View Full Version : HCE Lumoria: Episode Two
Higuy
June 13th, 2011, 09:09 PM
http://i238.photobucket.com/albums/ff260/showbizfluffy/PROJECT_LUMORIA_SIG.png
You discovered the amazing world of Lumoria, found its secrets it held, and saved a lone surviving scientist.
Now its time to defy the Covenant, discover a destructive enemy, and save the knowledge you rightfully inherited.
http://img11.imageshack.us/img11/7107/endlesshorizonlumoriaep.jpg
http://img51.imageshack.us/img51/6821/new1qx.jpg
http://img715.imageshack.us/img715/8210/new3z.jpg
http://img202.imageshack.us/img202/4200/new4h.jpg
http://img190.imageshack.us/img190/522/new2ze.jpg
(*Please keep in mind there is no official sky completed yet, and everything is a WIP)
Lumoria: Episode Two is the final installment in the Lumoria series of single player maps. The episode introduces a vast new crew of characters, action packed events, and the anticipated conclusion to the story.
TM is a diverse and special group of people dedicated to bringing you some of the best single player experience's in the Halo: Custom Edition game.
Stay tuned for more exciting updates.
<3 TM
Sean Aero
June 13th, 2011, 09:33 PM
Looking forward to play it :)
n00b1n8R
June 13th, 2011, 10:01 PM
How did this get revived?
Pooky
June 13th, 2011, 10:06 PM
Yeah what I thought this was dead. First one was cool but there were some things that could have been done better. Looking forward to see how this one turns out.
Higuy
June 14th, 2011, 06:07 AM
How did this get revived?
>>effort
Timo
June 14th, 2011, 07:27 AM
Can't wait :o
EagerYoungSpaceCadet
June 14th, 2011, 07:51 AM
Yes yes can't wait
Also a strange coincidence: played EP1 (fixed) on Legendary and saw the ending to the PROJECT LUMORIA banner and I was wondering when would EP2 come out...
Con
June 14th, 2011, 11:48 AM
The flowers are pretty :neckbeard:
Rainbow Dash
June 14th, 2011, 12:09 PM
The flowers are pretty :neckbeard:
ur pretty
Hotrod
June 14th, 2011, 12:28 PM
Will we get to drive the new vehicles this time around?
Nero
June 14th, 2011, 04:57 PM
Glad you guys are still doing this! :woop:
Siliconmaster
June 15th, 2011, 12:27 PM
Woah, cool- I'd given up hope for there ever being a followup to this. And I second Con- pretty flowers :3
Amit
June 15th, 2011, 01:45 PM
Whoa, how did I not see this on Monday? Looks interesting so far!
Higuy
June 16th, 2011, 12:04 AM
hey so we have a couple VA positions open for people serious about it...
We need a new VA for Brandon who dosent sound like a complete chain smoker, but can still vaguely resemble the original guy... If you can't thats alright, just do a good job on the voices.
The other people can be discussed privately with me, and to say the least they need deep voices and sound a bit older.
You can contact me on here (Modacity), on xfire: higuy5, or on the Lumoria Official Site email address (mail@lumoriace.com)
Thanks - Higuy.
Amit
June 16th, 2011, 12:31 AM
Are there any particular lines that you will provide to people or do they choose their own lines. I would recommend doing both for each person (if they wish it).
Higuy
June 16th, 2011, 12:38 AM
I have a script, that is almost completed. It contains all necessary dialouge for the characters that need roles (besides the incomplete part of the script). If someone wishes to show me there own personal/previous work they can to.
JackalStomper
June 16th, 2011, 12:59 AM
I got a mic with good quality. No voice acting experience though. :/ But if you want throw me a few lines and a setting and I can give it a go
Dwood
June 16th, 2011, 01:00 AM
Ask Pyong, I heard he was p. good at doing voices.
Amit
June 16th, 2011, 01:33 AM
I'd give an ODST voice a shot. I'm not going to attempt Brandon, though, since I can't do accents and my voice sounds nothing like his.
DarkHalo003
June 16th, 2011, 01:37 AM
I'll offer to Voice Act for Brandon, granted you know the conditions of my mic and junk (not clear as crystal, though that might work to some advantage).
Spartan094
June 16th, 2011, 01:53 AM
Hey now my real name is acutely Brandon, I should do him :v
I would like to do some VA though for lumoria, itchy to since I finally got a good mic thats not shit quality and do more then what I currently do for lumoria.
Amit
June 16th, 2011, 03:10 PM
I have a studio mic. That's the only reason why I would even attempt this lol.
Higuy
June 16th, 2011, 05:11 PM
Just kidding about Brandon; dude finally emailed me back saying that when I sent the emails they were going into his spam box.
Other guys are still open. To say the least, one is a robot (like 343 but sounds like Soverign from ME1, also will have to be edited a bit afterward probably.) and the other guy is the captain of the Endless Horizon.
thehoodedsmack
June 16th, 2011, 05:24 PM
Very interested. Sent you a PM.
Higuy
June 19th, 2011, 12:59 PM
Some stuff that posted over at the topic at Halomaps:
More small amount of content...
http://lumoriace.com/random_public/tryingwinds.mp3
http://lumoriace.com/random_public/tank_battle.mp3
http://lumoriace.com/random_public/perc_drums_glue2.mp3
Some music I've extracted and edited a bit from Halo 2, that might make its way into EP2.
http://con.modacity.net/skies/mountains.png
Hopefully Con will have something ingame to show soon, can't guarantee it though, hes a busy man and I thank him for taking time to do these sky's very very well.
Ro0ster
June 20th, 2011, 06:28 PM
How does he effectively make the trees? Ive tried making a sky with pinetrees and it didn't look right.
Higuy
June 25th, 2011, 08:19 AM
Hello Lumoria fans:
Were pleased to announce that this year at CE3, we will be showing the first ever gameplay footage of Lumoria: Episode Two. Tune into CE3's live stream on July 8th at 8pm EST (or 5pm for you Pacifiers') for the whole showing.
5n8NRMIoxOA
Make sure to check it out - and if your participating in the show, make sure to turn in your stuff!
Con
June 25th, 2011, 12:11 PM
How does he effectively make the trees? Ive tried making a sky with pinetrees and it didn't look right. I made a brush that look like a little pine tree. It's set to scatter and change spread/size with pen pressure. The texture work for the sky is almost done, but there is no point installing max and doing the modeling until I finish my new PC build (working on it ATM). Everything on the old PC is getting wiped anyway.
version2
July 4th, 2011, 11:15 PM
If you still need voice actors try Voice Acting Alliance (http://voiceactingalliance.com/board/forum.php), there are some pretty well know machinima actors there who I'm sure would love to do something for a game.
Higuy
July 5th, 2011, 08:25 AM
If you still need voice actors try Voice Acting Alliance (http://voiceactingalliance.com/board/forum.php), there are some pretty well know machinima actors there who I'm sure would love to do something for a game.
Thats where we went for EP1, and that didn't really turn out to be anything worth while sadly.
version2
July 5th, 2011, 08:56 AM
That is dissapointing. There's one other voice acting place I know of, but I can't for the life of me remember the name. I'll post it here if I can find it.
