Re: CMT Public Beta Feedback
This is the screen I mentioned earlier
http://i96.photobucket.com/albums/l1...pmapscreen.png
Also, when I went into the second area with sleeping grunts and the elite woke them I ran back through the door I came through and around the corner and they all un-spawned.
Also, pressed escape during the final cutscene puts me into first person with no HUD and a white screen where i can walk and shoot and throw grenades.
For Flying Stone, pressing escape made the cutscene re-start.
Re: CMT Public Beta Feedback
Quote:
Originally Posted by
t3h m00kz
uh I don't know if this was brought up or anything, but it seems kind of wierd that there's grunts sleeping during the attack of a ship.
Yeah just a bit =\.
I didn't like how a lot of the times they even were sleeping, there was an elite or brute nearby that would wake them all up.
Also, I noticed in the new BSPs that if I killed all the enemies around a brute with a silenced pistol, he would just randomly shoot at one place in the wall/ceiling just focusing on that area until I showed up AND fired at him.
Re: CMT Public Beta Feedback
if you could, tone down what5ever the fuck makes me lag at the stair cases, if you're so obssesed with making this a fun mod, tone down the graphics just a tiny bit, because my fps keeps dropping like shit to about 3 frames when i get to the stair case
Re: CMT Public Beta Feedback
Quote:
Originally Posted by
sevlag
if you could, tone down what5ever the fuck makes me lag at the stair cases, if you're so obssesed with making this a fun mod, tone down the graphics just a tiny bit, because my fps keeps dropping like shit to about 3 frames when i get to the stair case
Sev. You could just ai_erase_all at the staircase. That would fix it possibly.
Re: CMT Public Beta Feedback
Sure, the new weapons might be nice, sure a few new encounters don't hurt either but the expansion of the bsp really fucked up the atmosphere of the level. The original purpose of getting the fuck off the ship that is being bumrushed and partially conquered by the covenant has been relaced with pointless skirmishes in bland rooms. If it weren't for keyes looped messages it's easy to forget that one is supposed to escape the ship asap and the covenant werent on this ship a few minutes back as they have comfortably set up camp in the suddenly quiet ship. A few interesting scripted events, maybe a cutscene or two may just lighten up the bland atmosphere of the unnecessarily stretched "interior" section of the ship, maybe a few dialogs for the marines, maybe some mini missions to [guide them to the next pod, hold off a few waves of invading brutes to secure blast doors] could help preserve the illusion of the original that they weren't just dispensable meatshields for pointless fights one could easily experience in generic bg mods but I guess it's already too late of a development stage for you too consider this approach to make a seemingly random expansion blend in with the original, i.e. well balanced flow of the game.
Can I haz a halomaps-style flamewar?
Re: CMT Public Beta Feedback
Quote:
Originally Posted by
Inferno
Sev. You could just ai_erase_all at the staircase. That would fix it possibly.
but i like the stair case fights in the vanilla SP campaign, i'm just asking for a teeny tiny tone down on the graphics, i do have money ATM buts it is going towards car insurance and other things that take more importance than what the "lol get a bettar graphics card" mentality people suggest
::somewhat off topic::
on AoTCR there is a major shortcut that allows you to skip the fight across the land bridge and basically work your way up the control room structure without any AI loading, i hope CMT does something (i.e.place a boulder or two at the bottom of the "cliff slide" so the player hits it at a speed that would put them near death or kill them)
Re: CMT Public Beta Feedback
Quote:
Originally Posted by
sevlag
on AoTCR there is a major shortcut that allows you to skip the fight across the land bridge and basically work your way up the control room structure without any AI loading, i hope CMT does something (i.e.place a boulder or two at the bottom of the "cliff slide" so the player hits it at a speed that would put them near death or kill them)
I don't have an issue with that, since I usually try to snag one of the banshees anyway.
Re: CMT Public Beta Feedback
Overall, it was great. Mostly same comments as the others.
May ad:
>Slow animations
>Weird texture under a burning hog:
http://screenshot.xfire.com/screensh...8060fff048.jpg
Re: CMT Public Beta Feedback
I finished playing through it on normal. I was really quite impressed by the amount of new content. While some areas were lower poly I took it as a "throw back" which is what it's meant to be amirite? It was fun but the brutes sucked... Less shields. More health and bum-rushing.
Weapons were amazing. AR needs more power. It's weak. Love the pistol but you need to fix the laser or get rid of it. And the silencer isn't really silent.
Re: CMT Public Beta Feedback
Quote:
Originally Posted by
n00b1n8R
I'd say the ease of killing them is mostly compensated by the way they tend to ambush you.
Still, I found I was a little too confident in killing them once I'd found one after spraying.
Give a few swords too. :q:
woah srsly, why don't hey have swords?