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Author Topic: [WIP]Toten Nacht (299 messages, Page 1 of 9)
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rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jul 8, 2011 10:15 PM    Msg. 1 of 299       
UPDATED-7/23/2011

I don't know if anyone saw this in CE3 or not but here is my work in progress thread for my new zombies map Toten Nacht.(Dead Night) I don't know if you played my previous zombies map Dead Halls or not but it had a lot of problems. I have either fixed or am working on fixing all of the problems with the original. Unlike my previous map, I plan to add more features that my first one should have had, and ones that I don't "need" but will add to the experience. And for those that don't know, this map is based off of Call of Duty World at War's and Black Ops' zombies mode.

Screenshots of BSP







Original video for CE3: http://www.youtube.com/watch?v=sfMP0gIA_4s

New Features and status:

Iron Sights-Almost Done(Some weapons just need re-centered)
Waves-Done
Points-Done(Improving)
Mystery Box-Almost done(Just needs a little debugging) http://www.xfire.com/video/4a671a/
Improved Pack-a-Punch-Almost done(Needs new model)
Perks-In progress
New HUD-In progress
New Player Character-Done(Just needs fp arms)
New Weapons
New/Improved Powerups


Weapons(As with call of duty all weapons can be Pack-A-Punched):
I want at least 20 before this is done.

Progress: 11/20

MA5b-Default
M6/SOCOM-Almost done.(Needs new sounds)
Dual M6/SOCOM-Don't get me started on what needs fixed
Shotgun-Default
Sawn-off Shotgun-Standard shot gun but shorter. Has less ammo and more spread, but does more damage.
Rocket Launcher-Default
Sniper Rifle-Default or Scope-less(still deciding)
MP-40-Model done(Needs fp animations)
PPSh-52(A moderised PPSh-41)-Almost Done(Model has a small visual glitch)
Ray Gun(From CoD)-Done(Except maybe textures)
Thundergun(From CoD)-Done(Just needs some minor tweaking)

I only have a few guns right now and I would like to change this because I counted, and a standard Black Ops zombies map has 28-29 guns.(Not counting upgraded versions) I would like to atleast have 20-25. Here is a list of guns I'm considering using/making:

And before anyone says anything about the mix of time periods for the weapons, I actually have a reason for each of the guns being used.

Definite:
Halo2 LMG
M1911A1(Colt .45)
Thompson
Springfield
Master Key

Maybe:
Halo2 SMG
Halo2 BR
M1919 or M2 Browning
MG-42
FG-42
LAW
M16A1(If I can get the 203 to work)
M60
M2 Flamethrower

Perks

Juggernog(Definite)
Speed Cola(Definite)
Quick Revive(Maybe)
Stamin-Up(Maybe)
PhD Flopper(Probably)
Dead Shot(Maybe)

Powerups

Instakill(Definite)
Nuke(Definite)
Max Ammo(Definite)
Double Points(Probably)
Death Machine(Definite)
Fire Sale(Maybe)
Bonfire Sale(Definite)

I am also coming up with some custom perks/power-ups.
Edited by rerout343 on Jul 16, 2011 at 06:10 AM
Edited by rerout343 on Jul 23, 2011 at 12:26 AM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jul 8, 2011 11:20 PM    Msg. 2 of 299       
I really like the ironsight ability for all of those classic weapons. Keep it up.


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: Jul 8, 2011 11:32 PM    Msg. 3 of 299       
ar sight were my fav.
keep upte good work. cant wait for a relase or beta.


Ro0ster
Joined: Jan 21, 2008

is a rooster


Posted: Jul 8, 2011 11:51 PM    Msg. 4 of 299       
I think you should model some iron sights onto the Halo Assault Rifle. From what I saw in CE3, it just looked awkward aiming down the non-existent sights.


Skyancez3o4
Joined: Apr 6, 2010

I miss CE


Posted: Jul 9, 2011 12:02 AM    Msg. 5 of 299       
I never really liked the MA5B since it's just a H2 Smg with a slightly bigger punch and no recoil...
perhaps edited stats?

