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Author Topic: Firefight Descent Official Thread (374 messages, Page 1 of 11)
Moderators: Dennis

Pepzee
Joined: Sep 9, 2010


Posted: Jul 29, 2012 04:39 PM    Msg. 1 of 374       
Welcome to Firefight Descent.



Firefight Descent is not your average firefight. With a focus on cinematic vibes and player interaction, this map takes cues from many of the things that made past firefights great.

"The year is 2552. Delta Halo has recently been discovered by the crew members of the In Amber Clad. You are a new breed of Helljumper. Specially trained for extended combat, and wearing armor fitted with technology not unlike that of the legendary SPARTAN soldiers, you are ready to take more punishment than most marines could ever imagine. Today, you have learned that Covenant forces are taking interest in a mysterious structure roughly 3000 km from the nearest UNSC stronghold location. Your mission is to go in and eliminate as many of their forces as possible to pave the way for a full assault. You have waited a long time for this opportunity. The time has come to perform your duty. Prepare to descend into hell."

If you missed it at CE3 or haven't seen it before the trailer is here: http://www.youtube.com/watch?v=J1rICCHKtWw

Pictures:









Descent has its own twist on firefight gameplay. The map makes use of infinite playtime, game-changing decisions, and cutscenes to give a new and fresh experience. It is also the first firefight map for Halo Custom Edition to use a bsp (or level geometry) specifically made for the purpose of firefight.

The project has been in the works for 2 years now. It has survived multiple revisions and obstacles, and has finally been primed for release. Expect to see it out during the month of August.

A message from MoooseGuy:
Quote: MoooseGuy
Well guys, it's been a long and difficult road. There's been betas, there's been rewrites, there's been hope and cancellation.

I would like to thank all the members of the community who helped in any way, big or small, to bring this from the little idea that it was to the sweet monster that it is now.
And a special big thanks to Pepzee, who brought this project back from the grave and worked with me to bring it to its full potential.

<3's


Special Thanks to:
-Gamma927 (Shotgun & Needler animations, Script advice)
-ODX (SMG, ODST Socom animations)
-ImBrokeRU (Gauss Sniper, Assault Rifle & Battle Rifle animations)
-Lodex (Inspiration and Advice)
-L283023 (Loadout Creation and Implementation)
-Grunts (Scripting Advice)
-Jesse (Too Many Tags to List)
-Shadowslayer (Biped Rigging)
-Bourrin33 (Odst Pod, Spartan Laser, Halo 3 Hunters)
-Yoko (More Help)
-Rerout (Beta Testing and Sound Compiling)
-CMT (More tags)
...and others
for help with scripting, ui elements, and tags.


For those of you new here or haven't followed the map here is a *brief* timeline:

July 09, 2010 - MoooseGuy and Gamma927 meet in order to finish Pitfall.
Mid-July, 2010 - Having worked together on Pitfall MoooseGuy and Gamma927 decide to start a firefight map.
July 30, 2010 - First Alpha pictures are posted on Halomaps.
August 05, 2010 - Gamma927 stops helping the project around this time.
September 10, 2010 - MoooseGuy perfects the lightmaps and bsp.
October 17, 2010 - MoooseGuy takes a break from Firefight Descent in order to polish Firefight Solitude.
December 26, 2010 -MoooseGuy and L283023 get a loadout system working.
January 03, 2011 - MoooseGuy delays the map due to a lack of time.
January 04, 2011 - MoooseGuy gets an idea to pass the map on to someone else.
March 04, 2011 - Dwood is chosen to finish the project.
March 23, 2011 - Dwood gives a release estimate of June 1st 2011.
June 26, 2011 - Dwood is ready for release and give copy for MoooseGuy to evaluate. MoooseGuy denies release due to the highly unfinished state of the map.
July 01, 2011 - 032 Mendicant Bias/Yoko takes over the project but disappears.
August 21, 2011- Not hearing any word from 032 Mendicant Bias/Yoko, Firefight Descent is offically cancelled. MoooseGuy takes a long break from Halo: CE.
April 28, 2012 - Seeing as Firefight Descent will never be finished, MoooseGuy releases the tags for the map.
May 04, 2012- MoooseGuy begins repurposing Descent for multiplayer, so the community can get something.
May 29, 2012 - After a month of trying to get a hold of MoooseGuy, Pepzee is able to talk to MoooseGuy and asks for permission to finish the map.
June 01, 2012 - MoooseGuy agrees to work with Pepzee to finish Firefight Descent.
June 15, 2012 - After updating the tags, script work offically begins.
June 19, 2012 - Pepzee makes a fatal error with HEK+ while extracting and all progress made on the map resets.
June 23, 2012 - Descent Multiplayer is discontinued.
July 01, 2012 - Firefight Descent's main features are fully implemented.
July 23, 2012 - Everything is polished, only a few encounters remain for implementation.
July 29, 2012 - Firefight Descent is revealed at CE3 2012 and on Halomaps.
August 15, 2012 - Firefight Descent is uploaded to Halomaps.org.
August 25, 2012 - Dennis hosts Firefight Descent for download.