Higuy
July 10th, 2011, 10:30 AM
Hello Lumoria fans! We have an exciting new update for you today, including gameplay, animations, and models...!
If you didnt see it Friday night on CE3, Lumoria EP2's "Blitzkrieg" encounter was shown. Check it out now!
A7slkG4Qfps
However, the video is missing a few things unfortunately that weren't there...
For one, we have brand new fuel rod animations, thanks to Jackal Stomper.
QkepT0SOy-I
Secondly, we have new ODST's, similar to the original ones, but of higher quality! What do you think of them?
http://img5.imageshack.us/img5/2429/brandon1b.jpg
http://img34.imageshack.us/img34/2856/odst1.jpg
We have also decided to release all of our original encounter designs and sketches from Lumoria Episode One. You can download them here:
http://www.gamefront.com/files/20525336/tmc_a_encounter_designs.rar
We would also like to welcome back Advancebo, if you don't know who he was, he does alot of tagging and has been in the community for a couple years. He left, but hes back now...
Also, speaking of members, if any of you people can get in contact with "Massacre" (or Mass, for short) please do so. We need to contact him badly, and I'm relying on him to finish some things...
Last on this update, were presenting Geomar! Geomar is multiplayer map original by Conscars, and has been revamped by TM. Enjoy! (Hey Con, want to work on that sky now? :P)
http://img233.imageshack.us/img233/8386/geomar1.jpg
http://img29.imageshack.us/img29/4843/geomar2.jpg
http://img827.imageshack.us/img827/5605/geomar3.jpg
Thats all for now folks... keep it real until next time.
Lateksi
July 10th, 2011, 01:27 PM
Nice job Higuy and folks!
DarkHalo003
July 11th, 2011, 09:55 AM
Geomar needs more rocks on the river (for covering infantry), but otherwise it looks nice!
Con
July 11th, 2011, 12:07 PM
Hey Con, want to work on that sky now? :P
It's in progress.
§partan 8
July 11th, 2011, 02:33 PM
Beautiful work.
Amit
July 11th, 2011, 10:34 PM
Yay! You finally used Spartan_094's ODSTs. They are hands down, the best looking actor models for HCE and I was severely puzzled as to why you didn't use them the first time. I thought it could have been due to tag space issues or something. I guess not. I didn't even know Spartan was on the team. Well, I'm really happy now. The H3 ODST design looks better than the H3:ODST design anyways. I just want to see a video of my beloved ODSTs in action.
Higuy
July 11th, 2011, 10:53 PM
tpynAMWd5rg
Here's an interview I did with the CE3 people. It's not the greatest (nor am I during an interview), but it does its job.
Pooky
July 12th, 2011, 11:00 PM
I like the fuel rod animations but the recoil anim is a bit weird. I don't think the gun would snap way back like that, especially considering it's being braced on the player's shoulder.
Also, while the way it's being drawn looks cool, I'm not sure that's physically possible. Again because the gun is supposed to be resting on the player's shoulder, seems like it should be coming onto the screen nose down then angling back.
JackalStomper
July 12th, 2011, 11:51 PM
I already started modifying the fire animation earlier today. You're right, it has way too much recoil.
the ready however I'm not so sure where you're coming from. I always pay attention to make sure things would actually work if I myself tried to do them before animating them.
http://dl.dropbox.com/u/3128383/Pictures/work/ready.gif
JackalStomper
July 13th, 2011, 01:20 AM
Touched up the fuel rod fire and overheat animations
Qo1TK9WeecM
Pooky
July 13th, 2011, 10:34 PM
the ready however I'm not so sure where you're coming from. I always pay attention to make sure things would actually work if I myself tried to do them before animating them.
Yeah, I think it was just the perspective throwing me off in that case. Something still seems a bit weird about it though, I dunno.
e: actually I think I know what it is. The animation is too smooth. The fuel rod gun is a massive, heavy piece of metal but the player isn't hefting it at all, it just kind of glides up onto his shoulder. Might wanna add a little more 'weight' to the movement.
Spartan094
July 13th, 2011, 11:12 PM
Yay! You finally used Spartan_094's ODSTs. They are hands down, the best looking actor models for HCE and I was severely puzzled as to why you didn't use them the first time. I thought it could have been due to tag space issues or something. I guess not. I didn't even know Spartan was on the team. Well, I'm really happy now. The H3 ODST design looks better than the H3:ODST design anyways. I just want to see a video of my beloved ODSTs in action.
I redid those ODSTs specifically for Lumoria. I didn't do any fake bumping or anything (which I now get is down right ugly doing fake bumps). Just kept everything simple and we liked how it turned out.
I'm doing other small tag work and fixing out bugs and what not. Btw I did the Frigate you see at the front page, edited the name to show "Endless Horizon" and the custom frigate number as well.
Higuy
August 1st, 2011, 09:45 PM
When Lumoria: Episode Two hits launch (wont be a for a bit), we will be releasing the final version of Lumoria: Episode One, to create a "complete" version of the campaign. The final version of Lumoria: Episode One has a TON of fixes, updates, and new content in it compared to the last update we did. Here's the list and some screen shots to wet your appetite (tag things will be included in EP2 obviously):
Updates in Lumoria: Episode One:
- Tweaked Shadow vehicle and actor variant (less annoying to fight)
- Tweaked rocket warthog gun (considerably less powerful and reduced AOE, shoots a bit faster, 4 rockets loaded instead of 3)
- Tweaked actor variants
- Added navpoints to dropships in firefight moment to give player a better bearings of the situation
- Added needler drones
- Tweaked encounters (less crowded in first encounter added shooting jackal in second, second also slightly edited, the "badboy jackals" come out sooner + can no longer be seen spawned)
- Overhauled "boss battle" (got rid of the ugly cutscene that gave you a shotgun, made fight more challenging)
- Added detail objects to appropriate BSPs
- New song featured in the final battle
- Several extra bug fixes (shadow falling off cliff preventing progress, skipping encounters by jumping on the bridge in first BSP, a ghost jump inside the tunnels to
the holo panel would force the player to go all the way back regardless of the shortcut)
- Terminals (YES, TERMINALS. See below for more details)
- Dinobirds that explode
- New opening cutscene in space detailing the background story leading up to these events
(Props to Lodex for doing alot of this)
... and more. As always, the map will be completley open sourced with all the tags you need and want for your own maps and modifications.
http://img844.imageshack.us/img844/7882/47222510.jpg
http://img171.imageshack.us/img171/329/10823519.jpg
http://img20.imageshack.us/img20/5406/46835505.jpg
http://img703.imageshack.us/img703/4182/77701757.jpg
Like I said in the list above, were adding in Terminals. Yup, Terminals. They background some important stuff about Lumoria and its past, and more specifically, who helped build the forerunner world and run it. (Don't worry, I didn't write them, our writer did! :P)
With all this being said, you are probably wondering when Lumoria: Episode Two is going to come out. The team and I really do not have any clue, but I'm guessing either Christmas time this year, or sometime early next year. There is still quite alot left to do im afraid, and were trying to make this one of the best single player campaigns possible.
