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Author Topic: Requiem - Extinction on Steroids (1498 messages, Page 12 of 43)
Moderators: Dennis

iHalo
Joined: Dec 5, 2009

Modeling ::Royal Carribean's Oasis of the Seas::


Posted: Feb 24, 2011 12:43 AM    Msg. 386 of 1498       
Would love to see this in CryEngine3... Pshh just saying... ;)


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Feb 24, 2011 06:00 AM    Msg. 387 of 1498       
Is this actually in game yet or no? I wouldn't mind seeing it working.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Feb 24, 2011 07:48 AM    Msg. 388 of 1498       
Not in game yet. Still in the design stage (i.e. hasn't left gmax yet). However, that should change within the next few weeks, as I add the last bits to red and blue side and wrap up the skybox.

Then there's tool...DUN DUN DUNNN


ymt iz back
Joined: Jul 21, 2010

-gamer- -modder-


Posted: Feb 24, 2011 10:11 PM    Msg. 389 of 1498       
Quote: --- Original message by: CAG Gonzo
Pelican will likely be the model from extinction with little modification. I may tweak the speed values, but they may be fine as is. I will probably keep them at defaults, then change them if results from beta testing show a trend in desire for faster speeds. There will already be the AA hog from extinction, with tweaked missiles, plus the jet missiles may deal more damage.

But fret not; I have spent a lot of time thinking about balance and equality. Right now you should hopefully see such thinking in the layout of the minimap, and hopefully the main map too (by the way, I will be adding one more structure to each side to give players somewhere to go to besides just a hill or cliff or the base. Said structure will be large and have at least some walkspace for players to take shelter).



take the pelican from RPG beta 6_2 that thing's awesome :)


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Mar 3, 2011 06:52 PM    Msg. 390 of 1498       
As a matter of fact, there is...however, I will not be posting pictures of these new additions. I will say that they are all interior designs, put in to allow for players to go somewhere else. As Requiem was, it had the main bases and the minimap. If you wanted cover, you'd have to be close to those structures, which, given the size of the map, is unlikely if you suddenly find yourself outgunned. The rest of the available cover in the map was all natural. There just wasn't enough as it was, so, I decided to add in a little something extra.

Each side of the map will get a few interior spaces to play around in. The entrances to said spaces are open enough to be important areas, but not so exposed so as to allow across-the-map moronic camping. Inside, there will be some ammo, health, vehicles, and good times to be had by all. I am incorporating elements (so far. More to come.) from b40 and c20, and this is just for the red (humans) addition.

As usual, a lot of consideration is going into these spaces, but since it will not be as predominant an element in combat as, say, the minimap, so I am placing more emphasis on design and appearance rather than playability. As the areas are not central, there will be no enemies spawning in opposite spaces. All in all, these spaces will epic eye candy, and should represent the last design element before wrapping up.

I'll let you guys ponder what I'm building. You will find out soon enough I'm sure, when I have to post pictures for error help. I'll of course take suggestions for concepts for these interior spaces, but I will not be posting pictures of the spaces specifically.


Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Mar 6, 2011 02:32 AM    Msg. 391 of 1498       
Quote: --- Original message by: Carter 151
I hope there will be room for rping and machinimaking.


Yeah, same here. I guess the parts that are just for eye candy will be alright for rping, as they probably won't be part of the streamlined combat scene. We'll have to wait for Gonzo to reply though.


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Mar 6, 2011 04:01 AM    Msg. 392 of 1498       
Quote: --- Original message by: CAG Gonzo
I don't think that's possible. Teleporters work by instantiating a special method within Halo: a trigger volume (or whatever. I don't know the official term for it) is set up at the teleporter that teleports the player to its matching receiver. In other words, each receiver must have a matching volume, and vice versa. Said matching pairs are unique from all other teleporting pairs, so I don't think I can assign multiple receivers to each teleporter volume. It wouldn't be very fun in my opinion even if I could.

