Re: CMT Public Beta Feedback
	
	
		
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				Originally Posted by 
teh lag
				 
			-  New BSPs are, with few exceptions, either too boring or too irritating (specifically, easy to get lost and horribly dark lighting in some parts) for me to have any fun.
I didn't get lost too bad. That spot in "A Whole new world" needs work though. Perhaps place a marker so you know where you're going?- We need the armored marines back. If tagspace is no longer an issue, we can afford to have them and the crewmen be separate bipeds.
I didn't notice that too much.-  Hunter cannon needs a serious battery cap. It's an absolute rapist of a weapon, and you can keep using it for an incredibly long time.
What Difficulty were you playing on? Not only that, but It's the only powerful weapon you'll get the whole way through.-  All of the grate textures are messed up in some way. They're either horrendously ugly or missing their alpha entirely. (See the maintenance doors).
Replace Grates with Plasma shields?-  Most textures in fact look ugly to me. I would rather revert to the original (yes, original H1 campaign) textures to be honest. I know we're trying to be all "new everything," but we are not doing it right. Tons of bumpmaps are overdone, some textures don't fit period, and some just look ODD. (Ex : the screen in the opening cutscene with "unseal the hushed casket").
I like the textures except for certain parts. Especially the bump mapping. :|-  Flashlight needs its power upped. Seriously.
//agree-  In general though, they feel like a chore to fight. There is nothing to break up the elite-grunt-brute repetition except like 3 or 4 stealth elite or hunter fights. I don't know how to fix this. I get the feeling that the level has become too long for its own good.
I disagree, to a degree. Sure it does get repetitive but it isn't THAT bad. It gets a lot easier after the first time through. What IS annoying is that the brutes throw nade so much it's almost as if we're being naded more than they are shooting us. Try making them either weaker or spread the brutes out a bit. no more than two or three in an area. But please DO decrease the nade spamming either way.-  The damaged BSP really makes no sense to me, even though it was probably the most fun of all of them. I have no problem with keeping it, but then we NEED NEED NEED NEED NEED NEED NEED better lighting. I cannot see  , and it's not good gameplay to make the player have to keep on their flashlight or charge up a PP just to see if they're walking against a wall. Even just small emergency lights running parallel to the rout you're supposed to take would be fine.
I didn't think it was that bad. We need moar damaged areas to make that one area flow better then.-  Chiron BSP needs to go, or get a massive makeover. It is unbearably boxy and bland, and completely clashes with the other BSPs' style.
Truedat.
-  I know I've told you this many times, Masterz, but it is impossible to tell where you are supposed to go. Even a navpoint would be fine. I'd rather have a navpoint in every section than have to wonder which way I'm supposed to turn in some of the new sections.
How about a navpoint if you don't get to where you're supposed to be in the right amount of time. Like if you don't hit a Volume Trigger in, say 5 minutes, a nice little nav pops up.-  I don't know how, but we need to re-work brutes. I don't care what's involved in that. Make small-arms reflect off their shields and do minimal damage maybe? Something needs to be done. As we stand, this is what we have. I know we've talked together about ways to make them have all sorts of crazy shield systems with armor falling off and all that... I think there are better things that we can do.
Yeah there are some funky things going on with those Shields... that needs to be changed.-  Why are there sleeping grunts? Why are the grunts asleep only ~30 minutes after they've landed on the ship they're trying to attack?
Especially RIGHT after you just killed like 20 enemies in the room above it.
	 
 
. //Commentary\\   I heard women love the bold.
	 
	
	
	
		Re: CMT Public Beta Feedback
	
	
		When I first played the beta which was around noon I thought it was kind of dissapointing. The reason I say this is because, I suck at Halo but I was still able to run rampant through enemy forces like they were a bunch of little girls. Even on legendary it feels like Im playing on (what should be) normal. I was easily lost among some of the new BSPs and got stuck where all the Brutes and Grunts all seemed to be frozen in place for some odd reason.  I tried to walk past them but this wall with "arteen" written all over it blocked my way. So I finally figured I needed to kill all the frozen enemies to get past. But that is acceptable because it is afterall a public beta, I dont expect it to be perfect. 
 
Pros:
- New weapons!
- Newly skinned elites!
- New BSP!
- New enemy!
- New Chief biped in action
- Great Flycam!
Cons:
- Seemed somewhat drawn out and repetitive
- Easy
- dissapointing
- CMT extras did not work properly :saddowns:
- Had trouble climbing ladders?
- Marines just seemed like different variations of the same person.
Overall this public beta was pretty good but still needs alot of work in order to be perfect. I know that some of the things that I've listed are being fixed or have already been fixed, but I can't help the feeling that this public beta was snap decision sort of thing and not really planned.
Before I end I want to thank CMT for all their hard work and effort twoards this wonderful mod, and to keep up the good work.
	 
	
	
	
		Re: CMT Public Beta Feedback
	
	
		I found that if you run straight at the brutes their aim is way off, their shooting too much to the left instead of at you. It doesn't happen too often but it did happen a couple times for me.
 
I agree there are too many hallways that are pitch black. Maybe have some with some lights in them that aren't red.
	 
	
	
	
		Re: CMT Public Beta Feedback
	
	
		Like it was said, some of the ladders are fairly difficult to climb up and get to the top. I had to crouch jump at the top of a lot of them. You should make them go at an angle near the top.
	 
	
	
	
		Re: CMT Public Beta Feedback
	
	
		I believe the point behind those tricky ladders was to keep you from going up them, since there isn't anything at the top. Some have jarringly placed scenery at the top, whereas others stop short. Both of the cases need to be addressed.
	 
	
	
	
		Re: CMT Public Beta Feedback
	
	
		Yeah, that's probably right. I thought that's where I was supposed to go, so I managed to get on top. :P
	 
	
	
	
		Re: CMT Public Beta Feedback
	
	
		Zipped through it.
 
Cons (the things other people probably didn't notice or had an issue)
 
- When you have the spiker in hand and there's another spiker in pick-up Range, and although you pickup the ammo, it still asks you if you want to pick up the OTHER spiker.
 
- Everyone else named off the other issues, I've noticed most of them.
 
- I found one weird part where bump maps integrated with what looked to be the LCD panel showing the pillar of autumn having made a long jump through sub-space. I can post a picture later on today.
 
Logic Bomb Here:
Why are grunts/brutes sleeping when they're invading due to the fact that they don't want any humans to get on that ring?
 
Other than this, 
Overall a very enjoyable experience.
 
Thank You so much. :) Hope to here/see your feedback toward ours.
	 
	
	
	
		Re: CMT Public Beta Feedback
	
	
		For all of you guys saying problems about the doublespeed powerup, it's not CMT's or your computers fault.
I was sure you already knew of this, but the Double Speed powerup is a BETA powerup, you never see it at all in the original. You were never supposed to use it.
	 
	
	
	
		Re: CMT Public Beta Feedback
	
	
		Loved everything, but the level did drag on a bit and confusing sometimes.  Brutes should have less health, they were a nightmare to deal with.  More human equipment as well plz :)
	 
	
	
	
		Re: CMT Public Beta Feedback
	
	
		Shit that sucked:
- Chiron sections
 
 No flow of direction (usually you get some idea of where to go)
 
 CHIRON SECTIONS
Shit that doesn't make sense:
- Twisted hallways: Is the POA actually very hollow or something?  I don't see how a section of a ship could just collapse like that.
 
 Pistol ready sound:  Clearly doesn't match the animation
Yeah, I forgot the rest.