[MOD] [SENTINELBASE] Published on mimesis - xHeadshotmastAx

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xzodia




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Post by xzodia »

xheadshotmastax wrote: thanks for the help but
lol i definitly wont start the mod over because of some active scenery and a bitmap :lol:
aww..oh well maybe someone else will... would you mind that?

edit: i just had an idea that would mean that you wouldnt have to redo the whole map pm if your interested
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xheadshotmastax




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Post by xheadshotmastax »

xzodia wrote:
xheadshotmastax wrote: thanks for the help but
lol i definitly wont start the mod over because of some active scenery and a bitmap :lol:
aww..oh well maybe someone else will... would you mind that?

edit: i just had an idea that would mean that you wouldnt have to redo the whole map pm if your interested
i am not intrested in redoing this map since u need to transfer by hand over 170 chunks with about 510 coords . and thats only 1/3 of doing the map.
why by hand?
like i said i added chunks with gg
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xzodia




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Post by xzodia »

xheadshotmastax wrote:
xzodia wrote:
xheadshotmastax wrote: thanks for the help but
lol i definitly wont start the mod over because of some active scenery and a bitmap :lol:
aww..oh well maybe someone else will... would you mind that?

edit: i just had an idea that would mean that you wouldnt have to redo the whole map pm if your interested
i am not intrested in redoing this map since u need to transfer by hand over 170 chunks with about 510 coords . and thats only 1/3 of doing the map.
why by hand?
like i said i added chunks with gg
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Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
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xheadshotmastax




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Post by xheadshotmastax »

xzodia wrote:
xheadshotmastax wrote:
xzodia wrote:
xheadshotmastax wrote: thanks for the help but
lol i definitly wont start the mod over because of some active scenery and a bitmap :lol:
aww..oh well maybe someone else will... would you mind that?

edit: i just had an idea that would mean that you wouldnt have to redo the whole map pm if your interested
i am not intrested in redoing this map since u need to transfer by hand over 170 chunks with about 510 coords . and thats only 1/3 of doing the map.
why by hand?
like i said i added chunks with gg
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Limpmybizket911





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Post by Limpmybizket911 »

xheadshotmastax wrote:
xzodia wrote:
xheadshotmastax wrote:
xzodia wrote:
xheadshotmastax wrote: thanks for the help but
lol i definitly wont start the mod over because of some active scenery and a bitmap :lol:
aww..oh well maybe someone else will... would you mind that?

edit: i just had an idea that would mean that you wouldnt have to redo the whole map pm if your interested
i am not intrested in redoing this map since u need to transfer by hand over 170 chunks with about 510 coords . and thats only 1/3 of doing the map.
why by hand?
like i said i added chunks with gg
XanarckyX wrote wrote:do i need a diffrent softwear than "Dothalo"?
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xzodia




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Post by xzodia »

xheadshotmastax wrote: -i.d.o.n.t.w.a.n.t.t.o.r.e.d.o.t.h.i.s.m.o.d-
and plus u forgot to give the key collision no noone ever did before...flesh rider did it but it messed up after editing the map what happens anyways... unless you know what i did to the [mach]... :?

EDIT: well try injecting the [mach] from 06b_sentinelwalls to ascension and after that try injecting some more stuff u said... see what happens to the map after trying it to reopen with insolence... see what happens when u start the map in halo2... insolence dont want it and halo2 freezes it.
the "key" brings the map to the limit of the map...
yes but if you read my tut i took the mach out of ascension so it has already been altered meaning that that limit might be bigger... at least let me do it once you release your final version if you'd prefere me not to release it if it works then whatever ill give it to you and you can release it if you really want to..
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Post by t_mann05 »

Wow v2 looks really nice...i like the blue skin and the lights on the bases

A few things you should add are

1) You know on the very bottom, there is that small tunnel you can walk inside and you walk down the tunnel and at the end there is a hole you can fall down and die? Well you should add a teleporter there and make the exit come out at the same spot on the other base so that people can infiltrate the base this way.

2) adding 1 warthog and 1 ghost per side would be really nice......(there is room to drive them from base to base, and it would make it more entertaining)

3) Add active camo on the opposite side of where the overshield is.

4) once you are done, this should be a new mimesis map :)
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Post by xheadshotmastax »

t_mann05 wrote:Wow v2 looks really nice...i like the blue skin and the lights on the bases

A few things you should add are

1) You know on the very bottom, there is that small tunnel you can walk inside and you walk down the tunnel and at the end there is a hole you can fall down and die? Well you should add a teleporter there and make the exit come out at the same spot on the other base so that people can infiltrate the base this way.

2) adding 1 warthog and 1 ghost per side would be really nice......(there is room to drive them from base to base, and it would make it more entertaining)

3) Add active camo on the opposite side of where the overshield is.

