Well, you probably guessed from the title. Sigma is back. We aren't just back with what we had last time either. You may not have even heard of us from our last public mentioning, but Sigma has been working hard at the ups and downs of map making for CE so that we can bring you enjoyable custom content that will provide interesting gameplay.
When we originally fell off the radar, we had left the community with little more than a leaked map full of hardly finished content. Well, we have changed in a big way. We have been working on a highly custom and unique collection of Halo CE multi-player maps, a whole arsenal of custom and Halo related weapons, and much more new content. We've gained members, and lost members, but overall we now have a great assortment of people that get the job done how it is needed. As we now finish off the final weapon skins, and hammer out the last gameplay details, we thought it was time to make ourselves known again.
Our current lineup of members is as follows:
M6dEEp
Donut
ICEE
Geo
Arbiter
Moses
Plague
Malloy
Invaderveex
(in no particular order)
Other contributors (who are either former members or friends of members) are:
Chains
Hayabusa
Selentic
Hunter
CLS grunt
Because of the range of skills our members have, we have little need for more people, but to make it an easier and faster process, we may be hiring any interested members of this community who can help us finally get this show on the road.
Now, to discuss the actuality of things that go on amongst the team:
Weaponry: Weapons are arguably the biggest part of gameplay, so we have accordingly spent a lot of time and efforts creating our weapon set in an attempt to achieve balance, and a certain level of visual quality. Our weapon set is as follows:
SMG: everyone knows and loves the smg. Our SMG has maintained the average halo gameplay applications, but has had a serious visual makeover in a halo 3 recon fashion.
[thumb]http://i724.photobucket.com/albums/ww243/scottclark610/smg.jpg[/thumb]
Battle rifle: The mid-long range weapon is a vital part of halo gameplay, and we would be cruel bastards to take it away. The battle rifle is for the most part unchanged in usage, but has also had a visual makeover.
[thumb]http://i724.photobucket.com/albums/ww243/scottclark610/battlerifle.jpg[/thumb]
Rocket launcher: Classic halo launcher. Scarce among maps
Assault rifle: The last of the cut and dry halo 3 copies. I promise. The assault rifle is a classic weapon, and has mostly been left the same.
[thumb]http://i724.photobucket.com/albums/ww243/scottclark610/assaultrifle.jpg[/thumb]
Shotgun: Our shotgun may visually look similar to the halo series’ shotgun, but it has a much slower rate of fire with greater range than the halo 3 shotgun. We feel that it should be easier to use on an inferior netcode like halo CE’s. The slowed rate of fire comfortably balances the range boost though.
[thumb]http://i724.photobucket.com/albums/ww243/scottclark610/shotgun.jpg[/thumb]
Sniper rifle: The sniper rifle has a completely different design. The scope is the only part which maintains a haloesque design, and will sport an ammo counter and compass. The gun’s design is bullpup, which seems like a nice change from the standard halo sniper.
[thumb]http://i188.photobucket.com/albums/z295/iron_clad_photo/Public%20sigma%20images/baret50cal.jpg[/thumb]
[thumb]http://i724.photobucket.com/albums/ww243/scottclark610/new_snper.jpg[/thumb] NEW
‘Griever’ grenade launcher: A human grenade launcher that functions with a revolving drum. It has 6 rounds loaded max, and it takes 4 shots to kill a man (but due to the blast radius it can be used on multiple targets with relative ease). The firing is fairly slow, and it is somewhat of a rarity in the maps. It can be reloaded one round at a time like the shotgun.
[thumb]http://i724.photobucket.com/albums/ww243/scottclark610/griever.jpg[/thumb]
Brute spiker: You know it from halo 3. However, to make it different and valuable to gameplay, the spikes have ricocheting physics to make it deadly in tunnel areas. It is highly damaging to the flesh, but it takes several shots to lower the shields. This makes it a good counterpart to a plasma weapon.
Brute striker: a long range weapon. It is essentially a sniping weapon that takes good accuracy to kill with. Headshots are highly damaging, but body shots are much weaker. It is best to use when hiding in cover. A skilled user can defeat a battle rifle wielding spartan with relative ease at a long range, but it is not recommendable in short range.
