New Map----> The Shaft Beta(Info)

Everything about HD, MD, and their mods.

Moderator: Halo Moderators

D£PP
Veteran
Posts: 339
Joined: Mon Jun 18, 2007 11:22 am
Location: Utah

New Map----> The Shaft Beta(Info)

Post by D£PP » Sun Sep 23, 2007 3:52 pm

This is b30 to bsp converson where the island part that is cut out from the island mod( The Levels underneath the island) become a area for serious close combat fighting. I found this map while searching through Swords modding stuff. With Sword's permisson, I will complete the map by adding new weapons and maybe a wasp or two. It should be completed within the week so look forward to an awsome new map!


‡‡D£PP‡‡
??D?PP??

Image

User avatar
Ragnarok
Veteran
Posts: 294
Joined: Thu Jul 26, 2007 1:02 pm
Location: over there no not there THERE!!!!!

Post by Ragnarok » Mon Sep 24, 2007 4:15 am

HEY!!!!! im doing that already you bum
keyboard not found press F1 to continue??

D£PP
Veteran
Posts: 339
Joined: Mon Jun 18, 2007 11:22 am
Location: Utah

Post by D£PP » Mon Sep 24, 2007 10:39 am

lol, we'll see who finishes and does the best job first, :p. Dont' worry, maybe we'll do different versons.

D3PP
??D?PP??

Image

User avatar
Moxus
Delta Force
Posts: 4704
Joined: Sun Jun 24, 2007 9:01 am
Location: {_-({[]})-_}
Contact:

Post by Moxus » Mon Sep 24, 2007 10:55 am

I considered doing this a while ago, but never got the answer on how to export the BSP and Scenario without breaking the map. Now I've got another idea in mind......

-=Moxus=-
Image
Kayar wrote:The Collective: Spamming its way to a better tomorrow.
Many thanks to the people who have made my years on MGM and on Halo Demo so memorable.

Shodos
Veteran
Posts: 448
Joined: Thu Jun 28, 2007 6:46 pm
Location: Look there... above you

Post by Shodos » Mon Sep 24, 2007 12:11 pm

with one of these please

Image

x1MCMAXx
Veteran
Posts: 411
Joined: Sat May 27, 2006 12:44 pm
Location: Keeping an eye over the forums... making sure that they let the dynasty live on.

Post by x1MCMAXx » Mon Sep 24, 2007 12:13 pm

Moxus wrote:I considered doing this a while ago, but never got the answer on how to export the BSP and Scenario without breaking the map. Now I've got another idea in mind......

-=Moxus=-
Moxus just import the shaft bsp only.... then import a bunch of things to hide behind.

The ultimate close combat map!
The 1MCMAX... http://www.MoBDeep.net

\ >_< /

GT: MoB iZ Dynasty

D£PP
Veteran
Posts: 339
Joined: Mon Jun 18, 2007 11:22 am
Location: Utah

Post by D£PP » Mon Sep 24, 2007 1:23 pm

ye, it is a great close combat map. Mabye i'll put a new close range weapoon in... like a sword! :p.

‡‡D£PP‡‡
??D?PP??

Image

x1MCMAXx
Veteran
Posts: 411
Joined: Sat May 27, 2006 12:44 pm
Location: Keeping an eye over the forums... making sure that they let the dynasty live on.

Post by x1MCMAXx » Mon Sep 24, 2007 3:44 pm

No not a sword.... I'm gonna work on a completely new custom weapon. It's gonna run off of the plasma pistol's base so i can have two firing modes.
The 1MCMAX... http://www.MoBDeep.net

\ >_< /

GT: MoB iZ Dynasty

Kayar
Delta Force
Posts: 4214
Joined: Mon Jul 16, 2007 11:59 am
Location: Elsewhere.

Post by Kayar » Mon Sep 24, 2007 4:00 pm

Ooh, speaking of firing modes! I've been wanting to know this, how DID Sword get dual weps to work with the secondary fire set to the grenade key like that? In eschaton there are a bunch of flags for secondary trigger, but I've got no idea what they do or how to use them. Perhaps he imported from CE or something, or is there a way to do it?
Image
~Kayar~
TaxiService wrote:You haven't seen like the 90% of the dicks i drew. Someday i'll make a website where people will be able to browse the contents of my old notebooks.
WilliamSub wrote:They flock with your hormones
MGM Sig

draconic74
Green Beret
Posts: 3470
Joined: Sat Jun 03, 2006 11:08 am
Contact:

Post by draconic74 » Mon Sep 24, 2007 4:54 pm

Secondary Trigger uses seperate ammo (also can use multiple regular or no ammo)

Secondary overrides nades (or charge, or "slaved to primary"-meaning fires at same time)

Then disable nade use with that weapon.

I cant remember how, but I managed to make a PP that fired regular bolts at automatic rates, with no ammo deduction, and fired the secondary when you hit the right mouse button. Hehehe. I believe it was used for a push/pull gun that only ended up levitating objects... Dang. At least thats close to pulling, but not quite.
Image

Shodos
Veteran
Posts: 448
Joined: Thu Jun 28, 2007 6:46 pm
Location: Look there... above you

Post by Shodos » Mon Sep 24, 2007 6:44 pm

draconic74 wrote:Secondary Trigger uses seperate ammo (also can use multiple regular or no ammo)

Secondary overrides nades (or charge, or "slaved to primary"-meaning fires at same time)

Then disable nade use with that weapon.

I cant remember how, but I managed to make a PP that fired regular bolts at automatic rates, with no ammo deduction, and fired the secondary when you hit the right mouse button. Hehehe. I believe it was used for a push/pull gun that only ended up levitating objects... Dang. At least thats close to pulling, but not quite.

yeah I remember that one. I found that rightclick+leftclick made things rise reallly fast.

how did you do that?


edit: make stuff levitate.

User avatar
Moxus
Delta Force
Posts: 4704
Joined: Sun Jun 24, 2007 9:01 am
Location: {_-({[]})-_}
Contact:

Post by Moxus » Tue Sep 25, 2007 2:23 am

x1MCMAXx wrote:
Moxus wrote:I considered doing this a while ago, but never got the answer on how to export the BSP and Scenario without breaking the map. Now I've got another idea in mind......

-=Moxus=-
Moxus just import the shaft bsp only.... then import a bunch of things to hide behind.

The ultimate close combat map!
'Tis not a bad idea. I may try that.....

-=Moxus=-
Image
Kayar wrote:The Collective: Spamming its way to a better tomorrow.
Many thanks to the people who have made my years on MGM and on Halo Demo so memorable.

Mota-Lev
Green Beret
Posts: 3554
Joined: Sat Mar 17, 2007 4:19 pm
Location: AusFag

Post by Mota-Lev » Tue Sep 25, 2007 2:34 am

Ummmm I've got this finished mod. Its in the thing called Even More Stuff 2.
Stupid tinypic removing my images

draconic74
Green Beret
Posts: 3470
Joined: Sat Jun 03, 2006 11:08 am
Contact:

Post by draconic74 » Tue Sep 25, 2007 8:32 am

Shodos wrote:
draconic74 wrote:Secondary Trigger uses seperate ammo (also can use multiple regular or no ammo)

Secondary overrides nades (or charge, or "slaved to primary"-meaning fires at same time)

Then disable nade use with that weapon.

I cant remember how, but I managed to make a PP that fired regular bolts at automatic rates, with no ammo deduction, and fired the secondary when you hit the right mouse button. Hehehe. I believe it was used for a push/pull gun that only ended up levitating objects... Dang. At least thats close to pulling, but not quite.

yeah I remember that one. I found that rightclick+leftclick made things rise reallly fast.

how did you do that?


edit: make stuff levitate.
I cant remember exactly, only that someone found a "gravity gun" mod, which meant the pistol fired would bring stuff at you, the AR would throw stuff away, and then a couple other useless changes. So I reverse engineered the mod using Hex, I think. Or maybe Eschaton. But the point is, it didnt work how it should have. Instead of pulling, it levitated. :?

All I remember is that the gun fires 100's of times a second and the projectiles travel at least 1000000 with a force of something equally as great. (but by adding an extra 0... you just get a force gun :( )
Image

Jello!
Ranger
Posts: 676
Joined: Wed Jun 20, 2007 5:58 am

Post by Jello! » Wed Sep 26, 2007 2:47 am

Force guns can make players without the mod think they are lagging. :? So they most likely will quit.
Image

Post Reply

Who is online

Users browsing this forum: Bing [Bot] and 18 guests