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Author Topic: Release - Firefight Sector 09! (46 messages, Page 1 of 2)
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Nickster5000
Joined: Dec 11, 2010

Sector 09 RR: 2017


Posted: Aug 20, 2016 07:14 PM    Msg. 1 of 46       
RELEASE: FIREFIGHT SECTOR 09!!!!

WARNING: YOU NEED OPENSAUCE TO RUN THIS MAP.


DOWNLOAD THE FIREFIGHT HERE: https://www.dropbox.com/s/t78nqvs0oqnh6js/Firefight%20Sector%2009.zip?dl=1

Quote from the Readme:
Quote:
Table Of Contents

Introduction
Timeline of Sector 09
Firefight Information
Field Guide
Downloadable Content
Credits

Introduction
Today is the last day of your lives, soldiers.
Welcome to Sector 09, where you will face your inevitable death in the city of Mombasa. This ODST-Inspired Firefight will teach you the environment and the enemies you will encounter by progressing in difficulty the more waves you defeat. No two firefight experiences will ever be the same on sector09, as it is designed to randomly spawn waves on a set of conditions.
This firefight has been in the works for four years. I am very excited to give you guys what you have been anticipating and waiting for.
-Nickster5000

Timeline
2012
-Firefight Sector09 was conceived
-Massive BSP provided many opportunities, including the idea of minigames
-BSP size would prove too large, and would later be redesigned Three more times
2014
-Alpha Video is released
-New BSP is designed after many issues (gameplay, scale, etc.)
-New BSP proved to be too claustrophobic and even worse gameplay
-motivation is very slim
2015
-New bsp is designed, in which would take stage in CE3 2015
-Polyonymous is formed, with members from VKMT.
-Polyonymous Decides to finish Sector 09 as an easy project for the young mapping team
-Sector09 reaches points never achieved before, with the CE3 2015 TRAILER
-Polyonymous Breaks up, Sector 09 production is halted
2016
-Nickster5000 draws a new bsp concept, decides to model it and see how it looks ingame
-the results are absolutely phenomenal
-after new encounters are tested, gameplay proves to be very fun
-All resources / Efforts are combined from last 4 years of Sector 09 development into this version
-Initial Release for Sector 09 on 8/20/16

Side-by-side comparisons between the Second and third BSPs

Firefight Information
As mentioned previously, this firefight takes a major inspiration from halo 3: ODST. It behaves and functions very similar to Halo 3: ODST.
Firefight Wave Progression
-5 Waves consist of 1 round
-3 rounds consist of 1 set
A very useful tip for you is that the First two sets are on normal difficulty. After you begin Set 3 (Wave 31), “Legendary mode” activates. When Legendary mode is activated, the firefight is set at its most difficult. The pool in which the waves are randomly selected has been reduced to the hardest waves in the firefight.
Ranks
The more waves you defeat, the higher your rank will be. Here is a breakdown of how many waves you must defeat to earn each rank:

Private – Survive wave 1
Corporal – Survive Wave 5
Sergeant – Survive Wave 15
Warrant Officer – Survive Wave 30
Captain – Survive Wave 60
General – Survive wave 100
In the future, more ranks and DLC will be added at the discretion of the authors of this map.
Field Guide

1 – The wave number in which you are fighting.
2 – Your live count.
*Note: 1 & 2 do not display correctly in this picture as the screen capture tool does not take screenshots of ingame HUD text.
3 – Weapon Type
4 – Amount of ammo you have total
5 – Amount of ammo loaded
6 – Stamina levels
7 – Health levels
8 – Grenade Count
9 – Motion Tracker
10 - Crosshair

Downloadable Content
The initial release of Sector 09 is extremely fun and enjoyable, but it is far from perfect. Depending on the community response and feedback, there will be patches fixing any critical bugs in this firefight, and new content to make the firefight even better.
Credits
Without the help of these wonderful people, Sector 09 wouldn’t have been possible. Thank you to these wonderful people listed below:
Kirby
Slashrat
Teh lag
Storm
MAttDratt
SlowBullet
Ender
Will
Faison
Kenny
Cmt
Bungie LLC
Zteam
Altis
R93 Sniper
PepZee
Moooseguy
Gamma927
Megasean
Dumb AI
waffles
Thank you to those in the community with the contributions you have made.