[thumb]http://i724.photobucket.com/albums/ww243/scottclark610/brutestriker.jpg[/thumb]
Brute reaver: A deadly brute pistol with the highest firepower of any nonexplosive and non laser weapon, excluding the sniper and shotgun. It takes 3 headshots to kill,
But UNLIKE the unbalanced pistol predecessor, it can’t be used at very long ranges due to projectile speed. The projectile starts out moving fast, but slows down around medium range, making it an unrealistic but balanced weapon. If you use it at long range, you will need to lead your shot quite a bit. The projectile is very visible, and the firing sound is loud, making it useless for stealth.
[thumb]http://img301.imageshack.us/img301/5503/reaverir3.jpg[/thumb]
Spike grenade: unlike halo 3, our spike grenade is highly devastating. It isn’t a starting grenade, and is less common on the maps than frags. It produces a literal storm of spikes that screw over anyone caught indoors. It actually lands perpendicularly to any surface, and the spikes move at a high speed, bouncing several times before getting stuck. Use at own risk.
Plasma rifle: it has high shield damage and high stun, but takes several shots to bring down a person. It is recommendable that you switch to a different weapon to finish someone off.
Needler: The needles have become more difficult to dodge, making it a useful weapon once again.
Plasma pistol: Same ol charge and shoot shield cracker. It MAY end up sporting the vehicle stopping properties, if Arbie can get it working.
Other weapons that MAY be included, but we aint holding our breath for until they come together:
Athenian laser: Not the spartan laser, but a distant cousin. It is highly powerful and can easily take down a full vehicle with one shot. The weapon is useful against personnel too, however indoors it is entirely useless. Though the projectile does do minor damage, it is only an omen of what is to come. The projectile is a beacon, that sends coordinates to a satellite in space that will shoot down a highly destructive laser. A spartan will have plenty of time to clear the (rather large) blast radius, but when stuck to an unsuspecting vehicle or player, the mayhem can be catastrophic. If we can get this working perfectly, it will be a rare heavy weapon in our maps. The idea is possible, as the same basic principle was used in a modern combat (non sigma) map called (ambush?), in which a pair of binoculars could call in an air strike.
[thumb]http://i724.photobucket.com/albums/ww243/scottclark610/athenianlaser.jpg[/thumb]
(you may recognize it as hunter's model with some minor edits for functionality)
Flamethrower: we have a nice flamer model, animations and skin, but unless we can work out some gameplay applications it isn’t going anywhere.
Equipment: Nuff said. We have a functional script, but it hasn’t been thoroughly tested yet. It works, but we have to make sure it will fit the gameplay, and be perfectly bugless. More details as it unfolds.
Shrapnel grenades: Not a grenade, but a function of the griever’s grenades. We've been in the process of making the grenades shoot flaming shrapnel, which will not deal damage when it hits, but will create small fires that will damage if touched, blocking tunnels and paths easily.
Though all you can see now is the weapon renders, we do have a functional grifball script. When we have all our ducks in a row, we will post more about it.
So that was a big load of words. Our bsps are where its really at though. Our bsp modelers work hard to make attractive landscapes that provide tactical and innovative gameplay, and we have been quite successful. Currently, our most promising map is called Downfall, and it will be our first release, though we do have several others in the works. And now for some pics (taken in downfall), because we’re not entirely full of crap when we talk about our work.
Please keep in mind that any and all screenshots posted here are of works in progress unless labeled otherwise.
[thumb]http://i188.photobucket.com/albums/z295/iron_clad_photo/Public%20sigma%20images/haloce2009-01-3020-04-36-50.jpg[/thumb]
someone fires the striker, showing the bright red contrail
[thumb]http://i188.photobucket.com/albums/z295/iron_clad_photo/Public%20sigma%20images/haloce2009-01-3020-09-09-71.jpg[/thumb]
sigma's griever in action
[thumb]http://i188.photobucket.com/albums/z295/iron_clad_photo/Public%20sigma%20images/haloce2009-01-3020-10-43-07.jpg[/thumb]
Me firing on donut with the spiker
[thumb]http://i188.photobucket.com/albums/z295/iron_clad_photo/Public%20sigma%20images/haloce2009-01-3020-18-27-65.jpg[/thumb]
The unsuspecting sniper gets a surprise.
As you can see, the entire thing is in a huge canyon. It feels quite nice when you run around in it. For gameplay's sake, there will be no way to get out into the area without using dev, and even with dev the player will be unable to fire back into the play area. The map may be getting an atmospheric makeover too. We've been toying with different times of day and such.
Because we’re really not into competing with other teams, or obsessing about our imperfections, we aren’t looking for criticism. We are just trying to make content that is FUN to use. We plan on releasing “classic” versions of all our maps, which will include the original weapon set and bipeds, though we design our maps for our content. Our weapon tags will be open source upon release. Please enjoy, more pics and stuff will be added later, including renders of the weapons we haven't shown.
January 31st, 2009, 12:40 AM
DEElekgolo
Re: Sigma mapping team: Official revealing
The weapon is good but the map looks completely uninteresting.
January 31st, 2009, 12:42 AM
Ki11a_FTW
Re: Sigma mapping team: Official revealing
Thats Geo's BSP Right?
January 31st, 2009, 12:43 AM
ICEE
Re: Sigma mapping team: Official revealing
Yes, downfall is geos. I think it might have a bit of Sel in it too. The gameplay is pretty solid
January 31st, 2009, 12:48 AM
Moses
Re: Sigma mapping team: Official revealing
It's too bad Geo isn't here to see this *laughs* :poke::mad:
January 31st, 2009, 12:48 AM
Ki11a_FTW
Re: Sigma mapping team: Official revealing
the classic looking BSP with the newer weapons and content doesnt look right, are you going to change the textures on the bsp?
January 31st, 2009, 12:56 AM
ThePlague
Re: Sigma mapping team: Official revealing
The map looks better then in those pictures, especially the bases of it. There are bump maps that really bring out the map, but they can't really be shown with those pictures.
January 31st, 2009, 12:59 AM
ICEE
Re: Sigma mapping team: Official revealing
That would be why we're experimenting with the lighting and atmosphere.
You could have added a little more detail with a polycount like that. Looks good either way.
January 31st, 2009, 01:15 AM
Limited
Re: Sigma mapping team: Official revealing
Gastly UV on the map...
January 31st, 2009, 01:20 AM
Apoc4lypse
Re: Sigma mapping team: Official revealing
nice work guys, Im impressed, I'm pretty sure I saw renders of the map from geo when I was talking to him on xfire so I know it really is better than it looks right now... just keep in mind everyone on modacity likes pretty things with pretty textures, just work on the eviroment for it.
I like what I see
January 31st, 2009, 03:53 AM
SnaFuBAR
Re: Sigma mapping team: Official revealing
I like the concept of it all, but I have to say that the work thus far is only "ok". The fp models for the weapons are really edgy, and could've used double the triangle count. the textures so far are very washed out, and low-res looking. I think you guys can do better, and when you do, it'll be far more appealing than it is now.
January 31st, 2009, 07:40 AM
OpsY
Re: Sigma mapping team: Official revealing
Personally, I like the way it's made. I like that finally the canyon doesn't just stop with invisible wall and is actually continued beyond the map.
The only thing that hicks in my opinion is the layout of trees. Seen from far they don't really fit. they may seem like they're all the same model and thus too similar and not fiting in the rest of the map's layout
January 31st, 2009, 08:28 AM
Higuy
Re: Sigma mapping team: Official revealing
I think the map looks fine, decent. The hud and fp models of the weapons just look pretty weird..But it does look fun to play. The skins look like they could use some work though.
I know you guy's can do better with them, you guys have some good people on your team.
January 31st, 2009, 08:29 AM
ODX
Re: Sigma mapping team: Official revealing
Isn't this a good 18th birthday to remember ICEE? Nice to see you guys have finally emerged. I agree with OpsY also, I like how the map doesn't just stop, it had mountains and so on, just like Halo 3. The map just looks much better that way, almost more professional. It would be nice to show a picture from the ground looking up if possible.
January 31st, 2009, 10:02 AM
ICEE
Re: Sigma mapping team: Official revealing
Thanks. We are more focusing on the gameplay though. People always complain about something being overpowered or a "whore weapon" in halo, and we're trying to balance it out. So far it plays pretty well but we will have to have some bigger betas to really know for sure.
