Ifafudafi has contributed to 69 posts out of 466694 total posts
(.01%) in 1,356 days (.05 posts per day).
20 Most recent posts:
hello halomaps goers. something happened today...
It's been two years since CMT last released a map.
Since then, you've seen a considerable amount of our latest star project, The Silent Cartographer: Evolved, most recently in its 2013 Media Month. Each time, you've asked, "when?" Each time, we've answered that as soon as we know, you will too.
We now know. The Silent Cartographer: Evolved will release in July, 2014.
Stay tuned to the usual channels as this date approaches. All of us are incredibly proud of what we've been building and are chomping at the bit to let you play, and while we don't want to spoil the many, many surprises, here's a look at a never-before-seen area of TSC:E to help tide you over:
fourth and final TSC:E trailer has been posted!
Quote: This is the end of media month. Having spent nearly 30 days making this happen, TSC:E will be going fairly if not fully dark again for quite a while, probably until the lead-up to the map's release; making sure everything is public-ready takes a lot of time and effort, and we're very eager to bring our full attention back to developing the map. Still, keep an eye out for more tidbits; as soon as we've got a comfortable lock on a release window, we'll let everybody know -- in the meantime, check through the OP to make sure you didn't miss anything, and enjoy the last trailer!
"the OP" being the halomods media month thread: http://www.halomods.com/ips/index.php?/topic/680-cmts-the-silent-cartographer-evolved-media-month/
Edited by Ifafudafi on Jul 25, 2013 at 11:51 PM
well we were supposed to have a trailer by now, but anybody who knows HEK knows that it absolutely cannot and will not allow anything to go smoothly, especially when precise times are supposed to be met
joke's on tool, though, because I've got an extra feature to fill the time until we can get things smoothed out
...is the video component of a look at the frag grenade's explosion; words and pictures at the halomods thread: http://www.halomods.com/ips/index.php?/topic/680-cmts-the-silent-cartographer-evolved-media-month/page__view__findpost__p__8214
today's tsc:e feature is up on http://www.halomods.com/ips/index.php?/topic/680-cmts-the-silent-cartographer-evolved-media-month/page__view__findpost__p__8183. it is about the weapons in tsc:e!
Unique Roles and Mechanics
If you whisked the gun the player's currently using out of their hands and replaced it with another one, would they do anything differently?
Most people think of weapons by thinking of their characteristics. It's Blue, it fires at X rounds-per-second, automatic fire; and so, when desiging a weapon, it's tempting to follow the same process. Semi-automatic plasma gun with high rate of fire! Shotgun that fires needles!
These characteristics, though, are merely a means to an end, rather than the ends themselves. Think of the question at the top of this section: if the answer is "nothing," and the player just keeps on firing away without changing their position, their targets, or their tactics, then the weapon does not embody a unique place in the weapon set.
aforementioned unexpected issues were not enough to delay until tomorrow! trailer is here: http://www.youtube.com/watch?v=H-8agPfnpL0
this'll be the last full week of stuff; updates wed and fri, and then one last trailer on monday 22nd will cap things off
Quote: --- Original message by: MatthewDratt
If I skimmed correctly these updates are only about TSC:E. At CE3 we have SPv3
we'll have another tsc:e infopost before the day's over
Quote: --- Original message by: Storm
An example, the Eviscerator, by Ifafudafi from ASCM. The needler mod worked very well and was well balanced.
ASCM's weapon set is an oversaturated hodge-podge of niche gimmicks and copious redundancy, with the few novel ideas buired behind amateurish guestimated "balancing" and an inexplicable need to adhere to completely arbitrary classifications that have (at best) tenuous or (more often) zero connection to any practical interpretation of the gameplay
I kind of liked the particles though
oh no, The Lag has gone far away
and we'd promised a video for this monday!
must we now apply a torturous delay
to this second glimpse of exciting gameplay?
not so! I shall tackle this perilous task
of posting the link on halomaps!
lag's wit and charm, I may lack, perhaps
but it's that, or bring forth the utter collapse
of the web, and society as a whole!
indeed, we must keep to the prescribed schedule;
so enjoy the footage, and the coming weeks, full
of media and features we're itching to unroll!
