Page 3 of 11 FirstFirst 1 2 3 4 5 ... LastLast
Results 21 to 30 of 106

Thread: Extinction2 mod

  1. #21
    got dam forumers.... SnaFuBAR's Avatar
    Join Date
    Oct 2006
    Posts
    6,159

    Re: Extinction2 mod

    Quote Originally Posted by onion pistol View Post
    And I don't think it is fair to judge a map based on ships and textures.
    It is absolutely fair to judge a map on its content. So far, all of the content sucks, the gameplay was terrible on the original. Honestly, when it's all said and done, this map and remakes S U C K.
    Reply With Quote

  2. #22
    Buffalo Berry L0d3x's Avatar
    Join Date
    Aug 2008
    Location
    Belgium
    Posts
    550

    Re: Extinction2 mod

    What I found horrible about the original map was that infantry always had to run around for too long of a time period without a vehicle. I suggest you increase the player speed to somewhat compensate for the boring task of running around in the hangar, waiting for a vehicle to respawn.

    Also, the BSP needs much more variation on the ground and cliffs. Try to create areas that would actually be interesting to traverse in a warthog/other ground vehicle.
    Reply With Quote

  3. #23
    Could've Moved Mountains
    Join Date
    Sep 2006
    Location
    RIT
    Posts
    3,144

    Re: Extinction2 mod

    Quote Originally Posted by onion pistol View Post
    And I don't think it is fair to judge a map based on ships and textures.

    Now...I really am sick of people calling hugeass, coldsnap, and Extinction failures. they are just maps that are different than most maps you seem to consider 'good'
    If you were trying to get a job in a game studio and you submitted coldsnap, hugeass or extinction to any of them they would laugh their asses off and slam the door on your ass as they kicked you out of their building.

    My standards are high. So are those of most of the people on this website. My definition of a good map? Well, for starters, does it play well?
    1. Giant battlegrounds that take ages to travel from point A to point B on foot? Gameplay: F.
    2. Half thought out and poorly implemented vehicles? Gameplay: F.
    3. Boring landscapes that are just a giant box full of repetition and fail? Gameplay: F.
    4. Shitty weapons that were thrown in the map because they looked cool instead of because of what they added to the gameplay? Gameplay: F
    5. Boring layout that adds little to nothing to the gameplay (Coldsnap and Hugeass mainly)? Gameplay: F.
    Let's talk about graphics now.
    1. Low res, bland textures that have already been seen and used a billion and a half times? Ick.
    2. Poorly made/textured player, weapon and vehicle models that are either recolors or piss-poor attempts at "customizing" something? Ick.
    3. Ripped models? Ick.
    I could go on and on. You are adding absolutely nothing to Halo CE by "adding" to this already atrocious map for a game that is practically dead. You are wasting time and what limited skill you have on a project that is ultimately doomed to failure. Want to know why Halomaps is a cesspit? Because people like you think that it is acceptable to get some gimmick map and throw a bunch of "cool, sparta lazer!!21" and "awesome, halo 4 weapons lol dis is sparta loool" shit in there and think that you are doing some great deed for the Halo CE community. Then you cry when we give our time and opinions to you when we tell you our thoughts on it. If we didn't have at least some knowledge about what we were talking about do you think we would post our advice in a thread like this? Would we spend the time to write paragraphs of our thoughts on what would make you a better mapper? Would we even READ the thread if we didn't understand what was going on?

    Quote Originally Posted by onion pistol View Post
    Saying that they fail and calling coldsnap dicksnap are heavily opinionated.
    Actually, calling Coldsnap "dicksnap" is an example of wit, not opinion. If I was going to make an "opinionated" statement I would have said something like "Coldsnap should be called dicksnap" or "Coldsnap sucks, lolol".
    Referring to something with a witty pun based off of it's name does not imply any kind of opinion except for the one that you make of it. Hell, some people may connotate "dicksnap" with the pleasure they receive when they take it in the ass and therefore think it is a flattering nickname.