January 31st, 2009, 10:11 AM
Sel
Re: Sigma mapping team: Official revealing
Quote:
Originally Posted by ICEE
Yes, downfall is geos. I think it might have a bit of Sel in it too. The gameplay is pretty solid
I Sel did the cliffs, and fixed most of the geometry errors.
January 31st, 2009, 10:19 AM
ICEE
Re: Sigma mapping team: Official revealing
Sorry, I don't know who you are >.>
January 31st, 2009, 10:38 AM
FRain
Re: Sigma mapping team: Official revealing
Your guys' stuff is okay. Textures are very very low res and the HUD is ugly with the mix-and-match looking colors, some of the weapons look VERY off porportions (spiker, in particular), but if you keep going at it, and fix stuff up your stuff could be very enjoyable and good.
January 31st, 2009, 10:51 AM
ThePlague
Re: Sigma mapping team: Official revealing
It's not all about completely flashy, amazing, godly looking textures to us, we focus more on game-play and fun then having something look better than it plays.
January 31st, 2009, 11:01 AM
.::Sim::.
Re: Sigma mapping team: Official revealing
Yay for good gameplay!
January 31st, 2009, 11:08 AM
Geo
Re: Sigma mapping team: Official revealing
I missed it :(
January 31st, 2009, 11:09 AM
ICEE
Re: Sigma mapping team: Official revealing
Sorry :/ bad timing altogether I guess
January 31st, 2009, 11:13 AM
Sel
Re: Sigma mapping team: Official revealing
Quote:
Originally Posted by GeometricGeek
I missed it :(
And you told me all about your great unveiling yesterday and how happy you were
poor geo :(
January 31st, 2009, 11:22 AM
killer9856
Re: Sigma mapping team: Official revealing
Glad to see you guys back :)
January 31st, 2009, 11:30 AM
ThePlague
Re: Sigma mapping team: Official revealing
By the way, don't take the HUD as anything close to final, because I haven't even started working on it yet. ;)
January 31st, 2009, 11:38 AM
Geo
Re: Sigma mapping team: Official revealing
Quote:
Originally Posted by Yuki
And you told me all about your great unveiling yesterday and how happy you were
poor geo :(
Maybee you can make me feel better with revelations.
Guess you will have to avoid the sniper lol. We all like it. I don't think we will be changing it, but mabye.
January 31st, 2009, 01:34 PM
SnaFuBAR
Re: Sigma mapping team: Official revealing
Having an obvious 1999 weapon mixed in with halo weapons just looks bad... I mean, the weapon is already a decade old, and you want to put it into a future scenario??
January 31st, 2009, 01:42 PM
Hunter
Re: Sigma mapping team: Official revealing
Have a nice mixture ;)
Stick some crossbows in there.
Jk.
January 31st, 2009, 01:47 PM
Ki11a_FTW
Re: Sigma mapping team: Official revealing
one of you guys told me that its better then CMT :/
January 31st, 2009, 01:56 PM
ICEE
Re: Sigma mapping team: Official revealing
Quote:
Originally Posted by Ki11a_FTW
one of you guys told me that its better then CMT :/
whoever told you that was being stupid. we have no interest in comparing ourselves to CMT, or any other teams.
@ snaf: its there because it looks cool, not because it fires like an m95. If you don't like it don't use it.
January 31st, 2009, 01:58 PM
Geo
Re: Sigma mapping team: Official revealing
^ We are doing something completely different than CMT. I respect the cmt members hard work and I respect masterz.
January 31st, 2009, 02:14 PM
ICEE
Re: Sigma mapping team: Official revealing
First post just received a large update full of renders.
January 31st, 2009, 02:56 PM
arbiter100
Re: Sigma mapping team: Official revealing
lolwut?
January 31st, 2009, 04:14 PM
Hotrod
Re: Sigma mapping team: Official revealing
I'm really liking the concept of this project, and most of those weapons are quite awesome. Though, I find that the sniper could get a few changes done to it, it just doesn't look like a Halo weapon.
January 31st, 2009, 05:23 PM
ODX
Re: Sigma mapping team: Official revealing
Quote:
Originally Posted by Hotrod
Though, I find that the sniper could get a few changes done to it, it just doesn't look like a Halo weapon.
I agree, but I'm subject to change after I see the animations for it.
January 31st, 2009, 06:15 PM
DarkHalo003
Re: Sigma mapping team: Official revealing
Ha YEAH! Sigma finally showed their faces! I'm glad to see them back in action. I always missed the team since it left. I can honestly say I'm glad about their return and the map they're producing.
February 1st, 2009, 12:28 AM
n00b1n8R
Re: Sigma mapping team: Official revealing
make the walls of the map more like hills or something (eg, immure 2). From the pictures, it looks like it's a giant hole in the ground.
Interesting. It's nice to see new big mods around for HCE.
February 1st, 2009, 11:13 AM
sdavis117
Re: Sigma mapping team: Official revealing
Stick some sensors on that sniper and make it glow in some strange spot and it will look like it belongs in Halo.
February 1st, 2009, 11:16 AM
Inferno
Re: Sigma mapping team: Official revealing
Yeah I always wondered how the marines scoped in on the sniper rifle. There isn't really a place to look through just a weird green line that wobbles up and down.
February 1st, 2009, 01:08 PM
ICEE
Re: Sigma mapping team: Official revealing
We have no plans to change the sniper rifle, other than skinning it of course. But if one of the teams modelers wants to model a new one, I won't object, as long as it looks good.
February 1st, 2009, 01:27 PM
Geo
Re: Sigma mapping team: Official revealing
I'll give it a go at a new model. I do like donuts tho, even if it is a little plain on the main body part.
February 1st, 2009, 03:12 PM
Masterz1337
Re: Sigma mapping team: Official revealing
I'm loving the Reaver.
February 1st, 2009, 03:14 PM
Geo
Re: Sigma mapping team: Official revealing
Yeah I would say that is one of my favorite weapons to use.
February 1st, 2009, 04:48 PM
n00b1n8R
Re: Sigma mapping team: Official revealing
Why does the sniper have extended legs when you can't lie down :S
February 1st, 2009, 04:54 PM
Inferno
Re: Sigma mapping team: Official revealing
The same reason why the magnums in halo 3 have scopes on them but you can't zoom in.
February 1st, 2009, 05:58 PM
Masterz1337
Re: Sigma mapping team: Official revealing
Those are laser sights. The snipers in halo have all had legs on them though.
February 1st, 2009, 06:11 PM
Donut
Re: Sigma mapping team: Official revealing
Quote:
Originally Posted by Masterz1337
Those are laser sights. The snipers in halo have all had legs on them though.
this^
and the bipod on the sniper in halo 2 was used by a marine sniper in a cutscene. i believe it was the opening to outskirts
February 1st, 2009, 06:27 PM
Inferno
Re: Sigma mapping team: Official revealing
I always thought the bottom part was the laser sight and the top was a scope attachment.
February 1st, 2009, 07:19 PM
ICEE
Re: Sigma mapping team: Official revealing
Quote:
Originally Posted by Inferno
I always thought the bottom part was the laser sight and the top was a scope attachment.
no, as far as I know there is no logical reason why the pistol ever had a scope in the first place
February 1st, 2009, 07:21 PM
Pooky
Re: Sigma mapping team: Official revealing
Quote:
Originally Posted by Inferno
Yeah I always wondered how the marines scoped in on the sniper rifle. There isn't really a place to look through just a weird green line that wobbles up and down.
'Smart link' scope links to their green eyepiece things?
Dunno how to explain it for guys like Johnson though.
Maybe they don't scope in, maybe they're just hardcore.
February 1st, 2009, 07:26 PM
Advancebo
Re: Sigma mapping team: Official revealing
Quote:
Originally Posted by Pooky
'Smart link' scope links to their green eyepiece things?
Dunno how to explain it for guys like Johnson though.
Maybe they don't scope in, maybe they're just hardcore.
Maybe Johnson has some kinda built in screen in his eye for higher ranks?
February 1st, 2009, 07:32 PM
ICEE
Re: Sigma mapping team: Official revealing
Ok lets get back on topic people
February 1st, 2009, 07:33 PM
t3h m00kz
Re: Sigma mapping team: Official revealing
Dude Johnson is just gangsta.
Also this project looks fuckin amazing. I'm digging the new ideas and everything. That's what I like to see, new ideas and weapons that aren't just remakes of stuff that already exists in the Halo games. A bit of tagwork and weapon functionality can make for some extremely interesting gameplay. The weapons look fantastic. The BSP is something different, too. Hoping to see more.
And as an open source nut, I completely respect what you're doing here. *bows*
February 1st, 2009, 09:38 PM
Invader Veex
Re: Sigma mapping team: Official revealing
I wish you had the updated spiker before posting this D:
February 1st, 2009, 11:10 PM
ICEE
Re: Sigma mapping team: Official revealing
I wish you were online EVER before I posted this >.>
February 3rd, 2009, 05:27 PM
t3h m00kz
Re: Sigma mapping team: Official revealing
So how long do you think it'll be before the first map is released?
February 3rd, 2009, 06:36 PM
ICEE
Re: Sigma mapping team: Official revealing
its going to be a while. We're really waiting on our skinners and me, and for the bsp's atmosphere to be redone
February 3rd, 2009, 10:05 PM
Inferno
Re: Sigma mapping team: Official revealing
Pro tip: lighting is the key to a original and interesting envirement. It took me a long time to master that but it works wonders for my maps.
February 4th, 2009, 09:14 AM
Geo
Re: Sigma mapping team: Official revealing
Yeah I've learned that myself. Lightmaps was run on a VERY low setting for these pictures. They are no where near final.
February 4th, 2009, 01:01 PM
Geo
Re: Sigma mapping team: Official revealing
Double Post Goes here:
This is the new sniper. Model by me. Its about 3k tris.
Could you do something with the barrel or are the textures going to make it not look so plain? Like, it'd be cool if it had some designs on it.
February 4th, 2009, 05:20 PM
Geo
Re: Sigma mapping team: Official revealing
I had thought of that myself, but I'm sure we can put some design into it with the skin.
February 4th, 2009, 05:38 PM
jngrow
Re: Sigma mapping team: Official revealing
It looks ridiculously compact for a sniper.
February 4th, 2009, 05:47 PM
Geo
Re: Sigma mapping team: Official revealing
Yeah I got the compact design from the Vychlop sniper. I rather like it.
February 4th, 2009, 05:59 PM
Huero
Re: Sigma mapping team: Official revealing
Quote:
Originally Posted by Geo
Double Post Goes here:
This is the new sniper. Model by me. Its about 3k tris. IMGS
ok
now can you make it look like a sniper rifle?
E: :snip:
February 4th, 2009, 06:06 PM
Geo
Re: Sigma mapping team: Official revealing
If your going to post then please try to be helpful.
February 4th, 2009, 06:10 PM
PopeAK49
Re: Sigma mapping team: Official revealing
Too bad i can't help you guys out. I broke my left hand last week.....typing with one hand is really gay! Nice job though.
February 4th, 2009, 06:11 PM
Huero
Re: Sigma mapping team: Official revealing
Alrighty.
It looks more like a carbine you'd find someone carrying under normal battlefield circumstances. Give it legs. Make the silencer less ridiculously long and make the weapon less compact. I also suggest moving back the scope and handle as it looks as if though someone would have to stretch their neck an extra 6 inches to reach it (though this may just be because I haven't use a sniper irl, so i don't quite know the proportions necessary)
February 4th, 2009, 06:11 PM
Geo
Re: Sigma mapping team: Official revealing
Thanks pope. I would appreciate the help of another bsp modeler as well.
Hope your hand gets better.
Quote:
It looks more like a carbine you'd find someone carrying under normal battlefield circumstances. Give it legs. Make the silencer less ridiculously long and make the weapon less compact. I also suggest moving back the scope and handle as it looks as if though someone would have to stretch their neck an extra 6 inches to reach it (though this may just be because I haven't use a sniper irl, so i don't quite know the proportions necessary)
Why don't I ever see anyone complain about this? Have a little creativity man. I will look into your suggestions then. Your second post was much more helpful than the first. Try to keep the rest like this.
February 4th, 2009, 06:22 PM
Huero
Re: Sigma mapping team: Official revealing
Quote:
Originally Posted by Geo
Edit: Huerosam, can you tell me why it doesn't look like a sniper and this does?:snip:
It doesn't, and people complain about it all of the time.
However, when you know it's an alien weapon, it's a lot easier to see how it could be a sniper. There's a (at least slightly) visible scope, and etc.
Your weapon, on the other hand, is assumedly constructed by humans, and thusly is expected to follow the design trends set in place by human designs (IE legs on snipers, longer length for more accuracy and etc.)
I am creative, but your weapon truly does not fit its role. Glad you're working on it, though.
February 4th, 2009, 06:31 PM
Geo
Re: Sigma mapping team: Official revealing
I did have a bipod but I wanted to try something a bit different than the halo sniper so I took it off. And there is a scope on it, and the length of silencer seems fine according to real life standards VV http://world.guns.ru/sniper/vyhlop.jpg
February 4th, 2009, 06:31 PM
_TheArbiter_
Re: Sigma mapping team: Official revealing
Its 500 years into the future. Now days weapons can be much more compact, so probably in 500 years its possible to make an accurate weapon even if its not that long. Its Halo, not CS
February 4th, 2009, 06:44 PM
Huero
Re: Sigma mapping team: Official revealing
True, but this isn't shown in the other weaponry ingame, is it?
You fellows can design the weapon whatever way you want, I'm just saying it wouldn't fit in as well as you'd like is all.
February 4th, 2009, 06:44 PM
ICEE
Re: Sigma mapping team: Official revealing
Quote:
Originally Posted by huerosam
It doesn't, and people complain about it all of the time.
However, when you know it's an alien weapon, it's a lot easier to see how it could be a sniper. There's a (at least slightly) visible scope, and etc.
Your weapon, on the other hand, is assumedly constructed by humans, and thusly is expected to follow the design trends set in place by human designs (IE legs on snipers, longer length for more accuracy and etc.)
I am creative, but your weapon truly does not fit its role. Glad you're working on it, though.
As well thought out as your criticism is, we don't care. We are trying to make a mod that is fun to play, not make a graphical masterpiece. Please refer to my first post, where I believe I bolded and reded our stance on criticism. We do not care about your opinion. Have a nice day
February 4th, 2009, 07:03 PM
Huero
Re: Sigma mapping team: Official revealing
Understandable, but what if someone were to offer constructive criticism on your gameplay, and how fun it is? What if elements of it were not fun? Your wording was, unfortunately, not only incredibly rude, but badly thought out.
And clearly your modeler does care about the criticism as he took the time to listen to it. If he were to change it, and listen to my criticism, your best option would be to accept the new model as it would be better anyway. That is unless of course the team preferred the original anyway, in which case you have all the liberty in the world to keep the old one anyway.
February 4th, 2009, 07:10 PM
ICEE
Re: Sigma mapping team: Official revealing
Quote:
Originally Posted by huerosam
Understandable, but what if someone were to offer constructive criticism on your gameplay, and how fun it is? What if elements of it were not fun? Your wording was, unfortunately, not only incredibly rude, but badly thought out.
And clearly your modeler does care about the criticism as he took the time to listen to it. If he were to change it, and listen to my criticism, your best option would be to accept the new model as it would be better anyway. That is unless of course the team preferred the original anyway, in which case you have all the liberty in the world to keep the old one anyway.
He took the time to listen, but then asked me to put my foot down. We would be absolutely open to criticism on our gameplay. In fact, we are recruiting testers to do exactly that. My wording was not badly thought out; I am rude to get my point across: you should have read the first post, or at the very least the bold red sections. Please take your opinions elsewhere, where they can do some good.
February 4th, 2009, 07:18 PM
Huero
Re: Sigma mapping team: Official revealing
Quote:
Originally Posted by ICEE
We would be absolutely open to criticism on our gameplay.
"we aren’t looking for criticism."
Your wording was bad. And I would listen to you just the same if you weren't as rude; In fact, I would probably have stopped right there. But I'm done, go back to ignoring the opinions of others as you please if you wish; it's not my project.
February 4th, 2009, 07:18 PM
Apoc4lypse
Re: Sigma mapping team: Official revealing
Quote:
Originally Posted by huerosam
True, but this isn't shown in the other weaponry ingame, is it?
You fellows can design the weapon whatever way you want, I'm just saying it wouldn't fit in as well as you'd like is all.
meh I can think of about a thousand things that are probably wrong with the halo assault rifle in terms of design if the game was based on realism... its a sci-fi shooter.
