View Full Version : CMT Public Beta Feedback
bleach
August 11th, 2009, 04:53 PM
To be honest, I'm almost very happy about this mod since it's very close to its release sometime in Q4 '09. The aspect that pleased me most was the freedom of devmode. I mean I must have played 4 to 5 hours of this beta map the day it was released - with and without using dev. I really hope that CMT keeps this liberty for the community so that players won't get bored after beating the campaign the first few times because it is in our nature to explore and experiment with things (curiosity quotient). Furthermore, if you're worried about how people might blame the team for messing up the game while they were using devmode, they would have to take responsibility for their own actions since CMT neither enforced or prohibited the player from using dev. (Screwing up the game really doesn't seem like a big deal to me, it's just a game and you can always restart the level =\). Thanks and great work CMT.
Heathen
August 11th, 2009, 10:23 PM
The ring (Looking out from the bridge) looks reaaaaly close. As in it's just a bit of scenery, not something huge in the distance.
its always been that way.
n00b1n8R
August 12th, 2009, 06:42 AM
Pretty sure the ring was waaaay in the distance (and tiny) in the original. >_>
Siliconmaster
August 12th, 2009, 10:59 AM
I was under the impression it was always that way, Bungie just hoped you didn't look at the ring and move back and forth too much.
chrisk123999
August 12th, 2009, 11:45 AM
It's always been that close.
BobtheGreatII
August 12th, 2009, 01:58 PM
Pretty sure the ring was waaaay in the distance (and tiny) in the original. >_>
Yeah, I just went and checked and it's the same distance. The thing is, in Halo it's much darker, but in CMT's it's kind of bright so it looks like it's closer.
n00b1n8R
August 12th, 2009, 06:41 PM
huh.
disregard that, I suck cocks.
kid908
August 12th, 2009, 10:08 PM
I'm having trouble with the majority of the ladders.
I also like to add that the death of the brutes bring extreme amounts of blood. ALOT of blood.
Invisible elites are way too easy to kill
http://img228.imageshack.us/img228/8562/haloce20090807233843.png
http://img17.imageshack.us/img17/5333/haloce20090807235824.png
n00b1n8R
August 12th, 2009, 10:15 PM
Invisible elites are way too easy to kill
I'd say the ease of killing them is mostly compensated by the way they tend to ambush you.
Still, I found I was a little too confident in killing them once I'd found one after spraying.
Give a few swords too. :q:
sdavis117
August 12th, 2009, 10:25 PM
I think that it was their Plasma Rifles having some weird shield that made it easy for me to spot cloaked elites. I didn't even have to spray. I just had to just where their head was, and use a headshot weapon to kill them.
Corndogman
August 12th, 2009, 11:45 PM
One thing that really annoyed me was that in the dark hallways, the bump maps look really bad on the little arch things (dunno what to call them) that stick out of the walls when you turn the flashlight on. It completely overpowers the texture and makes it look like jello. I say get rid of them entirely.
Also, you have to crouch at the top of the ladders if you didn't know how to get up them.
n00b1n8R
August 12th, 2009, 11:59 PM
Also, you have to crouch at the top of the ladders if you didn't know how to get up them.
Which is tempermental at best best of times (not when getting shot at by a hall full of brutes/elites :gonk:)
Speaking of brutes, half their shields and make them beserk sooner. Not once on my (heroric) play through did one go berserk (I had maybe 3 start what I assumed was the going beserk animation but they were all dead before they finished). Brutes shouldn't have that much shield, that just makes them an over-healthed fat elite.
Warsaw
August 13th, 2009, 02:48 PM
I've never had a problem with the ladders...I could go up all of them normally without needing any special manoeuvres at the top...=|
Amit
August 13th, 2009, 11:40 PM
I've never had a problem with the ladders...I could go up all of them normally without needing any special manoeuvres at the top...=|
You sir are...either lying or a god among man. Seriously, those things are not normal, there is no way you got up them without crouching.
Warsaw
August 14th, 2009, 03:52 AM
I didn't crouch. Just walked up the ladder like normal and looked forward at the top, like any other ladder...:confused:.
n00b1n8R
August 14th, 2009, 04:27 AM
Which ladders did you try?
Kornman00
August 14th, 2009, 04:38 AM
The ladder outside his house :realsmug:
DrunkenSamus
August 14th, 2009, 12:57 PM
Yeah, so basically...
-Brutes' blood spray makes the entire floor black and red, I assume it's already been fixed.
-MA5C seems underpowered and slow, and it doesn't eject casings.
That's pretty much it. Other than that, good job.
t3h m00kz
August 14th, 2009, 07:03 PM
uh I don't know if this was brought up or anything, but it seems kind of wierd that there's grunts sleeping during the attack of a ship.
Warsaw
August 14th, 2009, 07:51 PM
Which ladders did you try?
All of the ones you are required to go up/down, as well as the ones on the first Boarding Action part.
n00b1n8R
August 14th, 2009, 07:52 PM
This is the screen I mentioned earlier
http://i96.photobucket.com/albums/l183/n00b1n8R/bumpmapscreen.png
Also, when I went into the second area with sleeping grunts and the elite woke them I ran back through the door I came through and around the corner and they all un-spawned.
Also, pressed escape during the final cutscene puts me into first person with no HUD and a white screen where i can walk and shoot and throw grenades.
For Flying Stone, pressing escape made the cutscene re-start.
Needles
August 14th, 2009, 07:54 PM
uh I don't know if this was brought up or anything, but it seems kind of wierd that there's grunts sleeping during the attack of a ship.
Yeah just a bit =\.
I didn't like how a lot of the times they even were sleeping, there was an elite or brute nearby that would wake them all up.
Also, I noticed in the new BSPs that if I killed all the enemies around a brute with a silenced pistol, he would just randomly shoot at one place in the wall/ceiling just focusing on that area until I showed up AND fired at him.
sevlag
August 14th, 2009, 09:14 PM
if you could, tone down what5ever the fuck makes me lag at the stair cases, if you're so obssesed with making this a fun mod, tone down the graphics just a tiny bit, because my fps keeps dropping like shit to about 3 frames when i get to the stair case
Inferno
August 14th, 2009, 09:22 PM
if you could, tone down what5ever the fuck makes me lag at the stair cases, if you're so obssesed with making this a fun mod, tone down the graphics just a tiny bit, because my fps keeps dropping like shit to about 3 frames when i get to the stair case
Sev. You could just ai_erase_all at the staircase. That would fix it possibly.
nooBBooze
August 15th, 2009, 06:32 AM
Sure, the new weapons might be nice, sure a few new encounters don't hurt either but the expansion of the bsp really fucked up the atmosphere of the level. The original purpose of getting the fuck off the ship that is being bumrushed and partially conquered by the covenant has been relaced with pointless skirmishes in bland rooms. If it weren't for keyes looped messages it's easy to forget that one is supposed to escape the ship asap and the covenant werent on this ship a few minutes back as they have comfortably set up camp in the suddenly quiet ship. A few interesting scripted events, maybe a cutscene or two may just lighten up the bland atmosphere of the unnecessarily stretched "interior" section of the ship, maybe a few dialogs for the marines, maybe some mini missions to [guide them to the next pod, hold off a few waves of invading brutes to secure blast doors] could help preserve the illusion of the original that they weren't just dispensable meatshields for pointless fights one could easily experience in generic bg mods but I guess it's already too late of a development stage for you too consider this approach to make a seemingly random expansion blend in with the original, i.e. well balanced flow of the game.
Can I haz a halomaps-style flamewar?
sevlag
August 15th, 2009, 08:52 AM
Sev. You could just ai_erase_all at the staircase. That would fix it possibly.but i like the stair case fights in the vanilla SP campaign, i'm just asking for a teeny tiny tone down on the graphics, i do have money ATM buts it is going towards car insurance and other things that take more importance than what the "lol get a bettar graphics card" mentality people suggest
::somewhat off topic::
on AoTCR there is a major shortcut that allows you to skip the fight across the land bridge and basically work your way up the control room structure without any AI loading, i hope CMT does something (i.e.place a boulder or two at the bottom of the "cliff slide" so the player hits it at a speed that would put them near death or kill them)
Arteen
August 15th, 2009, 09:09 AM
on AoTCR there is a major shortcut that allows you to skip the fight across the land bridge and basically work your way up the control room structure without any AI loading, i hope CMT does something (i.e.place a boulder or two at the bottom of the "cliff slide" so the player hits it at a speed that would put them near death or kill them)
I don't have an issue with that, since I usually try to snag one of the banshees anyway.
Echo 418
August 15th, 2009, 02:33 PM
Overall, it was great. Mostly same comments as the others.
May ad:
>Slow animations
>Weird texture under a burning hog:
http://screenshot.xfire.com/screenshot/large/176eb452eeb1a54b168114c77edb488060fff048.jpg
Inferno
August 15th, 2009, 03:30 PM
I finished playing through it on normal. I was really quite impressed by the amount of new content. While some areas were lower poly I took it as a "throw back" which is what it's meant to be amirite? It was fun but the brutes sucked... Less shields. More health and bum-rushing.
Weapons were amazing. AR needs more power. It's weak. Love the pistol but you need to fix the laser or get rid of it. And the silencer isn't really silent.