You don't need to. Each tele still leads to onyl 1 other. Except the other end isn't always int he obvious position.
For Example: Rooms
123
456
789 In the original putput, the south teleporter in room 1 will lead to the north of room 4. But here, we could make it lead to the north teleporter of room 9. For lols.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Mar 6, 2011 11:15 AM    Msg. 393 of 1498       
I was hoping for RP'ers and Machinamakers to find some use out of my map, but the primary purpose is multiplayer carnage and for others to see that they can make decent maps with free programs and the limits of CE. If anyone has ideas for me that would make my map a little better for RP'ers, I'm all ears.

I will NOT be randomizing the teleporters. Each teleporter will lead to a logical (somewhat) destination, with some being two-way. There will be two hubs: one for each side of the map. I have not made them yet, nor have I made any other teleporter pads in terms of geometry (such as the frame on top of the Blood Gulch bases), but those will come.


Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Mar 7, 2011 01:44 AM    Msg. 394 of 1498       
Quote: --- Original message by: CAG Gonzo
I was hoping for RP'ers and Machinamakers to find some use out of my map, but the primary purpose is multiplayer carnage and for others to see that they can make decent maps with free programs and the limits of CE. If anyone has ideas for me that would make my map a little better for RP'ers, I'm all ears.

I will NOT be randomizing the teleporters. Each teleporter will lead to a logical (somewhat) destination, with some being two-way. There will be two hubs: one for each side of the map. I have not made them yet, nor have I made any other teleporter pads in terms of geometry (such as the frame on top of the Blood Gulch bases), but those will come.


Maybe you could release a seperate version of the map with spawn points for RPing?


spartan 034
Joined: May 26, 2009

i think i will stay behind, and hold um off.


Posted: Mar 8, 2011 04:08 AM    Msg. 395 of 1498       
can i sign up for beta testing? i really really wanna see this on my computer screen.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Mar 8, 2011 12:43 PM    Msg. 396 of 1498       
Policy on alpha/beta testing candidacy:

Towards the end of design, I will create a separate forum thread to recruit a few alpha testers. Players will be selected based on their contributions to the forum and design process, what they list as their skills (sent to me as a PM), and other miscellaneous factors. I want skilled, intelligent players so I can be confident that Requiem will be sufficiently and thoroughly tested prior to release.

If selected, I will update the thread to reflect the names of players accepted as testers, and call for more if necessary. Beta testing works the same way. I need more beta testers than alpha.

Alpha Testing: alpha here means testing the map for errors, which boils down to pretty much only visible errors (bad mapping, hard edges, mis-ID'ed faces, etc). They will not be testing gameplay issues as much; they focus on aesthetics, sealing, and appearance. I need skilled players who are extremely competent in their abilities to work with the CE engine and its components, but who are also readily familiar with good multiplayer tactics. Why? So this stage of testing can eliminate visible errors, and add/remove map designs that hinder/aid in combat and travel. Exclusively BSP testing.

Beta Testing: testers here handle gameplay issues, glitching, and other factors affecting combat (spawn points, weapon and vehicle placement, teleportation grids, etc); they focus on play and flow. I need semi-skilled players familiar with the game itself rather than its engine and tags. They MUST be familiar with basic tactics, camping strategies, and other common moves we see during combat. Why? So this stage of testing can head off any major issues (like glitching under the POA in Extinction for example) before I release the map. Exclusively non-BSP testing.

Selection for alpha testing does not guarantee selection for beta testing

Gamma Testing: all alpha and beta testers will be invited to play on the gamma release to make sure I got all the errors fixed, and made any changes suggested. No additional testers will be recruited at this point (barring any current testers who are unable to participate). Once this is complete, the map will be released.

So, unless you have questions about testing, don't worry about it. I won't be calling for testers for at least a month or so, as I still have the error stage followed by Sapien stage before I compile. When the thread for testing is posted, I will take submissions for tester candidacy.


spartan 034
Joined: May 26, 2009

i think i will stay behind, and hold um off.


