View Full Version : HCE CMT's TSC: Evolved - 3/2/2015 - released
Ifafudafi
December 2nd, 2011, 02:32 AM
(Old posts)
As you may or may not remember, the last time we updated, we said:
...our plan is to release A50 in its entirety - Brutes, new BSPs, and all - around late January/early February.
Internal issues and misfortunes have forced us remove part of that statement. Our new BSPs are not ready and a few of our updated art assets are not done – and we do not foresee them being done within the next few weeks. We could delay the mod again, indefinitely, until those things are implemented. Or, we could sack them and push towards coming in at least somewhat close to our scheduled release.
After careful deliberation, we've decided to go ahead and, for the first time in a few years, release relatively on-time.
Barring catastrophic failure or some other immediate emergency, The CMT SPv3 version of The Truth & Reconciliation will be released on Friday, February 24th.
Operating on a map-by-map release structure means that we can continue to add to and refine SPv3 between each release; consequently, rather than try and continually hammer away on the same map for months and months, we feel it'd be better to release more frequently and retroactively update older releases as new assets are made and gameplay elements improve. We're not treating A50 as "unfinished" - we're making it as best we can with what we have - but we're absolutely planning on revisiting and further revamping it down the line. Some models will not be as high-res as others and we won’t have all the gameplay additions that we had hoped to include, but we feel that this is preferable to keeping you guys waiting potentially forever for things that may or may not ever meet our initial goals. We cannot say for sure which features will make the cut and which will not - a much needeed upgrade to our aging Battle Rifle (http://img830.imageshack.us/img830/4831/specops2.jpg) and an up-resing of the stock BSP are on the way, whereas new Grunt and Pelican models might not make it - but anything that doesn't make the cut by release will certainly be used later on.
In the meantime, feel free to satiate yourself with a batch of fresh screenshots taken from a near-final version of the map, and remember to check back on the 24th!!!
(Head to the Halomods thread (http://www.halomods.com/ips/index.php?/topic/437-official-update-13112-release-date-inside/) for more screenshots!)
http://img402.imageshack.us/img402/4802/hxvxb.jpg
(I went ahead and made a new thread because the old one is on page 2 and full of angry people saying mean things; if it's really bothersome feel free to move stuff around)
So, the more discerning among you might have noticed that there's been something of a shortage of publicly shown content lately, and that's for a couple of reasons. The first is that our artists are close to finishing off the heavy-lifting for our first release (The Truth and Reconciliation), diverting our focus toward gameplay balance, encounter design, and other things that can't really be demonstrated with small, easy “here's-a-picture” updates. Not that we'll be cutting off the flow of information; there's a shiny new trailer at the bottom of this announcement (wait, don't leave yet!), and we've got some more concrete details on our first map release a little further down the post.
The second reason is that CMT has undergone a massive and fundamental internal shift in the past couple of months. The changes and reasons for them are numerous (and, to some, perhaps a bit obvious); it would take more time than it’s worth to explain them all - we've completely reworked the way we handle internal communication and testing, for one - but the two end results are that we've experienced a dramatic improvement in consistency, organization, and development speed, and that we've rebuilt the team's hierarchy to look something like this:
Teh Lag
-Team & Content Lead
-Animation
-3D Art
Ifafudafi
-Team Co-Lead
-Effects Lead
-Gameplay Balance & Direction
Masterz1337
-Team Co-Lead
-Level Design Lead
-Gameplay Balance & Direction
Dano
-Texture Art
-3D Art
Choking Victim
-Programming
ShadowSpartan
-Programming
Boba
-Concept Art
-Texture Art
ODX
-First-Person Animation
NuggetWarmer
-3D Art
Kirby422
-Level Design
-Scripting
Arteen
-Level Design
H3Freak
-HUD Design
Xalener
-Sound Design
Neuro
-That Sexy Warthog (http://www.halomods.com/ips/index.php?/topic/396-puma/)
If you tl;dr'd (shame on you), this means that Masterz has stepped down as Team Leader and has handed the reins over to Teh Lag. Lag's guidance has been instrumental toward bringing both the team and the project to where they are today; the change is supported by every member of the team. Masterz has his own reasons for agreeing to step down, which he can share when/if he cares to (no need for all that in a formal update).
So now that we've got that out of the way, here are the details I promised about public release #1: our plan is to release A50 in its entirety - Brutes, new BSPs, and all - around late January/early February. Until then, a steady drip of new media and material will continue to be provided; now that many of the mod's core components are in place and functional, we can delve deeper into the elements, processes, and lines of thought behind SPv3's development, giving you guys in-depth looks into what makes the mod as unique and expansive as it is.
Below is one such video – it provides a recap of what we’re setting out to do, an overview of some of what can be expected in A50, and a first look at the updated level (and some for-real gameplay!)
K9TzjhVSYH0
We'll have another formal announcement in about a month or so with more precise information on the upcoming release. Until then, enjoy the video, and keep your eyes trained on Halomods for the latest updates and information.
UoxI5xDn_wo
Custom Mapping Team, or CMT, is comprised of some of the Halo community's oldest, best, and brightest talent, brought together under the common goal of making the most complete, fresh, and entertaining campaign mod in the game's long and storied history. As the culmination of several years of work and experience, SPv3 is the most comprehensive modification of Halo 1's campaign yet, extensively revising and adding to the core gameplay while completely overhauling the visuals and audio.
This first release contains the level "The Truth and Reconciliation," or "a50." Future releases will continue to refine and build upon the groundwork laid here, with new additions and major enhancements retroactively applied after significant milestones. Make sure to regularly check the official forum at http://www.halomods.com/cmt for more information and updates on future releases, along with developer updates and exclusive media!
There are two different maps you can download - which one you want depends on whether or not you plan on installing Open Sauce.
The .map can be played with or without Open Sauce, but is missing several secondary visual and gameplay features that rely on OS scripting.
The .yelo can only be played with Open Sauce, but contains the complete experience. Specifically:
http://img718.imageshack.us/img718/9198/chartbr.png
If you have any questions or issues, make sure you read the included CMT Manual first!
----------------------------------------------------
To install:
1. Extract the .map or .yelo from the .rar you downloaded.
2. Place the .map or .yelo in your Halo Custom Edition\maps folder.
3. If using the .yelo, make sure there is no .map with the same filename inside your Halo Custom Editon\maps folder.
4. Open the in-game console, type in "map_name a50", and hit Enter.
To uninstall, simply remove the .map or .yelo from your Halo Custom Edition\maps folder.
The latest Open Sauce installer can be found off the OS Google Code Page (http://code.google.com/p/open-sauce/). We highly recommend you install OS - the process incredibly simple and non-intrusive, and the benefits are immense. The only requirement is that you update a properly installed copy of Halo Custom Edition to 1.09 and do not use XFire while you are playing the game (seriously, even having the XFire process running can make Open Sauce crash, so make sure that you’ve completely ended the program!)
----------------------------------------------------
LINKS!!!!
.Map version (Backwards compatible)
[Mediafire mirror] (http://www.mediafire.com/file/r7mr84knchbn87y/CMT SPV3 -The Truth and Reconciliation (Map - OpenSauce Optional).rar) [Halomaps.org mirror coming soon]
.Yelo version (Requires Open Sauce)
[Mediafire mirror] (http://www.mediafire.com/file/vc5yn4ffux1p4ms/CMT SPV3 -The Truth and Reconciliation (Yelo - OpenSauce Only).rar) [Halomaps.org mirror coming soon]
Again, if you're downloading the .yelo, make sure you DO NOT have an a50.map file inside your HCE/maps folder!
----------------------------------------------------
Credits:
CMT SPv3 Team Members:
Teh Lag - Team Leader and HCE polymath
Masterz1337 - Co-Lead, gameplay balance, and encounter design
Ifafudafi - Co-Lead, gameplay balance, and effects
Arteen - Encounter & level design
Boba – Concept, 3D & texture art
BobtheGreatII - 3D art
ChokingVictim - Programming
Conscars - 2D art
Dano - 3D & texture art
Flyinrooster/Roostervier - 3D art
H3freak - HUD design
Kirby422 - Scripting, encounter & level design
NuggetWarmer - 3D art
ODX – Animation
Shadowspartan - Programming & Tools; Tag references
Siliconmaster – Lighting
SlappyThePirate – 3D art
Warsaw – HUD design, gameplay balance
Xalener - Sound design
Additional Contributors:
CtrlAltDestroy – Tag references
Hunter/MartynLeeBall – 3D art (Shotgun high-poly model; publicly released on Halomaps.org)
Neodos – Concept & 3D art
NeurologicalDisorder – 3D art (Warthog model; not present in this release)
Sin0w - Scripting, encounter & level design
Yoko/Mendicant Bias – 2D & 3D art
Kornner Studios & the Open-Sauce people:
Kornman00, TheFieryScythe, Choking Victim and Shadowspartan
We also would like to credit the people at Bungie Studios (past and present) for Halo 1, 2, 3, ODST and Reach, upon whom our mod relies so heavily!
----------------------------------------------------
Testing & Feedback:
Amit
BobtheGreatII
Hotrod
ICEE
Itszutak
Limited
Reaper Man
TeeKup
Timo
Warsaw
----------------------------------------------------
Lastly, we would also like to re-credit those who were credited for SPv2, as this project draws on their hard work even if they were not active CMT members for SPv3:
Masterz1337
Teh Lag
Arteen
Boba
Conscars
Dano
Doom/Sneeze
FlyinRooster/Roostervier
HDoan
ICEE
Il Duce Primo
Kirby
Lightning
Lodex
Moses/Play4Phlx
NuggetWarmer
Phopojijo
P0lar Bear
Scooby Doo
Selentic
Wave of Lag
ZTeam
-CtrlAltDestroy
-Choking Victim
-ShadowSpartan
----------------------------------------------------
As always, an enourmous debt of gratitude is owed to Bungie, Microsoft and especially Gearbox Software for allowing this community exist, thrive and continue to do what we love for a game we love. Thanks for letting us stay around and thanks for giving us the tools to do this!
