Those of you who check the site regularly, or are on our mailing list, this is pretty much a repeat of information we already released. Our mod is going to be released for Halo: Custom Edition this upcoming weekend. We are planning to have 3 maps: Isolation (a Derelict mod), Tallon IV Overworld, and Phendrana Shorelines.
(Re-iterating) Unfortunately, we had to drop the morphball, due to Halo's engine not supporting it, as it doesn't sync online and we agreed not to continue working at it as most people would probably abuse it in games anyways. Hope you still enjoy the mod.
Also, here's a video showcasing the first two of those three anticipated maps for this weekend. We are still finishing up Phendrana, so we don't have footage of that, but we will soon.
We're also going to do a drawing for prizes, celebrating the release. More information about that at the site, but I will post more information when I figure out the best way to do the drawing itself.
Thanks,
Seraphim
PS: Hope to see you guys online soon!
November 13th, 2007, 03:14 PM
MNC
Re: Metroid Online - Pre-release Party Post
That's hot. Unfortunately I've been following it semi-closely, but had no idea this was going to be released this weekend.
You've done an outstanding job, Seraphim. Well done.
November 13th, 2007, 03:17 PM
Sel
Re: Metroid Online - Pre-release Party Post
I cant wait, outta curiousity how bad will it look on a 16MB graphics machine?
November 13th, 2007, 03:24 PM
Pooky
Re: Metroid Online - Pre-release Party Post
A lot of the same problems I remember mentioning before are still there... like, why isn't the arm cannon shiny and why is the plasma beam charge so damned huge?
Ah well, still looks cool. The beam effects are great. And you should use Octoliths as flags :D (And I hope there's an Artifact Temple map D:)
I'll definitely try to get back on Halo CE for this.
November 13th, 2007, 05:20 PM
Metroid4593
Re: Metroid Online - Pre-release Party Post
Released this weekend? DO WANT
I'VE BEEN WAITING FOREVER FOR THIS YES I LOVE YOU!
November 13th, 2007, 05:26 PM
Kalub
Re: Metroid Online - Pre-release Party Post
Liek, hurr
I remember this from the beginning, gratz
November 13th, 2007, 05:28 PM
Ki11a_FTW
Re: Metroid Online - Pre-release Party Post
Okay, this looks amazing. I will be playing this all weekend. +rep
November 13th, 2007, 06:19 PM
ICEE
Re: Metroid Online - Pre-release Party Post
this looks awesome. big improvement from before, and damn, samus is hot under the mask o_X
November 13th, 2007, 06:27 PM
Donut
Re: Metroid Online - Pre-release Party Post
one thing, the health bar is blocky. other than that, VERY nice. definatly some of the best work iv seen in a while
November 13th, 2007, 06:32 PM
Teh Ganon
Re: Metroid Online - Pre-release Party Post
Wow, very nice!
November 13th, 2007, 06:46 PM
il Duce Primo
Re: Metroid Online - Pre-release Party Post
Saw this posted over at gearbox yesterday. This looks cool, hopefully the maps are fun too.
November 13th, 2007, 11:51 PM
n00b1n8R
Re: Metroid Online - Pre-release Party Post
MASSIVE DOSAGE OF DO WANT.
(even if derelict is a faggot map..)
November 14th, 2007, 12:53 AM
SnaFuBAR
Re: Metroid Online - Pre-release Party Post
looks very interesting. i'll be sure to try it.
November 14th, 2007, 01:21 AM
DaneO'Roo
Re: Metroid Online - Pre-release Party Post
Not liking Samus's left hand :X
Everything else is awesome though :D
Except the end of the credits was pretty lame, and I'm not liking the whole derelict mod. The content and shit are great though.
November 14th, 2007, 01:54 AM
Timo
Re: Metroid Online - Pre-release Party Post
Guess I should've read that mailer that was sent out a couple of days ago D: Might try to get a bit of exam study time off to give this a go, looks amazing :)
November 14th, 2007, 09:09 AM
odseraphim
Re: Metroid Online - Pre-release Party Post
Quote:
Originally Posted by n00b1n8R
MASSIVE DOSAGE OF DO WANT.
