Boarding Action Mod w/ xboxtechs mod included - BACatWalk
Boarding Action Mod w/ xboxtechs mod included - BACatWalk
Realizing how big BA is I wanted to be able to use the area. So, I imported Xoranges building blocks and modified them a bit so the model better matched the coll model and this is what I came up with so far. Started with the BA mod from xboxtech (thanks for that mod its still awesome on it's own http://files.halomods.com/viewtopic.php ... ing+action) and added a bunch of catwalks, weapons, teleporters, ghosts and moved the flag bases. Should be great for those that like big boards. This is my first attempt at modding a board so don't slam me too hard. All the platforms and catwalks seem to be working well. I've noticed a few holes in the bases on top but you only fall through to the top of the ship, no big deal. As long as you are walking you don't fall through. Just didn't overlap the panels enough on a couple of corners there. And as usuall with the panels and modded stuff things disappear at times if you look at the at them at certain angles, but i'm used to that. The weapons are pretty powerful on this but the distances are great. You can always up the max power to live longer by biulding a custom game on the box. Not sure if this will lag much with many players yet. I've only tried it with 2 on the board but it acted well with that. This Friday I should be able to try it with 4. Well let me know what you think.
- Attachments
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- BACatWalk.rar
- Heres the rar'd ppf, etc.
- (2.2 MiB) Downloaded 427 times
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- Pan out of entie level in spark edit with shaded wireframe so you can see more of whats go'in on
- CatWalk3.jpg (95.19 KiB) Viewed 3603 times
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- Panned out view of entire level, spark edit w/ Texture
- CatWalk2.jpg (85.49 KiB) Viewed 3603 times
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- Close up on the CatWalks in the lower levels
- CatWalk1.jpg (100.47 KiB) Viewed 3603 times
This is great. I wouldn't change a thing...except for maybe one little thing. I think it would be cool if you made a super weapon (like a nuke) and had it all the way under the ship on the little wing thing. That would encourage people to go down there as well.
Could you imagine trying to defend the flag if it was down there? That would be crazy. That, I guess, would be best left where it is.
Could you imagine trying to defend the flag if it was down there? That would be crazy. That, I guess, would be best left where it is.
I dunno, try re-downloading it. I managed to open it in SE and re-compressed it just fine.Lazy_Nir wrote:I just tried to open BA in sparkedit and it says the file is corrupt. Does any one have an idea what could have happened. I used ppf-omatic to patch the map and it said it patched fine in that but I cant open it on my xbox or sparkedit
Nice
Looks good to me. I'm workin so will try tonight. This is what I wanted to see, I have not seen many mods for the other Halo maps and couldn't figure out why nobody seemed to look at all that space in BA,and not think of a lot of things to do with it. Looks better than the Void ,and ya don't have to start from scratch. Might be a few to many things added but, it looks great! I think i'm going to have something new to play and mess with ,next LAN night thanks
Have FUN

Yea thats an OLD question though
. The Halo game uses the cache003 ,as the first game selected,it could use one of the others. The files on X Y Z are temporary, and there are more than one temp cache00*, delete all HALO cache files, and start halo, and run map you want,and it will be cache003. Have FUN

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- Joined: Sat Apr 03, 2004 1:10 pm
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lag??
Doesn't seem to lag much at all from what i have tested. Only used two players so far but responds well. The board is so big you can't see/render all the blocks that are there like the ones below you if you are on top (fog solid distance is set to its original setting 70 i think). I increased the projectile ranges also. On top you can watch them go out of sight even while zoomed and then a few secs later you'll see the explosion on the ship, wall, etc. I plan on testing with 4 players this friday, our game night. I'll let you know how it goes on Sat.
And for the guy who wanted the nuke in there,
The weapons are so powerful already that i wanted to keep a little balance as to not over power it. I tried to set the homing so that you can still get away from things if they are coming at you, although it may be dificult. And I did set the rocket launcher to shoot the tank shell with no homing, but its fast.
let me know how it goes for you guys that try it.
Later,
Zevious
Zevious is my xbox name and online gaming program login name for those curious....
Not Bad for a first mod attempt eh????
And for the guy who wanted the nuke in there,
The weapons are so powerful already that i wanted to keep a little balance as to not over power it. I tried to set the homing so that you can still get away from things if they are coming at you, although it may be dificult. And I did set the rocket launcher to shoot the tank shell with no homing, but its fast.
let me know how it goes for you guys that try it.
Later,
Zevious
Zevious is my xbox name and online gaming program login name for those curious....
Not Bad for a first mod attempt eh????
Lag???
OK i found a major lag issue in this version even with 2 people in mp. when someone has something that shoots needler projectile, especially when in a fight, the gplay laggs in a major way. So I changed the needler and assault rifle projectiles to accomodate for that
- Attachments
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- BACatWalk1.1.rar
- here is the update
- (1.21 MiB) Downloaded 137 times
w/ the updated version
Played a couple games with 4 people this evening and didn't see any lag with the last update. Was some awesome battles. Works well with the modified projectiles. It a huge board using the upper level. seems everyone gravitates up there now for serious combat when playing.
The rendering on the needler bolts was messing things up before. But sems to work great now. Althought there are stilll a few glitches with the block collision model. Hopeing that collaboration on the collision model rendering program will be availible soon. Would love that to fix the minor issues with what I have working.
Berkano and Talin,,, How's the coll model prog coming???
The rendering on the needler bolts was messing things up before. But sems to work great now. Althought there are stilll a few glitches with the block collision model. Hopeing that collaboration on the collision model rendering program will be availible soon. Would love that to fix the minor issues with what I have working.
Berkano and Talin,,, How's the coll model prog coming???
u know whats really weird i got the 2.5 sparkedit also and got to look at it in spark edit but i didnt get to do anything no icons at the top like theyre grayed out so u cant click em dangit this sucks all i wanted to do was get a warthog in there and change the blue flag spawn but now i cant at all plz help me with this