We also owe our friends at Modacity.net and Halomaps.org for being great platforms for this humble community to stand on.
The “Halo” franchise and all related IP is © 2001-2012 Microsoft Corporation/343 Industries.
------
We're back.
we7Zd4LFI7o
After several months of deliberation and experimentation, we at CMT are ready (and happy) to reveal our next big project - The Silent Cartographer: Evolved.
What exactly is TSC: Evolved?
Unlike CMT's previous SPv1/2/3 mods, which refined and added to existing campaign maps, TSC: Evolved is a complete, from-the-ground-up reconstruction of b30. While the dialogue and story will remain unaltered, the BSP and all encounters will be rebuilt from scratch, both providing a fresh perspective on the classic Halo 1 campaign and allowing us to take full advantage of the expanded range of gameplay options our improved and augmented sandbox provides.
Why not do a fully custom map?
When a50 was released, it was made very clear to us that after almost decade, playing through the stock campaign for the six-hundredth time simply wasn't going to cut it for most people. However, while the idea of moving to a completely custom map was on the table, it'd have meant committing ourselves to many more unknowns - original script, voice acting, and such - than we thought would be worth gambling the team's future on. Doing a full-level-remake, we believe, hits a happy medium, allowing us to create a much newer experience without banking on too many uncertainties.
Will I need Open Sauce?
This will be a tough pill for many to swallow, so we'll put it as bluntly as possible:
TSC: Evolved will ONLY be distributed as a .yelo. You will be REQUIRED to use Open Sauce.
Our plans for the map are too large in scope and scale to accommodate the restrictions that retaining non-OS compatibility would place us under - by fully committing to Open Sauce, we can not only do more with the level, but we can get it done more quickly. Even if we did try to keep all our scripting and tagging vanilla-friendly, squeezing under the .map limits would mean cutting far more than would be worth the time investment.
What about SPv3?
The majority of the team are pouring their effort into the new level, but Masterz1337, Arteen, and Kirby continue to augment stock maps under the original goal of "completing" the SPv2 vision. More detailed information on what they're doing and when you'll get to play it will come at their pace and discretion.
So are you just putting the SPv3 Truth & Reconciliation stuff into a new map?
While the existing assets are used a baseline - throwing out all our models and weapons is hardly practical - we've had several months' time to iterate and improve. Objects which hadn't yet received a proper visual overhaul, such as the Plasma Rifle (http://img228.imageshack.us/img228/9436/prwithhex.jpg) and Rocket Launcher (http://img690.imageshack.us/img690/8525/rocketlauncherm.jpg), sport brand new models and skins; the vast majority of particle effects (http://www.halomods.com/ips/index.php?/topic/300-ifafudafi-writes-about-his-mod-work/page__st__180__p__6440#entry6440) have been treated to another huge revision; and the weapon set, as well as having undergone dozens of changes and tweaks, has been expanded with, among other things, a new take on the Pistol (http://img33.imageshack.us/img33/1193/pistolrz.jpg) and the return of the BRG.
Are you going to "evolve" the rest of the campaign?
What we do after TSC: Evolved will hinge on how smoothly the development process does (or doesn't) go, and how well it is (or isn't) received on release.
When do we get to play?
Things have not yet crystallized to the point where we can offer a solid release date. As soon as the end is in sight, we'll let you guys know.
ml8Uf4fIrtA
heeeeey (http://www.halomods.com/ips/index.php?/topic/680-cmts-the-silent-cartographer-evolved-media-month-the-month-is-now-over/)
t3h m00kz
December 2nd, 2011, 02:45 AM
Fucking loooove the adition of normal maps
Sculpts are the way of the future.
TVTyrant
December 2nd, 2011, 02:55 AM
Who are you, Marcus? Making new threads with each update? jk lol
On a more positive note it looks incredible. I really like the direction your taking it in. The game is very reminiscent of H3 imo.
t3h m00kz
December 2nd, 2011, 03:05 AM
Who are you, Marcus? Making new threads with each update?
Bro don't make fun of marcus. He's very serious about his work.
TVTyrant
December 2nd, 2011, 03:09 AM
Bro don't make fun of marcus. He's very serious about his work.
Now that everyone know I'm black am I allowed to call people niggas?
TeeKup
December 2nd, 2011, 03:09 AM
That SMG is sexy and very tacticool.
t3h m00kz
December 2nd, 2011, 03:11 AM
Now that everyone know I'm black am I allowed to call people niggas?
Naturally.
I'm... hoping that shotgun's placeholder?
Not so much the gun itself but those sights... uguhghgfff
TVTyrant
December 2nd, 2011, 03:12 AM
Damn nigga, this opens a lot of options in life! Im white trololol
t3h m00kz
December 2nd, 2011, 03:16 AM
WOW RACIST
TVTyrant
December 2nd, 2011, 03:19 AM
WOW RACIST
Hey I'm no racist!
Because Racism is a crime!
And crime is for black people!
Warsaw
December 2nd, 2011, 03:24 AM
That SMG is sexy and very tacticool.
No way to put it lightly: tacti-cool is gay. Tactical is alright.
Looks good. I imagine that those particles aren't final? The two plasma guns really irked me; lack of recoil and strange/nonexistent particle effects. And yeah, OpenSauce really adds a whole extra level to the mod. I would not want to play it without it, because damn.
TeeKup
December 2nd, 2011, 03:30 AM
Suppressor, Laser Sight, ACOG. Would make a perfect edition to CoD.
In all seriousness though I really want to use that SMG.
nuttyyayap
December 2nd, 2011, 03:31 AM
I'm not gonna lie, I came... (Well, I didn't, but...)
t3h m00kz
December 2nd, 2011, 03:34 AM
http://www.modacity.net/forums/images/customavatars/avatar3607_33.gifI'm not gonna lie, I came...
oh maaaan
okay seriously I won't shit up this thread
TVTyrant
December 2nd, 2011, 03:35 AM
Suppressor, Laser Sight, ACOG. Would make a perfect edition to CoD.
In all seriousness though I really want to use that SMG.
It looks almost as fun as owning a real MLP.
TeeKup
December 2nd, 2011, 03:40 AM
I KNOW RIGHT!?
TVTyrant
December 2nd, 2011, 03:42 AM
I really want to use the Spiker. That's like, my favorite gun of all time in Halo.
Warsaw
December 2nd, 2011, 03:49 AM
AR get. Real men don't need hand-cannons.
TVTyrant
December 2nd, 2011, 03:49 AM
AR get. Real men don't need hand-cannons.
Real men don't need them but use them anyways.
Warsaw
December 2nd, 2011, 03:52 AM
Psh, real men don't try and cover their sissy ways by saying that real men use OP guns for sport.
Melee only. Do it!
t3h m00kz
December 2nd, 2011, 03:54 AM
Only if that spiker's still a 1 hit kill.
Warsaw
December 2nd, 2011, 03:55 AM
Actually, melee only pretty much describes my experiences with Halo 2 and 3. You get all of jack and shit for ammunition in those games, so you end up punching everything to death to conserve said jack and shit.
Higuy
December 2nd, 2011, 09:15 AM
Assets look good but we can't judge new gameplay from a montage, and some things still look out of place when the entire ship interiors are still using default everything. I'll reserve judgement for the final thing.
DarkHalo003
December 2nd, 2011, 12:37 PM
Assets look good but we can't judge new gameplay from a montage, and some things still look out of place when the entire ship interiors are still using default everything. I'll reserve judgement for the final thing.
It said in the trailer that the interiors are easily a WIP....
Amit
December 2nd, 2011, 01:40 PM
No way to put it lightly: tacti-cool is gay. Tactical is alright.
Yeah, the ACOG scope on the SMG flat out looks gay, especially with the red cubemap on the lense. the H3 ODST sight looked wayyy better.
Higuy
December 2nd, 2011, 01:51 PM
It said in the trailer that the interiors are easily a WIP....
My point still stands clear, if all there going to be doing to the actual BSPs is just texture changes and prettying up the shaders, things are still going to look very out of place. The exterior of the map looks extremely grungy/dark too, while the original was pretty light compared to it, even if it was a desert.
DarkHalo003
December 2nd, 2011, 02:29 PM
My point still stands clear, if all there going to be doing to the actual BSPs is just texture changes and prettying up the shaders, things are still going to look very out of place. The exterior of the map looks extremely grungy/dark too, while the original was pretty light compared to it, even if it was a desert.
I can agree to this. I think a50 should still retain that "red clay" look to it. It's kind of its trademark aesthetic color, like Tip of the Spear's "red clay" hues or a30's grey cliffs and green valleys.
Hotrod
December 2nd, 2011, 03:27 PM
I really like that they're changing the environments (especially the snow exterior to a50, love it) since it gives the experience a nice new touch.
Kornman00
December 2nd, 2011, 03:43 PM
Yeah, the ACOG scope on the SMG flat out looks gay, especially with the red cubemap on the lense. the H3 ODST sight looked wayyy better.
^
Furthermore, I don't see why in the world you would have such a scope on a submachine gun. It's like an overused joke, sure it's funny the first one or two times but after a while it's just old and stupid. Sure this may look cool in passing, but the commodity is going to get old (unless your entire game was based around absurdness, eg, Saints Row). Even in a quasi-realistic game it just doesn't fit. It's not a precision weapon. It doesn't have a selector fire; you can't go from full auto to semi. This SMG, IMO, shouldn't be an SMG or at least shouldn't be called the SMG since Halo has already defined its idea of an SMG.
Halo's SMG is lower cost and compact form of the AR (in that it offers automatic fire) with an even higher rate of fire, but uses smaller round. The rounds are both smaller and caseless, meaning no shells are left behind making it the perfect weapon for covert inflitration operations that ODSTs would perform. It's less accurate than the AR but it's not meant for long distance assaults but instead close up skirmishes (again, making it a great additon to the ODST's arsenal). The scope like that in SPV3 doesn't make sense with the insane recoil the the SMG has.
