type map_reset in console :)
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Might be helpful if those of you with this issue post your specs, because this happens on both my pcs and looks incredibly silly :X
I was just playing it again, and I finally realized why I kept running out of SMG ammo so fast; When you reload before you're done with the clip, the ammo in the clip goes away too. As far as I can tell, it's the only weapon which works like that in the beta. The BR maintains reloaded ammo, as does the pistol and AR.
I played through it twice and here's what I found:
- In the beginning, before you get a weapon, I saw a lot of accidental friendly fire between the Brutes and Elites as I ran by. Maybe this is normal, but maybe it's a problem with the AI, idk.
- I'm not sure, but I don't think all the weapons have idle animations. Not a big deal, but I'm just pointing it out.
- When you pick up Pistol ammo, it says "Picked up Elite Plasma Rifle"
- When picking up Double Speed, it says "Picked M6C up Magnum"
- When you have double speed, sounds play in normal speed when everything else is slowed down, is that possible to fix?
- Personal opinion: I don't like the BR fire animation.
- I didn't see a string for picking up BR ammo.
- The elevator stops a little too high up:
- A few parts were too dark
- Might just be my sound card, but the BR firing sound kept cutting out
- There were at least 2 different places where Grunts spawned stacked on top of each other
- If possible, I think it would be cool to make the fire on the destroyed warthogs do damage if you get too close
- In the ammo meter for the Hunter Cannon HUD, there's a set of zeroes that I'm pretty sure shouldn't be there (It's not in any of the other plasma weapons):
- Third person animation for the Hunter Cannon seems a little buggy. In this picture, I'm not looking at an upward angle. I'm looking straight ahead.
- I also found this random glitch:
Other feedback:
- I found the level enjoyable, especially the damaged part of the ship.
- Love the pistol animations
- Needs more pistols lying on the ground. I ran out of pistol ammo and switched for another weapon and I didn't see another pistol for the rest of the level, only ammo for it.
- I don't really like the Brute shields
- The Hunter Cannon needs a cooler charging effect in FP
- No FPS issues on a 9800GTX+ (Decals disabled, everything else on highest settings)
- The level was great, I'm looking forward to the full campaign release.
Edit: I didn't have that problem with the Orange AR display.
My AR display was the correct color at all times. Blue... then a nice orange, then a nice red. And I'm on Linux.
That's what I was afraid of. Why is it the only clip/mag-fed weapon that is affected by that?
To make a preferential suggestion: If you're going to do clip-ammo loss, please do it on all of them. If you're not going to do clip-ammo loss, do it on none of them. It doesn't make any sense at all to lose the SMG ammo, but not the AR, BR, or magnum ammo.
How does it being a caseless smg have anything to do with whether or not you keep the rounds in your clip?
Either way, I"m sure anyone would settle for the same rounds even when they reload the clip. That's a good unrealistic thing for gameplay.
The Halo 2 and 3 SMG's did not throw away any leftovers from the clip when you reloaded.
Every halo game has had clip-ammo retention, I don't see any reason to change that now.
AGAIN:
CASELESS DOESN'T MEAN SHIT.
All caseless means is that the bullets have NO CASING, which means their cases don't fly out of the side of the gun, like you see on the AR or the Warthog chaingun.
It does NOT MEAN YOU LOSE ALL OF YOUR AMMO.
PLEASE LISTEN.
Being able to melee hunters has always been a part of the game, so that's not a glitch.
To add to the SMG thing, having the ammo go to waste like this has made the SMG a useless weapon. I, like many others, often reload after a firefight, even if I have only used 20 or so bullets, to maximize efficiency. It's happened to me where I've lost more than half a clip by doing so, and after about 2 minutes my SMG is out of ammo. If I don't reload after a fight to keep my ammo, then I'll end up charging into a battle with only 20 or so bullets to use, making me have to reload and possibly get shot at. Due to all of this, the SMG is not a weapon that I would pick up if I saw it, and I'm sure many others agree.