Posted: Mar 9, 2011 04:15 AM    Msg. 397 of 1498       
well that means im out


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Mar 9, 2011 07:15 PM    Msg. 398 of 1498       
Quote: --- Original message by: CAG Gonzo
So, unless you have questions about testing, don't worry about it. I won't be calling for testers for at least a month or so, as I still have the error stage followed by Sapien stage before I compile. When the thread for testing is posted, I will take submissions for tester candidacy.


Is the map even close to being in game yet? If so post some new pics!

Also, I was re-reading your original post and was wondering. You said like extinction there's going to be a bridge, my question is;

Is the bridge even going to have a purpose? Or will it be like the bridge in extinction?

Extinction gets alot of flak for it's massive design, your map seems to be very similar. Are you taking into account player movement or just assuming all players will be in vehicles at all times?
If you design the map so that players can move around on foot you may actually make something worthy of playing.
Edited by YakZSmelk on Mar 9, 2011 at 07:19 PM


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Mar 10, 2011 12:56 AM    Msg. 399 of 1498       
I would recommend reading most of my posts on this thread. I don't know if you have already, but if not, they should answer most of your questions.

Unlike Extinction, which almost demands vehicular travel if you need to get somewhere in a sane amount of time, Requiem has consideration for foot travel as well. Teleporter networks allow for foot combat and travel, while myriads of vehicle spawns throughout the map allow stranded players to get on the move in fair amounts of time.

The bridge is the minimap, which is host to the rarer games (Oddball, KOTH, Race) and offers more depth to a crucial terrain landmark, being that it is the ONLY place to cross the map via ground. I am concerned about a potential bottleneck, but since airborne is an option, as well as teleportation, I don't foresee it becoming a serious issue.

Massive design, yes. I love the large grandeur of Forerunner design, and wanted it present in Requiem. Sometimes I wish it were smaller, but at the same time, if it were smaller, aside from all the hassle of scaling everything down and remapping, it would take something away from the gameplay element, which is predominately decision making abilities. More terrain means more places to go, hide, and kill.

If you are interested in a more in-depth explanation, possibly a design history of Requiem and an intent for its final publication as my first CE map, then let me know and I'll type up a nice Word doc for you. I was planning on including something similar with the final release anyway.

Lastly, no pics really, because the final elements I am working on are intended to be revealed only when you, the player, stumbles upon them in game. You'll just have to lose sleep over the exhilarating thought of new elements within the main map. That being said, once I finish these new elements, merge 'em in, boolean the pieces and remap, I will be processing the map through tool, and once the millions of hours debugging it pay off, I will populate it. Following more debugging hours, I will call for testers, test it, change it accordingly, and release it.


Alberto
Joined: Mar 6, 2011

Disillusioned by the internet. Getting a life..


Posted: Mar 10, 2011 01:01 AM    Msg. 400 of 1498       
Sounds epic.


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Mar 10, 2011 01:06 AM    Msg. 401 of 1498       
Quote: --- Original message by: CAG Gonzo
"my first CE map"
"boolean the pieces"


Can we get a drawing of what your working on (for the final map) then? Those two above statements are really filling me with hope of ever seeing this.

As much fun as it can be to play developer like we all like too, the whole point of the community is to give you feedback on your work as you progress, I dunno if hiding it away is going to be a beneficial as you believe.

BTW the bridge does look cool but you might one to playtest that specific area if your planning on using it for Objective gametypes, guessing the scale it looks a little to large.

Edited by YakZSmelk on Mar 10, 2011 at 01:09 AM


Ubergoober
Joined: Oct 11, 2010


Posted: Mar 10, 2011 02:15 AM    Msg. 402 of 1498       
Quote: --- Original message by: CAG Gonzo
I would recommend reading most of my posts on this thread. I don't know if you have already, but if not, they should answer most of your questions.

Unlike Extinction, which almost demands vehicular travel if you need to get somewhere in a sane amount of time, Requiem has consideration for foot travel as well. Teleporter networks allow for foot combat and travel, while myriads of vehicle spawns throughout the map allow stranded players to get on the move in fair amounts of time.

