DeathIsland_AI_Beachhead BETA 0.5

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MundaneRaptor





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DeathIsland_AI_Beachhead BETA 0.5

Post by MundaneRaptor »

Request from the Author:

Please help me complete this awesome scenario by testing the map and leaving feedback/advice/tech-help.
I'm trying to make this into a fun to play open ended single/multi (coop) player experience and I'd like for you guys to check it out.
PS: can anyone tell me how I can add a pelican into multiplayer?

Scenario:

Mission: Kobayashi Maru

The UNSC marines sent to take this small island and secure the forerunner facility inside had no idea that the covenant had already beat them to it and were waiting with an ambush.
Pelican Echo 327 was able to drop it's pay load of marines and a warthog on the eastern beach and excape unscathed; However Pelican Victor 239 crash landed after a grunt fired a fuel rod cannon into the cockpit. The airship crashed through a gap in the cliffs of the island, losing its warthog, and sliding to a stop on the northern beach near the objective.
The very lucky marines on this very unlucky pelican ride into to hell were fortunate enough to have brought something with them, something the covenant did not expect; something that could mean the difference between victory, or death...

You...


//Spartan Briefing

You are to secure the facility, should the technology and weapons inside fall into covenant hands; it could mean total victory for the covenant and the end of humanity.
Here are your mission assets.

Pelican Victor 239:
Zulu Squad
Warthog
Medical Supplies
Basic Weapons Kit


Pelican Echo 327:
Foxtrot Squad
Warthog
Heavy Weapons Kit


Possible Asset:
Spartan Reinforcement?
Note: I didn't want to get your hopes up, but you may or may not have support on this mission from a spartan fireteam. It depends on whether they arrive in time for the mission.
Don't count on them... their transport was delayed.


Good Luck, and Good Hunting...

Notes:
High-End System Requirements (Many Enemies on Screen)
This was done on a stock map, deathisland.
The Human Team is Red Team
The Covenant Team is Blue Team

DOWNLOAD LINK TO THE MAP- CLICK HERE

Please Note: To view the preview images below, you must be logged in.
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Last edited by MundaneRaptor on Fri Nov 16, 2007 9:49 am, edited 1 time in total.
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Ultramarines217





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Post by Ultramarines217 »

a good map a good story a good few hours of hell well done 10.10
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Post by L0d3x »

Could you post some more pictures please? I want to see more juicy stuff before I hop in and download :P
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Extra Screens - By Request

Post by MundaneRaptor »

Since you asked...
For Your Viewing Pleasure, See Below...

The map is worth the download, if nothing else then for (at least) ten minutes of pure unhindered mayhem... and I could use the feedback/help with making it more complex and extending it's lifespan.
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L0d3x




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Post by L0d3x »

Thanks for the pics!

Well I'll give you some feedback:

You set up the battle alright, I liked the marines who were crouching in the middle and stuff.

I didn't like the fact the ai respawned, it made it repetitive and I grew bored with it rather quickly. You might wanna change that. Also I had a hard time seeing the sheild of the jackle?

By no means a bad mod but it doesn't really have anything special imo. Also make the marines drive the hog. Seeing them just standing there is kind of erm uncool :p

That was my 2 euro cents.
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Post by Cryticfarm »

Another ai mod :(
Needs more custom.
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Thanks

Post by MundaneRaptor »

Just some points I'd like to cover... should have noted them in the first post but it's okay...

The constant/unlimited/uncontrolled AI Respawning was something I added to keep the scenario moving whilst I added more features and events to break the repetitiveness, It will be taken out once I complete the level more throughly and give the marines orders that will help them live longer against the covenant onslaught...

Later Builds will have checks and balances to the respawning marines, far less obvious respawning of both marines and enemies, controls to the locations and times of covenant repawns and some 'ingame' storyline/dialogue scenes.

I tried to get the marines to drive, but I don't know which commands to give the marine drivers in the command list in order to propel the mp_warthog forward...

I've also been trying to get the pelican vehicle to work in multiplayer, for some reason it will not spawn... I even tried forgetting about using the stock-pelican and injecting one from apocalypsehugea**v2... no good though, never seems to want to spawn...

By the way, should anyone like to help me on the project I'd be very grateful... my halo modding skills are semi-basic, and most of what i've done is through experimentation...

Okay, so i've got to fix the repetitiveness, hog drivers (which i've got a plan for and it will be really fun...), pelican to mix things up on the beachhead, ingame special dialogue... anything suggestions for other things/features anybody would like to see in the map? since it's early it'll be easier for me to see if it'll fit well in the scenario and implement it...
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Post by L0d3x »

Well another tip I could give you is: look at your scenery!
Place your AI accordingly, also try and place your AI in suprising places by using your surroundings! To be honest I also have a deathisland AI map in the works, so I can't tell you too much, cause I'm doing just that.