It’s up to you now soldier. See you in Sector 09!


I'm so glad I can finally share this project and its evolution throughout the past 4 years. Something you guys should know is that this is an "inital release". Depending on how busy I get, and community response, I want to keep updating and adding new features to this firefight. I plan on making any critical patches if anything happens to go wrong (with the testing storm and a few other select people have done, the firefight seems extremely stable). If you have any feedback, please do not hesitate to post it to this thread. I appreciate all feedback, and I will consider it in the next update.

Expect a patch within the first week, and any critical errors to be patched ASAP. Thank you for coming along with me in this journey and playing my firefight. Good luck, soldier! I hope you enjoy!!!!

DOWNLOAD THE FIREFIGHT HERE: https://www.dropbox.com/s/t78nqvs0oqnh6js/Firefight%20Sector%2009.zip?dl=1</a>

A whole bunch of old development videos showing the history of the firefight over the years:

https://www.youtube.com/watch?v=j26PFw5Ypms&ab_channel=xpfe5zrm
https://www.youtube.com/watch?v=5FRqcTajeeE&ab_channel=xpfe5zrm
https://www.youtube.com/watch?v=qKQVy4EQ4Gg&ab_channel=xpfe5zrm
https://www.youtube.com/watch?v=DZypoF8LuS4&ab_channel=xpfe5zrm
https://www.youtube.com/watch?v=b4DFZ1Xt6BE&ab_channel=xpfe5zrm
https://www.youtube.com/watch?v=JK9Xte7d7ng&ab_channel=xpfe5zrm
https://www.youtube.com/watch?v=n9XIfJeh0S0&ab_channel=xpfe5zrm
https://www.youtube.com/watch?v=MOuQDBb7DUE&ab_channel=xpfe5zrm
https://www.youtube.com/watch?v=xTO8NRRUpl0&ab_channel=xpfe5zrm
https://www.youtube.com/watch?v=o5pxqPoU-Uo&ab_channel=xpfe5zrm
https://www.youtube.com/watch?v=QGL4dc9o1SY&ab_channel=xpfe5zrm
https://www.youtube.com/watch?v=aZg6ljqsW6c&ab_channel=xpfe5zrm


Scripts: https://www.dropbox.com/s/ohnslxknu1dd6zs/Sector09_scripts.zip?dl=1




Edited by Nickster5000 on Aug 20, 2016 at 08:43 PM
Edited by Nickster5000 on Aug 20, 2016 at 08:44 PM
Edited by Nickster5000 on Aug 20, 2016 at 09:33 PM
Edited by Nickster5000 on May 9, 2017 at 05:07 PM
Edited by Nickster5000 on May 9, 2017 at 05:08 PM


S12Spark
Joined: Apr 25, 2015


Posted: Aug 20, 2016 07:15 PM    Msg. 2 of 46       
Definitely playing this, looked great at CE3, good job!

Do you ever plan to make a tutorial on how you implemented the ODST visor feature?


Alex
Joined: Apr 22, 2016


Posted: Aug 20, 2016 07:21 PM    Msg. 3 of 46       
this is awesome downloading now.


Nickster5000
Joined: Dec 11, 2010

Sector 09 RR: 2017


Posted: Aug 20, 2016 07:22 PM    Msg. 4 of 46       
Quote: --- Original message by: S12Spark
Definitely playing this, looked great at CE3, good job!

Do you ever plan to make a tutorial on how you implemented the ODST visor feature?


i'll give you full source if you want to see the scripts?


S12Spark
Joined: Apr 25, 2015


Posted: Aug 20, 2016 07:44 PM    Msg. 5 of 46       
Would love it. I am really interested in firefight maps and making some. Do you have steam?