Like I said before in my previous post, Geomar is awaiting a couple of things from you guys: WHEN can you guys beta (and who wants too), and WHO can help set up a server for me. (preferably, dedicated. I use to have one but not anymore) Soon as thats established, we can hold a match and test out the map.
Peace out, and see you guys later!
Amit
August 2nd, 2011, 12:53 AM
Awesome stuff. Hopefully we'll see this by Christmas. It'll be something nice to play other than BF3 on holiday.
SirBobbington
August 8th, 2011, 03:07 AM
Damn it, and I thought I was finally going to have a reason to uninstall HCE.
I can't come back for one last check without seeing something I absolutely have to have.
Higuy
August 8th, 2011, 05:44 PM
I'm just going to leave this here.
http://img855.imageshack.us/img855/225/epicvista.jpg
Oh and, welcome kid (or K_I_D) to the voice acting crew, hes playing a character named "Corporal Kallis". Kallis is the leader of most of the local human ground force's, and he will be leading the epic assault to the map data structure.
So basically, I hope Kid will please you all with his epic black man voice!
nuttyyayap
August 9th, 2011, 12:12 AM
My god Higuy, that structure looks AWESOME! But the cliffs kinda suck, might just be the UVW mapping?
E: Wouldn't a ground forces leader be at least Major? Closer to Colonel?
Amit
August 9th, 2011, 12:45 AM
Wouldn't a ground forces leader be at least Major? Closer to Colonel?
I was thinking the same thing. It would depend on how many ODSTs drop onto Lumoria. I think in halo 1, Major Silva was the highest rank ODST on the Pillar of Autumn. At least, in The Flood it says he was the battalion commander of the ODSTs. Since the personnel on the PoA had no choice but to abondon ship, hundreds of the ODSTs dropped. The ship in Lumoria doesn't appear to be under attack so I'm guessing a smaller force would be dropped, like maybe a company or two. Likely with a Captain or First Lieutenant in charge. I understand that local means within the surrounding area, but I mean a corporal leading the charge? Did all the other NCO's die out? I don't think this is a rag tag Saving Private Ryan situation. I would think at the very least the forces would be lead by a senior Sergeant.
Higuy
August 9th, 2011, 09:16 AM
Lol, I can change the rank. Maybe a Major instead then?
nuttyyayap
August 9th, 2011, 10:37 AM
Either Major, Captain or LT will do.
Higuy
September 8th, 2011, 04:29 PM
Just wanted to say that Lumoria is going to be in a magazine, and in its cover mount (CD with downloadable things) :O
http://www.jvn.com/
^ that one to be exact. :)
Amit
September 8th, 2011, 07:35 PM
A french magazine? How does that happen?
Higuy
September 8th, 2011, 08:12 PM
They contacted me through our website asking to be able to distribute our mod, we have also had some spanish magazine apparently do the same. I also had a interview with some french dude as well. I guess the french just like Lumoria :o
Amit
September 8th, 2011, 08:55 PM
The French are awesome.
ThePlague
September 8th, 2011, 09:08 PM
The French are awesome.nope.avi
jcap
September 8th, 2011, 10:08 PM
Have you or their lawyers discussed the legal issues of distribution? I'm not trying to cause a problem, since I think it's fantastic to see that your mod is getting media coverage, but I don't want anyone to be threatened by the suits. If shipping on a disc is too risky (it could be seen as the disc being sold with the magazine), you may be able to play it safe by them hosting the download files on their website that is referenced by a simple url in the article (such as jvn.com/lumoria).
If the base of the magazine's readers are French, you may want to consider seeking someone who can speak French for the dialogue, or at least create French subtitles for localization. Also, you should be able to rip the French main menu tags from the French version of Halo PC, if you're interested. I remember GAIGHER doing that with his maps.
If you want to update your post in the showcase thread with this news, I'll temporarily unlock it for you.
Higuy
September 9th, 2011, 06:12 AM
They are basically just including the mod (with a bunch others, no idea which ones) on their website and on a covermount for one of their magazines. I believe many others do this as well (for other mods). And yes, I know exactly what you mean by the disc being sold with the magazine. They also told me they have apparently done a few other Halo mods (he did not state which ones, but im assuming CMT)
Also we did not sign anything, and we simply told them this:
We, TM Mapping Team, are not familiar with the legal issues concerning distribution of custom content in Halo: Custom Edition. If you believe there is no legal issue in doing so, then we do indeed authorize you to distribute Project Lumoria: Episode One, our free campaign level. However, we will not be held responsible for any potential legal issues that may arise becuase of this.
And then they told me it wasn't a problem, so I guess its fine.
Higuy
October 2nd, 2011, 08:42 PM
Hey guys, I heard you like explosions (boom!), so Matt Dratt made a sick little teaser for you all :O
omVF0ux0JRY
More to update later on tomorrow - I'm currently in the process of switching rooms with my brother, so I'm a bit busy and things are pretty disorganized on my end.
nuttyyayap
October 2nd, 2011, 09:14 PM
Lookin' nice, Higuy. I'll wait inpatiently for the update tomorrow.
Crashing pelican looks cool, btw. And can you elaborate on what the turret at the end is?
JackalStomper
October 2nd, 2011, 09:28 PM
pleasedon'tbethatsongpleasedon'tbethatsongpleasedo n'tbethatsongpleasedon'tbethatsong
...it was that song:saddowns:
Spartan094
October 2nd, 2011, 09:31 PM
And can you elaborate on what the turret at the end is?
It's a ai auto turret that defends a position with a rotation of 360 degree's and engages targets up to 40 feet?
owait
Kornman00
October 2nd, 2011, 11:59 PM
pleasedon'tbethatsongpleasedon'tbethatsongpleasedo n'tbethatsongpleasedon'tbethatsong
...it was that song:saddowns:
Yeah, that was a little disappointing. Would have been better served with a part of the first section of POA (http://www.youtube.com/watch?v=qvbfN_wPzBY) (before 3:18). Tip of the Spear may have worked too, but for some reason I feel it's been used too much already (idk, maybe I've just played that level too many times)
Also, the Longsword part looks...whack. Not sure if it's the animation, the camera, or both.
Amit
October 3rd, 2011, 08:14 PM
Also, the Longsword part looks...whack. Not sure if it's the animation, the camera, or both.
Really? The burning pelican looks the most odd out of everything I saw in the video.
Ki11a_FTW
October 3rd, 2011, 11:13 PM
I like the concept. However I'm not to sure if it's just the fact that it's halo, or maybe because ive been playing to many modern games lately, but it kinda looks a little TOO much like the original halo, I dont know what exactly youre aiming for, but I think it would catch peoples attention more if you made the atmosphere a little more unique. Right now it looks great for a standard halo map, but I really do think you could take it a step up, and there are many ways you can do that without "over doing it" if you know what i mean. Over doing it is when people start baking bumps and all this other stuff in attempt to make the game look better, when it doesnt really help at all besides make it look like more of a cartoon in my opinion. I think you could make the map look A LOT better just by doing a change of detail maps on the shaders, something completely different! It would deffinetly bring the environment out and make the player want to explore a lot more and admire the surroundings. Switch up some of the trees and give it some good variation. The cliffs seem way too bland at some area too, it doesnt really look "rocky" at some areas.