The weapon present in SPV3 seems to be throw in just-because then turned around to be given some sense of purpose that isn't really served in Halo1. I can understand the addition of the brute weapons since, well the brutes are included in the gameplay. I can understand if the Halo SMG was included since ODSTs are explicitly in the game now as well. But I don't see the purpose of this SMG when there's the AR. IIRC, you can't even zoom with this weapon.
Warsaw
December 2nd, 2011, 03:51 PM
I also think adding mid-ranged scoped weapons on a50 is a terribad idea. What made that level unique is that you were forced to work with close quarters guns or long range sniper rifles on a map that would have been perfect for the pistol (and therefore the BR, Carbine, etc.).
Amit
December 2nd, 2011, 05:09 PM
I can agree to this. I think a50 should still retain that "red clay" look to it. It's kind of its trademark aesthetic color, like Tip of the Spear's "red clay" hues or a30's grey cliffs and green valleys.
Yeah. Right now it's looks too blue. The snow and night together already makes everything dark, but when you turn the lighting blue it jsut becomes downright depressing to look at.
I also think adding mid-ranged scoped weapons on a50 is a terribad idea. What made that level unique is that you were forced to work with close quarters guns or long range sniper rifles on a map that would have been perfect for the pistol (and therefore the BR, Carbine, etc.).
Remember, the level started off with a sniper rifle to begin with.What matters now is that we have choice. You can still use your close quarters weapons if you want.
Warsaw
December 2nd, 2011, 05:23 PM
It's not about choice, it's about the experience. I don't want choice, I want the level to play awesome. It would not have been as fun of a level had the pistol been present. Way too easy.
Also, CMT, why is the needler blue? Do we not have enough blue already with all of the Forerunner glowy things and the plasma rifle? I like the pink.
Kornman00
December 2nd, 2011, 05:34 PM
Not to mention the Pistol just plays differently from the Sniper while still packing a punch from a distance. Pistol holds more ammo (once you go below 24 rounds with the SR, you're stuck at that), fires faster, and has a larger clip. Yes, the SR can kill most things in one shot, but so can the Pistol if the target isn't shielded (plenty of jackals and grunts in T&R). Can't recall for sure if the Pistol reloads faster or not, but I believe it does. Starting the level off with a Pistol wouldn't make it feel like T&R. Add to the fact that the environment has been completely changed to snow and it might as well be some mirror universe where everything is completely different. Leave the mirror universe to Star Trek.
Amit
December 2nd, 2011, 05:49 PM
The pistol is available in this level? Fuck that.
Higuy
December 2nd, 2011, 06:08 PM
Oh, and, before I forget, that shaking of the screen whenever you shoot the sniper rifle is possibly one of the most annoying things ever imaginable. Please, get rid of it, no matter how "realistic" it may be.
TVTyrant
December 2nd, 2011, 06:08 PM
The pistol was available in the original after the first 2 minutes.
Hth
Timo
December 2nd, 2011, 06:21 PM
Looks epic!
Masterz1337
December 2nd, 2011, 06:32 PM
It's not about choice, it's about the experience. I don't want choice, I want the level to play awesome. It would not have been as fun of a level had the pistol been present. Way too easy.
Also, CMT, why is the needler blue? Do we not have enough blue already with all of the Forerunner glowy things and the plasma rifle? I like the pink.
Our mod has always been about choice. It can be played great any way you want. Also Needler is planned to be pink again.
Also pistol was never in stock a50.
Pooky
December 2nd, 2011, 06:33 PM
The pistol was available in the original after the first 2 minutes.
Hth
Uh, no? It's not even in the map file iirc
Anyway I liked what I saw here but I cringe inwardly any time i hear the word 'balance' said about a Halo game now
Timo
December 2nd, 2011, 06:35 PM
Isn't there one on a dead marine after the first two encounters? Or was that a sniper rifle
Pooky
December 2nd, 2011, 06:45 PM
http://i.imgur.com/3gC6u.png
hmm, I guess it is in there but I certainly don't remember ever finding one
TVTyrant
December 2nd, 2011, 06:51 PM
Isn't there one on a dead marine after the first two encounters? Or was that a sniper rifle
Yeah this is what I was thinking of.
Pooky
December 2nd, 2011, 07:01 PM
http://i.imgur.com/dLDnJ.jpg
This marine?
Timo
December 2nd, 2011, 07:03 PM
Ah, it's just sniper ammo. Was almost certain there was a pistol there though, what difficulty is that on?
Pooky
December 2nd, 2011, 07:03 PM
Easy.
Warsaw
December 2nd, 2011, 07:19 PM
Our mod has always been about choice. It can be played great any way you want. Also Needler is planned to be pink again.
Also pistol was never in stock a50.
But sometimes, choice becomes a chain by itself. Most people use the most effective guns when they play, and in this case that means the Carbine and BR are going to dominate alongside the shotgun. As soon as players get into the ship, they'll likely ditch the sniper rifle because it's more effective to use a plasma/mid-range combo or just go balls deep with the shotgun, saving the mid-range weapon to pick off grunts. Think of the shuttle bay; that part was challenging partly because you had grunts and jackals on the second level taking potshots at you when you weren't looking and because you had no mid-range weapon to deal with them. You HAD to waste precious sniper rounds, or try and take them down the hard way with plasma weapons.
So yeah. Just something to consider. Choice doesn't make it play great by default.
Amit
December 2nd, 2011, 07:56 PM
So yeah. Just something to consider. Choice doesn't make it play great by default.
I don't think it affects the gameplay unless you put those weapons into the player's hands right off the bat. As I said before, you can still use what you want to tackle this mission. Use the same weapons you do when playing unmodded Truth and Reconciliation. They are still there, so you'll still get the experience you would like. I want to play the way I want. I've already experienced Truth and Reconciliation's close quarters combat. I want to try something else this time.
Hotrod
December 2nd, 2011, 08:19 PM
I find myself agreeing with Amit, you aren't forced to take any weapons. Although, yes, the player will usually take whichever weapon is most effective they have the choice to take any weapons they see fit. After all, CMT is trying to make a new experience that plays differently from the original game. If you want the original experience, you have Halo 1 out there waiting for you.
Warsaw
December 2nd, 2011, 11:47 PM
It's not going to be a new experience if it's going to be a cluster-fuck of various weapons and enemies with little thought put into how they will actually work together. Don't make the same mistake Halo 2, 3, and Reach all made.
Kornman00
December 3rd, 2011, 01:32 AM
http://chzmemebase.files.wordpress.com/2011/06/memes-i-dont-always-play-the-flute.jpg
Since a bunch of new weapons are being added, I demand a flute. And little orange men.
Oh wait, the game already has grunts. I demand a squad of grunts instead of marines.
t3h m00kz
December 3rd, 2011, 01:33 AM
A really interesting idea is to have a huge encounter where you go "Wow I really could use X weapon... but I'm stuck with these shitty Y weapons!!!" and then right after that encounter give the player the weapon they wanted.
trollol.
Warsaw
December 3rd, 2011, 01:54 AM
That game is called Half-Life.
Hotrod
December 3rd, 2011, 01:57 AM
A really interesting idea is to have a huge encounter where you go "Wow I really could use X weapon... but I'm stuck with these shitty Y weapons!!!" and then right after that encounter give the player the weapon they wanted.
trollol.
Yeah, totally this.
You guys should make the player start with a Plasma Pistol and Brute Plasma Pistol on Truth & Reconciliation :3
Kornman00
December 3rd, 2011, 02:12 AM
Better yet, start with no weapons. Stealth x100 :mech2:
TVTyrant
December 3rd, 2011, 02:48 AM
http://chzmemebase.files.wordpress.com/2011/06/memes-i-dont-always-play-the-flute.jpg
Since a bunch of new weapons are being added, I demand a flute. And little orange men.
Oh wait, the game already has grunts. I demand a squad of grunts instead of marines.
So its like a mod that Marcus made?
TeeKup
December 3rd, 2011, 04:39 AM
I just use weapons that I find more fun to use. I usually dropped the sniper for a plasma rifle and used a needler as my secondary.
nuttyyayap
December 3rd, 2011, 04:51 AM
^That's exactly what I do :ohdear:
TeeKup
December 3rd, 2011, 04:56 AM
That's because the PR and the Needler are awesome. I've always had an affinity for the PR, the needler is just lulzy. (3..2..1..You're dead! Yay pink death everywhere!)
t3h m00kz
December 3rd, 2011, 05:41 AM
you just like the needler because it's hot pink, it penetrates and inevitably explodes.
TeeKup
December 3rd, 2011, 05:47 AM
You better believe it.
Arteen
December 3rd, 2011, 08:32 AM
Players should start off with a sniper rifle and rocket launcher.
Hotrod
December 3rd, 2011, 10:34 AM
Actually, I change my mind, players should start in a flying Scorpion tank to give them the option of doing anything they want.
Tnnaas
December 3rd, 2011, 10:42 AM
You should play the mission backwards.
The Covenant land Keyes in the hangar and you detain him. You then proceed to exit the ship and make your way to the designated PZ for extraction. That'll change things up.
Choking Victim
December 3rd, 2011, 10:59 AM
You should play the mission backwards.
The Covenant land Keyes in the hangar and you detain him. You then proceed to exit the ship and make your way to the designated PZ for extraction. That'll change things up.
This is actually an interesting idea, not necessarily play the level backwards, but make each event happen out of order. For example, instead of being dropped off on the ground and making your way into the ship, get dropped off inside the ship's cargo bay and make your way to keyes and eventually back to the ground.
Also, thanks for the recognition CMT. I've approached you in an attempt to help make OS content for your team, but time and time again I see my content being mentioned with absolutely no recognition that I'm even a member. You've credited everyone else that has a minor part on the team, but I continue to be pushed aside despite the fact that you mention my additions in the trailer. If you don't appreciate my help, I will no longer be giving it.
