As you may or may not remember, the last time we updated, we said:
Quote:
...our plan is to release A50 in its entirety - Brutes, new BSPs, and all - around late January/early February.
Internal issues and misfortunes have forced us remove part of that statement. Our new BSPs are not ready and a few of our updated art assets are not done – and we do not foresee them being done within the next few weeks. We could delay the mod again, indefinitely, until those things are implemented. Or, we could sack them and push towards coming in at least somewhat close to our scheduled release.
After careful deliberation, we've decided to go ahead and, for the first time in a few years, release relatively on-time.
Barring catastrophic failure or some other immediate emergency, The CMT SPv3 version of The Truth & Reconciliation will be released on Friday, February 24th.
Operating on a map-by-map release structure means that we can continue to add to and refine SPv3 between each release; consequently, rather than try and continually hammer away on the same map for months and months, we feel it'd be better to release more frequently and retroactively update older releases as new assets are made and gameplay elements improve. We're not treating A50 as "unfinished" - we're making it as best we can with what we have - but we're absolutely planning on revisiting and further revamping it down the line. Some models will not be as high-res as others and we won’t have all the gameplay additions that we had hoped to include, but we feel that this is preferable to keeping you guys waiting potentially forever for things that may or may not ever meet our initial goals. We cannot say for sure which features will make the cut and which will not - a much needeed upgrade to our aging Battle Rifle and an up-resing of the stock BSP are on the way, whereas new Grunt and Pelican models might not make it - but anything that doesn't make the cut by release will certainly be used later on.
In the meantime, feel free to satiate yourself with a batch of fresh screenshots taken from a near-final version of the map, and remember to check back on the 24th!!!
(I went ahead and made a new thread because the old one is on page 2 and full of angry people saying mean things; if it's really bothersome feel free to move stuff around)
So, the more discerning among you might have noticed that there's been something of a shortage of publicly shown content lately, and that's for a couple of reasons. The first is that our artists are close to finishing off the heavy-lifting for our first release (The Truth and Reconciliation), diverting our focus toward gameplay balance, encounter design, and other things that can't really be demonstrated with small, easy “here's-a-picture” updates. Not that we'll be cutting off the flow of information; there's a shiny new trailer at the bottom of this announcement (wait, don't leave yet!), and we've got some more concrete details on our first map release a little further down the post.
The second reason is that CMT has undergone a massive and fundamental internal shift in the past couple of months. The changes and reasons for them are numerous (and, to some, perhaps a bit obvious); it would take more time than it’s worth to explain them all - we've completely reworked the way we handle internal communication and testing, for one - but the two end results are that we've experienced a dramatic improvement in consistency, organization, and development speed, and that we've rebuilt the team's hierarchy to look something like this:
Teh Lag
-Team & Content Lead
-Animation
-3D Art
Ifafudafi
-Team Co-Lead
-Effects Lead
-Gameplay Balance & Direction
Masterz1337
-Team Co-Lead
-Level Design Lead
-Gameplay Balance & Direction
If you tl;dr'd (shame on you), this means that Masterz has stepped down as Team Leader and has handed the reins over to Teh Lag. Lag's guidance has been instrumental toward bringing both the team and the project to where they are today; the change is supported by every member of the team. Masterz has his own reasons for agreeing to step down, which he can share when/if he cares to (no need for all that in a formal update).
So now that we've got that out of the way, here are the details I promised about public release #1: our plan is to release A50 in its entirety - Brutes, new BSPs, and all - around late January/early February. Until then, a steady drip of new media and material will continue to be provided; now that many of the mod's core components are in place and functional, we can delve deeper into the elements, processes, and lines of thought behind SPv3's development, giving you guys in-depth looks into what makes the mod as unique and expansive as it is.
Below is one such video – it provides a recap of what we’re setting out to do, an overview of some of what can be expected in A50, and a first look at the updated level (and some for-real gameplay!)
We'll have another formal announcement in about a month or so with more precise information on the upcoming release. Until then, enjoy the video, and keep your eyes trained on Halomods for the latest updates and information.
Quote:
Originally Posted by The Manual
Custom Mapping Team, or CMT, is comprised of some of the Halo community's oldest, best, and brightest talent, brought together under the common goal of making the most complete, fresh, and entertaining campaign mod in the game's long and storied history. As the culmination of several years of work and experience, SPv3 is the most comprehensive modification of Halo 1's campaign yet, extensively revising and adding to the core gameplay while completely overhauling the visuals and audio.
This first release contains the level "The Truth and Reconciliation," or "a50." Future releases will continue to refine and build upon the groundwork laid here, with new additions and major enhancements retroactively applied after significant milestones. Make sure to regularly check the official forum at http://www.halomods.com/cmt for more information and updates on future releases, along with developer updates and exclusive media!
There are two different maps you can download - which one you want depends on whether or not you plan on installing Open Sauce.
The .map can be played with or without Open Sauce, but is missing several secondary visual and gameplay features that rely on OS scripting.
The .yelo can only be played with Open Sauce, but contains the complete experience. Specifically:
1. Extract the .map or .yelo from the .rar you downloaded.
2. Place the .map or .yelo in your Halo Custom Edition\maps folder.
3. If using the .yelo, make sure there is no .map with the same filename inside your Halo Custom Editon\maps folder.
4. Open the in-game console, type in "map_name a50", and hit Enter.
To uninstall, simply remove the .map or .yelo from your Halo Custom Edition\maps folder.
The latest Open Sauce installer can be found off the OS Google Code Page. We highly recommend you install OS - the process incredibly simple and non-intrusive, and the benefits are immense. The only requirement is that you update a properly installed copy of Halo Custom Edition to 1.09 and do not use XFire while you are playing the game (seriously, even having the XFire process running can make Open Sauce crash, so make sure that you’ve completely ended the program!)
CMT SPv3 Team Members:
Teh Lag - Team Leader and HCE polymath
Masterz1337 - Co-Lead, gameplay balance, and encounter design
Ifafudafi - Co-Lead, gameplay balance, and effects
Arteen - Encounter & level design
Boba – Concept, 3D & texture art
BobtheGreatII - 3D art
ChokingVictim - Programming
Conscars - 2D art
Dano - 3D & texture art
Flyinrooster/Roostervier - 3D art
H3freak - HUD design
Kirby422 - Scripting, encounter & level design
NuggetWarmer - 3D art
ODX – Animation
Shadowspartan - Programming & Tools; Tag references
Siliconmaster – Lighting
SlappyThePirate – 3D art
Warsaw – HUD design, gameplay balance
Xalener - Sound design
Additional Contributors:
CtrlAltDestroy – Tag references
Hunter/MartynLeeBall – 3D art (Shotgun high-poly model; publicly released on Halomaps.org)
Neodos – Concept & 3D art
NeurologicalDisorder – 3D art (Warthog model; not present in this release)
Sin0w - Scripting, encounter & level design
Yoko/Mendicant Bias – 2D & 3D art
Kornner Studios & the Open-Sauce people:
Kornman00, TheFieryScythe, Choking Victim and Shadowspartan
We also would like to credit the people at Bungie Studios (past and present) for Halo 1, 2, 3, ODST and Reach, upon whom our mod relies so heavily!
Lastly, we would also like to re-credit those who were credited for SPv2, as this project draws on their hard work even if they were not active CMT members for SPv3:
Masterz1337
Teh Lag
Arteen
Boba
Conscars
Dano
Doom/Sneeze
FlyinRooster/Roostervier
HDoan
ICEE
Il Duce Primo
Kirby
Lightning
Lodex
Moses/Play4Phlx
NuggetWarmer
Phopojijo
P0lar Bear
Scooby Doo
Selentic
Wave of Lag
As always, an enourmous debt of gratitude is owed to Bungie, Microsoft and especially Gearbox Software for allowing this community exist, thrive and continue to do what we love for a game we love. Thanks for letting us stay around and thanks for giving us the tools to do this!