Anyways I'm gonna make a little list:
1) what's dead shot anyways?
2) I can't imagine how you're gonna do the Iron sights for the default MA5B, doesn't it have a round top?
3) Double-Speed/ Slow time would be nice :)
4) PhD flopper??
5) This SP or MP? (Curiosity got me so yea... xD)
6) perhaps some kind of mines would be cool :)


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 9, 2011 12:33 AM    Msg. 6 of 299       
Quote: --- Original message by: Skyancez3o4
2) I can't imagine how you're gonna do the Iron sights for the default MA5B, doesn't it have a round top?


Maybe you could have the screen go transparent when you aim down the sights so that it functions like a red dot sight.


MatthewDratt
Joined: Sep 11, 2010

HaloCE3.com MattDratt.com


Posted: Jul 9, 2011 12:49 AM    Msg. 7 of 299       


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jul 9, 2011 12:52 AM    Msg. 8 of 299       
YESSSSSSSSSS cod waw mp40 :DDDDDDD


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 9, 2011 01:04 AM    Msg. 9 of 299       
From what I've read, PHdFlopper is totally possible in halo. You can make the footstep material effects emit a damage effect similar to that of the grenade when you jump, however the harder part would be getting the biped to switch which material effects are used. I suppose you could somehow switch the bipeds without killing the player by using scripts.


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Jul 9, 2011 02:20 AM    Msg. 10 of 299       
maybe sphinxbo can help you he has some nice stuff


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: Jul 9, 2011 02:22 AM    Msg. 11 of 299       
Quote: --- Original message by: Wesker
maybe sphinxbo can help you he has some nice stuff

NONE OF IT IS MADE BY HIM
HE RIPS IT FROM OTHER MAPS
AND THENH HEPROTECTS IT
EWW
EWW
EWW
EWW
NO
EWW.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jul 9, 2011 02:24 AM    Msg. 12 of 299       
Quote: --- Original message by: Wesker
maybe sphinxbo can help you he has some nice stuff


that use the same anims and he put that grip on every gun

and thats stupid ak with a grip is most retarded thing ever


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jul 9, 2011 02:37 AM    Msg. 13 of 299       
Thanks for all of the positive feedback.

Quote: --- Original message by: Skyancez3o4
I never really liked the MA5B since it's just a H2 Smg with a slightly bigger punch and no recoil...
perhaps edited stats?

Already working on it. I plan to make some significant differences between weapon types.

Anyways I'm gonna make a little list:
1) what's dead shot anyways?

A perk from Black Ops introduced in the map Call of the Dead. It eliminates scope wobble for snipers and makes non-scoped guns snap to the zombies Head when you look down the sights.

2) I can't imagine how you're gonna do the Iron sights for the default MA5B, doesn't it have a round top?

I have a few ideas but I may just leave it as is. I haven't decided yet.

3) Double-Speed/ Slow time would be nice :)

I've thought about a power up or perk that uses bullet-time but I haven't decided on anything yet.

4) PhD flopper??

A perk from Black Ops introduced in the map Ascension. It make the player immune to explosives and whenever the player dives to prone from certain height it creates a small explosion around the player killing the zombies in the immediate radius.

5) This SP or MP? (Curiosity got me so yea... xD)

Single Player, this should be obvious because it has AI....

6) perhaps some kind of mines would be cool :)

Already working on it, I'm just deciding on which type om mine to use: Bouncing Betty, Claymore, Spikemore, or Halo Tripmine


Answers in red.

Quote: --- Original message by: Echo77
Maybe you could have the screen go transparent when you aim down the sights so that it functions like a red dot sight.


I've actually considered that already. but I haven't done anything yet

Quote: --- Original message by: Juiceb0xhero
Ya i think double points and PhD flopper might be kind of hard to script but keep up the good work 'D


Actually double points will be very easy and I already have some ideas on flopper.

Quote: --- Original message by: MatthewDratt
Vidoc Here: http://www.youtube.com/watch?v=sfMP0gIA_4s


Thanks I'll add it to the op.

Quote: --- Original message by: Cheddars
YESSSSSSSSSS cod waw mp40 :DDDDDDD


I'm not adding the mp40 because it was in World at War. I'm adding it because it fits into the setting of the map. The MP40 was ridiculously over powered in CoD. For some reason it was stronger than the Thompson even-though the mp40 is a 9mm and the Thompson is a .45.

