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#Halo

7/25/2008 12:30:37 PM
35

A halo custom edition single player

Hello deerest community (roflwaffle), I've been working on a custom single player level for quite a while now, and I decided to post a small youtube video that shows a bit of it's gameplay =) This is still in its early stages, certain things like cliff textures and the way the cliffs look all together are still to be replaced/updated. Feel free to post any suggestions I can do to improve on the part of the level I've shown here! Also, when in youtube, select the 'watch in high quality option', or else it'll be rather blurry. Here's the link: [url]http://nl.youtube.com/watch?v=7hKtNSDyKmY[/url] Enjoy!
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#Halo #HaloPC

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  • if you lived close enough i would personally give you a cookie, that map is seriously so good

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  • anyone else?

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  • very nice though I think you have too many jackals in it I think you should put 2 wraiths on heroic and legendary as for the storyline make that while you are on ruote to rescue captian keyes you are intercepted and you crash land a few kilometers from alpha base (first strike) and at the end you find alpha base under attack by 10-20 banshees and 2-3 spirits Like that Cmt vid -the shields, here is a link link http://www.youtube.com/watch?v=5tse6pQ9_oY&feature=related look at 1:20 + ground forces and fight them off with a banshee or scorpian or worthog but not all at once and lots of heavily armed marines but remember, spread it out a little so the battle will be big not huge at the end you regroup and get reenforcements and proceed To TAR and make the extra marines + some rocket marines from the begining follow you into battle P.S And it should be titled Alpha base P.P.S and could someone tell me how to start a thread in detail please, Please I would be really grate full [Edited on 09.03.2008 6:28 PM PDT]

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  • very nice work here

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  • Reminds me of the E3 2000 trailer. Well done.

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  • [quote][b]Posted by:[/b] KingNic220 im a still bit confused about the script, do u have xfire cause it will be easy 2 explain with xfire[/quote] Sorry for the late reply...but I've been gone+busy. Well, I do have xfire but never use it. I'm an MSN user. I can PM you the email adress if you like (I'm not sure if it is displayed on my profile...). EDIT: nvm just read your PM haha. [Edited on 08.24.2008 4:41 PM PDT]

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  • Oh, so that was you! I happened to randomly find that video one day on YouTube.. and now I know who made it. Needless to say, I am impressed =]

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  • Neat looking. You most likely spent a lot of time in the creation. Could anyone tell me how I can make a new thread? Completely new to bungie's site.

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  • im a still bit confused about the script, do u have xfire cause it will be easy 2 explain with xfire

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  • that looks amazing make sure to repost when it is made and maybe update this one when we can get it because im going to save this and use it to check when this is done =]

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  • Yeah, the only problems are that the sounds don't play like a real vehicle moving would, and the lighting on the model doesnt change. Other than that it works pretty well.

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  • Wow that's pretty cool. So does that allow you to make custom dropship scenes then? Basically a nice work-around for recorded animations?

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  • Ah, I was thinking you must have used pre-existing ones, but I wasn't aware that you could import RAs. For CMT mod we have been just animating in max and calling on the animation in a script, for when we need dropships to fly in.

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  • [quote][b]Posted by:[/b] Masterz1337 That video was awsome, really impresive, and I don't say that often. How did you get the recorded animations to work? AFAIK, the code to make them was removed from sapien.[/quote] First of all, thanks for the kind comment =) As for the recorded animations, you are right, the code to [i]create[/i] recorded animations was removed. However, this doesn't stop us from using already created recorded animations! What you gotta do is when in Sapien, look under File for 'import recordings'. And then just select the map from which you want to import the recorded animations. Note that these animations can be used in a very broad sense. Eg, you can let a warthog use an animation that was made for the pelican. Great for cinematics and stuff!

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  • That video was awsome, really impresive, and I don't say that often. How did you get the recorded animations to work? AFAIK, the code to make them was removed from sapien.

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  • [quote][b]Posted by:[/b] KingNic220 speaking of that peli script, wat is that script?[/quote] Well the following script attaches the warthog to the peli, let's the peli do some recorded animations, and then detaches the hog. The pelican = spartan_dropper, the warthog I simply named warthog. [quote](objects_attach spartan_dropper cargo warthog warthog) (recording_play_and_hover spartan_dropper temp_pelican_enter) (sleep (recording_time spartan_dropper )) (sleep 1) (vehicle_hover spartan_dropper false) (recording_play_and_hover spartan_dropper dropit) (sleep (recording_time spartan_dropper )) (sleep 1) (vehicle_hover spartan_dropper false) (recording_play_and_hover spartan_dropper dropit) (sleep (recording_time spartan_dropper )) (sleep 1) (objects_detach spartan_dropper warthog)[/quote] A simple but effective script.

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  • speaking of that peli script, wat is that script? [Edited on 08.04.2008 3:56 PM PDT]

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  • Yet your English is so good!

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  • [quote][b]Posted by:[/b] KingNic220 half of those things are impossiable for ce,co op,lognswors will require LOTS of scrpting and might crash into the trees (like the peli in ghp dangercanyon 4) ,the marines can drive tanks, but they cant fire em,same with the mythos, diffuclty settings sets wat ever diffuclty u chose, the default diffulcty is normal,city is possible(might have 2 go in another bsp) anyway real nice map is that reach by any chance? oh and 1 more thing the script with the peli that drops the hog looked like it had some trouble,try spreading out those 2 trees[/quote] I believe a friend of mine got tanks driving and shooting, though I'm not too sure of this. I could maybe use a recorded animation for the longsword or something, though I have nothing like that planned at the moment. About the err 'city', the closest you'll get is a forerunner inside part. This will be in my second BSP. Though it's not a city, it's more resembles the first inside part tunnels of the second level of halo ce: 'halo'. The hog-dropper script doesn't have any trouble that I've seen, I've played that part alot of times and it always works nicely ;) Oh btw: this map will have some kind of story, though I never planned to make it fit canon. I mean, several Spartans on one halo ring? Never happened lol. PS: I'm belgian, thus I speak dutch.

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  • [quote][b]Posted by:[/b] NC Gijs007 Great level i think(realise it as an beta here on the forum?) btw: are you Dutch(from the Netherlands?) i guess so cause it says nl in that link:p ok some tips cut scenes, really big assault like 15 warthogs and 10 tanks and than an big covenant defends. Spartans need shields... they are way to weak now make it an hard battle really hard. aerial assaults on the covenant. attack emm with an longsword and give them aerial gun turrets with homing fual rods. mytos assault. difficulty settings? halo 3 style weapons and stuff. make an co-op version(with extra vehicles) make an story line. what's the story line you drop somewhere in and you start fighting elite's and since when are the Spartans back? so i suggest an story line before halo 1. add close combat fights and big city fights. and at the end an race where you have to drive/fly and hurry up(with count down) and an big boom(city blows up by nuclear bomb?) map name? assault on covenant city? or make it at reach or something where you go to get the city's back that the covenant is going to destroy but there are to much covenant and you/fleed commander? decide to nuke the city. [/quote] half of those things are impossiable for ce,co op,lognswors will require LOTS of scrpting and might crash into the trees (like the peli in ghp dangercanyon 4) ,the marines can drive tanks, but they cant fire em,same with the mythos, diffuclty settings sets wat ever diffuclty u chose, the default diffulcty is normal,city is possible(might have 2 go in another bsp) anyway real nice map is that reach by any chance? oh and 1 more thing the script with the peli that drops the hog looked like it had some trouble,try spreading out those 2 trees

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  • Uhh..don't do any of that lol.

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  • Great level i think(realise it as an beta here on the forum?) btw: are you Dutch(from the Netherlands?) i guess so cause it says nl in that link:p ok some tips cut scenes, really big assault like 15 warthogs and 10 tanks and than an big covenant defends. Spartans need shields... they are way to weak now make it an hard battle really hard. aerial assaults on the covenant. attack emm with an longsword and give them aerial gun turrets with homing fual rods. mytos assault. difficulty settings? halo 3 style weapons and stuff. make an co-op version(with extra vehicles) make an story line. what's the story line you drop somewhere in and you start fighting elite's and since when are the Spartans back? so i suggest an story line before halo 1. add close combat fights and big city fights. and at the end an race where you have to drive/fly and hurry up(with count down) and an big boom(city blows up by nuclear bomb?) map name? assault on covenant city? or make it at reach or something where you go to get the city's back that the covenant is going to destroy but there are to much covenant and you/fleed commander? decide to nuke the city. [Edited on 08.03.2008 7:03 AM PDT]

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  • [quote][b]Posted by:[/b] halo rocks2007 Looks great. I like how you used recorded animations and gave those two ghosts a command list, and how the spartans have dialogue. You could add some new stuff like carbines, jackal snipers or carbiners, or other stuff.[/quote] I'd love to add in stuff like that. I'll have to look up a tut on that ;)

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  • Looks great. I like how you used recorded animations and gave those two ghosts a command list, and how the spartans have dialogue. You could add some new stuff like carbines, jackal snipers or carbiners, or other stuff.

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  • Looks great! Can't wait to play the finished version!

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  • [quote][b]Posted by:[/b] Micro5 I like it, I'm glad to see work like this is still being done. (We have CMT but I'm getting sick of RPG Beta and Extinction being the highlight of Custom Edition). If anything, see if you can make the music fade away rather than loop if you can (if it was part of the game anyways, not the video). [/quote] Don't worry, I'm fully accustomed to scripting this game. I only quickly threw in that song for demonstration purposes. It was in-game btw, not added afterwards. [quote][b]Posted by:[/b] Vick Sr Wow. How long did that take? Did you make those forruner structures? Nice! Wish I could do that. First I need a complete tagset. Might anyone here know how to get one? Sweet map, can't wait for it.[/quote] All the geometry you see in there I made myself. It's been about half a year in the makings, though there were extended periods in which I couldn't work on it due to exams and university priority. However, now that it's summer holidays, I finally am finding the time to expand the level. Though I'm not working on it 'full time', due to me also trying to go camping etc =) [Edited on 07.29.2008 12:55 PM PDT]

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