AND, ladders still exist in Halo 2. Don't know about H3 yet, though.
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AND, ladders still exist in Halo 2. Don't know about H3 yet, though.
Or the two in Waterworks.
The only ladders in Halo 3 are on Tsavo Highway :/
Ladders allways sucked, bungie themselves said so on the commentary on the H2 map pack (when they were making warlock, one of the things they really wanted to change was the ladders).
Ladders have their own uses and tailor to a specific kind of player. For instance, I love ladders for the control you have about moving up and down. The downside of not being able to control how well you get off is negligible when you compare it to how you really move in real life. The gravity-lifts/man-cannons are great for getting from point a to point b without much of a hassle, but you have absolutely no control while you're doing so. You're at the mercy of everything and everyone else on the map.
That looks like it'd be nice to play! Even your concept overviews are awesome Conscars.
yeah i remember them making elongnation on the video, and one guy said that they wanted to tilt the ladders on an angle if there was going to be some, so that it would work right, but i apparently they got scrapped.
Well, they do appear in Halo 2 and 3, but only once or twice. They aren't as common as in Halo 1.
Can you guys help me think of a theme for my map concept? (previous page)
That is, the general modeling style and texturing. I'm not doing icy/snowy, so don't suggest it ;p
A night time desert would be interesting.
How about night tropical? I haven't seen one of those yet.
I would suggest crashed UNSC battlecruiser, but I'm planning to do something like that for a remake of Hang 'Em High (once I learn to model properly), using various human items (ODST drop pods, Albatross cargo pods, an overturned Scorpion chassis, Pelican, and a Longsword crashed into a wall) to create some of the terrain.
So, if you (anyone) want to use any of those ideas, go ahead, but for you, Conscars, I suggest this:
Make a forest map on a land bridge. Give the bases underground passageways that eventually go deep enough to be suspended from the bottom of the land bridge, and thus allow a long-range base-to-base combat area. Maybe even put a small gully going diagonally through the center, and have some of the underground passages exiting into it.
Just a crazy idea I had for a map a long time ago. Probably too odd to be worth anything to you, seeing as to the fact that you already have your bases constructed. Oh well though.
do a swamp D:
they need to be done more tbh :<
Well, I have a rough sketch of a new campaign that popped into my head. It's set in the Halo Universe, on Earth, 7 missions from about midway through H2 to just before H3 (The final level is the last Neil Blockamp Short):
ODST Squad Sigma-Omega-Pi (Alpha and Bravo Teams) SP Campaign
ODST Overview: No shields, but boosted health. Health packs scattered around more often. No Spartans seen at all in campaign.
Spawn System: When you die, you do not go back to the last checkpoint. Instead, you are air-dropped from a Pelican over the last LZ you cleared. Similar system to Checkpoints, just looks different. Might disappear if scripts don't cooperate.
Missions:
Los Angeles: Rescue AI stored in databanks. Mission Failed: AI Databanks destroyed. Covie Victory (Glassed).
Chicago: Rescue AI stored in databanks. Mission Accomplished: AI rescued. Human Victory. Damage: Outskirts intact. City eliminated by Tactical Nuke and Longsword Bombing run.
Washington, D.C.: Secure Presidential information databanks (NOTE: I am aware that there is no U.S.A. [And thus no President] in 2552-2553, I just needed a name for the databanks). Mission Failed: White House memory databanks destroyed. Covie Victory (Glassed).
New York: Save United Nations building. Protect President of the U.N. Mission Failed: President assassinated, U.N. Building destroyed. Covie Victory (Glassed).
London: Protect Buckingham Palace long enough for Marines to infiltrate the Palace, upload the databanks, and rescue AI. Mission Failed: Buckingham Palace destroyed. Human Victory. Damage: Big Ben destroyed, Buckingham Palace destroyed.
Paris: Recover Paintings from the Louvre, rescue UNSC Shipyards AI and Evac personnel. Mission Accomplished. Paintings recovered, AI uploaded. Most Personnel en route via Pelican to UNSC base outside of New Mombasa ruins. Covie victory (Glassed).
New Mombasa, Ruins: Find Sierra 117 landing site and upload. Mission accomplished: Sierra 117 found. Data recovered. Covie victory (Human forces retreat).
I just got this all down on paper (Well, digital paper), I'll be drawing LA's concept art tomorrow in Geometry class, probably (Hey, it IS shapes, right?). I THINK someone beat me to the punch with an ODST campaign idea, I've been overlooking any topics that seem boring/uninteresting or I'm too lazy to look at. I'm pretty sure it's Bridge CE, but I'm not confident and I don't know too much of the details. If someone did, I'd prefer not a link to the thread please, I don't want to accidentally steal someone's ideas.