    Oh, but to be honest; yes, that is my opinion. Notice my join date. Notice my post count. Notice the number of words I just slapped on this post. I think I'm entitled to an opinion, especially one that aligns with the majority of people here.

    Quote Originally Posted by onion pistol View Post
    These three maps are highly enjoyable and fun to play on. A map does not suck because you think so. think of it this way; If you hate chocolate, does that make chocolate a bad thing? no, of course not.
    Weren't you going off about me being "opinionated" 2 seconds ago?

    What if the "chocolate" you are referring to happens to actually be a big stinky dog turd? Would you still eat the "chocolate"? Or would you rather eat a nice Ghirardelli chocolate bar? Both are completely free and both are easily obtainable - you choose which one you want.

    To relate that to your original comment; you are trying to imply that I don't like an entire category of something, in this case Halo mapping. I'm not opposed to Halo mapping in general. I'm opposed to the dog shit "chocolate" that you are working on right now. There are plenty of excellent custom maps that raise the bar and define what makes a map good and I am all for people developing those. Churning out old shit that isn't fun to play or look out does not do this.
    Quote Originally Posted by onion pistol View Post
    There seems to be a lack of discussion here and more a collection of hate messages about large maps. (In this thread.)
    Lack of discussion? We're having one right now! The only thing that this thread is lacking is people instantly bandwagonning around your retexture of a shitty map.
    Last edited by legionaire45; October 12th, 2008 at 07:18 PM.
    Reply With Quote

  4. #24
    quatamalos NuggetWarmer's Avatar
    Join Date
    Dec 2007
    Location
    Dallas, Texas
    Posts
    1,341

    Re: Extinction2 mod

    Honestly, people, have we really stooped that low? I mean, it's one thing not to like a map, but to kick sand in his eyes just because he wants to re-make this map so it is more balanced then ever before... pitiful. I realize now that THIS is what is killing the CE community. If we'd all stop being stuck-up asswipes and just PLAY A MAP FOR FUN there'd be more players on CE. You know why Halo: Trial and Halo: Combat Evolved have so many players? It's because they play for fun. ESPECIALLY on modded maps. They don't care if the pistol kills somebody in one hit, they just lol and have a good time. Everybody I talk to who still plays CE or maps for CE always tells me "OMFG EXTINCSHIT! COLDSTUPID! HUGEFAIL!" I admit, this is how I feel a lot of the time, but if I don't like the map, I don't play it.

    Many of you say that the CS:S community has better custom maps, well, you know what I think? They either all look the same or are really simple. But they have FUN when playing them instead of trying to tell people that the map sucks.

    Back when I first started playing Halo in 05-06, hardly anybody got pissed if we changed to something poorly modeled or unbalanced. We just played the game as it was meant to be played. Hell, I bet each and every one of you has at least once skydived in Hugeass.


    I see so many places for infractions on this thread for flame-bait/trolling, but are the mods going to give them one? Who knows...

    tl;dr Stop dicking around and just have fun. Post your critique on the map, but don't be an ass about it.

    EDIT: And to at least be somewhat on-topic - I think that the BSP needs a little work, and the covie ship seems odd. Other than that, seems pretty cool. I'd like to see the interior of the covie ship. What vehicles are in the map atm?
    Reply With Quote

  5. #25
    Could've Moved Mountains
    Join Date
    Sep 2006
    Location
    RIT
    Posts
    3,144

    Re: Extinction2 mod

    Quote Originally Posted by NuggetWarmer View Post
    Honestly, people, have we really stooped that low? I mean, it's one thing not to like a map, but to kick sand in his eyes just because he wants to re-make this map so it is more balanced then ever before... pitiful. I realize now that THIS is what is killing the CE community. If we'd all stop being stuck-up asswipes and just PLAY A MAP FOR FUN there'd be more players on CE. You know why Halo: Trial and Halo: Combat Evolved have so many players? It's because they play for fun. ESPECIALLY on modded maps. They don't care if the pistol kills somebody in one hit, they just lol and have a good time. Everybody I talk to who still plays CE or maps for CE always tells me "OMFG EXTINCSHIT! COLDSTUPID! HUGEFAIL!" I admit, this is how I feel a lot of the time, but if I don't like the map, I don't play it.