Higuy
December 3rd, 2011, 12:22 PM
And let the annual CMT drama begin.
Choking Victim
December 3rd, 2011, 12:28 PM
And let the annual CMT drama begin.
Annual? More like daily.
Higuy
December 3rd, 2011, 12:36 PM
Oh yeah, forgot that it happens 24/7.
Timo
December 4th, 2011, 05:37 AM
Oh no a friendly conversation about weapons, drama!!!!
Being able to select a loadout (stealth, assault, LOAD NOISES etc) at the start of the level would be neat, especially if each loadout came with a buttload of ammo like the sniper rifle does.
DarkHalo003
December 4th, 2011, 11:56 AM
Oh no a friendly conversation about weapons, drama!!!!
Being able to select a loadout (stealth, assault, LOAD NOISES etc) at the start of the level would be neat, especially if each loadout came with a buttload of ammo like the sniper rifle does.
Actually, that sounds very cool for some missions, though I think for obvious reasons it shouldn't exactly follow for levels like a10, a30, c20, c40, d20, or d40. Basically where you're not dropped in by Pelican and there would be reason for you to be able to select such weapons.
Higuy
December 4th, 2011, 01:37 PM
Thats a dumb idea unless the weapons you can choose are limited. If you were to allow the player to choose, say, a rocket launcher or shotgun upon load up, that would break the entire encounter structure already established, unless the dev's would be willing to have variants for every encounter around the certain load out you had chosen.
t3h m00kz
December 4th, 2011, 03:36 PM
Actually, that sounds very cool for some missions, though I think for obvious reasons it shouldn't exactly follow for levels like a10, a30, c20, c40, d20, or d40. Basically where you're not dropped in by Pelican and there would be reason for you to be able to select such weapons.
lol I have no idea what those missions are.
Pooky
December 4th, 2011, 03:42 PM
Well obviously you're not 1337 enough then.
Arteen
December 4th, 2011, 04:17 PM
Basically any level other than a50, b30, b40, and c10, of course.
Timo
December 4th, 2011, 04:33 PM
Thats a dumb idea unless the weapons you can choose are limited. If you were to allow the player to choose, say, a rocket launcher or shotgun upon load up, that would break the entire encounter structure already established, unless the dev's would be willing to have variants for every encounter around the certain load out you had chosen.
Obviously you wouldn't be able to start with a rocket launcher with 200 ammo and an FRG, that would just be silly. Only on the levels you're dropped into, and it'd be choses like smg/ar/br/pistol/carbine, etc. Things that won't effect gameplay that much, it'd just be great to start out with a weapon you love to use, and would probably pick up the first time you encounter it later on in the level.
Amit
December 4th, 2011, 07:44 PM
Thats a dumb idea unless the weapons you can choose are limited. If you were to allow the player to choose, say, a rocket launcher or shotgun upon load up, that would break the entire encounter structure already established, unless the dev's would be willing to have variants for every encounter around the certain load out you had chosen.
Ghost Recon style, bitch. in GRAW 1 and 2 you select the loadout you want and you can switch it out for enemy weapons or sometimes in the middle of the mission you can swap out from a Blackhawk (GRAW) or at any time using the MULE (GRAW2).
Higuy
December 4th, 2011, 07:56 PM
Will you hate me if I were to tell you I hated that game? Alot?
Kornman00
December 4th, 2011, 09:58 PM
To quote a grunt I killed earlier: "hate you"
:-3
Amit
December 4th, 2011, 10:38 PM
Will you hate me if I were to tell you I hated that game? Alot?
No. The combat was clunky as hell in those games. Tactics were awesome, but nothing like the original Ghost Recon :(
PopeAK49
December 5th, 2011, 02:54 AM
I think the Normal maps option is a big plus. How about the option to apply multiple detailed maps to one texture instead of two? Is that possible?
neuro
December 5th, 2011, 04:07 AM
i think so.
but i don't actually use any of it, so i'm propably wrong.
Amit
December 11th, 2011, 03:04 PM
Oh noes! Halomods is down so I can't get CMT updates!
Hotrod
December 11th, 2011, 04:39 PM
Oh noes! Halomods is down so I can't get CMT updates!
Don't worry! It's up again so we can fill our lives with CMT goodness!
*waits patiently, repeatedly pressing F5 at Halomods*
Amit
December 11th, 2011, 06:06 PM
*Looks* Nothing new. Oh.
Hotrod
December 11th, 2011, 06:12 PM
*Looks* Nothing new. Oh.
Nothing new there.
seewatididthar? :-3
neuro
December 14th, 2011, 10:57 AM
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/Warthog/civ.jpg
felt like postin' this.
Tnnaas
December 14th, 2011, 11:10 AM
Beauty just met the beast.
EagerYoungSpaceCadet
December 14th, 2011, 11:51 AM
You guys really like yellow
Kornman00
December 14th, 2011, 12:01 PM
It's a civilian warthog
neuro
December 14th, 2011, 12:01 PM
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/Warthog/THECOCKDESTROYER.jpg
guess this is more to your taste then.
EagerYoungSpaceCadet
December 14th, 2011, 12:02 PM
you might want to spoiler that :gonk:
also, the... bars on the front of the hog are wip right?
BobtheGreatII
December 14th, 2011, 01:57 PM
Good thing the civilian warthog still needs medpacks. Lol
Kornman00
December 14th, 2011, 02:12 PM
Never know when a covie invasion is going to enter the atmosphere and start glassing the shit out of everyone's shit...or when your hog will flip, throwing you out and crushing your leg. So yeah, good thing :p
Amit
December 14th, 2011, 02:47 PM
If those medpacks aren't usable then I'm boycotting SPV3 ;)
BobtheGreatII
December 14th, 2011, 02:57 PM
I just realized that the hog had mirrors. Lol! I like it.
Tnnaas
December 14th, 2011, 03:56 PM
Do one with the Rocket 'Hog paint!
EX12693
December 14th, 2011, 04:52 PM
MLP hog.
Ifafudafi
December 14th, 2011, 06:46 PM
what's that, Lassie
two updates in the same day
oh my (http://www.halomods.com/ips/index.php?app=forums&module=forums§ion=findpost&pid=4936)
Ryx
December 14th, 2011, 07:30 PM
The suspicious-looking fuel tank in the back... that's for the jump-jets, right?
Hotrod
December 14th, 2011, 08:07 PM
The suspicious-looking fuel tank in the back... that's for the jump-jets, right?
Jump jets you say?
Mako for SPv3? I think so.
Cortexian
December 15th, 2011, 03:04 AM
Nice hearts on the tire tread Nero!!
Now replace the chaingun projectiles with Sonic Rainbooms.
Kornman00
December 15th, 2011, 04:29 AM
Pretty sure those aren't intentional "hearts"
Amit
December 15th, 2011, 09:43 AM
Yeah, even the original has them
Cortexian
December 15th, 2011, 05:39 PM
Nope:
http://www.lowpings.net/gamingnews/wp-content/uploads/2009/04/warthog.png
Amit
December 15th, 2011, 06:31 PM
Nope:
http://www.lowpings.net/gamingnews/wp-content/uploads/2009/04/warthog.png
Sorry, I didn't meant the original CE Warthog, I meant his redone one before the hello kitty colours were added.
Timo
December 15th, 2011, 07:24 PM
Very nice. Is it possible to have the medic packs only usable once you're below a certain level of health, kind of like how you can only use an overshield powerup once your shields return to a certain level?
Cortexian
December 15th, 2011, 11:41 PM
Sorry, I didn't meant the original CE Warthog, I meant his redone one before the hello kitty colours were added.
Yeah I saw that, doesn't matter though, they're still hearts!!
EagerYoungSpaceCadet
December 17th, 2011, 07:48 AM
http://img259.imageshack.us/img259/2905/defaultf.png
Source: http://www.halomods.com/ips/index.php?/topic/302-new-spv3-hud-design/page__view__findpost__p__4959
Looks much nicer than before!
Hotrod
December 17th, 2011, 11:30 AM
I gotta say, I really am liking that HUD asides from the shield/health bar (still not liking the Reach style of having the bar drain towards the middle from both sides).
EagerYoungSpaceCadet
December 17th, 2011, 11:42 AM
skyrim
ThePlague
December 17th, 2011, 01:36 PM
The HUD outline looks kinda ewwy :\ It's way too bulky IMO.
Warsaw
December 17th, 2011, 02:34 PM
Gross. The bold outline, huge-ass health segment, and primary colour just make it fugly.
tl;dr: it's still too complicated looking. Functional, yes, but not efficient.
Ryx
December 17th, 2011, 03:20 PM
The curves on nades and weapon are going up at a harsh angle, the hud outline goes down o_O
Amit
December 17th, 2011, 04:04 PM
Honestly, I think you guys need to go back to basics. There shouldn't be such a huge section just for grenades. It's chunky and unnecessary. I'd like to see the Weapon information back on the left side with the grenade info somewhere around there and put the shield/health information back on the top right of the HUD. This will clear up the top section so we have increased visibility.
Pooky
December 17th, 2011, 04:59 PM
Gross. The bold outline, huge-ass health segment, and primary colour just make it fugly.
tl;dr: it's still too complicated looking. Functional, yes, but not efficient.
There's a reason Halo 3 trimmed things down so much compared to Halo 2.
Masterz1337
December 17th, 2011, 05:24 PM
Honestly, I think you guys need to go back to basics. There shouldn't be such a huge section just for grenades. It's chunky and unnecessary. I'd like to see the Weapon information back on the left side with the grenade info somewhere around there and put the shield/health information back on the top right of the HUD. This will clear up the top section so we have increased visibility.
The reason the grenades get their own side on the left is for potential future support for dual wielding, along with H2V support if there is ever a way to make campaign mods for that.
