WWLinkMasterX has contributed to 400 posts out of 439560 total posts
(.09%) in 1,519 days (.26 posts per day).
20 Most recent posts:
I want to agree with Slash. It also brings more variety to the overall campaign, so long as the art styles for the two are similar enough for it not to bee too noticeable/out of place.
Would this affect the release dates for individual maps?
Longsword air-battle at the very end of The Maw. The Fuse's been lit and it's go time. Rocket your way through swarms of drop-ships and banshees as the raging inferno pursues you from behind.
-Hasn't been on the forum for a few days-
>Clicks 'My forums'
>"Gee golly wiz, while I was gone the thread's increased by three whole pages! This usually only happens when new content gets posted and everyone wants to comment on it! :D "
>1st page: rants; ("oh it's probably on the next page!")
>2nd page: more rants; (". . .")
>3rd page: just moar rants; ("._.")
While I can't wait to see the mantis implemented in this game, I would have to agree with those who say A50 isn't the most appropriate place to put it.
Quote: We ask ourselves, how do you secure a gravity lift? Well, by eventually having a Mantis delivered after you kill the hunters, in order to make sure the Covenant realize it is futile to send down units via the gravity lift or by Dropship. Since the Mantis is awesome and can take Phantoms out of the sky or kill all it's occupants.
That sounds awesome, but does it really fit A50's stealth-oriented feel? Couldn't you just recreate a similar Grav-lift siege encounter in a later, more scale-oriented map? For example, instead of trying to infiltrate the ship, after having destroyed waves descending forces and securing the landing zone, have a pelican swoop in and drop off a nuke on the pad. You can imagine what happens next.
As for B40, I've grown attached to the tank. "Walking Thunder" just doesn't have the same ring to it. Though, a flamethrower-mantis is exactly what C20 needs.
Finally, I'd like to add that a cool thing Bungie did (and really most games do) is excite the player by hinting at future gameplay. In A10, there was a massive cutscene where you saw the vehicle bay filled to the brim with scorpions and warthogs well before you could actually pilot them. Or how Hunters pairs, initially like mini-bosses in A30, become regular enemies in B30. This effect would be easy to re-create with unlivable vehicles as scenery tags, say a deactivated mantis inaccessibly perched atop one of a10's cargo storage's. It's already done with the Deactivated wraiths in A30.
Edited by WWLinkMasterX on Mar 2, 2013 at 04:16 PM
Quote: --- Original message by: TheHiralis
Quote: --- Original message by: a bullet
Well why not? It would make the level more interesting in comparison to the major facelifts that the other maps are getting.
Except there's not really much we can do with a50. And a vehicle encounter? Think about it. It makes absolutely no sense for any vehicles to be in a50 except for the turrets and the dropships. Perhaps a banshee fight, but that's it.
And if you honestly want to have a vehicle encounter, you better prove that it works and doesn't ruin the level.
Quote: --- Original message by: Masters1337
... and a new vehicle encounter is being added to the gravlift.
It's a new vehicle to our tagset and can only work on .yelo maps. One cool thing we're doing is making its primary weapon an actual weapon tag with a model, so it will be easy for anyone to make a variant of it once the tags are released. It's current weapon has 3 modes of fire.
Keyword, new. So it's probably specifically built for that kind of encounter.
So I just played through The CMT SPV2 Beta and the original a10 back-to-back, and here are my thoughts:
The original was clearly designed as short tutorial/intro map and play relatively quick if you know what your doing. That said, it focuses a lot of tagspace on nifty little touches, like all the voice recordings and control diagnostics. That aid it leaves a bit to be desired in gameplay.
SPV2 Beta added a a bunch of new BSP's, pretty much doubling the playtime of the whole map. Of these were large cargo rooms, a push through the vehicle bay, destroyed sections, Chiron, crew quarters, and several rehashes of existing BSP. In addition, many of the encounters were changed up. All of this however, came at the cost of cutting several aspects of the original level.