The bridge is the minimap, which is host to the rarer games (Oddball, KOTH, Race) and offers more depth to a crucial terrain landmark, being that it is the ONLY place to cross the map via ground. I am concerned about a potential bottleneck, but since airborne is an option, as well as teleportation, I don't foresee it becoming a serious issue.

Massive design, yes. I love the large grandeur of Forerunner design, and wanted it present in Requiem. Sometimes I wish it were smaller, but at the same time, if it were smaller, aside from all the hassle of scaling everything down and remapping, it would take something away from the gameplay element, which is predominately decision making abilities. More terrain means more places to go, hide, and kill.

If you are interested in a more in-depth explanation, possibly a design history of Requiem and an intent for its final publication as my first CE map, then let me know and I'll type up a nice Word doc for you. I was planning on including something similar with the final release anyway.

Lastly, no pics really, because the final elements I am working on are intended to be revealed only when you, the player, stumbles upon them in game. You'll just have to lose sleep over the exhilarating thought of new elements within the main map. That being said, once I finish these new elements, merge 'em in, boolean the pieces and remap, I will be processing the map through tool, and once the millions of hours debugging it pay off, I will populate it. Following more debugging hours, I will call for testers, test it, change it accordingly, and release it.


as long as its still progressing and it actually gets finished, unlike so many other major projects that get posted on these forums, then i think we're all happy :) so tired of getting my hopes up over a major project only to see it get 85% finished and discarded, it's so disheartening


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Mar 10, 2011 12:34 PM    Msg. 403 of 1498       
If you need any help with the debugging later on I am willing to help.


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Mar 10, 2011 02:16 PM    Msg. 404 of 1498       
OH wow....


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Mar 10, 2011 02:26 PM    Msg. 405 of 1498       
Ah yes. "And if you will look to your left, you will see one of the many prime cases of a pathetic soul with no intelligence, a moronic state of mind, wretched attitude, and general trolling tactics. Such a miserable being can barely fit into society. And now, moving on with our tour of society..."

Fool, please go troll on forums that can understand your dialect. We here have intelligence and choose to apply it (for the most part) to intelligent actions. You do not. Cease and desist this idiotic banter, lest Dennis bring out the banhammer. This thread is for posts pertinent to Requiem and its design only, not foolish links to your favorite gay porn sites.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Mar 10, 2011 03:17 PM    Msg. 406 of 1498       
I will release a machinamaking/RPing variant following the release of the main map. A separate thread will take input from those familiar in the community. I will be locking the map until I am satisfied with both the map itself and its public opinion. I don't want anyone taking portions or making their own versions right off the bat.


AGLion
Joined: Jun 29, 2010

- Animator... suck it -


Posted: Mar 10, 2011 04:19 PM    Msg. 407 of 1498       
If you've completely finished the level geometry and portaled it, go ahead and compile it just so we could see how it would look ingame. Don't worry about textures until you can atleast compile it.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Mar 10, 2011 05:11 PM    Msg. 408 of 1498       
Portalling...forgot that. Well no, it's not in Sapien yet, and won't be for at least a month. Pictures will follow then.


POQPrince
Joined: Mar 19, 2011


Posted: Mar 21, 2011 07:42 PM    Msg. 409 of 1498       
Gonzo, it looks like you have considered all of the things that make a great map!

I look forward to the next update! From what I have seen/learned: So far, so good. Many of us have been anticipating an "intelligent" Halo CE map that is as well-thought out as this one appears to be.

There are some great Halo CE maps out there. With the right design, the Halo CE community may find itself playing the next big thing!



YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Mar 21, 2011 11:42 PM    Msg. 410 of 1498       
Quote: --- Original message by: POQPrince
Gonzo, it looks like you have considered all of the things that make a great map!

I look forward to the next update! From what I have seen/learned: So far, so good. Many of us have been anticipating an "intelligent" Halo CE map that is as well-thought out as this one appears to be.

There are some great Halo CE maps out there. With the right design, the Halo CE community may find itself playing the next big thing!



Is Extinction "intelligent" in your opinion?


