Yes, that’s right, you don’t need your eyes checked; you’ve read that right, you don’t need your eyes checked – Custom Mapping Team is, in fact, back.
We know many of you were eagerly anticipating our last project, and we know we let you down. Why, you ask, should you trust us to come through this time around? Because we’ve got a new team put together, built not only out of CMT veterans but of new additions handpicked from the community’s best and brightest, all brought together for one reason: making what we believe to be the best Halo CE maps possible. There have been a lot of changes the past 2 years since we disbanded, and most are for the better, meaning we can finally realize our foremost devotion: finally finishing what we started.
If you know of CMT, you know about SPV2... and how we never finished it. We’ve got two years of 20/20 hindsight since we last worked on it, and one of the first things we've done was look at all the areas where it went wrong. We have a better-organized, better-disciplined team with a clearer vision – which will ultimately result in a better (and completed!) end product. As popular as the multiplayer maps have been, we love single-player, and it’s really the area where we can really push the game the most – as such, the reformed CMT will be focusing on single-player maps, in a project aptly named “SPV3”.
Part 2: The Big Details
So what is SPV3? Is it another mod of Halo 1’s campaign that you’ll have to wait years to play? Nope! A significant portion of SPV3 will be comprised of polished and completed versions of what we were working on with SPV2, and refining our tagset to accommodate that goal will be our first priority, but the real goal is to create a series of custom-built campaign maps based on events throughout the Halo franchise, and we hope to start on this in the not-too-distant future!
Now, you may be thinking, “this sounds all great, but between an entire campaign and custom maps, you can’t possibly finish any time soon!” Granted, our projects are never small, but we’re going to be doing something new this time around: to avoid the endless crawl that came with the original SPV2 project, we are opting to release maps incrementally, gradually refining and adding to the tagset until it is complete, similar to Ifafudafi's ASCM - but more about him later. Right now, the team is working on touching up Truth and Reconciliation, and we hope to have it ready for public consumption by the end of the year, if not sooner. We’ve got some cool things planned for it, including an all new exterior section. We also hope to have the .scenario done before the end of summer, and will release as soon as the rest of the tags for that level are in a polished state.
(If you don't remember what we did with Truth and Reconciliation last time, here's a quick reminder)
We will then move onto touching up our next SPV2 map (right now it’s looking like Silent Cartographer or Pillar of Autumn), and begin work on our first custom map. Hopefully come 2012, we will have several maps available to play, each at a higher level of quality than we have ever offered before, and offering exciting new stories and gameplay. If you’re worried about older maps being outclassed by new releases, we will also be updating the older SPV3 maps with a newly-compiled version at each new release, fixing any bugs and updating the tagset in that map, so every time you want to play SPV3, it will be using the latest, most refined tagset.
Part 3: We Have The Tags
Within our tagset, we've got some really neat things in development to once again push our gameplay in a new direction. We’re aware that as nice as our Brutes look, we were always at a loss as to how to fit them into gameplay, but we’re happy to say our new Brutes have a distinct gameplay personality, finally coming into a unique role rather than just serving as beefier Elite clones. Though incredibly tough, they have no shields, opting instead for reinforced helmets. Their large amount of health makes it difficult to kill them without headshots, but you'll need to shoot off their helmets before that becomes an option. If you don’t have a headshot weapon available, you’re going to have to be careful – they’re much more dangerous to the player expecting a fragile but agile Elite. To top this off, we are once again reanimating them, this time with a focus on expanding their movement options in battle. We’ve also added sharp shooter Jackals, which you’ll have to look out for in the new exterior BSP we’ve added to T&R. We’re also looking into having a Reach-style Skirmisher type variant of the Jackal as well which will be featured in upcoming maps, although it is unlikely they will be featured in T&R. And, as always, the Covenant forces sport many new ranks and abilities.
SPV2 had a lot of weapons - but not all were really ideal for first-person use, such as the hunter gun or sentinel beams. We have been successful in coming up with a new campaign-friendly way of doing support weapons, and as of now we plan on converting the flamethrower, the three hunter guns, and the two sentinel beams to being support weapons carried in third-person. We have three other weapons in the works that we’re not quite ready to talk about yet, but we can tell you it’s something a few of us have wanted to do ever since H2 Coagulation back in 2005. We’re not quite ready to show any pictures of these support weapons, as they are currently receiving a custom set of 3p animations.