Warsaw
December 17th, 2011, 06:02 PM
There's a reason Halo 3 trimmed things down so much compared to Halo 2.
Yeah.
The main thing here is that CMT's HUD is not making efficient use of space. It's also drawing too much attention to itself, especially with that health bar.
Make it more squared, make it smaller, and make it less electric.
Also, I wouldn't bother with H2V support. There's really no point. Make it the best possible for Halo CE and if anyone wants to emulate the HUD in H2V, that's their business.
Masterz1337
December 17th, 2011, 06:36 PM
This HUD is more efficient when it comes to space then the old HUD or the H2 HUD. The center panel is something that will be tweaked, theres no doubt that we can do better and make it fit in more with the rest of the HUD. The setup right now is also super friendly for displaying vehicle and passenger information in a uniform way.
Some of us have plans for H2V where we want to use this, and dual wielding may eventually be a reality in CE, which is why we are continuing with a dual bar setup.
Donut
December 17th, 2011, 07:08 PM
how transparent is it going to be? i dont think its TOO bulky at the moment, but if the filled in sections are like... 70% or so transparent, it might appear to be less bulky. idk though.
n00b1n8R
December 17th, 2011, 07:31 PM
The HUD outline looks kinda ewwy :\ It's way too bulky IMO.
iawtp, the "borders" around the hud make no sense (in H2 there was only a border when you zoomed in for example).
The reason the grenades get their own side on the left is for potential future support for dual wielding, along with H2V support if there is ever a way to make campaign mods for that.
Then make a H2 hud for H2 if you ever need it.
Ryx
December 17th, 2011, 09:08 PM
Too much hate. I think it just needs the angles and edges to be fixed, and shrunk a little, but the overall idea looks good.
Warsaw
December 17th, 2011, 09:19 PM
This HUD is more efficient when it comes to space then the old HUD or the H2 HUD. The center panel is something that will be tweaked, theres no doubt that we can do better and make it fit in more with the rest of the HUD. The setup right now is also super friendly for displaying vehicle and passenger information in a uniform way.
Some of us have plans for H2V where we want to use this, and dual wielding may eventually be a reality in CE, which is why we are continuing with a dual bar setup.
How efficient it is relative to something else is irrelevant, especially if it is still not efficient.
Masterz1337
December 18th, 2011, 03:12 PM
Then you go design a HUD, this is the HUD that we want to do.
itszutak
December 18th, 2011, 03:24 PM
I actually like the HUD-- I just wonder what it'd look like if you turned down the opaquicity/brightness/contrast/color down to that of the assault rifle's display. Perhaps it matches with the new BR's display?
Daishi
December 18th, 2011, 03:31 PM
It does appear to be in a very dark environ...perhaps it's just bright because of its brightness in comparison to its surroundings.
Masterz1337
December 18th, 2011, 04:28 PM
http://img4.imageshack.us/img4/4179/zoomx2e.png
t3h m00kz
December 18th, 2011, 04:41 PM
The opacity of the visor could definitely be toned down a bit.. seems just a tad too visible
PopeAK49
December 18th, 2011, 04:51 PM
Looks good.
Gwunty
December 18th, 2011, 05:56 PM
I think it looks fine, just please get rid of those black lines, make them the same color as the surrounding outline.
itszutak
December 18th, 2011, 05:56 PM
opacityIs that how you spell that? Alright, learned something new today.
And now having seen the hud in normal lighting, I have to agree with mookz-- the opacity is a little bit high, although the color seems about right.
Sean Aero
December 18th, 2011, 09:00 PM
Why does the HUD have a helmet visor?
Further reply here: http://www.halomods.com/ips/index.php?/topic/302-new-spv3-hud-design/page__view__findpost__p__4973
Masterz1337
December 18th, 2011, 10:51 PM
The helmet icon shows up because it changes based off flashlight/visor, the active grenade in the upper part changes depending on if you're grenade launcher on the BR or any other weapons on the weapon are active. I agree some of the outline could be cleaned up on the sides, the top and bottom are less invasive than H3's however, and most of these things we can easily tweak.
TVTyrant
December 18th, 2011, 11:07 PM
I think it looks good. I don't care what anyone says.
Amit
December 19th, 2011, 01:30 AM
I could get used to the HUD, but why does there have to be a visor outline at all? I just find it plain distracting.
Guardian
December 19th, 2011, 04:20 AM
I like it, the faint double up of all the icons makes it feel more like a HUD.
t3h m00kz
December 19th, 2011, 07:28 AM
I think it looks good. I don't care what anyone says.
Bro, I will drop the drama bomb right here right now if you don't agree with me 100%.
I'll destroy your world.
also seanero brought up some good criticism, though I generally don't care too much about HUD shit. Visor outlines being obstructive pisses me off though.
nuttyyayap
December 19th, 2011, 02:13 PM
Bleh, make the outline FAR more transparent, it's like having tunnel vision :saddowns: (and not the epic mission from Electrosphere)
Amit
December 19th, 2011, 06:31 PM
And imagine the grief the visor outline will give Cortexian and Zeph with their triple monitor setups. It'll look weird as hell.
Masterz1337
December 19th, 2011, 06:39 PM
OS has HUD scaling built in. I don't see why you'd play on three monitors, or why you'd expect us to cater to the .002 percent of people who have one.
Amit
December 19th, 2011, 06:42 PM
No, no, you misunderstand me. I laugh at their plight, but this doesn't have anything to do with the HUD scaling. That's good and all, but having the two side screens with nothing on them except the game itself and then the middle one having an extra outline in addition to the HUD. I'd imagine that would look weird. However, since I have not run Halo with three monitors myself, I cannot say what it would look like for sure.
TVTyrant
December 19th, 2011, 06:58 PM
Bro, I will drop the drama bomb right here right now if you don't agree with me 100%.
I'll destroy your world.
also seanero brought up some good criticism, though I generally don't care too much about HUD shit. Visor outlines being obstructive pisses me off though.
Bring it nigga
Ifafudafi
December 21st, 2011, 07:48 PM
more stuff
(yes I know I speak quickly and that my voice forgot to go through puberty you don't have to tell me)
58Pw-4t146w
TVTyrant
December 21st, 2011, 08:20 PM
I'm guessing the sights on that Shotgun are rule of cool?
Amit
December 21st, 2011, 09:32 PM
Does it matter? It's not like you can aim down them.
Tnnaas
December 21st, 2011, 09:33 PM
Does it matter? It's not like you can aim down them.
With this logic, you might as well attach a scope to the damn thing.
Hotrod
December 21st, 2011, 10:03 PM
I love the Brute Plasma Rifle sounds, they sound so deep and powerful. Is the sound different from the regular Plasma Rifle?
n00b1n8R
December 22nd, 2011, 12:28 AM
The PP impact sound is really strange, I don't like it at all. The H1 version sounded like what you'd expect a superheated plasma breaking it containment field on impact and sputtering out would sound like. Your new version sounds a hell of a lot more like a physical pullet impact.
TVTyrant
December 22nd, 2011, 12:39 AM
Does it matter? It's not like you can aim down them.
I said rule of cool. I wasn't complaining, just asking.
Amit
December 22nd, 2011, 01:23 AM
I said rule of cool. I wasn't complaining, just asking.
Well, the sights are rather basic. Sorry if my post sounded a little hostile. I'd prefer those weird fins near the front sight to be removed, but it's not like CMT cares what we think.
With this logic, you might as well attach a scope to the damn thing.
Heh, you've seen the scoped SMG haven't you? That thing has a damned ACOG sight on it lol.
TeeKup
December 22nd, 2011, 02:58 AM
I love the BPR animations. :3
Masterz1337
December 22nd, 2011, 03:07 AM
Not anymore, it's just a boring looking SMG
itszutak
December 22nd, 2011, 04:57 AM
liking that "wingy" thing the BPR does. Reminds me a bit of half-life 1's idle animations somehow
Kornman00
December 22nd, 2011, 09:36 AM
Not anymore, it's just a boring looking SMG
ftfy
You don't need a nonsense, herp derp, mod all teh thingz! scope to make a weapon look good.
Masterz1337
December 22nd, 2011, 12:05 PM
And you need to start doing the things you promise us before complaining about every anal military inconstancy.
The 1x plus infa red scope would work fine if our SMG stayed true to our roots as a modified h1ar, rather than the way it is now.
EagerYoungSpaceCadet
December 22nd, 2011, 12:58 PM
R.I.P. SPv3
Hotrod
December 22nd, 2011, 03:51 PM
R.I.P. SPv3
Err... It's not dead >.>
EagerYoungSpaceCadet
December 22nd, 2011, 04:39 PM
Not yet...
See the two posts above mine
PopeAK49
December 22nd, 2011, 05:26 PM
umm. What?
TVTyrant
December 22nd, 2011, 05:57 PM
Not yet...
See the two posts above mine
rofl
TrantaLocked
December 23rd, 2011, 04:45 AM
Whoever said that the Halo 2 HUD is inefficient compared to the new CMT HUD has no idea what he's talking about.
Suggestions for the HUD (if CMT is planning on the new one): Make things smaller, simpler and sleeker. The Halo 2 HUD is a perfect example to work off of.
I do prefer the older HUD over the new one CMT is working on. That one is pretty much good but can still be compressed to save more space.
Kornman00
December 23rd, 2011, 02:53 PM
And you need to start doing the things you promise us before complaining about every anal military inconstancy.
What promises, hmm?
DarkHalo003
December 23rd, 2011, 03:37 PM
What promises, hmm?
I'm positive you promised CHANGE.
Amit
December 23rd, 2011, 03:58 PM
Not anymore, it's just a boring looking SMG
Well, maybe the ODST style SMG would be a better choice, then? The sights are nice and there's a silencer on the end of it, so that makes sense with the role you want it to have in the mod.
