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Ifafudafi has contributed to 87 posts out of 412803 total posts (.02%) in 1,551 days (.06 posts per day).

20 Most recent posts:

Quote: --- Original message by: RabbitFood
Does TSC:E feature Armor Upgrades, and if so will they be different from the SPV3 ones? No need to go into specifics if you're keeping secrets.

I'll go ahead and hit this head-on so it's not a surprise:

TSC:E isn't including Armor Abilities/Modules/Upgrades/Whatever (I'll just call them AAs because that's what they are). This isn't because we don't think they're a good idea; properly executed, they can broaden the game's tactical palette and provide the player with a whole new range of tools, increasing the number and likelihood of cool emergent systemic intersections that are such a Halo trademark. A prototype system was in place at one point -- but, it never made it to testers.

The main reason: AAs didn't come together until pretty much all of the map's level design and encounters were set up. Since everything was designed to work without AAs, simply dropping them in wouldn't allow us to execute them properly (i.e., broading player's tactical palette):

-AAs need to drive the player to do more, not less. A substantial version of at-will camo can enable the player to just skip past nearly all of the map's encounters (as we've tried to avoid unexplained hard-locks to the player's progression), for example -- the point is to increase the amount of tactics the player deploys, not shrink it. (A less substantial version that can't be used like this is then too ineffective to open up any new tactics for the player).

-AAs need to be equally attractive to the player, in terms of a single playthrough. If we have something that doesn't really boost player's effectiveness or range of tools (like a radar boost or something), then the player will at best only use it very briefly to experiment, if at all, before ignoring it in favor of a more effective option for the rest of the map.

-AAs need to fit in with existing systems. Something that regenerates health, for example, nullifies us having carefully paced distribution of health packs across the map, removing a significant component of player's thinking and a significant drive to explore; changing distribution to compensate would then put player at a disproportionate disadvantage when using any other non-HP-related AAs. (Keep in mind Halo 1 distributes vitality equally between shields and health, rather than the 70/30 shields/health distribution from H2 and onward.)

Taking all of that into account, only 3 AAs that had the potential to do what we want with the system made their way into the aforementioned prototype system, and even those suffered from disproportionate effectiveness and minimal potential for varied use; hence, it was cut so that we could dedicate the resources to improving other areas of TSC:E.

If AAs been there from the start, then there's no doubt that we would've made sure to design things to ensure we could take advantage of the many potential benefits AAs can bring -- but I think the amount of time the map's taken so far should explain why we didn't go back and spend another year completely overturning all our BSP and encounters, instead deciding that TSC:E was still good enough to stand without them.

Quote: --- Original message by: RabbitFood
Also, I think you mentioned before the the Pistol in TSC:E will not act like the SPV3 one, but similar to the H1 settings. Is this correct?

Pistol is roughly (a hair less) accurate than the H1 pistol at a rate of fire ~equal to the H1 pistol. It can fire up to around twice that fast for a considerable DPS increase, at additional cost to accuracy. To stop that from getting out of control, base damage has been decreased by a small amount -- the modified damage H1 pistol did to Elite shields becomes the damage rate across all units. (i.e., headshot kills are as quick or quicker than in H1, but bodyshot killtimes are nerfed a bit in compensation for the huge DPS increase that can come from higher rates of fire).

Fun facts on that H1 pistol damage rate -- the tag you get with your HEK lists damage as a flat 1.0x across all unit materials, but tool does some magic to it when the map compiles that modifies vs. Elite shield to 0.8x -- you can see this if you look in memory after a map is loaded to the game. More interestingly, the tag's 0.2-2.0 degree error is also modified to 0.2-0.4 -- that's a pretty huge increase! (The Plasma rifle also gets hit by tool, going from 0.5-5.0 degree error to 0.25-2.5 degree error!)

We don't have a confirmation of course, but this is the likely answer to "what did Jason Jones do to the Pistol?" Even more fun fact: tool doesn't do this when compiling a multiplayer map. On Xbox, multiplayer modifies the Pistol and PR to the above values somewhere after the tool compile -- but more importantly, Halo PC does not! So effectively, Halo PC players in multiplayer have been using an old, ineffective beta version of the Pistol and PR the whole time.