We’re also looking into expanding the functionality of our guns. Back before H3, we had a lot of really cool weapon ideas, and with the constant onslaught of new Halo games we ended up losing focus on them and opting instead for uninspired clones. This time around, you can expect to see things from our guns you won’t in other Halo games - for example, our Brute Shot now has a secondary trigger which fires EMP grenades: they are perfect for disorienting a room full of enemies, but not so useful for damaging them. With our BRG, its role has been expanded by the Brute helmets, as it is the only weapon other than the sniper that can destroy a Brute's helmet and kill it with a single pull of the trigger. We’ve also brought back another weapon that was cut from SPV2 and given it a new role (which has the coolest charge effect out of any gun in any Halo game!), which we won’t spoil for you here but is highlighted a bit further down the post. I think you’ll all be satisfied with our many tweaks to the gameplay and what we’re doing with our weapons. Even classic “untouchable” vehicles are being looked into in getting weapon overhauls.
When we started back up, one thing that we noticed was seriously showing its age was the HUD. We designed our HUD with a lot of thought, but it’s old and low res, and nearly 5 years old. Everything is still in the concept stage, but what’s there is FANTASTIC, and we’re really proud of what’s been done so far; not only that, but we’re also interested in your feedback on it. For now, here is our initial concept, and you can see more in our HUD thread (check the bottom of this post for links).
Now, onto our team!
Part 4: Meet The Team
I am proud to say that the majority of the old team was happily eager to join back up from SPV2. The active team roster presently consists of:
The Old Boys Masterz1337 - Team leader and gameplay design lead. I will be focusing solely on the gameplay and debugging this time around. I’m stepping down from HUD and particle work, as well as encounters and their related scripts; my successors are a few lines down.
Teh Lag – Modeler, animator, sanity checker and all-around tagset content guy. He's been behind a lot of the definitive custom CMT tags, had his hands in most of the team's tagset at some point or another, and will be taking a lead role in making the new tagset as clean and polished as possible.
Arteen - Lead BSP modeler. Most of you know him; he’s the genius behind many multiplayer maps, and has done many of our SP BSPs in the past. He, like a lot of you, wasn’t all to happy with some of the custom BSPs in the past, and he’s devoted to doing whatever it takes to making sure the new BSPs and encounters are of the highest quality.
Conscars - The brain behind many of our particles and skins ranging all the way back to SPV1, he’s back again and still helping us pump out amazing particle effects.
Dano – Yes, that’s right - he’s coming out of retirement! He’s already contributed more to SPV3 than anyone else already, and it’s something that’s going to blow your mind.
The Middle Bros Kirby - When something’s tough to figure out, Kirby has the answers. Kirby’s already helped come up with our new support weapon system, and he’s also had a breakthrough with FP legs we may pursue. He’s also been working on our Sparrowhawk, and has had some breakthroughs with making it function like no other vehicle in Halo CE before.
Sin0w - Sin0w joined up with us near the end of SPV2 when everything was falling apart, but he’s back now and has two more years of experience. Sin0w is in charge of music and sound for the mod, and is also taking over my role over for encounters and SP scripting.
ShadowSpartan - Technically he’s new to the team, but he’s done a lot to help us in the past and he’s going helping us with several behind the scenes things. He’s a brilliant guy and is the only active remaining member of Zteam.
The New Peoples H3Freak - Our new HUD guy, he’s responsible for the images you saw earlier. He’s got some amazing stuff planned we haven’t shown yet, and has showed us things to do with the HUD we never thought possible. Keep an eye out for his work (bottom of the thread!!!), you’re sure to be impressed.
ODX – He's worked with Teh Lag in the past, and now he’s agreed to contribute his animation talent to our team. We’re really happy to have another talented animator to balance the workload.
Ifafudafi - You may know him from Another Stupid Campaign Mod, which had some stunning effect and particle work. He’s integrating his many of ASCM’s effects with SPV3, while improving both. There’s a lot of really neat stuff coming out from him, and we’re all really happy to have him on the team. He’ll be working closely with Conscars to deliver ever-prettier effects for SPV3. He’s put together a little vidoc for those of you who are interested in seeing what he’s been doing:
(And as with the HUD, you can keep up with his work in his Effects thread; again, check the bottom for links)
...So that’s our new team. We’ve got a lot of great talent, and we’re all happy to be working with each other again. The only person we’re still trying to recruit is CAD, who disappeared about 2 weeks before we reformed the team. (Our dear CAD, where have you gone!?) We also are happy to announce our partnership with another team: The guys behind Project Lumoria (you can also check out their latest work in their thread here. Obviously, our goals are very similar, and the teams will be closely talking between and contributing to each other. Both teams are dedicated to bringing you awesome single player experiences, and we feel there is much we can learn from Higuy, Lodex and their team..