(even if derelict is a faggot map..)
Yeah, I didn't like the original map itself, but when I applied the Metroid mod, it seemed to work quite well. It's an abandoned space station, just like some of the ones found in the Metroid universe, so I thought the scenery fit well too.
Gameplay regardless is about the mod, not the map you play it in, unless it's an objective gametype, where Derelict's placement of flags and the use of the teleport system with the second level works well with our mod's focus on vertical gameplay.
*shrugs* This map is obviously not our biggest focus, since it's just a slight modification of a Halo PC map..
November 14th, 2007, 09:20 AM
Xetsuei
Re: Metroid Online - Pre-release Party Post
Quote:
Originally Posted by n00b1n8R
(even if derelict is a faggot map..)
Says the person who is in face. :|
November 14th, 2007, 02:04 PM
ExAm
Re: Metroid Online - Pre-release Party Post
*commences staring contest with screen*
November 14th, 2007, 03:07 PM
Pooky
Re: Metroid Online - Pre-release Party Post
Quote:
Originally Posted by n00b1n8R
MASSIVE DOSAGE OF DO WANT.
(even if derelict is a faggot map..)
no derilict wins D:
November 14th, 2007, 05:47 PM
jngrow
Re: Metroid Online - Pre-release Party Post
Well, the mod looks like infinite win, but parts of the video made it look like ass. Don't record a bunch of 1v1s from 3rd person.
Still though, super amazing win.
November 14th, 2007, 06:10 PM
Kiwi
Re: Metroid Online - Pre-release Party Post
This looks like something Kiwi would like to play. Just one question, how does health work?
November 14th, 2007, 07:20 PM
HDoan
Re: Metroid Online - Pre-release Party Post
There is no shield just health so theres only a health bar.
November 14th, 2007, 09:01 PM
m13120
Re: Metroid Online - Pre-release Party Post
Heh fun beta testing with you Seraphim! Also health works as when you kill someone, they lose their health orb, you are able to pick it up and regain yours.
November 14th, 2007, 09:04 PM
OmegaDragon
Re: Metroid Online - Pre-release Party Post
:woop: It was awesome seeing this from beginning to end.
November 14th, 2007, 10:29 PM
Rob Oplawar
Re: Metroid Online - Pre-release Party Post
Wait, what happened to the morph ball? Did that get cut?
November 14th, 2007, 10:56 PM
n00b1n8R
Re: Metroid Online - Pre-release Party Post
Quote:
Originally Posted by [FBI]Xetsuei™
Says the person who is in face. :|
not any more.
Quote:
Originally Posted by FriedMetroid
no derilict wins D:
no you win D:
November 14th, 2007, 10:56 PM
UrKungFuSux
Re: Metroid Online - Pre-release Party Post
Quote:
Originally Posted by odseraphim
(Re-iterating) Unfortunately, we had to drop the morphball, due to Halo's engine not supporting it, as it doesn't sync online and we agreed not to continue working at it as most people would probably abuse it in games anyways. Hope you still enjoy the mod.
In response to Rob.
November 15th, 2007, 06:48 AM
Kiwi
Re: Metroid Online - Pre-release Party Post
Kiwi personally thinks it wouldn't ork anyway.
November 15th, 2007, 06:59 AM
odseraphim
Re: Metroid Online - Pre-release Party Post
Quote:
Originally Posted by Kiwi
Kiwi personally thinks it wouldn't ork anyway.
WELL, now that we have Kiwi's approval, I think we can go ahead and take it out!
Thanks for that! :worship:
Semi-Update: Metroid Database interviewed me about the mod yesterday, I'll post a link when the interview is up.
November 15th, 2007, 07:20 AM
Sel
Re: Metroid Online - Pre-release Party Post
Quote:
Originally Posted by Kiwi
This looks like something Kiwi would like to play. Just one question, how does health work?
The health works like it does in any metroid game, you have energy, which you regain by powerups.