Edited by Ifafudafi on Jul 8, 2013 at 10:07 PM
Quote: --- Original message by: WWLinkMasterX
The 1 year anniversary of the B30:E announcement trailer is in a couple days...
it sure is
Quote: --- Original message by: The Lodeman
Iffy, it's more about a feeling than it is about charts. How do you want a gun to feel when you fire it, how much damage should a gun of this caliber do on an enemy? Not: statistical analysis shows that the perfect experience would be to have x amount of damage over y amount of time.
I agree completely. That's why we have testers who constantly evaluate every change and every tweak to ensure that things fall into place on the subjective side, becuase what I might think is a supersweet set of weapon stats may not necessarily be what other people think.
Both sets have diverged significantly from what was in a50; I wouldn't consider that in any way an accurate representation of what the set will play or feel like in future maps. Again, I don't want to start delving into specifics because there are still a lot of major changes underway even now -- there's no point in detailing all the reasoning behind a major weapon change when that weapon may not have the same behavior or may not even be in the weapon set as soon as next week.
Quote: --- Original message by: Masters1337
right now we have 2 tagsets, we have one designed by Iffy where all weapons are completely independent from their H1 tag values (think of how H2 did it's weapon behaviors), and we have mine where everything is built to retain what I believe people love and want from Halo CE.
I don't want to start something here but one could draw a couple of misleading conclusions from this, so I'd like to try and clarify a bit
Several different variations on weapon stats, behavior, etc. are being presented to testers simultaneously, mostly along the lines of a varation crafted by myself in our b30 test-builds and another by Masterz in his SPv3 test-builds, with the idea that the good bits and the bad bits of each will be able to be more easily identified (and then be converged or eliminated) by comparison and contrast. In combining the theoretical high points of two seperate methodoligies while removing the disadvantages, the end product would ideally then be a deliciously marbled gameplay cake.
However, in both cases, the goal is to "retain what [whoever] believe[s] people love and want from Halo CE;" the difference is how "what makes Halo 1 Halo 1" is interpreted -- and believe me there are differences. It's easy to see why 343 left the gameplay completely untouched for Anniversary.
This is still a very ongoing and very not-finished process, though, so I don't want to get too into detail until we've got things more solidified on our end
Quote: --- Original message by: Masters0
If SPv3 is simply SPv2 recycled with OS and a few modifications
oh man I wish it was that simple, we'd have been done months ago
I guess the world will never know
the big question, of course, is what are we going to do with it? right now it behaves like something you don't see often in Halo...
Quote: --- Original message by: Choclate Thunda
what about me ;C
you're with the asset people whose stuff goes to both teams !!
best described as:
well I guess it's not completely accurate, see I don't have a six-pack
It's not so much a clear, solid bold-line division in personnel as it is just two separate projects; nearly all visual assets (models, textures, particles, etc.) are shared between both SPv3 and the Evolved project, so relevant team members aren't really "on" one half-team and "off" the other, and while BSP modelers do prioritize what they're working on they can and have hopped between projects depending on which one needs more attention.
The difference is mostly in encounter and weapon design. There's still considerable parity between the two; both projects are using the same weapons and units which all do the same general thing, but with specific elements (weapon balance, enemy composition, etc.) diverging as such:
-Building off existing campaign maps allows Masterz the freedom to inject lots of experimental fun, preserving the variety and broad weapon roles characteristic of earlier SPvX projects, so he has pretty much complete reign over that aspect for the B-Team's map output.
-TSC:E's gameplay sandbox is more of an extension of the trimmed and polished approach taken in February's a50 release, since the from-scratch rebuild is requiring a lot more time and effort in and of itself; I'm handling the weapon balance and broad-scale design for this one, while sharing encounter design with teh lag (who really does most of the work on that end).
E: well I guess at this precise moment in time the TSC:E staff is more or less:
And then Masterz is roughly equivalent to Doc Brown with our testers taking the place of Marty McFly
Edited by Ifafudafi on Sep 13, 2012 at 07:35 PM
Quote: --- Original message by: Jaz
Anyway, CMT, is this the final bsp design or will you be making minor/major changes before release?
To quote the video: "Much of the content in this video is of early works in progress and placeholders. Nothing is necessarily representative of content included in the final product."
E: well techinically I typo'd "placeholders" in the vid but shh don't tell anybody okay
Edited by Ifafudafi on Jul 1, 2012 at 02:42 PM
After several months of deliberation and experimentation, we at CMT are ready (and happy) to reveal our next big project - The Silent Cartographer: Evolved.