For the hogs, you have to change some stuff under the $$$VEHICLE$$$ tag in guerilla, you have to make em think they're flying. There's a tut on this somewhere.

It'll take me a while to finish my deathisland (which I used in order to learn the basics about AI), so you've got plenty of time to surpass me :P

Oh and add music!
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Post by Andrew_b »

to many ai mods....
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Post by wanksta »

ok, seriously... if your gonna do ai do it in a sp map first of all.you also need to have cut scenes and what not to get a story going.. do narration don't make us read the story to. and if your going to do ai DON'T do re spawning. re spawning is just stupid you get no sense of winning or losing its just... shooting at stuff. one more thing, when you have a idea for a map look up your idea on halomaps.org too see if it has been done yet. cause this has been done COUNTLESS times.

and for gods sake AI DOESN'T SYNC ONLINE!!!!! it is damn near impossible to do correctly so don't even try it unless you have a deep understanding of the halo engine and scripting.

btw i'm not flaming i'm just being realistic. try harder next time maybe do a real multi player map or something.
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Post by Ultramarines217 »

L0d3x wrote:
I didn't like the fact the ai respawned, it made it repetitive and I grew bored with it rather quickly .
whats the point ai not respawning then then that will make the map really boring. if people have really bad connections and didnt go online then they would get an AI mod with respawning AI. "it made it repetetive" AI mods would not be Ai mods if they did not happen over and over again and btw you can change the type of battle by using a warthog instead of a banshee.
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Post by L0d3x »

1) Wanksta also doesn't seem to like the respawns, his arguments are very good.
2) Single player ai maps are not necesarily repetitive, it's up to the creater to make it exciting plus he can make every battle feel unique\different.
3) Yes you could use different vehicles to make it feel a bit different, but fighting respawning enemies is boring too even in vehicles.
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Post by Cryticfarm »

Once again, need moar custom.
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Post by wanksta »

cryticfarm wrote:Once again, need moar custom.
and by custom he means make something cool DONT go on halomaps and download a bunch of tags and say "LOOK WHAT I MADE HEAHA AHA AHA A!"
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Andrew_b




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Post by Andrew_b »

look kid, you have potential. my first mod was a deathisland ai mod >_>.

Im not saying im the best out here, but i can answer alot of the questions people ask here.
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BETA

Post by MundaneRaptor »

Guys; this is a beta, it's something that i'm working on little by little, I want to get feedback for the structuring of the level and adding/removing of features... it will be an open ended scenario with slowly respawning AI and an in-game story... i just need time and testing... if you want to whine about, saying "hey this is just another AI mod, or it's too repetitive..."
my only answer to you is "IT IS NOT FINISHED YET!, I'm asking for folks to help me test my builds and recommend stuff they'd like or make comments on certain sections/features by posting it here... if you want a finished mod, there are plenty of those elswhere in this forum or you can wait a few months for the 'final' release..."

that being said, those of you that are giving me proper feedback and recommending specific things to me; i'm very grateful and i'd like to thank you... i'll be updating my builds regularly, you guys can check them out or wait for 0.6... this is my first mod for 'Halo'... and since it's gonna be my only one, i'm going to make it good and open... thank you all for the encouragement and... i'll be updating the build this friday...
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Post by Andrew_b »

look...i wont be following this...post your finished map...dont make multiple topics.

who cares about the structure of your map...its deathisland.
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Post by MundaneRaptor »

I respect that andrew_b, i hope you do check it out when it's further along though; yes i know, forum rules and common sense, not a nub; when i said structure, i meant mission structure... that is so important how you design the levels organization...

this is my fifth build after experimenting for a week or two with the editor, i had a lot of fun playing it and i wanted to share it... maybe i let it out too early, but i needed the help and feedback...
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Post by Andrew_b »

k i will play finished....
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Post by DECOY »

MundaneRaptor wrote:this is my fifth build after experimenting for a week or two with the editor, i had a lot of fun playing it and i wanted to share it... maybe i let it out too early, but i needed the help and feedback...
Theres not much help and feedback at Halomods anymore, so dont take it personally........

Now you have the basics running, you should look at taking the AI encounters off default spawn and script them in and out by specific trigger zones.

something else to look out for is having tons of AI running round aimlessly even when they are not in play eats up processing power like you wouldn't believe, so get them all onto command lists and activated responses if you can.
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