[MOD] Desert Multigulch
Moderator: Halo Moderators
Re: [MOD] Desert Multigulch
Well, how about using my bsp from flat gulch?
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Re: [MOD] Desert Multigulch
Umm we can add pelicans! That would be a lot better than putting them in BG! And it's not really meant for people to walk in; think Sandtrap. (Hmm ... is it possible to make a Pelican into a base? Like the elephants in Sandtrap?)Moxus wrote:In a Warthog, it would take you several minutes to get directly from one side of the map to the other. On foot, it would probably take you around 10-15 mins to walk (if not more).2310 wrote: The map will be about 7km wide and 2 km tall.
Is that even possible? (The real world ... is huge, right?)
This isn't the real world; this is a video game based on fun. And players have shown time and again that they don't enjoy having to walk exorbitant distances to reach other players or objectives. It's just not fun.
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How big is that?Sparky wrote:Well, how about using my bsp from flat gulch?
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Re: [MOD] Desert Multigulch
Unreasonably big.
Re: [MOD] Desert Multigulch
Now there's an idea: not only are the Pelicans fast and capable of transporting multiple people, they can also easily be spotted by friendlies. In conjunction with Warthogs and Banshees, you'd have a reasonable way of covering the map. Keep in mind though, individual players should also be able to traverse the map relatively easily.2310 wrote:Umm we can add pelicans!
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Re: [MOD] Desert Multigulch
Why did they then make the New Mombasa in ODST? That consisted of 11 BSPs. (If I counted correctly.)Fraction Jackson wrote:Unreasonably big.
This could of course be one of my insane ideas that never get finished. But I still think exploring the limits of map sizes could open possibilities that we've never experienced.
Well ... Pelicans are meant to be fast. After all, they could travel from the falling Pillar of Autumn to the surface of Halo. And Sarge Johnson and a few others escaped Halo in a Pelican, if I remembered correctly. Pelicans can also have additional armaments, or we could change the seats to allow easier shooting from them. (Didn't somebody have a location that said "Gunning down Fonzie's pelican ... KILLTACULAR!")Moxus wrote:Now there's an idea: not only are the Pelicans fast and capable of transporting multiple people, they can also easily be spotted by friendlies. In conjunction with Warthogs and Banshees, you'd have a reasonable way of covering the map. Keep in mind though, individual players should also be able to traverse the map relatively easily.2310 wrote:Umm we can add pelicans!
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For individuals, we could make a jetpack vehicle, like the Reach one, and spawn lots of em. Or we could add teleporters across the map, which would allow individuals deprived of vehicles a way to move around.
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Re: [MOD] Desert Multigulch
In a lot of cases, Teleporters tend to be a cheap way to fix map flaws. It'd probably be best if you avoided them.2310 wrote:For individuals, we could make a jetpack vehicle, like the Reach one, and spawn lots of em. Or we could add teleporters across the map, which would allow individuals deprived of vehicles a way to move around.
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Re: [MOD] Desert Multigulch
flat gulch is 10km x 10km x 10km
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Re: [MOD] Desert Multigulch
You should make a giant pit with a tentacular monster at the bottom. To the side should be a huge hovering cruise ship. If a player falls into the pit and is devoured by the monster there should be a really long respawn time penalty.
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Re: [MOD] Desert Multigulch
I went to the edge of the map after driving a hog for about 5 mins and the enemy flag was shown only as 1.8 km. Also, things seem a lot slower, but I know it's not laggyness because the reticule and camera moves smoothly.Sparky wrote:flat gulch is 10km x 10km x 10km
The Gravemind! When you fall in and get eaten you get to fight a Flood Spartan with a homing rocket launcher.zapconquest wrote:You should make a giant pit with a tentacular monster at the bottom. To the side should be a huge hovering cruise ship. If a player falls into the pit and is devoured by the monster there should be a really long respawn time penalty.
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Re: [MOD] Desert Multigulch
YES!zapconquest wrote:You should make a giant pit with a tentacular monster at the bottom. To the side should be a huge hovering cruise ship. If a player falls into the pit and is devoured by the monster there should be a really long respawn time penalty.
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Re: [MOD] Desert Multigulch
Yeah, add a tank?Sir Lumps wrote:Pretty fun, but the lack of vehicles made it rather bland.
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Re: [MOD] Desert Multigulch
Actually, a missile hog. It's a custom version mentioned in the novels, I think. Then it could home in on targets across the map.Dittoz7 wrote:Yeah, add a tank?Sir Lumps wrote:Pretty fun, but the lack of vehicles made it rather bland.
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Re: [MOD] Desert Multigulch
I tried ghosts, but there's too much crashing into the hills. I could fix it, but... I also tried a goose, which is a CE vehicle from the INCY that is like a dune buggy. This one was actually preferable to the warthogs, but I knew you guys would like the turret capabilities of the MG warthogs and might not like so much CE content, so I left it at that. Banshees were another option, but I wanted to keep this map as human as possible - hence why there are plasma claws rather than swords. And Jeeps match the desert theme better than tanks, I think.
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Re: [MOD] Desert Multigulch
reasonable mod, but would be better with classic weapons. also you have at least 2 hogs spawning under the map.
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Re: [MOD] Desert Multigulch
You could use a new ak model?
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