I think it looks neat.
E: However, I do see some issues one might run into when trying to actually wield it as a sniper rifle, being the placement of the handle where the trigger should be (I'm guessing your still going to model that in) and the secondary grip where your other hand would be holding the gun. They seem too close together making it look slightly uncomfortable to hold and aim with as a sniper rifle.
Thats what I'd change, make them further apart, doesnt mean the gun has to be longer.
E: Reason, right now with how close they are together it seems like you wouldn't have a very steady hold of the weapon for something thats suppose to be accurate, for something like a carbine or automatic rifle meant for running and gunning you could probably get away with it, it just seems like physically it'd throw your aim off.
I'd move back the main handle and trigger slightly and compress the clip/butt of the gun backwards a little bit so you have the room for it, then make some changes so it looks good still.
February 4th, 2009, 08:13 PM
Roostervier
Re: Sigma mapping team: Official revealing
Yeah, this thread is tl;dr, but one thing I've been noticing about the sniper models you're posting is that the rails are completely wrong. Right now they look like blocks, but they should look like this:
Rails seem like they should be an easy fix, but this is these guys' mod, and the decisions are up to them.
As a functionality-over-looks kind of guy, I'm looking forward to this. The weapons sound out-of-the-box and unique. Definitely better than a box level with weapons downloaded from Halomaps, amirite?
February 4th, 2009, 09:00 PM
Geo
Re: Sigma mapping team: Official revealing
Actually I will fix the rails, its not like its hard or anything.
February 4th, 2009, 09:02 PM
_TheArbiter_
Re: Sigma mapping team: Official revealing
yo muki! long time no see, good to know you are still around :)
February 4th, 2009, 09:02 PM
t3h m00kz
Re: Sigma mapping team: Official revealing
Aha, sup. I've been around these forums. I changed my XFire up, it's m00kz now.
February 5th, 2009, 12:37 AM
legionaire45
Re: Sigma mapping team: Official revealing
Not sure if this is intentional or whatever, but the rifle could use a trigger guard of some sort. Maybe throw a bipod or a foregrip on it?
BTW, much better than the old Berret; this fits into Halo a bit better.
February 5th, 2009, 08:57 AM
Geo
Re: Sigma mapping team: Official revealing
Yeah I had forgot to throw that in. Its in there now.
February 5th, 2009, 09:13 AM
sevlag
Re: Sigma mapping team: Official revealing
looks good.
about the reaver, how will it affect gameplay, when this goes public remember small idiotic children and other idiots will be playing this. in the hands of a noob, will the reaver make gameplay too annoying or is the weapon moderatly powered so noobs pass it up altogether in favor of a power weapon...
just asking, chances are i'll stick with the AR and something other than the compact sniperpistol
February 5th, 2009, 11:03 AM
ICEE
Re: Sigma mapping team: Official revealing
Quote:
Originally Posted by sevlag
looks good.
about the reaver, how will it affect gameplay, when this goes public remember small idiotic children and other idiots will be playing this. in the hands of a noob, will the reaver make gameplay too annoying or is the weapon moderatly powered so noobs pass it up altogether in favor of a power weapon...
just asking, chances are i'll stick with the AR and something other than the compact sniperpistol
to a noob, the reaver will be pretty much useless. To a pro, it will be deadly. Aimbots wont be useful on a reaver because of the projectile speed, so that alone makes it more balanced than the pistol, but its sheer power and accuracy are equal to that of the pistol. It is not fully automatic, it doesn't fire as fast, the bullet doesn't travel as fast (and severely slows down at long range), and the projectile is very visible in midair, making it somewhat easier to dodge. It can dominate in medium range with careful aim, but I personally can't get a whoring spree with it. It will be tweeked and toyed with plenty to make sure it is balanced.
Also, submitting this for the public's opinion: Geo and I are talking about alterations to the sniper rifle. How would you guys feel about a 6 round magazine, but the individual shots are somewhat weaker. It would still kill in one headshot, but it would take 3 body shots to kill. The rate of fire would be standard halo 1 most likely.
February 13th, 2009, 10:47 PM
Geo
Re: Sigma mapping team: Official revealing
Just a little update.
This is the skin I made for our power drainer. The lights will be blue.