While I wouldn't go as far as to say you should sacrifice space to re-implement minor unnecessary features, some of them were admittedly pretty cool. The best aspect of the original level was the accumulation of little things and how they all it together so nicely. All in all, a10's niche is being a small map trading in quantity for quality. I feel that's what it should be restored to in SPV3.
The first thing you should definitely do is cut a lot of the rehashed sections. While new BSP's (even bad ones) are exciting and fit the spirit of CE, passing by familiar scenery isn't. A longer level isn't necessarily a better level; I don't need to fight on the same staircase three separate times.
My biggest problem with the new BSP's is that many of them seemed rather bland/barren and pointless other than to lengthen the gameplay. The huge cargo room was a nice breath of fresh air, but it was essentially just an empty space filled with enemies.
The sections ripped and adjusted from the MP level (I believe Chiron) was just a big, blocky, pointless room that should really be cut all together. The vehicle bay and elevator certainly fit the part aesthetically, but were also a little barren. All the flaming warthogs got real repetitive, real quick.
The one extra destroyed section came out of nowhere; you can visibly see a vertical line between the pristine and burned parts of the hull. Otherwise, the custom destroyed part was pretty cool, though it could be expanded/improved, especially in terms of encounters.
There were also all kinds of little glitches/inconsistencies and the like that probably weren't resolved simply because it was a beta.
And so I would like to offer the following suggestions:
I actually rather liked the little section of (what I assume were) crew bunks in the map. While technically pointless, they add depth to the map, though their true potential wasn't fully achieved. It's literally a bunch of nooks and crannies, exploit that. Hide some weapons/heath-packs/easter-eggs in there. Everyone loves teddy bears. I noticed upon first entering this section there was an elite just standing there staring at a bunk. Put a dead marine in that bunk, heck, several of them. Make it look like the Covenant barged in and massacred any sleeping marines. It adds depth/quality to the level and may get the player pumped. All in all, this section could be prime for close-quarters encounters.
I heard that some of the main feature changes are going to be shutting off the lights an gravity. This is wonderful and I'm sure CMT already has plenty of great ideas. Just in case though, I want to stress the importance of "ladder-floors" and "crates-as-vehicles." Nothing says zero-G battle like a cargo-hold full of flying crates and grenades bouncing off the walls (drive-able forklift pl0x). I would like to add that simply for aesthetic purposes, that elevator section should be directly linked to the cargo hold. Finally, as I mentioned the new destroyed section kind of comes out of nowhere. One of it's features is how it slopes downward, I assume to simulate manipulated gravity? If so, it's really obvious how this is done though. It wouldn't be so obvious however, if integrated with prior gravity manipulation instances and "ladder-floors" that allow the enemy to walk on the ceiling/walls. By integrating these features, you can really disorient the player into believing they're experiencing the wonky gravity of a damaged ship.
There were also all kinds of little things. The Hunter encounter was interesting, but unnecessary. It would be better implemented in the openness of a larger BSP like the cargo room, where it's melee attacks can send crates flying. In the very begging you pass by a depleted armory with a bunch of wounded marines. You guys overdid this. Just stick with the populating Bungie originally did. The beginning diagnostics are redundant at this point, though if there's leftover space these could be re-implemented. What I really miss is the little Cortana dialogues and instructions telling you how to melee, etc. If there's space, theses could actually enhance the map. For example, instances of the lights going out provide a perfect precedent to use your VISR, which in turn can become beknownst to the player with the "this-is-how-you-should-use-your flashlight" dialogue box. Also, maybe more close-quarters fights in the maintenance tunnels after you learn how to melee. Finally, I don't know if this intends to be resolved already or not, but cool-it on the Captain Keyes intercom orders. I heard him cycle through the whole: "fire teams on decks 1-9..."->"...secondary positions..."->"all personnel retreat" three times. It's unrealistic and annoying.
I'm sure many of these things have already been considered/implemented by CMT, not to mention new things they haven't told us about. Nonetheless, I look forward to hearing what Masters and the rest of the team thinks of my suggestions.
(ohai, can i haz beta pl0x)
Edited by WWLinkMasterX on Feb 24, 2013 at 03:30 PM
Will there be any OS involved? If so, why not integrate that map downloading feature?