DOWNLOAD HERE: http://hce.halomaps.org/index.cfm?fid=6463
Edited by Pepzee on Aug 26, 2012 at 11:57 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 29, 2012 04:42 PM    Msg. 2 of 374       
Sweet.


Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Jul 29, 2012 04:44 PM    Msg. 3 of 374       
Finally. Looking forward to the release.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jul 29, 2012 04:44 PM    Msg. 4 of 374       
Yuppers. Coming out in August, excited to finally give this to yall.
Edited by MoooseGuy on Jul 29, 2012 at 04:46 PM


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Jul 29, 2012 04:53 PM    Msg. 5 of 374       
Quote: --- Original message by: Jesse
Sweet.


Ubergoober
Joined: Oct 11, 2010


Posted: Jul 29, 2012 05:25 PM    Msg. 6 of 374       
awesome work mooseman!! cant wait! good on ya for completing it.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jul 29, 2012 05:40 PM    Msg. 7 of 374       
Thank you, it's great to have the support of the community. You guys are the reason we've been working our asses off for the last 2 months.

Quote: --- Original message by: l283023
Mid-August or late August?


Most likely mid August, Dennis permitting.


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jul 29, 2012 05:58 PM    Msg. 8 of 374       
Sick birthday present :p
my birthdays on august the 15th


Corvette19
Joined: Feb 27, 2007


Posted: Jul 29, 2012 06:20 PM    Msg. 9 of 374       
Sweetness.


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Jul 29, 2012 07:42 PM    Msg. 10 of 374       
this is awesome, i remember when we started working on this together, im glad its almost finished


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jul 29, 2012 08:18 PM    Msg. 11 of 374       
Yeah man, thank YOU for making the biped possible.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 29, 2012 09:33 PM    Msg. 12 of 374       
Quote: --- Original message by: MoooseGuy
Yeah man, thank YOU for making the biped possible.


Speaking of which, I remember the shoulders were a bit buggy looking. Has that been fixed?


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jul 29, 2012 11:52 PM    Msg. 13 of 374       
Due to improvements in the shaders of the biped and the unwillingness of anyone to re-rig it, the biped has not been re-rigged. Honestly the rigging isn't that noticeable. If this was a multiplayer level then I'd probably give it more attention.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 30, 2012 12:15 AM    Msg. 14 of 374       
Quote: --- Original message by: MoooseGuy
Due to improvements in the shaders of the biped and the unwillingness of anyone to re-rig it, the biped has not been re-rigged. Honestly the rigging isn't that noticeable. If this was a multiplayer level then I'd probably give it more attention.


Well that's kinda why I wanted it. I wanted to use it in a multiplayer level. XD


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jul 30, 2012 01:30 AM    Msg. 15 of 374       
Kinda like this ol' thang?
http://i.imgur.com/Awc9N.jpg

The biped is ready for mp use. The fp hands are as well. The reshadering of the biped was originally done for the now-cancelled Descent Multiplayer project.
Edited by MoooseGuy on Jul 30, 2012 at 01:31 AM


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 30, 2012 02:19 AM    Msg. 16 of 374       
Quote: --- Original message by: MoooseGuy

Kinda like this ol' thang?
http://i.imgur.com/Awc9N.jpg

The biped is ready for mp use. The fp hands are as well. The reshadering of the biped was originally done for the now-cancelled Descent Multiplayer project.
Edited by MoooseGuy on Jul 30, 2012 at 01:31 AM


That's pretty awesome, actually. o.O


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jul 30, 2012 06:10 AM    Msg. 17 of 374       
You should put that armor lock tag in :p

just joking


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jul 30, 2012 09:18 AM    Msg. 18 of 374       
Quote: --- Original message by: Private Caboose
Can we have a copy of the loadout script plox?


I forgot to tell you guys, but we are planning on releasing the full scripts alongside the map for y'all. Every neat lil' trick we do will be in there for you to glean.


Pepzee
Joined: Sep 9, 2010


Posted: Jul 31, 2012 12:24 AM    Msg. 19 of 374       
I thought I'd go ahead and post this blooper me and Mooose ran into during development:

http://www.youtube.com/watch?v=yX4WAvSpx64

Hopefully we'll have some ore updates soon for you all.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 31, 2012 12:28 AM    Msg. 20 of 374       
Quote: --- Original message by: Pepzee
I thought I'd go ahead and post this blooper me and Mooose ran into during development:

http://www.youtube.com/watch?v=yX4WAvSpx64

Hopefully we'll have some ore updates soon for you all.


I can haz Phantom please?


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Jul 31, 2012 02:57 AM    Msg. 21 of 374       
Luverly. The design is fitting, assets and cinematics look awesome, and I lieked the trailer much.

