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WWLinkMasterX has contributed to 728 posts out of 452290 total posts (.16%) in 2,618 days (.28 posts per day).

20 Most recent posts:
Halo CE General Discussion » CMT RETURNS! New project and team details inside! May 21, 2016 10:04 PM (Total replies: 11337)

Plse preserve the unique feel of the original.

Halo CE General Discussion » CMT RETURNS! New project and team details inside! May 21, 2016 12:14 PM (Total replies: 11337)

Quote: --- Original message by: Super Flanker
Quote: --- Original message by: EtchyaSketch
With ridiculous/unnecessary set-pieces.


Cortanas assets are not ridiculous!


Speaking of, did they ever update the Cortana model? They keep skipping those cutscenes in the streams I've seen.

boi, what a sh@#show...

Halo CE General Discussion » [Release] Planet_flood_a May 16, 2016 08:10 PM (Total replies: 110)

Quote: --- Original message by: Super Flanker

Quote: --- Original message by: Spartan314

You know what, that would be cool.
But people can't make decent maps even with the regular HEK so...


Quote: --- Original message by: Halonimator

I can.


https://cdn.discourse.org/boingboing/uploads/default/original/3X/1/0/1030b9e23bb5cf6c8ef5da6567e3dbf40c41def5.gif


^ this.


I know the original Bioshock faked teleportation by having biped play a teleport animation before turning completely invisible, walking to a a desired destination as normal, then reappearing before being able to do any attacks.

Don't know if that would be easier or harder...

Halo CE General Discussion » is there a map like this May 7, 2016 03:11 PM (Total replies: 14)

i c wut u did there.


..but having shared 14 links when I didn't even plan on finding that many, I just didn't feel like it was worth the hassle. Especially since my browser has a function to automatically open highlighted urls in a new tab.

Halo CE General Discussion » best maps May 7, 2016 03:06 PM (Total replies: 21)

Quote: --- Original message by: DaLode
Quote: --- Original message by: StormUndBlackbird
Quote: --- Original message by: Scott
Ok.
Agreed.


I second this.


I concur.


Maps made by "big-name" creators tend to be smaller and better, with "Bigass" being the prime exception. "Garden" and "Aquarii" are small and balanced (vanilla tagset) to give a couple other examples.

Halo CE General Discussion » is there a map like this May 7, 2016 01:13 AM (Total replies: 14)

After a lot of digging, I think I found just what you wanted:
http://hce.halomaps.org/index.cfm?fid=6599

This one requires Open Sauce:
http://hce.halomaps.org/index.cfm?fid=6317


I think you'd like the "Asis" series. There're so many I'll just paste the search:
http://hce.halomaps.org/index.cfm?search=asis&B1=Search



Here are some other (older) candidates that only feature one ship (usually the Autumn). Maps with the Truth and Reconciliation are much harder to come by.

Hotzone has the closest thing you're looking for with just the Autumn:
http://hce.halomaps.org/index.cfm?fid=1810

Extinction's really similar but the Autumn's on the ground:
http://hce.halomaps.org/index.cfm?fid=2040

Here's one I think you'll like:
http://hce.halomaps.org/index.cfm?fid=4260




These maps are kind of like what you're looking for but they're old, mediocre, and you can't fly out of a hanger; all the vehicles spawn on top of the Autumn:
http://hce.halomaps.org/index.cfm?fid=2424

http://hce.halomaps.org/index.cfm?fid=1055

http://hce.halomaps.org/index.cfm?fid=2350


Here are some maps from the "wing" series, IMO they're better than the "space" maps:
http://hce.halomaps.org/index.cfm?fid=1453

http://hce.halomaps.org/index.cfm?fid=1441

http://hce.halomaps.org/index.cfm?fid=1596



... Actually, after some searching I found this mess:
http://hce.halomaps.org/index.cfm?fid=1227

It features the "T&R," but it's much like those maps above, not that great.

..... Just found another covie one, heh:
http://hce.halomaps.org/index.cfm?fid=299

Halo CE General Discussion » how to make poratbale version of halo May 3, 2016 10:39 PM (Total replies: 23)

Administrator privileges. He doesn't have administrator privileges. There's a difference.


I would just like to quickly add that with the "old" method (used on coldsnap and some older maps" the pelican con only pick up vehicles in certain "trigger volumes" (the landing pads). In other words, it's not enough that the pelican can pick up vehicles, it can only do so in special areas designated during map creation.