We also owe our friends at Modacity.net and Halomaps.org for being great platforms for this humble community to stand on.
After several months of deliberation and experimentation, we at CMT are ready (and happy) to reveal our next big project - The Silent Cartographer: Evolved.
What exactly is TSC: Evolved?
Unlike CMT's previous SPv1/2/3 mods, which refined and added to existing campaign maps, TSC: Evolved is a complete, from-the-ground-up reconstruction of b30. While the dialogue and story will remain unaltered, the BSP and all encounters will be rebuilt from scratch, both providing a fresh perspective on the classic Halo 1 campaign and allowing us to take full advantage of the expanded range of gameplay options our improved and augmented sandbox provides.
Why not do a fully custom map?
When a50 was released, it was made very clear to us that after almost decade, playing through the stock campaign for the six-hundredth time simply wasn't going to cut it for most people. However, while the idea of moving to a completely custom map was on the table, it'd have meant committing ourselves to many more unknowns - original script, voice acting, and such - than we thought would be worth gambling the team's future on. Doing a full-level-remake, we believe, hits a happy medium, allowing us to create a much newer experience without banking on too many uncertainties.
Will I need Open Sauce?
This will be a tough pill for many to swallow, so we'll put it as bluntly as possible:
TSC: Evolved will ONLY be distributed as a .yelo. You will be REQUIRED to use Open Sauce.
Our plans for the map are too large in scope and scale to accommodate the restrictions that retaining non-OS compatibility would place us under - by fully committing to Open Sauce, we can not only do more with the level, but we can get it done more quickly. Even if we did try to keep all our scripting and tagging vanilla-friendly, squeezing under the .map limits would mean cutting far more than would be worth the time investment.
What about SPv3?
The majority of the team are pouring their effort into the new level, but Masterz1337, Arteen, and Kirby continue to augment stock maps under the original goal of "completing" the SPv2 vision. More detailed information on what they're doing and when you'll get to play it will come at their pace and discretion.
So are you just putting the SPv3 Truth & Reconciliation stuff into a new map?
While the existing assets are used a baseline - throwing out all our models and weapons is hardly practical - we've had several months' time to iterate and improve. Objects which hadn't yet received a proper visual overhaul, such as the Plasma Rifle and Rocket Launcher, sport brand new models and skins; the vast majority of particle effects have been treated to another huge revision; and the weapon set, as well as having undergone dozens of changes and tweaks, has been expanded with, among other things, a new take on the Pistol and the return of the BRG.
Are you going to "evolve" the rest of the campaign?
What we do after TSC: Evolved will hinge on how smoothly the development process does (or doesn't) go, and how well it is (or isn't) received on release.
When do we get to play?
Things have not yet crystallized to the point where we can offer a solid release date. As soon as the end is in sight, we'll let you guys know.
Who are you, Marcus? Making new threads with each update? jk lol
On a more positive note it looks incredible. I really like the direction your taking it in. The game is very reminiscent of H3 imo.
December 2nd, 2011, 02:05 AM
t3h m00kz
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by TVTyrant
Who are you, Marcus? Making new threads with each update?
Bro don't make fun of marcus. He's very serious about his work.
December 2nd, 2011, 02:09 AM
TVTyrant
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by t3h m00kz
Bro don't make fun of marcus. He's very serious about his work.
Now that everyone know I'm black am I allowed to call people niggas?
December 2nd, 2011, 02:09 AM
TeeKup
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
That SMG is sexy and very tacticool.
December 2nd, 2011, 02:11 AM
t3h m00kz
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by TVTyrant
Now that everyone know I'm black am I allowed to call people niggas?
Naturally.
I'm... hoping that shotgun's placeholder?
Not so much the gun itself but those sights... uguhghgfff
December 2nd, 2011, 02:12 AM
TVTyrant
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Damn nigga, this opens a lot of options in life! Im white trololol
December 2nd, 2011, 02:16 AM
t3h m00kz
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
WOW RACIST
December 2nd, 2011, 02:19 AM
TVTyrant
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by t3h m00kz
WOW RACIST
Hey I'm no racist!
Because Racism is a crime!
And crime is for black people!
December 2nd, 2011, 02:24 AM
Warsaw
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by TeeKup
That SMG is sexy and very tacticool.
No way to put it lightly: tacti-cool is gay. Tactical is alright.
Looks good. I imagine that those particles aren't final? The two plasma guns really irked me; lack of recoil and strange/nonexistent particle effects. And yeah, OpenSauce really adds a whole extra level to the mod. I would not want to play it without it, because damn.
December 2nd, 2011, 02:30 AM
TeeKup
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Suppressor, Laser Sight, ACOG. Would make a perfect edition to CoD.
In all seriousness though I really want to use that SMG.
December 2nd, 2011, 02:31 AM
nuttyyayap
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
I'm not gonna lie, I came... (Well, I didn't, but...)
Suppressor, Laser Sight, ACOG. Would make a perfect edition to CoD.
In all seriousness though I really want to use that SMG.
It looks almost as fun as owning a real MLP.
December 2nd, 2011, 02:40 AM
TeeKup
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
I KNOW RIGHT!?
December 2nd, 2011, 02:42 AM
TVTyrant
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
I really want to use the Spiker. That's like, my favorite gun of all time in Halo.
December 2nd, 2011, 02:49 AM
Warsaw
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
AR get. Real men don't need hand-cannons.
December 2nd, 2011, 02:49 AM
TVTyrant
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by Warsaw
AR get. Real men don't need hand-cannons.
Real men don't need them but use them anyways.
December 2nd, 2011, 02:52 AM
Warsaw
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Psh, real men don't try and cover their sissy ways by saying that real men use OP guns for sport.
Melee only. Do it!
December 2nd, 2011, 02:54 AM
t3h m00kz
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Only if that spiker's still a 1 hit kill.
December 2nd, 2011, 02:55 AM
Warsaw
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Actually, melee only pretty much describes my experiences with Halo 2 and 3. You get all of jack and shit for ammunition in those games, so you end up punching everything to death to conserve said jack and shit.
December 2nd, 2011, 08:15 AM
Higuy
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Assets look good but we can't judge new gameplay from a montage, and some things still look out of place when the entire ship interiors are still using default everything. I'll reserve judgement for the final thing.
December 2nd, 2011, 11:37 AM
DarkHalo003
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by higuy
Assets look good but we can't judge new gameplay from a montage, and some things still look out of place when the entire ship interiors are still using default everything. I'll reserve judgement for the final thing.
It said in the trailer that the interiors are easily a WIP....
December 2nd, 2011, 12:40 PM
Amit
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by Warsaw
No way to put it lightly: tacti-cool is gay. Tactical is alright.
Yeah, the ACOG scope on the SMG flat out looks gay, especially with the red cubemap on the lense. the H3 ODST sight looked wayyy better.
December 2nd, 2011, 12:51 PM
Higuy
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by DarkHalo003
It said in the trailer that the interiors are easily a WIP....
My point still stands clear, if all there going to be doing to the actual BSPs is just texture changes and prettying up the shaders, things are still going to look very out of place. The exterior of the map looks extremely grungy/dark too, while the original was pretty light compared to it, even if it was a desert.
December 2nd, 2011, 01:29 PM
DarkHalo003
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by higuy
My point still stands clear, if all there going to be doing to the actual BSPs is just texture changes and prettying up the shaders, things are still going to look very out of place. The exterior of the map looks extremely grungy/dark too, while the original was pretty light compared to it, even if it was a desert.
I can agree to this. I think a50 should still retain that "red clay" look to it. It's kind of its trademark aesthetic color, like Tip of the Spear's "red clay" hues or a30's grey cliffs and green valleys.
December 2nd, 2011, 02:27 PM
Hotrod
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
I really like that they're changing the environments (especially the snow exterior to a50, love it) since it gives the experience a nice new touch.
December 2nd, 2011, 02:43 PM
Kornman00
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by Amit
Yeah, the ACOG scope on the SMG flat out looks gay, especially with the red cubemap on the lense. the H3 ODST sight looked wayyy better.
^
Furthermore, I don't see why in the world you would have such a scope on a submachine gun. It's like an overused joke, sure it's funny the first one or two times but after a while it's just old and stupid. Sure this may look cool in passing, but the commodity is going to get old (unless your entire game was based around absurdness, eg, Saints Row). Even in a quasi-realistic game it just doesn't fit. It's not a precision weapon. It doesn't have a selector fire; you can't go from full auto to semi. This SMG, IMO, shouldn't be an SMG or at least shouldn't be called the SMG since Halo has already defined its idea of an SMG.
Halo's SMG is lower cost and compact form of the AR (in that it offers automatic fire) with an even higher rate of fire, but uses smaller round. The rounds are both smaller and caseless, meaning no shells are left behind making it the perfect weapon for covert inflitration operations that ODSTs would perform. It's less accurate than the AR but it's not meant for long distance assaults but instead close up skirmishes (again, making it a great additon to the ODST's arsenal). The scope like that in SPV3 doesn't make sense with the insane recoil the the SMG has.
The weapon present in SPV3 seems to be throw in just-because then turned around to be given some sense of purpose that isn't really served in Halo1. I can understand the addition of the brute weapons since, well the brutes are included in the gameplay. I can understand if the Halo SMG was included since ODSTs are explicitly in the game now as well. But I don't see the purpose of this SMG when there's the AR. IIRC, you can't even zoom with this weapon.
December 2nd, 2011, 02:51 PM
Warsaw
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
I also think adding mid-ranged scoped weapons on a50 is a terribad idea. What made that level unique is that you were forced to work with close quarters guns or long range sniper rifles on a map that would have been perfect for the pistol (and therefore the BR, Carbine, etc.).
December 2nd, 2011, 04:09 PM
Amit
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by DarkHalo003
I can agree to this. I think a50 should still retain that "red clay" look to it. It's kind of its trademark aesthetic color, like Tip of the Spear's "red clay" hues or a30's grey cliffs and green valleys.
Yeah. Right now it's looks too blue. The snow and night together already makes everything dark, but when you turn the lighting blue it jsut becomes downright depressing to look at.
Quote:
Originally Posted by Warsaw
I also think adding mid-ranged scoped weapons on a50 is a terribad idea. What made that level unique is that you were forced to work with close quarters guns or long range sniper rifles on a map that would have been perfect for the pistol (and therefore the BR, Carbine, etc.).
Remember, the level started off with a sniper rifle to begin with.What matters now is that we have choice. You can still use your close quarters weapons if you want.
December 2nd, 2011, 04:23 PM
Warsaw
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
It's not about choice, it's about the experience. I don't want choice, I want the level to play awesome. It would not have been as fun of a level had the pistol been present. Way too easy.
Also, CMT, why is the needler blue? Do we not have enough blue already with all of the Forerunner glowy things and the plasma rifle? I like the pink.
December 2nd, 2011, 04:34 PM
Kornman00
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Not to mention the Pistol just plays differently from the Sniper while still packing a punch from a distance. Pistol holds more ammo (once you go below 24 rounds with the SR, you're stuck at that), fires faster, and has a larger clip. Yes, the SR can kill most things in one shot, but so can the Pistol if the target isn't shielded (plenty of jackals and grunts in T&R). Can't recall for sure if the Pistol reloads faster or not, but I believe it does. Starting the level off with a Pistol wouldn't make it feel like T&R. Add to the fact that the environment has been completely changed to snow and it might as well be some mirror universe where everything is completely different. Leave the mirror universe to Star Trek.
December 2nd, 2011, 04:49 PM
Amit
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
The pistol is available in this level? Fuck that.