So, I vote that you put it so the SMG doesn't lose ammo when you reload with a non-empty clip.
that first guy you quoted was saying the opposite of the second 2 guys you quoted... just saying...
(The original rationale behind it was that the magazine goes flying off during the reload animation)
I didnt like the look of the SMG. Seemed really plasticy. And the loss of your ammo really doesn't work in SP when your constantly being barraged by enemies, and the fact that you could never find more ammo for it made me go FFFFFFFFFFFF!!!
Spikers pretty fucking cool. I want my one hit kill melee back though (give it to the Brutes using it too!)
The AR was completely useless. I could barely kill people with it. You need to either increase its rate of fire or how much damage it does.
I didn't like how slow the reload on the BRG launcher was. It took forever to load a new grenade, and you guys made it so we cant shoot while loading the grenades anymore, which is very frustrating.
I love the new pistol, btw. Its incredibly balanced, and is probably my favorite weapon in the mod.
Some of the Brute captains/majors or whatever should have Brute Shots. Got pretty boring spraying them with ammo over and over.
Enemies need to throw grenades. I pretty much walked through the whole level. And by walked I mean walked, since you slowed the biped down. Please put character speed back to normal.
By the way, its incredibly fun.
Another thing I found was that playing on low detail, at the end the marines face has a crease in the middle, and looks horri-badly textured.
Player speed is actually faster, not slower. I personally like the SMG reload as it is because it helps make the player use it differently than the spiker. I also find it encourages players to use it more of a shield stripper so they will follow through with a beat down.
Also, for people complaining about the brute PR, its stronger but generates more heat than the elite PR. It's unlikely to change.
I have added some of my comments into the quotes, using red italics.
Also unlike what some others have been saying I like the scilenced pistol, apart from that laser which looks wrong. I suppose it could use a slight volume decrease in the fire sound too.
- The Brute's blood went everywhere and completly blotted out the wall and floor for some distance around it when I shot one with an SMG. There was also a dead straight line where this blood stopped.
- String list indexes when you pick up the pistol, some types of ammo and maybe one or two other things are wrong.
- Where did the crewmen go? there are Marines all over the bridge instead.
- Brutes where a tad too hard to kill I think
- Personally I perfer the HALO3 SMG fire sound and the HALO1 Assault Rifle sound, don't like the weak sounding versions you have at the moment.
But the issue is that the spiker is different from the SMG in more than just that regard. It fires slow projectiles that are offset by the fact that they do more damage. The SMG has a higher rate of fire, lower damage per hit, and a rather useless melee. Forcing the player to change reload tactics with ONE GUN is gonna make that gun be unused. I sure as hell don't use it. I love the gun, I love the sound and graphics, but it is absolutely nerfed right now due to the reload.
Also, some of us have the unconcious habit of pressing "R" whenever they're not in a firefight. I just gave up on the SMG because I'd fire a few shots (perhaps 10 bullets) into some grunts, hide, reload, and find I was running out of ammo ridiculously fast.
Even in games without R as a reload I find myself reloading, like UT2K4, where it's bound to a chat key.
On legendary where you are in the airlocks for the first time and you come across the corridor with the camo-elites at the end of it. Well, there are just too many of them. A couple of them are a bitch in the ass to kill, try 10 of them plus the ones that you have to kill that aren't cloaked on the way there, all while being shot by the invisible ones still.
The assault rifle is now completely useless. The crappy damage, the low magazine capacity, and the ineffectiveness of trying to suppress with it is disgusting. I'd take the standard H1 AR over that piece of crap any day. Also, the skins seem low-res but everyone has said that already. I liek the CMT Fragment AR skin, it actually looked high-res.
I find that the SMG is my new choice of weapon. It's got a decent clip size, damn good fire-power, and you can clear out a large group of enemies fairly well with one clip when coupled with another good weapon. I wish there was more ammo for it, though, because we really need it.