So that pretty much sums out what we have planned, and what we have done. We’ve only been back for about two weeks, but we’ve already made enormous progress. Even now, there is an incredible jump in quality between the last SPV2 and the newest SPV3 builds, and we look forward to showing that to you as soon as we can.
But there is one more thing...
Part 5: The Sauce
CMT's SPV3 will support Open Sauce! We’ve been working closely with Kornman and Firescythe, and this is the second partnership we are announcing today. Thanks to Open Sauce, we will have a TON of new features in the mod available to you if you chose to install it. While we are building the mod with OS in mind, if for whatever reason you cannot/will not/don’t want to install or don’t like OS, the maps will still play normally for you. Though we do not plan to make Open Sauce a requirement we do expect to be taking advantage of a number of features it affords to users, while maintaining backwards-compatibility for those unable to run it (though at the expense of a few cool new features!) Players who use Open Sauce with our maps will be able to experience normal maps on objects (such as in Halo 2, 3 and Halo Reach), VISR mode, altered gravity, vehicle boarding, and possibly other fun features as well. We’ve only just recently got it working with our tagset, but here’s some of what we've been able to accomplish so far...
And that's that! More information will come as it is available, and we will sincerely do our best to not let anyone down. We’ve got a new home on www.halomods.com/cmt so be sure to register on the forums. If you like CMT, this is where we will be posting the majority of our updates and several of our members have their own threads if you wish to discuss certain topics in depth. It’s worth checking out and it’s the only place where you will be able to have your voice be heard by all the CMT members. So get ready, everyone, tell your friends, your family, your school, your workplace, your pets, and whoever else you can think of, and let people know that CMT is back, because we're ready to show you how ten years of Halo are REALLY celebrated.
Looking forward to this, as always my server and I'm sure the Modacity servers are/will be available for multiplayer map testing and/or hosting single player maps to distribute to authorized testers.
July 26th, 2011, 02:34 PM
Amit
Re: We're back! CMT Returns!
When I first started reading I was like:
Lumoria vs SPv3 :neckbeard:
And then I kept reading..."We also are happy to announce our partnership with another team: The guys behind Project Lumoria."
Looking forward to this, as always my server and I'm sure the Modacity servers are/will be available for multiplayer map testing and/or hosting single player maps to distribute to authorized testers.
When they don't crash. (not Modacity servers)
July 26th, 2011, 03:10 PM
p0lar_bear
Re: We're back! CMT Returns!
Quote:
Originally Posted by neuro
why still halo CE though?
Because they're most familiar with this engine and would like to release at least one thing for this ole game that's less than 90% terrible?
:downs:
July 26th, 2011, 04:29 PM
n00b1n8R
Re: We're back! CMT Returns!
So Duke came out and CMT is back together.. Pooky when are you castrating yourself?
July 26th, 2011, 04:34 PM
Rainbow Dash
Re: We're back! CMT Returns!
n00bin8r: how does it feel knowing 50 teenage nerds would suck your dick for a half finished render
July 26th, 2011, 04:38 PM
Siliconmaster
Re: We're back! CMT Returns!
Woah. This was unexpected. Cool, to be sure, but unexpected. My obvious first comment is "oh, but HA10 looks cooler, and is coming out sooner." But then my second thought is "HA10 doesn't have vehicle boarding or any of the other new gameplay features." Therefore, I am excited :D
July 26th, 2011, 04:50 PM
Cortexian
Re: We're back! CMT Returns!
Quote:
Originally Posted by Amit
When they don't crash. (not Modacity servers)
Both my server and Modacity servers are rock solid. That TeamSpeak crash was an isolated incident that has been fixed on my end.
July 26th, 2011, 05:00 PM
Higuy
Re: We're back! CMT Returns!
Quote:
Originally Posted by Amit
When I first started reading I was like:
Lumoria vs SPv3 :neckbeard:
And then I kept reading..."We also are happy to announce our partnership with another team: The guys behind Project Lumoria."
As we are in a partnership we will be working together to help build up some of the best single-player mapping experiences. While both experiences will be drastically different, and we are both still our own independent teams, the help on both sides will help speed the process of each, and create good content for everyone to enjoy.