TVTyrant
December 23rd, 2011, 05:22 PM
Here come the :dramabomb:
Masterz1337
December 23rd, 2011, 06:01 PM
Well, maybe the ODST style SMG would be a better choice, then? The sights are nice and there's a silencer on the end of it, so that makes sense with the role you want it to have in the mod.
It is still silenced, but gameplay wise it's boring. I found the scope was cool because if executed right it would give the SMG it's own niche role that H1 weapons all had, unlike the new tightly constrained roles we've given the guns in this mod. Not to mention I found it visually appealing.
TrantaLocked
December 23rd, 2011, 06:32 PM
In a few threads I've seen arguing over the HUD. Here's a suggestion: let the user decide which HUD he or she would like through an in game option. That way, all of the HUD designs can be presented. No more arguing, and everybody wins.
Besides that, I find the SMG scope completely unnecessary. There is a certain threshold between making things cooler and then modding things just for the hell of it. This is why we have the weapons with scopes on them, mainly the battle rifle. I do agree that it looks good though; it just doesn't fit right in my eyes.
t3h m00kz
December 24th, 2011, 12:35 AM
I think the SMG scope is fine and I think a zoom functionality on the SMG if done right would keep the weapons on par with one another and add complexity to the gameplay.
who gives a shit what I think though, santa brings me coal.
TrantaLocked
December 24th, 2011, 01:02 AM
I think the SMG scope is fine and I think a zoom functionality on the SMG if done right would keep the weapons on par with one another and add complexity to the gameplay.
who gives a shit what I think though, santa brings me coal.
The SMG is incredibly inaccurate and has a very short range. If it handles the way it does in Halo 2, there is zero reason to have a scope.
TVTyrant
December 24th, 2011, 01:34 AM
santa brings me coal.
Mmm Daddy like.
On topic, I like the scope if done right.
Bobblehob
December 24th, 2011, 01:46 AM
The SMG is incredibly inaccurate and has a very short range. If it handles the way it does in Halo 2, there is zero reason to have a scope.
Think about ODST though, where the SMG had a visible scope and was fairly effective at medium range.
Amit
December 24th, 2011, 02:41 AM
I have no problem with the SMG being able to zoom in to 1.5x magnification, but more than that is probably out of its effective range of fire. An ACOG scope does 4x magnification, though, we all know that and it just throws me off when I see it on the SMG. Or wait! Why doesn't CMT put a purely 1.5x infrared-night vision (IRNV) scope on the SMG and make its range limited so that it doesn't undermine the effectiveness of the VISOR system? Close range is always recommended when using the SMG, but you'll still have that magnification for slightly farther ranges and the IRNV will help keep you on target in the darkness. It can't be very difficult to implement something like that. Just create a scope view for the SMG and make the view only in night vision. Or maybe give the player the choice, like on the actual sniper rifle. This shouldn't affect the VISOR system since the flashlight in stock halo isn't affected by using Q to turn on the night vision.
t3h m00kz
December 24th, 2011, 04:04 AM
The SMG is incredibly inaccurate and has a very short range. If it handles the way it does in Halo 2, there is zero reason to have a scope.
you do know that with OS
they theoretically could add a decrease in spread when zoomed in
right?
besides, Halo 2 had the worst excuse for "weapon balance" in any game ever. the weapons were only useful in very, very, VERY specific scenarios. rock-paper-scissors of the FPS franchise.
think of it this way.
H2:
EFFECTIVE RANGE OF:
SMG
|++---|
BATTLE RIFLE:
|-+++-|
SHOTGUN
|+----|
SNIPER RIFLE
|---++|
as opposed to
HALO 1
EFFECTIVE RANGE OF:
ASSAULT RIFLE
|+++--|
PISTOL
|-+++-|
SNIPER RIFLE
|-++++| (2x zoom ftw)
SHOTGUN
|++---|
and so on.
fuck I told myself I'd stop talking about this pointless shit
Donut
December 24th, 2011, 04:18 AM
^ id plus rep that post if i could. thats the best way ive ever seen weapon balance described. im definitely going to start using that now.
t3h m00kz
December 24th, 2011, 04:23 AM
visual aids do help
TrantaLocked
December 24th, 2011, 04:25 AM
Halo 2 has a fine weapon balance. The SMG was an attempt to separate the fully auto gun from the tactical semi-auto guns, and that may or may not be good for some. It is really fun using the H2 SMG because it's the Rambo, mindless, all out gun. Then you add on a scope, completely defeating the purpose of the SMG. The actual visibility of the scope takes away the feeling you would get using the SMG in Halo 2. Sure It's still fun to use, but now it feels more like a full-auto BR over a rambo machine gun.
Either we will still have the trusty assault rifle (which I'm sure we care more about than the SMG). And again, at least the scope looks pretty good.
t3h m00kz
December 24th, 2011, 04:29 AM
if you don't know where I'm coming I'm going to make the assumption you have not made it past level 10 in ranked slayer.
you're not going to make it five feet with your SMG with everybody else on the map BRing you to hell and back unless you catch someone off-guard in short-range. and even then you risk the chance of getting BXR'd.
TrantaLocked
December 24th, 2011, 04:34 AM
Ranked slayer? What are you talking about? I only play Halo 1 for multiplayer (although I've played the whole series online except for ODST).
Like I said, the SMG is FUN to use. It doesn't help in half the H2 campaign, and especially would lead to failure in multiplayer.
The battle rifle is my favorite weapon BTW. I liked the DMR playing Reach the other day.
Masterz1337
December 24th, 2011, 04:37 AM
H2 IMO is by far the worst of all the halo games imo. I got into CE because of how much I hated H2.
To anyone who thinks that our SMG with a scope means ODST style SMG.... well no, we'd never reproduce that weapon.
t3h m00kz
December 24th, 2011, 04:43 AM
Ranked slayer? What are you talking about?
weapon balance
I only play Halo 1 for multiplayer (although I've played the whole series online except for ODST).
then you likely don't have a good feel of Halo 2's weapon balance if you've never gone against people who know how to use the weapons effectively
Like I said, the SMG is FUN to use. It doesn't help in half the H2 campaign, and especially would lead to failure in multiplayer.
then it's not the "fine balanced weapon" you claimed it to be, is it?
The battle rifle is my favorite weapon BTW.
most versatile weapon in the game, yes
I liked the DMR playing Reach the other day.
dmr's fine too, needed a bit more umph
H2 IMO is by far the worst of all the halo games imo. I got into CE because of how much I hated H2.
To anyone who thinks that our SMG with a scope means ODST style SMG.... well no, we'd never reproduce that weapon.
you could theoretically make it perfectly accurate when scoped in. But then you'd have to worry about the overpowering lack of recoil.
TrantaLocked
December 24th, 2011, 04:44 AM
All I played was Halo 2 multiplayer with my cousin when it came out. I also own it on PC, and I've beaten the campaign three or four times. I know the game, lol XD
And it IS balanced because it is rewarding to use it. The feeling of bullets tearing apart jackals in close corridors is worth using the SMG. It is highly effective at very close range no doubt, and you underestimate how often in the game you're in close combat. Still, like I said, the SMG is usable half the time in Halo 2, while in Halo 1 the AR is usable almost the whole time. The AR was split into two guns for H2 which allowed players to develop further their own play style.
Are you guys planning on making the SMG w/scope more accurate than H2?
What about the relationship between the AR and the SMG in the mod? If one would choose between the AR or SMG w/scope, there would need to be advantages for both. I'd say if the scope stays, the SMG needs to be less powerful but have a longer range and better accuracy than the AR.
Cortexian
December 24th, 2011, 05:16 AM
Except that the Halo 1 pistol is actually |++++-|
t3h m00kz
December 24th, 2011, 06:59 AM
yeah actually you're right it's pretty good close quarters, not hard to take down shottiers
EagerYoungSpaceCadet
December 24th, 2011, 08:50 AM
you do know that with OS
they theoretically could add a decrease in spread when zoomed inThey can do it without OS
Pooky
December 24th, 2011, 10:06 AM
Except that the Halo 1 pistol is actually |++++-|
Not really, I can beat out Pistolers easily with the shotgun or AR at point blank range.
Amit
December 24th, 2011, 01:50 PM
Not really, I can beat out Pistolers easily with the shotgun or AR at point blank range.
This, but most people using an AR will get out-gunned by a pistol user if they don't know how to lead their shots with the AR and the pistol user does.
=sw=warlord
December 24th, 2011, 02:06 PM
Not really, I can beat out Pistolers easily with the shotgun or AR at point blank range.
at point blank range.
.
itszutak
December 24th, 2011, 02:35 PM
Man it's great to see Modacity hasn't changed in two years (re: these last few pages)
Pooky
December 24th, 2011, 11:24 PM
.
Pretty sure the far left X counts as point blank range, unless everyone's understanding of the scale is way out of whack. I'd say from as far as across the top of the bases on Blood Gulch the AR or Shotgun can reasonably beat out a Pistol. Anything beyond that is medium range, so you're an idiot to be using anything other than the only medium range weapon in the game.
Warsaw
December 25th, 2011, 04:17 PM
If we want to get all ooey gooey technical, point-blank is the distance at which you can hit a target without having to compensate for gravity. That said, AR > Pistol at under 30m. Halo really boils down to requiring knowledge to play. Nub-friendly it is not. I got demolished left and right when I first started.
E: That shotgun is positively sexy. Can you please leave it just like that and not fuck it up by adding on that utterly useless and fugly laser sight that Bungie loved so much? It's clean and badass.
t3h m00kz
December 25th, 2011, 05:53 PM
>implying the projectiles in halo move slow enough and there's not such a massive amount of auto-aim that gravity plays a significant roll
this ain't battlefield son.
the need to aim above the heads of enemies is due to the massive auto aim, and having the center of your crosshair lower than their head will not cause the projectiles to gravitate toward their head. the enemy's head has to be in the southern hemisphere of the crosshair for a headshot. this was true with all games in the series.
for instance. above their head, the projectiles will be:
-
|
|
x < here
-
below their head/anywhere above their body, the projectiles will be:
-
|
x < here
|
-
below their collision model, the projectiles will be
-
x < here
|
|
-
same with left/right
need I link you to that video I posted a while back of the auto-aim in H1 for proof? or should I make another one specifically for this demonstration?
