killzone64 has contributed to 1582 posts out of 465374 total posts
(.34%) in 3,588 days (.44 posts per day).
20 Most recent posts:
hmmmm its been a while. still around but only on discord
still very WIP
Side note this place is dead. I'm suprised Dennis is still keeping the forums open.
Edited by killzone64 on Mar 27, 2020 at 03:01 PM
if there is one thing im good at its not finishing things.
i found a couple old maps that i have decided that i wont be finishing due to my focus shifting to different projects.
You Will Need Blender to open these, its free
Backwards S: i never had a good nickname for this map it was based off a forge map in halo reach coolest thing about this map is once the scaling is correct it takes almost the exact same amount of time to walk across the map as it does to drive across the map. there are 3 major paths in the layout with some options. i really liked this layout but it was never worked on past the blockout stage.
Select: this map was inspired by other forge maps as well as halo 3 maps but is my own design
we went as far as making a playable map textured and tested it but it had issues with spawn camping the version included in this file was never playtested but was an attempt at remedying the spawn issue.
Port Authority: this map takes some inspiration from headlong and is a asymmetrical BTB map. i really loved the idea of this map but i lost the drive to finish it
this is all in this release but if i find more files that i forgot about ill be sure to update this thread
Edited by killzone64 on Jul 11, 2019 at 08:58 PM
There are only a select few people in the community that use blender. I happen to be one and i am working on a bsp currently. Ill do some testing and let you know how it goes.
And yet people still learned halo ce despite its lack of documentation. Its not impossible and with a manual that outlines the functions of each tag type its even easier. Honestly its this kind of thought process that gave us the halo 2 editing kit in the first place.
Halo ce is one of the easiest games i have ever modded. You think ce is complicated try freelancer. That game was a pain in the rear to make content for before fan made tools were created
Quote: --- Original message by: Twinreaper
As far as content creation goes in regards to Hamsters comment... don't see your logic or point? To actually state that there are no content creators in the CE or H2V community who could create good content for the other engine variations is just pressumption. I've been squeezing in quality content into H2V for the better part of 10 years...and the one thing that stops half my maps is the engines inability to handle larger poly count objects and extreme detail.
I would kill to have an HEK for Reach. In fact, Reach is really the only item in the MCC that I even want. Y'all can keep CE, 2, 3 and 4...give me Reach!
Yep ive been pushing the poly limits in ce for ages. And honestly asking for editing kits for all of halo mcc is too much. Just support halo ce and halo reach. That way existing halo ce content is playable and we can move on to halo reach which imo is the best version of the engine anyways.
Its a shame that there isnt one in seattle as id love to do a ce panel. Id also love to join you in anaheim However im not sure i could alight time off to do so.
i had pretty much quit halo ce due to being burnt out. this news got me to log back in with everyone and celebrate. this community was a big part of my teen years, helped me though some hard times.
I'm excited for the future and to see what we will continue to create!
i would love to be able to animate lol. i suck at it, defiantly more of a modleler
My ping is great, However thats cause im on a gigabit network in seattle and the server is in texas. For you itll be completely different due to your distance from the server host (ping being the amount of time in milliseconds that it takes to send a packet of data to the server and back). Sbb plays a random selection of custom maps every week.
In order to get info pm me and ill send you a link to the sbb fan discord.
reducing ping can be done by either direct wired connection or increase in internet speed. networking in Australia is pretty messed up last i heard so i'm not too sure what you can do in that department.
not many if any AUS servers at all as most if not all of the players are Latino american or European. very few asian or pacific players. provided you have all the latest updates and HAC2 there is not much help i can give you.
