Personally, I'd just melee his ass, but blowing him 15 meters with a physics glitch is a little more badass.
Please don't fix that.
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Personally, I'd just melee his ass, but blowing him 15 meters with a physics glitch is a little more badass.
Please don't fix that.
Just some thoughts on the current version of "halo".
The individual skirmishes do look fun and I love what you guys have done to the bsp.
But after the first marine encounter, it feels kinda off.
The following ancounters with allies are random, there neither is a reason for them to be stranded there, nor does one care. The original feel of the level "halo" was that the few surviving humans who made it off the autumn were actually worth saving. Bungie has done this by having them continouously contact mc either via Echo 419 or having individual squad leaders quickly brief him about their situation. No encounter went without at least some comment [or at least a commented encounter for every 1-2 uncommented ones] -either their pelican going down, them stuck somewhere without backup, them being prisoners etc. Moreover, an effort was made to actually save and extract the squads via pelicans but in spv2, they quickly degenerate into apathetic meatshields accompaning the chief for a battle or two and then die.
At some point the gameplay I was just reminded me of the average halomaps scenario designed for mindless shooting with random allies vs enemies set ups. It just lacked atmosphere and the few scripted events that would have spiced it up, like the occasional chat with the marines, an impressive pelican extraction, a cutscene, some drop pod landings or even cortana commenting on the situation were too far apart.
tl;dr: the gameplay far outweighs the atmosphere
So some good news and some bad news.
The bad news is, I started integrating ghost boarding into a30, and about halfway through with the ghosts hit the script space limit (which is not fixable with OS according to korn, before anyone brings it up). So the script is going to need major reworking, but I still think we can get it in SPV2.
The good news is I believe with a few tweeks in the current script, boarding will work and sync in MP. I'm not sure how to go about hogs yet, but ghosts, tanks, wraiths and banshees should work fine. So when I do get teh chance to make it work in MP, and we are sure our baording animations work fine, we'll release a tutorial and files so anyone can integrate boarding into mp maps, assuming they are using MTV or OS.
Cool stuff.