[MOD] Timberland Siege [Demo]

New mod releases.

Moderator: Halo Moderators

Please rate this mod!

1/10
1
4%
2/10
1
4%
3/10
0
No votes
4/10
0
No votes
5/10
0
No votes
6/10
1
4%
7/10
0
No votes
8/10
3
13%
9/10
6
25%
10/10
12
50%
 
Total votes: 24

>Shadow<
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Re: [MOD] Timberland Siege [Demo]

Post by >Shadow< » Tue Nov 11, 2008 5:01 pm

Kayar [Crawler] wrote:Now you see, with this and Sandpit v2 and everything else you people with HHK must be working on behind the scenes, our greatest fears have finally been realized. This is what I claimed may happen with the introduction of Queen Anne. A new era of horror may be upon us, as the true spirit of Halo Demo modding is lost forever in the raging torrent of CE conversions. This I foretell, though I do not know for sure.
Um, you do realize there was absolutely no use of HEK in this mod, right? I made this mod quite a while ago from scratch using Halo Mapping Tools and Eschaton, originally on Halo Full. Then I Queen Anne'd it to demo so everyone else without Full could play it. After that, I fine tuned the AI to be much more proficient both on foot and in vehicles. That is no reason to give my mod a 2/10 just because it has content from Halo CE. Plus, you sound rather arrogant when you say you're some "pure Demo modder". Does it really matter that much, especially when CE tags make the game more enjoyable?

I know this right sound rather rude, but I do feel pretty upset when I spend weeks and weeks working on a mod, trying my best to make it as perfected as possible, only to have someone come blundering in and tell me its crap just because it has CE tags in it. Does this statement sound unreasonable to you? Because it sure doesn't to me.
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Zealot0830
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Re: [MOD] Timberland Siege [Demo]

Post by Zealot0830 » Tue Nov 11, 2008 8:37 pm

what shadow says is right too. Well both are right in a way, but oh wells nice job. i like the snow.

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Re: [MOD] Timberland Siege [Demo]

Post by §hÎn£¥ H€llm£† » Wed Nov 12, 2008 3:59 am

>Shadow< wrote:
Kayar [Crawler] wrote:Now you see, with this and Sandpit v2 and everything else you people with HHK must be working on behind the scenes, our greatest fears have finally been realized. This is what I claimed may happen with the introduction of Queen Anne. A new era of horror may be upon us, as the true spirit of Halo Demo modding is lost forever in the raging torrent of CE conversions. This I foretell, though I do not know for sure.
Um, you do realize there was absolutely no use of HEK in this mod, right? I made this mod quite a while ago from scratch using Halo Mapping Tools and Eschaton, originally on Halo Full. Then I Queen Anne'd it to demo so everyone else without Full could play it. After that, I fine tuned the AI to be much more proficient both on foot and in vehicles. That is no reason to give my mod a 2/10 just because it has content from Halo CE. Plus, you sound rather arrogant when you say you're some "pure Demo modder". Does it really matter that much, especially when CE tags make the game more enjoyable?

I know this right sound rather rude, but I do feel pretty upset when I spend weeks and weeks working on a mod, trying my best to make it as perfected as possible, only to have someone come blundering in and tell me its crap just because it has CE tags in it. Does this statement sound unreasonable to you? Because it sure doesn't to me.

and it looks like he put a helluva lot of hard work on this...
it gets boring after playing SC after a while, or playing AI on BG.

Great Job >Shadow<!!
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Re: [MOD] Timberland Siege [Demo]

Post by Kiyoshi » Wed Nov 12, 2008 12:02 pm

Kayar [Crawler] wrote:Now you see, with this and Sandpit v2 and everything else you people with HHK must be working on behind the scenes, our greatest fears have finally been realized. This is what I claimed may happen with the introduction of Queen Anne. A new era of horror may be upon us, as the true spirit of Halo Demo modding is lost forever in the raging torrent of CE conversions. This I foretell, though I do not know for sure.
If i may, Modding is Modding, Isn't what you're say just separating everyone? CE tags make mods fun, sure it's annoying when people don't give credit but I think that's a bit....Harsh. My Recon mod which is just about complete, needs CE to get the Recon armor in game. does that make it bad? It's a mix of Halo demo and CE modding. CE is a program meant to make modding more enjoyable. what is the "Pure Spirit of Demo modding"? I have seen a mod for demo way before QAR appeared with a new master chief(Halo 2) for demo and also Brimstone's Axis mod had an ODST model....Which from my research can't be done without CE can it? Unless someone can tell me otherwise?



Now I speak in good manner, I hope I didn't sound rude. And if there is something I missed No one flame me for it, just tell me in a civilized manner.

Ps. Awesome mod >>Shadow<<
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G[v]N
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Re: [MOD] Timberland Siege [Demo]

Post by G[v]N » Thu Nov 13, 2008 3:04 am

Jacob Nobuyuki wrote: If i may, Modding is Modding, Isn't what you're say just separating everyone? CE tags make mods fun, sure it's annoying when people don't give credit but I think that's a bit....Harsh. My Recon mod which is just about complete, needs CE to get the Recon armor in game. does that make it bad? It's a mix of Halo demo and CE modding. CE is a program meant to make modding more enjoyable. what is the "Pure Spirit of Demo modding"? I have seen a mod for demo way before QAR appeared with a new master chief(Halo 2) for demo and also Brimstone's Axis mod had an ODST model....Which from my research can't be done without CE can it? Unless someone can tell me otherwise?



Now I speak in good manner, I hope I didn't sound rude. And if there is something I missed No one flame me for it, just tell me in a civilized manner.
To put it simply, what Kayar is implying doesn't necessarily mean your kind of CE modding. He's talking (generally) about all-out conversions.
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Re: [MOD] Timberland Siege [Demo]

Post by Fonzeh » Thu Nov 13, 2008 6:11 am

This mod is so fucking epic. Me and sharebear played against the AI the other day, and the turrets synced perfectly dude. The only problem is that when they get out, you cant see them. If you want AI to Synce in GR servers, they have to spawn ON THE GROUND. Shadow is fixing the mod up, and then me and Sharebear plan on using it in a Short in the future :D.
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Re: [MOD] Timberland Siege [Demo]

Post by Tracker » Sat Nov 15, 2008 5:20 pm

what gametype spawns all the veilcals???
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Re: [MOD] Timberland Siege [Demo]

Post by crazyshroom » Sat Nov 15, 2008 9:15 pm

i have the same problem fonzie but also when i spawn a tank with the plasma rifle the AI on it stay on it when it is upside down
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Re: [MOD] Timberland Siege [Demo]

Post by a worm » Thu Nov 27, 2008 5:59 am

002 wrote:
Seabees4 wrote:Looks very nice. Lol @ Camping AI nubs. A campaign version of this would be cool... Something in the Silent Cartographer.

Edit:
1. Cyborgs are walking into the grenades. XD
2. I got out of the map by killing the rocket hog one and jumping into it's gunner, driving up the slope, and now I can see the trees on the top are 2D. :P
3. Now I can't get back down into the map. >_<
1. AI isn't the best.
2. They were always 2D
3. Try suicide, switching, or leaving and coming back.
I had a friend of mine give me this mod without the Ai, so I'm not sure how annoying they are. Timberland would be a pretty cool 10-16 player map. If that many people can play it, it would be pretty cool....I can host for a requested date if anybody wants. But, it has to be during the weekend...something is wrong with my Halo Demo. I'll see if it could be fixed before this weekend. Just PM me.
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