November 15th, 2007, 02:22 PM
Rob Oplawar
Re: Metroid Online - Pre-release Party Post
Quote:
Originally Posted by UrKungFuSux
In response to Rob.
oh I missed that somehow. thx for pointing that out. it's a bit =( tho
November 16th, 2007, 04:47 PM
sdavis117
Re: Metroid Online - Pre-release Party Post
Does this come out tommorow or Sunday because I can't wait to play it. Also, who's hosting the release server(s)?
November 16th, 2007, 04:55 PM
Ki11a_FTW
Re: Metroid Online - Pre-release Party Post
Quote:
Originally Posted by Rob Oplawar
Wait, what happened to the morph ball? Did that get cut?
Yes, due to the horrible netcode of halo :fail:
November 16th, 2007, 04:57 PM
I_Am_Error117
Re: Metroid Online - Pre-release Party Post
Party!
OOOOOOOOOOOOO goody.
November 16th, 2007, 07:25 PM
UrKungFuSux
Re: Metroid Online - Pre-release Party Post
It makes me T-T to hear that it was cut. Although the rest of the mod looks spectacular.
November 18th, 2007, 11:13 AM
odseraphim
Re: Metroid Online - Pre-release Party Post
Haven't seen Lightning since late last night, so I know we're atleast postponing till this evening.
Also, contest news will be arriving this evening as well. I'll catch you guys then!
(Btw, I have two maps done, ready for release, so if all else fails, you at least get those two)
I'm beginning to detect Knights of the Force syndrome :gonk:
November 18th, 2007, 12:28 PM
Vern125
Re: Metroid Online - Pre-release Party Post
HOLY CRAP AWSOME JOB!!!!!!
November 18th, 2007, 12:38 PM
Love De Lux
Re: Metroid Online - Pre-release Party Post
That's damn awesome :D
Can't wait to see phendrana :)
November 18th, 2007, 01:26 PM
Gwunty
Re: Metroid Online - Pre-release Party Post
your the reason I even got interested in CE
I origianly got it to play your leaked beta
well anyways
this is the best conversion\mod\sexy halo thing out there
im gonna try it
November 18th, 2007, 01:48 PM
ODX
Re: Metroid Online - Pre-release Party Post
Aw man...stupid hackers, my post was deleted, I think. Well, I was just saying, great job on the HUD and I love the oddball animations. It has a melee still, correct? You're probably the best team out there, not because it looks awesome, but because you kept us updated frequently with great eye-candy. You took your time and a reward has come, and it is indeed a great reward.
November 18th, 2007, 03:31 PM
n00b1n8R
Re: Metroid Online - Pre-release Party Post
the guy in the interview sounds like he's abit of a source fanboy :3
just release 2 if that's all you've got and come out with more later.
November 18th, 2007, 05:22 PM
sdavis117
Re: Metroid Online - Pre-release Party Post
The weekend is over (for me atleast), which means I'm going to have to wait until wendsday to play it. But I don't care. Even if I had to wait till next year, it would still be worth the wait.
November 18th, 2007, 07:19 PM
ODX
Re: Metroid Online - Pre-release Party Post
I wonder...by 'weekend,' did he mean 'extended 9 day Thanksgiving weekend?' At least for me.(This weekend[2], this [5] day school week, and then next weekend[2])=9
November 18th, 2007, 08:27 PM
ExAm
Re: Metroid Online - Pre-release Party Post
I think the post got deleted, but I think Seraphim said that it'll be released when it's done, but he hopes to have it out by the end weekend.
November 18th, 2007, 08:33 PM
odseraphim
Re: Metroid Online - Pre-release Party Post
It'll never be released, we cancelled! :lol:
We decided to do a public beta of the new mod, uploading the files and going to make a post on the site first... I'll post back here when done.
Hold on tight!
Also, no Phendrana, but it'll come soon :) Maybe b4 turkey daiz?
November 18th, 2007, 08:40 PM
ODX
Re: Metroid Online - Pre-release Party Post
A big w00t to you! Take your time on Phendrana, it was a great level in Metroid Prime.
OMG IT'S OUT!! SPAZZ OUT!!!
Who's hosting? What map? Both? Ok.