July 26th, 2011, 05:12 PM
Mr Buckshot
Re: We're back! CMT Returns!
Do you still have the non-buggy unencrypted versions of the SPV1 maps?
July 26th, 2011, 07:05 PM
Pooky
Re: We're back! CMT Returns!
Quote:
Originally Posted by neuro
why still halo CE though?
People are still making mods for games like Jedi Knight and DOOM. Halo isn't that old, and it's still an awesome game.
Quote:
Originally Posted by n00b1n8R
So Duke came out and CMT is back together.. Pooky when are you castrating yourself?
I never said anything about Duke or CMT, and I got out of yoyov2 because that map sucked.
Seriously though, it sounds like you guys are serious about getting shit done this time around and I'll be interested to see what comes out of it.
July 26th, 2011, 07:42 PM
Hotrod
Re: We're back! CMT Returns!
This news makes me happy :) Glad to see that the team is back together and working to release something kickass. The additions coming with Open Sauce sound fantastic (especially VISR mode).
Oh, and I spy a Brute Plasma Pistol in Ifafudafi's video that's looking quite sexy.
July 26th, 2011, 08:04 PM
Amit
Re: We're back! CMT Returns!
Quote:
Originally Posted by Freelancer
Both my server and Modacity servers are rock solid. That TeamSpeak crash was an isolated incident that has been fixed on my end.
Lancer's Edge Hour Long crashed when I was playing the other night. I'm just giving you a hard time, though. I play there about an hour every night and it hardly crashes.
EDIT: I take that back. Crashed about 30 mins ago.
July 26th, 2011, 08:48 PM
seanthelawn
Re: We're back! CMT Returns!
I am definitely ok with this
Glad to see people starting to focus on singleplayer more
E: Dano's back? :O
July 26th, 2011, 09:10 PM
NullZero
Re: We're back! CMT Returns!
Quite a few people in this team (plus helping) which sounds promising. Good luck guys, and don't get drowned in the fanboys' clusterfuck like last time.
As said in the link there's a 56k warning since I'm using .gifs but they are behind [/spoiler] tags. I suggest you use Firefox if you want to view them correctly however. If it's too much of a hassle I can always upload to video but I find it annoying to have to click "replay" over and over again.
July 27th, 2011, 12:31 PM
DarkHalo003
Re: We're back! CMT Returns!
So....You guys should make new Running animations for the Elites....and a dive animation for the Brutes....
The carbine reload animation looks weird at the end where the gun moves up then down into position. It'd look better if it moved back laterally like it does at the start of the animation when the left hand lets go.
Also, if the mod is using backpack weapons (is it?) then shouldn't weapons like the sniper be coming from up and behind the camera when they're drawn, not from down and in front?
July 27th, 2011, 06:24 PM
=sw=warlord
Re: We're back! CMT Returns!
That carbine firing bitmap looks corrupted pretty badly either that or it's been compressed horribly.
I'm assuming that's going to be fixed?
July 27th, 2011, 06:57 PM
ODX
Re: We're back! CMT Returns!
Quote:
Originally Posted by n00b1n8R
The carbine reload animation looks weird at the end where the gun moves up then down into position. It'd look better if it moved back laterally like it does at the start of the animation when the left hand lets go.
See now here's the thing: some people say they like my return to origin there and others say it looks weird. I honestly don't know what to do now...
Quote:
Originally Posted by n00b1n8R
Also, if the mod is using backpack weapons (is it?) then shouldn't weapons like the sniper be coming from up and behind the camera when they're drawn, not from down and in front?
You would think that with all of the weapons in Halo 3, but none of them do now do they? The ready there was made before CMT revived itself and recruited me so beforehand I was just going with whatever. I do kind of not like that ready though so I'll go try a backpack one right now and update when I'm done.
July 27th, 2011, 08:34 PM
Ifafudafi
Re: We're back! CMT Returns!
Quote:
Originally Posted by =sw=warlord
That carbine firing bitmap looks corrupted pretty badly either that or it's been compressed horribly.
I'm assuming that's going to be fixed?
ding
We were having a bit of a tagspace crisis until we remembered that bitmaps (usually) don't count towards the limit, and just about everything ever was compressed in the process.
Keep in mind that literally everything in that video is so WIP that it's WIP; everything there is basically my first pass at each of the weapons so I can get a certain style going, and most (if not all) will probably change quite a bit before the first release.
July 27th, 2011, 09:53 PM
Cloud
Re: We're back! CMT Returns!
EPIC!
So glad to see this Awesome guys
you need any servers or help with testing let me know.
I'm always around and have plenty of members/servers that can be of use.
July 27th, 2011, 10:01 PM
RedBaron
Re: We're back! CMT Returns!
Wow has it been 5 years? Can't believe it has been that long already. Great finding out that this is getting revisited, I first joined these forums only to follow spv2 (lawl I was such a fanboy, among many others). For nostalgia's sake, I wish you all best of luck with finishing this time around.
July 28th, 2011, 07:44 AM
Rosco
Re: We're back! CMT Returns!
ifafudafi is godly at particles. so glad he's onboard :)
July 28th, 2011, 11:13 PM
nuttyyayap
Re: We're back! CMT Returns!
Looks good. You better not remove the B30 dogfight or BRG...
July 29th, 2011, 12:01 AM
TheGhost
Re: We're back! CMT Returns!
Wow, a large dev team still working on this game after all these years. Can't wait to see what you come out with.
July 29th, 2011, 08:52 PM
supersniper
Re: We're back! CMT Returns!
lol again?
July 30th, 2011, 03:38 PM
Elite Killa
Re: We're back! CMT Returns!
Good luck in your endeavors, CMT. The stuff shown now looks amazing!
August 24th, 2011, 04:04 PM
Masterz1337
Re: We're back! CMT Returns!
For those interested, we have been posting numerous updates on our forums. Updates include
-OS Boosting and Single shot zoomed BRG
-New Skins and textures
-New FP animations
-Numerous effects
CMT member's don't regular visit these forums, if you want to follow progress be sure to register on Halomods.
August 24th, 2011, 05:59 PM
Rentafence
Re: We're back! CMT Returns!
Are you going to give us the tags
August 24th, 2011, 06:02 PM
Disaster
Re: We're back! CMT Returns!
Quote:
Originally Posted by rentafence
Are you going to give us the tags
^ Give us the tags
August 24th, 2011, 06:46 PM
Masterz1337
Re: We're back! CMT Returns!
Most of our stuff is planned to be open source. However, a lot of things aren't openable with a stock HEK
August 25th, 2011, 12:34 AM
mgalekgolo
Re: We're back! CMT Returns!
I saw some updated spv2 maps on halomaps and was confused. Nice job, I love it. Now if halo would just run without broken shaders on this computer...
August 25th, 2011, 01:08 PM
Warsaw
Re: We're back! CMT Returns!
How the fuck did I miss this thread...
Also, fucking yes. I was just mourning the incompletion of SPv2 last week.
August 25th, 2011, 05:14 PM
Cloud
Re: We're back! CMT Returns!
:) So glad yall are back!!!!!!!!! You have my full support any help just ask WOOT!
August 25th, 2011, 05:17 PM
supersniper
Re: We're back! CMT Returns!
where's AAA he usually posts in CMT topics, and same with ODX
oh and come out come out where ever you are Sel ;)
August 26th, 2011, 12:11 PM
Choking Victim
Re: We're back! CMT Returns!
*Insert shocked comment here*
Also, sup?
August 26th, 2011, 12:45 PM
ThePlague
Re: We're back! CMT Returns!
Sup CV, long time no see.
August 26th, 2011, 04:07 PM
Rainbow Dash
Re: We're back! CMT Returns!
Quote:
Originally Posted by supersniper
oh and come out come out where ever you are Sel ;)
hi?
August 26th, 2011, 06:15 PM
supersniper
Re: We're back! CMT Returns!
wait? NVOUS is Sel?
since when?!
August 26th, 2011, 06:30 PM
ThePlague
Re: We're back! CMT Returns!
Since he got banned.
August 26th, 2011, 06:44 PM
TVTyrant
Re: We're back! CMT Returns!
Sniper, you couldn't tell?
Cool that this is happening. I can't wait for three days from now when it is leaked and everyone quits /sarcasm
Also when was Masterz unbanned? Nice to see he was allowed to come back to the community.
August 27th, 2011, 10:48 PM
Reaper Man
Re: We're back! CMT Returns!
Wow, I've sure missed a lot. CMT is back?
August 27th, 2011, 11:19 PM
mgalekgolo
Re: We're back! CMT Returns!
Its very recent but yes. also apparently so is the 80s...
August 27th, 2011, 11:33 PM
Bossniak
Re: We're back! CMT Returns!
CMT? Sounds familiar.
August 28th, 2011, 02:46 AM
supersniper
Re: We're back! CMT Returns!
i completely missed it :o
i feel dumb now.
August 29th, 2011, 12:45 AM
Masterz1337
Re: We're back! CMT Returns!
FP arms +smg with normals and specular maps, Dano is not looking for crit, if this thread turns into a debate about "it's not green enough" bullshit we're just not going to be posting updates. Dano knows what he's doing and will tweak things as he sees fit.
August 29th, 2011, 12:53 AM
nuttyyayap
Re: We're back! CMT Returns!
It's plenty green enough, but leaning over into teal (of which I like), but it looks fine.
August 29th, 2011, 12:53 AM
mgalekgolo
Re: We're back! CMT Returns!
Holy fucking shit. smexy
August 29th, 2011, 02:47 AM
ThePlague
Re: We're back! CMT Returns!
Quote:
Originally Posted by nuttyyayap
It's plenty green enough, but leaning over into teal (of which I like), but it looks fine.
Don't even start this again :|
August 29th, 2011, 05:31 AM
Pooky
Re: We're back! CMT Returns!
If you don't want crit, why bother posting it in the first place? Just to get your ego stroked?
I mean really, I don't get it.
August 29th, 2011, 08:43 AM
Masterz1337
Re: We're back! CMT Returns!
If your not interested in seeing progress I can just not post anything at all.
August 29th, 2011, 09:46 AM
Zeph
Re: We're back! CMT Returns!
>_>
Strider, did you get Master's account?
There's an awful lot of "don't post crit here cause i take it seriously so it hurts my ego" instead of seeing if it's valid or ignoring it and getting on with your life here for this to be you.
I'll give you whatever benefit of the doubt on what color you want it to be in regards to Dano being able to fix it. Doesn't really change the two differences in texel density and texture quality on the mesh. You gonna stop updating now?
August 29th, 2011, 09:56 AM
Masterz1337
Re: We're back! CMT Returns!
Maybe I should have made it more clear, Dano (not me) doesn't want or respect this communities input. This thread is mostly here to show progress, and generate hype. If Iffy or lag or Conscars wants to share something here and get your opinions, I encourage you to do so.
August 29th, 2011, 10:09 AM
Zeph
Re: We're back! CMT Returns!
So he's what, listening to people based on domain name? Sounds kind of silly as there's nothing stopping people from just registering at whatever site you do listen to people.
August 29th, 2011, 10:14 AM
Masterz1337
Re: We're back! CMT Returns!
Actually if you check on our forums we have the same thing I posted here, that he's not looking for input at all. If you have a problem with his attitude feel free to IM him, I'm sure he'll just ignore you though. If you check our forums you'll notice we have several threads where we are looking for feedback. You're welcome to post your crit here, but afaik I'm the the only CMT member that bothers to visit these forums.
August 29th, 2011, 01:41 PM
BobtheGreatII
Re: We're back! CMT Returns!
I think that looks great actually.
August 29th, 2011, 04:42 PM
Guardian
Re: We're back! CMT Returns!
I like it to be honest.
August 29th, 2011, 04:46 PM
Amit
Re: We're back! CMT Returns!
Looks more teal than green. I like it.
August 29th, 2011, 04:51 PM
TeeKup
Re: We're back! CMT Returns!
No Amit. Don't even start. >_>
August 29th, 2011, 04:57 PM
p0lar_bear
Re: We're back! CMT Returns!
Teal fucking sucks, end of story, if you like it you're a horrible person and should go commit seppuku since a pitchfork-carrying mob is more than likely on the way to string you up by your entrails.
...
AHEM.
Neat stuff. Normal maps on models in halo is something I think a lot of us have been looking forward to.
August 29th, 2011, 05:56 PM
Hotrod
Re: We're back! CMT Returns!
Quote:
Originally Posted by Amit
Looks more teal than green. I like it.
I like the teal.
:-3
August 29th, 2011, 05:56 PM
Cortexian
Re: We're back! CMT Returns!
Looks good, it's a lighter shade than normal but that makes it look faded and worn like it should be after fighting online since 2003.
Also, it's good to know that CMT still favors their elitist attitude amongst its members... I'm sure Dano has his reasons for not giving a single shit, but you didn't need to actually tell us that. Just makes you sound like you don't give a shit about the community at all. Which is actually what you said, in which case I don't see why you're back together as a modding team?