December 2nd, 2011, 05:08 PM
Higuy
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Oh, and, before I forget, that shaking of the screen whenever you shoot the sniper rifle is possibly one of the most annoying things ever imaginable. Please, get rid of it, no matter how "realistic" it may be.
December 2nd, 2011, 05:08 PM
TVTyrant
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
The pistol was available in the original after the first 2 minutes.
Hth
December 2nd, 2011, 05:21 PM
Timo
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Looks epic!
December 2nd, 2011, 05:32 PM
Masterz1337
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by Warsaw
It's not about choice, it's about the experience. I don't want choice, I want the level to play awesome. It would not have been as fun of a level had the pistol been present. Way too easy.
Also, CMT, why is the needler blue? Do we not have enough blue already with all of the Forerunner glowy things and the plasma rifle? I like the pink.
Our mod has always been about choice. It can be played great any way you want. Also Needler is planned to be pink again.
Also pistol was never in stock a50.
December 2nd, 2011, 05:33 PM
Pooky
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by TVTyrant
The pistol was available in the original after the first 2 minutes.
Hth
Uh, no? It's not even in the map file iirc
Anyway I liked what I saw here but I cringe inwardly any time i hear the word 'balance' said about a Halo game now
December 2nd, 2011, 05:35 PM
Timo
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Isn't there one on a dead marine after the first two encounters? Or was that a sniper rifle
Ah, it's just sniper ammo. Was almost certain there was a pistol there though, what difficulty is that on?
December 2nd, 2011, 06:03 PM
Pooky
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Easy.
December 2nd, 2011, 06:19 PM
Warsaw
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by Masterz1337
Our mod has always been about choice. It can be played great any way you want. Also Needler is planned to be pink again.
Also pistol was never in stock a50.
But sometimes, choice becomes a chain by itself. Most people use the most effective guns when they play, and in this case that means the Carbine and BR are going to dominate alongside the shotgun. As soon as players get into the ship, they'll likely ditch the sniper rifle because it's more effective to use a plasma/mid-range combo or just go balls deep with the shotgun, saving the mid-range weapon to pick off grunts. Think of the shuttle bay; that part was challenging partly because you had grunts and jackals on the second level taking potshots at you when you weren't looking and because you had no mid-range weapon to deal with them. You HAD to waste precious sniper rounds, or try and take them down the hard way with plasma weapons.
So yeah. Just something to consider. Choice doesn't make it play great by default.
December 2nd, 2011, 06:56 PM
Amit
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by Warsaw
So yeah. Just something to consider. Choice doesn't make it play great by default.
I don't think it affects the gameplay unless you put those weapons into the player's hands right off the bat. As I said before, you can still use what you want to tackle this mission. Use the same weapons you do when playing unmodded Truth and Reconciliation. They are still there, so you'll still get the experience you would like. I want to play the way I want. I've already experienced Truth and Reconciliation's close quarters combat. I want to try something else this time.
December 2nd, 2011, 07:19 PM
Hotrod
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
I find myself agreeing with Amit, you aren't forced to take any weapons. Although, yes, the player will usually take whichever weapon is most effective they have the choice to take any weapons they see fit. After all, CMT is trying to make a new experience that plays differently from the original game. If you want the original experience, you have Halo 1 out there waiting for you.
December 2nd, 2011, 10:47 PM
Warsaw
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
It's not going to be a new experience if it's going to be a cluster-fuck of various weapons and enemies with little thought put into how they will actually work together. Don't make the same mistake Halo 2, 3, and Reach all made.
Since a bunch of new weapons are being added, I demand a flute. And little orange men.
Oh wait, the game already has grunts. I demand a squad of grunts instead of marines.
December 3rd, 2011, 12:33 AM
t3h m00kz
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
A really interesting idea is to have a huge encounter where you go "Wow I really could use X weapon... but I'm stuck with these shitty Y weapons!!!" and then right after that encounter give the player the weapon they wanted.
trollol.
December 3rd, 2011, 12:54 AM
Warsaw
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
That game is called Half-Life.