Anyway, any suggestions while I'm still in concept stages?
are you planning on doing all this yourself?
Probably not, I might be able to get some people to help me out, a lot of people owe me favors, I just need to put it together. I figure, if it fails to get off of the ground, then I got some experience out of the deal.
weren't you already working on a campaign
I have a few questions about weapon possibilities:
1. Can you have the flashlight key (referred to as F from now on) set up to toggle your weapon between a primary and secondary mode? Example: I pick up a weapon that shoots in an accurate burst-fire mode, then press F and it shoots in a semi-accurate fully-automatic mode, and draws from the same ammo pool, AND i still have another weapon in secondary with a different F key function (that remembers its current setting while in secondary).
2. If the F key toggle is possible, can I make a weapon that initially has a basic setup of primary for shooting and secondary for grenade throwing, and when toggled, primary for shooting one weapon, and secondary for shooting another, both drawing from the same ammo pool? This would essentially be like dual-wielding two of the same weapon, but the max ammo would not change when toggled, but other values, such as accuracy and spread would.
3. Can I have a weapon that has two levels of overcharge? Example: A single click yields a projectile that travels for 10 meters before detonating, while a hold for .5 to 1.5 seconds yields a projectile that travels 30 meters, and +1.5 yields 50 meters.
If these are possible, I might be able to make a new and interesting set of about eight weapons that will be quite interesting.
Lol oops. I started to say something else but fucked it up. I use some words too often, and they just end up being repeated.
This weapon set that I have in mind/planning is actually the starting point for a custom sp campaign set after the events of Halo 3 (thus, it doesn't need to follow any preexisting precedents other than the UNSC-Sangheli alliance) which will involve a cybernetic super-soldier (aka future-Spartan), a group of Sangheli allies, a UNSC multi-purpose AI that gets entrapped, two spin-offs of that AI (one of which immediately goes rampant in the defense installation, while the other joins you in your suit), a Forerunner-corrupted UNSC defense AI, a pair of UNSC-Sangheli Cruisers (one of which crashes), Sentinels (all shapes and sizes), and the Flood. Also, it will involve some of the most intense firefights possible (the rampant AI channeling all of the Food attacking the base to your position), and some of the most non-linear battlefields in existence.
Conscars, i was thinking of a stormy theme, with battles going on in space, which will be loud explosions.
You could have trees flying around and stuff as well....lol.
And sometimes lightening striking the ground if you could make that sync and not lag to much.
lol, good point, but it does in halo 2 when you go outside, but the sound changes a bit, And you can still here explosions sometimes on the halo games.
Even though it's unrealistic to hear sounds in space, everyone does it anyway because things in space sound awesome
i mean, you've got rocket ships and lazers and warp drives and stuff ~:awesome:>
lol its been a while since i posted anywork so im going to post some updates on that uzi i made a while back
http://i266.photobucket.com/albums/i.../uzigray-1.pngany suggestions?
There are also no explosions in space, since fire requires air.
But I just think I found a flaw in the Discovery channel's logic on this one:
There were people IN the thing that blew up, correct? And if there were people, there was air. Since that air is now traveling through space, it should be fuel for an explosion.
So yes, there CAN be explosions in space. I think.
A ScifiFPS moment where the player is sucked into space suddenly and without warning would be godly, what with the the sheer unexpected nature of it. I'm hoping I'll get to pull such a scene off sometime, it'd be bloody awesome. :p
http://i238.photobucket.com/albums/f...ettennsion.jpghttp://i238.photobucket.com/albums/f...ffy/temple.jpghttp://i238.photobucket.com/albums/f...ta_temple4.jpghttp://i238.photobucket.com/albums/f...luffy/shit.jpg
http://i238.photobucket.com/albums/f...frozenfall.jpg
the first map in sapien is called "HGK tennsion"
The second pics are a map ive been workin on
the last 2 pics are some stuff me and a friend have been doing but havent lately:D
EDIT: WTF WIDE THEY GO TO SIDE!?
Atomic bombs just need a chain reaction to create hell.
Remember kids, don't shoot Assault Rifles inside of airlocks.
