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Author Topic: [RELEASE] tactical-assault (43 messages, Page 1 of 2)
Moderators: Dennis

d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Oct 5, 2010 04:28 PM    Msg. 1 of 43       
this is my single player map tactical-assault, as you all know my last release did horribly, as the encounters were bad and it had no ending but here is my second release not a firefight but a sp map.

screenshots: http://www.xfire.com/profile/d4rfnader/screenshots/?view#105048676

download link: http://www.mediafire.com/?l6k458cviut292t

updated version: http://www.mediafire.com/?k8qfa1pi8ib36qw

the .zip file should be on halomaps soon

credits:

jesse: the hud
i think credit for the banshees go to spartan 094
cmt: plasma rifle and odst pistol
odx: animations for the odst pistol
gamma: for putting up with me again =P
me: minor tag tweaking and scripting
doompig, joddy, and assassinchief: beta testing and helping me make it better
asp: most of the weapons used in this map
co1t3r: the halo 3 marines
shadowslayer: the warthog
l28: the modified widget tags that i modified
advancebo: the silenced smg, either broke or odx did the animations for it.

If i forgot anyone please let me know.

bugs: sometimes the string lists won't appear at the radio's not sure how to fix it.
the ai won't throw grenades, not sure why, i set them up to, but they won't.
occasionally the ai spawn standing on eachother (lol).

there is also an armor permutation selection system for you picky people.

Edited by d4rfnader on Oct 5, 2010 at 05:35 PM
Edited by d4rfnader on Oct 11, 2010 at 02:59 AM


pwner5889
Joined: Jun 13, 2008


Posted: Oct 5, 2010 05:14 PM    Msg. 2 of 43       
Sweet, I'll give crit when i'm done playing it.


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Oct 5, 2010 05:27 PM    Msg. 3 of 43       
thanks, i think i got rid of all the errors.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Oct 5, 2010 05:49 PM    Msg. 4 of 43       
Give it a week of public play then you can say that.
Looks good though. Will try


pwner5889
Joined: Jun 13, 2008


Posted: Oct 5, 2010 06:17 PM    Msg. 5 of 43       
1. WAY TOO DARK!! I know the level takes place at night, but still. It's way too dark to see anything. Even with the night vision I still couldn't see anything. I had to turn my brightness up just to play the level.

2. The objectives suck. All you do is go around the island pressing switches the entire time.

3. The unneeded blocking of hallways when you could have easily placed a locked door instead.


Co1t3r
Joined: Dec 13, 2008


Posted: Oct 5, 2010 06:25 PM    Msg. 6 of 43       
The good: Really fun map. AI were fun to battle. Content seemed to "work", not just thrown in there. "Marine vision" was a neat gimmick.
The bad: There weren't enough battles in between main objectives. They often felt repetitive, too (both the encounters and objectives). I never managed to rid my marines properly around the waist.


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Oct 5, 2010 06:41 PM    Msg. 7 of 43       
thanks for the input this was mainly a test of my sp scripting abilities.

@pwner sorry about the darkness of the level, on my computer it's actually bright, and the objectives need improving i forgot to improve them before releasing, and i didn't realize that i blocked hallways, sorry about that.

@co1t3r thanks and i'll probably change it up a bit, the encounter's issue was me trying to get the encounters balanced and i completely forgot about how repetitive the level could be.

after it's been available to the public for about a week or so i'll probably revamp it, and try to fix the lighting issue.
Edited by d4rfnader on Oct 5, 2010 at 06:43 PM


pwner5889
Joined: Jun 13, 2008


Posted: Oct 5, 2010 07:25 PM    Msg. 8 of 43       
Quote: --- Original message by: d4rfnader
@pwner sorry about the darkness of the level, on my computer it's actually bright, and the objectives need improving i forgot to improve them before releasing, and i didn't realize that i blocked hallways, sorry about that.


I'm not saying you blocked hallways. I was talking about the part where you have to jump off of the cliff after the first set of hunters. I went inside the base. You should have placed a locked door in that hallway instead of blocking it off after the big room.