The Battle Rifle is good, but is there no other way to pick up grenade launcher ammo for it without switching it out for another rifle? That doesn't even matter much to me, just place more BRGs around that actually have grenade ammo in them instead of it being empty but have full rifle rounds.
Also, the amount of grenades all enemies drop is ridiculous. I could be at the end of a corridor and chuck a grenade down to the other end and have chain reactions of plasma and frag grenade explosions come back and kill me. A minor brute dropping 5 plasma grenades? Please.
Because you see the clip hit the ground? :X. I'm not inclined to change that function on the SMG. You need to play smarter with it, it is after all, an incredibly powerful gun, and the reload system on it helps balance it out. SMG discussion is over.
Edit: AR power has been upped, but grenades and melee are still going to be important when taking down larger targets.
The animations don't need change, please don't touch them. The only one that looks slightly wrong is the pistol melee. Going back to the old Snow Grove animations or whatever would be stupid, and the current animations you guys included are fine by themselves.
Also, all these requests about changing the firing sounds of the AR and whatnot: I've heard the Halo CE assault rifle firing sound far too many times to actually want to hear it again in the new campaign mode, and I never liked it in the first place either. Keep the sounds, just make them more refined (Battle Rifle?). However, the SMG definitely needs the Halo 3 variant.
Also, why have a silencer if it wakes up the sleeping grunts?
E: what about the camo elites?
They have no shields if I am correct. How is that hard? One or two BR's kill them.
Then tone it down :downs:. Last time I checked rifles were more powerful than SMGs anyways. Also, SMG in SPv1 was just as powerful, yet it reloaded properly. IMHO, it would be better to fix the reload and just make the ammo scarce, like any normal developer would. Also, you try running in for a melee on a Brute in the middle of his pack on Legendary after stripping his shields and see how well it works. Prime example of a bad command decision here folks. You wanted input, the majority say fix the reload. Tell you what: make the ammo more abundant and keep the reload, or fix it and make ammo sparse. Can't do both otherwise the gun won't get used except in passing to be discarded immediately after use.
Amit: Shoot the two camo elites closest to you and then just stay back and hide behind the wall. You can easily pick them off from the end of the hall with headshots using the BR or pistol. As for the Elite behind the shield, walk up and toss a sticky over and he's done for.
The majority of people here want it fixed because they aren't use to it. I use the SMG all the time and it's fine, you just need to get use to it and think more with it. SMG is staying as is, if we change it it will because of a team discussion. Like I said earlier, the SMG discussion is over.
While we're still talking about weapons, are the types of weapons in A10 going to stay the same or are other weapons going to be added? I can understand if you don't add any other weapons (leaving us to become more acquainted with the basic tools) and decide to introduce the "CMT" armory as the storyline unfolds.
Also, has the team reached a verdict on the brute shield appearance? They seem okay right now if you're trying to differentiate them from elites. I would still be satisfied to some limited degree if the final release kept the brute shields in this build. The spotted shields could use some more tweaking and movement. Please don't go back to using the old brute shields.
It is to my preference that the silenced weapons in this campaign retain their properties from SPv1 respectively (+ addition of silenced pistol).
The SMG reload is terribly annoying. If it weren't for it being explicitly mentioned on these threads, I would never have known that it wastes ammo. I'm sure most people who play the mod will never realize that either. It also screws up everyone's reloading habits.
What's with all the complaining about the reloading? I must not have noticed, I tap R a million times to glitch it then switch weapons asap. yeah I know I suck
heh
But to be on topic, I actually kind of like the new SMG reload from what I've seen. It's a different take on it.
I think their rationale, flawed though it is, is thinking that MC could replace the BR and AR ammo, because he pulls the magazine for those guns out, rather than releasing it to the ground. The pistol and SMG, on the other hand, release the clip and it goes away in the animation. But, seriously, it's halo, and there's no reason to have it change.