August 29th, 2011, 06:58 PM
Pooky
Re: We're back! CMT Returns!
Quote:
Originally Posted by Freelancer
I'm sure Dano has his reasons for not giving a single shit, but you didn't need to actually tell us that. Just makes you sound like you don't give a shit about the community at all.
Pretty much this.
August 29th, 2011, 07:22 PM
Zeph
Re: We're back! CMT Returns!
Quote:
Originally Posted by Masterz1337
Actually if you check on our forums we have the same thing I posted here, that he's not looking for input at all. If you have a problem with his attitude feel free to IM him, I'm sure he'll just ignore you though. If you check our forums you'll notice we have several threads where we are looking for feedback. You're welcome to post your crit here, but afaik I'm the the only CMT member that bothers to visit these forums.
Don't get me wrong, I give no fucks. I just found it funny that the closed community mindset hadn't changed and was wondering why you went out of your say to say something you yourself acknowledge as pointless.
August 29th, 2011, 08:46 PM
Masterz1337
Re: We're back! CMT Returns!
Quote:
Originally Posted by Freelancer
I'm sure Dano has his reasons for not giving a single shit, but you didn't need to actually tell us that.
I rather hurt your feelings rather than let people draw their own incorrect conclusions about the team being "elites jerks".
August 29th, 2011, 09:28 PM
TVTyrant
Re: We're back! CMT Returns!
I like the teal
:3
and fuck off!
August 29th, 2011, 11:23 PM
El Lobo
Re: We're back! CMT Returns!
Fine I'll join the team, quit begging.
:lobo:
August 29th, 2011, 11:40 PM
Masterz1337
Re: We're back! CMT Returns!
We'd love to have a celebrity on our team ;)
August 30th, 2011, 01:09 AM
Cortexian
Re: We're back! CMT Returns!
Quote:
Originally Posted by Masterz1337
I rather hurt your feelings rather than let people draw their own incorrect conclusions about the team being "elites jerks".
Except you did exactly the opposite, you literally told everyone that one of your team members is elitist and doesn't give a shit about the community or their opinion on anything he does. While doing that you didn't hurt ANYONE'S feelings.
August 30th, 2011, 01:49 AM
Masterz1337
Re: We're back! CMT Returns!
Then why are you so butthurt about it? Dano's a professional artist, he is aware of what he is doing, he is not asking for or wants help. Why is this such a hard concept to grasp? If he wanted crit, he would post at a forum for professional artists, not a dead modding community turned /b. Dano's done and still is doing a lot for the Halo community, him not wanting your opinion on his art doesn't mean he's giving the CE community the middle finger like you've somehow (and incorrectly) deduced.
August 30th, 2011, 03:12 AM
Cortexian
Re: We're back! CMT Returns!
No it doesn't mean he's doing that. The point I'm trying to make (that a few other members caught onto already may I add), is that you made it out to be exactly that way. There was really no need to even include the sentence about him not wanting crit because it does just make him sound like a pretentious elitist snob, when he isn't. If he doesn't want crit, the best solution is to ignore crit and just dance around suggestions like all game devs do.
August 30th, 2011, 04:02 AM
Masterz1337
Re: We're back! CMT Returns!
So I should let you waste your time criting it... and getting feedback.... that won't be listened to... so that it appears like we're ignoring it.... when I can just tell you he isn't looking for crit? It was Dano who wanted that sentence posted with the images of his work in the first place because he doesn't want a bunch of people telling him what to do with his work. The pic was to show you we're making progress and this is what our content is going to look like, not us asking how you want to see it done because you know best.
August 30th, 2011, 04:54 AM
neuro
Re: We're back! CMT Returns!
if Dane wanted proper feedback, he'd ask (someone like) me, tbh.
ye know, people who actually get paid to do this sort of stuff.
it's like you're getting upset because Valve didn't ask for your input on episode 3.
you dont magically get the right to offer criticism when someone posts an update on anything.
you can voice your opinion or whatever, but don't expect anyone to give half a butt about your opinion.
srsly, i can't believe some of the retarded self-entitled bullshit some of you are spouting.
August 30th, 2011, 09:49 AM
.Wolf™
Re: We're back! CMT Returns!
Quote:
Originally Posted by El Lobo
Fine I'll join the team, quit begging.