What exactly is TSC: Evolved?
Unlike CMT's previous SPv1/2/3 mods, which refined and added to existing campaign maps, TSC: Evolved is a complete, from-the-ground-up reconstruction of b30. While the dialogue and story will remain unaltered, the BSP and all encounters will be rebuilt from scratch, both providing a fresh perspective on the classic Halo 1 campaign and allowing us to take full advantage of the expanded range of gameplay options our improved and augmented sandbox provides.
Why not do a fully custom map?
When a50 was released, it was made very clear to us that after almost decade, playing through the stock campaign for the six-hundredth time simply wasn't going to cut it for most people. However, while the idea of moving to a completely custom map was on the table, it'd have meant committing ourselves to many more unknowns - original script, voice acting, and such - than we thought would be worth gambling the team's future on. Doing a full-level-remake, we believe, hits a happy medium, allowing us to create a much newer experience without banking on too many uncertainties.
Will I need Open Sauce?
This will be a tough pill for many to swallow, so we'll put it as bluntly as possible:
TSC: Evolved will ONLY be distributed as a .yelo. You will be REQUIRED to use Open Sauce.
Our plans for the map are too large in scope and scale to accommodate the restrictions that retaining non-OS compatibility would place us under - by fully committing to Open Sauce, we can not only do more with the level, but we can get it done more quickly. Even if we did try to keep all our scripting and tagging vanilla-friendly, squeezing under the .map limits would mean cutting far more than would be worth the time investment.
What about SPv3?
The majority of the team are pouring their effort into the new level, but Masterz1337, Arteen, and Kirby continue to augment stock maps under the original goal of "completing" the SPv2 vision. More detailed information on what they're doing and when you'll get to play it will come at their pace and discretion.
So are you just putting the SPv3 Truth & Reconciliation stuff into a new map?
While the existing assets are used a baseline - throwing out all our models and weapons is hardly practical - we've had several months' time to iterate and improve. Objects which hadn't yet received a proper visual overhaul, such as the Plasma Rifle and Rocket Launcher, sport brand new models and skins; the vast majority of particle effects have been treated to another huge revision; and the weapon set, as well as having undergone dozens of changes and tweaks, has been expanded with, among other things, a new take on the Pistol and the return of the BRG.
Are you going to "evolve" the rest of the campaign?
What we do after TSC: Evolved will hinge on how smoothly the development process does (or doesn't) go, and how well it is (or isn't) received on release.
When do we get to play?
Things have not yet crystallized to the point where we can offer a solid release date. As soon as the end is in sight, we'll let you guys know.
Edited by Ifafudafi on Jun 30, 2012 at 11:38 PM
Quote: Since CMT is quite literally the only thing still tethering me to Halo Custom Edition, I figured I'd better take the time to compile and record everything I've learned about its particle engine while I'm still working with it, especially considering the apparent dearth of decent tutorials and references on the subject. While I find it to be fairly intuitive and well-featured (at least compared to its contemporaries), there are enough inconsistencies, obscure in-jokes, and outright lies peppered around HCE's particle system (wait until you see the "Marty traded his kids for this" option) that I'm still regularly discovering new things I can and (more often) can't do even after nearly six years of effect artistry.
It's less of a tutorial and more of a "here's what the things in the tags do," but in theory, that should be all you need other than practice and diligence to make pretty lights go around the screen.
Enjoy, and feel free to PM me if anything seems unclear or shallow.
Quote: --- Original message by: Higuy
Looks great, but is it supposed to shoot that fast? I'm not sure if your going for something similar to Halo 3 or Reach but both had a slightly slower cannon in terms of when going rapid.
H2/3/R fire-rates were not taken into account
Right now, the high RoF (2 rounds/sec) and damage (5 shots to blow up a Ghost on Normal) is counterbalanced with an overheat system (8-9 rounds at max fire-rate, ~3.5 secs to cool down); the AI will be adjusted accordingly so that they don't overheat every time
E: should of course mention that it's designed for heavy vehicle combat; the player will be handed a chaingun Hog for light encounters with ex. only a couple of Ghosts
EE: and that this may change if testing finds it to be too strong/weak/cumbersome/etc.
Edited by Ifafudafi on May 17, 2012 at 08:09 PM