What kind of tremendous retard would just toss a whole mag away when there are still rounds in it? Anyone who has even a vague idea of what they're doing will take the partially-expended (or even empty) mag out, stick it back in their bandolier, pouch, what have you, and then load a fresh one in. Nobody in their right mind would toss a good mag unless the bad guys were literally ripping it out of their hands.
I get that the MC is basically an action hero now, but he's supposed to be a trained soldier. Even untrained ones know not to just toss mags out willy-nilly.
e/ Yeah mate, remember when Fragment was in public beta and there was a thread for that too, and literally half the forum complained about how pathetically nerfed (and therefore useless) grenades were?
e some more/ You know what? I may as well go ahead and say what I've been thinking for a long time.
CMT is probably the most overrated team going. It has talented members and it produces some good content, but time after time that content is invariably butchered or simply drowned in a sea of absolute, utter shite. If you spent half as much time bringing all the visuals up to the same standard as you did adding a COMPLETELY POINTLESS, BLAND, AND VERY TEDIOUS BSP section to a level that was already the right length, SP v2 might actually be worth the hype. All I'm seeing now is a schizophrenic mod which introduces a lot of new things at the expense of the things which actually matter - gameplay, overall consistency, and FUN. Every CMT release, there's been a whole plethora of superfluous bullshit we all could've done without. It seems that the intention is to throw as much new content as possible into something with the hope of wooing over the easily-impressed dimwits at Halomaps rather than to actually produce any sort of good, coherent mod. I also love the way that some of the biggest complaints regarding the mod (aforementioned grenade issue, and now the SMG) were simply palmed off by Masters because 'I like it that way'. When members of the team itself are complaining and being ignored like the rest of us, it really makes me wonder.
If this is any indication of what I can expect for SP v2 as a whole, I'm not even going to waste my net cap downloading it. Why bother when I can have more fun just replaying the original bloody campaign? At least Bungie knew when it was time to give a lame feature the chop, thus preserving the rest of the game.
Start working to some kind of quality standard, for once. Right now the team seems to be a complete waste of talent that could be put to better use elsewhere.
So basically, you rather keep repeating what everyone has said about the SMG instead of moving onto discussing other bugs to further help us but you go 'HURR I RATER MENTION TINGS DAT AREADY HAV BIN MENTIONED, STOKE YUR PENOR'.
Looks like you just want to be a douche bag. >.>
Maybe that would indicate it's a really fucking pressing issue?
I disagree with your definition of douchebag, too. That's a phrase I'd use to describe someone who can't handle the harsh truth so they - oh. Whoops.
If a new person is posting and they too include their opionion about the SMG or whatever feature, then there is nothing wrong with their post. You wanted feedback and for motherfucking sakes, thats their goddamn feedback. Don't be stuck up about such feedback.
I have to agree with rossmum, the mod has always seemed like someone impulsive decided to take a trip to Africa same-day and just threw a bunch of stuff into a suit case and flew off. More doesn't always mean better, especially when its just thrown together.
Some people here are just repeating what they already said, and Masterz has addressed that we see the issue. People are now starting to whine about it. That isn't the feedback we are looking for. I agree that the SMG should be changed, but dragging the argument out is ridiculaous because the team will decide on it later.
GOT DAMN you kids
Whether any of these issues should be listened to largely depends on the goal of the mod. If it's a mod designed for the creators, than all of these points (and this thread, btw) mean nothing. If it's a mod designed for the community, than said creators have to put their desires aside for what the community wants.
I'm assuming this is a mod for the community. In that case, Masterz, you need to just suck it up and fix what needs to be fixed. If 8 out of 10 people say something interferes and detracts from gameplay quality, chances are that they're right, whether you agree or not.