Keeping in mind this is Halo 1, I may be going beyond expectations here considering i havent touched any level geometry or HEK for that matter in years, but I'm just throwing out some ideas.
I like the idea of you have a lot of stuff from the concept of Halo 1, and it fits in great with the halo 1 assets, however the ships flying across look kind of awkard in my opinion, i cant really figure it out, maybe because it looks like theyre flying over with no actual purpose, and with an empty sky around them makes it look kind of wierd too. I have done this in one of my maps, I think i posted a video a while back, and you can see that it looks wierd in mine too. I think you should put them in an area where the player will REALLY notice them, like when overcoming a hill or going down a cliff over looking an area. Script in some cool flyby sounds too if you havent already, thatd be a nice touch.
Anyway, I played the first map, and was impressed, and I'm impressed with what youre doing now, I'm glad someone is still working on the single player aspect. I'm sure you remember my Delta Halo map and whatever else work i've done, so it really makes me happy to see youre doing this. Very Impressed, I know I'll Download this map no matter what, in my opinion this is something worth following more then anything else including CMT, so i'm gonna keep my eyes peeled on this thread:D
t3h m00kz
October 4th, 2011, 04:55 AM
The fog raped that covenant ship.
And yeah, pretty much what Killa said. This doesn't seem to have anything out of the box of the Halo universe to offer so far. What made SPV1 so interesting was the amount of new shit added, despite some of it being completely over the top and ridiculous. This looks like it's going to be a rehash of the same gameplay everybody's already used to.
Also, I sure hope the voice acting is going to be better this time around.
TM_updates
October 4th, 2011, 06:03 AM
Our aim has always been to stay within the known Halo universe, while adding a few small tidbits to it that still would fit in well within the established universe. Things such as the Shadow vehicle, and now the auto-turret. We use the stock tagset (with minor edits for gameplay) because we like it, it's really just that simple. We love Halo 1.
That said I do agree that we could possibly review some of our visual stuff such as shaders, we have a few stuff we've been doing to give it a more unique look and feel which we should be showing pretty soon.
As for voice-acting, we make do with the resources and people we have. We are not a professional studio nor do we have professional voice actors. But feel free to provide us with contacts that would be willing to do professional voice acting for us, for free.
{XG}Gijs007
October 4th, 2011, 10:21 AM
I saw a a few pages back you guys are in the need for a ded server?
If you still need one send me a pm.
Higuy
October 4th, 2011, 07:00 PM
The fog raped that covenant ship.
And yeah, pretty much what Killa said. This doesn't seem to have anything out of the box of the Halo universe to offer so far. What made SPV1 so interesting was the amount of new shit added, despite some of it being completely over the top and ridiculous. This looks like it's going to be a rehash of the same gameplay everybody's already used to.
Also, I sure hope the voice acting is going to be better this time around.
Yeah, the fogs on my to-do list. Someone over at Halomaps said how to fix it.
As for the game-play part of what you said, I completely disagree. You do not need a ton of new things to make something new and exciting, a prime example being the game Halo 3: ODST. It offered almost nothing new other then a new story, and few minor things with game-play, but it still came out quite alright, just like what we have been doing. Like Lodex had said, we use the default tagset, because of its simplicity, fun factor, and because its just enjoyable.
And yes, the voice acting has indeed stepped up a notch.
Donut
October 4th, 2011, 07:27 PM
i have to say i have always loved custom maps that look like they could have been stock. i mean like maps that really follow the rest of the themes of default maps, have the same play styles, but are custom. thats not to say i dont like stuff like snow grove or immure with the custom vehicles and weapons, or something a little different like autumn slay, but i love stuff like snowcast (http://hce.halomaps.org/index.cfm?fid=4162) that looks like a stock halo map.
such is the case with this mod. i never actually played the first episode, but i may just install ce again to try this out.
t3h m00kz
October 4th, 2011, 08:09 PM
Yeah, the fogs on my to-do list. Someone over at Halomaps said how to fix it.
As for the game-play part of what you said, I completely disagree. You do not need a ton of new things to make something new and exciting, a prime example being the game Halo 3: ODST. It offered almost nothing new other then a new story, and few minor things with game-play, but it still came out quite alright, just like what we have been doing. Like Lodex had said, we use the default tagset, because of its simplicity, fun factor, and because its just enjoyable.
And yes, the voice acting has indeed stepped up a notch.
>All ODST had was a new story and a few minor gameplay changes
Difference being the way the story was told was completely out of the box for the franchise, and the newly added weapons gave the game a completely different feel from Halo 2 and 3.
What are you offering, other than the same Halo feel?
Amit
October 4th, 2011, 08:33 PM
You guys need to play Lumoria Ep.1 if you haven't already.
Pooky
October 4th, 2011, 08:36 PM
>All ODST had was a new story and a few minor gameplay changes
I didn't have any problem with this. Quality > Novelty every single time, and ODST's Campaign was much better than H3's IMO.
Higuy
October 4th, 2011, 09:05 PM
>All ODST had was a new story and a few minor gameplay changes
Difference being the way the story was told was completely out of the box for the franchise, and the newly added weapons gave the game a completely different feel from Halo 2 and 3.
What are you offering, other than the same Halo feel?
There was only one or two new weapons in ODST, if any, but there was some other improvements for miscellaneous things. In Lumoria, we have added plenty of new variants in terms of bipeds, and a few new surprises that were never included in the first Halo, eg Sword Elite or the Shadow. In Epsiode Two, we have added a few new vehicles and bipeds once again.
And no, the story wasn't told differently in comparison to the other games, I don't even see how you could say that. They did indeed focus on more cinematic and emotion, but to the core it was still the same thing in terms of how it was told.
Some people only focus on "new custom tags" in terms of new maps. I don't create or work on mods/games for that, I work on them for the new and fresh level design and story (ie, why im a level designer). I think most of my team could agree that doing just that is what we mostly are aiming for, while still retaining the Halo 1 feel. And while we say that, keep in mind most other teams or mappers haven't really accomplished that in a decent quality state.
Ki11a_FTW
October 5th, 2011, 01:07 AM
If you need any help with anything, let me know. I know I havent been apart of this community for a couple years, but that doesn't mean that I dropped everything. Ive been working on some other things now, but Id love to install HEK again to help you guys out, as you know I was a mastermind when it came to single player maps and scripts. (first one to ever get boarding to work for example). Just message me if youre intrested, Id be glad to throw my time into a good cause.
t3h m00kz
October 5th, 2011, 01:19 AM
And no, the story wasn't told differently in comparison to the other games, I don't even see how you could say that. They did indeed focus on more cinematic and emotion, but to the core it was still the same thing in terms of how it was told.
Wow.
Okay, I guess they didn't have the Rookie going around in an open field having flashbacks of the other character's perspectives or anything. It was the same linear storytelling the rest of the series had.