Also, will the ui automatically remove the approved sp maps from the mp maps list, the same way the default campaign already is?
And lastly, a request: d40_revenge
y'know, for laughs
Pacifist- Complete A10 without firing a single round.
That's for the Autumn- Destroy all enemy aircraft on A30.
Never knew what hit them- Get through (some point; to the grav lift?) of A50 without being detected.
Going in Dark- Complete A50 without using neither VISR nor the flashlight.
Sore Feet- Complete B30 without entering a vehicle.
Second Amendment revoked-Complete [insert flood level] without using the shotgun.
Granted, this is based off what I know about the original campaign.
More to come eventually.
Edited by WWLinkMasterX on Jan 17, 2013 at 04:17 PM
Edited by WWLinkMasterX on Jan 17, 2013 at 04:19 PM
Is the forklift going to be drive-able?
Also, will some of the smaller crates be set up as un-drivable vehicles so that they can move?
Now I recall on one thread some people were talking about variable vehicles speed and how unfortunately, you can't do it because the movement trigger are "binary."
However, I recall in such maps as Extinction and Coldsnap (I know, don't start halomaps), The jets (don't start) can actually move at two speeds. The standard forward speed (by pressing the "W"key) and a slowed speed more comparable to that of a pelican when you hold down the former key in conjunction with either/and/or the "A" and "D" keys.
Can this also be applied to other vehicles, like say the warthog, for large maps. The standard speed would be the default for maneuverability, but the secondary would be akin to the "fast" warthogs you typically find on large maps.
Furthermore, can differing speeds be applied to three different triggers. Ie: "A" for slow, "W" for standard, and "D" for fast. This naturally wouldn't work for vehicles like the ghost, but it would be a nice touch for the warthog and certain aircraft.
If it can't be done now, can it be done with OS?
Finally, I'm sure this has been addressed before, but does OS allow for VTOL-strafing?
Edited by WWLinkMasterX on Jan 13, 2013 at 02:57 PM
Damage effects, weapons, bipeds, crates as vehicles. No OS necessary :3
Edited by WWLinkMasterX on Dec 30, 2012 at 02:55 AM
How about something where if you break a window, all movable objects fly out in the direction of said window into the vacuum of space (I imagine this could be achieved through damage effects unless gravity can be made to act horizontally as well).
Will you be taking advantage of OS features in A10, such as variable gravity? Being the only space level, I've always felt it had a lot of potential for all kinds of cool things, yet the level itself is rather confined.
Quote: --- Original message by: grunt_eater
Quote: --- Original message by: Spark
my new upgraded pc can take it 8gb of ram
support for shader model 5.0 dx11
2.9ghz quad core
my mother board A55M-P33
I upgraded it two days ago only cost me $200 and I'm 14.
Edited by Spark on Dec 27, 2012 at 12:56 AM
Okay, i'm 17, i gotta ask. Where the heck does a 14 year old kid get $200?
I just did a thing where I went around painting the address numbers on the curbs in front of houses. It was volunteer work so I didn't get squat, but at the going rate, the profit margin is huge if you can get enough houses.
Quick question concerning installation:
After I've installed OS to my computer the normal way, is there any way to move it onto a flashdrive so I can play OS maps wherever?
I believe the "L" stands for length.
In any event though, doesn't anyone else find it off that the covenant alphabet directly parallel's ours?
Lumoria's got frigates firing MAC rounds at covenant ships. How you gonna top that?
> straight-up said was joke
> people still arguing.
Talk about a blast from the past!
Curious, at any point will you play as an infection form? Say, on the first level, almost as a sort of tutorial? Or would it just be too easy to die?
If you don't specify how much water, it's still possible, and kind of easy.
oh boi awn topic
ALLRIGHT MORONS LISTEN UP.
Water and ice are the same compound H2O, making them Chemically the same.
However they're differnt states of matter making them Physically different.
We can all understand this, no one's stupid, no one think's they're "good at science."
It's not about science, it's equivocation.
But it doesn't matter because as I said, ^
Edited by WWLinkMasterX on Jul 19, 2012 at 05:52 PM