-----------DOWNLOADING---------
November 18th, 2007, 09:11 PM
UrKungFuSux
Re: Metroid Online - Pre-release Party Post
Hello Download!
=D
Someone needs to host a server.
I <3 you guys now. Just finished Mythology homework in time!!!!!
November 18th, 2007, 09:12 PM
Archon23
Re: Metroid Online - Pre-release Party Post
SERVER NOW!
November 18th, 2007, 09:15 PM
ODX
Re: Metroid Online - Pre-release Party Post
WHOS'S MAKING SERVERIHANFOPSA!?
November 18th, 2007, 09:16 PM
UrKungFuSux
Re: Metroid Online - Pre-release Party Post
I am. Check for a halo server, just named halo, and look for isolation. You might find me. 10 players only, and no guarantee of lag free game. I just got sick of waiting for a server.
I ALMOST BEAT YOU IN KING SERA. I WAS OFF BY 8 SECONDS :gonk:
All in all, an awesome mod. I'll make nitpicks ounce I can get a game that lets me see my nitpicks, there was no way to see anything with all that shit flying around. :awesome:
November 18th, 2007, 10:18 PM
UrKungFuSux
Re: Metroid Online - Pre-release Party Post
That was so freaking awesome. AWESOME I SAIZ. Next time, I'll try to set up a dedicated server.
Hi everyone, and thanks for playing at my server!!
XD. Oh yeah, and if someone would make a list of gametypes and map they like, that would be appreciated. Isa got fifth!
November 18th, 2007, 10:20 PM
Teh Ganon
Re: Metroid Online - Pre-release Party Post
For some reason, when I download the file and extract, the map is corrupt... I would put this on my dedi for a few days but, yeah...
November 18th, 2007, 10:21 PM
odseraphim
Re: Metroid Online - Pre-release Party Post
Quote:
Originally Posted by Teh Ganon
For some reason, when I download the file and extract, the map is corrupt... I would put this on my dedi for a few days but, yeah...
Obviously, others arent having that problem. Try redownloading?
I come home from a 3 hour exam to find this, awesome :-D
November 18th, 2007, 10:24 PM
Huero
Re: Metroid Online - Pre-release Party Post
oh fuck me this was released on my way to moms and now I cant play for 3 days
November 18th, 2007, 10:27 PM
UrKungFuSux
Re: Metroid Online - Pre-release Party Post
XD "HDoan: In a non gay way of course"
Wth is that about?
So, who's up for a server around 9ish?
November 18th, 2007, 10:29 PM
Ifafudafi
Re: Metroid Online - Pre-release Party Post
Alright; I've lurked for five months, and I think it's time to come out of my hidey-hole for a second to give this thing some well-deserved praise.
Wow.
The amount of work that's obviously gone into this thing is astronomical. When playing on Tallon IV, the only thing reminiscent of Halo here is the horrible netcode and the announcer. I had a blast for the short time I tried this, and there are only some minor complaints in the face of how awesome this mod is.
Keep it up, and I hope that this thing keeps getting updated with even sexier stuff.
November 18th, 2007, 10:29 PM
Timo
Re: Metroid Online - Pre-release Party Post
Oh snap, and no server up anymore (except for some stupid locked one) :-(
November 18th, 2007, 10:32 PM
Archon23
Re: Metroid Online - Pre-release Party Post
Pity you missed the lolplasmaflyingeverwhere match. :downs:
November 18th, 2007, 10:40 PM
Pooky
Re: Metroid Online - Pre-release Party Post
Well the news is less than fantastic...
I guess I'll start with the gameplay. It's all basically spray and pray, with 4 different varieties of pretty effects to add to your spam.
I don't understand the exclusion of crouching and melee, along with the lack of the morph ball it actually feels like movement has been dumbed down quite a bit.
For some reason, practically everything has homing. There's no reason for that, only missiles and the wave beam charge shot should have homing.