:lobo:
You clean?
August 30th, 2011, 10:45 AM
TPBlinD
Re: We're back! CMT Returns!
Quote:
Originally Posted by neuro
if Dane wanted proper feedback, he'd ask (someone like) me, tbh.
ye know, people who actually get paid to do this sort of stuff.
it's like you're getting upset because Valve didn't ask for your input on episode 3.
you dont magically get the right to offer criticism when someone posts an update on anything.
you can voice your opinion or whatever, but don't expect anyone to give half a butt about your opinion.
srsly, i can't believe some of the retarded self-entitled bullshit some of you are spouting.
did you really just compare cmt to valve
...lol
but imo tbh the reason this community is still kickin' is because we're mostly all friends. so being a jackass and saying DONT CRIT MY STUFFFFF is really weak.
August 30th, 2011, 05:57 PM
Arteen
Re: We're back! CMT Returns!
Don't crit me bro!
August 30th, 2011, 06:46 PM
neuro
Re: We're back! CMT Returns!
Quote:
Originally Posted by TPBlinD
did you really just compare cmt to valve
...lol
no, that's just you twisting my words.
August 30th, 2011, 08:03 PM
Amit
Re: We're back! CMT Returns!
I didn't bother reading the previous page due to :words: and shit. Here's what I think:
What the fuck is wrong if they want to post images of progress and not take feedback? (Or just Dano, I guess). It's their mod, they do what they want. If they take the crit and use it, cool. If they don't, don't jump on them for ignoring it. Sometimes people just wanna do what the hell they want so let them...
...then, when the mod is released, bitch and moan until Dano's eyes bleed :v:
August 30th, 2011, 09:20 PM
Cortexian
Re: We're back! CMT Returns!
Why is everyone just repeating what I'm trying to say.
August 31st, 2011, 02:01 AM
Timo
Re: We're back! CMT Returns!
No, you're having a cry about someone being honest and it seems to me that nobody else cares.
except blind <3
August 31st, 2011, 03:11 AM
Amit
Re: We're back! CMT Returns!
Quote:
Originally Posted by Freelancer
Why is everyone just repeating what I'm trying to say.
Bringing up old shitstorms brings other stuff from that time period back too. In this case, "Freelancer, stop posting!" seems to have soaked back into everyone's brain. They just don't care.
August 31st, 2011, 03:54 AM
Cortexian
Re: We're back! CMT Returns!
Quote:
Originally Posted by Timo
No, you're having a cry about someone being honest and it seems to me that nobody else cares.
Can you make a more complete and better CMT tagset release map? that was perfect for me, but it didn't have many tags.
September 3rd, 2011, 10:45 PM
Masterz1337
Re: We're back! CMT Returns!
what did you want?
September 4th, 2011, 01:32 PM
mgalekgolo
Re: We're back! CMT Returns!
The elite flood, and the brutes. I just looked at the map again and its much more complete than I thought(I didn't know the flood humans and others were only bipeds). But yeah, updated models ect. Also were the geists in halo 2? I feel like I remember them in one of the arbiter missions, maybe.
September 4th, 2011, 01:50 PM
Amit
Re: We're back! CMT Returns!
I don't think Geists were in any Halo game. Maybe Halo Wars?
September 4th, 2011, 02:43 PM
Masterz1337
Re: We're back! CMT Returns!
Geists were arteen's own thing, we'll probably have them redone into a forerunner unit for one of the new maps.
OMG those cyan needles and projectiles are so sexy. And the detail on that needler skin is unreal.
September 23rd, 2011, 12:25 AM
DarkHalo003
Re: We're back! CMT Returns!
Dudes, that's out of this fucking world. Like seriously, I didn't like the CMT Needler much at all before, but now I have to say it's one of the coolest ones yet.
September 23rd, 2011, 12:54 AM
Donut
Re: We're back! CMT Returns!
the little lights like the plasma rifle has made it. by far the coolest needler of any halo game.
September 23rd, 2011, 01:01 AM
t3h m00kz
Re: We're back! CMT Returns!
I'm curious to see what Ifaf could do with a modern day particle system engine.
September 23rd, 2011, 01:45 AM
TVTyrant
Re: We're back! CMT Returns!
I'm pretty sure someone like ODX for ICEE did them, but the animations are super cool. I'm not sure if their good, because I know nothing of animations, but the concept is awesome, especially since I believe this is the first Needler where they have actually shown the mechanism working.