Warsaw
December 25th, 2011, 06:11 PM
I know that. I was pointing out the irony of arguing about point-blankness in Halo, sorry.
Pooky
December 25th, 2011, 07:20 PM
wtf, nowhere in Warsaw's post did he say gravity played a role in Halo. He didn't even imply that it did. He just used gravity as it relates to real life ballistics to clarify the definition of point blank range. What are you smoking.
Amit
December 26th, 2011, 02:47 AM
Point blank is point blank. You can't really beat the AR or Shotgun inside 10 meters unless the pistoler has the high ground and jumps over you.
t3h m00kz
December 26th, 2011, 04:31 AM
What are you smoking.
hella artificial christmas tree pine needles.
don't hate.
Warsaw
January 9th, 2012, 06:06 AM
Putting my money where my mouth is:
http://fc05.deviantart.net/fs71/i/2012/009/a/f/cmt_hud_concept_1_by_von_krupp-d4lsund.jpg
The bar at the top is for vehicle status. When in a vehicle, the left and right segments would be gone, and you would have your four other vehicle occupants listed (on the left) 1 and 3 and (on the right) 2 and 4.
For the shield meter, you would see your health underneath the shield status bar as it depletes. Shield depletes upwards towards the shield icon, health depletes downwards towards the bottom.
The shape of the corner elements means it can be used for dual wielding. I know that was a reason that the SPv3 HUD is shaped the way it is, and this set up makes it easy to simply mirror the information layout of the right side onto the left should there be a weapon in the left hand.
The icons next to the ammo count are the magazines for each weapon (battery for plasma). You could just as easily substitute in the weapon icon if you wanted. Beneath this, you have the counter for your current magazine, using individual rounds a la Vanilla Halo. If you want to make it a bar instead, I'd suggest changing the icon above to be the particular ammunition. That is to say that you would show a few 7.62mm bullets for the AR, a few .50 AE rounds for the pistol, a 14.5mm round for the sniper, a few needles for the Needler, etc. Having the icon show few rounds rather than one indicates the full auto nature of the weapon in question, where as showing just one would indicate single-shot or semi-automatic.
The overheat meter for plasma weapons should be a bar that moves from right to left as you fire, of the same width as the bar up top. It would be invisible if there is no heat on the gun. Likewise, if you wanted the bullet counter to be a bar, it would also be the same width and would deplete from left to right. The top and bottom bars would both flash when a weapon is low on ammunition, and turn solid red when depleted.
For grenades, the solid coloured one is the selected one (ignore the dash on the plasma, I goofed). There are no animations for low or empty grenades.
An alternative would be having your shield/health combo bar be up top in the centre ( both depleting towards the middle) and having vehicle health around the motion tracker, but I prefer it the way I have it because it means that while I am in a vehicle, all of the relevant information is up top. Were I to place vehicle health around the motion tracker, I would have to move the occupant statuses all to the left side in a vertical stack.
Of course, gradients can be used and scaling can be altered. The helmet curve can be easily incorporated into the design, too. This is just a general layout that I think is more user-friendly and less of an eye-sore than the huge, chunky HUD we've been seeing.
Pooky
January 10th, 2012, 12:05 AM
Yeah, that HUD looks way cleaner and more functional than any CMT one I've ever seen. I do have a few arguments though:
Bars are gay. Invididual rounds supremacy
Passenger status should be on the left 1 and 2 and on the right 3 and 4, IMO
instead of using just one meter for health and shields, why not have health and shields go down each side of the radar (almost like a marathon symbol). Health as a red bar on the left, and shields as a blue bar on the right. The reason being that Halo 1 doesn't have regenerating health so you need to be able to see your health even if your shields are full. The little thing saying 15m isn't really important anyway.
BobtheGreatII
January 10th, 2012, 01:22 AM
Microsoft Metro meats Halo.
Warsaw
January 10th, 2012, 01:34 AM
I would actually take that as a compliment, because I like Metro on the WP7 UI. I wasn't thinking that way when designing it, though. I just wanted clean. In practise, I would make all of the elements smaller on the screen than I have them in the sketch.
Yeah, that HUD looks way cleaner and more functional than any CMT one I've ever seen. I do have a few arguments though:
Bars are gay. Invididual rounds supremacy
Passenger status should be on the left 1 and 2 and on the right 3 and 4, IMO
Yeah, I prefer individual rounds, too. However, for plasma weapon over-heat, I prefer smooth bars. Don't do that Halo: Reach bullshit with segments. If you see, I don't have any bars for the weapons, and I only describe how bars would behave in case CMT would want to do bars instead (because bars are easier to implement than rounds). The bars at the top of the corner elements are only there to be pretty and add some substance to the HUD.
As for passenger status, I have it as it is so that when you have slots 1 and 2 filled, the vehicle information is going straight across the top of the screen. Slots 3 and 4 are only ever going to be filled driving a full Scorpion, so it makes more sense for them to have a secondary position underneath the "prime real-estate" that is the top. Also, I think the seats in the Scorpion are also labeled that way, but I could be wrong (and the layout in the Scorpion can always be changed, seeing as this is a mod anyways).
instead of using just one meter for health and shields, why not have health and shields go down each side of the radar (almost like a marathon symbol). Health as a red bar on the left, and shields as a blue bar on the right. The reason being that Halo 1 doesn't have regenerating health so you need to be able to see your health even if your shields are full. The little thing saying 15m isn't really important anyway.
Can't do this because if I recall correctly, you can't move the location of the motion tracker. This is important, because if you want to maintain the spacing from the edges of your screen that is already present in vanilla Halo, you can't put anything on the left side of the motion tracker. It will look funny. I took inspiration from Chronopolis and you will notice that it, too, has all of its information in the exact same places around the motion tracker that I do. Besides, I wanted to inject at least a little bit of creativity into the design, so having a combo bar is kind of neat. You don't really need to see your health unless your shields are out, and you will hear your heart beat if it's dangerously low. The way I have it laid out, with the direction of health decrease, you will instantly see whether or not you have blue, yellow, or red health as soon as your shields begin dropping. There are no outlines for this HUD, so as stuff drains, it actually disappears entirely.
Pooky
January 10th, 2012, 06:37 PM
Well, you coudl always split the current bar in 2 and do it that way, or have them stacked on top of eachother like so http://i.imgur.com/mpeZU.jpg.
Either way, I would never go for a HUD that doesn't display all relevant information at all times. Keep in mind that Halo 1 doesn't do the 'shield pop' bullshit Reach does, so your health level still has a big impact regardless of whether your shields are up.
nuttyyayap
January 10th, 2012, 07:41 PM
Actually, you CAN move the tracker...
Tnnaas
January 10th, 2012, 08:31 PM
Moving the motion tracker is a bitch and so many custom HUDs screw that particular portion of the screen up. I like Pooky's idea of splitting the bar mid-way. I think it would look a lot cleaner and be a lot less confusing than most other setups.
Hotrod
January 10th, 2012, 08:49 PM
I agree, Pooky's idea is great and reminds me of a redone version of Halo 2's shield bar. Oh the motion tracker should always stay in the bottom left corner since people are used to it being there and changing it would end up being more frustrating than anything.
Bobblehob
January 10th, 2012, 08:51 PM
I still like a little more complicated HUD, though the idea there is good, I still like the current CMT version better.
Warsaw
January 10th, 2012, 09:31 PM
Well, you coudl always split the current bar in 2 and do it that way, or have them stacked on top of eachother like so http://i.imgur.com/mpeZU.jpg.
Either way, I would never go for a HUD that doesn't display all relevant information at all times. Keep in mind that Halo 1 doesn't do the 'shield pop' bullshit Reach does, so your health level still has a big impact regardless of whether your shields are up.
I actually considered this, and it is a good idea. I'm all for it, as it doesn't add useless clutter.
Spartan314
January 10th, 2012, 09:49 PM
I think having that way makes it too simple. I like CMT's design currently because it seems complex yet it's easy to understand. Didn't really like Halo 2's HUD much...
BobtheGreatII
January 10th, 2012, 10:01 PM
I really don't enjoy anything but the motion tracker being in the lower left hand side of the screen.
Warsaw
January 10th, 2012, 10:02 PM
Which is why I also made the suggestion of putting the health and shields up top a la Halo 3.
@Spartan314: I didn't either. I hate the boxes. I don't have any boxes here. I did like the Chronopolis motion tracker area, though.
Besides, it's hard to tell what mine would look like without someone actually doing a Photoshop mock-up that could be put in-game. Those icons for magazines and grenades could have gradients in them for all I know, rather than just be a simple solid colour. Same goes for the area under the bars and the inside of the motion tracker.
TVTyrant
January 10th, 2012, 10:25 PM
CMT: The only Halo topic where a 20 page argument can happen without the devs once commenting.
Bobblehob
January 10th, 2012, 10:52 PM
314 is right, The hud as it is complex enough to be interesting. The simpler version there isn't better, its just a different idea. It also helps that the more recent versions of the hud that have been discussed in the last view pages have already been improved upon. Check the Halomaps, and Halomods threads for the newer versions. The Visor outline has been dimmed and the shape changed, as well as other simple changes.
Tnnaas
January 10th, 2012, 10:59 PM
I believe this is the HUD we were looking for.
http://img46.imageshack.us/img46/8990/needler.png
It's improved, I still think the Reach style shield/health meter is a bit off.
Oh, and that needler reticle? Love it.
Ifafudafi
January 10th, 2012, 11:08 PM
CMT: The only Halo topic where a 20 page argument can happen without the devs once commenting.
c-c-c-combo breaker
TVTyrant
January 10th, 2012, 11:17 PM
c-c-c-combo breaker
I lold.