The variety in the weapons is miniscule at best, and makes little to no use of all the different ways Halo can hurt people. If I were doing the weapons, it would be something like
The lack of any sort of pickups makes the environment completely pointless to explore, and starting with all the weapons means you can basically just figure out which beam you prefer and never change from it. It would be better if the weapons were all pickups, and they could even be colored spheres like in Hunters for more metroidy flavor. Some other items from the Metroid universe would be nice as well, such as perhaps a phazon beam for uber spraying and a sonic boom that sends people flying
Power beam stuns enemies, charge shot gets headshots
Plasma beam has a scope, charge shot sets fires that do actual damage
Wave beam annoys people with purple screen flashes, charge shot has homing and a more intense screen flash
Havoc beam and missiles are pretty much fine as they are, though the missile damage could use some rebalancing.
It might be a good idea to increase samus's falling speed somewhat, the high floaty jump is annoying and doesn't really feel anything like Metroid Prime
On to the aesthetics...
The Power Beam effects are pretty schizophrenic, they should all be yellow not rainbow colored
The wave beam charge trail doesn't always line up straight (though the rest of the wave beam effects are fantastic)
The arm cannon still isn't shiny, and the arm cannon permutations should be a little more pronounced. At times it was hard to tell what beam I was even using
The Plasma Pistol reticle needs to go, the R aiming reticle from Prime would be better
There's no need to have the arm cannon come back up when picking up the flag, since all the beams have the arm cannon in the same place, just have the animation for taking out the flag have samus move the arm cannon over a bit
The dying animation is pretty lame, a nice explosion would be better. With no damage, but a bit of force maybe (especially since the animation plays an explosion sound)
The charge beam balls are way off in third person, and don't seem to give off any light
Don't take me as being unappreciative of all the hard work put into the mod, but it's still got plenty of room for improvement. Hope this helped some.
November 18th, 2007, 10:45 PM
UrKungFuSux
Re: Metroid Online - Pre-release Party Post
Server in 15 mins. Setting up a dedicated one, but it's not going too well.
i just played on the hiv server, 2 against one, me being the one. havok beam = win at long range, but the weapons have to much guided angular velocity, and they get confused between people at times. for example, i want my plasma beam to hit one guy, but it will swerve towards another guy at the last second, not getting near hitting him and missing them both.
November 19th, 2007, 01:00 AM
Umt~Wolf
Re: Metroid Online - Pre-release Party Post
Quote:
Originally Posted by ODX
WHOS'S MAKING SERVERIHANFOPSA!?
Dude you on crack or something?I clicked the downloads:DWill test it after school..Maybe.
November 19th, 2007, 01:06 AM
ExAm
Re: Metroid Online - Pre-release Party Post
Anything homing seems to overcorrect when you shoot at someone, and 70% of the time I can't hit anyone with homing projectiles.
November 19th, 2007, 01:10 AM
OmegaDragon
Re: Metroid Online - Pre-release Party Post
OMG I missed the release??? I was hoping it was going to be a thread in the release forums and spent all my time watching for any signs. I really need to pay more attention :gonk:
November 19th, 2007, 03:18 AM
n00b1n8R
Re: Metroid Online - Pre-release Party Post
anybody want to play on the HIV server now?
November 19th, 2007, 06:49 AM
odseraphim
Re: Metroid Online - Pre-release Party Post
Well since you've been more than frank, I'm going to go ahead and do the same:
I don't understand the exclusion of crouching and melee, along with the lack of the morph ball it actually feels like movement has been dumbed down quite a bit.
Yeah, it has dumbed down a bit because you aren't stuck on one tier of the multi-tiered terrain, rolling around in a lethargic ball, dropping bombs. You don't need crouching, you halotard :p Melee might be added, but we'll see.
For some reason, practically everything has homing. There's no reason for that, only missiles and the wave beam charge shot should have homing.
Sorry, go play Metroid Prime. Every charged beam, and actually every beam has homing when locked. Since we can't have locking without the use of an app, that's what you get.
