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Rumors about teleporting to other maps?

Posted: Wed Aug 15, 2007 5:36 pm
by xgamer
Theres a rumor going around in MP games that you can add a teleport to a map that teleports you to another map. Is this true, i heard its been done.

If it is, can anyone tell me how to do it?

My guess on how to do it is like the example of the campaign map: Metropolis. If you ever took notice, you would see that metropolis is made of 2 maps. The first is from the beggining of the map, to the exit of the tunnel. The second is after the exit, and into the end of Metropolis.

Well, what if you create a completely new map, using the name of relic.map, or any map you want, then doing the same thing? On the first portion of the new map could be coagulation for example, and the second portion could be Gemini. You just need a command code in your map that tells any other xboxes system linking to yours to load the maps that are in yours. And to get between them is a teleporter.

***Or maybe something completely insane, what if right under the courtyard of the Gemini portion of the map is the coagulation portion? You could virtually walk between the meshed maps!!! You could do it with any map, even mesh up 3 maps all together in one! You could set a water level in Gemini to the hight of the courtyard, when you walk to the courtyard in the game, you would see an ocean, and 20 feet away would be the island of Relic! And 20 feet away from Relic and Gemini would be Ascension!!! All you would have to do is wait for Halo 2 to load the map, three times as long lol. And if its too laggy, then you could just change it so that you only load, for example, a 1000ft radius around you, anything else would be left unloaded and anywhere you go, the radius would go with you, loading anything in your path and leaving everything behind deloaded.

I sure would love that feature in my map. lol.

Posted: Wed Aug 15, 2007 6:34 pm
by Mr N
Using scripts you can have more than one BSP in a multiplayer map (similar to campaign), though I don't know if it has been done yet (I don't believe it has).

Posted: Wed Aug 15, 2007 7:06 pm
by kibito87
It is possible and has been done. You are in hope. Only problem being, how to do it hasn't been publicly released yet. You will have to wait, or try to find the script yourself and get it to work. Neodo's is the man you are looking for.

Posted: Wed Aug 15, 2007 7:18 pm
by ScottyGEE
Eww, I dislike that idea. Never heard such a rumour and don't care anyway.

Posted: Wed Aug 15, 2007 7:21 pm
by OwnZ joO
kibito87 wrote:It is possible and has been done. You are in hope. Only problem being, how to do it hasn't been publicly released yet. You will have to wait, or try to find the script yourself and get it to work. Neodo's is the man you are looking for.
f he does that right, it should be a sick mod.

Posted: Wed Aug 15, 2007 8:47 pm
by Zone 117
kibito87 wrote:It is possible and has been done. You are in hope. Only problem being, how to do it hasn't been publicly released yet. You will have to wait, or try to find the script yourself and get it to work. Neodo's is the man you are looking for.
I'm assuming it would be the same (or similar) script as the one used in SP to play from map to map. Because if you have multiple MP bsps in a map, they would collide, since all the bsp model points for all the MP bsps are around 0, 0, 0.
Am I correct?
ScottyGEE wrote:Eww, I dislike that idea. Never heard such a rumour and don't care anyway.
Why..? Sounds way fun to me =x

Posted: Wed Aug 15, 2007 9:33 pm
by newbymodder
too many problems mainly gameplay might lag a little bit having oh say 16 people going in between 2 maps or more. also games would take longer which i don't mind ctf would be a lot funner with having to invade someone elses map basically to take the flag

Posted: Wed Aug 15, 2007 11:15 pm
by kibito87
Zone 117 wrote:I'm assuming it would be the same (or similar) script as the one used in SP to play from map to map. Because if you have multiple MP bsps in a map, they would collide, since all the bsp model points for all the MP bsps are around 0, 0, 0.
Am I correct?
I wouldn't quite say they are all based around 0,0,0. Have you ever made a conversion but told h2core to keep the existing spawns? If so, you would have noticed the exisiting spawns are no where near the existing bsp. And if you have never tried that, there's your explanation as well :P

Posted: Thu Aug 16, 2007 3:40 am
by Prey
I'm pretty sure the only reason most SP maps have multiple bsp's is because they are so huge, that way much less space is taken up in memory, and operations such as occlusion culling and collision detection don't have to iterate everything in the entire level.

I don't see them all being centered around the origin either, seeing as it would mean a shift was needed every time you reached the next segment, which would be quite obvious whilst your playing the game.