Quote: --- Original message by: RabbitFood
Well I have a question. The BR in the TSC:E mini-vid things had the same ammo/color mechanic as the Assault Rifle. In the SPV3 Trailer, the BR had the green tint on the ammo display to show it was an older model, apparently. Is this difference staying in TSC:E?


we're keeping the color change


If it makes you feel better: as pretty much everything on the list isn't my job (other than those large waterfall VFX, which are harder than one might think, mostly due to engine issues that may or may not be reasonably circumventable), I'm spending quite a bit of time this week working on some special fun things that almost certainly wouldn't have got in if we'd shipped earlier. The one upshot to a super protracted development cycle like this is it means we get the time to cram all kinds of neat extras into neat places - there should be a fair amount of additional entertainment value after the first playthrough beyond simply repeating for better performance.

As mentioned, the decrease in item completion rate mostly serves to highlight what the "real" big to-dos are. As the weekend rolls around there should be a lot more free time for us all to leap on those big suckers and wrangle them off the list.
Edited by Ifafudafi on Sep 10, 2014 at 02:00 AM


2 days, 8 items struck down. That doesn't necessarily mean we're now locked at a rate of 4 items per day; we may go slower, or we may go faster.

In fact, the weekend's about to start (i.e., extra time) and it's a 3-day weekend at that. Let's see how far we can get
Edited by Ifafudafi on Aug 30, 2014 at 12:47 AM


Quote: --- Original message by: darknesssamurai
which weapons (that we have already been introduced to), are getting upgrades/new projectiles/fx changes?
Edited by darknesssamurai on Aug 28, 2014 at 09:50 PM

Basically every effect in the game has been redone since a50 2012. In fact, I'll look through an HEK+ listing of all TSC:E's effects right now -- these are the only things we're still holding over from the stock game:

effects\glass collision.effect
effects\panel death.effect
scenery\waterfalls\spray_emitter_medium\jetspray_medium.effect
sound\sfx\impulse\panel\activate_panel.effect

Replacing the waterfall spray is on the to-do list, and activate_panel is just a sound. (Maybe I'll even knock out the other two just for completion's sake if I get the time.) And it's not just the stock stuff; pretty much every effect from a50 2012 has been further improved if not outright replaced. Explosions in particular have been hugely revamped, and plasma projectiles also have much more beefy impact effects. And then there are the new shield depletion effects, and the new sparks, and all the new material impact effects... 2.5 years of making this thing came with a lot of gaps in core development that I by default tended to fill with further effect improvements. (ask siliconmaster about me and my blood fx some time.)

Gameplay-wise, it's just a whole new thing. An immense amount of both in-theory design thought and and in-practice testing has gone into the weapon set, to the point where there's no way I can cover even a fraction of it here, beyond just quoting out-of-context stats for weapons (which would be about as useful as describing a five-course meal (the meal being TSC:E) by listing measurements of the utensils). Every single gun's behavior has been re-thought and reconstructed not just to be effective and satisfying in and of itself, but also to contribute to the broader experience of the map as a whole.

I can start by saying that our Carbine is now fully-automatic with an accelerating rate of fire, but explaining why would require me to explain what we're doing with our Pistol, which would require me to explain our interpretation and application of unique weapon roles, which would require me to explain even more about other guns, as well as start getting into broader shooter design... everything is there for a reason, everything touches everything. Maybe once the map is released I'll take the time to write out a huge devblog. There's plenty of material.

Quote: --- Original message by: RabbitFood
I'd say that most weapons have had some tweaks. Hopefully the Spiker.

Spiker is a total boss now; no other (non-power) weapon is better at hosing down big groups of Grunts and Jackals


Quote: --- Original message by: Echo77
Would you happen to have a side view of the grenadier rifle by itself?

pow

Quote: --- Original message by: killzone64
what of the new opensauce update that was supposed to release alongside. i have put off the majority of my projects waiting for this update... will it still be released on the 29th?