Quote: --- Original message by: jesse
From what I've read, PHdFlopper is totally possible in halo. You can make the footstep material effects emit a damage effect similar to that of the grenade when you jump, however the harder part would be getting the biped to switch which material effects are used. I suppose you could somehow switch the bipeds without killing the player by using scripts.


Actually I already had some ideas that I'm working on.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jul 9, 2011 02:51 AM    Msg. 14 of 299       
For now just doorways. I have too many current issues to fix before I can worry about that. But if I do add them I will also add carpenter to the list of powerups.


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jul 9, 2011 03:18 AM    Msg. 15 of 299       
I still thought the
Mp40 was cool in cod they it was over powered lol. all the noobs would use it


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Jul 9, 2011 03:54 AM    Msg. 16 of 299       
Zombies need to be more aggresive and they need to have a "horde" feel to them, as in the difficulty in fighting them is when a large amount swarms you. You generally need more zombies that move faster, some balance of the two.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 9, 2011 03:57 AM    Msg. 17 of 299       
Vary the zombies by some having more speed, strength, health/shields, etc.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jul 9, 2011 04:27 AM    Msg. 18 of 299       
That's actually something I forgot to mention in the op. This time around there will be at least two types of zombies in the actual hordes. The game will start of with mostly slow shamblers and gradually have more and more runners as the waves go on, however, every 4-6 waves, there will be a wave containing a new type of zombie that will fight you differently than the others. I have also been considering making the Napalm and Shrieker zombies from Shagi La

Also, the amount of zombies and their health will increase every wave.
Edited by rerout343 on Jul 9, 2011 at 04:31 AM


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jul 9, 2011 05:54 AM    Msg. 19 of 299       
Electrical gates would look cool :) for higher levels. As in the ones in the different shakes in shi no numa. That was my favorite map in waw and loved it in blackops :D


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jul 9, 2011 06:48 AM    Msg. 20 of 299       
I am planning to make traps, but I have a lot of work to do already and I don't know when I will be able to get to making them.


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Jul 9, 2011 09:23 AM    Msg. 21 of 299       
My favourite part is when the zombie epicly teleported

Quote: there shuld be a dancing zombie easter egg


Quote: zombies in sync :D THRILLER :D

-Zekilk

Edit: Dual wield yes, almost forgot. Make both guns use the same ammo. It is possible you know.
Edited by cyboryxmen on Jul 9, 2011 at 09:27 AM


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jul 9, 2011 09:37 AM    Msg. 22 of 299       
Quote: --- Original message by: cyboryxmen
Edit: Dual wield yes, almost forgot. Make both guns use the same ammo. It is possible you know.
Edited by cyboryxmen on Jul 9, 2011 at 09:27 AM


I thought so, but as I said before, I have a lot of things that need worked on, and the dual wield weapons are just something I have not gotten around to really debuging yet. (The current tags for the dual socoms are just placeholder anyway)


SeL
Joined: Dec 15, 2010

https://twitter.com/FalldogStudio


Posted: Jul 9, 2011 09:56 AM    Msg. 23 of 299       
If you don't know German don't butcher it.

Thanks!


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 9, 2011 10:17 AM    Msg. 24 of 299       
Quote: --- Original message by: SeL
If you don't know German don't butcher it.

Thanks!


Toten = Dead.
Nacht = Night.

"Dead Night" doesn't exactly seem like a butchered translation....


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: Jul 9, 2011 12:10 PM    Msg. 25 of 299       
Your particles need alot of work I can help you if you need.

Also me and JUnit H2SPT member of mine made a tool to extract from COD Zombies so I can get your sounds textures and models.

Unless your making everything custom?

Credit Activision and Treyarch of course.

Guess I want release our teams minor project nacht der untoten LOL :P


SeL
Joined: Dec 15, 2010

https://twitter.com/FalldogStudio


Posted: Jul 9, 2011 01:52 PM    Msg. 26 of 299       
Quote: --- Original message by: Echo77
Quote: --- Original message by: SeL
If you don't know German don't butcher it.

Thanks!


Toten = Dead.
Nacht = Night.

"Dead Night" doesn't exactly seem like a butchered translation....


Google translate is 100% correct all the time : fact


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 9, 2011 02:00 PM    Msg. 27 of 299       
Quote: --- Original message by: SeL
Quote: --- Original message by: Echo77
Quote: --- Original message by: SeL
If you don't know German don't butcher it.

