Project DH: Act 2
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
Project DH: Act 2
What is it?
My entry into the August MOTM Contest.
A continuation of Project DH. This is ACT 2. It's a SP-MP of the library over derelict, with intelligent flood AI that respawn. It contains a few duplicated weapons, and all the bitmaps are internalized. There is a hidden gravity gun, to find it you may have to go out of your way (Hint:Look for flag scenery where you couldn't normally reach).
DO NOT FOLLOW THE INSTRUCTIONS IN THE DOWNLOAD:
Place the project shef folder in My Documents/My Games/Halo/savegames
Place carousel.map in your maps folder.
Select Derelict as the MP map, over LAN, and make SURE to select Project SheF as the gametype.
Enjoy.
Notes:
This map was made by DeadHamster, AKA CallMeSheF.
There may be a small glitch where if too many flood exist, the map exceptions, but I believe I fixed it.
If you notice any bugs, other then sketchy spawning for the flood after a while, please bring them to my attention.
This map contains content from the following:
Invader Veex: Halo 3 Sniper Animations
OsAMaBiNLAdiN: Sexy Flamethrower Model
All other content was created by myself.
You are free to use any part of this mod, and any tags within it so long as you credit the original creator, whether it be me or one of the above.
Special Feature:
This mod is the first that I know of that contains respawning AI without the use of any CE tools. Throughout your time playing the game, the flood AI will continue to respawn in waves of 15, which allows for the possibility of a never ending game, which other AI mods outside of CE can not provide.
Story:
Continued from the end of "Act 1"
Bravely fighting the flood, you continued to push back their ranks, against all odds. However, the more you fought, the more there seemed to be, as though you were only breaking through the tip of the iceburg. Weighted down by the realization that victory was not an option, you still chose to fight on, to die on that fire scorched industrialized battlefield. However, death was not your fate.
From up overhead, a pelican loomed. Climbing a lowered rope, you escalated yourself into the vehicle, to come face to face with Captain Sheffield, the very man who sent you on this god-forsaken mission.
The ride back to base was long, The Cradle was an isolated station. It took quite a while for you to get your senses together, and when you finally did, you wanted answers, and you wanted them now.
Grabbing the Captain, you pulled your pistol to his head and demanded the pilots return back to The Cradle. They did so.
Arriving, you jump down with the captain still held hostage, back into the warzone. However, everything is different. There are no flood, the fires burn dimmer, and much lower. The place almost seems peaceful.
You can't be sure why, but you have a feeling the captain knows more then he's letting on.
You demand to know the full story of what transpired at The Cradle leading up to the crash.
"I have a feeling you would much more like to see what happened then to hear me tell you. I can show you what led up to this horrible accident, but you'll have to follow me."
Following him into narrow passageways and long halls, you toured through the ominous testing facility. Eyes glowed in the shadows, and the sounds of heavy breathing surround you.
Finally, you reach an end to the path.
"Down there is where the testing was carried out. There is where the soldiers fought, where they were analyzed. There was never a moment where they werent being watched. That lack of privacy is enough to drive some insane. But this was their own choosing. They wished to become more then human, to serve their world. And it is unfortunate that this was their fate. However, we cannot stall on what has happened. We must move forward."
As he spoke, you peered over the edge. You felt oddly at ease, despite the sounds of hissing growing closer, and the forboding smell of rotting flesh.
"And you see, the people won't mind this. We can put off the release of the news for a few months or so, and think of how much public support there will be for these biologically enhanced super soldiers, once the last of the Spartans is killed..."
Upon hearing this you snap out of the trance his smooth speaking has lulled you into. Turning, you see the captain with a pistol, pointed directly towards you.
You speak
"You know you can't kill me."
He replies
"No I can't... But they can.".
The sound of three shots echoes around the room. You feel a sharp sensation in your chest, you fall back a few steps, and it's a few steps too many. you lose your footing and plummet down below. Down to where the fires burn and the air runs thick with the smell of flood.
Welcome to the Jungle.
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
There's one more planned for this particular story arc, thats gonna rap up the story. Im pretty sure I'll do more after that, but no promises.
A nice little feature for this next part, I already PMI'd all the tags I'd need for it into this map, so the next one will be a bit easier. I just need to take the base map and change some spawn points, some weapon points, and where the AI spawn. Im smart like that and think ahead.
A nice little feature for this next part, I already PMI'd all the tags I'd need for it into this map, so the next one will be a bit easier. I just need to take the base map and change some spawn points, some weapon points, and where the AI spawn. Im smart like that and think ahead.
i like it bo =]
i also liek the rollings stones bunches =]
i also liek the rollings stones bunches =]
please visit mycity...noob modeler package
[IA]Paul wrote:We're gonna have a slumber party and we're gonna put ribbons in our hair and kiss all the boys.
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
Congratulations on being the first one to recognize that.
I have a video of when I first got the AI working, let me find it.
http://www.youtube.com/watch?v=2tZHXyqpjMI
That is NOT the final build, this is an extremely early alpha build of the mod.
I have a video of when I first got the AI working, let me find it.
http://www.youtube.com/watch?v=2tZHXyqpjMI
That is NOT the final build, this is an extremely early alpha build of the mod.
Oh yeah also you didn't credit me for duplicating stuff, even though this idea has been around since the dawn of PC modding.bcnipod wrote:*cough* nice rip of my tut on how to spawn stuff in multiplayer.
For anybody still wondering where FTD has gone, here it is.
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
Alright cool, I have a gametype like that already that's good.DeadHamster wrote: MoDFoX, set the starting weapons to generic, starting grenades on, and make SURE vehicle respawn is set to OFF. This is VITAL.
Thanks DH, I like playing it and I found the gravity gun... Too bad it only has one function
- Corvette19
- Posts: 1191
- Joined: Wed Jun 21, 2006 6:05 am
- Location: South Carolina
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
Haha, thanks. I really just released that to get opinions on the AI and such, since nothing else was ready.
And yeah, I might try to get a few weapons with secondary triggers in the next mod, but I'm not too positive just yet.
Right now Im working on a little side-project based on things I discovered here. and by right now I mean when I wake up, cause im mad amounts tired and I need my sleep.
And yeah, I might try to get a few weapons with secondary triggers in the next mod, but I'm not too positive just yet.
Right now Im working on a little side-project based on things I discovered here. and by right now I mean when I wake up, cause im mad amounts tired and I need my sleep.