But apparently that's just for the "old" method (Doesn't require external programs, though Kirby's solution seems really elegant).

Halo CE General Discussion » [Release] Containment Segment May 3, 2016 10:21 PM (Total replies: 13)

Didn't get a chance to comment when I downloaded this,but it's really good!

Shame it won't be finished.

Halo CE General Discussion » [WIP] SOI's Tag dump May 1, 2016 02:28 PM (Total replies: 1142)

Quote: --- Original message by: Spartan314

Quote: --- Original message by: gabrieloup
So I just had a talk with them and they sent me this :

http://s32.postimg.org/tnme833yt/IF_YOU_RE_READING_THIS_PLEASE_RELEASE_THIS_CAMPA.png

You're trying way too hard to be funny.
And it's not working.
E: SOI I patiently await your release!
Edited by Spartan314 on Apr 30, 2016 at 08:47 PM


I liked it!

.. mostly 'cause f@q Kotaku.

Halo CE General Discussion » CE3 2016 Live Apr 25, 2016 01:33 PM (Total replies: 108)

Quote: --- Original message by: Halonimator
Quote: --- Original message by: KappaLocust
4 Months!


4 Months! = 4 Sp mods!



um. . .

Halo CE General Discussion » [Release] Planet_flood_a Apr 25, 2016 02:57 AM (Total replies: 110)

<3 sparky

Altis pretty much hit the nail on the head.

I was going to write a constructive review, but after the first hour, this map lost any charm it could have had. I lost the energy I had saved for writing this review on just trying to complete the map. It's a waste of time.


- The dropship animations in the beginning are pretty buggy. That bit's tolerable. The worst part is the awkward first-person view you have to endure that forces you to look up when you could be watching the battle unfolding.

- Gameplay-wise the initial assault's alright, most allies don't survive, but that's probably intentional. Once the battle's over your surviving allies don't follow you. Why? What's the point of this mission again? At no point were there Nav points or mission objectives to give me an inkling of what I was supposed to be doing.

- Stalker forms are pretty cool. Not perfect, but they're well animated, and well balanced. I like how they can walk on walls, an underutilized feature. If you get close while they're sideways however, the "hold x to flip vehicle" message appears. Textures are a bit bland. It's also worth noting that at this point you've revealed most of your enemy types. Thus, you've fallen into a mistake most amateur map-makers make: poor pacing.

- Next two encounter's are alright, but none of the enemies drop ammo so you have to conserve until the third encounter. That's not so bad.

- Third encounter on the "bridge" is pretty cool, but I got surprised by the rocket flood. That wasn't so bad, kind of funny actually, but then it placed me back at the start of the level. That's rookie mistake #2, not enough checkpoints. This is HUGE.

- So I had to do the beginning part all over again which was doubly frustrating because the simple "hoard-gameplay" is just too simple to be fun the second time. Not to mention, the huge distances not meant to be traveled by foot start to show. So I got impatient and after a couple goes I turned on deathless so I could get through the level. I don't like to do that and maybe it was hasty, but I think the next part validated my choice.

- You cross the bridge and come to a fork. To the left lies a butte surrounded by infection forms, "flyers" (NOW all the units have been revealed and there are no more surprises), and transport(?) forms. To the Right are a few flyers and a tank. Naturally I ran for the tank if for no other reason than this level has desperately needed a vehicle from the start. Maybe in my deathless-ness I missed something because this was not survivable otherwise.

- The massive swarm of flyers flocked my way and they're unavoidable. From their vantage point there's no way to avoid their fire. There's no overhead cover in this desert and there shots are too fast to dodge. Inversely, their tiny flying bodies are very difficult to hit, even with the tank's LAAG turret. Maybe I was supposed to backpedal to the massive pile of pistols on the "bridge" and get them at range. However, 1) backpedaling is bad 2) it's especially bad given these distances 3) again, this problem could be ameliorated with proper checkpoints.

- Like Altis said, the "transport" forms are good enough as melee enemies and really shouldn't shoot at all. A single one can kill you in a couple seconds, not to mention the packs of them you fight later.

- After that was a long tank run which was kind of fun, but the enemies felt repetitive and the "deathless" took away some of the rush. I had lighting issues in the caves but maybe that's just me. It's particularly a problem when rocket flood you can't even see get the jump on you.

