[MOD] [SENTINELBASE] Published on mimesis - xHeadshotmastAx

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DoorM4n
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Post by DoorM4n »

i played this mod, and it seems very cool, but just seems like its missing something,

i dunno wat it is but it is surely missing something
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Post by Agent ME »

DWells55 wrote:Try rearranging the spawns to avoid spawn killing - falling from the air seems unprofessional. Spawning in the air makes you a VERY easy target for a sniper. Also, I don't like the fall damage. I would just like to see this as close to a stock Bungie map as possible, have it feel like a new map Bungie released.

Here's some mainmenu images, I tidied up AgentME's with a border and bightness/contrast fix.
Image Image
Can you save the first one as a DDS in the correct format? I only have DXTbmp for DDS's, and it screws up 32-bit 888-8 format DDS's when saving.

And can you please change the FOV of the player back to normal? I can't stand it like that.
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Post by Snaku »

If you enter a banshee outside the barrier it explodes and you die. It doesn't throw you back.
I was wondering: those little sentinel buggers in sp; not the actual sentinels, but the little 'bots that fly around and you can shoot them down even though they don't attack or anything. Are they AI? Or are they on scripted tracks like the monitor in backwash? If it's the scripted thing, I would suggest adding them in. Even if they're not, maybe add the monitor thing a bunch of times (I know you can't alter the track it's on, but can you change where, in relation to the rest of the map, the track is?) and change its hlmt to the little sentinel things. It would add a bit to the atmosphere, I think.
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Post by Zigen »

Snaku wrote:If you enter a banshee outside the barrier it explodes and you die. It doesn't throw you back.
I was wondering: those little sentinel buggers in sp; not the actual sentinels, but the little 'bots that fly around and you can shoot them down even though they don't attack or anything. Are they AI? Or are they on scripted tracks like the monitor in backwash? If it's the scripted thing, I would suggest adding them in. Even if they're not, maybe add the monitor thing a bunch of times (I know you can't alter the track it's on, but can you change where, in relation to the rest of the map, the track is?) and change its hlmt to the little sentinel things. It would add a bit to the atmosphere, I think.
thatd would be a great idea and good addition to the mod.
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Post by xenowisp »

Snaku wrote:If you enter a banshee outside the barrier it explodes and you die. It doesn't throw you back.
I was wondering: those little sentinel buggers in sp; not the actual sentinels, but the little 'bots that fly around and you can shoot them down even though they don't attack or anything. Are they AI? Or are they on scripted tracks like the monitor in backwash? If it's the scripted thing, I would suggest adding them in. Even if they're not, maybe add the monitor thing a bunch of times (I know you can't alter the track it's on, but can you change where, in relation to the rest of the map, the track is?) and change its hlmt to the little sentinel things. It would add a bit to the atmosphere, I think.
they are crea
they have ai not mi (mach intelligence)

he could add some backwash monitors in and they would move around. might look cool if you blew there model up like 3 sizes and put them out of reach on the map?
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Post by Fierce_Gaming »

Image Image

Here are two differen't previews avaible for those who don't want to make a DDS.

DDS's below.
Attachments
multiplayer28.rar
Here is the second picture, further away. I like this preview better.
(76.89 KiB) Downloaded 17 times
SBASE1.rar
Here you go Agent ME, this one's it for you.
(85.61 KiB) Downloaded 13 times
Last edited by Fierce_Gaming on Fri Mar 17, 2006 9:59 pm, edited 5 times in total.
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Post by Snaku »

I've only run around the map a bit on my own; haven't got around to playing an actual game on it, but it seems like it could use a few more ways to get from one base to another. Ordinarily I'd agree that the teleporter thing would be bad (I hate 'porters) but I think in this case it could benefit from one in the "tunnels to nowhere." Maybe some Zanzi bridges out at the edges or something. Haven't looked into it: if they'd even reach that far or anything. Might be cool to have one on each base and when they both drop they connect (or at least have a small enough gap to jump across).
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Post by jzimmer09 »

ok, i like the map but i did find many problems on the map, such as alot of teh walls dont ahve collision, which realy buggs me, next on alot of the slants the skins dont line up with the floor, on one of the slants i found myself half way into it, a sniper could hide there crouch and shoot away and never be seen, also none of teh higher or lower structures have collision, i like to realy explore new maps and i found myself realy wanting more, i realy wanted up on those topp structures, just to look... i also didnt liek they way you spawn, you are allways falling, you should make spawn points lvl with the map! other than that i love the map. i rely enjoyed playin on it, other then the things i meantoined. it's a great idea and i realy like it but you realy need to fix some things!

SRRY IF I WAS TO MEAN!