POQPrince
Joined: Mar 19, 2011


Posted: Mar 21, 2011 11:51 PM    Msg. 411 of 1498       
Quote: --- Original message by: YakZSmelk
Is Extinction "intelligent" in your opinion?


Uhhh...I didn't imply anything in regard to the original map.

I certainly believe that the original designer meant well, but Extinction was filled with problems. I have faith that Gonzo recognizes the strengths and weakness of the original Extinction map and will create a much better final product.



YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Mar 22, 2011 12:28 AM    Msg. 412 of 1498       
Quote: --- Original message by: POQPrince
Quote: --- Original message by: YakZSmelk
Is Extinction "intelligent" in your opinion?


Uhhh...I didn't imply anything in regard to the original map.

I certainly believe that the original designer meant well, but Extinction was filled with problems. I have faith that Gonzo recognizes the strengths and weakness of the original Extinction map and will create a much better final product.



Was that a yes or no? The only reason I ask is because from a gameplay perspective there is no intelligent thought put into the original.

The map purely succeeds on it's "WOW" factor of being able to use multiple vehicles that are user-created and exists within the Halo Universe.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Mar 22, 2011 08:24 AM    Msg. 413 of 1498       
Quote: --- Original message by: YakZSmelk
Quote: --- Original message by: POQPrince
Quote: --- Original message by: YakZSmelk
Is Extinction "intelligent" in your opinion?


Uhhh...I didn't imply anything in regard to the original map.

I certainly believe that the original designer meant well, but Extinction was filled with problems. I have faith that Gonzo recognizes the strengths and weakness of the original Extinction map and will create a much better final product.



Was that a yes or no? The only reason I ask is because from a gameplay perspective there is no intelligent thought put into the original.

The map purely succeeds on it's "WOW" factor of being able to use multiple vehicles that are user-created and exists within the Halo Universe.


Prince: thanks for your vote of confidence. Yes, I am taking into consideration many factors, from gameplay and combat to design and aesthetics. This thinking will extend to the map's design and tags that go in. I would say I recognize most of the strengthes and weaknesses of Extinction, and, being that I have a more 'fair' perspective on gameplay and what it should be, hacking under the POA and map is DEFINITELY a weakness (sorry noobs. no yellow-tailing it to a safe, invincible place for you to cheat your way to a good score), and all these considerations are being taken into account as I design Requiem.

That said, I'm not taking this to the extreme, as trying to force a particular style of combat throughout the map, and thus control gameplay, is unwise, nearly impossible, and just plain dumb. I'd also like to point out that I'm trying to take input from users who post on this thread. So far, it has given me motivation to go on (what with all the 'wows' and other praises) and insight into some things I overlooked.

YakZSmelk: I agree with you there. I think Ender put a lot of thought into it, but just didn't know enough about a custom map that big, and so didn't know what to do. Keep in mind that there haven't really been any intelligently designed, large-scale maps for CE before, so he didn't exactly have anything to go off of. But it does seem like there was no testing before release, as even a simple testing would reveal the grotesque power difference between red and blue teams.

In other news, I was going to post some pictures, but I'm currently working on the blue addendum (addendum here meaning the interior space on blue side), so I'll post pictures when that is complete. The only things that changed:

  • The secondary and tertiary walls have been boolean-ed into the main map. I have also remapped the majority of the correspondingly affected faces.

  • The red addendum is done. I may go back and change some design elements, but for right now, it is done.

  • The cliff chain on red side was drastically shortened. In game, those cliffs would have been comparable to the cliffs that surround the level in b40...too dang tall. I shortened them to cliffs roughly the height of Death Island cliffs. This is also where the entrance to the red addendum is.

  • I added in a small structure to blue side consisting of a b40 door fixed to a wall with two structures extending outwards and downwards from said wall. Originally, this was just going to be left alone, but I am looking at using the door as a secondary, personnel only entrance to blue's addendum.

  • I added a cave to the area over a portion of the stream on blue side. This is also where a second, smaller cave will be that will be the main vehicle entrance to blue's addendum.