Also that HUD looks great to me/its just a HUD guys.
Donut
January 11th, 2012, 12:18 AM
that needler reticle is fucking badass
Warsaw
January 11th, 2012, 12:53 AM
314 is right, The hud as it is complex enough to be interesting. The simpler version there isn't better, its just a different idea. It also helps that the more recent versions of the hud that have been discussed in the last view pages have already been improved upon. Check the Halomaps, and Halomods threads for the newer versions. The Visor outline has been dimmed and the shape changed, as well as other simple changes.
I think you missed the point. The point was to take up less screen real-estate. With mine, even if it is as large as it is, it's still easier to see through because there are no huge-mongous boxes to block objects behind them. If CMT was to make their hud smaller, it would already be three steps better. But they want it huge. It's gross. Some of us don't have monitors with resolutions in excess of 1680x1050 and, in fact, the majority of PCs are probably only running at 1366x768 or 1440x900 because those are the favourite garbage peddled by vendors.
I'm not attacking your opinion, I'm just elaborating on why I made mine and why I don't really like the CMT SPv3 one.
Amit
January 11th, 2012, 01:24 AM
Even if this...
http://img803.imageshack.us/img803/5323/previewgm.png
...looks nice, I still have to agree with Warsaw here.
Spartan314
January 11th, 2012, 03:21 AM
I think you missed the point. The point was to take up less screen real-estate. With mine, even if it is as large as it is, it's still easier to see through because there are no huge-mongous boxes to block objects behind them. If CMT was to make their hud smaller, it would already be three steps better. But they want it huge. It's gross. Some of us don't have monitors with resolutions in excess of 1680x1050 and, in fact, the majority of PCs are probably only running at 1366x768 or 1440x900 because those are the favourite garbage peddled by vendors.
I'm not attacking your opinion, I'm just elaborating on why I made mine and why I don't really like the CMT SPv3 one.
Personally, if it were any smaller, I think I would have a hard time finding things on the HUD.
A HUD should be there for easy access, and quickly allow the player to see what he/she needs.
In the end, it's CMT's decision, so...
Warsaw
January 11th, 2012, 04:14 AM
Again, I said the point was to be more transparent, not necessarily smaller.
Isn't one of CMT's unofficial goals to compete with HA10?
Pooky
January 11th, 2012, 06:16 AM
CMT: The only Halo topic where a 20 page argument can happen without the devs once commenting.
Nobody was arguing, we were having a friendly discussion?
http://img46.imageshack.us/img46/8990/needler.png
A lot better, but the stupid visor outline still needs to go.
Warsaw
January 11th, 2012, 06:28 AM
I can barely see it at all on my monitor (using nominal setting of 50% brightness and 50% contrast).
Amit
January 11th, 2012, 08:17 AM
Nobody was arguing, we were having a friendly discussion?
Considering the usual behaviours of Modacity, I'm actually surprised this is true for once.
BobtheGreatII
January 11th, 2012, 01:38 PM
I honestly think the visor outline has to go just because OS isn't scaling the UI/HUD so having it cut off like that looks a little silly.
paladin
January 11th, 2012, 04:50 PM
I like the visor outline... :)
EagerYoungSpaceCadet
January 11th, 2012, 05:02 PM
I like the teal
On topic, I don't care about the outline as long as it's transparent enough to not be obstructive.
Spartan314
January 11th, 2012, 07:42 PM
Yes, and I think it's pretty good right now transparent wise.. of course, I'd have to test to actually see if it's annoying, but judging from the pictures given.. I think it's nearly perfect.
Pooky
January 12th, 2012, 06:20 PM
It's not that it's overly obstructive or anything, it's just pointless and dumb.
Cortexian
January 13th, 2012, 10:58 AM
+1 for the HUG style Warsaw posted. I'd rather have the shields overlay the health than be split, makes it even cleaner. However I'd also rather have the shield deplete downwards just like the health, if they were given a large enough difference in color (transparent blue vs transparent red) it would still be very obvious what's depleting. Adding in dual-directionality is just something extra that your brain has to think about before you make a decision.
Warsaw
January 15th, 2012, 03:51 PM
Only until you get used to it. But yeah, I would retcon it so both deplete downward in hindsight. I don't want to see my health through the shield bar though, as that would make it go from clean to busy.
Ifafudafi
January 19th, 2012, 06:15 PM
hey guys, teh lag took some screenshots to make up for the fact that that "We'll have another formal announcement in about a month or so with more precise information on the upcoming release" is slowly turning into more and more of a lie
here's one; you can see the rest at the Halomods forum (http://www.halomods.com/ips/index.php?/topic/409-official-update-12211-new-media-inside/page__view__findpost__p__5341)
http://dl.dropbox.com/u/10778064/misc/screencaps/haloce 2012-01-16 22-25-59-27.png
TVTyrant
January 20th, 2012, 03:14 AM
FUCK
That looks so awesome. Straight up 360 graphics.
Amit
January 20th, 2012, 04:58 AM
That was almost insulting lol. That CMT Needler kicks Reach in the balls.
DarkHalo003
January 20th, 2012, 02:18 PM
Crit: Elite's armor looks like it is coated in pastels. Not sure what it is, but I thought it looked odd. Just thought to mention it in-case someone on the team had any thoughts on it.
Hotrod
January 20th, 2012, 02:31 PM
Holy shit, that looks awesome! I can't wait to get my hands on this!
Higuy
January 20th, 2012, 10:11 PM
You guys seriously need to turn that bloom down. It's good, but not when the entire screen is filled with it.
RedBaron
January 20th, 2012, 11:25 PM
It might be just me, and I haven't really been following this at all, so for all I know it might be a place holder. But that Master Chief. It doesn't look right to me at all. Just sayin. Again, that's just my take.
Warsaw
January 24th, 2012, 03:19 AM
It doesn't. Not even the HA10 one is quite right. The Halo 1 MC look is really hard to nail down with an updated model.
RedBaron
January 24th, 2012, 03:45 AM
Yeah, I guess the proportions for MC were never correct to begin with. But it just seems so blatant that with this model, the pelvis is wayyy too small compared to the upper body, and the legs just seem way too skinny compared to the bulky arms. Plus I'm not digging the use of specular maps over all of the armor plates. Everything just seems too shiny, causing the visor to just blend into the rest of the textures on the helmet. Plus the soft armor around the crouch... This probably isn't what's happening, but the way textures are laid out just looks like they are all stretched.
Masterz1337
January 24th, 2012, 06:20 PM
There's going to be an overhaul of the biped. No need to worry. Dano is doing it personally.
Amit
January 24th, 2012, 06:39 PM
There's going to be an overhaul of the biped. No need to worry. Dano is doing it personally.
Seriously good news.
DarkHalo003
January 24th, 2012, 07:16 PM
I just hate how scrunched and stiff the starting poses look for the Cyborg or player biped in a number of games. I think Halo Reach's player biped may be the only one I actually think looks fluid and aesthetically well-animated in basic animations (Battlefield's is a second, but it's starting pose and basic anims are still stiff/generic. The advanced animations are really neat though).
Spartan314
January 24th, 2012, 10:20 PM
There's going to be an overhaul of the biped. No need to worry. Dano is doing it personally.
Well, no pressure but... make it heaps more prettiful than spv2. Knowing Dano's standards though, I know it won't be a problem. :)
Warsaw
January 25th, 2012, 08:14 AM
I just hate how scrunched and stiff the starting poses look for the Cyborg or player biped in a number of games. I think Halo Reach's player biped may be the only one I actually think looks fluid and aesthetically well-animated in basic animations (Battlefield's is a second, but it's starting pose and basic anims are still stiff/generic. The advanced animations are really neat though).
Now, if only Reach Spartans didn't look like they came straight out of Gears of War...
itszutak
January 25th, 2012, 01:37 PM
Now, if only Reach Spartans didn't look like they came straight out of Gears of War...WoW-sized shoulderplates for everyone!
DarkHalo003
January 25th, 2012, 02:21 PM
Now, if only Reach Spartans didn't look like they came straight out of Gears of War...
If CMT made the Spartan look even more akin to Halo Wars' Spartans, then that'd be a nice way to cover the scrunched up look since those Spartans are so bulky.
Warsaw
January 25th, 2012, 03:23 PM
Ugh, Halo Wars was a terrible rendition of what Mk. IV should look like. It should look like a slightly bulkier Mk. V, not like some psychotic anatomical contortion.
WoW-sized shoulderplates for everyone!
SPEHSS MAREEN!
nuttyyayap
January 25th, 2012, 03:27 PM
What's wrong with a faithful HD recreation of the Halo 1 spartan? :saddowns:
Whatever, damn good work.
Warsaw
January 25th, 2012, 05:12 PM
Nothing. All I said was that it's really hard to do. HA10 has done the best job so far.
Hotrod
January 25th, 2012, 07:34 PM
Ugh, Halo Wars was a terrible rendition of what Mk. IV should look like. It should look like a slightly bulkier Mk. V, not like some psychotic anatomical contortion.
I agree, I was very disappointed with the direction Ensemble Studios took while designing the Mark IV armour...
The armour on the cover of The Cole Protocol does a much better job at representing Mark IV. It's a shame that the Halo Wars variation is what seems to be accepted as "true" Mark IV.
Delta4907
January 25th, 2012, 08:16 PM
This is supposed to be a Mark IV schematic from Dr. Halsey's journal:
2597
neuro
January 27th, 2012, 09:15 AM
that blueprint is generated off the armor from halowars.
=sw=warlord
January 27th, 2012, 09:22 AM
Are you sure?
http://halo.heavengames.com/albums/halo_wars_cgi_renders/Masterchief_Spartan_Final.sized.jpg
Delta4907
January 27th, 2012, 11:37 AM
The chest looks different from the Halo Wars Mark IV.
2599
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