[Halo2] [Research Facility] v1.0 - Smacktalker

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Cool or not?

Cool
22
63%
ermmm?
3
9%
Not cool
1
3%
Aardappelvanillevla met roomboterspeculaars
9
26%
 
Total votes: 35

Hawaiian Modder




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Post by Hawaiian Modder »

I talked to him before.
He could never get it compiled.
I got it compiled, though when I went to test the switch it froze(Upon use of said switch).
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Post by DarkMetal »

Amazing work. I'm playing it right now... I'll post if I find anything weird or messed up.
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Post by StalkingGrunt911 »

T Beezie wrote:This map is really gonna help my "AI zones" research. I've already injected AI into it and gave them REAL zones. I'm uploading a vid to youtube, I'll post it in the movies section ASAP.

Once again this is an Awesome map, smacktalker, you always make BSP conversions of the highest quality. Keep em' comin! :D
...Yes any BSP conversion should have the AI Zones reflexive with it when injecting. Try other BSP conversions like the bridge or Induction/Conduit bsp. I don't know about the under water bsp because you don't normally fight any AI down there. :wink:

As for the mod I just got done playing it after about 20 minutes. I really like it and I like that you can actually go into the place that the scarab shoots at. I like the scenery it gives it a real researching theme. Good job Smacktalker this is A LOT better than v1. *No offense*.
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Post by Hawaiian Modder »

About the ai, yeah they already have zones because of the conversion.

I could have proved it if faisal would let me release this mod. :x
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Post by smacktalker »

What are the weapon spawns like? Is it still all covenant or did you add some human?
there's 2 of each dual (3 magnum's tho)
3 battle rifle, 2 carbines, 2 bruteshots, 2 shotgun, 1 sword 4 jackalshields :)
There are some odd occurances and I'll just thare all my thoughts on the map
yeah i've had this problem with the lights and such.. they dissappear when looking away or at them.. i've tried to change this, but apparently lights don't have a bounding radius you can set.. hopeless :( it doesnt really bother me that much tho..
and the funky color underneath the control panel i know.. looks kinda wacky but thats what you get when shaderswapping the gondola. i wouldve changed it if i knew how to uv map :)

i've personally had the idea making it gameplay wise a nice map like you said.. the new bridge i've used creates multiple ways of going onto the platform, which kinda killed the gameplay in V1 where it was really difficult to get on the gondola without getting killed.. personally i'd say CTF would go very well because offense begins in the little room and the flag is on the platform.

where's the dragon?

very soon raging battles will go on when the release of KMP2 is there on all the awesome maps it'll contain.. plus i've made a little extra map in about 4 hours for KMP2.. it's cairo control :x perfect balance, nice touch on the sound enviroment, and especially when you look out the window you see the battle going, macgun-movement, and covboarding crafts on the spacestation :o very cool map, suppose to bring some crazy gameplay
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Post by StalkingGrunt911 »

Nice. I think KTMP v2 will be a lot better =D
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Post by smacktalker »

at first when selecting the good maps, i thought the quality and qwantity of mods have dramatically decreased.. but now when i'm nearly finished with the mainmenu i have to say there's really some good stuff in between.. mostly european mods that are the best though :)
and still the GAMA squad represents the most of the modding scene, just like in the first killtrocity.
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Post by ScottyGEE »

smacktalker wrote:GAMA squad represents the most of the modding scene, just like in the first killtrocity.
hehe, and why wouldn't it? ;)

I'm going to try add some sexclusive mods into it, hopefully if I can decide on what to do....
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Post by Kochon le best »

omg damn, i was working on a mod like this... nut mine will include AI so it'll be differents, freakin nice mod, i think i can't do better concerning appearance and estetic... 10/10
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Post by jkjk »

Very nice job with this. I really like the cave area but you only put 2 weapons in there right next to each other in the front. There aren't as many weapons spawns throughout the map like your first one since you probably used the chunks to spawn objects. It's a bit big for my taste. I'd prefer just the control room and cave area.
Also, you need to change the name on the jackal shield. It still says plasma pistol.
Your new map looks cool!
I'd like to see more XBC mods and less projectile mods!
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Post by SS-kojak »

I pewped my pants when I saw this. When homework is done, then I will definetly test this out.
Also, KTMP sounds much better. The first one was mostly just n00by little fun mods and skins. The second sounds like it is going to offer maps that don't get boring after 5 or 10 minutes. I found my self bored of all the maps in KTMP v1 except a few after an hour of play....
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Post by Loonycgb2 »

wow this is really detailed and good 10/10
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Post by Agent ME »

I took a look at the mod about the scripts, and I didn't even see any script chunks - I'm not going to bother helping with the scripts if they aren't even attempted. :/
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Post by smacktalker »

Agent ME wrote:I took a look at the mod about the scripts, and I didn't even see any script chunks - I'm not going to bother helping with the scripts if they aren't even attempted. :/
thats whats missing yes.. i've tried over a dozen time though.. don't jump to conclusion.. i remade the map in order for the people that can do scripting to help me
<all you need is the scripts reflexive and the script to get compiled. the button and all things needed is there. script objects is there so have fun>
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Post by stickman910 »

*borat accent* very nice ah high five
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Post by Agent ME »

So is the problem with getting the script reflexive in, or getting the scripts to inject into it?
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Post by smacktalker »

surely i can copy over a scripts reflexive. i just can't get the script to work proper
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Post by jkjk »

SS-kojak wrote:Also, KTMP sounds much better. The first one was mostly just n00by little fun mods and skins. The second sounds like it is going to offer maps that don't get boring after 5 or 10 minutes. I found my self bored of all the maps in KTMP v1 except a few after an hour of play....
Agreed.
Doesn't greenhouse have bad collision?
Glasswall is a good map but you need to add more teleporters from the bottom to the top.
I'd like to see more XBC mods and less projectile mods!
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Post by smacktalker »

erm greenhouse is a midship mod lol..
how bout you add some porters to that mod to your likings, and link me up with the patch

this is my mod not the discussion thread of killtrocity v2 neither a suggestion thread for it. so cut the offtopicness please
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Post by xXxCocoFangxXx »

Awesome Mod! Great job! :shock:
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