December 3rd, 2011, 12:57 AM
Hotrod
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by t3h m00kz
A really interesting idea is to have a huge encounter where you go "Wow I really could use X weapon... but I'm stuck with these shitty Y weapons!!!" and then right after that encounter give the player the weapon they wanted.
trollol.
Yeah, totally this.
You guys should make the player start with a Plasma Pistol and Brute Plasma Pistol on Truth & Reconciliation :3
December 3rd, 2011, 01:12 AM
Kornman00
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Better yet, start with no weapons. Stealth x100 :mech2:
Since a bunch of new weapons are being added, I demand a flute. And little orange men.
Oh wait, the game already has grunts. I demand a squad of grunts instead of marines.
So its like a mod that Marcus made?
December 3rd, 2011, 03:39 AM
TeeKup
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
I just use weapons that I find more fun to use. I usually dropped the sniper for a plasma rifle and used a needler as my secondary.
December 3rd, 2011, 03:51 AM
nuttyyayap
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
^That's exactly what I do :ohdear:
December 3rd, 2011, 03:56 AM
TeeKup
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
That's because the PR and the Needler are awesome. I've always had an affinity for the PR, the needler is just lulzy. (3..2..1..You're dead! Yay pink death everywhere!)
December 3rd, 2011, 04:41 AM
t3h m00kz
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
you just like the needler because it's hot pink, it penetrates and inevitably explodes.
December 3rd, 2011, 04:47 AM
TeeKup
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
You better believe it.
December 3rd, 2011, 07:32 AM
Arteen
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Players should start off with a sniper rifle and rocket launcher.
December 3rd, 2011, 09:34 AM
Hotrod
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Actually, I change my mind, players should start in a flying Scorpion tank to give them the option of doing anything they want.
December 3rd, 2011, 09:42 AM
Tnnaas
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
You should play the mission backwards.
The Covenant land Keyes in the hangar and you detain him. You then proceed to exit the ship and make your way to the designated PZ for extraction. That'll change things up.
December 3rd, 2011, 09:59 AM
Choking Victim
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by DarkHalcyon
You should play the mission backwards.
The Covenant land Keyes in the hangar and you detain him. You then proceed to exit the ship and make your way to the designated PZ for extraction. That'll change things up.
This is actually an interesting idea, not necessarily play the level backwards, but make each event happen out of order. For example, instead of being dropped off on the ground and making your way into the ship, get dropped off inside the ship's cargo bay and make your way to keyes and eventually back to the ground.
Also, thanks for the recognition CMT. I've approached you in an attempt to help make OS content for your team, but time and time again I see my content being mentioned with absolutely no recognition that I'm even a member. You've credited everyone else that has a minor part on the team, but I continue to be pushed aside despite the fact that you mention my additions in the trailer. If you don't appreciate my help, I will no longer be giving it.
December 3rd, 2011, 11:22 AM
Higuy
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
And let the annual CMT drama begin.
December 3rd, 2011, 11:28 AM
Choking Victim
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by higuy
And let the annual CMT drama begin.
Annual? More like daily.
December 3rd, 2011, 11:36 AM
Higuy
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Oh yeah, forgot that it happens 24/7.
December 4th, 2011, 04:37 AM
Timo
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Oh no a friendly conversation about weapons, drama!!!!
Being able to select a loadout (stealth, assault, LOAD NOISES etc) at the start of the level would be neat, especially if each loadout came with a buttload of ammo like the sniper rifle does.
December 4th, 2011, 10:56 AM
DarkHalo003
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by Timo
Oh no a friendly conversation about weapons, drama!!!!
Being able to select a loadout (stealth, assault, LOAD NOISES etc) at the start of the level would be neat, especially if each loadout came with a buttload of ammo like the sniper rifle does.
Actually, that sounds very cool for some missions, though I think for obvious reasons it shouldn't exactly follow for levels like a10, a30, c20, c40, d20, or d40. Basically where you're not dropped in by Pelican and there would be reason for you to be able to select such weapons.