Also, whered you get the FP arms and tags from? Looks amazing!
Edited by S12Spark on Aug 20, 2016 at 07:44 PM


Idaho
Joined: Mar 19, 2015

Mihi Libertas Necesse Est


Posted: Aug 20, 2016 07:45 PM    Msg. 6 of 46       
I've been waiting for this for a long time now, cool to see you finally did it, big thankies for all the hard work be, I'll try to give you some feedbacks about it for the future release :D


Nickster5000
Joined: Dec 11, 2010

Sector 09 RR: 2017


Posted: Aug 20, 2016 08:06 PM    Msg. 7 of 46       
;VISR SCRIPTS===================================================================================================================

;========variables=========================
(global boolean visr false)
;this determines if VISR is on or off.
(global boolean flashlight_state false)
;This determines the flashlight state.
(global boolean visr_needs_to_toggle false)
;This determines if the VISR needs to toggle due to a flashlight state change.
(global boolean visr_state false)
;This determines the state of VISR.
(global boolean visr_vehicle false)
;Determines if the player is in a vehicle
(global boolean visr_edge true)
;Determines if the player wants to use VISR w/ edge mode enabled or disabled.
(global short loadout 0)
(global boolean loadout_confirm false)
;This script defines the player as "Player 0", so that you do not need to call for the player in every single command.
(script stub unit player0
(unit (list_get (players) 0))
)

;================scripts===========================================

;This is the command that is called to turn on the VISR.
(script static void visr_on
;(print "Turning VISR ON!")
(sound_impulse_start "RZS_Halo\s9\assets\sounds\sfx\visr-on\visr-on" none 1)
(if
(= visr_edge true)
(begin
(pp_set_effect_instance_fade 0 0 1 0.3)
(pp_set_effect_instance_fade 1 0 1 0.3)
(pp_set_effect_instance_active 0 1)
(pp_set_effect_instance_active 1 1)
)
)
(set visr_state true)
)

(script static void visr_off
;(print "Turning VISR OFF!")
(sound_impulse_start "RZS_Halo\s9\assets\sounds\sfx\visr-off\visr-off" none 1)
(pp_set_effect_instance_fade 0 1 0 0.25)
(pp_set_effect_instance_fade 1 1 0 0.25)
(pp_set_effect_instance_active 0 0)
(pp_set_effect_instance_active 1 0)
(set visr_state false)
)

(script continuous flashlight_state_check
(if
(= (unit_get_current_flashlight_state (player0)) 1)
(begin
(set flashlight_state true)
(set visr true)
(if
(= visr_state false)
(set visr_needs_to_toggle true)
)
)
)
(if
(= (unit_get_current_flashlight_state (player0)) 0)
(begin
(set flashlight_state false)
(set visr false)
(if
(= visr_state true)
(set visr_needs_to_toggle true)
)
)
)
)
(script continuous visr_set
(if
(and
(= flashlight_state true)
(= visr true)
)
(begin
(if
(= visr_needs_to_toggle true)
(begin
(visr_on)
(set visr_needs_to_toggle false)
)
)
)
)
(if
(and
(= flashlight_state false)
(= visr false)
)
(begin
(if
(= visr_needs_to_toggle true)
(begin
(visr_off)
(set visr_needs_to_toggle false)
)
)
)

)
)



All you have to do is set up the post processing in project yelo files. If you dont know how to do this, lemme know.

Full source scripts here: https://dl.dropboxusercontent.com/u/24229476/Sector09/inital_release/Sector09_scripts.zip

I tried posting them directly onto thread, but some variables contain profanity, so it wont let me post it. Sorry.
Edited by Nickster5000 on Aug 20, 2016 at 09:33 PM


S12Spark
Joined: Apr 25, 2015


Posted: Aug 20, 2016 08:11 PM    Msg. 8 of 46       
Any chance I could also get the full source release tags etc? I'd love to learn some things about OS shaders from it. Also wondering about the randomized squads.


Nickster5000
Joined: Dec 11, 2010

Sector 09 RR: 2017


Posted: Aug 20, 2016 08:19 PM    Msg. 9 of 46       
Quote: --- Original message by: S12Spark
Any chance I could also get the full source release tags etc? I'd love to learn some things about OS shaders from it. Also wondering about the randomized squads.


I used evolved for most of my tags, excluding scenery / zteam for the ODST pistol and silenced SMG. I'll give you all of the scripts later on; all of the scripts are 2,000+ lines.


S12Spark
Joined: Apr 25, 2015


Posted: Aug 20, 2016 08:25 PM    Msg. 10 of 46       
What about the odst FP arms?


Nickster5000
Joined: Dec 11, 2010

Sector 09 RR: 2017


Posted: Aug 20, 2016 08:32 PM    Msg. 11 of 46       
I believe im using the old ones that Polyonymous / Megasean did for me. I'm not sure how he feels about me releasing those. I know waffles has some as well that look great.