So, anyone besides jay (whom I have no knowledge of any weapon tag work by him - no offense, jay) going to answer my three questions? I hate to be bringing it up again, but I just want multiple peoples' opinions on the subject.
me and cad had devised a plan a long time ago to make a small POA themed map where there was a room and when a player entered it, someone on the outside could press a switch and lock the person inside the room. 10 seconds later they would be sucked into space and killed. unfortunately he never followed up on his part >_> lazy bitch.
noQuote:
So, anyone besides jay (whom I have no knowledge of any weapon tag work by him - no offense, jay) going to answer my three questions? I hate to be bringing it up again, but I just want multiple peoples' opinions on the subject.
no
yes
any suggestions?
http://i266.photobucket.com/albums/i...16/uzicool.png
So, the 'flashlight' key can't be set up to allow a dual-function weapon, but I can have a weapon that has a one-click fire, and two varying levels of overcharge shots? If this is correct, would it still be possible to make a group of weapons where you can only hold one weapon that still has a primary and secondary mode, but mode variance is controlled by the 'change weapon' key, ammo is taken from the same pool, and when picking up another weapon both are exchanged for a new weapon which also has a primary and secondary mode (the dropped weapon will always revert to primary mode when picked up again)?
I understand, I did some weapon work a while back, but nothing recent, and I never (Intentionally, about 5 guns of mine got leaked and I never got any credit for them) released any.
Just for a quick overview of what weapons I HAVE made:
Spartan Laser (Leaked, UMT Swamp Grove has a old version of it with placeholder everything while I worked on the tags for it. I fixed the bug with it not firing where you aimed it a while back, by the way.)
H3 AR (Never went anywhere, was also leaked in UMT Swamp Grove. Only thing I still have of it is my old SP Campaign mods with it in there.)
Chaingun (Leaked in UMT Archive, everyone credits Donut for it [Rightfully so, he did the original model and tag work], but I made some secret modifications to it, and I re-tagged the whole thing to make it feel more like a chaingun.)
Radiation Launcher (Worst. Model. Ever. First attempt at modeling something, was also my first attempt at making something for Halo. Never finished)
Lightsaber (WIP, it goes with my AT-AT from a while back)
Noobinator (Don't Ask, don't tell. http://hce.halomaps.org/index.cfm?pg=3&fid=2842)
Every Weapon in my first map (Well, a mod, technically. http://hce.halomaps.org/index.cfm?pg=3&fid=2677)
So yeah, I HAVE had weapon experience, not anything major (Or released).
Sorry about the double post, but I have something completely different. I've expanded on my ODST campaign idea, with some ideas from Huerosam and othersstolen"borrowed" from this thread. No name for the campaign yet, though.
ODST Spec. Ops Squad Sigma-Omega-Pi (Alpha and Bravo Teams) SP Campaign
Timeline: Mid-Late Halo 2 to just before Halo 3.
ODST Overview: No shields, but boosted health. Health packs scattered around more often. No Spartans seen at all in campaign. Campaign starts with a squad of 15 ODST Spec. Ops, counting the player. Campaign ends with 2, counting the Player.
Spawn System: When you die, you do not go back to the last checkpoint. Instead, you are air-dropped from a Pelican over the last LZ you cleared. Similar system to Checkpoints, just looks different. Might disappear if scripts don't cooperate.
Missions:
Los Angeles:
Objectives:
1. Locate AI databank remnants. (Failed)
2. Locate AI fragments. (Accomplished)
3. Upload AI data. (Failed)
Covie Victory (Glassed).
Casualties: 1 ODST.
Chicago:
Objectives:
1. Rescue AI stored in databanks. (Accomplished)
2. Eliminate Covenant forces. Use of extreme force granted. (Accomplished)
3. Escape tactical nuke’s blast. (Accomplished)
Human Victory.
Damage: Outskirts intact. City eliminated by Tactical Nuke and Longsword Bombing run.
Casualties: 1 ODST.
New York:
Objectives:
1. Save United Nations building. (Failed)
2. Protect President of the U.N. (Failed, President Assassinated)
Covie Victory (Glassed).
Casualties: 2 ODSTs.
Old Mombassa, Ruins:
Objectives:
1. Fend off Covenant forces until evac arrives. (Accomplished)
Human victory (Covenant Fall Back).
Casualties: 2 ODSTs, Master Chief captured.
Notes: The Battle from the “Believe” ads.
Sahara:
Objectives:
1. Destroy Covie camps for African assault in the desert. (Accomplished: Covie camps destroyed. Covie forces pursued to Cruiser Cascading Punishment.)
Human Victory.
Casualties: 2 ODSTs.
Covenant Loyalist Cruiser Cascading Punishment:
Objectives:
1. Rescue the Chief. (Accomplished: Chief escaped on his own and made it out on Seraph fighter.)
2. Capture/Destroy Cruiser. (Accomplished: Cruiser destroyed.)
Human Victory.
