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Thread: Halo: Reach Discussion

  1. #2561
    Electrical Engineer staticchanger's Avatar
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    Re: [Reach] Halo: Reach Discussion

    We'll probably see a butload of RP variants now.
    Last edited by staticchanger; July 24th, 2010 at 11:52 AM.
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  2. #2562
    halord Futzy's Avatar
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    Re: [Reach] Halo: Reach Discussion

    I'm going to play through all the campaigns and make some maps based off campaign areas. I had been planning to do this in h3 but forge was too bad.
    I've already got a layout based off 343 drawn up
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  3. #2563
    Electrical Engineer staticchanger's Avatar
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    Re: [Reach] Halo: Reach Discussion

    You know someone ought to make a "hek world" for CE. We have the tutorial map which is obviously to small, but if we make a grand map that has places to construct all sorts of things with scenery then maybe we can get these 3ds-faint-of-heart noobs to stop pumping out bloodgulch variants. A nice variable environment for people to play around on in sapien would be kind of cool.
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  4. #2564

    Re: [Reach] Halo: Reach Discussion

    Hm, that's actually not too bad an idea.
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  5. #2565
    Kid in the Hall Kornman00's Avatar
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    Re: [Reach] Halo: Reach Discussion

    But then they'd need tons of foragble objects. Reach has objects made purposely for use in forge but you won't find generic objects that can be used for building bases and other structures in the halo 1 palette (especially none that are uniform in design and looks).
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  6. #2566
    Senior Member thehoodedsmack's Avatar
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    Re: [Reach] Halo: Reach Discussion

    Then we'd have to release model packs, I suppose. I think the main problem would be the size of these maps with all the unused space. If there was a way to pick and choose which sections of the giant map get used when compiled, that'd be ideal.
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  7. #2567
    Kid in the Hall Kornman00's Avatar
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    Re: [Reach] Halo: Reach Discussion

    Or you could use OS's added ability of mod-sets. Then all maps made from the same resources provided in the stock CE World would share bitmaps/sounds in a single set of data files.

    Updates could be made to the CE World tag set and the mod-set files could then be updated without breaking old CE World maps.
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  8. #2568
    Foot Dragger ejburke's Avatar
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    Re: [Reach] Halo: Reach Discussion

    Scenery in CE is different from the (I think) static meshes that Forge uses. If your camera is pointed away from the scenery's origin beyond a specified distance, the thing will disappear. So, you can't really have huge scenery objects that you can go inside or stand near. They'll blink in and out. At least that was my experience when I tried to make huge beams and crap out of scenery in one of my maps.

    Anyway, I'm actually going to use Forge this time. I thought it was kind of a joke before. But please, for the sake of all that is good and decent, if some asswipe releases a World 1-1 map, don't download it. You'll just be encouraging people that should be rounded up and castrated.
    Last edited by ejburke; July 24th, 2010 at 05:33 PM.
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  9. #2569
    For Gnomejas sevlag's Avatar
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    Re: [Reach] Halo: Reach Discussion

    Quote Originally Posted by ejburke View Post

    Anyway, I'm actually going to use Forge this time. I thought it was kind of a joke before. But please, for the sake of all that is good and decent, if some asswipe releases a World 1-1 map, don't download it. You'll just be encouraging people that should be rounded up and castrated.

    TBH i would like some sort of puzzle map along the lines of a mario map

    my idea was a massive invasion map with a huge UNSC fortress built into that cliff edge seen in the viddoc...imagine huge sky battles raging along side forces trying to push up

    im gonna play through SP first though
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  10. #2570
    halord Futzy's Avatar
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    Re: [Reach] Halo: Reach Discussion

    I made a series of puzzle maps for H3, I'll be able to make some much better ones now
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