ahh... the calm after the storm... (nobody is working on anything LOL) I stand corrected (see next post)
http://xboxdvr.com/gamer/xXandrith/videos here's a walkthrough of my 1v1/2v2 key map. anything green means that it's a key thing (2 liftporters and 2 doors) I'm confident that it'll work, so I'm just going to start making the art version at my own pace. I'll watch episode 1-4 of how to make a halo map between EVERY block so it's gonna be a while but you know it'll be good
speaking solely on aesthetics, I think what you have going on with this blend of a City in da Sky and a Castle, is unique and cool. I don't know if you intended to keep more of a steel-like structure outside the map, but some more of that IMO would look good throughout the inner map as well. After all, people are gonna wonder how such a heavy brick structure got up into the sky, so some steel might help to sell that
Yeah I haven't thought about colors or geometry or textures yet. The map looks the way it does because of @BeardlessBen and I'm probably just going to go with it. Maybe something like this or I could just go complete fantasy and make it a floating castle
well after anti-grav is invented in the year 2157, there will be an architectural nostalgia revolution, where anything thought previously impossible, will be attempted. NExt, castle in space. (hermitically sealed, of course)
Nice, the layout's definitely come along! Feel free to change anything you want mate, it was all done in a rush. I think the archways and the teleporter exit aren't too shabby though
all - what kind of interest would there be in having me post the spreadsheet template I use for keeping track of scripting when the web of channels starts getting complex? It is several sheets in one document. [Power Channels] [Message Send Channels] [User Labels] [Global Variables] [Teleporter Channels] [Coordinate Flipping] I can post a blank version with all the channels listed on pages, and then start posting specific versions as resources for understanding the scripting behind my maps and pre-fabs... Useful or no?
That had my face hurtin by the end, it was so funny. I can only imagine what non Trek fans think when they watch that. "AAAAAANNNNYYYYYBODDDDYYYYYY!" LOL
Forgot to post my map in the 1v1 submission thread lmao Im retarded see you boys when halo 6 comes out ¯\_(ツ)_/¯
Claim Sancutary? No problem I'll add it to the list, so long as the "last edited" date hasn't been touched. I actually was looking at it the other day. Good work on playing with the OS balance.
Hey guys i just wanted to update you all on the 1v1 contest trello. Ive spent some time tonight updating it so that it accurately reflects the 1v1 contest and no longer has any information from the extermination contest. Please read the cards within "rules and info" so that you all understand exactly what were doing, how were judging and how we will be processing submissions within trello. Otherwise if you dont check trello you guys should know what we have decided to do before round 1. It is a small change from what was originally outlined but it will help us get the results to you as soon as we can. We are currently in a preliminary round where all four judges are playing every map and creating their own list of the obviously subpar maps. The maps that are on all four judges lists will be disqualified before moving on as previously outlined. Since we arent always all on its giving us the chance to replay many of the maps multiple times with a new person that may still need to play certain ones and is helping us learn them all before moving on.
has anyone seen or heard of this before? That, the intro sequence when cameras do their thing before the match starts - that this is somehow some sort of phantom "round 0" or "pre-round, round"?
Guess no one has - that means I have to post this: Hi guys (esteemed judges), I don't want to assault you with too much of a wall of text, so I'll broach the subject very briefly: there's a pretty bad bug on the map "ETERNAL FLAME". It isn't something that we ever encountered in testing or cleanup towards submission time, and we have reason to believe that it is merely due to the logic of Halo 5's game design getting in the way. If you've already played it, I'm sure you're aware of the problem, but basically, we think what's happening is that the intro/outro/static cameras are screwing with the scripting logic and acting as their own "Round 0", which makes the related scripting take place twice, using only one physical shuttle / distant shuttle, which produces this (premature atmospheric insertion). And this . Obviously, this is extremely bad for gameplay, and not at all something we expected or experienced while testing. So, if you all wouldn't mind, we'd like to ask nicely for a teeny bit of leniency because, to our knowledge, this has never been encountered before - all our assumptions of how the game works must now be tested because of it. To fix it all you'd need to do is open it up in Forge, save as a new map (I suggest ETERNAL FLAME COMP), turn off map scripting, select all (8) cameras, delete them, reset object locations, turn on scripting, save, and distribute it as the judging copy. We hope you all find this acceptable, and thank you - Me + ExTerrestr1al