OS team operates on their own schedule, so I can't give you anything solid -- but I doubt you'll see it tomorrow. It's possible that it will release before TSC:E. It's possible that it won't. It definitely won't release any later than TSC:E, since TSC:E will be incorporating some of the new tech.

Quote: --- Original message by: boogerlad
I wouldn't mind waiting a lot longer for the "demon tree" and the other little things.

Specifics on the demon tree (and the reasons why we may decide to cut some elements) are lag's domain -- I'll let him elaborate if he wishes -- but I can say that if we're considering cutting something, it's because it has the potential to be a huge timesink that can bottleneck big portions of development, drain resources from critical tasks, and/or (usually and), while probably nice, won't improve the map to the point where we'll hate ourselves for not having it.

Most TSC:E devs have things they wanted but couldn't make happen -- but that's normal in just about any project, especially one of this scale. We have to be able to draw a line of "well yes that would be neat, but we also need to get this finished and released in a coherent way." If a project keeps increasing its scope and adding new features every time an idea pops up, without considering the time/effort cost, you end up with
Quote: --- Original message by: Oskarmandude
spv2

That's not to say we haven't let ourselves have new ideas -- we've expanded beyond existing plans on more than one occasion, because sometimes a couple extra months really is worth it. If you told me about ~20% into the project that we'd have [redacted] and [redacted], or that we'd take [redacted] and turn it into [redacted], I would have asked to go back with you in your time machine so I could live in this amazing future world. (Little would I know -- I would live there anyway, because the amazing future world is now!)

Quote: --- Original message by: boogerlad
how is the team kept organized? Is git used or some other sort of version control?

Communication is handled through a private forum and AIM. We do version control with Mercurial for both our tags and our scripts. (Lag set that up and can probably tell you more if you want any thing more specific.) (Yes, lag does a lot of things. Most of the things, really.)


Quote: --- Original message by: RabbitFood
But then the question remains, what is the Shredder?


one of the surprises we don't want to ruin


Quote: --- Original message by: Delicon20
If that's considered the home stretch I'd hate to see what the list looked like a year ago.

It's not like all of these will take a week each -- we'll already be crossing a couple of things off before we go to bed tonight

Quote: --- Original message by: RabbitFood
I noticed on the list, "AR/GL" and "Shredder"
"GL"
"Shredder"
whatdis

Is the Shredder the new Spiker replacement we saw hinted in the SPV3 trailer?

AR/GL is the AR/GL

TSC:E is not SPV3


THIS THREAD IS FOR THE SILENT CARTOGRAPHER: EVOLVED. IF YOU'RE LOOKING FOR INFO ABOUT SPV3, GO *HERE* INSTEAD.

To get it out of the way: TSC:E isn't coming out on the 29th anymore.

When, then? Just below, teh lag has posted a list of all the things we need to finish before we're ready to ship. When this list is empty, the map will be released -- and we'll cross tasks off the list every day as they are completed.

Mod (and general game) development is a very volatile process. It's a normal and healthy part of any project that strives to be the best it can, but it also means we haven't wanted to say anything too concrete for fear of having to backpedal later on. (We did give concrete info with release dates, twice, and look where we are now).

Now that we're in the last stretch, though, the vast majority of things have been locked down, and we can lift most of the secercy-veil we've been hiding under. Part of that process is opening up this final to-do list to you guys; but we'd also like to compensate for the delay by inviting you to ask any questions you'd like about TSC:E.

Obviously we still have a lot of suprises we don't want to ruin, but we'll try and answer whatever we can if it's on-topic and everybody stays polite about it.

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Jul 12, 2014 01:03 PM (Total replies: 9529)

Quote: --- Original message by: Higuy
It slightly bothers me that the entire team CMT and OS people haven't bothered to just start making their own game at this point. Alot of talent stuck in a very old engine.

tell me about it man

Quote: --- Original message by: NewDoubleO1
Sorry noob question but um... is TSC:E part of Spv3 or are they completely distinct projects?