The lack of any sort of pickups makes the environment completely pointless to explore, and starting with all the weapons means you can basically just figure out which beam you prefer and never change from it. It would be better if the weapons were all pickups, and they could even be colored spheres like in Hunters for more metroidy flavor. Some other items from the Metroid universe would be nice as well, such as perhaps a phazon beam for uber spraying and a sonic boom that sends people flying
You are right, there is a lack of pickups and environment exploration, because we released two small-sized maps. Deal with it. There's a constant barrage of health and missiles to pick up. The weapons aren't going to be little orbs for you to pick up, it's bad enough arranging everything in the first place, let alone making you dash over to some area to get your favorite beam. And, you've obviously not had any interaction with the Halo Editing Kit in awhile, or you'd know why we only had the number of beams we did and why we dropped one for oddball and ctf: you can only hold 4 weapons/items at a time.
Power beam stuns enemies, charge shot gets headshots
No it won't, do you have ANY idea how annoying stun is in Halo online? You try getting one person to play the mod after that addition, I doubt it would happen. Charge shot shouldn't have headshots, if anything should it should be the only beam somewhat like a sniper rifle, the Plasma beam.
Plasma beam has a scope, charge shot sets fires that do actual damage
Scope is an ok idea, but once you zoom in, we'd have to create a faux HUD on the scope itself, or make a weird-looking custom one. Fire is about as annoying as stun. You just dance around, on fire, and you really can't judge when you are about to keel over and die, SORTA LIKE THE FLAMETHROWER!
Wave beam annoys people with purple screen flashes, charge shot has homing and a more intense screen flash
We.. have that already?
Havoc beam and missiles are pretty much fine as they are, though the missile damage could use some rebalancing.
We made the missile damage the way it is to balance out the beams. If you aren't precise with your plasma fire (any of the beams), we give you a missile, similar to a grenade in damage and shockwave (manner that it pushes you backwards/propels you). It's a glorified grenade, trust me.
The Power Beam effects are pretty schizophrenic, they should all be yellow not rainbow colored
They are yellow with a slight blue contrail encasing them.
The wave beam charge trail doesn't always line up straight (though the rest of the wave beam effects are fantastic)
That's because of homing then, or the way Halo handles contrails, not really that big of a deal if you can deal with something not being perfect that you can't change.
The arm cannon still isn't shiny, and the arm cannon permutations should be a little more pronounced. At times it was hard to tell what beam I was even using
The shininess is something we could fix easily, I'll look into that. The arm cannon permutations are also marked by a specific display on the bottom right to show you what beam you are using. The box slides into the middle, the colors represent each beam: power, havoc, wave, and plasma. Shoot one, you should be able to figure out which one is which.
The Plasma Pistol reticle needs to go, the R aiming reticle from Prime would be better
I agree, but it sorta gets in the way, we chose a minimalistic reticle for the mod, so there wasn't a huge scope the size of 4 people's heads in the middle of your HUD.
There's no need to have the arm cannon come back up when picking up the flag, since all the beams have the arm cannon in the same place, just have the animation for taking out the flag have samus move the arm cannon over a bit
There sorta is a reason, it's used for melee. It actually (if you look at it) pulls up, out of the way. It's not like you can't see with it there, we just made it that way to show that you still had the ability to use your cannon.
The dying animation is pretty lame, a nice explosion would be better. With no damage, but a bit of force maybe (especially since the animation plays an explosion sound)
A 'nice explosion' causes exceptions. You have problems when you make the biped disappear, trust me, a LOT of problems. The animation plays a death sound and the sound of her suit shutting down, I don't recall an explosion..
The charge beam balls are way off in third person, and don't seem to give off any light
They give off light, go into 3rd person in a LAN server, and you'll see. We know about the charge balls, we'd just have to move them by hand, and we didn't have the opportunity, since we were working on more important things.
November 19th, 2007, 07:35 AM
DaneO'Roo
Re: Metroid Online - Pre-release Party Post
Quote:
Originally Posted by odseraphim
Plasma beam has a scope, charge shot sets fires that do actual damage
Scope is an ok idea, but once you zoom in, we'd have to create a faux HUD on the scope itself, or make a weird-looking custom one.
Er, thats not hard.