SBB always does a gamenight at noon PST on saturdays. its been a while since i have been free for one but we always had it set up at a time where Taiwan (who lives near taiwan, go figure) could join when he was still playing. its going to be at 5:30 in the morning for you (5:30 Adelaide time) so you would have to be up early to join.
either way even at high ping the game can be stable its all about having a stable ping. the more stable your ping is the less you will have to lead your shots
not really. people tried some trickery such as seperating the video into frames and importing them all into a shader and using a script to rapidly change the texture from one to the next but it never worked properly. you can do a lot with the in game cut scenes though.
you should take a look at the shader tags for the holograms in the campaign maps. they will give you a good baseline for creating good looking hologram scenery. there should be a complete singleplayer tagset available on the website for download
Quote: --- Original message by: Pepzee
I'll respect the person who has only been here 1 year and has released excellent maps over the person who has been here 10 years has yet to release anything.
Time does not always mean more skill. These who has been here longest competitions only seem like people trying to establish some sort of pointless seniority.
exactly. i was more or less poking fun at the fact i have been around for 10 years and done a lot while not contributing much at all lol.
Quote: --- Original message by: Isxz
Hey, you gave me nostalgic feelings when I remembered those test maps you released back in 2013 iirc (2013 was the year I started modding with Halo CE, btw). I still have the original .rar with those old maps and I could upload them if you want. Idk, maybe for nostalgic purposes. https://i.imgur.com/VjKullI.png
yea why not. i think i have some others laying around but its always interesting to look back at old work. i moved on from rips to fully custom stuff which is going smoothly atm.
also spiral you should quit using photobucket. they set a rediculously low limit on 3rd party link access in hopes that youll pay for their service. im in the process of moving all my old crap over to imgur
Edited by killzone64 on Mar 25, 2018 at 03:02 PM
yea. my only upload to the site was damn awful. i have always been a behind the scenes guy not really doing much major work until i learned to model properly about 5 years ago.
my only released contribution was an absolute turd of a map. i still make the SBB guys go back and play it ironically cause it sucks that much lol.
most of my contributions were actually early ports back when we first gained access to the tools as well as OS shader work. i was the first person to port quite a few models from reach but i seem to have lost my map files that had all those items in them so all i have is old pics. they might be stashed somewhere on an old harddrive but who knows. i did release them unfinished at one point because they made their way into a ton of the really poorly done latino maps.
ill show a couple of my favorites and key points below.
Damagable fully ported halo 3 odst barriers that IMO should have been released long ago
first properly working halo 4 br
My custom halo 3 esque opensauce shaders
Brute chopper which i ended up giving to altis to finish and release. really fun vehicle to make!
unfinished falcon wreck scenery from tip of the spear, this has appeared in latino map rips
first fully ported set of halo reach hogs, effects and shaders were never finished
Unfinished reach grunts and elites with funky rigs
various scenery pieces all unfinished and all showing up in rips later on
banshee and phantom neither were ever finished
and reach pelican ofc unfinished
and to end it some work on halo 2 ports at the dawn of opensauce
here is a link to an album of all of my projects. in order from now to way back when i first started.
Edited by killzone64 on Mar 25, 2018 at 03:02 AM
figured id make a thread because i just realized today that it is exactly 10 years since i started modding halo ce. i never get rid of any of my stuff and i just happen to have the first map i compiled from the tutorial and its build date is march 24th 2008.
im starting to feel old....
anyways feel free for us longer whiskered members to post highlights from our time modding CE and go down a nostalgia trip as well as give a good history lesson for the newer members
Edited by killzone64 on Mar 25, 2018 at 03:05 AM
a majority of the active halo Ce community has shuffled on to discord. i still check the forums for old times sake but discords where its at if you want to find players and have a community
Looking nice as always pope
he is working on it but burney avoids this place like the plague so we dont give updates here.
all of his public updates are posted on his channel.
beta is still a ways off as it is.
Both companys have their strong suits. I personally wasnt a massive fan of what 343 did with the series and i was a fan of bungie untill the streaming pile that was destiny came out. I still however think their artists did a damn fantastic job despite the games shortcomings. Idk maybe i am a little biased in thst sense considering i got to meet both marty and issiac hannaford at vgl a few years ago.
Edited by killzone64 on Jul 30, 2017 at 04:26 PM