4) once you are done, this should be a new mimesis map :)
i am done :-D

to
1) think of ctf... u steal flag go downstairs go teleporter are at your base some one gives you backup and u capture the flag. and this under 1 minute.
2) i tested warthog and ghost the room isnt enough to drive fast
3) this will cause an itmc error: the active camo will be still spawning even when u set it off in options
4) soon :wink: . look over at mimesis forums heheeee :D :D :D
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Post by highoctanej »

I think im tingling :D :D :shock: . Cant wait dude.
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Post by t_mann05 »

alright fair enough.......keep working hard at your mods:)

With the bsp conversion capability who knows what kind of Outstanding mods can be done now
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Post by jkjk »

Zodia,
If you wanted to remake this type of level design from scratch, you should. This is the 3rd mod that has used this mach. Just put your personal touches to the map and don't copy all of headshot's ideas (unless he's ok with that). Giving him credit for the design would be nice. Using his mod and releasing a modified version as your own is a no-no. He's spent many hours making this and you'll realize it will take much more than 20 mins. Just placing the weapons and spawns correctly will take at least an hour.
If you do it from scratch, you should put it over another map that isn't as influenced by the scratchy Insolence sounds like Headlong or something.

If you wanted to spawn the camo correctly, I think you'll need to change it to the correct object type in the scnr.
Thanks for the update headshot. Looking forward to trying it out.
I'd like to see more XBC mods and less projectile mods!
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Post by MasterChief2829 »

jkjk wrote:Zodia,
If you wanted to remake this type of level design from scratch, you should. This is the 3rd mod that has used this mach. Just put your personal touches to the map and don't copy all of headshot's ideas (unless he's ok with that). Giving him credit for the design would be nice. Using his mod and releasing a modified version as your own is a no-no. He's spent many hours making this and you'll realize it will take much more than 20 mins. Just placing the weapons and spawns correctly will take at least an hour.
If you do it from scratch, you should put it over another map that isn't as influenced by the scratchy Insolence sounds like Headlong or something.

If you wanted to spawn the camo correctly, I think you'll need to change it to the correct object type in the scnr.
Thanks for the update headshot. Looking forward to trying it out.
Other mods used this mach? Where?
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Post by DWells55 »

I just finished an intense playtest, and here is my feedback:

Problem #1 - you kept the original hill names intact, I'll say first what the original name is, and then what to replace it with:
the dish -- red base
leap of faith -- dead center
command center -- blue base
sniper roost -- blue lookout
the landing pad -- red lookout

-one spawn in the air
-one spawn that jus tmade me fall to my death...
-no bulle tholes or effects when you shoot the ground (not a big deal)
-the platforms behind the bomb spawns cna be gotten to with a grenade jump, and only the center has any collision
-the area where the bases join is abit glitchy, with the textures flipping out. Maybe you cna cover it somehow, maybe with crates on the area where the overshield and grenades are so you can't see the flickering textures?
-there is a tunnel at the bottom of the level that leads nowhere, just to a little area that has no collision and you fall to your death. Maybe you cna jam a crate in the tunnel or something?

Okay, so fix up those hill names in hex real quick, and take a peek at the spawns. and consider those small suggestions I made.

Other than that, this map is abso-freakin'-lutely amazing. Really fun to play on, works GREAT. Looks like this will be the second headshotmasta map on Mimesis.
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Post by TunesRus90 »

okay got some new pics like you wanted, i got 2 mainmenu pics so you can choose which one you like better:

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Post by GametagAeonFlux »

http://img52.imageshack.us/img52/6602/s ... nu24nb.png

That pic looks great man! Definitely going as my map preview.
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Post by ckyfan3k »

NICE.
great update, this is the sickest conversion thing out right now.
keep this stuff up headshot
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Post by XxSilencedDeathxX »

After seeing the update, I say it's even 1337er than before. Good job. :D
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Post by mm-IRONMAN »

This mod is really turning into a rediculously...insanely good mod. You should go post this on the Bungie.net Zanzibar forum to see what reaction the moderators have. Be like new DLC comming soon.
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Post by Snaku »

I like the new green skin. The blue one was a bit too... blue. I mean with the lights and the skin, plus the sky was kind of a dark bluish shade. The green really helps.
I wouldn't consider the platforms being gotten to with a grenade jump to be a flaw, DWells. Not like you can do much there except snipe. And it's not even that great for sniping. And if you do fall through the ground or walk into the death barrier, it's your own fault for being in a cheap spot. And I don't think the glitchy texture is THAT big of a deal. And while I would like to see something done with the "tunnels to nowhere," I wouldn't consider that to be a serious issue, either. Just don't go in them.
One of my friends I was playing with last night complained that he still spawned into oblivion, but I didn't see it, so I can't be sure he didn't spawn and walk into oblivion himself. No other complaints/suggestions. Mod is near-perfect as it is.
Question: why was it so difficult to set up? And why can't anything else be added? I thought it was just a matter of injecting a mach and the spawning it twice with the right coords. Then fixing spawn points and whatnot, raising the death barrier, etc. Also, I know you didn't intend for people to be able to get there, but why is there a death barrier at the edge of some of those outside platforms? Is that just outside the bounds of the map, so you die, or is it an actual barrier?
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Post by Squ4r3 »

If this mod get on memisis, then I will have to download memisis so I can have it. :D But, Wow. Just wow. This has become very great. You really made this look nice. Reminds me almost of the first SP Level. I don't know why. But, again. Really nice. Maybe we might see a v3. :D
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