Pretty sure those aren't intentional "hearts"
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Pretty sure those aren't intentional "hearts"
Yeah, even the original has them
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?
Source: http://www.halomods.com/ips/index.ph...dpost__p__4959
Looks much nicer than before!
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).
skyrim
The HUD outline looks kinda ewwy :\ It's way too bulky IMO.
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.
The curves on nades and weapon are going up at a harsh angle, the hud outline goes down o_O
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.
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.
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 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.
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.
Then you go design a HUD, this is the HUD that we want to do.
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?
It does appear to be in a very dark environ...perhaps it's just bright because of its brightness in comparison to its surroundings.
The opacity of the visor could definitely be toned down a bit.. seems just a tad too visible
Looks good.
I think it looks fine, just please get rid of those black lines, make them the same color as the surrounding outline.
Why does the HUD have a helmet visor?
Further reply here: http://www.halomods.com/ips/index.ph...dpost__p__4973
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.
I think it looks good. I don't care what anyone says.
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.
I like it, the faint double up of all the icons makes it feel more like a HUD.
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.
Bleh, make the outline FAR more transparent, it's like having tunnel vision :saddowns:(and not the epic mission from Electrosphere)
And imagine the grief the visor outline will give Cortexian and Zeph with their triple monitor setups. It'll look weird as hell.
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.
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.
more stuff
(yes I know I speak quickly and that my voice forgot to go through puberty you don't have to tell me)
I'm guessing the sights on that Shotgun are rule of cool?
Does it matter? It's not like you can aim down them.
I love the Brute Plasma Rifle sounds, they sound so deep and powerful. Is the sound different from the regular Plasma Rifle?
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.
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.
Heh, you've seen the scoped SMG haven't you? That thing has a damned ACOG sight on it lol.
I love the BPR animations. :3
Not anymore, it's just a boring looking SMG
liking that "wingy" thing the BPR does. Reminds me a bit of half-life 1's idle animations somehow
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.
R.I.P. SPv3
Not yet...
See the two posts above mine
umm. What?
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.
Here come the :dramabomb:
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.
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.
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.
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.
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
^ 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.
visual aids do help
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.
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.
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.
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.
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.
Except that the Halo 1 pistol is actually |++++-|
yeah actually you're right it's pretty good close quarters, not hard to take down shottiers
Man it's great to see Modacity hasn't changed in two years (re: these last few pages)
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.
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.
>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?
I know that. I was pointing out the irony of arguing about point-blankness in Halo, sorry.
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.
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.
Putting my money where my mouth is:
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.
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.
Microsoft Metro meats Halo.
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, 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).
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.Quote:
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.
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.
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.
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.