|===-- AC's Conversions Map Pack Release --===| w/Patch

Only Xbox NTSC maps should be submitted here! Do NOT post full maps, only PPF files
Spammy




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Post by Spammy »

Martijn Gelissen wrote:well the tutorial map works with ctf, but only the standard ctf not any custom game types :!:

Martijn
Hmmm I tried it with all my ctf gametypes(about 7 I think) and they all worked. Maybe it just doesn't work with one particular setting. Also, it freezes when trying to do KOTH or oddball(I guess there are no spawns at all in the scenario for those).
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Post by 2bitwhore »

i apologize i didnt realize that nmp2/cxe was coming out so soon thought this mappack was being dropped. i have deleted the above post to cut down on confusion
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Post by tristanx »

it would be nice to have the links of these sp to mp on this post. we could all play them and find any kinks that need fixing n' stuff. i have just a hand full of these. also, all these maps should be assigned to certain map names. most are set to go over wizard or bloodgulch. it drives me nuts having to convert them.
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Post by TfAv1228 »

hey this is an awsome idea just installed CXE1 and NMP2 just saying u have 14 maps on the 1st pade and why foxfire isnt in NMP2 yet i mean it it in NMP1.1 or are u making it better
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Post by angrycamel »

Spammy/Matijn - Great work testing those. Let me know if you find that one setting, and better yet, if you can fix it.

2bitwhore - No problem. Thank you for being so understanding and removing the post. Please join us in our efforts to track down all of the bugs in these maps.

tristanx - A lot of the maps were not able to be downloaded from the respective posts due to one problem or another. I fyou look back to some of the posts from page one you will see that some I even had to get from other users. I will try to go through and post any links that I know work, then any others that are unavailable, I will host (since I have a copy of each) on my site when CXE and NMP die down. If I have any bandwidth left of course :)

tristanx - We do not need to bother ourselves just yet with last minute details such as assigning map names. Besides, HMPi does that all on its own. :)
Last edited by angrycamel on Wed Sep 22, 2004 5:01 am, edited 1 time in total.
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Martijn Gelissen




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Post by Martijn Gelissen »

Well the file of xbox tutorial map is here: http://www.halomods.com/forums/viewtopic.php?t=15143

The download is here:http://nmp.hxbdev.org/files/xbox_tutorial.rar

And about CTF I just tested some settings: I found it has something to do about the weapon settings, this is what I found
- human weapons: flags wont spawn in
- pistols: map freezes on load
- snipers: you will play with only rocketlaunchers, and in stead of the flag
a rocketlauncher spawns in
- no sniping: works fine
- rockets: you will with FRG. and instead of the flag a FRG spawns in
- rifles: flag wont spawn in, but in the place where the flag should be is a
needler.
- plasma weapons: same as rifles only instead of needler a plasma
grenade
- shotguns: you will play with flamethrowers, and instead of the flag, a
flamethrower spawns in. (BTW the environment can be set on fire, realy
cool)
- short range: a flamethrower spawns in stead of the flag, but there are
shotties and pistols in the map also
- normal: works fine

If someone knows how to fix this, then please do (Maybe add a sniperrifle to it!

Martijn
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Post by (GT)Juggler »

Ill do updates to heat and hangarx if needed.

Im almost 100% sure heat is done.

Hangar X needs a few changes, which i havent gotten to yet. Ill do it soon. . . .along with 100 other things i have to do.
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tristanx





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Post by tristanx »

ok angrycamel... thank you.

i can't do much with this conversion stuff, so i'll do what i can. i have decided to try to work on a ui.map for this, graphics only. i know i can do this. i need a good tut on this just as a reference when my brain decides to stop working. anyone know of a good one? i have um's on ui's already but i need one that is a little more descriptive on mips.
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Post by tristanx »

juggler, hanger x is real sweet. would it be possible to make it darker and with spotlights? it would make it harder for sniping.
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Post by (GT)Juggler »

its pretty dark as it is. . . i might inject some lights though. . . . .
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ChrisidPH





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Post by ChrisidPH »

Here are some other maps that I think your missing:
(Correct me if im wrong)

Anti-Entropy





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Post by Anti-Entropy »

Angry camel>
Will this new map pack use new build #'s? and will It be compatible with the current interface? (as in an extra selectable UI)
also,
halo and library didnt compress before, have they been updated? or is TSF still working on them?
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Post by mrhyperpenguin »

we could sure use that map pack selector by xboxwar3z and nikejustdoitok? right about now...
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Post by Lightning »

BTW You're forgetting NMC-X lol
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Post by The Swamp Fox »

ill fix up sc i guess...not that it needs too much done to it ;) but theres no race available in it even as fun as that would be :-/ because the scenario doesnt support it. only ctf, slayer, oddball, and koth are allowed. And heres an update on the reactor room: it works on system link!!! im working hard to get that out at the moment, as well as 343, so SC may have to wait a few days

as for the ui for this 'mappack', i started modding a ui cache the other day and ive done some pretty cool stuff to it. when halo first loads up, you see halo blowing up. then the camera quickly pans to a scene above the silent cartographer (yes, the whole silent cartographer is in the background) and it pans around the island :D
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Spammy




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Post by Spammy »

Whoa, that sounds really cool...how did you do that? Did you like inject the SC BSP into the ui lol?
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Post by (GT)Juggler »

The Swamp Fox wrote:as for the ui for this 'mappack', i started modding a ui cache the other day and ive done some pretty cool stuff to it. when halo first loads up, you see halo blowing up. then the camera quickly pans to a scene above the silent cartographer (yes, the whole silent cartographer is in the background) and it pans around the island :D
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Post by fezzman »

Okay, I just had an idea and it may be more trouble than it's worth. I think it would be cool to have modded campaign levels included with the conversion pack. An excellent example would be to have Forerunner Island replacing the campaign SC.

This would pretty much make the whole pack a whole new version of Halo. Possibly inject some blocks to make bridges in levels where there were otherwise none before. Ramps in the level Halo, etc.

Hypothetically, how would the AI interact with a changed enviroment? Say at the beginning of the level Halo a sort of maze were made. Would the AI actually try and follow you through the maze?

Just an idea I had while at work...my mind wanders a bit too much while I'm working. :lol:
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Post by angrycamel »

Anti-Entropy:
Check out the first post, I just updated it and it answers your question quite well.

mrhyperpenguin:
Did they allready make one? Or are you talking about the one that I am working with him to make? Like the screenshot on page 2.

Lightning:
Where can I get NMC-X? Can you post a link.

The Swamp Fox:
Your not human. Your some kinda computer aren't you? Don't lie. :)

fezzman:
That sounds like a cool idea. The only issue I can put up is that this MapPack is easily going to be the largest DL any Halo modders have seen. I personally do not want to add to that anymore than we have to.
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Martijn Gelissen




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Post by Martijn Gelissen »

Well I tested out 4 maps:

Xbox tutorial map
supported gametypes: TS and CTF (not all weapon setings)
KOTH makes it freeze on load

Heat v2:
supported gametypes: TS and CTF
When playin KOTH, Oddball, ralley the
checkpoints/ball are outside the map

2 Betrayals:
supported gametypes: TS and CTF
When playin KOTH, Oddball, ralley the
checkpoints/ball are outside the map


Aotcr outdoor:
supported gametypes: TS and CTF
spawn points for KotH, ralley, and oddball are
outside the map

Hope this helps
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