:effort:
The Plasma Pistol reticle needs to go, the R aiming reticle from Prime would be better
I agree, but it sorta gets in the way, we chose a minimalistic reticle for the mod, so there wasn't a huge scope the size of 4 people's heads in the middle of your HUD. :lack of effort:
Ditch the secret room seraph, atleast the idea of the room, keep what it has. I tell you, once I exploited it and accidently said about it, server gameplay went dead.
Also what's the deal with the death anim? :p
Also ODX, terribly sorry about being a jerk. Didn't realise I was 10 years older than you. Lmfao.
November 19th, 2007, 12:41 PM
flibitijibibo
Re: Metroid Online - Pre-release Party Post
"C:\Users\Shdwsnipa\Documents\Isolation RC1.zip: CRC failed in Isolation RC1.map. The file is corrupt"
Noooooes!
November 19th, 2007, 04:23 PM
Pooky
Re: Metroid Online - Pre-release Party Post
Yeah, it has dumbed down a bit because you aren't stuck on one tier of the multi-tiered terrain, rolling around in a lethargic ball, dropping bombs. You don't need crouching, you halotard :p Melee might be added, but we'll see.
The lack of crouching just feels wierd, and samus' fall speed is still too floaty.
Sorry, go play Metroid Prime. Every charged beam, and actually every beam has homing when locked. Since we can't have locking without the use of an app, that's what you get.
Believe me, I played the shit out of Metroid Prime and I don't recall that, but I'll take your word for it.
You are right, there is a lack of pickups and environment exploration, because we released two small-sized maps. Deal with it. There's a constant barrage of health and missiles to pick up. The weapons aren't going to be little orbs for you to pick up, it's bad enough arranging everything in the first place, let alone making you dash over to some area to get your favorite beam. And, you've obviously not had any interaction with the Halo Editing Kit in awhile, or you'd know why we only had the number of beams we did and why we dropped one for oddball and ctf: you can only hold 4 weapons/items at a time.
It still couldn't hurt to have health and missile pickups so you don't have to rely completely on defeating an enemy who is far better equipped than you.
Besides having large swathes of unused environment on the map is annoying.
Scope is an ok idea, but once you zoom in, we'd have to create a faux HUD on the scope itself, or make a weird-looking custom one.
Effort. :|
Fire is about as annoying as stun. You just dance around, on fire, and you really can't judge when you are about to keel over and die, SORTA LIKE THE FLAMETHROWER!
I disagree, having it set fires on the ground would make it sort of like the bio rifle, and add a little bit of strategy. But that's purely a matter of opinion.
We.. have that already?
That may have been my fault for playing on a shitty PC in a laggy server :p
We made the missile damage the way it is to balance out the beams. If you aren't precise with your plasma fire (any of the beams), we give you a missile, similar to a grenade in damage and shockwave (manner that it pushes you backwards/propels you). It's a glorified grenade, trust me.
It's not even so much the damage they do, but the fact that you can spam 3 missiles very rapidly makes it easy to jump into a crowd with no missiles and get a killtacular.
They are yellow with a slight blue contrail encasing them.
The impact effect is green tinged and the charge effects lack blue. It would look nicer if the colors were all consistent. i.e. the charge beam ball has a blue tinge on the edges, as do the impact effects
That's because of homing then, or the way Halo handles contrails, not really that big of a deal if you can deal with something not being perfect that you can't change.
You know perfectly well that was just a nitpick. As I said the wave beam effects (and really all the beam effects) look incredible, I was very impressed by the mod from a graphical and aural standpoint.
The shininess is something we could fix easily, I'll look into that. The arm cannon permutations are also marked by a specific display on the bottom right to show you what beam you are using. The box slides into the middle, the colors represent each beam: power, havoc, wave, and plasma. Shoot one, you should be able to figure out which one is which.
I know that, as I said before I played a ton of prime. It's on that basis I made that statement in the first place, sometimes it's annoying to have to look at the HUD to really tell what beam I'm using... and due to the as yet large focus on long range vertical fighting, firing off a shot could give you away easily. But again, it's a nit pick.
I agree, but it sorta gets in the way, we chose a minimalistic reticle for the mod, so there wasn't a huge scope the size of 4 people's heads in the middle of your HUD.
