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Dontu has contributed to 167 posts out of 469152 total posts
(.04%) in 4,669 days (.04 posts per day).
20 Most recent posts:
Nice! good to see you again Slap Happy :)
There is some genuine thoughts/ideas in there. My recommendation start small.
There is a lot more at stake here than "lots of time" You are looking at a pretty massive tag list with very little consistency for shared assets. This creates an issue with tag space as multiplayer maps have a cap that is far less than sp so keep that in mind.
Additionally AI or enemy diversity does not equal a good game or play experience. I recommend reading this: http://www.gamasutra.com/view/feature/131735/designing_enemies_with_distinct_.php
It gives a basic overview and will help cull the list more. There are some good thoughts on what various enemy weaknesses or more roles are, but at the end of the day the document in it's current state is just a tag list. I applaud your desire to be comprehensive in approach, but Halo does not live on a google drive account, it live in the 30-40sec experience when playing maps.
In summation I recommend refining your list with a series of questions:
sp or mp?
if sp what kind of story and do I know how to script?
custom tags or classic?
if custom what do I want to use?
vehicle centric or weapon centric?
how large will my maps and encounters be?
*These are more quick start questions and in no way represent the cauldron of design questions any creator is faced with when designing or planning their games/maps. You are off to a good start in your approach, but really work on developing a focus with execution (30-40secs of gameplay) . In some cases this is simply knowing what questions you want to ask. :)
Hey there everyone! Its been a while, but I am still working away on Skirmisher and the Thwoback map pack. While I am transitioning back to Throwback I have created a design poll that covers some basic points. I am going to be using to help design the next version of Halo:Duel Edition. As of now I do have plans that exist beyond this poll in the for of spreadsheets and stock melee weapon tags using a new melee system and a playable map. I won't be posting anything on those at this time, but I am opening up the design process abit through this post and through the design poll. Additionally I will be leaving a couple weapon slots open for a community weapons to be added to the final mix. This wont happen until the mod has reached the point where the core weapon set is balanced.
The mod has a long road ahead, but this is the chance for you direct the creative process for player encounters and map design so have at it!
The Design Blog is here: http://hceskirmisher.tumblr.com/
The Design Poll is here: https://goo.gl/forms/NApEo160bZ0RGfzx1
Edited by Dontu on Sep 14, 2016 at 12:33 PM
When thinking of that map as a giant footprint it does actually take on a cinematic dimension that could have some good story associated with it. This is ofc with the right cinematic and I'm not sure if this was to original intent. Make some lemonade and see what you get.
This looks great are tags from this map going to make an appearance in the Urban map?
Looks nice. I like especially the barrel accent metal plus camo looks well wrapped
Alrighty heres the last skin from me I think: https://drive.google.com/open?id=0B1MiXltvvzTOZ3cxYzNqR3Q4VWM
Skin Name: The New World Order
While wielding this skin you will be heralding the dawn of the New World Order. Guide all those with you to a better tomorrow. You may be the embodiment of pure monolithic evil, but that doesn’t mean your foes need to be paranoid.
Edited by Dontu on Sep 15, 2016 at 03:15 PM
@ Super Flanker: Thanks again for the positive feedback. The depth on the multimap for the Sand Viper skin looks pretty nice.
@ Spiral: The self illumination map on that is looking mighty fine with the hexagonal mesh pattern.
This is looking better and better. The layout shot is awesome. Have you done any objective planning and pathing yet? It would be cool to see those mapped out
In the vid doc it was nice to see relic happening. By chance what are you guys looking at for stats tracking for weps and map balancing?
The Steed of Nod Tu
Also pulling from Celtic patterns and symbols for inspiration.The Steed of Nod Tu was unearthed from a desolate crypt and polished to reflect it’s past glory. It will run down foes with it’s thunderous reports, may your foes fear the sound of your tread.
This is looking like it is headed in a really solid direction. I like the initial layout and the scaling for the interior spaces. Urban done right.
Thank! Yeah Tír na nÓg has a good bit of lore to build a skin off of. I think the next one is going to be for the pistol or dmr. Haven't fully decided yet. Colors may fall under pale hues for greens blues and whites followed by gold accents, not sure yet though.
Justice of Utnod
This skin pulls from classic Celtic designs featuring bars and knots. Addition symbols of powerful ancient weapons have made an appearance on the skin. Combining these symbols of life and power the skin aims to endow the user with the might of a god and the fortitude of a mighty oak. Wield this skin well as foes shall fall before you.
*!kcab evig ot ecnahc a ytinummoc eht gnivig rof siTLa ot niaga sknahT .ereht tuo nuf evah dna niks eht yojnE !etirw ot nuf saw ti tub ,pleh ot gniog ton yllaer si ffuths lacitsym siht fo llA
This looks great! I love combining classic maps into new layouts. This shot reminds me a lot of snowbound. Care to share more images?
Looks quite fun and there are some exciting features! Cant wait to play this with a high player count. Great work looking forward to release!
From images I see some great looking spaces for flag runs and pistol duels! It good to see a well done human themed map, I'm looking forward to playing this!
It would be great as well to post the story from flood_a and some intro to flood_b so we can have an idea what how to help with your bsp layouts and such.
Is that the H1 pistol? If so I like it as the streamlined silhouette reads differently than most remodels of the pistol which emphasize the vertical elements of it. Looks nice aside from some of the curved areas which could probably be reworked a bit. I'm excited to see some animations on this one.
More bipeds that are diverse and well tagged are always a good thing. In my experience with most ports like this bipeds are not well tagged which leads to some back end work. It's good to see people making bipeds still.
This is a cool thing to see, its a pity that things fell off. Its great to see dedicated and good work. Thanks for sharing with everyone, even if it is carried on the heels of some sad news.