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MOD Request
Posted: Fri Dec 28, 2007 2:33 pm
by oldskool
Can someone make a mod where there is a maze in bloodgulch, and can there be a couple of sniping platforms over the maze.
Posted: Fri Dec 28, 2007 2:51 pm
by Ayumi
That sounds like fun.
Should I remove Banshees? How high do you want the walls to be? Would you prefer sniper rifles and short-range weapons only, or should I keep mid-range as well? Should there be a few open areas? Dead ends? Maybe one or two places so that players can run around on top of the walls?
There are a lot more questions that could be asked. If you really don't care as long as it's a maze, I'll get on it as soon as I'm done messing around with explosives in Halo 3 ^^
Posted: Fri Dec 28, 2007 3:14 pm
by TaxiService
yeah, sounds fun!
i may start working on that...
... if i make sparkedit read bitmaps.map file

*kicks computer*
Posted: Fri Dec 28, 2007 3:17 pm
by Ayumi
*hits taxi with a piece of a banshee's wing* MY MOD!! :evil:
Posted: Fri Dec 28, 2007 3:21 pm
by TaxiService
OUCH
OK OK CALM DOWN
...jeezes, you too violent >_> #_#
...anyway, what will you use? i would use hangar_wall from a10.
Posted: Fri Dec 28, 2007 3:46 pm
by Ayumi
*bashes taxi's arms* NO MAZES!!
I don't know what I'll use... It shouldn't be too hard to find something though ^^
edit: It might help if I knew how to take every part of a scen out of a map...
Posted: Fri Dec 28, 2007 4:31 pm
by Kayar
Heh, drag 'em out of the bsp into the non-bsp area. Or null them all out in the d-swapper in the scnr tag.
Good luck!
Posted: Fri Dec 28, 2007 4:36 pm
by oldskool
neko-chan wrote:That sounds like fun.
Should I remove Banshees? How high do you want the walls to be? Would you prefer sniper rifles and short-range weapons only, or should I keep mid-range as well? Should there be a few open areas? Dead ends? Maybe one or two places so that players can run around on top of the walls?
There are a lot more questions that could be asked. If you really don't care as long as it's a maze, I'll get on it as soon as I'm done messing around with explosives in Halo 3 ^^
It's up to you guys, what ever makes the game fun, just do your magic,
thanks you guys I really appreciate it.
Posted: Fri Dec 28, 2007 4:36 pm
by Ayumi
That's not what I meant -.-;;
I mean removing scen from one map to place in another D:
Posted: Fri Dec 28, 2007 4:46 pm
by oldskool
O yea I forgot can it be for the mac demo.Thanks
Posted: Fri Dec 28, 2007 4:49 pm
by Kayar
Standard Export/import procedure. Involves exporting the scen tag recursively in HHK, then importing it recursively into the map you need it in, then fixing the model.
Posted: Fri Dec 28, 2007 4:50 pm
by Ayumi
Thanks Kayar ^^;
I won't lose next time

Posted: Fri Dec 28, 2007 7:41 pm
by a sniper[Akbar]
neko-chan wrote:*bashes taxi's arms* NO MAZES!!
I don't know what I'll use... It shouldn't be too hard to find something though ^^
edit: It might help if I knew how to take every part of a scen out of a map...
use wut ever the person that made great wall of gulch used
Posted: Fri Dec 28, 2007 7:46 pm
by Ayumi
a sniper, that's just a bunch of logs. It lags like hell if you put in too many. Bigger scen pieces create less lag over the same area :3nod:
edit: Kayar, that's great and everything, but there's one minor problem. NO mod2 IS EXPORTED.
Posted: Sat Dec 29, 2007 1:23 am
by TaxiService
*writing with nose*
^ use hangar_wall from a10, FFS @_@
...and, what about a competition
the best maze will win a biscuit, and a pair of human arms. deal?
*whisper*
..fight! you will win a biscuit if you win...!