's the link?

You want feedback, yet we can't because there's no link.

You post no images for us to even begin to understand how it is.

Be more prepared next time.
Edited by jesse on Aug 18, 2009 at 06:29 PM


pwner5889
Joined: Jun 13, 2008


Posted: Aug 18, 2009 06:34 PM    Msg. 3 of 358       
It was pretty fun. I played it earlier. It's ok. I really haven't noticed any bugs. Except forthe teleporters not working. Other than that. I found no bugs in it yet.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Aug 18, 2009 06:35 PM    Msg. 4 of 358       


FtDSpartn
Joined: May 1, 2009

AI fanatic and rookie programmer.


Posted: Aug 18, 2009 06:36 PM    Msg. 5 of 358       
It was fun,at the tenth wave,the ranger elites just about tore me up lol.It was very fun.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 18, 2009 06:41 PM    Msg. 6 of 358       
1) "Halo 3 weapons". Mostly just a bunch of H3MT weapons. At least give credit.
2) Enemies didn't try to seek out the player. You had to go to them.
3) Enemies spawned in the center of the map, in the dish. Spawnkilling was really, really easy
4) Enemies were not that smart. They just stood there while shooting at you. Great.
5) Anti-cheats? I found a way around that :P


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Aug 18, 2009 07:23 PM    Msg. 7 of 358       
thanks for the replies, ill fix my first post, and how do you make smarter ai?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 18, 2009 07:26 PM    Msg. 8 of 358       
Firing positions.
Ai_magically_see_player.
Guarding at guard position.


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Aug 18, 2009 07:28 PM    Msg. 9 of 358       
ok, thanks. is Ai_magically_see_player a script on its own or would i have to put it in something else?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 18, 2009 07:29 PM    Msg. 10 of 358       
Script.


CorruptedHalo
Joined: May 18, 2009


Posted: Aug 18, 2009 07:31 PM    Msg. 11 of 358       
you know, gamma, I think everyone is trying to steal you're idea :P
but I'm not a person to judge maps until I play them. I'll try it.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 18, 2009 07:45 PM    Msg. 12 of 358       
I just played through it completely, and have a lot more crit.

HUD Issues
-Damage indicators. Badly alpha'd.
-String list. "Picked up 1 round for the plasma grenades". What.
-Ammo meters. Make them match.

Gameplay Issues
-Wave 10. Banshee + moving + elite ranger = roadkill.
-Less frequent bosses. It's like, wave 3 = zealot. Wave 6 = hunters. Wave 9 = Zealot + hunters. Joy. Lots of thought put into it.
-Enemy diversity. You have grunts. Then grunts and elites. Then grunts, elites, and jackals. They usually always hold the same weapons. No plasma rifle grunts? No carbine elites?

Level issues
-Rotating thing in the middle prevents you from shooting enemies inside if you're next to it, even if you have a clear shot.
-BSP looks D: Needs lots of smoothing
-Sky. There's an Ascension sky on the site. Download that, and use it.


CorruptedHalo
Joined: May 18, 2009


Posted: Aug 18, 2009 07:48 PM    Msg. 13 of 358       
Quote: --- Original message by: Gamma927
No plasma rifle grunts?

Plasma rifle grunts should burn. I hate the entire idea of them. They're the most annoying enemies ever.


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Aug 18, 2009 07:51 PM    Msg. 14 of 358       
thanks for that crit, i needed some stuff to work on :), and about that script, would it work if i were to write it like this:

(script continuous "aismart"
( Ai_magically_see_player
)
or would i need to put it anywhere else?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 18, 2009 07:53 PM    Msg. 15 of 358       
Put the command after (ai_place. And it's ai_magically_see_players. My bad.

Quote: --- Original message by: CorruptedHalo
Quote: --- Original message by: Gamma927
No plasma rifle grunts?

Plasma rifle grunts should burn. I hate the entire idea of them. They're the most annoying enemies ever.


You need to burn. Plasma rifle grunts are awesome when you create a support actor variant for them. It's nice to see the plasma pistol grunts rush in, while plasma rifle grunts lay down suppressing fire.


CorruptedHalo
Joined: May 18, 2009


Posted: Aug 18, 2009 07:55 PM    Msg. 16 of 358       
Quote: --- Original message by: Gamma927
You need to burn. Plasma rifle grunts are awesome when you create a support actor variant for them. It's nice to see the plasma pistol grunts rush in, while plasma rifle grunts lay down suppressing fire.

no. just, no.
Oh, and about the map. I fell, but I didn't die. EXPLAINS NAO!
btw, no, I wasn't cheating.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 18, 2009 07:56 PM    Msg. 17 of 358       
No fall damage. And you explain why you don't like plasma rifle grunts. "EXPLAINS NAO!"


Buggy Virus
Joined: Aug 11, 2009

Tastes like happiness


Posted: Aug 18, 2009 07:58 PM    Msg. 18 of 358       
It was easy, not much more to say of the difficulty

All the weapons shouldn't spawn in the beginning area, I had no reason to leave that area

Make the enemies spawn from more locations and seek

Maybe make some weapons like magnums, smg, assault rifles, or their ammo spawn around the map

fix all the pickup images

Fix it so that the ammo has the correct amount of bullets

Jackals shields don't disappear when they die

Oh and the rangers were very sedentary in the air and are better supporting ground troops
Edited by Buggy Virus on Aug 18, 2009 at 08:00 PM


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Aug 18, 2009 07:59 PM    Msg. 19 of 358       
there is fall damage, its just that there is some points on the map that is close enough to the ground that you dont die, i am going to make a killbox to fix it


Buggy Virus
Joined: Aug 11, 2009

Tastes like happiness


Posted: Aug 18, 2009 08:01 PM    Msg. 20 of 358       
Please just kill box the whole ground


CorruptedHalo
Joined: May 18, 2009


Posted: Aug 18, 2009 08:06 PM    Msg. 21 of 358       
Quote: --- Original message by: Gamma927
And you explain why you don't like plasma rifle grunts. "EXPLAINS NAO!"

You know your flood eradication beta?
it made me >:(
Keyes kept dying because of PR grunts


Buggy Virus
Joined: Aug 11, 2009

Tastes like happiness


Posted: Aug 18, 2009 08:11 PM    Msg. 22 of 358       
Quote: --- Original message by: anonymous__1337
put sniper jackles in the higher up places to make it harder


Yes!

And get a sniper at some point


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 18, 2009 08:12 PM    Msg. 23 of 358       
Quote: --- Original message by: CorruptedHalo
Quote: --- Original message by: Gamma927
And you explain why you don't like plasma rifle grunts. "EXPLAINS NAO!"

You know your flood eradication beta?
it made me >:(
Keyes kept dying because of PR grunts


Because I was a n00b, and put needle spamming grunts and plasma rifle grunts everywhere. One or two plasma rifle grunts supplementing a bunch of plasma pistol grunts fits nicely.


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Aug 18, 2009 08:12 PM    Msg. 24 of 358       
lol, i might :), and as for the rotating thing, if i remove it, ascension would not feel right so i am wondering if removing the collision geometry on it would help, the only problem is that the player would walk right thru it but that would also solve my hunter bug


CorruptedHalo
Joined: May 18, 2009


Posted: Aug 18, 2009 08:22 PM    Msg. 25 of 358       
Quote: --- Original message by: Gamma927
Because I was a n00b, and put needle spamming grunts and plasma rifle grunts everywhere. One or two plasma rifle grunts supplementing a bunch of plasma pistol grunts fits nicely.

maybe I' give PR grunts another chance.
But I swear to god if I ever see something like that again I will have flaming excrement.
Now, back on topic....
By removing the Collision Geometry, couldn't you just walk right through it?
maybe make it not move.


joshvaliant
Joined: Apr 14, 2008

Can't wait for gammas map woot woot!


Posted: Aug 18, 2009 11:18 PM    Msg. 26 of 358       
*Best suggestion so faR*
Makez moar leak Gammez mep.


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Aug 19, 2009 12:00 AM    Msg. 27 of 358       
Quote: --- Original message by: CorruptedHalo
Quote: --- Original message by: Gamma927
Because I was a n00b, and put needle spamming grunts and plasma rifle grunts everywhere. One or two plasma rifle grunts supplementing a bunch of plasma pistol grunts fits nicely.

maybe I' give PR grunts another chance.
But I swear to god if I ever see something like that again I will have flaming excrement.
Now, back on topic....
By removing the Collision Geometry, couldn't you just walk right through it?
maybe make it not move.

You have to make uncollidable surfaces, removing it would be very primitive


olly12345
Joined: Jul 30, 2008


Posted: Aug 19, 2009 02:08 AM    Msg. 28 of 358       
Just a list of things i think need to be changed:
In the final have it unprotected. i think a classic version would be really good.
Make enemies spawn in places that you cant see.
Could you make it so some enemies spawn in phantoms/spirits? because that would be awesome!


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Aug 19, 2009 02:39 AM    Msg. 29 of 358       
Quote: --- Original message by: olly12345
Just a list of things i think need to be changed:
In the final have it unprotected. i think a classic version would be really good.
Make enemies spawn in places that you cant see.
Could you make it so some enemies spawn in phantoms/spirits? because that would be awesome!

What this map is actually about, FireFight, is scripted in and cannot be extracted. There is no point in unprotecting it.

Also, it is possible to let them spawn in vehicles, look at the stock campaign, but I think that'd be too much work


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Aug 19, 2009 03:23 AM    Msg. 30 of 358       
making spawn in the vehicles isnt work...
just after (ai_place [encounter] )up a (vehicle_load_magic [vehicle] [string] (ai_actors [encounter] ) )

like so:

Quote:
(script startup aint_that_hard
(ai_place [encounter] )(vehicle_load_magic [vehicle] [string] (ai_actors [encounter] ) ) )


:O that magically gets them in vehicle in a 30th of a second.


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Aug 19, 2009 09:22 AM    Msg. 31 of 358       
these are all good ideas, i will see if i can get them put in


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 19, 2009 09:40 AM    Msg. 32 of 358       
This map has room for spirit / phantom dropships. Use them.


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Aug 19, 2009 09:54 AM    Msg. 33 of 358       
i need some help with it though, i can use the script sierra117 just gave me, but i dont know how to make it follow a recorded animation


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 19, 2009 11:07 AM    Msg. 34 of 358       

(recording_play [VEHICLE NAME] [RECORDING])


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Aug 19, 2009 11:11 AM    Msg. 35 of 358       
how can i determine where the vehicle will land, i used the import animations button in sapien and it put a bunch of animations and flags in from the second mission but i cant move anything

 
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