  • Cliffs were added throughout the blue addendum location. I think it breaks up the hills wonderfully, and adds some nice detail. Cliffs will probably be added to red's side as well.



Pictures will follow when I come close to finishing blue's addendum or if this thread erupts in an outcry for more pictures sooner (hint hint). Last thing: I'm considering testing some of the tags/modified tags in a different map, say a private testing version of Extinction or BG. That way I don't have to wait to test them until Requiem is an actual BSP. However, I don't have time to edit the tags quite yet. I'd rather work on the BSP. Is anyone willing to provide some assistance in this matter?


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Mar 22, 2011 11:54 AM    Msg. 414 of 1498       
Tell me what yah need and I will see what I can do.


I plea for pictures...


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Mar 22, 2011 12:12 PM    Msg. 415 of 1498       
I just need the stock weapons, plus some custom ones, modified to be fair and balanced (i.e. Plasma Rifle makes a good counter to an AR, etc). I also need vehicles in there, mostly to test speed and handling modifications (and I should have updated the Hornet's physics to match that of a Pelican, instead of a Banshee). Basically, I just want to test some aspects of the tag content. If you're interested, I can try and whip up a more detailed list.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Mar 22, 2011 02:16 PM    Msg. 416 of 1498       
i will help test stuff if you want.


POQPrince
Joined: Mar 19, 2011


Posted: Mar 22, 2011 03:31 PM    Msg. 417 of 1498       
Quote: --- Original message by: YakZSmelk
Quote: --- Original message by: POQPrince
Quote: --- Original message by: YakZSmelk
Is Extinction "intelligent" in your opinion?


Uhhh...I didn't imply anything in regard to the original map.

I certainly believe that the original designer meant well, but Extinction was filled with problems. I have faith that Gonzo recognizes the strengths and weakness of the original Extinction map and will create a much better final product.



Was that a yes or no? The only reason I ask is because from a gameplay perspective there is no intelligent thought put into the original.

The map purely succeeds on it's "WOW" factor of being able to use multiple vehicles that are user-created and exists within the Halo Universe.


Actually, I'm not certain that a simple "yes" or "no" answer would suffice.

I don't want to insult the design team behind the original Extinction map. I am confident that (DA)Ender did the best that he could at the time. Moreover, I wouldn't say that the map was COMPLETELY devoid of any "intelligence." While I don't play it very often and I am astutely aware of the glitches and problems associated with the original Extinction map, I do think that there was some amount of thought that went into it.

I agree that the map succeeded largely upon its vehicle design. However, those vehicles do make for some nice gameplay that differs somewhat from what is found on other maps.

After reading through Gonzo's posts and speaking with him, I have quite a bit of confidence in his rationale for this redesign of Extinction. In fact, outside of the scope, he is building an entirely new map altogether. He is building upon the strengths of the original map and adding a great deal of thought and effort into the quality of design and gameplay.

I, for one, look forward to this with great anticipation!



Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Mar 22, 2011 05:07 PM    Msg. 418 of 1498       
The biggest problem with the first was the peli's and the bareness IMO of it. The peli's were messed up in a such a way that they are able to fly through corners and seams in the map geometry. That however is the fault of the pelican not the map.

Either way I am sure this will be a good map both ascetically and game-play wise.


Alberto
Joined: Mar 6, 2011

Disillusioned by the internet. Getting a life..


Posted: Mar 22, 2011 05:43 PM    Msg. 419 of 1498       
Might want to change name, Sel going to finish before you and being a dick about it on Modacity.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Mar 22, 2011 09:49 PM    Msg. 420 of 1498       
Quote: --- Original message by: Alberto
Might want to change name, Sel going to finish before you and being a dick about it on Modacity.


Eh? Someone else using the name Requiem for the their map?

IMO? What does that stand for? And if the Pelican has problems because of a bad model, I'll need to fix it before it goes in. I haven't noticed any weird glitching problems with the Pelican in Extinction, and I fly one whenever possible. I love those things (look at my profile picture).

 
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