|===-- AC's Conversions Map Pack Release --===| w/Patch
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Now iI may be wrong but isnt assault on the control room v 1.3 by monoxide a HALO CE/PC map ?? On another note a few of these level like Truth and Darkness, I have found are not compressable(DDE). Ohhh well Ill get back as soon as I get off work. Not enough sleep lately been working on Angry Camels Menu Idea got a pretty damned good Photoshop Artist with me as well (anyone else want to contribute visual ideas or skills?) sorry for the run on....need to sleep sometime.....maybe later
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Wow man, wish you had mentioned you were starting allready. I have all of the source DDS files ready to go. Let me know how to get them to you. I also have a few thoughts to share with you on the interaction. Get in touch so I can give you the run down.Ender296 wrote:Now iI may be wrong but isnt assault on the control room v 1.3 by monoxide a HALO CE/PC map ?? On another note a few of these level like Truth and Darkness, I have found are not compressable(DDE). Ohhh well Ill get back as soon as I get off work. Not enough sleep lately been working on Angry Camels Menu Idea got a pretty damned good Photoshop Artist with me as well (anyone else want to contribute visual ideas or skills?) sorry for the run on....need to sleep sometime.....maybe later
About NMCX (New Mombasa Classic), I was just refering to the fact that it wasn't out yet that I knew of. Thats why I was asking for a link. But I thnk I will just add it anyways in hopes that it will be ready in time.
angrycamel,
Yeah, I was already figuring that the conversion pack would be nothing short of HUGE. How about something along the lines of it being a separate ppf pack that will work in conjunction with the conversion ui?
Considering how close H2 is I guess that will still be a bit too much. Eh, oh well.
fezzman
Yeah, I was already figuring that the conversion pack would be nothing short of HUGE. How about something along the lines of it being a separate ppf pack that will work in conjunction with the conversion ui?
Considering how close H2 is I guess that will still be a bit too much. Eh, oh well.
fezzman
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- Posts: 161
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Consider it penciled in, if we get this thing done in time. Halo2 is creepin up.fezzman wrote:angrycamel,
Yeah, I was already figuring that the conversion pack would be nothing short of HUGE. How about something along the lines of it being a separate ppf pack that will work in conjunction with the conversion ui?
Considering how close H2 is I guess that will still be a bit too much. Eh, oh well.
fezzman
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2bit-
i like the bronze/orange logo
swamp fox-
you win in the ui dev.
silent cart--- lags a bit when flying around in the pelican. the flags are invisable. i've noticed this in alot sp to mp conversions.
hanger-x--- maybe cut of the open area that is not used behind the blue flag for lag issue's.
NEW IDEA!!
mp in sp games... think about 8 to 16 people going through the poa at once... he he... of course these would be in mp only. but with he ai in them with experieance of sp. just an idea.
i like the bronze/orange logo
swamp fox-
you win in the ui dev.
silent cart--- lags a bit when flying around in the pelican. the flags are invisable. i've noticed this in alot sp to mp conversions.
hanger-x--- maybe cut of the open area that is not used behind the blue flag for lag issue's.
NEW IDEA!!
mp in sp games... think about 8 to 16 people going through the poa at once... he he... of course these would be in mp only. but with he ai in them with experieance of sp. just an idea.
Last edited by tristanx on Wed Sep 22, 2004 9:26 am, edited 2 times in total.
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Well here what I found while testing
Halo (by The Swamp Fox):
Supported gametypes: TS, CTF, KOTH and Oddball
Possible improvements: warthogs instead of covie dropships
Injecting buildingblocks and block of the part that
is leading down through a hallway where the two
banshees are. (And yes it is possible to inject
them, I managed it myself)
Place the ralley flags on the map instead of in the air
Truth beyond the darkness (by Pokecancer)
Supported gametypes: TS and CTF
Possible improvements:The spwanpoints for KOTH, Ralley and Oddball are out of the map (below) in the open space.
Add warthogs!
Silent cartographer (by the The Swamp Fox)
Supported gametypes: TS, CTF, KOTH and Oddball
Possible improvements: Place some rally flags, I couldnt find them, and the vehicles didnt spawn in during rally. Without those the map is way too big
Hangar-X (by GT Juggler)
Supported gametypes: TS, CTF, Oddball
Possible improvements: KOTH circels are in the air, cant reach them.
Make the carbine to shoot bullets instead of rockets. Close the pit with all the health packs in, cause when you fall in you cant get out, really annoying
Place the ralley flags on the ground instaed of somewhere in the air
Martijn
Halo (by The Swamp Fox):
Supported gametypes: TS, CTF, KOTH and Oddball
Possible improvements: warthogs instead of covie dropships
Injecting buildingblocks and block of the part that
is leading down through a hallway where the two
banshees are. (And yes it is possible to inject
them, I managed it myself)
Place the ralley flags on the map instead of in the air
Truth beyond the darkness (by Pokecancer)
Supported gametypes: TS and CTF
Possible improvements:The spwanpoints for KOTH, Ralley and Oddball are out of the map (below) in the open space.
Add warthogs!
Silent cartographer (by the The Swamp Fox)
Supported gametypes: TS, CTF, KOTH and Oddball
Possible improvements: Place some rally flags, I couldnt find them, and the vehicles didnt spawn in during rally. Without those the map is way too big
Hangar-X (by GT Juggler)
Supported gametypes: TS, CTF, Oddball
Possible improvements: KOTH circels are in the air, cant reach them.
Make the carbine to shoot bullets instead of rockets. Close the pit with all the health packs in, cause when you fall in you cant get out, really annoying
Place the ralley flags on the ground instaed of somewhere in the air
Martijn
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suggestion:Martijn Gelissen wrote:........
Hangar-X (by GT Juggler)
Supported gametypes: TS, CTF, Oddball
Possible improvements: KOTH circels are in the air, cant reach them.
Make the carbine to shoot bullets instead of rockets. Close the pit with all the health packs in, cause when you fall in you cant get out, really annoying
Martijn
dont close in the pit leave it but make it dificult to get out. make it like a trap. perhaps stairs? or a teleporter? you could even put a nice weapon in there that you have to work to get.
just a thought
EDIT:
would also like to recomend that something also be done about the maw as well on the landing pad where foehammer was to pick you up once you go there you have to die to go back would recomend a ramp so you can bring the hog back with you
Last edited by 2bitwhore on Wed Sep 22, 2004 9:02 am, edited 1 time in total.
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Here's an odd idea. Put several overshields down there and several rocket launchers. In order to get a r/l you have to drop in the pit and rocket jump out of it. That way you really have to earn the r/l.2bitwhore wrote:suggestion:Martijn Gelissen wrote:........
Hangar-X (by GT Juggler)
Supported gametypes: TS, CTF, Oddball
Possible improvements: KOTH circels are in the air, cant reach them.
Make the carbine to shoot bullets instead of rockets. Close the pit with all the health packs in, cause when you fall in you cant get out, really annoying
Martijn
dont close in the pit leave it but make it dificult to get out. make it like a trap. perhaps stairs? or a teleporter? you could even put a nice weapon in there that you have to work to get.
just a thought
EDIT:
would also like to recomend that something also be done about the maw as well on the landing pad where foehammer was to pick you up once you go there you have to die to go back would recomend a ramp so you can bring the hog back with you
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fezzman, not that what u said is a bad idea, but a lot of these conversions use my XBE to run and it wont load a single player map. and as for the UI, thats also out of the question, it requires my XBE to load as well.
edit - before someone wastes their time with the library, im remaking it with the proper shaders, compressability, and hopefully system-linkable-ness.
edit - before someone wastes their time with the library, im remaking it with the proper shaders, compressability, and hopefully system-linkable-ness.
Everything in this signature is false.
YOUR xbe? YOUR ui? Why's it gotta be all about you? Where's MY stuff? Oh yeah, I don't have any. lol...just kidding. I didn't realize that your xbe wouldn't launch any of the campaign stuff. I was just looking for an excuse to give people a reason to run through the campaign one last time before H2 comes out.The Swamp Fox wrote:fezzman, not that what u said is a bad idea, but a lot of these conversions use my XBE to run and it wont load a single player map. and as for the UI, thats also out of the question, it requires my XBE to load as well.
edit - before someone wastes their time with the library, im remaking it with the proper shaders, compressability, and hopefully system-linkable-ness.
Really, I guess it is unnecessary. The conversion pack, NMP2, and CXE1 will more than suffice to carry everyone through until 11/9.
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Here are some test results:
The Maw(by team Killer)
Supported gametypes: TS and CTF
Possible improvements:block of the tunnels leading out
All the teleports are floating
Move oddball, koth and rally spawn points on the map
The Library (by The Swamp Fox)
Supported gametypes: TS and CTF
Possible improvements: move the oddball, koth and rally spawn points on too the map
Maybe block of some parts cause this map is huge
The light textures are floating
Get rid of the bots, they wont fit in a systemlink game (but keep the turrets!)
The Maw(by team Killer)
Supported gametypes: TS and CTF
Possible improvements:block of the tunnels leading out
All the teleports are floating
Move oddball, koth and rally spawn points on the map
The Library (by The Swamp Fox)
Supported gametypes: TS and CTF
Possible improvements: move the oddball, koth and rally spawn points on too the map
Maybe block of some parts cause this map is huge
The light textures are floating
Get rid of the bots, they wont fit in a systemlink game (but keep the turrets!)
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- Joined: Mon Jul 26, 2004 1:58 pm