[WIP] Lockout Mod

Post your pics of mods in beta, or pictures that do not have a mod associated with them.
User avatar
Dstin1
Readers Club





Posts: 225
Joined: Fri Mar 30, 2007 8:14 am

[WIP] Lockout Mod

Post by Dstin1 »

This is a lockout mod I have been working on for about a month. It is my first mod, but theres still much that needs to be done. If anyone has any suggestions on what I should add/change/remove, that would be appreciated.

Oh, and ignore the healthbar, it is only like that because I use the Halo 2 CE shared file.

All of the pics below make the map look dark. However, the map is lighter then the normal lockout due to my lighting edits.

SMG >>> Assault Rifle
This is the Halo 3 assault rifle (not H1). It has a 32 round clip, new skin, changed ROT, HUD is a little different, and spread was tweaked. I still need the change the crosshair, which I will do when I'm done modding the entire map because the hud bitmaps get corrupted easily.

Image
Image
(quadwings in back)
Image
________________________________

Magnum >>> Pistol
Halo1 Pistol, I changed the chamber so its not just pull the trigger as fast as you can, increased damage, and added zoom.

Image
(sorry about the quality of the pic, I used myspace to host all these photos, and it re-sized them, ruining the quality.
Image
hahaha.
________________________________

Sword
Spawns in middle of the map (almost every weapon spawn has been changed in the map to a more unique place. I also did this to balance the map). All that is changed is the model, but I will have more modifactions later to prevent sword whoring.

Image
Image
Image
(New MC bitmaps. Im not sure if I should make the elite always an honorgaurd, or a counsler)
________________________________

Covenant Carbine >>> Electric Carbine
The carbine is like a completly new weapon. It is fully auto, and can kill someone in less then 2 seconds if they are a good enough shot. However, it runs out of ammo in about 2 seconds. If you look at the picture below, you will notice the ammo meter is different. This is because the amo is constantly changing, and the regular ammo bar could not keep the exact decimal. It recharges once you have taken a shot.

Image
________________________________

Crates
There are a few weapons that spawn (and yes, respawn) inside the crates. They are also system linkable, so other people can pick them up too. A bug with it though is that if the game type is all swords, or heavy weapons or whatever, the weapons will respawn next to the crate instead of in it.

Image
Image
Image
________________________________

Beam Rifle
Currently, this weapon only has a skin and spawns in a crate, but I will do more to it in the future.

Image
________________________________

Brute Plasma Rifle >>> Drone Acid Rifle
Plasma Rifle >>> Heat Rifle

Both guns have effect color edits so they shoot their colors.
The acid rifle shoots a green bolt that once it hits a wall, it makes a green and black acid decal that lasts for 5 seconds, and a puff of smoke comes up from the ground. The heat rifle just has a color change, damage change, and a material effect change.

Image
________________________________

Shotgun
Has uses for other then no sheilds games, or close range. It now shoots 12 shots, and I barley decreased spread so it can shoot a little farther. The gun spawns inside of a re-supply capsul.

Image
________________________________

Battle Rifle
Increased damage, only takes 3 headshots (with all 9 bullets going into their head) to kill someone. It also has the Halo 3 clipping noise you hear when you fire it.

Image
________________________________

Sniper Rifle
All that was changed was the model, the place where it spawns, and the skin.
Image
Image
________________________________

Brute Shot >>> Scorture
This is basicly a flame thrower, but I had to use Scorture because Flame Thrower was too long to use for the hex. It has a new skin, firing effect/sound, I nulled out the blade, decreased the punching damage, new hud, and much more. It is my favorite gun I made, and I also spent the most time on it. I tried hard to make it look like a human weapon.

Image
Image
Image
________________________________

Grenades
Frag grenade was replaced with gauss bomb. It makes a huge explosion. I increased the range in the damage tag, increased force, but decreased damage amount. Its good for blowing people off the map to kill them. I was not able to get a pic of the explosion though. sorry.
Plasma grenade was replaced with needle grenade. The damage range was decreased, but the amount of damage was increased. Takes more skill to use.

Gauss Bomb:
Image

Needle Grenade:
Image
Image
________________________________

Teleporters
Teleporters were added to the covenant base (where the crate, and sheild spawn). The teleporters teleport you to the top of the building where the covy turret spawns.

Image
Image
Image
________________________________

Other Notes (!important)
All of the H1 models are not mine. They are Bungi's models, but dec1234 made the tags, so all the credit goes to him for those. I will also credit everyone else that has helped me when I do acually post a download for this mod.

Every single spawn was done without a bsp veiwer, so it was very hard to place everything with just math and trial and error.

There is also a fuel rod cannon with a new skin &effects, a sentinal capital gun, and a lots of scenery and blocs. I acually have a giant bomb that really explodes in the map (seen in the first picture).

That is all.


PS: if anyone can think of a name, that would be great.
Last edited by Dstin1 on Sun Jul 01, 2007 10:04 am, edited 2 times in total.
Image
User avatar
Sgt.Peppers




Snitch! Connoisseur

Posts: 2277
Joined: Thu Jul 06, 2006 1:25 pm
Location: Texas

Post by Sgt.Peppers »

Looks GREAT, can't wait for the release.
User avatar
CrazyGruntModder





Posts: 48
Joined: Thu Sep 07, 2006 3:34 pm

Post by CrazyGruntModder »

Thats lookin really good. I cant wait for it either!
User avatar
neodos
Readers Club




Artisan Miner

Posts: 1394
Joined: Thu Aug 12, 2004 11:57 am

Post by neodos »

Really good, i love that skin, nice sword, keep it up!!
User avatar
SpecOp44




Advisor Recreator Snitch! Critic

Posts: 2008
Joined: Tue Jun 06, 2006 12:34 pm
Location: The Canadarm

Post by SpecOp44 »

Looks good so far.

Edit: Actually, I look again, and I see that there isn't a theme. You should try to make one. Else your mod is just various swaps and skins, that don't really go together.
Last edited by SpecOp44 on Fri Jun 29, 2007 5:24 pm, edited 1 time in total.
Image
User avatar
Hotrod





Posts: 107
Joined: Sun Nov 26, 2006 9:16 am

Post by Hotrod »

This looks really great. I really like how you made the secondary colors appear in different spots. The sword looks a little messy but it still looks cool. Keep up the good work.
User avatar
Dstin1
Readers Club





Posts: 225
Joined: Fri Mar 30, 2007 8:14 am

Post by Dstin1 »

thanks guys, keep in mind that it is my first mod so its not the best.

SpecOp44, I accually agree with you. haha. I just don't know what I can do about it. What I think I might do is remove the bright colors on the covenant base (the shield, teleporters, turret, beam rifle, and plasma rifles). I think I might re-skin them so they follow the brown and tans, and the silver and grays.
Last edited by Dstin1 on Fri Jun 29, 2007 6:43 pm, edited 1 time in total.
Image
User avatar
kibito87




Stylist Connoisseur Advisor Bloodhound
Droplet Articulatist 500

Posts: 3461
Joined: Mon Feb 21, 2005 7:49 pm
Location: Ohio
Contact:

Post by kibito87 »

This looks great! I mean it's not outstanding but i'm impressed with your work for 1 month. Especially without the use of a bsp viewer. For not joining too long ago, it's rare to find somebody putting more effort into their mods when they don't seem to have been here for long. I shall await the finished product of this. I hope the gameplay accents the hard work you've put into this.
Image
User avatar
CptnNsan0




Stylist Snitch! Collaborator Commentator

Posts: 1904
Joined: Thu Jun 15, 2006 5:49 am
Location: Durham, NC

Post by CptnNsan0 »

I think the skin looks great as it is. There doesnt always have to be a particular theme. If he finished this right now I think it would be a great mod and I would play it. I love the bomb.
Image
Not Removing This
User avatar
Dstin1
Readers Club





Posts: 225
Joined: Fri Mar 30, 2007 8:14 am

Post by Dstin1 »

CptnNsan0 wrote:I love the bomb.
haha thanks. The bomb is acually a big part of the game play. It just takes someone to throw a grenade and blow up the bomb to kill everyone in the room. The explosion is huge, and even if you see it, your screwed. I made this because I play halo when my friends come over, and they make me put on a severe handicap, so this way I can still kill them. haha.

And you can use the flame thrower to push it out of the room and blow up the quadwings. haha I've spent too much time playing with it.

EDIT: oh and thanks kibito, haha sorry I didn't see you're post. Ya, I spend a lot of time on the site, and when I first started the mod, I didn't plan to do too much, but then I saw how there has been hardly any mods posted on here lately that didn't take more then 15 minutes...
Image
User avatar
ScottyGEE




Visioneer Vector Mad Hatter Artisan
Snitch! Enthraller Pi Critic
Sorceror Droplet Scorched Earth Socialist
Advisor Articulatist 500

Posts: 7352
Joined: Sun Aug 15, 2004 9:08 pm
Location: Down under
Contact:

Post by ScottyGEE »

Wow! I love the look of this! the month you put in has gone to good use! The flamethrower looks simply beautiful.

I wpould also like to suggest that you try and change the direction of the rain.

I look forward to release...Just make sure theres no lag and weapon balance and then you've got yoursefl a fantastioc mod
Image
This collaboration is not endorsed by Halomods
Technically its only me animating though ;)
User avatar
Dstin1
Readers Club





Posts: 225
Joined: Fri Mar 30, 2007 8:14 am

Post by Dstin1 »

no lag at all as of right now :)
haha, and you're right, I didn't notice that the rain was coming out from the cliff until now. I will try to fix that. That is in the [weat] tag right? or is it part of the scnr or sbsp?

The weapons are pretty well balanced right now. I still need to change the spawns for CTF and Assault to make it so one teams flag is on top of the building w/ the turret and teleporter, and everyone spawns around that point.
User avatar
DrXThirst




Connoisseur Foundry Pyre

Posts: 3011
Joined: Fri Jun 29, 2007 6:28 am
Location: Georgia
Contact:

Post by DrXThirst »

very, very nice. I love it. Every time I saw something that I didn't think was good, you had a counteraction for it. (omg counteraction is a word!) For example, you had the teleporter, but then had the turret up top. Great job. Oh, and one more question - HOW DID YOU DO THIS WITHOUT A BSP VIEWER!?
Image
User avatar
Dstin1
Readers Club





Posts: 225
Joined: Fri Mar 30, 2007 8:14 am

Post by Dstin1 »

drxthirst2 wrote:very, very nice. I love it. Every time I saw something that I didn't think was good, you had a counteraction for it. (omg counteraction is a word!) For example, you had the teleporter, but then had the turret up top. Great job. Oh, and one more question - HOW DID YOU DO THIS WITHOUT A BSP VIEWER!?
thanks =p

I did it by running up and down the stairs every 30 seconds to check to see if everything is in the right spot. haha, im not kidding. I've known the XYZ system since 5th grade (thats when I started making computer video games), so thats how I'm good at it, but I just taught myself yaw pitch &roll like 2 weeks ago, so im not too good at that. My favorite placement is the fuel rod cannon inside of the containment gas tank. haha, but I didn't post a pic because my fuel rod cannon skin is horrible (need to re-do it).
User avatar
Dissolution241





Posts: 1018
Joined: Fri Feb 02, 2007 7:34 pm
Location: Oregon

Post by Dissolution241 »

Wow, man, great job. This mod looks really good. I love that Flamethrower, it looks amazing. Gameplay sounds fun.
Oh, and the creator of the models is Dec123.
Image
Unleash the Fucking Wolves
User avatar
Dstin1
Readers Club





Posts: 225
Joined: Fri Mar 30, 2007 8:14 am

Post by Dstin1 »

kk thanks, il make sure to credit him when I release the mod.
User avatar
Elite747




Critic Pyre Articulatist 500

Posts: 636
Joined: Wed Nov 30, 2005 5:57 pm
Location: Reach
Contact:

Post by Elite747 »

http://a497.ac-images.myspacecdn.com/im ... cdd4b8.jpg

That pic looks like a ghost. lol


Great mod, though. I like it.
Image
IACE|HALO VICIS|ELITE MODS
Tim Buckley wrote:Ignorance causes violence, not video games. Man up and take responsibility.
User avatar
Geo
Forum Manager




Illusionist Stylist Advisor Pi
Connoisseur Pyre Socialist Tsunami

Posts: 4404
Joined: Sun Jun 19, 2005 1:01 am
Location: United Kingdom
Contact:

Post by Geo »

Looks so far so good! Keep it up, this mod has great potential!
User avatar
Tural




Conceptionist Acolyte Bloodhound Recreator
Socialist Connoisseur Droplet Scorched Earth
Grunge

Posts: 15628
Joined: Thu Jun 16, 2005 3:44 pm
Location: Lincoln, NE
Contact:

Post by Tural »

Holy shit.
User avatar
ScottyGEE




Visioneer Vector Mad Hatter Artisan
Snitch! Enthraller Pi Critic
Sorceror Droplet Scorched Earth Socialist
Advisor Articulatist 500

Posts: 7352
Joined: Sun Aug 15, 2004 9:08 pm
Location: Down under
Contact:

Post by ScottyGEE »

models are done by dec1234 just so you know.
plus itll avoif a whole flame war in future
Image
This collaboration is not endorsed by Halomods
Technically its only me animating though ;)
Post Reply