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Joined: Dec 2, 2011 12:48 PM
Last Post: Nov 26, 2019 04:48 PM
Last Visit: Nov 28, 2019 06:37 PM
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P3 has contributed to 1369 posts out of 469496 total posts (.29%) in 2,929 days (.47 posts per day).

20 Most recent posts:
Halo CE General Discussion » Semi-Official Gallery [WIPS] Nov 26, 2019 04:48 PM (Total replies: 11482)

Update. Going to start working on the man cannon and stair way now.

Halo CE General Discussion » Semi-Official Gallery [WIPS] Nov 26, 2019 12:28 AM (Total replies: 11482)

Work in Progress


Halo CE General Discussion » Semi-Official Gallery [WIPS] Sep 14, 2019 06:14 AM (Total replies: 11482)


Lazily done Forerunner hallway composed of one set of normal map and diffuse. And one shape with symmetry modifiers to add "variety".
(Yes, these images are in viewport screenshots and not a fancy high resolution render because I didn't feel like rendering) (Description of process in link)
Model was made because I was bored and wanted to cobble something up quickly.

Halo CE General Discussion » Semi-Official Gallery [WIPS] Oct 3, 2017 01:38 PM (Total replies: 11482)

Quote: --- Original message by: OrangeJuice
Trying to experiment with dynamic shadows and volumetric lighting dust and stuff, so am making a little mockup area//under highway sinkhole thing


Kind of reminds me of my old map idea that I never got around to work on.


Halo CE General Discussion » Halo 3 Sandtrap model rip request Feb 19, 2017 07:13 PM (Total replies: 3)

Thanks for those, but someone got the rip for me. I'll post progress of the redesign when I have something.

Halo CE General Discussion » Halo 3 Sandtrap model rip request Feb 19, 2017 06:46 PM (Total replies: 3)

Can anyone get me a model rip of Halo 3's map Sandtrap? I want to do a redesign of it but want the actual model for reference.

Halo CE General Discussion » been a while Feb 13, 2017 11:06 PM (Total replies: 23)

I'm a bit curious to know your rate if you don't mind. (Could PM and chat some)

Ah. So it was made back in the days where everyone was cautious and used protection.
( ͡ ͜ʖ ͡)

Halo CE General Discussion » P3's WIP or Finished stuff Jan 3, 2017 04:42 PM (Total replies: 8)

Quote: --- Original message by: Super Flanker
Acid is sort of a xeno thing. Moreover the floods MO is more to absorb and takeover rather to kill.

Hispeed flood spore ordinace seems enough really.

Could be used to break down biomass for absorption or something of the like.

Halo CE General Discussion » P3's WIP or Finished stuff Jan 3, 2017 12:53 AM (Total replies: 8)

Been a good while since I posted anything here so-.


And a Halo Flood Carrier idea I had.

Just an idea for the Flood Carrier form from Halo. It spits out acidic Flood Spores at high speeds when at a distance, and melees with its tentacle arms that can retract or extend into its body when in closer range. When it's near death, dies, or in some close quarter encounters, it will explode, splattering and leaving a puddle of acid along with its usual bunch of Flood Spores that does no acid damage.
My deviantart

Halo CE General Discussion » A Little History Dec 20, 2016 07:08 PM (Total replies: 33)

Quote: --- Original message by: Masters1337

Edited by Masters1337 on Dec 18, 2016 at 06:09 AM


Captain Keyes

Halo CE General Discussion » Semi-Official Gallery [WIPS] Nov 30, 2016 12:26 AM (Total replies: 11482)

Quote: --- Original message by: Super Flanker
Quote: --- Original message by: R93_Sniper
Slight correction, that's the CSGO reload whereas he was using the CSS reload which can be found here

o.O I stand corrected.

What? HOW?!

Halo CE General Discussion » CMTSPV3 Released! Jul 5, 2016 07:04 AM (Total replies: 156)

Wall of text-

I seriously think that the Plasma pistols should not have had the energy draining if you were to hold the overcharge thingy. I feel that it is more of a multiplayer balancing thing and not really good for single player campaign stuff. It's kind of unnecessary and pointless in single player if you ask me. I don't even want to pick up any of the Plasma pistols just because of how dumb and how fast the draining is when you hold an overcharge.

Brute shot and Gravity grenades are all you need for the whole campaign in any situations and difficulties.

Usable Jackal shields are pointless and visually get in the way when using. It would have probably been a lot better if it was to zoom out to third person when using it or something. Maybe if you guys still want it in first person then do something like the shield is off to the side, almost off the screen to the right side, and then when you want to use it you hold down the mouse button and first person arms would move the shield in front like blocking. *Also shield bashing melee would have been cooler. ;)

DMR bullet spread over time is way too big.

Those armless animal thingies are super pointless how you guys implemented them. They look like they are just everywhere and they just stand there unless you attack a few. They are really unnecessary and takes up space. It feels like they are only there just for the purpose of having them.

Marine helmet is blocky... :l

I'm wondering why the Brutes are super naked now. They looked better more armored before.

Sprint felt really choppy... Probably be best to just remove the camera movement or whatever you want to call it.
Thoughts on maps

I still disliked and got sort of lost at times in the big open room areas with the vertical combat, whatever those places are supposed to be for. The hex pattern on the Covenant boarding ships should be fixed around the door way...
The choice of enemy encounter or whatever is pretty poor in the very beginning where the Phantom detects you at your crash site. I mean like, they were all Brutes... It just felt weird to start off with a group like that. *This was on normal difficulty too. If it was on any other difficulty, it would have been a clusterfu-k. >.>

Also the Phantom that drops the group off sinks into the ground for a bit and then flies off.

There also seem to be some kind of invisible object or collision issue going on in the air/area right next to the crashed escape pod. It's not something ignorable either. It takes up a pretty big area. You can walk through it and stuff but bullets and thrown grenades won't. It seems that it is only on one side though. If you were to be looking from the waterfall side to the escape pod and off the cliff, it would be the area to the left of the escape pod.
Disappointment. It didn't seem like there was anything special about it. It felt like it was pretty much just a tag swap for the most part.
Disappointment. It didn't seem like there was anything special about it. It felt like it was pretty much just a tag swap for the most part.
Still felt eh, but I guess it did feel better then the original some.

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Feb 24, 2016 07:53 PM (Total replies: 12123)

Quote: --- Original message by: Masters1337

There is an error. You guys typed "on on" in the sentence, "When someone completes all missions with all skulls on on Noble (AKA NASO), we will unlock all skulls on by default for all players."
Edited by P3 on Feb 24, 2016 at 07:55 PM

Halo CE General Discussion » Installation 01 (Halo Fan Game) Thread Jan 4, 2016 07:46 AM (Total replies: 494)

Quote: --- Original message by: Microsoft Sam
Quote: --- Original message by: DarkHalo003
Quote: --- Original message by: Microsoft Sam
What does Installation 01 have to do with Installation 01?

I was thinking this as well. I think once your project leaves Pre-Alpha, a more suitable/relevant name needs to be given.

Also, for future trailers/teasers, never use "The Ultimate Halo Fan Tribute" as the trailer winds up. It's sophomoric and really cheesy (not in the good way either). Humble words would do better, at least until you're out of Beta.

It looks cool! I wish I knew Unity to help out, but sadly I am not versed at all.

I think his first sentence was him agreeing with you and the rest was him referring back to the I01 team.

So how is progress other then needing voice actors?

Halo CE General Discussion » Machinima Team Sep 11, 2015 08:30 AM (Total replies: 21)

Is it too late to join this?

Halo CE General Discussion » Halo: Composition Sep 10, 2015 06:15 PM (Total replies: 402)

Quote: --- Original message by: lolslayer
Quote: --- Original message by: EtchyaSketch
Quote: --- Original message by: lolslayer
Quote: --- Original message by: Mootjuh
They'll show stuff when they have stuff to show.

Yeah, but the last update was like half a year ago I think?

And they could just say, that they got a bit further, or that they didn't have any time to work on the project cause of ... reason, I would like that if more people do that like a monthly update, just telling if they got further

In most cases promised incremental updates do nothing but hinder development, because it sets an expectation to have some sort of update, that something must be made, even if the quality is questionable.

I for one am happy that, just like with TSC:E, its being kept under wraps until something significant is ready.

I didn't mean like promising for an update, but like just telling if there is something to tell

I'm sure if they had anything to tell, they would be telling it and not telling that they have something to tell but not telling what is going to be told.

General Machinima Discussions » MM101 Delroth (halo animation project) Aug 25, 2015 08:55 PM (Total replies: 5)

Pretty good start. Some parts were really rough though. ;)

Halo CE General Discussion » Semi-Official Gallery [WIPS] Aug 15, 2015 09:47 AM (Total replies: 11482)

Quote: --- Original message by: Altearose
Started modeling on some part of my project thing that I keep spoiling. The lightbridge sucks so I'm gonna replace it with the gondola.

Can you render with brighter lighting? They seem a bit dark.

Time: Sun December 8, 2019 7:54 AM 187 ms.
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