Posted: Thu Aug 16, 2007 6:14 am
by Zone 117
kibito87 wrote:
Zone 117 wrote:I'm assuming it would be the same (or similar) script as the one used in SP to play from map to map. Because if you have multiple MP bsps in a map, they would collide, since all the bsp model points for all the MP bsps are around 0, 0, 0.
Am I correct?
I wouldn't quite say they are all based around 0,0,0. Have you ever made a conversion but told h2core to keep the existing spawns? If so, you would have noticed the exisiting spawns are no where near the existing bsp. And if you have never tried that, there's your explanation as well :P
I know SP BSPs don't, but MP is pretty close.

Posted: Thu Aug 16, 2007 9:17 am
by latinomodder
Zone 117 wrote:
I'm assuming it would be the same (or similar) script as the one used in SP to play from map to map. Because if you have multiple MP bsps in a map, they would collide, since all the bsp model points for all the MP bsps are around 0, 0, 0.
Well I tired making the teleporter from beaver creek lead you to coag, what I found that some bsps are together and some are FAR apart, like lockout and zanzi collide, but coag and beaver creek dont

Posted: Thu Aug 16, 2007 9:28 am
by Alex201
I've created a map with ALL the halo maps (including SP), but it was way too huge. It would be fun if there were more players than 16 though. Wasn't laggy at all. Just need a way for more people. Back to hexing the .xbe...

Posted: Thu Aug 16, 2007 9:38 am
by Agent ME
You can't make a teleport to another map as far as I know, but even if you could, it wouldn't work in system link. And I don't think the multiple-bsp thing would work in system link, but maybe Bungie decided to make that command sync for the heck of it.

Posted: Fri Aug 17, 2007 8:02 pm
by ogrish
the problem is when one player reachs the teleporter, it teleports all players to the next bsp. I seen a vid of someone who has done this already on youtube.

Posted: Fri Aug 17, 2007 8:59 pm
by Agent ME
Link? I didn't think bsp-switch commands sync-ed online.

Posted: Fri Aug 17, 2007 9:03 pm
by CaptainPoopface
I'm not sure if this is a naive response, but could you use some kind of utility to add an offset to all the coordinates in an MP map (BSP and scnr coords), then nest that BSP in a larger BSP? For example, you could set all the coordinates for Lockout to (X+ 50, Y+ 50, Z + 0), then nest that within Ascension, so Lockout's new origin is sqrt(50^2 + 50^2) to the northeast of Ascension. And then you'd just set a teleporter accordingly. Or put both Ascension and Lockout high in the sky above Containment, separated by clever use of fog.

I've never done a BSP conversion, so I don't know how feasible it is to put a BSP inside another one without supplanting the host map's BSP.

However, even if you could succeed, I suspect it would make the map hopelessly large. You'd spend all your time dashing through teleporters trying to find someone to kill. On the other hand, maybe you could isolate your favorite parts of certain maps, and seal off the rest of them with barriers. You could keep the effective playing size manageable that way. It might be fun to play your preferred half of Ascension, then hop in the Banshee and fly up to your preferred half of Lockout. Or run across a bridge from one to the other.

I'll probably have to post this in another thread, but is there a program that can apply a translation to all the coordinates in a map? I would love to play X, Y and XY mirror images of current maps.

Posted: Sat Aug 18, 2007 2:22 am
by Geo
The idea of multiple BSP's in a MP map has always interested me, though I really don't see it happening.

Posted: Sat Aug 18, 2007 3:25 am
by AModderPerson
Well in Halo 3, its gonna be online Co-op. So once we mod Halo 3, We can Combine MP maps and use them for Multiplayer Matches. I probably think it won't work because it teleports all players to that BSP. Worse of all, they Teleport in the SAME Spot. Bad! Unless if that Players don't teleport with other players, I say its a bad idea. Well it will be a good idea for a AI Match with it. This is all I can say.

Posted: Sat Aug 18, 2007 8:34 am
by DJ_Gnomey
What if we implemented the bullshit script on a teleporter? And referenced an already injected BSP (say we use coagulation and add lockout's bsp to coagulation).


The problem is fixing spawns, making the other bsp go away, and many other crucial things. Also we would need have some way of making another SCNR to set all the spawns for it.




This would stand no chance, even if possible of syncing over system link. Bungie didn't have time to release Halo 2 with online COOP with their release date so they said fuck it, just used the bullshit script (know why they call it that now?) and then released Halo 2 without online coop. They couldn't get their scripts to sync over XBLive or system link.

Posted: Sat Aug 18, 2007 8:52 am
by latinomodder
Agent ME wrote:Link? I didn't think bsp-switch commands sync-ed online.
We sorta of did it the first bsp kinda messed up but the script ran and coag appeared under us in sys link