-JZ
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Post by shade45 »

Snaku wrote:If you enter a banshee outside the barrier it explodes and you die. It doesn't throw you back.
I was wondering: those little sentinel buggers in sp; not the actual sentinels, but the little 'bots that fly around and you can shoot them down even though they don't attack or anything. Are they AI? Or are they on scripted tracks like the monitor in backwash? If it's the scripted thing, I would suggest adding them in. Even if they're not, maybe add the monitor thing a bunch of times (I know you can't alter the track it's on, but can you change where, in relation to the rest of the map, the track is?) and change its hlmt to the little sentinel things. It would add a bit to the atmosphere, I think.
Ive tried to add them to multiplayer before and it didnt work i think it could be one of 2 reasons
1.)They're scripted somehow
2.)They spawn based on the difficulty level you are playing on which cant be set in mp
or it could be both reasons
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Post by jzimmer09 »

N0oOB wrote:Hi all, i have a question about all this mod maps :
Is it possible to add mods maps in files halo2/maps/ but keep the original map too? Because we must make a patch all time... i'm novice in mods map sry :roll:
yes it is possibe, go to the *TUT* section and find a fourm called adding maps to main menu, its by Ketchup_bomb and it wil explain

also srry for the double post!
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Post by Agent ME »

Can't you just change the hlmt of the mach to those things? Or maybe even just the [mode] dependency and a few other things?
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Post by x088x »

Agent ME wrote:Can't you just change the hlmt of the mach to those things? Or maybe even just the [mode] dependency and a few other things?
My thoughts exactly.
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Wasn't that my idea? Fair play!

Post by Karlos »

FAO: xheadshotmastax

Hey man,

Full Credit to you!

I did say that I wasn't bothered who made it, as long as I could play it!

I'm about to playtest it now, but would you be able to look at this for me please:

http://www.halomods.com/forums/viewtopic.php?t=37064

...I'm just wondering if you were already working on it before I mentioned my interest in possibly producing it myself! :)
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Re: [MOD] [[SENTINELBASE]] - xHeadshotmastAx

Post by slaj »

xheadshotmastax wrote: sorry to all i forgot. pm me if i forgot u : :?
You forgot me : your best fan :D
Fierce_Gaming wrote:Image Image

Here are two differen't previews avaible for those who don't want to make a DDS.

DDS's below.
now headshotmasta, you can edit your first post ;)
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Skayter
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Post by Skayter »

Did you use the key mach from floodzone if not i might use it plese reply~
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Post by xheadshotmastax »

Yes i used the mach from Quarantine Zone.
FAO: xheadshotmastax

Hey man,

Full Credit to you!

I did say that I wasn't bothered who made it, as long as I could play it!

I'm about to playtest it now, but would you be able to look at this for me please:

http://www.halomods.com/forums/viewtopic.php?t=37064

...I'm just wondering if you were already working on it before I mentioned my interest in possibly producing it myself!
sorry. i worked on this mod long time ago i cannot remember the exact date but i did not stole your idea.
so far you are not the onliest guy telling me that he started the same project. :D
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Post by Garzahd »

Sickeningly Awesome

Absolutly amazing mod dude
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Post by Snaku »

Why is everybody all like "You stole my idea!" We ALL got this same idea for every single mach in the game as soon as we saw Cable Room.
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Post by angrycamel »

Someone mentioned a page or so back that it felt like something was missing. I half way agree and really I am torn on the solution because it looks so good the way it is, however...

It seems to me that the "feeling" of something missing is from the monochrome skin. All grey. I understand if your keeping it to what it was in game, but if I may, I would like to sugest a bit of color being added in to increase the dramatic effect of the map. I think you will find it nice to add in aging elements such as moss and plant growth in various places around the map.

In short, providing the scene with an assortment of strategically placed earth tones will help change the "feel" of the map to a warmer and make it a visually easy scene for the eye to take in. As it is now, the space is so large yet looks so similar from point to point that it becomes hard for your eye to quickly ascertain the difference between one spot and another. Adding some earthly elements will distinguish one region from another.

This is merely my opinion, so take it with a grain of salt. Either way, it looks awesome and I am looking forward to getting the final version of this on Mimesis!
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Post by xheadshotmastax »

angrycamel wrote:Someone mentioned a page or so back that it felt like something was missing. I half way agree and really I am torn on the solution because it looks so good the way it is, however...

It seems to me that the "feeling" of something missing is from the monochrome skin. All grey. I understand if your keeping it to what it was in game, but if I may, I would like to sugest a bit of color being added in to increase the dramatic effect of the map. I think you will find it nice to add in aging elements such as moss and plant growth in various places around the map.

In short, providing the scene with an assortment of strategically placed earth tones will help change the "feel" of the map to a warmer and make it a visually easy scene for the eye to take in. As it is now, the space is so large yet looks so similar from point to point that it becomes hard for your eye to quickly ascertain the difference between one spot and another. Adding some earthly elements will distinguish one region from another.

This is merely my opinion, so take it with a grain of salt. Either way, it looks awesome and I am looking forward to getting the final version of this on Mimesis!
thanks for the feedback :D :D :D
i gonna work a more bit on this map... release of new version will be may in a few days. unti then i am collecting more feedbacks to make this map absolutley perfect :D :D :D
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