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Oct 5, 2010 07:59 PM    Msg. 9 of 43       
sorry about that i actually didn't mean to block that as there's nothing there to see really...


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Oct 6, 2010 12:58 PM    Msg. 10 of 43       
ok, well i'm making the encounter's have a little more variety and be a little more challenging, as for the lightmaps, instead of night, i can use the sky from cmt's a30 and make it rain instead of it being dark and such?


hjm65
Joined: Sep 7, 2009

Oyashiro-sama is going to get you


Posted: Oct 6, 2010 01:21 PM    Msg. 11 of 43       
Quote: --- Original message by: d4rfnader
ok, well i'm making the encounter's have a little more variety and be a little more challenging, as for the lightmaps, instead of night, i can use the sky from cmt's a30 and make it rain instead of it being dark and such?

I like that idea. :D


pwner5889
Joined: Jun 13, 2008


Posted: Oct 6, 2010 02:57 PM    Msg. 12 of 43       
Quote: --- Original message by: d4rfnader
ok, well i'm making the encounter's have a little more variety and be a little more challenging, as for the lightmaps, instead of night, i can use the sky from cmt's a30 and make it rain instead of it being dark and such?


You're fine with the sky you have now. Just make it a little more brighter.


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Oct 6, 2010 03:54 PM    Msg. 13 of 43       
well, i ran radiosity with cmt's sky and it brightened it up and also, i really like the way it looks with that sky and the added rain.


pwner5889
Joined: Jun 13, 2008


Posted: Oct 8, 2010 02:20 PM    Msg. 14 of 43       
So when are we going to get an updated link for the updated one?
Edited by pwner5889 on Oct 8, 2010 at 02:20 PM


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Oct 8, 2010 03:18 PM    Msg. 15 of 43       
as soon as it's done, i'm adding more encounters and stuff like that, to make it less repetitive and more challenging.


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Oct 8, 2010 04:00 PM    Msg. 16 of 43       
yeah, i actually didn't put it there, it was something in the scripting that i'm trying to fix, it checkpoints at weird area's but i am fixing that now.
Edited by d4rfnader on Oct 8, 2010 at 04:00 PM


Joddy
Joined: Jul 3, 2010


Posted: Oct 8, 2010 04:56 PM    Msg. 17 of 43       
haha im in credits :D
anyways
come on at xfire want to talk with you


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Oct 8, 2010 11:33 PM    Msg. 18 of 43       
ok, update #1 is almost ready, i've changed some encounters to give it more variety and i've fixed the lightmaps to make them brighter.

things to do before release:

1) figure out how to get rain to show up on every part of the bsp.

2) add a few more dropships into some encounters.


Co1t3r
Joined: Dec 13, 2008


Posted: Oct 8, 2010 11:46 PM    Msg. 19 of 43       
Quote: --- Original message by: d4rfnader
1) figure out how to get rain to show up on every part of the bsp.

Check the clusters sections of the scenario_structure_bsp (or whatever it's called) in Guerilla. You can specify individual weather for each cluster.


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Oct 9, 2010 12:24 AM    Msg. 20 of 43       
updated version has been released.

changes: switched to cmt's elites, ghost and dropship

a few extra encounters added to make it more challenging

Edited by d4rfnader on Oct 11, 2010 at 03:00 AM


warchieftain
Joined: Nov 14, 2008

Tar-21 ftw


Posted: Oct 11, 2010 10:54 AM    Msg. 21 of 43       
I just played through the revamped version and i have to say, it was really fun.
The encounter where the pelican slowely flies down while the warthog gunner attacks the covenant was pretty cool, but then they all get wasted when their dropped off made me lol, a suggestion to this would be to get rid of the warthog and replace it with cmt's pelican
( that thing's like an AC130)
Edited by warchieftain on Oct 11, 2010 at 10:55 AM


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Oct 11, 2010 11:19 AM    Msg. 22 of 43       
i thought about it, is that the one that has the weapons added to it?