- Ran in to some flyers in a clearing, not even worth fighting.

- Ran into a pack of "transports," tank vs. transports was a fun fight... until their ability to shoot ruined it.

- Getting forced out of the tank was necessary, but as Altis pointed out, could have been done better.

- Fighting in the tunnel was kind of cool but a slog. An encounter with just stalkers jumping from the walls/climbing all over the place would have been cool. At the end of that tunnel you have to fight a single transport form on foot. It would have made for a cool "boss fight" but that's sullied by the stress of having to fight like 15 other units simultaneously.

- After that it was just more productive to run instead of kill enemies, so if there were any "kill all enemies to progress" triggers (usually a bad idea) I missed them.

- Being on foot for the entire rest of the level made it painfully obvious how big this map was. I actually rather liked the BSP and thought it could make for a great vehicle level, against other vehicles, piloted by covenant, not flood, not on foot.

- Hugging the cliff to my left I was able to scale it a little to try and avoid any flood chasing me. Unless this was planned for, it probably made me skip some triggers such that nothing else spawned for the rest of the level.

- Got to the penultimate section with the structure from death island and a tunnel. Both were empty as was the gorge between them. Again, this could have been "my fault."

- Finally, I quietly walked the entire length of the tunnel for a couple minutes where I came to a dead end with no indication that the level was over or assurance that I had even done it right. whoo hoo.

To recap,

Pros:
- stalkers
- original bsp
- transport forms when they can't shoot you
- somewhat thought-out encounters
- triggers seem to work most of the time
- tank's usually fun no matter what?

Cons:
- Checkponts!
- Balance
- Distances/lack of vehicles on what would be a good vehicle map
- Pacing
- Poor lighting (some parts), bland textures
- Weapon diversity
- Enemy diversity
- Objectives/sense of orientation
- Placement of weapons & healthpacks
- Poorly defined map limits

Add:
- More checkpoints
- Outlined Objectives
- More allies/ allies that follow you
- More vehicles. These would look great in a flood map: http://hce.halomaps.org/index.cfm?fid=6010


All-in-all it just wasn't fun, it was a chore to complete. 3/10 (I've seen worse)



... There's the detailed play-by-play of my experience. I started writing this post 12 hours ago but simply didn't have the time to finish it then. Happy now?

It's still garbage.

Halo CE General Discussion » [Release] Planet_flood_a Apr 24, 2016 03:15 PM (Total replies: 110)

Quote: --- Original message by: Masters1337
Why should anyone on this forum give you the respect to download this, when you have already spammed it in other people's own threads trying to showcase their work?


I downloaded it anyway. And played it to the "end" (took 2 hours). It's garbage.

Halo CE General Discussion » [WIP] Ocean Resort Firefight Apr 18, 2016 12:20 PM (Total replies: 81)

cooel thread bro

+1 subscribed

...but actually this looks pretty good. My main concern is that your firefights tend to have bland-looking environments. Would it be possible to up the complexity of the BSP/scenery? I think I saw you planning something like that in a picture on the previous page.

Halo CE General Discussion » Halo CE bullethole art Apr 13, 2016 01:14 PM (Total replies: 36)

Quote: --- Original message by: Super Flanker
Initially I thought the title for this topic read: butthole art.



wait.... it doesn't?!

Halo CE General Discussion » Halo CE bullethole art Apr 11, 2016 10:49 AM (Total replies: 36)

At first I was like: "Oh look another off-topic troll thread"

But then I was like: "This is..... unfortunately relevant."

Halo CE General Discussion » [WIP] Membership System Apr 4, 2016 12:20 PM (Total replies: 20)

Wow, that's amazing!


Quote: --- Original message by: AlissArcana
Quote: --- Original message by: Super Flanker
Well at least the background Isn't black.

Heh, that's racist.


They prefer to be called "backgrounds of color."


-obligatory comment about Gaigher maps=

Halo CE General Discussion » WOULDNT IT BE SO SWEET??? Mar 30, 2016 05:01 PM (Total replies: 8)

I've always wanted to see a map centered around decent water/underwater mechanics, but that's pretty hard to pull off.

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Mar 24, 2016 03:07 PM (Total replies: 11337)

Catching these streams is virtually impossible for people with lives.


oh well :'(


Time: Sat May 28, 2016 5:44 AM 219 ms.
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