Heathen
August 15th, 2009, 03:56 PM
I'd say the ease of killing them is mostly compensated by the way they tend to ambush you.
Still, I found I was a little too confident in killing them once I'd found one after spraying.
Give a few swords too. :q:
woah srsly, why don't hey have swords?
sevlag
August 15th, 2009, 04:19 PM
I don't have an issue with that, since I usually try to snag one of the banshees anyway.
i try to as well, but since you'll be doing vehicle damage to vehicles even when there is no occupant, its kinda gonna not work
TVTyrant
August 15th, 2009, 06:21 PM
uh I don't know if this was brought up or anything, but it seems kind of wierd that there's grunts sleeping during the attack of a ship.
This needs to be restated :|
DrunkenSamus
August 20th, 2009, 08:56 PM
If the graphics were toned down and optimized on a few weapons here and there, it would be pretty damn balanced and fun.
Rosco
August 20th, 2009, 10:05 PM
woah srsly, why don't hey have swords?
Oh hey point of a camoflauge if you gun glows blue :ugh:
Amit
August 20th, 2009, 10:26 PM
So when's the next "beta?"
Masterz1337
August 20th, 2009, 11:28 PM
Never.
Amit
August 20th, 2009, 11:31 PM
Well, until the next leak, the answer will be never.
Masterz1337
August 20th, 2009, 11:32 PM
there already is another leak :p. We were always planning an A10 PB, just the leak forced us to do it sooner rather than later.
Amit
August 20th, 2009, 11:46 PM
lol, I won't pursue my point. I already know that there was a leak which forced you guys to release a beta early. I meant the nexttttt one. :) you're assuming it won't happen again. Keep a sharp eye ;)
Revord
August 21st, 2009, 09:05 AM
lol, I won't pursue my point. I already know that there was a leak which forced you guys to release a beta early. I meant the nexttttt one. :) you're assuming it won't happen again. Keep a sharp eye ;)
lol and you know what happens when you ASSUME :)
Just hand over all your work to me, Ill make sure it gets leaked for ya :haw:
Masterz1337
August 21st, 2009, 12:30 PM
Everyone knows there was a leak of a10, if they read the readme or the billboard. I'm saying even though there IS another leak out there, we aren't going to release a public beta because of it like we did this time.
Dwood
August 21st, 2009, 07:41 PM
Everyone knows there was a leak of a10, if they read the readme or the billboard. I'm saying even though there IS another leak out there, we aren't going to release a public beta because of it like we did this time.
Mind telling me where the other leak is?
Masterz1337
August 21st, 2009, 11:52 PM
Yes.
Amit
August 22nd, 2009, 12:48 AM
Everyone knows there was a leak of a10, if they read the readme or the billboard. I'm saying even though there IS another leak out there, we aren't going to release a public beta because of it like we did this time.
Sorry, I misunderstood your statement. Confusing with all those leaking bastards.
AAA
August 27th, 2009, 06:24 PM
That 4x Melee kill for Hunters is getting on my nerves and really makes them look weak. Fix that, yes?
Ki11a_FTW
August 28th, 2009, 01:20 AM
dont know if this was suggested already about a10, but i though it would be cool to have the player go in and kill everything in one of the covenant boarding crafts :iamafag:
Pooky
August 28th, 2009, 01:24 AM
dont know if this was suggested already about a10, but i though it would be cool to have the player go in and kill everything in one of the covenant boarding crafts :iamafag:
Uh, the level already has that <_<
Ki11a_FTW
August 28th, 2009, 01:25 AM
Uh, the level already has that <_<
you dont go all the way in though :saddowns:
Siliconmaster
August 28th, 2009, 01:32 AM
They're really small landing crafts. Lol. That is all the way in.
That's what she said. - _ -
Ki11a_FTW
August 28th, 2009, 01:39 AM
well, the halo 2 ones are quite large, so i was assuming that the halo 1 versions were the same
itszutak
August 28th, 2009, 01:59 AM
Bit late, but I have another comment, after playing again:
Why doesn't the "cmt extras" menu close after selecting something? It's awfully annoying to have to press esc and bring it up again to use the devcam and not have it just frozen in place.
Come to think of it, why does activating the devcam freeze everything? I can see some uses but in order to move the player out of the way for a shot I need to go through the menu twice (once to unfreeze time and another to re-freeze it).
AAA
September 6th, 2009, 02:47 AM
... fuck the what?
http://screenshot.xfire.com/screenshot/natural/4351c1d41f3c3307a4e8a29f24ae230b72851610.png
paladin
September 6th, 2009, 02:51 AM
wrap the direct url in [ shot]url[/ shot] with out space between bracket and shot
n00b1n8R
September 6th, 2009, 03:44 AM
Already posted that ;)
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