December 4th, 2011, 12:37 PM
Higuy
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Thats a dumb idea unless the weapons you can choose are limited. If you were to allow the player to choose, say, a rocket launcher or shotgun upon load up, that would break the entire encounter structure already established, unless the dev's would be willing to have variants for every encounter around the certain load out you had chosen.
December 4th, 2011, 02:36 PM
t3h m00kz
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by DarkHalo003
Actually, that sounds very cool for some missions, though I think for obvious reasons it shouldn't exactly follow for levels like a10, a30, c20, c40, d20, or d40. Basically where you're not dropped in by Pelican and there would be reason for you to be able to select such weapons.
lol I have no idea what those missions are.
December 4th, 2011, 02:42 PM
Pooky
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Well obviously you're not 1337 enough then.
December 4th, 2011, 03:17 PM
Arteen
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Basically any level other than a50, b30, b40, and c10, of course.
December 4th, 2011, 03:33 PM
Timo
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by higuy
Thats a dumb idea unless the weapons you can choose are limited. If you were to allow the player to choose, say, a rocket launcher or shotgun upon load up, that would break the entire encounter structure already established, unless the dev's would be willing to have variants for every encounter around the certain load out you had chosen.
Obviously you wouldn't be able to start with a rocket launcher with 200 ammo and an FRG, that would just be silly. Only on the levels you're dropped into, and it'd be choses like smg/ar/br/pistol/carbine, etc. Things that won't effect gameplay that much, it'd just be great to start out with a weapon you love to use, and would probably pick up the first time you encounter it later on in the level.
December 4th, 2011, 06:44 PM
Amit
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by higuy
Thats a dumb idea unless the weapons you can choose are limited. If you were to allow the player to choose, say, a rocket launcher or shotgun upon load up, that would break the entire encounter structure already established, unless the dev's would be willing to have variants for every encounter around the certain load out you had chosen.
Ghost Recon style, bitch. in GRAW 1 and 2 you select the loadout you want and you can switch it out for enemy weapons or sometimes in the middle of the mission you can swap out from a Blackhawk (GRAW) or at any time using the MULE (GRAW2).
December 4th, 2011, 06:56 PM
Higuy
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Will you hate me if I were to tell you I hated that game? Alot?
December 4th, 2011, 08:58 PM
Kornman00
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
To quote a grunt I killed earlier: "hate you"
:-3
December 4th, 2011, 09:38 PM
Amit
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by higuy
Will you hate me if I were to tell you I hated that game? Alot?
No. The combat was clunky as hell in those games. Tactics were awesome, but nothing like the original Ghost Recon :(
December 5th, 2011, 01:54 AM
PopeAK49
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
I think the Normal maps option is a big plus. How about the option to apply multiple detailed maps to one texture instead of two? Is that possible?
December 5th, 2011, 03:07 AM
neuro
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
i think so.
but i don't actually use any of it, so i'm propably wrong.
December 11th, 2011, 02:04 PM
Amit
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Oh noes! Halomods is down so I can't get CMT updates!
December 11th, 2011, 03:39 PM
Hotrod
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Quote:
Originally Posted by Amit
Oh noes! Halomods is down so I can't get CMT updates!
Don't worry! It's up again so we can fill our lives with CMT goodness!
*waits patiently, repeatedly pressing F5 at Halomods*
also, the... bars on the front of the hog are wip right?
December 14th, 2011, 12:57 PM
BobtheGreatII
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Good thing the civilian warthog still needs medpacks. Lol
December 14th, 2011, 01:12 PM
Kornman00
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
Never know when a covie invasion is going to enter the atmosphere and start glassing the shit out of everyone's shit...or when your hog will flip, throwing you out and crushing your leg. So yeah, good thing :p
December 14th, 2011, 01:47 PM
Amit
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
If those medpacks aren't usable then I'm boycotting SPV3 ;)
December 14th, 2011, 01:57 PM
BobtheGreatII
Re: CMT SPv3 - 12/2/11 Update - New Media Inside!
I just realized that the hog had mirrors. Lol! I like it.