My 1 query, my only query... is that I saw another ODST. Now, is this experimenting with multiplayer (not likely) or reinforcements, or a purchase? In the fashion of Firefight Portent I mean, where you bought human beings for a mesely cost.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jul 31, 2012 09:06 AM    Msg. 22 of 374       
Quote: --- Original message by: LegionofShadows
Luverly. The design is fitting, assets and cinematics look awesome, and I lieked the trailer much.

My 1 query, my only query... is that I saw another ODST. Now, is this experimenting with multiplayer (not likely) or reinforcements, or a purchase? In the fashion of Firefight Portent I mean, where you bought human beings for a mesely cost.

Thanks, and the other ODST guy you see is a teammate option that you are given during the course of the game. Instead of using a store like Portent, there are some items unlocked via progression.
Edited by MoooseGuy on Jul 31, 2012 at 09:07 AM


milkkookie
Joined: Aug 10, 2010

:)


Posted: Jul 31, 2012 11:57 AM    Msg. 23 of 374       
I knew it would be released some day :)


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jul 31, 2012 09:07 PM    Msg. 24 of 374       
Looks like Choclate Thunda has popped in at the last minute, and he has offered to design a more immersive HUD for us before release. Thank you Thunda. Also, Rerout is freshly recompiling the last few sounds I've sent over to him. We think we have a good audio experience in Descent at this point.

Again, this wouldn't have been possible without the help of our community members. Thank you guys again!
We have exited crunch phase and are on the last stretch before release.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Jul 31, 2012 09:25 PM    Msg. 25 of 374       
the Mooseinator finally came through!! XP


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Aug 1, 2012 02:55 AM    Msg. 26 of 374       
Finally someone will replace that awful HUD.


Ubergoober
Joined: Oct 11, 2010


Posted: Aug 1, 2012 07:36 AM    Msg. 27 of 374       
Quote: --- Original message by: Jesse
Finally someone will replace that awful HUD.


J- just ST already

M- Yes, you had help but it's great that you came back to finish what you started.


Kal825B
Joined: Jan 16, 2012

Last son of Krypt... Oh wait, i'm a clone.


Posted: Aug 1, 2012 11:55 AM    Msg. 28 of 374       
Quote: --- Original message by: Ubergoober
Quote: --- Original message by: Jesse
Finally someone will replace that awful HUD.


J- just ST already

M- Yes, you had help but it's great that you came back to finish what you started.


This looks great, i can't wait to play it. Moose Guy should try to get the AI to sync for a multiplayer firefight next.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Aug 1, 2012 11:58 AM    Msg. 29 of 374       
Quote: --- Original message by: Caboose 14
Quote: --- Original message by: Ubergoober
Quote: --- Original message by: Jesse
Finally someone will replace that awful HUD.


J- just ST already

M- Yes, you had help but it's great that you came back to finish what you started.


This looks great, i can't wait to play it. Moose Guy should try to get the AI to sync for a multiplayer firefight next.


That's quite funny there, your post.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Aug 2, 2012 09:34 AM    Msg. 30 of 374       
Because AI do not and never will sync in multiplayer, a multiplayer FF Descent would not be possible or plausible. Many have tried and failed to make syncing AI, but there are too many variables for it in this engine.

Oh it is the biggest mix up, that you have ever seen,
Me father he was purple, and me mother she was green.


Slayer117
Joined: Oct 3, 2008

Host of CE3 2010-forever!


Posted: Aug 2, 2012 09:38 AM    Msg. 31 of 374       
Quote: --- Original message by: Caboose 14
Quote: --- Original message by: Ubergoober
Quote: --- Original message by: Jesse
Finally someone will replace that awful HUD.


J- just ST already

M- Yes, you had help but it's great that you came back to finish what you started.


This looks great, i can't wait to play it. Moose Guy should try to get the AI to sync for a multiplayer firefight next.


Ahh I needed a laugh.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Aug 2, 2012 03:43 PM    Msg. 32 of 374       
Quote: --- Original message by: Slayer117
Quote: --- Original message by: Caboose 14
Quote: --- Original message by: Ubergoober
Quote: --- Original message by: Jesse
Finally someone will replace that awful HUD.


J- just ST already

M- Yes, you had help but it's great that you came back to finish what you started.


This looks great, i can't wait to play it. Moose Guy should try to get the AI to sync for a multiplayer firefight next.


Ahh I needed a laugh.


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Aug 2, 2012 08:19 PM    Msg. 33 of 374       
How long till release?


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Aug 2, 2012 10:00 PM    Msg. 34 of 374       
I'd say there is at least 2 weeks.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Aug 3, 2012 04:11 PM    Msg. 35 of 374       
The actual map itself is finished, however a few polishing things need to be done and are currently underway. Pepzee is starting classes on the 9th, and I'm starting classes on Monday.

So basically the project is hopping through the last final hoops and will be in your hands sometime after the 9th, whenever Dennis decides to post it on the web.

 
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