However, the rest of you need to provide a bit more to your crit than "it sucks fix it." Personally, I don't like this SMG thing. Every other weapon reloads without wasting ammo; that in itself makes any point about "it's realistic" moot. As for balance, there are many, many more ways to subtly tweak the gun's effectiveness (shield/skin damage ratios, recoil, ROF, etc.) Granted, they'll take more effort than simply checking a flag, but that's the point. Think of the differences between dual-wielding Spikers or dual-wielding SMGs in Halo 3. Sure, they're similar, but they have enough subtle differences to make them entirely different weapons. Like most of the mod, it's simply an inconsistent and out-of-place mechanic that detracts from and interferes with the smoothness and quality of the gameplay.
Which brings me to my second point. Rossmum's right here; as I was saying earlier, albeit a little more ambiguously, it seems that CMT has simply stuck an assload of new content in the hopes that it will all mesh together to be something good. Now, I'm not pretending it's all crap; many of these additions and upgrades help the game considerably (the greater variety of weapons, graphical updates, etc.) But then there's the fact that all this stuff has been added in so quickly and haphazardly that CMT doesn't seem to have taken the time to ensure that there's not only a large quantity of content, but that said content is also of very high quality.
Wow! But i do have a few issuses.
-Brute blood. Way too much. Mostly from ar and br.
-at the end of the level cortana said everything from the level at once.
-Not enough health packs, ammo ect.
-Quite confusing at some points in the level. Getting lost.
-Way too many grunts. What was with the piramid?
-I think the bsp from chiron was a mistake. It doesn't fit in with the rest of the level.
-whenever i stick an elite, they go into a frozen animation, then revert to normal.
-Alot of string names incorrect. Double speed comes up as pistol as does the hunter fuel rod. Either the health pack or plasma grenade comes up as elite plasma rifle
-Halfway through the level, the plasma pistol loses most of its particles.
http://www.mypicx.com/uploadimg/9049...08072009_1.jpg
Apart from all this i am really looking foward to the rest of the mod!
Im primarily posting here with the off chance that someone might get something useful out of my thoughts on this beta.
First, Thank you CMT for allowing this public beta. It was definitely worth waiting almost 3 years for this to come out.
Secondly, for those who are having loading issues or issues with visual effects, Im thinking you may (notice 'may') be having equipment or driver issues. I had no problems with visuals in this mod. Take a moment and assess what your running it on, and also understand that this mod is going to take much more resources than vanilla POA did. I have a relatively current rig, and as such, I had absolutely no problems. My fps dropped a few times during insane firefights, but I had no lag, and generally ran low 100's on up. I think at one point, without any enemies around, I was getting high 100's to close to 200.
As far as gameplay issues are concerned, I played on easy, and heroic. The readme states: "The mod was really designed to be played on heroic". This I think is a must to get the most out of the experience. Easy basically had the elites and brutes standing there and taking the punishment. The brutes are actually very passive. A few nades here and there, but not much otherwise. On heroic, it was a different story. Brutes and elites were very agressive, esp with the nades. I found myself stuck with a plasma nade, or running for cover from a frag quite often. I think that in the entire time Ive had Halo, I have only been stuck a handful of times. These guys are good with those nades. I got stuck a lot. I havent played legendary yet, so Im sure its definitely more so.
I have no major gripes about weapons, health packs, visuals. Everything works together(for me, perhaps not for some, but for me anyhow) for a very fun update for a very boring level. Overall, really good job on this. One thing I did want to point out though, on the readme, it says in the title: "cmt spv2 public beta readme and how to get more maps!!" Well, wheres the part to how to get more maps?? lol, Im looking forward to playing the rest of what you guys have in store!
Am I the only one that likes the new bsps? I didn't even notice it was chiron. It blended in quite well.
Everyone else has probably already mentioned these:
- BSPs were boring and pointless
- Too easy to get lost in new BSPs
- Tone down the brute blood
- More health packs, power ups, and ammo during the new BSPs
- Grunt pyramids
- SMG
- First cutscene: Arms are really thin
- Last cutscene: If you tried to skip the cutscene, the cutscene would just restart. Also, I don't recall if this happened on the actual a10 cutscene, but when it shows the PoA under attack, the lifepod is flying backwards.