TM_updates
October 5th, 2011, 02:09 AM
But...we have terminals now :o
Which makes discovering background story non-linear!
Other than that you know and have always known our style. Nobody is forcing you to play it. If new single player maps require completely custom tagsets and out of the box story telling methods for you to deem it worthy to play, then Lumoria clearly is not the episodical-series for you mister m00kz. Luckily most people don't share the same "high" standard.
Note the quotation marks.
t3h m00kz
October 5th, 2011, 02:26 AM
Hold up. Is the head if project Lumoria indirectly insulting me over my opinions?
Hah, wow. I figured you would be more professional than that. :v:
Cagerrin
October 5th, 2011, 02:58 AM
just more luh-mooor-yuh evidence
Kornman00
October 5th, 2011, 06:07 AM
Hold up. Is the head if project Lumoria indirectly insulting me over my opinions?
Unless lodex is the head, no.
=sw=warlord
October 5th, 2011, 07:39 AM
I agree with mooks.
ODST had many, many changes in terms of story telling.
You had Sadies story, the hub which practically all the other levels were linked to.
For the first time in the series you had first person cinematic, the entire story was more of a investigative one rather than an entire galactic romp.
If you really didn't notice that then maybe you should go back and play it [.]/[again.]
TM_updates
October 5th, 2011, 09:27 AM
Hold up. Is the head if project Lumoria indirectly insulting me over my opinions?
Hah, wow. I figured you would be more professional than that. :v:
How did I insult you? I simply stated that Lumoria is nothing for you if you demand all your new custom sp levels to have unique ways of story-telling. In no way did I insult you or your opinions, all I illustrated was that your opinions on what is needed in this map are incompatible with our well known workstyle.
Or was it the quotation marks around "high" standard. All I meant with this is that it's not because we don't have the things you deem necesary for a single player level that we do not pursue a high standard ourselves within our design philosophy, which seemed to be what you were implying in your previous post.
Unless lodex is the head, no.
Co-head. Although we call it lead and co-lead.
So, it appears Kornman is trying to say that I was insulting you as well. Not sure why you would hold a grudge against me Kornman, I don't think we ever had any issues. But feel free to talk to me about it if something is bothering you and we can clear the air.
And yes, ODST had a different way of story telling. That was pretty clear.
nuttyyayap
October 5th, 2011, 09:49 AM
Sorry to break up the argument here gents, but i'd like to ask which marker on the pelican the fire is coming from?
I'm naturally curious if you're using the flaming debris marker or if you're herp-derping with the jet thrusters...
DarkHalo003
October 5th, 2011, 10:04 AM
I think comparing between ODST and Lumoria is a bit farfetched, mainly because of the levels of production and resources available for both parties ad games. Let's leave back that to the reviews okay?
TM_updates
October 5th, 2011, 10:06 AM
Looking at the .vehicle in guerilla it appears to be herp-derping with the "jet thrusters" to which "burning big debris" is attached.
t3h m00kz
October 5th, 2011, 10:27 AM
Soooo are we going to have to add "this is my personal opinion" to the end of everything we say from now on?
That's unnecessary. This is my personal opinion.
e: damn, ninja edited
TM_updates
October 5th, 2011, 10:30 AM
I don't understand what the problem is. As far as I'm concerned there never was a problem, which is why I clarified myself since it appears you thought there was a problem. Are we all happy pandas now?
DarkHalo003
October 5th, 2011, 10:32 AM
Soooo are we going to have to add "this is my personal opinion" to the end of everything we say from now on?
That's unnecessary. This is my personal opinion.
This post doesn't contribute at all to the actual topic....this isn't just an opinion.
I remember Masters asking how the turrets wouldn't flip when hit by explosions. Was a solution determined (I'm going to go on a whim and say you gave it physics similar to that of a Tank) or explainable?
Higuy
October 5th, 2011, 03:32 PM
This post doesn't contribute at all to the actual topic....this isn't just an opinion.
I remember Masters asking how the turrets wouldn't flip when hit by explosions. Was a solution determined (I'm going to go on a whim and say you gave it physics similar to that of a Tank) or explainable?
There is a script command along the lines of "impervious" or something, it just makes the selected objects have no physics towards explosions and such.
Kornman00
October 5th, 2011, 07:08 PM
So, it appears Kornman is trying to say that I was insulting you as well.
Nope (http://www.youtube.com/watch?v=gvdf5n-zI14)
Higuy
November 24th, 2011, 01:14 PM
http://img821.imageshack.us/img821/8851/logonewz.png
Hello Lumoria fans, today marks a 1 year anniversary from the time we released EP1. And while EP2 wont be released in a year like its predecessor, it will be better, more polished, and more importantly, the best. To celebrate that, we bring here a new update on Episode Two.
http://img850.imageshack.us/img850/7726/27105159.jpg
http://img46.imageshack.us/img46/8945/37068844.jpg
http://img221.imageshack.us/img221/4251/51225681kt.jpg
(If you want to see even more EP2 pics that are recent like these, head over to our Moddb site)
To start off this update, we are glad to announce our new overall feel for our alien characters - sleek and shiny, based slightly off the old E3 2000 shaders. This allowed us to be able to give our Covenant characters a distinct new feel while playing against them.
http://img31.imageshack.us/img31/6646/tags1r.jpg
http://img821.imageshack.us/img821/7492/tags2r.jpg
http://img259.imageshack.us/img259/964/tags3m.jpg
The shadow has also gotten a whole new texture upgrade thanks to InvaderVeex, and the rest of the Covenant vehicles have also been upgraded in terms of shaders.
Lastly, Con has finalized the sky. Go Con!
http://img695.imageshack.us/img695/9581/sky1u.jpg
http://img51.imageshack.us/img51/3635/sky2q.jpg
http://img7.imageshack.us/img7/2535/sky3wg.jpg
Also, if you are an environment artist and think you have the caliber to work on such a project and at the same level of detail that I do, please contact me.
Keep it real guys.
Siliconmaster
November 24th, 2011, 02:08 PM
Beautiful.
n00b1n8R
November 24th, 2011, 05:42 PM
http://www.simplyzesty.com/wp-content/uploads/2011/06/facebook-like-buton.png
DarkHalo003
November 24th, 2011, 06:06 PM
Love that skybox.
Higuy
November 24th, 2011, 06:24 PM
Forgot this little picture of the Shadow:
http://media.moddb.com/images/mods/1/16/15095/shadow.jpg
Also, just to clarify, that burning ship in the background skybox is actually the Scientist's research vessel, not the Endless Horizon.
I also forgot to ask, who likes this version of a Rocket Hog?
http://img411.imageshack.us/img411/6799/rockethog.jpg
No, its not guass. It's Rocket. Like the rocket from the E3 2000 demo. The shield is different and the obvious is the longness of the barrel and also being brown.
I need someone to rig it, so if anyone can rig it for me/set up the shaders, that would be awesome!
Hotrod
November 24th, 2011, 08:00 PM
That Shadow is super sexy. Will we get to drive it this time around?
I love that Rocket Hog turret, feels really classic. As much as I love the one in Halo PC, it'll be nice to see something different.
Higuy
November 24th, 2011, 09:22 PM
That Shadow is super sexy. Will we get to drive it this time around?
If you manage not to destroy it yet kill the driver, yes. You can drive any new vehicles except for the Halo 2 Creep. We origionally let you do so, but alot of gameplay issues came. Another note: Depending on what vehicle you drive the encounter vary's in what types of enemies you fight (In vehicle fights anyway).
n00b1n8R
November 24th, 2011, 09:51 PM
The missile turret looks too much like the now canonical gauss turret for my tastes, even if you are going for a "retro" halo.
Amit
November 24th, 2011, 09:51 PM
Another note: Depending on what vehicle you drive the encounter vary's in what types of enemies you fight (In vehicle fights anyway).
Orly? :allears:
Sean Aero
November 25th, 2011, 03:11 PM
If you manage not to destroy it yet kill the driver, yes. You can drive any new vehicles except for the Halo 2 Creep. We origionally let you do so, but alot of gameplay issues came. Another note: Depending on what vehicle you drive the encounter vary's in what types of enemies you fight (In vehicle fights anyway).
I look forward to break it once again. :realsmug:
Higuy
November 25th, 2011, 03:46 PM
This is old, but it confirms your suspicions about the shadow... :o
http://img691.imageshack.us/img691/3113/haloce20110901183305.png
Hotrod
November 25th, 2011, 05:52 PM
Oh damn, that looks sick. Can we have this mod now?
t3h m00kz
November 25th, 2011, 06:04 PM
The lines on the texture inside the cockpit look too thick and pronounced.. but the outside is rather nice
Boba
November 25th, 2011, 07:26 PM
To start off this update, we are glad to announce our new overall feel for our alien characters - sleek and shiny, based slightly off the old E3 2000 shaders. This allowed us to be able to give our Covenant characters a distinct new feel while playing against them.
Lol that's bs, the h1 assets remain the same either way.
Higuy
November 25th, 2011, 07:34 PM
There only modification is there shader yet they do give off a somewhat new style compared to the previous ones.
The lines on the texture inside the cockpit look too thick and pronounced.. but the outside is rather nice
I'll see if I can get Veex to edit it any further.
TM_updates
November 25th, 2011, 07:55 PM
@Mookz: the pic that shows the player driving the shadow had the old crappy texture, just making sure you're commenting on the right pic
Arteen
November 25th, 2011, 08:19 PM
Cool stuff.
Lol that's bs, the h1 assets remain the same either way.
:frysquint:
Higuy
December 5th, 2011, 06:12 AM
Welcome Chains to the team as our concept artist. :)
http://i305.photobucket.com/albums/nn229/1chains1/properforerunner-3-1.jpg
TeeKup
December 5th, 2011, 06:14 AM
I'm immediately reminded of FireDragons' Desolation map.
Amit
December 5th, 2011, 07:29 AM
I'm immediately reminded of FireDragons' Desolation map.
Sort of looks like one of the bases on Immure to me.
Crackers
December 5th, 2011, 09:08 AM
Stupid photobucket resolutions, click on the image for it to be in proper resolution and thus sharper, it makes everything so blurry.
Nero
December 5th, 2011, 12:14 PM
Nice to see you are working again chains. :)
MXC
December 5th, 2011, 12:18 PM
Sort of looks like one of the bases on Immure to me.
The floating turrets and central tower reminded me of Elongation.
DarkHalo003
December 5th, 2011, 12:22 PM
Reminds me of Relic.
Higuy
December 5th, 2011, 02:56 PM
Thats the concept for the map room.
Crackers
December 5th, 2011, 05:45 PM
It is going to look a hell of a lot more like the control room from h3 after some revisions on the rear quarter.
FireDragon04
December 5th, 2011, 09:57 PM
I'm immediately reminded of FireDragons' Desolation map.
Jesus, it's been a while since I've heard that one (http://hce.halomaps.org/images/users/lg/6CF42408-E235-4E28-9EE75FCADF8D0A7C.JPG).
Higuy
December 11th, 2011, 09:05 PM
Great news everyone, Halo is a bitch and has a horrible limit on tag space. The entire level is now split in half.
TeeKup
December 11th, 2011, 09:25 PM
Does this mean an episode 3? :O
BobtheGreatII
December 11th, 2011, 09:27 PM
Good News Everyone!
2542
Yeah. Read your post in Farnsworth's voice.
Hotrod
December 11th, 2011, 10:15 PM
Does this mean an episode 3? :O
Let's hope that Lumoria won't become the new Valve...
Amit
December 12th, 2011, 12:08 AM
Does this mean an episode 3? :O
It means Episode 2, Part 1 and Episode 2, Part 2.
Higuy
December 12th, 2011, 06:03 AM
Were still going to be releasing both at the same time though; were still pretty much looking at as one level, similar to like Delta Halo or the Mombasa maps in Halo 2's single player.
Higuy
December 25th, 2011, 10:52 PM
Hello Lumoria fans!
Today, the Lumoria team brings you a small present, a 3 minute long gameplay footage of an encounter in Lumoria!
0Q-sjFzFLFQ
I hope you all enjoy it, and have a merry Christmas!
P.S Some news:
We recently split the entire "Episode Two" into two map files, so when released it will included a part A and part B map file (tmc_b, and tmc_c). They load right after each other, and picks right back up where the last one started. More details when released.
nuttyyayap
December 25th, 2011, 11:10 PM
Looks good.
DarkHalo003
December 25th, 2011, 11:13 PM
Your Voice Acting is SOOOOO much better this time! Thanks for being persistent with that and not throwing something so valuable to any FPS story on the back burner.
The gameplay reminds me of that section in Halo 3 on the Ark right after you finish moving past the AA guns, but definitely larger scale. I don't know if you may have done this already, but I suggest using some navpoints to indicate important events (like those massive doors opening) and the Shadow Transport arriving with some troops.
Higuy
December 25th, 2011, 11:16 PM
The gameplay reminds me of that section in Halo 3 on the Ark right after you finish moving past the AA guns, but definitely larger scale. I don't know if you may have done this already, but I suggest using some navpoints to indicate important events (like those massive doors opening) and the Shadow Transport arriving with some troops.
We had this but it made the gameplay feel linear which is what we did not want, since there is many different ways to play it.
Amit
December 26th, 2011, 02:58 AM
Marines driving rocket hogs? Hell yes! Also, the part where the Pelicans drop in. Just excellent. That's one of the things I noticed about Lumoria Ep. 1. The Covenant dropships dropping in looking just right. Looks like you did the same with the pelicans :D
malolo420
December 26th, 2011, 03:30 AM
Sweet. Ill play CE again for this.
Higuy
February 11th, 2012, 11:22 PM
Here is a couple pictures posted over at Halomaps but not here:
http://img813.imageshack.us/img813/3615/haloce2012021116255444.jpg
http://img252.imageshack.us/img252/1024/haloce2012012810365729.jpg
Expect an exciting update in a couple weeks. Should be some nice ole goodies in it.