You could always just take the Prime reticle and scale it down.
There sorta is a reason, it's used for melee. It actually (if you look at it) pulls up, out of the way. It's not like you can't see with it there, we just made it that way to show that you still had the ability to use your cannon.
I think you took my meaning the wrong way. Notice how when you pick up the flag, the arm cannon mysteriously disappears off the screen, and comes up again? Since the animations for all the beams are largely the same, it would look better to have samus simply change to the power beam and move the arm cannon to the side a bit, so the animation flows better.
A 'nice explosion' causes exceptions. You have problems when you make the biped disappear, trust me, a LOT of problems. The animation plays a death sound and the sound of her suit shutting down, I don't recall an explosion..
I honestly wouldn't know, I prefer to play rather than content create, and give feedback when I can. I haven't touched the HEK in a long time. I swear I can hear a faint explosion in the sound, and since samus explodes in virtually every 2D metroid game I don't see why it would be different in prime. If nothing else you could try having a bright flash or lens flare without having the biped disappear, so you get the impression some critical suit part failed. That brings up something else I forgot to mention, there's very little indication of how much you've actually damaged someone, which can be frustrating at times.
They give off light, go into 3rd person in a LAN server, and you'll see. We know about the charge balls, we'd just have to move them by hand, and we didn't have the opportunity, since we were working on more important things.
It's more important than you think, the funky 3p charge balls do a pretty good job of killing the immersion.
November 19th, 2007, 05:50 PM
ExAm
Re: Metroid Online - Pre-release Party Post
Seraphim, please, either alter the homing so it doesn't make you miss half the time, or take it out entirely.
November 19th, 2007, 08:45 PM
UrKungFuSux
Re: Metroid Online - Pre-release Party Post
server at 7:15 anyone?
November 19th, 2007, 08:53 PM
Sel
Re: Metroid Online - Pre-release Party Post
K I played them.
I must say I didnt enjoy it as much as I had hoped, but that might just have been since I didnt play with anyone, Ill keep them in my folder for now.
What I liked:
The entire metroid feel.
HUD
Weapons
Missles
The flag\oddball (metroid)
I especially loved the charging of each of the beams, that was just epic awesomeness for me :D
What I didnt like:
The maps I played were too small
I couldnt use the ice beam thingy.
The performance didnt make me overly happy, but my computers shit so yea, disregard this.
Again the maps were too small, I would have really prefered something BG sized.
I felt gameplay would be improved if you just started with the power beam, and then went about to pick up the other 3 beams.
Anyway I love the effort put in.
And I remember a while back you had the morph ball in it, but it wouldnt sync in multiplayer. I would love you to pieces if you made a halo CE campaign mod where you play as samus, with morph ball and everything.
Overall, Good work.
November 19th, 2007, 09:13 PM
UrKungFuSux
Re: Metroid Online - Pre-release Party Post
Up and running, join?
November 19th, 2007, 09:17 PM
odseraphim
Re: Metroid Online - Pre-release Party Post
Heh. Selentic, Kirby is actually working on a top secret single-player.. oh. Um, hi.
So this is what is going down:
We fixed the 3p charging animation
We fixed some things on the fp charge ball(s)
We fixed the lag on the missile fire animation
We made an LOD for Samus
We're working on a melee animation
We're going to tweak homing so it's perfect for online games, or take it out, either one.
I'm going to fix the reticle, and add a zoom for the plasma beam so you can achieve headshots (but still no fire).
= <3 and cake?
November 19th, 2007, 09:19 PM
ICEE
Re: Metroid Online - Pre-release Party Post
Quote:
Originally Posted by odseraphim
Heh. Selentic, Kirby is actually working on a top secret single-player.. oh. Um, hi.
So this is what is going down:
We fixed the 3p charging animation
We fixed some things on the fp charge ball(s)
We fixed the lag on the missile fire animation
We made an LOD for Samus
We're working on a melee animation
We're going to tweak homing so it's perfect for online games, or take it out, either one.
I'm going to fix the reticle, and add a zoom for the plasma beam so you can achieve headshots (but still no fire).