They're distinct projects that share art assets (effects, models, textures, sounds) and a few team members. TSC:E is headed up by Teh Lag and myself; Masterz handles SPV3.

When SPV3 happens, though, it will use the TSC:E BSP in place of the stock TSC, because why use the old one when there's this shiny new thing ready and waiting for

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Jul 12, 2014 02:22 AM (Total replies: 9529)

Quote: --- Original message by: MatthewDratt
It's looking good!

Will the new version of OS be released alongside the project or sometime before?

You'll know as soon as we know
Edited by Ifafudafi on Jul 12, 2014 at 02:22 AM

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Jul 12, 2014 01:14 AM (Total replies: 9529)

Hello, Halo friends. An update from the TSC:E team:

The Silent Cartographer: Evolved will release on August 29, 2014.

"August 29th?"
yes
"Wait! You said it was coming in July!"
yes
"That's not July!"
yes
"Why isn't it coming in July?"

funny you should ask

TSC:E was planned to launch alongside a headlining new Open Sauce feature. The usual problems with hacking one's way through a now-13-year-old zombie engine have not been kind to the OS team; and so, getting this feature out in time for TSC:E's release became very unlikely. While we did promise July, giving ourselves an extra month to polish and improve the rest of the map -- allowing the OS guys the time they need work things out -- was something all of the TSC:E team were happy to take advantage of.

The feature is Directional Lightmaps.



These add directional information to Halo's lightmaps. Part of that means "just better" lighting, with light bouncing and accumulating more and more accurately; but the big deal is that they allow lightmaps to bring out normal maps on BSP textures.

This is a seemingly small addition with practically enormous consequences. You already know what normal mapping does with directional lighting on game objects -- allowing for the same detail on BSPs means we can bring the environents to a level of fidelity that was simply not feasible until now, at very little cost to your computer and almost no cost to our lighting process.

(For the technically minded, here's further information on what exactly is involved with this kind of tech)

We just got DLMs online in TSC:E's BSP -- we've been waiting on that to accompany this announcement; the above test pictures are less than an hour old, and there's still a lot of debugging and testing to do before they're fully ready -- but we've developed a number of other cool new things since we last checked in, including:

-switching seamlessly between an underbarrel grenade launcher and regular grenades with a GL-weapon equipped
-a new two-piece Shade turret that you can knock off its base with a well-placed Warthog ram
-a checkpoint warning system that lets you know when the game wants to save, but can't because you need to take cover
-a new system that allows you to use the two healthpacks inside Warthogs

...and this is all happening alongside a constant process of asset optimization, through which we've trimmed literal dozens of megabytes and literal hundreds of tagslots -- giving us even more space to use for things like the new Grunt.

TSC:E will be absent from the upcoming CE3 presentation -- Masterz has plenty of SPV3 content to fill that space -- but be assured that this latest release date is the real deal. Expect to hear a lot more as that day approaches.
Edited by Ifafudafi on Jul 12, 2014 at 01:34 AM

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Jun 10, 2014 04:57 PM (Total replies: 9529)

Quote: --- Original message by: P3
So TSC: Evolved is going to be released pretty soon now. Did you guys change the spartan and elite model? Or is it still pretty much still just the same ones that you guys used in the released A50 level with maybe updated shaders or textures or whatever? Will the new grunts, ( if there is one ready ) be in TSC: Evolved? Do you guys have new marine models, and are they going to be in TSC: Evolved? Have you guys remade most, if not all of the covenant and UNSC units that are going to be used, or are there still going to be placeholders?

If you guys answer these, you guys would make my day.