Thanks!


Toten = Dead.
Nacht = Night.

"Dead Night" doesn't exactly seem like a butchered translation....


Google translate is 100% correct all the time : fact


"Nacht der Untoten" from World at War means "Night of the Undead". Which means "Toten Nacht" translates to Dead Night. But I'm pretty sure he mentioned at some point that it was just a placeholder name, so I don't guess it really matters either way...


SeL
Joined: Dec 15, 2010

https://twitter.com/FalldogStudio


Posted: Jul 9, 2011 02:14 PM    Msg. 28 of 299       
Funny, my native German bff thinks otherwise :)))


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Jul 9, 2011 02:25 PM    Msg. 29 of 299       
SeL, just say if it's Toten Nacht, Nacht Toten or something else entirely instead of just posting "lololol you're wrong."

For some reason I keep thinking the adj goes after the noun as it does in some languages so it would be the second one but hell I don't know [I took Spanish].


Slayer117
Joined: Oct 3, 2008

Host of CE3 2010-forever!


Posted: Jul 9, 2011 03:43 PM    Msg. 30 of 299       
Quote: --- Original message by: SeL
Quote: --- Original message by: Echo77
Quote: --- Original message by: SeL
If you don't know German don't butcher it.

Thanks!


Toten = Dead.
Nacht = Night.

"Dead Night" doesn't exactly seem like a butchered translation....


Google translate is 100% correct all the time : fact


http://translate.google.com/translate_t?hl=en&bav=on.2,or.r_gc.r_pw.&biw=1680&bih=845&q=Toten+Nacht&um=1&ie=UTF-8&sl=de&tl=en&sa=X&ei=_64YTqTaO6fo0QHzr-yWBQ&ved=0CBUQrgYwAA

Oooh would you look at that, Dead Night. Maybe you should tell your "BFF" that he should learn his German better.


SeL
Joined: Dec 15, 2010

https://twitter.com/FalldogStudio


Posted: Jul 9, 2011 04:01 PM    Msg. 31 of 299       
Quote: --- Original message by: Slayer117
Quote: --- Original message by: SeL
Quote: --- Original message by: Echo77
Quote: --- Original message by: SeL
If you don't know German don't butcher it.

Thanks!


Toten = Dead.
Nacht = Night.

"Dead Night" doesn't exactly seem like a butchered translation....


Google translate is 100% correct all the time : fact


http://translate.google.com/translate_t?hl=en&bav=on.2,or.r_gc.r_pw.&biw=1680&bih=845&q=Toten+Nacht&um=1&ie=UTF-8&sl=de&tl=en&sa=X&ei=_64YTqTaO6fo0QHzr-yWBQ&ved=0CBUQrgYwAA

Oooh would you look at that, Dead Night. Maybe you should tell your "BFF" that he should learn his German better.


You are such an idiot.

also,

Quote:
toten is not even a word
like
die tote Nacht = the dead night
which is an awful name
and wrong
and he also pronounced it all wrong
so just stop


Reaper 201
Joined: Jan 1, 2011

Rezurrected to Kill


Posted: Jul 9, 2011 04:13 PM    Msg. 32 of 299       

MA5C with red dot?

Edited by Reaper 201 on Jul 9, 2011 at 04:42 PM


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jul 9, 2011 06:51 PM    Msg. 33 of 299       
Can we please just drop this debate over the name, I already said I wanted to come up with a better name for it.

Quote: --- Original message by: Reaper 201
MA5C with red dot?

Edited by Reaper 201 on Jul 9, 2011 at 04:42 PM


I am already working on a new ar, besides I'm not even sure that is one part of that "MA" series.


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Jul 9, 2011 10:09 PM    Msg. 34 of 299       
Quote: toten is not even a word
like
die tote Nacht = the dead night
which is an awful name
and wrong
and he also pronounced it all wrong
so just stop


It took him/her/you 4 posts for him/her/you to finally spit that out. Could you just do it in the first post next time plz?
-Zekilk
Edited by cyboryxmen on Jul 9, 2011 at 10:11 PM


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jul 9, 2011 10:14 PM    Msg. 35 of 299       
Please don't start this argument up again. I already said I'm going to change the name.

Edited by rerout343 on Jul 9, 2011 at 10:15 PM

 
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