EmmanuelCD
Joined: Jan 7, 2015

Esteban se la come


Posted: Aug 20, 2016 08:49 PM    Msg. 12 of 46       
Finally! Downloading now.


tanju77
Joined: Mar 12, 2016

Doing moderator's job


Posted: Aug 21, 2016 11:27 AM    Msg. 13 of 46       
Somebody! Add this in the UUI!!

Gonna play it now.


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Aug 21, 2016 02:29 PM    Msg. 14 of 46       
It's already in the firefight menu. Also, why can I spawn with a 60 round AR and an SMG in the same map?


Nickster5000
Joined: Dec 11, 2010

Sector 09 RR: 2017


Posted: Aug 21, 2016 02:40 PM    Msg. 15 of 46       
Quote: --- Original message by: xnx
It's already in the firefight menu. Also, why can I spawn with a 60 round AR and an SMG in the same map?


do you mean same loadout? there shouldnt be an AR and SMG in 1 loadout.


S12Spark
Joined: Apr 25, 2015


Posted: Aug 21, 2016 03:27 PM    Msg. 16 of 46       
Didn't get a ton of time to play it last night, so I can't tell if it's in later rounds, but I think it would be nice if there was some covenant weapons as well. Other than that it's pretty good from what I've played so far.


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Aug 21, 2016 04:45 PM    Msg. 17 of 46       
Quote: --- Original message by: Nickster5000
Quote: --- Original message by: xnx
It's already in the firefight menu. Also, why can I spawn with a 60 round AR and an SMG in the same map?

do you mean same loadout? there shouldnt be an AR and SMG in 1 loadout.


No, I mean you have a 60 round AR which fires 15 rounds per second and an SMG in the same map. They're pretty much functionally identical.


Nickster5000
Joined: Dec 11, 2010

Sector 09 RR: 2017


Posted: Aug 21, 2016 05:18 PM    Msg. 18 of 46       
Quote: --- Original message by: S12Spark
Didn't get a ton of time to play it last night, so I can't tell if it's in later rounds, but I think it would be nice if there was some covenant weapons as well. Other than that it's pretty good from what I've played so far.


I plan on adding some in the next patch, which will come out in the next few days.

xnx, I will investigate the SMG and AR as well. Thank you all for your feedback so far.


EtchyaSketch
Joined: Apr 11, 2014

S P I N


Posted: Aug 21, 2016 07:59 PM    Msg. 19 of 46       
Quote: --- Original message by: Zeetrain
Dude, how in the f_ck can I be expected to effectively take out elites if you don't give us access to any plasma weapons?

I don't know. But I do know that the Shotgun/AR loadout is disproportionately OP compared to the other ones.


MEGA_VKNG
Joined: Dec 23, 2013

no.


Posted: Aug 21, 2016 08:16 PM    Msg. 20 of 46       
Quote: --- Original message by: Nickster5000
I believe im using the old ones that Polyonymous / Megasean did for me. I'm not sure how he feels about me releasing those. I know waffles has some as well that look great.


I already released them in the OP of my thread.


beaucephal
Joined: Sep 2, 2014

CMT SPv3 audio dude


Posted: Aug 21, 2016 08:21 PM    Msg. 21 of 46       
Awesome to see this finally get released! So hyped for it <3


BipolarAurora
Joined: Aug 16, 2016


Posted: Aug 21, 2016 08:25 PM    Msg. 22 of 46       
Quote: --- Original message by: Zeetrain
Dude, how in the f_ck can I be expected to effectively take out elites if you don't give us access to any plasma weapons?

git gud Zetty boy


Mokou Price
Joined: Oct 30, 2014


Posted: Aug 24, 2016 08:28 AM    Msg. 23 of 46       
Why it looks totaly different with the demo at ce3 2015?


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Aug 24, 2016 03:51 PM    Msg. 24 of 46       
Now I can't quite be sure about this but I believe it is called "improvement".

Although that term may vary depending on your taste.


EmmanuelCD
Joined: Jan 7, 2015

Esteban se la come


Posted: Aug 24, 2016 06:57 PM    Msg. 25 of 46       
Why is there any more replies to this thread? This one of the best SP proyects and my releases have more atention from the comunity, why?


