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[MOD]Covenant Hideaway - T3am Guard14ns *UPDATE*

Posted: Sun Mar 19, 2006 7:07 am
by PigFarker
Covenant Hideaway (Speciman Storage)
Story:

The covenant have many injured, and many fighting. They used all they had from before or what they found to create this facility to hold soldiers who are and were fighting the humans. It was peacefull here, until the humans found out about this facility and are coming to take it over and destroy it. It is your duty to protect this facility and the warriors
on it...



\/ \/ \/READ ME FIRST!!! \/ \/ \/

Basically, Ive been working on this mod for about a week or 2 now making it work the best way I could. I just couldnt get it to work, mainly because of collision (phmo) problems with objects. First, it was the first bridges I had setup, then i find good bridges and now the speciman storage phmo isnt working, blah blah blah, dumb stuff like that, and its really been pissin me off. So, I decide to just abandon the mod and release the farthest ive gotten. Ive done this mod over from scratch about 7 times now. Im gonna try this ONE LAST TIME on the original map I was which worked best, and who knows, maybe i can then get it working.

On this map, you ahev the speciman storages and bridges spawned, and hand moved spawns all over the map.


/\ /\ /\ READ ME FIRST!!! /\ /\ /\

Preview Images:

Image
Image
Image
Image
Image

Credits:

TSF - ADI
pokecancer - darkmatter
glitchyguardian - chunk adder and playerspawns and coord finder
xheadshotsmastax - help
Trigger_6 - stuff, SLC, beta'ing, and more.
Sorry to anyone I left out, im only human ;)

Download:
SPPF: http://www.teamguardians.x10hosting.com ... _3.4.5.rar
APPLY TO HEADLONG.MAP


This topic was auto generated with The Mimesis Mod Post Generator

Posted: Sun Mar 19, 2006 7:09 am
by shade45
Looks pretty cool, ill give it a try.

Posted: Sun Mar 19, 2006 7:12 am
by harris6191
The pictures look good to me. but they seem to dark on my monitor and I am too lazy to change the brightness. But I got my copy of it.

Posted: Sun Mar 19, 2006 7:30 am
by DoorM4n
The mod is ok............... There is something huge missing from this map though. The map just doesnt seem to "fit."

Posted: Sun Mar 19, 2006 7:45 am
by PigFarker
DoorM4n wrote:The mod is ok............... There is something huge missing from this map though. The map just doesnt seem to "fit."
O plz, you always say that about these types of mods :P

Posted: Sun Mar 19, 2006 7:48 am
by DoorM4n
PigFarker wrote:
DoorM4n wrote:The mod is ok............... There is something huge missing from this map though. The map just doesnt seem to "fit."
O plz, you always say that about these types of mods :P

I have said that twice. I can't give my honest feelings about something that someone cars about? "sign"

Posted: Sun Mar 19, 2006 7:49 am
by PigFarker
DoorM4n wrote:
PigFarker wrote:
DoorM4n wrote:The mod is ok............... There is something huge missing from this map though. The map just doesnt seem to "fit."
O plz, you always say that about these types of mods :P

I have said that twice. "sign"
And there have only been 2 *recently*

Posted: Sun Mar 19, 2006 8:06 am
by chrasherx
looks like a nice mod

Posted: Sun Mar 19, 2006 8:38 am
by Trigger_six
Nice job, looks like a new map :)

Posted: Sun Mar 19, 2006 8:58 am
by Zigen
bleh I guess good effort but its not a good mod when you actually play it unfortunately. Its not slc and alot of times the floor disappears for no reason...

Posted: Sun Mar 19, 2006 12:21 pm
by Chao307
looks aewsome! now ill have to switch back and forth between this and sentinel base :? lol
good job dude

Posted: Sun Mar 19, 2006 12:25 pm
by GametagAeonFlux
Looks pretty nice man, I like the feel of it.

Posted: Sun Mar 19, 2006 12:49 pm
by Doom
It looks to... aww I don't know =P Its just dosen't seem right to have a floating platform over some fog with a bunch of rocks around it =P.

Owell...

Good Job though
:roll:
-Doom

Posted: Sun Mar 19, 2006 1:09 pm
by nifebender
looks cool, so what doesnt have collision?

Posted: Sun Mar 19, 2006 2:03 pm
by The Flying Dutchmen
this map looks like a new one. a nice one as i may speak
8/10

but it will be ultimate sniper ownage since its only a platform and you got 0 cover.. if stated by infection is true, fix those issues.. non-slc is bad and shouldnt be considered posted on here, unless as a betaversion.
and give the map a nice skin and sky

Re: [MOD] Covenant Hideaway (Speciman Storage) - T3am Guard1

Posted: Sun Mar 19, 2006 2:06 pm
by PigFarker
PigFarker wrote: \/ \/ \/READ ME FIRST!!! \/ \/ \/

Basically, Ive been working on this mod for about a week or 2 now making it work the best way I could. I just couldnt get it to work, mainly because of collision (phmo) problems with objects. First, it was the first bridges I had setup, then i find good bridges and now the speciman storage phmo isnt working, blah blah blah, dumb stuff like that, and its really been pissin me off. So, I decide to just abandon the mod and release the farthest ive gotten. Ive done this mod over from scratch about 7 times now. Im gonna try this ONE LAST TIME on the original map I was which worked best, and who knows, maybe i can then get it working.

On this map, you ahev the speciman storages and bridges spawned, and hand moved spawns all over the map.


/\ /\ /\ READ ME FIRST!!! /\ /\ /\
People these days... :roll:

Posted: Sun Mar 19, 2006 4:24 pm
by wondro18
Yeah I had the same problem when I was trying to do the same thing. I found that if you use headlong the speciman storage will have phmo.

Posted: Mon Mar 20, 2006 4:05 am
by PigFarker
Ok, thanks to the help of headshotsmasta I can actually finish the mod. :P

Posted: Mon Mar 20, 2006 7:45 am
by xheadshotmastax
wondro18 wrote:Yeah I had the same problem when I was trying to do the same thing. I found that if you use headlong the speciman storage will have phmo.
well actually u can use any map... look at my infection mod :wink:

Posted: Mon Mar 20, 2006 7:55 am
by The Flying Dutchmen
making collision isnt really that hard, and it doesnt depend on which map you inject it into, its the way you make it have collision by thinking smart and looking into other people's maps.

nice job on figuring out anyhow, and good luck on bringing us a final release i cant wait :D