I can guarantee (at least) one of those things: we will use new and very attractive Grunt models
Edited by Ifafudafi on Jun 10, 2014 at 05:19 PM

Halo CE General Discussion » CMT RETURNS! New project and team details inside! May 28, 2014 01:33 AM (Total replies: 9529)

I've been informed there's a balance discussion going on in this thread

To assist and enlighten I've been asked by siliconmaster (I think he goes by slashrat here) to drop some empirical stats from actual Halo games. Particularly relevant to the topic at hand would seem to be the Assault Rifle; so, I present some hard facts about the gun in its various incarnations here, without bias, prejudice, or intent to support/discredit any particular parties

HALO 1
-Deals 0.7x reduced damage to Elite shields
-Accuracy beings at a 2.0 degree spread, deteriorates over 0.6 seconds (9 shots' worth) to 6.0 degrees
-Kills Elite minors as quickly as a best-case Pistol headshot (within 0.2 seconds), kills Elite majors ~0.5-1.0 seconds more quickly than best-case Pistol headshot
-Kills a Grunt minor on Normal in 0.20 seconds w/ 3 shots; kills a Grunt major on Heroic in 0.53 seconds w/ 8 shots

HALO 2
unaccounted for (technically it was turned into the SMG but)

HALO 3
-No damage modifiers
-DPS is precisely equivalent to a single SMG
-Accuracy starts at 0.10 degree spread, deteriorates after 3 shots to rough equivalent of a single SMG (1.25 to 3.00 degrees)
-Kills all Brutes at least 0.5 seconds more slowly than best-case Battle Rifle headshot, up to 2.0 seconds more slowly and beyond as difficulty increases
-Kills a Grunt minor on Normal in 0.40 seconds w/ 4 shots; kills a Grunt major on Heroic in 0.90 seconds w/ 9 shots

HALO REACH
-No damage modifiers
-DPS is decreased relative to Halo 3 (from 75.00 to ~63.11)
-Starting accuracy is slightly worse -- from 0.10 spread in H3 to 0.30 -- but takes longer to deteriorate to a milder max cap of 2.50 degrees
-Kills all Elites 0.4-0.6 seconds more slowly than best-case DMR headshot
-Kills Brute minors 1.5-2.0 seconds more slowly than best-case DMR headshot, Brute captians (major equivalent) 3.0+ seconds more slowly than best-case DMR headshot
-Kills a Grunt minor on Normal in 0.59 seconds w/ 6 shots; kills a Grunt major on Heroic in 0.92 seconds w/ 9 shots

HALO 4
-No damage modifiers
-DPS increased back to Halo 3 equivalent
-Accuracy recieves insigificant modification from Reach (0.15 degree to 2.45 degree spread)
-Kills all Elites ~0.6 seconds more quickly than best-case DMR headshot on Normal, ~as quickly as best-case DMR headshot on Heroic
-Kills a Grunt minor on Normal in 0.40 seconds w/ 4 shots; kills a Grunt major on Heroic in 1.10 seconds w/ 11 shots

---

I'd also like to leave everybody on the note that the Plasma Rifle does not receive any damage penalty against any materials other than unshielded Spartans & Elites in Halo 2 and onward (no penalty against H3 Brutes), and only unshielded Spartans in Halo 1; and, it is equivalent in DPS to the SMG in Halos 2 & 3 once rate of fire accelerates (0.6 seconds, 3 shots' worth)

Halo CE General Discussion » ANNOUNCING ASCM 2 - Another Stupid CMT Mod Apr 2, 2014 02:30 AM (Total replies: 18)

Day's winding down, about to sleep, so some explanation:

The weapons demonstrated are a few of many experiments I've done across TSC:E's development. Some (like this DMR) were actual prototypes that never made it to testers, some (Napalm) were based more on trying new effect styles than making an actual fits-in-the-map weapon, and some (Dark Needler) were just screwing around while waiting for testers to test and artists to art.

I started keeping these things around more for posterity than any practical reason, but they've started to really pile up (there are plenty more than just these six) and so I figured I'd showcase a few in a lighthearted video, both for your enjoyment and to test the waters a bit. While "ASCM 2" is an unlikely thing to happen ever, and certainly not in the near future, simply tossing the guns into a thoughtlessly oversaturated encounter ended up being quite a bit of fun; I'd very much like to get them to you in a playable format, but this would be a secondary priority after my TSC:E work and consequently not something that would be seen until after that's done.

