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Thread: CMT Public Beta Feedback

  1. #91
    Consacock Horns's Avatar
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    Re: CMT Public Beta Feedback

    There was a part in the game where I was killed by a nade and my body flew into a checkpoint after I was killed, it said saving game and then froze.
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  2. #92
    swisha...swisha...swisha Darqeness's Avatar
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    Re: CMT Public Beta Feedback

    Some of the AI encounters were set up pretty illogically. For example, in the last staircase room (the one where you come in on the bottom floor with marines on the upper floor), when you go to leave that room through the upper floor, three brutes are standing just around the corner. You wouldn't think they would have noticed the firefight going on not 10m away from them? There's little variety in BSP's and encounters. I do like the idea of the twisted corridors leading out into a section of the ship that has been blasted away and you're in a vacuum. But since Ranger Elites have been cut, there wouldn't be much chance of AI in those areas. Corridors simply run into more corridors and some of the more interesting areas, like boarding action, have no apparent purpose in the ship and feel rather empty. Maybe adding some more scenery other than the occasional barricade might help.

    Also the hunters wedged into that narrow corridor was a bad decision. It's not fun to fight them in such a tight space, not to mention it doesn't look really good when they start clipping through the walls. They should have been saved for a more open area such as the open areas in the Boarding Action area.

    All my other criticisms have already been covered a number of times.
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  3. #93
    (Slyr)Bleach/MythicUltra
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    Re: CMT Public Beta Feedback

    I never had that graphical issue with the Assault Rifle turning orange either.
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  4. #94
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    Re: CMT Public Beta Feedback

    Neither did I. BTW, I don't know if you guys with <30 fps are running on laptops or something, but on my end I have no issue with fps hiccups.
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  5. #95
    walk the platypus Cagerrin's Avatar
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    Re: CMT Public Beta Feedback

    I find it a little strange that people are having such troubles with it. I've been playing it with a horrible laptop and everything maxed out, and not even a hiccup.

    Something I didn't mention earlier, as it took a few playthroughs to realize what was nagging me. Brute PR needs a firing rate increase, I almost never notice whether I'm using it or the normal one, and it's wierd.
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  6. #96
    IV Good_Apollo's Avatar
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    Re: CMT Public Beta Feedback

    This, just like SPv1 seems to be pretty hit or miss. Half the things look incredible and the other half looks just...like wow how did anyone really think that would look nice? I almost feel bad getting so worked up about a mod that I'm getting for doing nothing but I think everyone is so damned critical of it because it's ambitious and we're hoping it will fulfill all of our Halo PC dreams.

    The FANFUCKINGTASTIC

    • The SMG.
    • Both Plasma Rifles.
    • The Spiker.
    • The Chief.
    • Cortana.
    • Elites.
    • Brutes.
    • Bigger Hunters? They are bigger right? Awesome if that was more than just an illusion.
    • Most of POA's new textures and effects.
    • Overall experience was pleasant just like SPv1 and I'd still play it through multiple times if this was the final release.

    The really bad.

    • Seriously just axe the AR you guys have right now and just inject the CMT_Snow_Grove AR. It was awesome in every way.
    • Lose the Pistol's silencer/laser and fix the melee animation.
    • Change the Brute and Elite shield effects, they both look terrible and the Brute shields sometimes just appear to be on when I'm not even shooting them. (Ignore if they are supposed to be OSed?)
    • There's something visually unappealing with the BR, I can't place what it is but I think it needs to be shinier and the display brighter. Also, you definitely have to increase the delay between shots.
    • What happened to the Navel Personnel?
    • Bring back the Armored marines! (I'm assuming the odd choice of human npcs is due to them just being placeholders?)
    • Hunters would just charge at me no matter what and would just fire as they charged.
    • Just remove the chiron/boarding action areas. They were just really really bad. On that note, the twisted area was cool but felt unnatural. Try to make the damage feel more like it was possible of being damaged in that way. If that hallway was twisted the whole deck should have been fucked. Also, remove (or add rubble, bodies, fires) the random scorched hallways, they make no sense other than looking like graphical glitches.
    • Enemy/friendly AI placement/behavior should be looked at, sometimes they just feel random instead of actively boarding or guarding the ship.
    • Some of the other new areas are cool and well done (I already named the poor ones) but it kind of makes the level drawn out instead of, shit let's get out of here, oh wait apprently we have to go through every major section of the ship first before we go running out. Reason being is in the original you went up ONE deck (which is reasonable considering a realistic layout of the ship to get to the escape pods) whereas in the new one you find yousefl going up and down up and up and down again seems redundant if you are trying to get somewhere specific to gtfo.
    • Both Plasma Rifles need their projectiles to match the new fire effects. The new ones are a dark electrical blue and the old projectiles are several shades too light, more baby blue.
    • Plasma pistol is poorly textured, charge effect is nice but so slow it's useless.
    • Just remove the Speed Powerup, I really admire, REALLY ADMIRE what you tried to do with it and bring back an omitted powerup from the game but it is just bad. It just feels like my computer is lagging and just...ew. I won't care much if it's still in game I just won't use it.

    Glitches

    • When you get to the first area with the three grunts there was nothing there for me and I had no pistol. Just went through the door and got the AR.
    • Sometimes when I would toss grenades the room it exploded in would be ALL black, and I don't mean scorched I mean like a corrupted straight black bitmap would just cover the area.
    • Pistol pickup string.
    • Sometimes Marines and Covies would just stare at each other until I went in and started the fight.
    • Pyramid of grunts?


    There's tons more that is either insignificant enough for me to forget or I just couldn't decide if it was good or bad.
    Last edited by Good_Apollo; August 6th, 2009 at 05:20 AM.
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  7. #97
    ლ(-_-ლ) Reaper Man's Avatar
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    Re: CMT Public Beta Feedback


    wat.
    Last edited by Reaper Man; August 6th, 2009 at 08:31 AM.
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  8. #98
    "Think Different" Masterz1337's Avatar
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    Re: CMT Public Beta Feedback

    There's been a lot of complaints about the saving issue that I want to address. The reason why this map has unsafe saves is because there is something in the map that is always making it unsafe to save in the stock bsps, so I had to use the script command to save unconditionally in those areas. We also had another similar save bug in the custom bsps, which made me have to do a similar thing. I'll work on reducing the amount of unsafe saves, but it will always be a possibility on this map, and this map alone. I never had anything with unsafe saves like you guys expierenced but you take 100 people with 100 different play styles and things happen, which is why it's good we did this public beta.
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  9. #99
    Chris chrisk123999's Avatar
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    Re: CMT Public Beta Feedback

    But can't you have it check that the player is alive before it saves?

    Cause I kept getting saves after I died, so when it reset I was looking at my dead body.
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  10. #100
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    Re: CMT Public Beta Feedback

    I"m having problems replaying. It saves at the last cut scene, and when I try to press esc for restart level, it just restarts the cut scene.

    Also, I thought it was awesome, just the hunter's cannon doesn't look that great in first person, and when I looked at the way he held it it was just weird.
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