Page 1 of 2
Horizons [WIP]
Posted: Sat Oct 25, 2008 5:19 pm
by DeadHamster
Posted: Sat Oct 25, 2008 6:08 pm
by Mr.Brightside
That's pretty tight. I think the pelican should be slower, or homing. That would make for an even nicer mod.
Posted: Sat Oct 25, 2008 6:36 pm
by DeadHamster
This is just a small bit I got fixed up. As you're playing the mod, a few pelicans and covenant dropships fly overhead.
I was thinking making it a bit slower, I'm not sure what you mean by homing though. Care to explain a bit better?
Posted: Sat Oct 25, 2008 7:35 pm
by Andrew_b
it looks cool. Probably the first time it has been done for pc.
Posted: Sat Oct 25, 2008 7:51 pm
by DeadHamster
Hardly, It's been done nearly 3 years ago. I copied the entire idea from a
tutorial posted by "wasserbrunner.".
Credit goes to him for the idea.
Oh, and this makes it so that macs can't play it, because of the whole meta swap issue. so I'll have to release a mac version without this feature built into it. Not that big of a deal.
edit: Oh, and this is going to be my entry into the modding contest, hopefully some people can put up some competition, make it more interesting.
Posted: Sat Oct 25, 2008 7:53 pm
by Andrew_b
Oh haha. Funny. I've never seen this for pc.

Posted: Sat Oct 25, 2008 8:06 pm
by Mr.Brightside
They're active scenery based from projectiles, right? Set the homing on the rockets you used, and then they'll fly towards the player. That'd be interesting..
Posted: Sat Oct 25, 2008 8:34 pm
by DeadHamster
Used a banshee, swapped the contrail to rocket, thought it might look good, it doesn't so I'm gonna null it.
Yeah, that'd be a good idea for something different, but not really what I was going for in this mod. Thanks for the input though.
Posted: Sat Oct 25, 2008 8:42 pm
by Ombre
No one has really utilized this very well in a mod yet. I'd love to see a whole simulated battle going on with explosions and whatnot, but I can't imagine what the lag would be like.
Posted: Sat Oct 25, 2008 9:33 pm
by DeadHamster
It shouldn't be too bad for lag.
What I have planned for the active scenery are tank shells raining from the skies, with a very very low accuracy so that they land in random spots, maybe some homing as well. Thanks for the idea Brightside. That's to simulate air strikes.
I also have covie dropships going overhead, just like the pelicans.
That and a lot of little things that will add more realism to it, so that it feels much more like a battleground and much less like a nature park.
I always felt like these maps are more like an natural exhibit then a war-area. Something doesn't have to be all perfect and pristine to look amazing.
Posted: Wed Nov 05, 2008 8:04 pm
by Corvette19
Haha, I remember when Elite 747 did this in a mod once, but with a Longsword instead...
Good times... good times...
2006 </3

Posted: Wed Nov 05, 2008 8:12 pm
by WaeV
Am I missing something? Because I've never swapped the lifepods for pelicans and can't judge on its difficulty, but it doesn't seem as though it's anything too... groundbreaking.
Posted: Thu Nov 06, 2008 12:25 am
by Ombre
WaeV wrote:Am I missing something? Because I've never swapped the lifepods for pelicans and can't judge on its difficulty, but it doesn't seem as though it's anything too... groundbreaking.
DeadHamster wrote:Hardly, It's been done nearly 3 years ago. I copied the entire idea from a
tutorial posted by "wasserbrunner.".
Credit goes to him for the idea.
Oh, and this makes it so that macs can't play it, because of the whole meta swap issue. so I'll have to release a mac version without this feature built into it. Not that big of a deal.
edit: Oh, and this is going to be my entry into the modding contest, hopefully some people can put up some competition, make it more interesting.
He never claimed it was groundbreaking.
Posted: Thu Nov 06, 2008 11:59 am
by DeadHamster
I also plan on adding much more, but this is on a brief hiatus. This is no longer my entry, as I have something else in the works that I believe will be much more interesting then "Battle Field Timberland."
Posted: Fri Nov 07, 2008 5:45 pm
by WaeV
He never claimed it was groundbreaking.
Oh, I suppose I assumed so b/c Mr. Brightside actually gave positive advice.

Posted: Fri Nov 07, 2008 7:38 pm
by guysullavin
you should have fallen down trees and other crap to make it look wreaked and stuff, like crashed life pods and (if this is possible) dead bodies!
OMFG i just got an idea, why don't you duplicate the spartan, then remodel the spartan body to be almost like a dead body, then dependency swap the mod2 of something like the log then import that!!!
that would be SICK

Posted: Fri Nov 07, 2008 7:44 pm
by DeadHamster
I could've done that, except I already have the map built and a bit done on it and really dont want to go back in and add stuff.
Posted: Sat Nov 08, 2008 3:06 am
by Philly
DeadShef, I found a way to rebuild a rebuilt map. PM me if you're interested.
Posted: Sat Nov 08, 2008 11:02 am
by hiheyhello
ahem philly when are you going to share this with the rest of us

tut mb? and I'm very interested in this right now.
Posted: Sat Nov 08, 2008 11:59 am
by DeadHamster
WaeV wrote:Am I missing something? Because I've never swapped the lifepods for pelicans and can't judge on its difficulty, but it doesn't seem as though it's anything too... groundbreaking.
I just read this again. You know this is MP Timberland right? Not SP Halo (a30.map)