[MOD] Bloodgulch Extreme 2.0 release

New mod releases.

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Is this mod awesome?

Yes
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Yes
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Total votes: 16

Vegerot
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Re: [WIP] Bloodgulch Extreme (0.9 release!!!)

Post by Vegerot » Thu Mar 01, 2012 10:53 am

What ended up happening with the ladders?
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Sparky
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Re: [WIP] Bloodgulch Extreme (0.9 release!!!)

Post by Sparky » Thu Mar 01, 2012 12:34 pm

Vegerot wrote:What ended up happening with the ladders?
Problem solved.
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Re: [WIP] Bloodgulch Extreme (0.9 release!!!)

Post by spurky » Thu Mar 01, 2012 6:29 pm

at this rate, i don't think i'll get to a 1.0 release until tomorrow. it's 9:30pm and I'm only just finishing adding the rest of the base areas because of all the lame errors (nothing new to me at this point though) which I tried to foresee but didn't. anyway, the main tunnel system hasn't even been started yet, even though that's really the most fun part.

i forgot already what was in 0.9, but this seriously adds a whole lot more, like I've said before.

by the way, before i end up wasting time testing this, can you add a water plane to only a certain area of the map, or is it like the fog plane which covers the entire bsp? I'm guessing it can be limited, since you can add a waterfall to only a limited area... and yes, i'm planning to add a few waterfalls and rivers on the red side of the map. you'll see how it all works out if i can do at least that much of it.

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Re: [WIP] Bloodgulch Extreme (0.9 release!!!)

Post by Sparky » Thu Mar 01, 2012 7:31 pm

it's funny how just now i realized that anything that doesn't follow the sealed world rules but that involves individual objects like glass panes which you want to make two-sided using the % flag can simply be detached from the level and linked to the frame and exported with the level. weird how as long as a single object follows the sealed world rules, the rest of the attached objects don't really need to do that strictly, but can be one-sided faces with the two-sided % flag and still be accepted by the engine.

by the way, this is "normal" for me, in terms of how tool compiles my scenario structure bsps:

Code: Select all

C:\Program Files\Microsoft Games\Halo Custom Edition>tool_pro structure levels\test\bloodgulch bloodgulch_extreme
Couldn't read map file './toolbeta.map'
building intermediate geometry...
building collision geometry...
reducing collision geometry...
building collision bsp...
### ERROR found z buffered triangles (red).
### WARNING found nearly coplanar surfaces (red and green).
reducing collision bsp...
verifying collision geometry...
verifying collision bsp...
building portals...
### WARNING unearthed edge (magenta boxed lines).
### WARNING unearthed edge (magenta boxed lines).
### WARNING unearthed edge (magenta boxed lines).
### WARNING unearthed edge (magenta boxed lines).
### WARNING unearthed edge (magenta boxed lines).
### WARNING unearthed edge (magenta boxed lines).
### WARNING unearthed edge (magenta boxed lines).
### WARNING unearthed edge (magenta boxed lines).
### WARNING unearthed edge (magenta boxed lines).
### WARNING unearthed edge (magenta boxed lines).
### WARNING unearthed edge (magenta boxed lines).
### WARNING: portal outside the bsp. [see magenta in error geometry]
### WARNING: portal doesn't divide any space (it may be coincident with seam sealer?). [see green in error geometry]
### WARNING: portal doesn't divide any space (it may be coincident with seam sealer?). [see green in error geometry]
### WARNING: portal doesn't divide any space (it may be coincident with seam sealer?). [see green in error geometry]
### WARNING: portal outside the bsp. [see magenta in error geometry]
### WARNING: portal doesn't divide any space (it may be coincident with seam sealer?). [see green in error geometry]
### ERROR: portal does not define two closed spaces. (see yellow in error geometry)
building render geometry...
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
building subclusters...
building pvs... building pvs... indoor maximum (from sky levels\test\bloodgulch\bloodgulch) is 120.000000 world unit
building structure lens flares...done


structure bsp "levels\test\bloodgulch\bloodgulch_extreme"
BSP has 49896 nodes, 24982 leaves
46659 surfaces and 61475 vertices in 251 material groups
121 portals, 29 clusters

      3581Kb collision data (319Kb vertices, 1179Kb edges, 337Kb surfaces)
      4472Kb render data (2449Kb vertices, 1043Kb surfaces,
                          682Kb nodes/leaves, 233Kb clusters)
         0Kb pathfinding data
----------------------
      8853Kb  (without debug information)
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Sparky
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Re: [WIP] Bloodgulch Extreme (0.9 release!!!)

Post by Sparky » Fri Mar 02, 2012 8:27 pm

Whew, fourth post in a row.

Just checking in to say that I'm having fun making the rivers. 3ds Max is a pain in certain ways, but I'm becoming familiar enough with how it works now that I can get all the things done that I had envisioned. When will 1.0 be released? I'll aim for tomorrow, as usual.

In case anyone was wondering, when you Unwrap UVW on the tutorial stream bitmap, the water flow is from the bottom of the bitmap to the top of the bitmap. Currently, I have a river flowing up the side of a hill, which is backwards. Funny stuff! EDIT: I'm mistaken. Actually, it is from top to bottom. Somehow, I got confused.

I basically ran out of netgame flags, so maybe I can add another KOTH spot, but if you try to add more teleporter points yourself using swordedit, then you will most likely corrupt the map a little bit.

We'll see what happens tomorrow. It's pretty straightforward from here, although I might have some issues with the physics of a particular vehicle which will remained unnamed lest I spoil the surprise any more. I'm trying not to have to do any extra work like making a new vehicle.

According to the theme, I've kept all the weapons only in Slayer mode. CTF is more of a strategic gametype, and I generally want this map to be as nonviolent as it can be while still proving engaging for the exploration and strategy enthusiast. You shouldn't get the feeling of aimlessly wandering around while in multiplayer mode anyway, since you have a number of possible gametypes with concrete objective points -- which will be scattered around to involve the "new" areas as well.

Even knowing where all the new locations are in the map, it will probably take me almost an entire game to visit them all. That should give you an idea of what it will be like to play this map.
Last edited by Sparky on Sat Mar 03, 2012 1:22 pm, edited 1 time in total.
Either you are groping for answers, or you are asking God and listening to Jesus.

Clash

Re: [WIP] Bloodgulch Extreme (0.9 release!!!)

Post by Clash » Sat Mar 03, 2012 8:42 am

SPARKY get blood gulch extreme 1.0 done i have not seen u in days ive been checking on this fourm for days get it one fast IM PISSED

Sparky
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Re: [WIP] Bloodgulch Extreme (0.9 release!!!)

Post by Sparky » Sat Mar 03, 2012 10:17 am

Yeah, mate. Which one of us has worked on this for about a week now?
Either you are groping for answers, or you are asking God and listening to Jesus.

Clash

Re: [WIP] Bloodgulch Extreme (0.9 release!!!)

Post by Clash » Sat Mar 03, 2012 10:35 am

sparky get it done fast ive been waiting

when can we play with each other? i miss u

are u done with 1.0 yet? im exited about the suprise

IM SO EXITED!!!!!!!!!1 :D :D

TaxiService
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Re: [WIP] Bloodgulch Extreme (0.9 release!!!)

Post by TaxiService » Sat Mar 03, 2012 11:34 am

come onnnn sparky man maek this mod i am piss ----) ----) ----) \ :) / .````:) :flamer: :beatdown: :rocker:


:rofl:

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Re: [WIP] Bloodgulch Extreme (0.9 release!!!)

Post by Sparky » Sat Mar 03, 2012 1:36 pm

TaxiService wrote:i am piss
I don't know whether to laugh or cry.
Taxi-son. I am disappoint. Your grammar. It pains me.

...this map is turning out really nicely. It's straightforward from here, no unexpected additions envisioned. I might be able to get this done by tonight... ok enough of that LOL.

I'm thinking for 1.1 I might add some lava to the opposite team's side of the map. So it would be an inverted form of Red vs. Blue where red base gets blue water and blue base gets red lava... but that may not be for 1.0.
Either you are groping for answers, or you are asking God and listening to Jesus.

Clash

Re: [WIP] Bloodgulch Extreme (0.9 release!!!)

Post by Clash » Sat Mar 03, 2012 2:47 pm

SPARKY STOP TALKING AND GET WORKING :x
:flaming: :diediedie: :wall: :scream: :launcher: :hammer: :flamer: ----) \ :) / .````:)

Sparky
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Re: [WIP] Bloodgulch Extreme (0.9 release!!!)

Post by Sparky » Sat Mar 03, 2012 3:38 pm

Clash, how 'bout registering so you can remove your accidental double posts? Besides, I am working on the rivers and waterfalls now.
Either you are groping for answers, or you are asking God and listening to Jesus.

Clash

Re: [WIP] Bloodgulch Extreme (0.9 release!!!)

Post by Clash » Sat Mar 03, 2012 3:51 pm

how long will it take sparky

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Re: [WIP] Bloodgulch Extreme (0.9 release!!!)

Post by a bullet » Sat Mar 03, 2012 4:14 pm

lol@conversation

0.9 was really nice, and I opened it up in Swordedit just to look around in case I missed something cool that I didn't see in game. :p
One thing, though, is that you might want to make the first 'staircase' (?) section near the flamethrower a bit deeper. Since there is an overshield right next to it, a player can (and I did) grab the overshield and jump to the bottom of the first drop, while surviving it. Evidently, there is no way out. There was also a one-sided problem with the projector/light thing over behind red base. You could see it while under the hill, but not when you were in it.
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Re: [WIP] Bloodgulch Extreme (0.9 release!!!)

Post by Sparky » Sat Mar 03, 2012 4:42 pm

A Bullet, I fixed those two things. EDIT: That's how the light behaves, so you probably won't see a change to that.

Welcome to MGM, finally.

I think I'm done with the rivers. It's time to add the waterfalls and then the tunnel stuff.

EDIT: Just some trivia here, but the bsp I'm working with is about 13x the data size of the original bloodgulch bsp.

OK, it looks like I'll just finish up the waterfalls tonight and start on the underground tunnels tomorrow. Although they're not really tunnels, per se... Modzy knows what I'm talking about.

EDIT: Screenshot of an aerial preview of the red base area in bloodgulch extreme 1.0 RC7, or as I abbreviate, BGX1:
Image

EDIT: I'm using "Memories of Green" from ChronoTrigger as the theme song.
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