Ki11a_FTW
February 13th, 2012, 02:17 AM
Looking intresting. Not a big fan of the cliffs in some areas, especially the top picture. It's funny how bad this game looks to-date. I would really consider taking some of OSV3 into some use to make some graphical improvement to grab some more attention. I mean it looks like Halo, but something just seems off. I know most people save the High radiosity for the last priority, but I feel like more advantage of the lighting could also take a roll in this pretty thing you got going.
Guardian
February 13th, 2012, 03:49 AM
I like the cliffs and waterfalls.
Ki11a_FTW
February 13th, 2012, 12:09 PM
Oh yeah? Maybe im just being too demanding then for a 10 year old game.
http://img252.imageshack.us/img252/2408/cliffbugs.jpg
I just feel like it could look better. Not trying to sound like a douchebag, and im sure others agree.
Its not so much the waterfalls as it is the cliffs. Most peoples PC's are alot more capable of handling more triangles so those areas i have circled could be changed to make some pretty cool looking background scenery.
DarkHalo003
February 13th, 2012, 12:57 PM
I know what you mean Killa. I recently went back and redid a LOT of a BSP I had been working on because the cliffs were more or less like that; I wanted it to look realistic and aesthetically plausible. I've been using Halo: Reach's cliffs as a definitive reference.
Higuy
February 13th, 2012, 06:58 PM
Looking intresting. Not a big fan of the cliffs in some areas, especially the top picture. It's funny how bad this game looks to-date. I would really consider taking some of OSV3 into some use to make some graphical improvement to grab some more attention. I mean it looks like Halo, but something just seems off. I know most people save the High radiosity for the last priority, but I feel like more advantage of the lighting could also take a roll in this pretty thing you got going.
We are not using OS, ever, even if something in the script wasn't possible and would be with OS. We like to use Halo CE as far as we can and use the tools that were given to us. While I think we can all agree OS can generate some nicer effects than the engine does itself, simply put, we like to be classic, as is our style.
Second, thanks for circling the area's. Theres a couple you circled I actually fixed up since I took that picture, but alot of it is due to the angle. Almost all of the geometry shown can be seen at multiple different angles, and at closer parts, can notice more detail and not.
And lastly, yeah. Lighting plays a HUGE part in determining what something actually looks like or not, I actually wasn't sure if I should have posted the top picture or not just becuase of what the lighting was like (ran at 0 0.9), but I thought it would be a nice teaser picture. However, the bottom picture's lighting is final and that BSP is complete.
Amit
February 13th, 2012, 09:01 PM
OS or not, this stuff is too classic not to play. It would be cool to see a redux of it with updated OS features later if you had to the time and the interest to devote to something like that.
Ki11a_FTW
February 13th, 2012, 10:26 PM
Okay, well I'd much rather the classic look then a bad attempt at something with a better look. Classic looks nice and clean, as awlays. Keep up the good work and i'll be keeping my eyes open:)
Lateksi
February 18th, 2012, 08:20 AM
That last pic with the structure on foreground and mountains and waterfalls background is breathtaking.
Cortexian
February 25th, 2012, 03:33 PM
There you go, I unshitted the last remenants of your thread for you. Enjoy!
Higuy
February 25th, 2012, 04:46 PM
There you go, I unshitted the last remenants of your thread for you. Enjoy!
What happened?
Anyway...
Ladies and Gentleman, the day we have been awaiting for is fast drawing near...
However, before that day comes, we have more updates!
Our recent endeavors:
http://img85.imageshack.us/img85/7190/haloce2012022515451052.jpg
http://img813.imageshack.us/img813/7315/haloce2012022515455637.jpg
http://img803.imageshack.us/img803/7229/haloce2012022515514901.jpg
http://img59.imageshack.us/img59/8895/haloce2012022515523654.jpg
http://img684.imageshack.us/img684/7093/haloce2012022516004606.jpg
http://img26.imageshack.us/img26/7938/haloce2012022516010331.jpg
http://img850.imageshack.us/img850/8599/haloce2012022516054014.jpg
http://img833.imageshack.us/img833/1706/haloce2012022516075663.jpg
We have some good news for you guys as well. While the release date is still being debated and so fourth (We are thinking April - May release, but we will see...), the map is still being worked on pretty hard.
First off, all of Brandon's dialouge is complete and now in our hands - thats one character down, two more to go! We need to get May's and the robots dialouge. Unfortunately May's voice actor won't be the same - simply becuase we have lost contact with her for several months now. If your a girl, somewhat have an Australian accent (or if your a guy but sound totally like a girl with an Australian accent), please contact me! I'm in search for a voice actor for May, Spartan-073, the main character.
We also need SlapHappy to finish his lines - if you guys know him, bug him to get em' done. The faster we have our dialouge completed, the sooner we can get you the completed experience.
Another thing, we are happy to announce that Geomar is pretty much complete. When Lumoria hits launch, you guys can get your feet - or wheels - all sandy and wet in the beach like multiplayer map.
There is ton of things the team and I want to show you all, but alot of it is simply going to have to wait for your experience... :)
NotZac
February 25th, 2012, 05:15 PM
This is looking most excellent. My main gripe from those pictures is the waterfall in the last pic. It looks really flat imo.
Cortexian
February 25th, 2012, 08:35 PM
What happened?
There was a page worth of trolling and retard retorts.
DarkHalo003
February 26th, 2012, 12:11 AM
Can't wait to play this myself. Also, TM, please don't be afraid of populating the map to not make it seem so barren; what I mean is, I can see where you intentionally left out rock and aspects of nature specifically for squads. Take that as you like though. Looking great guys!
Higuy
March 16th, 2012, 10:01 PM
Hit me up if you want to voice act. Looking for someone who can play a AI actor in Lumoria, preferably someone with a rather deep voice (if you still want to give it a shot let me know). It'll also probably be edited a bit afterward as well.
TeeKup
March 17th, 2012, 01:51 AM
^ That is something I'm interested in. I've been told I can give off a good voice of something like that.
Higuy
April 14th, 2012, 10:19 AM
http://img72.imageshack.us/img72/3397/img0636z.jpg
I got this for my birthday. It was originally made by Con - my mom got it printed at a real big size :p
We will have the full version up of this poster with the next update, along with various other media goodies and news (next update will also mark the 1 week launch!).
jcap
April 14th, 2012, 04:06 PM
That is awesome.
BobtheGreatII
April 14th, 2012, 06:28 PM
Lol that's pretty sweet.
Amit
April 14th, 2012, 06:39 PM
Whoa, nice.
Higuy
May 12th, 2012, 07:33 PM
Hey, does anyone know of any good 3P animators that would be up for animating a small scene for Lumoria (or are you a good animator)? It's one of the last scenes I need animated and my animator dosent have enough spare time to continue working on the project any longer. aka, its a rehash of what happened with EP1.
The faster I get this thing out of the way the faster I will be able to get Lumoria out on the table. So close to being done I can almost taste it!
Spartan314
May 12th, 2012, 10:35 PM
Only 3P animator I know is Dratt..
E: Maybe Waffles?
Higuy
June 18th, 2012, 10:46 PM
Hello,
I am looking for two people to help with a few things on the project. We are in the polishing stages of Episode Two now and theres a few things I need help with on BSP's:
1. Portals. Im having some issues with one BSP and its portals - if your experienced with them I could really use the help.