firehero777
Joined: Aug 4, 2009

Sonic rules


Posted: Oct 11, 2010 06:37 PM    Msg. 23 of 43       
amazing gameplay, 10/10, only quirk is that its a bit too close to silent cartographer for my taste, but thats probably what you were aiming for :P


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Oct 11, 2010 06:38 PM    Msg. 24 of 43       
yeah doompig told me about that one, i tried to follow the silent cartographer as a reference as it is a good level and my favorite halo one, thanks.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Oct 11, 2010 08:00 PM    Msg. 25 of 43       
I actually found this to be the best custom SP level I've played in a long time.

Reasoning:
•You took a default map, but completely remade the player's path through the level.
•Good-looking, high-quality tag set.
•You had an armor-selection screen. +10 respect.
•My biggest reason is that the level is long enough to be enjoyed, but short enough that it isn't monotonous. SPV2 had that problem. After about an hour, I just got sick of trying to find my way to the next location.
•The objectives are simple, but enjoyable.
•The night vision is infinitely superior to the standard flashlight. I can actually SEE where I'm going now! :D

Cons:
•The Covenant Gunships are very nice, although they seem to spend most of their time spamming the ball turret. Maybe you could alter the projectiles fired by the starboard/port guns? I would suggest replacing their tri-shots with Ghost rounds, but that's just my opinion. It has five turrets, I think you could afford to tone down the firepower just a bit. :P

I hope you plan on making some other campaign mods like this. You'd get my download.
Edited by Echo77 on Oct 11, 2010 at 08:02 PM
Edited by Echo77 on Oct 11, 2010 at 08:04 PM


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Oct 11, 2010 08:03 PM    Msg. 26 of 43       
sweet thanks, and yes, i plan on doing more mods like this using the campaign bsp's, thank you all for this feedback.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Oct 13, 2010 11:47 AM    Msg. 27 of 43       
Quote: --- Original message by: assassinchief106
Why'd you replace the Socom with CMT's spec ops pistol? It's horrible. Horrible animations, horrible textures, it's built out of horrible. I hate horrible, why is it so horrible?

I liked the animations (ODX is probably going to make me say this :P).


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Oct 13, 2010 12:07 PM    Msg. 28 of 43       
i picked cmt's over the socom i have mainly because the socom is crap and odx's animations own.


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Oct 13, 2010 01:29 PM    Msg. 29 of 43       
Lol, if i had a way of getting a better SOCOM model i would.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Oct 13, 2010 04:50 PM    Msg. 30 of 43       
My SOCOM was rigged to ODX's animations for a time, and it looked fine O.o



ODX has new animations for it though, and I still need to fix the dots issue before release.


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Oct 13, 2010 05:31 PM    Msg. 31 of 43       
mine can't use odx's animations sadly, i got the socom off of this sight, and also it has a crappy attatchment shader that i still need to fix.


darkelite709
Joined: Oct 12, 2010

HUUUUUR


Posted: Oct 13, 2010 10:24 PM    Msg. 32 of 43       
I played it, it was pretty good, keep up the good work.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Oct 13, 2010 10:44 PM    Msg. 33 of 43       
Quote: --- Original message by: d4rfnader
mine can't use odx's animations sadly, i got the socom off of this sight, and also it has a crappy attatchment shader that i still need to fix.

Not too difficult to rig it to ODX's animations. It's a skill that's good to have.

http://hce.halomaps.org/index.cfm?fid=4832


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Oct 13, 2010 10:49 PM    Msg. 34 of 43       
Yeah, i'll probably rig it to odx's animations once i can improve the model and shaders.
Anyway for the final release of tactical-assault those of you who have tried v2 would you want even more dropships and such or would you rather my just extend a few more encounters?


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Oct 13, 2010 10:50 PM    Msg. 35 of 43       
Yeah, I've got "new" SMG and SMag animations that just need some more tweaks until I like them and will release/compile a really awesome show-off video that's already in my head:



 
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