TSC:E's still on track for July; Evolved team will be staying dark for the coming weeks, but you'll get your eyes and ears on plenty when we're on the leadup to release. See you then.

Halo CE General Discussion » ANNOUNCING ASCM 2 - Another Stupid CMT Mod Apr 1, 2014 09:39 PM (Total replies: 18)

Quote: --- Original message by: MatthewDratt
Will it be using open sauce?


Open Sauce is a terrible hack and an all around piece of awful software that does nothing but drain resources, spoil developers, and confuse the end-user.

Open Sauce will be mandatory.

Halo CE General Discussion » ANNOUNCING ASCM 2 - Another Stupid CMT Mod Apr 1, 2014 08:49 PM (Total replies: 18)

ASCM 2 is happening. ASCM 2 is the epic followup to one of the most popular and loved campaign mods of all time. ASCM 2, built from the CMT tagset, is dedicated to honoring the sacred, flawless masterpiece that is Halo 1, by adding many new innovative weapons and tweaking as many things as possible. You've never seen Halo 1 like this.

Some of the epic new tools you'll get to play with:

SMG: Taken from the Halo 1 AR, bullet hoses are fun but they can be boring, and many of the shots can often miss. So, the ASCM 2 SMG's bullets have homing properties. Otherwise, this is the same H1AR you know and love, except also with better accuracy and a higher rate of fire.

Gauss DMR: Everybody knows that the single most important thing about Halo, and Halo 1 especially, is headshots. The ASCM 2 Gauss DMR's high autoaim and perfect accuracy while zoomed ensure that you'll feel like a badass charging into a crowd and taking everything down in a single shot. For stronger enemies, the Gauss DMR can charge up a super-powerful shot that does equal damage to the Sniper Rifle.

Dark Needler: I've always felt that Halo as a series lacks midrange options, if you ignore the Needler, Plasma/Storm Rifle/Repeater, Spiker, Assault Rifle, and Pistol. The Dark Needler fills this role by shooting a supercondensed crystal which explodes in midair, shredding anything in front of it with a storm of dark energy needles. The crystal can attach to live targets, too, for a super cool explosion chain!

Jackal Plasma Pistol: Elites get Plasma Rifles and Grunts get Plasma Pistols. Why not give Jackals something? The Jackal Plasma Pistol is like a Plasma Pistol times three! It has a lower rate of fire and a longer charge time, but it fires three bolts per shot -- both normal and charged.

Napalm Thrower: It wouldn't be H1 if it didn't have some form of the Flamethrower. This variant sprays superheated liquid that sticks to anything it touches and lights it on fire. Powerful and straightforward!

Plasma Cannon: Instead of shooting just another boring explosive, the Plasma Cannon, after a brief charge-up period, launches a radioactive fuel rod that bounces around, hurting anything that gets caught in the radiation field and causing mini-explosions on each bounce. The final detonation is enough to kill almost anything that moves.

Here's a video, giving you a sneak peek into how Halo 1's campaign has been enriched:

http://www.youtube.com/watch?v=OuWlGoJbOq0

Announcing difficulty levels for ASCM 2! Only wimps and girls play on anything other than Legendary, so I'm proud to announce that Legendary will be the only selectable difficulty available for ASCM 2. But what am I going to do with the other difficulty levels? You'll have to stay tuned to find out... I can hint that it makes Halo 1 even more dynamic and engaging by making most of your tactics and weapons worthless!

ASCM 2 isn't tied down to Halo 1, either! Coming soon: Halo 2, 3, 3: ODST, Wars, Reach, 4, 5, and Spartan Assault...

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Mar 20, 2014 03:04 PM (Total replies: 9529)

cmt suxs

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Feb 24, 2014 10:56 PM (Total replies: 9529)

hello halomaps goers. something happened today...

Quote:
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:





Halo CE General Discussion » CMT RETURNS! New project and team details inside! Jul 25, 2013 11:51 PM (Total replies: 9529)

fourth and final TSC:E trailer has been posted!

http://www.youtube.com/watch?v=xzMloaw58zw

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


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