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[MOD] Lockdown (for Zanzibar)

Posted: Wed Jan 04, 2006 5:24 pm
by Kayuni
For Zanzibar.

-Pictures:
Image
Image
More here: http://kayuni.com/Lockdown/
Sorry for bad quality, my capture card is broken and I can't get the debug bios working correctly, had to use a digital camera.

-Patch:
:!: http://kayuni.com/lockdown.map.rar

-Story:
The time is two years after the conflict with the Covenant. Now that the war has ended, science has been able to flourish more rapidly then ever before. On a small moon in a galaxy far away from Earth, a new hyperspace technology is being worked on. However, during a critical test, the new radon-powered hyperspace engine overheated and began to release radiation. The radiation from the engine caused all of the scientists to become crazy, killing eachother and no longer liking ice cream. Now, Earth has dispatched it's finest warriors to the site to get the situation under control. You are one of those elite breed of soldiers. Can you survive the constant onslaught of the crazy scientists?

-Notes:
This is my first mod. I know a lot of people say not to release first mods, but me and my friends had a lot of fun with this one. It began as a jedi mod, but eventually got off track. The patch is about 20MB, created with SizedPPF by TfAv1228. Serenities didn't work for me. This is not SLC, one of the gates does not show up. See "What I Hope To Add" Below.

-Best Played With:
Ghosts and Warthogs
Default Weapons
Also, the 2 gates and closing ability adds a new dimension to CTF and Assault.

-What's new:
Battle Rifle: Blaster Rifle, Like the one from Star Wars if you have ever seen it.
Plasma Rifle: Lightning Gun, I can't really explain it, just see it ingame.
Needler: Radio (for airstrikes), Drops high-speed bombs from above.
Shotgun: Cloaking Device, Pretty self explanatory
Rocket Launcher: Force Cannon, You'll just have to see it :wink:
Sniper Rifle: Injector, Shoots a beam of nanites that connects to the target and eats them inside out, takes nearly 5 seconds to reach the nervous system. Can also dismantle machinery, although very poorly.
Plasma Grenades: Fly Faster and Hurt More
Frag Grenades: Fly Faster and Have Large Amounts of Force, Hard to Control
Ghost: Flies Like a Banshee, Named "Mirage"
Warthog: Turret Removed, Named "ATV"
Working Gate added in the seawall (two gates now on the map)
Gate Switch Moved to the Wheel and can open and close
Lightmap Changed to be Red-ish
Sky Changed to a Space Sky
Everything balanced as good as I could, I will accept suggestions.

-What I Hope To Add:
New Models (Could not add models, kept getting errors)
SLC (Had an error in ADI when I attempted to shift the string table for zanzibar, even an unmodded zanzibar.)
Sounds (Whenever that happens.)
:!: If anyone knows what's up with model adding and SLC compatibility, please post/pm/msn me. :!:

-Thanks:
Da|< / dakisback and xbox7887 for the gate idea and help on it.
Farklem for DotHalo (best program ever).
Pokecancer for Darkmatter (would be the best were it not for all the bugs).
The Fantastic Six cause they're fantastic and the lightmap editor.
GlitchyGuardian, Jefff, TfAv1228, and xbox7887 for Chunk Adder.
TheSwampFox for ADI.
Bungie, for Halo and Halo 2.

Posted: Wed Jan 04, 2006 5:30 pm
by arc18
really good idea, The flying ghost doesnt fit though. Amazing for a first mod. 7/10

Posted: Wed Jan 04, 2006 5:53 pm
by deathlordz000
this is a nice mod for a first g/j

Posted: Wed Jan 04, 2006 6:05 pm
by CamDaMan607
omg this is mad cool! good job! is this your first mod because it's awesome. can't wait till u get it slc. i'll test it and give u a rating 4 now until it's done.

Posted: Fri Jan 06, 2006 2:43 pm
by Kayuni
By the way, if anyone can help me, I would really appreciate it. I need help:
Injecting new models(using milkshape and darkmatter, I've only tried the sword but I can't get it to work.)
System Link Compatability(In the SLC tut, it wants me to shift the string table in zanzibar, but I get an error whenever I try, even on an unmodded zanzibar, but other levels seem to work fine.)

Re: [MOD] Lockdown (for Zanzibar)

Posted: Fri Jan 06, 2006 2:58 pm
by shade45
Kayuni wrote: -What I Hope To Add:
New Models (Could not add models, kept getting errors)
SLC (Had an error in ADI when I attempted to shift the string table for zanzibar, even an unmodded zanzibar.)
Sounds (Whenever that happens.)
:!: If anyone knows what's up with model adding and SLC compatibility, please post/pm/msn me. :!:
What u can do when it doesnt let u shirft the string table is add it to another map that u can shift it for then bring it over to ure map with insolence :wink:

Posted: Fri Jan 06, 2006 5:15 pm
by Kayuni
Good idea, just one thing, how do I move the string table to another map? Is it a tag? Or is it a hex thing?

Posted: Fri Jan 06, 2006 5:37 pm
by shade45
Kayuni wrote:Good idea, just one thing, how do I move the string table to another map? Is it a tag? Or is it a hex thing?
No. just add the meta to a map that u can shift the string table for in ADI then transfer the tag over to your map in insolence.

Posted: Sat Jan 07, 2006 10:44 am
by {SNM} Greek-Moddr
DA|< told me to say it is impossible to move the chunk that we added of the gate into zanzibar into another map with insolence and then remove that chunk with insolence and put it back into zanzibar so this map cannot be made system link compatible if what im thinking is correct.

Posted: Sat Jan 07, 2006 1:08 pm
by sweeznit
wow, thats kik man, pretty awesome for a first 7.5/10

Posted: Sun Jan 08, 2006 7:06 am
by Kayuni
So slc is a no huh? Alright, then thanks anyway.

btw, if anyone has been able to sucessfully change the sword model, let me know.

Posted: Sun Jan 08, 2006 11:13 am
by go dak
shade45 wrote:
Kayuni wrote:Good idea, just one thing, how do I move the string table to another map? Is it a tag? Or is it a hex thing?
No. just add the meta to a map that u can shift the string table for in ADI then transfer the tag over to your map in insolence.
could you explain how to do this if we added chunks