The lifepod isn't flying backwards, the PoA is accelerating faster than the lifepod.
And yes, the hands on the marines in "Unseal the Hushed Casket" are reaaally tiny.
The only fun parts of the new bsp were the twisted hallways, the close whatever those fucking hallways were with shelves and ladders, and the part where youre always jumping down and down etc.
I liked the new BSP. The only thing I didnt like that was permanent content was the SMG reload, and I stand by my statement. It works in MP because there are SMGs everywhere, but unless you make SMG ammo more abundant (or let us carry more ammo for it) it is a useless feature.
As for the bugs, Im sure most have been shown already, and I dont really think its necessary for me to repeat them.
My only feedback other than the gripes about the SMG and brute blood would be:
The pistol is cool and all but I was expecting to only use the "spec ops" pistol on levels where silence would make sense...
Plus why would the Captain have that kind of a pistol just sitting next to him...
The pistol would be great on T&R, or AoTCR but maybe not a10..
Is it just me, or do brutes seem to have stronger shields than the elites do? It seems to take an entire AR clip to drop brutes, while it takes something like 20 rounds to drop an elite's. Also, the AR's damage to flesh seems to be a bit low.
tested a while back but ill post the problems
-AI were retarded
-Marine AI were even more retarded (seriously, there where grunts infront of them and they just stood there)
-Cant' Crouch with hunter cannon
- New Bsp's looked like shit, but it was rather confusing which made it fun
- Need new Marines. Seriously, with the cutscene where keyes and chief talk, the detail difference between them was huge
-BRG ammo
-can see some AI spawning around corners
you guys did make some good looking content, now you just need to use it in a way that works
Can't download it through my proxy :(
Man.. I thought the bsps were pretty cool :saddowns:
However, I will concede that there's a part where it's so easy to get lost I didn't really like. It's also the part where I missed trigger volumes, masters, you know what part I'm talking about.
I do like the incorporation of original MP map bsps used in this, like the ChironTL34 part, but maybe you could be a bit more creative, arteen :P
I didn't miss any cutscenes that were removed, but I did like the marines preparing one :(
It was a fun beta, I'll start doing some recording work on wednesday.
First of All, thanks for making a great mod, SPV1 was amazing and I'm pleased to see that SPV2 isn't just a pretty version of V1, so good work all you boys and girls at CMT... now... onto the stuff...
The good:
-love the addition of brutes... good to see some new enemies on the field
-the new weapons models look great (cept one that I will touch on later)
-No more silenced SMG thank you soo much
-Silenced pistol with the laser is a nice touch
-map textures looked good
-the new Spartan model looks amazing
-
The bad (aka that which needs work):
-those horribly squishy brutes... they die too easily...
-the battle rifle model looks like a toy... and I'm really not a fan of the grenade launcher on it
-BRING BACK THE ASSAULT RIFE SOUND, sorry about the caps, but I can't stress enough how much I loved the original AR sound, please keep it, for it... is AWESOME
-I really have no idea if you can change this, but I am using a hi res wide-screen monitor and the UI looks really pixilated and stretched... so if possible a hi res and wide-screen UI would be awesome
-the marines that are typing during the "unseal the hushed casket" part have wrist problems... like tiny tiny wrists... it just looks wrong...
-there are portions of the game that run incredibly slow... and it wasn't my computer, grunts would be lagging along whilst my frame-rate kept a steady 60fps... so I don't know if it has to do with scripting or anything like that, but it was just really weird...
other than that you guys are making an awesome mod, keep up the good work!
that's what yelo battery is for. Non squished reticules and uis
Finally a beta for this, its wonderful, been waiting for a while. Though there are problems.
The Good:
~The Chief's model. - Seriously, much better.