Nickster5000
Joined: Dec 11, 2010

Sector 09 RR: 2017


Posted: Aug 24, 2016 07:53 PM    Msg. 26 of 46       
Quote: --- Original message by: EmmanuelCD
Why is there any more replies to this thread? This one of the best SP proyects and my releases have more atention from the comunity, why?


*shrugs*

All I know is that I had fun working on the project, I have some patches that I need to clean up, I appreciate those who have supported the project along its development and continue to support the project even after the release.


EtchyaSketch
Joined: Apr 11, 2014

S P I N


Posted: Aug 24, 2016 08:00 PM    Msg. 27 of 46       
Quote: --- Original message by: Mokou Price
Why it looks totaly different with the demo at ce3 2015?

I don't know maybe its because you don't know how to read.
Quote: --- Original message by: Nickster5000
Timeline
2012
-Firefight Sector09 was conceived
-Massive BSP provided many opportunities, including the idea of minigames
-BSP size would prove too large, and would later be redesigned Three more times
2014
-Alpha Video is released
-New BSP is designed after many issues (gameplay, scale, etc.)
-New BSP proved to be too claustrophobic and even worse gameplay
-motivation is very slim
2015
-New bsp is designed, in which would take stage in CE3 2015
-Polyonymous is formed, with members from VKMT.
-Polyonymous Decides to finish Sector 09 as an easy project for the young mapping team
-Sector09 reaches points never achieved before, with the CE3 2015 TRAILER
-Polyonymous Breaks up, Sector 09 production is halted
2016
-Nickster5000 draws a new bsp concept, decides to model it and see how it looks ingame
-the results are absolutely phenomenal
-after new encounters are tested, gameplay proves to be very fun
-All resources / Efforts are combined from last 4 years of Sector 09 development into this version
-Initial Release for Sector 09 on 8/20/16



MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Aug 25, 2016 12:01 AM    Msg. 28 of 46       
Dude, this got released? Nice!

Congrats on the release. I remember when this started 4 years ago. How far it's come since.


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Aug 25, 2016 12:13 AM    Msg. 29 of 46       
Woah the moose is loose.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Aug 25, 2016 03:20 AM    Msg. 30 of 46       
Hey, moose sightings are supposed to happen in winter, what's going on here

Mega glad this is released, you've worked hard for it Nickster, congrats!


mihirgates
Joined: Sep 6, 2014

https://youtube.com/mihirgates


Posted: Aug 25, 2016 04:29 AM    Msg. 31 of 46       
Quote: --- Original message by: MoooseGuy
Dude, this got released? Nice!

Congrats on the release. I remember when this started 4 years ago. How far it's come since.


MOOSEGUY, ANY UPDATE FOR UUI? D:


Raisin
Joined: Aug 25, 2016

I am Hoovy Raisin guy. And bean is my veapon.


Posted: Aug 25, 2016 05:41 AM    Msg. 32 of 46       
How about no more update for UUI?


Aer
Joined: Jun 1, 2013

ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn


Posted: Aug 25, 2016 02:13 PM    Msg. 33 of 46       
I really liked this one but there is a little complain I'm used to play with controller but it cant be used to select loadouts when im spawning, could add controller suport in the next version? (yeah, yeah I know controller is a no-no for fps games)


Nickster5000
Joined: Dec 11, 2010

Sector 09 RR: 2017


Posted: Aug 25, 2016 05:27 PM    Msg. 34 of 46       
Quote: --- Original message by: Aer
I really liked this one but there is a little complain I'm used to play with controller but it cant be used to select loadouts when im spawning, could add controller suport in the next version? (yeah, yeah I know controller is a no-no for fps games)


That was the plan. I just started college a week ago and work part time, so getting progress is pretty difficult. I'll release a patch soon though addressing all of the issues that everyone has found to date.


EtchyaSketch
Joined: Apr 11, 2014

S P I N


Posted: Aug 25, 2016 10:19 PM    Msg. 35 of 46       
Oh yea you prob already know but the shotgun walking animation is missing.
I'm pretty sure the TSC:E source release had the full shotgun anims in it.
E. also these light fixtures and pathfinding


Edited by EtchyaSketch on Aug 25, 2016 at 10:58 PM

 
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