    Many of you say that the CS:S community has better custom maps, well, you know what I think? They either all look the same or are really simple. But they have FUN when playing them instead of trying to tell people that the map sucks.

    Back when I first started playing Halo in 05-06, hardly anybody got pissed if we changed to something poorly modeled or unbalanced. We just played the game as it was meant to be played. Hell, I bet each and every one of you has at least once skydived in Hugeass.


    I see so many places for infractions on this thread for flame-bait/trolling, but are the mods going to give them one? Who knows...

    tl;dr Stop dicking around and just have fun. Post your critique on the map, but don't be an ass about it.

    EDIT: And to at least be somewhat on-topic - I think that the BSP needs a little work, and the covie ship seems odd. Other than that, seems pretty cool. I'd like to see the interior of the covie ship. What vehicles are in the map atm?
    The problem with defending dicksnap and others is that there is no fun that can be had on those maps. Well, unless you think jumping out of a longsword or C4 swapping is worth more then an idle giggle.

    Cocksnap has neither gameplay or graphics to help it's case. It is a tessellated box with some interconnecting tunnels and two bases. Vehicle battles are amusing the first couple of times but that is not the type of gameplay that works well with Halo. Halo's mechanics work best when you have a balance between vehicles and people on foot. This means that map sizes can't be too large and open or else the vehicles will win every time. I don't think that there is anything more annoying in Halo then having to spend 5 minutes walking back to a spot after some jackass nukes me from a longsword.

    However, do I completely agree with you about the CS:S maps and stuff. The fun in those maps shines through even though they are fairly simplistic in terms of design and art. Guess why? Because they focus more on gameplay instead of on gimmicky "fun" that lasts one round. Last Friday I played Synergy with a whole bunch of people from this site and had a lot of fun doing it. Most of the art content on the level we were playing was pulled right from HL2. But the fact that we acted as a team to solve puzzles and get around traps was what made that level amazing. Gameplay gameplay gameplay god dammit!

    I don't understand why you are saying that my last comment was off topic - the topic is critiquing his map and that is exactly what I did. I gave him my critique and my opinions - that it is dogshit and that he should do something other then a shitty remake of a map that was damned to be shitty from the beginning.
    Last edited by legionaire45; October 12th, 2008 at 07:43 PM.
    Reply With Quote

  6. #26
    quatamalos NuggetWarmer's Avatar
    Join Date
    Dec 2007
    Location
    Dallas, Texas
    Posts
    1,341

    Re: Extinction2 mod

    I didn't say you were off topic, or you were specifically the one flaiming. I know how you post, so I'm used to you. It's the other posts in the thread that are bugging me.
    Reply With Quote

  7. #27
    It Isn't Easy Being Green DarkHalo003's Avatar
    Join Date
    Apr 2008
    Posts
    4,140

    Re: Extinction2 mod

    You know, the funny part is, there really isn't that much of a difference in the reaction here than there is at halomaps.org. But why do we hate extinction? Here's my input on the regular Extinction:
    -Whoever is in the Autumn wins.
    -Whoever has the heavy sniper wins against ALL covenant vehicles except the Scarab.
    -Covenant teams have a fairly low chance of getting up to the top of the Autumn because all people do is snipe you out of the sky.


    My input on the New So far:
    -Fog is irritating for both teams.
    -Why tilt the Autumn? It is already a confusing trash heap in the original set. Sure, it looks cool on the outside, but I don't want to experience more vertigo while playing.
    -I'm glad the Covenant Ship is more interactive in gameplay.
    -The Autumn should be more accessible to ground players. Even though there is a teleporter, there isn't any way for other groups in covy vehicles on the ground to get in, which sometimes is the easiest way to traverse through the level.
    -Increase the range of the Beamer.
    -Make the map run smoother.
    -Add faster Banshees with no falling damage and make the other side of the U-shaped canyon useful.