Casualties: 3 ODSTs.
Note: ODSTs are in an airlock at the end which is punctured by a Plasma Grenade, resulting in Explosive decompression. 4 are Rescued by UNSC Cruiser Forward Unto Dawn.
UNSC Shipyards:
Objectives:
1. Secure Shipyards. (Failed, Covies breach the hangar.)
2. Evac Personnel. (Accomplished, Personnel make it to UNSC New Mombassa base)
3. Eliminate Covenant Forces. (Failed, Shipyards destroyed.)
Covie victory (Shipyards destroyed).
Casualties: 1 ODST.
New Mombassa, Ruins:
Objectives:
1. Find Sierra 117 landing site. (Accomplished: Sierra 117 found.)
2. Upload data from Bravo team‘s computer. (Accomplished: Data recovered)
3. Protect data from Covenant. (Accomplished: Data uploaded and destroyed)
Covie victory (Human forces retreat).
Casualties: 1 ODST.
Notes: As seen in the Neil Blockamp shorts.
You should make your own topic for that Jay, this is a gallery.
he can showcase his idea here, it's CE related.
he can?
well I guess he can do what ever he wants, but the reason people click on this thread is because its a "gallery topic" to post your favorite work, or wip's...
I guess ideas can qualify as work/wips, but isn't this the reason we hate people making topics for them too, because its not considered a wip unless you actually did some work on it other than typing up small poorly written ideas.
idk... all I have to say is... :picsorstfu: because otherwise I doubt anyone will take the time or effort to read it, unless your a published author who's actually offering up a good idea. Otherwise your just some "random" who's throwing down ideas which are probably hard to understand or poorly presented, or just plain stupid.
What I just said applies to close to 90% of the ideas I've ever seen on any CE modding forum, not to mention most of the time, the people posting them do not in fact posses the skills themselves to actually help bring their idea to life.
Am I being harsh? Yes, Is what I'm saying true? Sadly yes...
Trust me I'd love to see all the great ideas people have actually become reality, the fact is it just doesn't happen unless you yourself can run with the idea, or by some chance of luck you find someone willing to take your idea and make it which is rare, and most often the person who uses your idea will want to change it, and in the end he will do most of the work anyway. It doesn't matter if it was your idea or not really to begin with.
EDIT: heh, reminds me of some of the ideas I had back when I modded CE alot... odst spec ops stuff... truth is I don't have the drive to lead a project like that and my modding abilities aren't even strong enough, my main talent is making models, thats about it. Everything else I'm slow at, I might be able to do it, but it takes me forever.
ive not worked on them much, i had bases but i deleted them becuase at halomaps they flamed me for them:
http://i238.photobucket.com/albums/f...ta_temple6.jpg
ack, looks like a log-cabin gone wrong. From what I can see, any detail that you have is some extruded face. Keep practicing other modeling methods.
You copied Ganon's tutorial for all three structures. Oh, and those don't look Forerunner at all; I suppose Ganon thought they did, but, they don't.
ya i just started over and im officialy plane modeling and dude... im not a very good modeler... youve prolly got better experince then me... :mad:
are you calling Teekup shit?
How dare he. Teekup is the shit, not just plain shit. He could kill you with his looks, I swear.
then neuro revived him with neurostories, and WoL killed him again :|
Actually, WoL didn't directly kill him, his following of WoLunists did. They're a fierce bunch to handle. Kinda like fast zombies. Better have your shotguns ready!
That was obviously implied when I said fast zombies. Who the hell in their right mind uses a pump-shotgun for fast zombies? I myself use a fully automatic shotgun with a rate of fire of 240 rounds per minute. That'll keep the WoLunists at bay! Damn this backpack of ammo is heavy.
soo.... WIPs eh?
.... I got nuffin
(This is an effort to get things back on topic)
Back on topic you say?
What's this? New flamer! :D
http://img527.imageshack.us/img527/9...pflamerhu3.jpg
http://img120.imageshack.us/img120/4...flamer3fv7.jpg
http://img521.imageshack.us/img521/9...flamer2nr7.jpg
Yes, this was heavily influenced by the H2 Beta (or Alpha? :X) flamethrower.
As of now it is "finished." If anyone spots anything wrong, let me know so I can fix it right away.
Looks pretty cool, kinda boring handles though.
oh, it's done? hmmm... idk, somehow it just looks like something is missing... can't put my finger on it... maybe once it's skinned it'll look more finished.
Mmm.... maybe hexagonal structural tubing instead of cubical?
The original was quad, not hex. Interesting suggestion, though.
Tbh, hexagonal would be a waste of polys when it looks fine (and not to mention like the others) the way it is.
fukin ace!
looks amazing man, great model.
interesting.... I don't ike the handle (the one more near the player's body) because it's shaped like a normal rifle's butt of the gun, but... you aren't going to be putting that against your shoulder.
I've been working on the map a bit. Yeah, I know there's gross spots, and that the entire right half of the image hasn't been touched past blocking out the shape.
http://img172.imageshack.us/img172/5707/mapgk2.png
edit: another angle
http://img337.imageshack.us/img337/2807/mapfr0.png
Not looking bad at all. Even though not much that you've created has even had the chance of being poor quality. From the looks of it, you've got some interesting infantry and vehicle interaction being set up. Keep at it!
Also, a quick question to anyone out there: The flat trees and grass found at the edge of maps and underfoot - how many items of that type can I have in a map before it becomes detrimental to framerate? I want to create a medium-sized field (on an infantry-only map) of high grass using these types of items.
well use common sense, place 5000 and itll drop your fps.
also keep in mind the # of polies in those scenery objects.
stuff stacks up REALLY fast.
there's no set number. but the more stuff is visible at one time, the more it hurts. so having 1 big open arena would inherently slow down more than a U-shaped level for example, because it wont draw everything at once. (if you were to place the same # of scenery etc in them)
I want them to be flat surfaces that will face the viewer at all times, such that strafing sideways will produce the effect of the grass waving in the wind (kind of...). Is that possible?
looks nice conscar + rep
[color]Hunter has requested me to posy this for him[/color=red]
Here is my lastist W.I.P and some other pictures;
Halo 3 Spiker
Halo 3 Magnum Clay Renders
Halo 3 Longsword Clay Renders
Well, still no light source (Too lazy to set it up ATM, lol), but here's my AT-AT. Current poly count stands at 28,443 polys, with a detailed interior and before poly reduction. I need to finish the rear of the head, then it's minor details, poly reduction, smoothing, and finally skinning.
http://i203.photobucket.com/albums/a...45/AT-AT-1.jpg
I think you can tell what it is.
the detail level doesn't seem balenced.
Is this going to go in game? If so, 30,000 polys seems to high. If not, make it higher poly to get it smoother.
Good luck getting a quadrupedal mech to function properly in Halo CE. In case you didn't know, In Halo CE, the legs cannot detect the ground individually. Halo 3 we've seen it happen with the spartans and the elites legs.
Physics are going to be a pain in the ass, plain and simple.
I seem to remember that the Mythos has 4 legs, and it works fine. The environment you'll be seeing this thing in is relatively flat, there is some hills, but the AT-AT should be able to handle them with no trouble.
The Empire will have the better vehicles, but their LZ has scarce weapons. The Rebels have a heavily fortified base with many weapons, entrances and exits, but the only vehicles they have would be some Snowspeeders. They also have some heavy Anti-Armor turrets, but anyone in them is a sitting duck to an AT-AT.
Yeah, the mythos doesn't actually lift its legs either...
It's basically just a big car with four invisible "wheels" and a walking animation.
Here's an animation I did for my 3D Foundations class
I threw that long dead end on it because the first time I uploaded it Youtube cut off half the video.
It was a group project and the poly limits were pretty strict. 300-500 per prop... 300-500 per character... 1000-2000 for the environment and less than 30K in the whole scene.
We had 29,910 quads in our environment.
Yea, my first animation. Woo.....
I really liked that llama, pretty cool. Though, if I may comment on 1 thing, the guy probably would've fell faster than he did.
My turn :).
This is my first biped of any type, and I took references from an N64 game. Any guess what game?
http://img266.imageshack.us/img266/1479/renderyf2.png
i cant think of the N64 game..hmm..but it does look like a teddy bear from teh game conker: live and reloaded
lol could use facial details though
oh yeah arms and feet too
Uuum... Conker?
E:
Conker had an N64 game. Conker:Bad Fur Day
ooh it did..i didnt know that..well i dont have a n64 so i wouldnt know..anyways..conker?
Yea, I'm gonna attempt a full conversion of conker (but just the teddy's cause their the coolest) in my free time.
ooh..hope it turns out well..anyways since your going to attempt it and the game is so fun +rep
Hunter requested me to post the following for him
I have more or less finnished my Spiker (The modeling part i mean), here are some screenshots:
And here are two pictures with both of my weapons that i have made so far: