||Oct 17, 2013 09:14 AM
||Jun 23, 2014 02:54 PM
||Aug 13, 2014 12:51 PM
||Videogames, Photography, Languages, Medicine, Programming, Training, Movies, Halo
|What Games do you play:
||Halo, Left 4 Dead, Minecraft
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QuiteGamer has contributed to 34 posts out of 465511 total posts
(.01%) in 2,417 days (.01 posts per day).
20 Most recent posts:
Yeah, all the side rooms in the hallway were supposed to be "chambers," that contained memories from the protagonist's nightmares, which would have been expressed better with more text or scenery. It's a work in progress, I'll get around to the story.
The pit were you die was supposed to bring you all the way back to the start, but I made the fall too far, even with decreased fall damage. Well, it would seem to be the start at first
Edited by QuiteGamer on Jun 23, 2014 at 02:58 PM
INSPIRED by this map to get me started, (not that they look alike in any way):
Here's the map I made:
Play in slayer with no timelimit.
I made this a few months back, and kind of lost interest because I got stuck on ideas and how to improve it. It's incredibly hard to know if something is going to work in a surprising kind of way, when you know what's coming around every corner.
Because of that, I'll leave it up to strangers. If you want to try the map, and give me some feedback, that would be greatly appreciated! Am I anywhere near a horror map? What could be improved? Etc etc..
Edited by QuiteGamer on Jun 23, 2014 at 02:37 AM
Edited by QuiteGamer on Jun 23, 2014 at 02:37 AM
Edited by QuiteGamer on Jun 23, 2014 at 02:42 AM
It's been a while, but here's a good memory from 2008 :)
Haha, yeah, I've even raised the firing positions 10 units above ground, but they won't stay there. I'll sort it out sooner or later.
Does anyone know a good tutorial for making device machines? I need to make a lift that isn't scenery. It's the tool setup I need help with, not the actual animation.
Thanks for the kind comments. I will try my best to improve the environment and looks after everything is in place :)
Sorry to hear about this. Unfortunately I don't have much to contribute with. Will give some though :/
Thanks! Have done now :)
Here ya go! - http://www.mediafire.com/download/llwlseyfor61xlf/q20.zip
Edited by QuiteGamer on Jun 22, 2014 at 09:53 AM
I suppose I could upload it as a test, but it's in a very early stage as it is a very short map. Where is the best place to upload it? I don't want to upload something so unfinished to Halomaps.
Hello community! I've been working a bit on a small map. I'm not much a creator for Halo CE, but I'd like some input. Keep in mind, the sky will be changed, along with fixing some textures.
Any suggestions to changes or further build of the map will be appreciated!
Here's a video https://www.youtube.com/watch?v=SFc0TII5lNc&feature=youtu.be
Here's a map http://www.mediafire.com/download/llwlseyfor61xlf/q20.zip
The marines enter the tanks, don't worry, just wait.
Edited by QuiteGamer on Jun 22, 2014 at 09:49 AM
Edited by QuiteGamer on Jun 22, 2014 at 09:52 AM
Moot, you are fantastic! I was using an earlier version of the script you sent me, but this works perfectly! Thank you so much!
Hello everybody! I've working on a map in 3ds Max - 2008, and I'm stuck at importing gbxmodels. I've downloaded a couple of different ones, just to see if it was a problem with the specific plugins.
The problem is that the scripts can't detect, gbxmodel files, but only .txt files. If I try to convert them to .txt they fail to import, but in any other case the script can't detect them. The problem started after I updated to Windows 7.
If there isn't a solution, does anyone have any idea how to measure doorways? I usually import the doors into 3ds max, and just make the doorway around the doors.
Thanks in advance!
Originally tried to use the d40 sky, but need the ground to look like it fits with the sky. I made a new scenario called test, and typed in.
tool lightmaps levels\test\bloodgulch\test bloodgulch 0 0.9
This is the first time I've experienced this problem, and I've changed lightmaps on plenty of maps before :/
Like here - http://www.youtube.com/watch?v=kZnNRzdD9PQ
Edited by QuiteGamer on Feb 2, 2014 at 06:51 PM
That's not very helpful, as it's not a problem with the skybox. Even if I do lightmaps with another skybox, I get the same problem with corrupted lightmaps.
Edited by QuiteGamer on Feb 2, 2014 at 02:33 PM
So, I changed the sky in Bloodgulch, to the swamp sky from c10, and redid the lightmaps in tool, and this happened.
Tried different qualities for the lightmap, and changed the sky for a better view of this horror. Any suggestions?
No, it has nothing to do with the actual script. It's the fact that several animations in the game use the same name. It's the official script and map that won't compile. You can't compile a script if there are errors in the map :/ I'm trying to slightly edit The Pillar Of Autumn.
Hello, this is probably a stupid suggestion for me to post, but I see many people who make this mistake. When placing camera points in Sapien, hit space to place them, aiming at your current point of view.
Hello. So, today I tried to recompile an already existing Halo map. A single player map to be exact. All I did, was to add a few lines of code, but when I try to compile the scripts, I get an error saying several animations have the same names.
I use several squads with different firing positions, and set both initial and return to "guarding at guard position." Then I make it change squad by using script, "volume_test_objects." Although I think you'll be fine with one squad and several firing positions, but the tank hardly moves at all if there are allies nearby, and it needs a clear path to work properly. Add me on xfire if you need some help, quitegamer.
- speed wakes physics
- driver power wakes physics
- kills riders at terminal velocity
- causes collision damage
- ai driver enable
- ai driver can side-step