~The AR, works well I like it.
~Also, I like the pistol. Just balanced enough to work, without being the hand cannon that the original was.
~Hunter Cannon - Much improved. (See comment about hunters below)
~Twisted Hallways: Fun (see below for BSP comments)
The Bad:
~Camo Elites - the amount, I ran into in this level, not cool, especially the 8 or 9 at once... drop them.
~Hunters - Why? Why are they here this early in the game, its the first level.
~Brutes - They are over sized Elites. Pick one or the other for this level, we don't need both at the same time.
The Ugly:
~The SMG reload. Fix it, and fix it fast. (More on this a bit later.)
~The new BSPs. Seriously, the ship is under attack, and we're supposed to leave quickly. But in the 20 minutes it took me to walk from the bridge to the life boat... the ship would have probably been blown up already. The level is too long in terms of the story. Also, its quite lazy to repurpose MP maps for single played, I recognized them immediately, and it wasn't too good looking. And why are parts of the Maw there? Serves no purpose other than to elongate a level that was already good. This is the first level for crying out loud, and I'm all for long levels, but not for the first one. The BSPs themselves are great, but they have no place in the level other than to elongate it.
About the SMG thing, Masterz. It need to be fixed. The Community says so. Now before anyone get uppity about the community not always getting what it wants... think for a moment. You made this mod for the community, or so I think, because if you hadn't you wouldn't have released it, nor formed a team for mods. The Community says its broken, and needs fixing. FIX. IT. Or move aside and let someone else do it. Put your damn selfishness aside and suck up and fix it, don't say "Thats how I want it, that final." You asked for feedback, about errors, this is the biggest one, it needs fixing end of story.
Why is everyone ragging on the camo elites? They are easy to kill, without even losing shields once, even on Legendary (I recently finished it on Legendary...hardest part was the second stairwell). They also make sense: stealthy penetration into hostile territory.
There's a noticeable part of the stage where it just switched to the hallways not having any lighting at all. The walls just looked like styrofoam. I personally hated the big rooms with the ladders on the side, the parts ripped from boarding action, but w/e.
And would the world really end if CMT just went with the normal Elite shields for the Brutes? Poke-dotted brutes just look wrong. The brutes would also benefit from less shields and more health.
The AR needs way more dmg, preferably the same dmg it had in Snow Grove. It wouldn't be over powered compared to other weapons because of its small clip size and slow rate of fire.
MC's jump height could be reduced to 80% of what it is now, but it doesn't really matter i guess.
And finally, adding specular/cubemaps on everything does not make it look better. Especially when the same surface has bump mapping, then it just looks disgusting (the frame on the maintenance tunnels for example). A lot of the textures and shaders would've been better off left as default, and I would have thought that the small maintenance doors would be fixed by now since SPv1.
E: O and even out the weapon distribution. There were parts where ALL the marines were using the SMG and there were other parts where ALL the marines were using AR's. Don't really care for AI wielding BR's though, for obvious reasons.
Camo Elites are fine, but Masters overuses them. He also overuses sleeping enemies. I think he should replace some of them with Camo Grunts. To be honest, I just stood at the end of the hallway, shot a few bursts at head-level from my BR, and dropped most of those Elites without even being able to see them. Grunts would alleviate the ridiculousness of a crowd of Elites just standing together, prevent players from being able to mindlessly dispatch them, and add a bit of variety.
That's the point.
I can see he overuses them... considering I killed 8 or 9 at the end of that hall. And I'll say I had no problem either... but they don't need to be there at all... and if they do, maybe at the end guarding the last life boat.
Yeah... the sleeping grunts I forgot... no place in a level where the Covenant are supposed to be attacking.
Ok... I suppose the question then becomes, why are you elongating a level thats supposed to have a sense of urgency? Instead of urgency, I got bored, and actually wanted the level to end. There was no music, and other than Keyes talking, there was no sound, not even an alarm. The level that took maybe 5 minutes now take 20 (or more, I didn't actually time it.) Like I said... in the time it took me to get from the Cryo Bay, to the Bridge, to the Life Boat, the ship would have been a burning hulk in space. Now don't get me wrong... its a good level (with the exception of the repurposed MP maps) but its too long for Level 1.
http://screenshot.xfire.com/screensh...6c39608c64.jpg
This door looks like it wasn't ment to be there. Looks like crap imo.
Oh, and it is just me, or do the Chiefs hands look more Brute like when he's holding the Spiker?
Top of the elevator shaft, I'd imagine? I can't recall if there are destroyed doors in d40 that we could put there instead. That portion of the map was originally meant for just d40 anyway.
I'd like to interpret that as, we value your feedback and suggestions, but we have different opinions on what's fun, and our opinions have priority in influencing our design decisions. It's also a mod we work on in our spare time, so cut us some slack.
Probably the most logical response in the don't-change-it favored side in this thread. Thanks for the clarification. (I'm hoping that interpretation's correct, anyway.)
You see, for many who have neither the patience nor the ability to mod Halo themselves, other mod teams are their way of customizing their game to their liking.SomeMany times, the base user's idea of the perfect mod starts interfering with the creator's, and then it's merely a tug-of-war struggle for the happy medium. All I can say is: don't sacrifice quality for the community's sake, but don't sacrifice quality for your own sake as well.
Of course, you could always just opensource the maps on release and make everyone happy e_e
Oh, and I forgot to ask earlier: I noticed that the Brutes have the same AOE blood effect (melee, grenades, running over with vehicle) as humans. Is that merely an engine limitation (as I don't think you can add extra blood AOEs) or an oversight?
The funky smg was good imo. It added the need to be strategic with it and not make it overpowered.
Either make it for yourselves and decide what to do, or make it for us and let us have some kind of worthwhile input. If you're making a mod for yourselves, asking the community for feedback is redundant.
Arteen - the point of the new sections may have been to extend the level, but from a gameplay standpoint the level didn't NEED lengthening. This is the game's opening, not the finale. This is a ship, not a 'natural' environment down on the ring. There are only so many hallways a normal player can look at before mashing Alt+F4 and then deleting a10.map from their CE maps directory. There's a very good reason virtually every game going starts out with lots of shorter missions and builds into the longer ones. Throwing pacing out of the window on the first level is a really, really bad idea.
To add onto your point, Ross, the level needs to have a sense of "get the hell of the ship! get cortana off safely or we could lose everything!" You nailed that sense in the original BSPS, but when it came to the new bsps, it lost that feeling, and I got bored, lost, and eventually quit (only when playing on legendary, I found it on Heroic.)
Sargent johnson got stuck and died LOL!
and maybe have the marines follow you when you try to fight your way through.
the goal is to get off the ship and yet after they finish fighting they stand still...
Legendary is a beast. beatable in at least an hour.
Very fun.
most of my bugs are just minor details that will be fixed for the rtm.
if I find any major ones I will post back.
Why thank you. :realsmug:
Because my card is disguised as a Radeon 1900XT mb? Also, the Surreal filter works wonders.
I get 24fps steady, and it dips to 18 when there are a lot of bodies. It's the decals, I think, but I refuse to turn them off...it looks too good. XD
n
Read This Thread.
ah. I see. I'll definitely have to try that out when I get home. And apparently I've gone 8 years without knowing that active camo was supposed to be somewhat visible. Nice.
The Plasma Rifle(s) felt too much of the same, personally. I didn't have much of a grudge with all the other weapons except the AR, which was too weak for my tastes. I stuck to the SMG.
Well, burning plasma would do more damage to flesh than hydrostatic shock anyways...
I have a beef with the AR damage and the Brute Plasma Rifle...the Brute one feels exactly the same as the Elite one. It needs a much higher rate of fire.