2. Ground Textures - While I normally do the ground textures for Lumoria, theres a couple BSP's in which could be spiced up and im not the best at using PS.
Thanks!
- Higuy
Spartan314
June 19th, 2012, 12:31 AM
Gaigher to the rescue?
Higuy
June 19th, 2012, 08:17 PM
Anyone looking to help...? Really need help with those portals.
Higuy
July 13th, 2012, 07:51 AM
Watch CE3 this year! Lumoria will be in it for the 3rd and final time.
PTVVjp_J91o
DarkHalo003
July 13th, 2012, 05:11 PM
Here's hoping it rocks!
Lateksi
July 15th, 2012, 01:48 PM
I'm sure it will! Also dat voice is awesome. :D
Jelly
July 15th, 2012, 08:46 PM
cum
Higuy
July 29th, 2012, 05:29 PM
http://img821.imageshack.us/img821/8851/logonewz.png
Hello everyone.
If you missed CE3, here was shows finale, Lumoria Episode Two!
GMp3S-bejr0
Along with this epic trailer that came with that epic show, here is the full size poster/box art that Conscars, the sky artist, made for the project.
http://img88.imageshack.us/img88/9002/poster2f.jpg
As I write this, Lumoria Episode two is finally slowing down. The map is fully playable, and the things left to do with it are numbered. Like we said during our interview with the show, you can expect to see Lumoria fairly soon in the next coming weeks...
TeeKup
July 29th, 2012, 05:37 PM
Looking forward to it :O
DarkHalo003
July 30th, 2012, 04:39 PM
Nice trailer! Only gameplay will tell in the end, but I hope this gives me some gusto in getting my stuff worked on again!
Higuy
August 17th, 2012, 12:57 AM
I am so tired right now.
http://img225.imageshack.us/img225/1038/lumoriacr.png
im off to bed now
Ki11a_FTW
August 17th, 2012, 01:06 AM
Hmm. For a classic, this is looking pretty impressive!
PopeAK49
August 17th, 2012, 01:21 AM
Thanks for making my BSP look like sex higuy! Looks great in-game.
Amit
August 17th, 2012, 02:48 AM
Looking good. Keep it up!
Higuy
September 8th, 2012, 08:45 PM
Gettin ready for epic battles of reality
http://img217.imageshack.us/img217/7889/rdyupfinal.jpg
Higuy
September 12th, 2012, 01:08 PM
http://img716.imageshack.us/img716/751/haloce2012091212500775.jpg
Tnnaas
September 12th, 2012, 02:13 PM
Not bad, but I think it would look cleaner if it just said "Lumoria" rather than "Project Lumoria". I'm assuming that the button will just start Episode 1 rather than bringing you to a menu, right?
Higuy
September 12th, 2012, 02:41 PM
Thats what it was last night. At the moment, I'm trying to make it so that when you press it, you get the options "load game" (which would allow you to choose which map file to load) or "new game", which will start at Episode 1. I'm currently having issues though getting the new menu to pop up.
Higuy
September 30th, 2012, 12:48 PM
http://img821.imageshack.us/img821/8851/logonewz.png
Hello everyone! The team and I would like to present to you our newest (and last) ViDoc to you all! We hope you enjoy this awesome insight into the development of Lumoria: Episode Two.
8i-cWrkitJo
As heard in the video, Lumoria Episode Two will be released October 5th, 2012.
Reviews from the beta have been pouring in, let’s take a look:
“I honestly can’t commend enough the level design behind it. It’s a damn good level.” – LoneWarrior
“The story was great, and very enticing.” – ODST_Nick
“Environments were fantastic, utterly stunning.” - DarkHalo
…It’s been one hell of a ride, ladies and gentlemen. See you Friday.
TeeKup
September 30th, 2012, 02:40 PM
Oh snap, some Edgen Halo. I miss those guys. I need to re download ce for this/
Disaster
September 30th, 2012, 03:07 PM
Great stuff guys. Looking forward towards the release.
SirBobbington
October 1st, 2012, 10:24 AM
Looking very nice, can't wait to play it!
If only we had maps like these 8 years ago, I think CE would be a much different place today...
Siliconmaster
October 1st, 2012, 10:40 AM
Nice, really want to play this when it comes out. And Bobbington, the reason maps like this didn't exist 8 years ago is because it took what's left of the community this long to get our shit together and make really good stuff, after learning from all the crap we did in ages past. :P
SirBobbington
October 1st, 2012, 03:42 PM
True, but the reason it was so difficult was that Gearbox half-assed the HEK just to get it out there and see how many people would play CE. Nobody played it because all of the original maps were junk, and all of the original maps were junk because the HEK was crap because nobody played CE. If CE was released as a patch for PC (as was originally promised) and the 3000+ players on PC at the time saw custom maps appear, there would have been enough interest to at least attract the talent necessary to develop maps like Lumoria earlier.
Heck, I remember a project that got about halfway done with the models, BSP's and voice acting to create a Reach/First Strike mod based on the novels. It was pretty much equivalent to Lumoria in scope, but it got canned when Gearbox pulled the "multiplayer-only" card. It isn't that the work was difficult by its nature, but rather that the tools provided were inadequate. I mean, look at the community built around the fully supported HL2/Source development world versus our own. I think it is the combination of the zero-fanfare release of CE, combined with Gearbox's eagerness to leave Halo in the dust in favor of Brothers in Arms.
But I guess that is a bit irrelevant 8.5 years later. It would be nice to see a full-scale revival of CE, and I hate the fact that masterpieces such as Church and Precipice will probably never see more than a few dozen active games played on them, and that Lumoria was probably released too late to get more than 100k downloads, even if every halo-related site posts about it simultaneously on Friday.
In short, I love Halo CE and everything that has been released for it, but I hate that so few people even know about it, let alone play it.
TM_updates
October 1st, 2012, 06:48 PM
Looks like I haven't posted here in ages, but here I am, once again :-)
To Sir Bobbington, I agree with you that our timing might have been late relatively speaking, however alot of Lumoria's team members joined Halo well after the "golden age". I myself have "only" been active in this community for about 4 to 5 years.
But the HEK in its current state was a great first experience with a game engine. While it is dated in many regards, it still offers a certain user-friendlyness to its users, and I love how Sapien is set up. It's all very intuitive.
I agree with you that a revival of the CE community would be awesome, who knows this release might spark some life and interest into the community once again, I would love that to happen.
Anyways, just 4 more days left to release. Feels like an adrenaline rush, getting everything into its final state based on feedback from many betas handed out to a variety of people we chose to trust :-)
Very excited for Friday and the following days, hope you all enjoy it :neckbeard:
neuro
October 2nd, 2012, 02:51 PM
's allright.
-Neuro
Ki11a_FTW
October 2nd, 2012, 10:39 PM
I've been with this game since Halo 2 came out, I've made countless SP maps, BSPs, etc. This is still very impressive for me to see. A complete campaign, for once. Both graphically decent and planned out correctly
Congrats TM team.
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