    MY input. I like it when people at least try to make a flawed, yet enjoyable at first, map better. We're not all in it to play balanced gameplay. Sit back relax and laugh at the fun your having enjoying the video game.
    Reply With Quote

  8. #28
    am I an oldfag yet? Heathen's Avatar
    Join Date
    Feb 2008
    Location
    a
    Posts
    9,534

    Re: Extinction2 mod

    Quote Originally Posted by onion pistol View Post
    Saying that they fail and calling coldsnap dicksnap are heavily opinionated.

    And I don't think it is fair to judge a map based on ships and textures.

    Now...I really am sick of people calling hugeass, coldsnap, and Extinction failures. they are just maps that are different than most maps you seem to consider 'good'

    These three maps are highly enjoyable and fun to play on. A map does not suck because you think so. think of it this way; If you hate chocolate, does that make chocolate a bad thing? no, of course not.

    There seems to be a lack of discussion here and more a collection of hate messages about large maps. (In this thread.)
    You are on a forum. Opinions are why you came.

    A map would be something you don't have to trek across 12 sidewinders to find the enemy. Being able to complete a game, that makes a good game. And chocolate sucks imo. Its a bad thing.

    We dont hate large maps. I like Sidewinder, I like Sandtrap, I like Resistance. I DONT like running around bumfuck Egypt looking for an enemy who turns out to be cruising around in a badly made Scarab.

    If you can eliminate the searching for players across a fucking screensaver like landscape, people flying around in megavehicles using megavehicles, the errors, bad textures, and all around terribleness of the map, then you have a map.

    Don't call us out for saying that something sucks. You want to make a good map? Take out what sucks. In this map their is A LOT from what you have shown us so far. You wanna keep something in it that sucks? Improve it.

    Instead of sitting here bitching and moaning about our crit and our suggestions to abandon this project, work on your map. Get a team. Learn to do better work.
    Reply With Quote

  9. #29
    TCTF Cult ****** bobbysoon's Avatar
    Join Date
    Nov 2007
    Location
    Mormon-occupied Caprica
    Posts
    239

    Re: Extinction2 mod

    Like Onion said, the texturing is nowhere near done. Structure happens to be happening first. The pretty-pictures thread is that way ^

    To deal with the 5 minute walk to wherever or the 30 second wait for a vehicle respawn, I'm hoping we'll be able to teleport a respawned player to it's team, or a near by vehicle, using server-side ai as mobile spawn points, if they would follow one team, but retreat from the other. That would be ideal. It'd also be good for the AI-less mp project

    Since the bsp is being done pretty much by me alone so far, and I'm not that great a modeller, I cut some corners with ripped content, largely because I'm badass and just don't give a ...fork. If it's any consolation, I'm going over every edge and vert, simplifying the geometry, to minimize lag and whatnot and allow rooms and corridors to be added to the ships. Right now i'm reworking the POA's guts, and learning how to work with modular level pieces like rooms and corridors.
    Btw, both ships will have ground level access by vehicle (or on foot, god forbid). I'm gonna excavate some escape pod bays and maybe another hanger from under the POA. The covie ship will have a couple half buried, somewhat crumpled hangers underneath it, and another bay of some as of yet unconcieved nature on top, accessible by vehicle by driving up the ship's nose. Or tail. I can't make heads or tails of that thing.

    Also, the cyborg's flashlight can be replaced with a booster if needed to balance things out better. Balancing a map so contrary to traditional halo mapping will be difficult, but I think it could be worth the effort
    Reply With Quote

  10. #30

    Re: Extinction2 mod

    Ugh, why is it that everyone thinks bigger is better?


    Have you never played Hang 'em High?


    Its stupid, there is absolutely no need for a huge ass level. Ever. Scrap it and start over with a better design in mind, or at least try to bottle neck the players into a encounter if your going to be too stubborn to listen.
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •