[MOD] Timberland Siege [Demo]

New mod releases.

Moderator: Halo Moderators

Please rate this mod!

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1
4%
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4%
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4%
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13%
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Total votes: 24

>Shadow<
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[MOD] Timberland Siege [Demo]

Post by >Shadow< » Fri Nov 07, 2008 9:07 pm

Well, here it is, the most difficult AI mod of all time now comes to demo! Ever since I QARed the map to demo, I've been working extra hard to make the AI extremely intelligent and deadly, and so far I feel my results have been quite successful. First off, know that this mod is SUPPOSED to be hair-pulling-ly difficult, so those who can't stand seeing the "Spinny Circle of Death" over and over better skip this mod.

Alright, so here is the situation: You are playing in a virtual reality simulation in which a multitude of AI enemies are dug into the blue base of a large forest. Your objective is to terminate all visible targets. Your body armor's shield systems have been advanced so that they recharge much faster and sooner than before. Your opponents also posses these shield advantages, although they have even greater shield power than you do. The weapons in this map have been replaced with older Halo 2 variants. (The skins and bitmaps didn't crossover, for some reason, even though they were in the maps folder when I Queen Anned the map. >_>) The AI in this map are not just your average run of mill crappy shots as they normally are. These AI are actually very intelligent, and are capable of functioning in or out of vehicles. They have a tendency to charge players, seek better shots, and move in on an enemy's last known position. They are also excellent grenade throwers, so remaining stationary from a distance for too long is not advised. In addition, sniping the enemy is not a terribly great idea either, as the enemy can and will return fire on you, regardless of distance.

The odds aren't entirely against you, however. There are a few assets for you to exploit. For one, the over shield has now been replaced with a Temporal Distortion Unit, which will speed you up and slow the enemy down. Since the AI were designed to fight you at normal speeds, they may prove to be ineffective at fighting you while this is active. Don't think this means you are completely safe, however. The AI are still quite capable of securing a kill on you. It will just prove more difficult for them. Your other asset, of course, is the Active Camo, which now lasts twice as long, and can prove very effective. Don't attempt to assassinate an AI, though, since you may receive a nasty surprise.

I suppose that's it for descriptions then. Here's a few screenshot for your viewing pleasure.

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Be very quiet when you spawn, else suffer this!

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The whole gang's here.

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A few moments later...

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Well, crap.

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Whee!

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Run over damage no longer instantly kills!




DOWNLOAD:

Download Page

Direct Download




NOTE:

1. If you want to see all of the AI, you need to use a gametype so all vehicles spawn!

2. Yes, I KNOW it's Timberland in demo. Don't chew me out for it, Moxus! :O
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seabeast
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Re: [MOD] Timberland Siege [Demo]

Post by seabeast » Fri Nov 07, 2008 9:21 pm

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. >_<

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

Post by >Shadow< » Fri Nov 07, 2008 9:49 pm

Mm, yea I haven't actually made another test on some AI. They don't seem to respond well to "Grenade Avoidance Chance". >_> This is still a WIP, so....
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Xenoku
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Re: [MOD] Timberland Siege [Demo]

Post by Xenoku » Fri Nov 07, 2008 10:04 pm

Oooo....Great mod. 8/10

....Wait, so if I made a mod on my PC I could convert it with QAR?
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>Shadow<
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Re: [MOD] Timberland Siege [Demo]

Post by >Shadow< » Fri Nov 07, 2008 10:09 pm

Just a few things to expect in a later release:
• AI driving warthogs
• Marine allies (Maybe)
• A version where all the AI are out of their vehicles.
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§hÎn£¥ H€llm£†
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Re: [MOD] Timberland Siege [Demo]

Post by §hÎn£¥ H€llm£† » Sat Nov 08, 2008 12:10 am

looks cool..downloading now

EDIT: damn filefront >_>
Last edited by §hÎn£¥ H€llm£† on Sat Nov 08, 2008 5:23 am, edited 1 time in total.
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Re: [MOD] Timberland Siege [Demo]

Post by Fonzeh » Sat Nov 08, 2008 5:00 am

Download now, And I now have a great idea from a machinima, from your description.


Wait.. is this what you were talking about on AIM? Fucking hell dude im all for it.
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Løki
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Re: [MOD] Timberland Siege [Demo]

Post by Løki » Sat Nov 08, 2008 7:57 am

That was pretty awesome
I beat the game by becoming invisible and using the "UNKNOWN WEAPON"
infinite invisibility!
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>Shadow<
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Re: [MOD] Timberland Siege [Demo]

Post by >Shadow< » Sat Nov 08, 2008 10:31 am

It isn't infinite. The active camo now lasts 120 seconds rather than just 60.

Also note that the Unknown Weapon isn't going to stay in that place. Next release, it's gonna be moved to a much more secret location. ;D
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seabeast
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Re: [MOD] Timberland Siege [Demo]

Post by seabeast » Sat Nov 08, 2008 5:41 pm

There's a secret weapon? I just ran up inside the base and up to the rocket hog guy, he didn't shoot (smart enough not to commit suicide) And then jump on top of the the hog and shot him to death. Then drove the hog away to safe distance and shot everything with rockets. >_<

cQuence
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Re: [MOD] Timberland Siege [Demo]

Post by cQuence » Sat Nov 08, 2008 6:13 pm

Whats one huge Battle Rifle... Its almost bigger than a spartan, the size of master chief him self :o
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Changed my name to cQuence... Im still Shockwav tho.

002
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Re: [MOD] Timberland Siege [Demo]

Post by 002 » Mon Nov 10, 2008 3:32 pm

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.

seabeast
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Re: [MOD] Timberland Siege [Demo]

Post by seabeast » Mon Nov 10, 2008 4:34 pm

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.
1, 2, and 3: NO RLY?! [/sarcasm]

Kayar
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Re: [MOD] Timberland Siege [Demo]

Post by Kayar » Tue Nov 11, 2008 3:30 pm

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.
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G[v]N
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Re: [MOD] Timberland Siege [Demo]

Post by G[v]N » Tue Nov 11, 2008 3:56 pm

Do not worry Kayar. I will remain loyal by your side =3

*does not know how to fix QAR corrupted maps*
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Moxus wrote:Many thanks to the people who have made my years on MGM and on Halo Demo so memorable.

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