Team Halo 2: Fortress Evolved.

Everything about HD, MD, and their mods.

Moderator: Halo Moderators

Should I bother?

No, this idea is stupid/You will fail at it, don't bother.
0
No votes
I don't like/play tf2, so i dont care.
1
9%
Worth a shot.
5
45%
Yes, this sounds like a great idea.
5
45%
 
Total votes: 11

kiddten
Commando
Posts: 2469
Joined: Wed Sep 30, 2009 1:42 am
Location: Nova Zeelandia.

Team Halo 2: Fortress Evolved.

Post by kiddten » Thu Jul 15, 2010 2:22 am

alright guys, I'm (kinda) porting tf2 gameplay into the halo engine. chances are though, it's not going to be to great, but we will see. also, there will be some major limitations due to the halo engine (like speed changes for different classes, atuomatic sentry guns, disguises for the spy, homing medigun, teleporters, etc.) i will try to have workarounds for these but they will be nowhere as awesome as tf2.
I plan to have all classes, but some will have less features than in tf2.

to do list:
Sniper weapon set: Started sniper's scope, scope exits when fired, no nightvision
Scout weapon set: Pistol started
Soldier weapon set:
demo weapon set: Pipebombs skinned
medic weapon set:
spy weapon set:
heavy weapon set:
pyro weapon set:
engineer weapon set: Pistol started
HUD: This shall be tricky, I will try to make a healthbar instead of numbers, and ammo meters for weapons.
Flag: I'm probably gonna try to get the intelligence case ported, but when you carry it, you won't be able to shoot.
Effects:
Weapon models: I'm personally leaning toward just using halo's stock models, but considering using CE weapon models for some weapons.. not going to bother trying to get somone to port them, it will most likely not happen.
Bitmaps: Got grass and dirt textures, working on cartoony halo weapons.

I will need some beta testers, however I only want people who play tf2 to beta at the moment. if there is not enough of those however, I will let non tf2'ers test.

comments/crit anyone? i will go further into details about my workarounds if people want.
kiddten, on most things nowadays wrote:no
TaxiService wrote:HERE IS THE GODDAMN WALDO YOU CHEATING DICK
๖ۣۜĐeяP wrote:U MOTHER FUCKER AND U FUCKING PARENTS AND FUCKED OFF ASS HOLES

iKiyoshi

Re: Team Halo 2: Fortress Evolved.

Post by iKiyoshi » Thu Jul 15, 2010 5:05 am

For the spy, you could give someone a weapon that shoots out a modified cloak item, and modify it so it turns off somehow the second they attack, same with the scout, but use the speed increase, though I'm not entirely sure how it works considering I've never played with that equip. For the solider, give him the RL and make it alot weaker, or the blast radius VERY small. Medic can have a machine gun that shoots health packs (this being the only item people can pick up. so other classes don't steal the other weapons.). Demo man can have a maybe type of similar brute cannon. Heavy can have something like the machine gun turret, and make it strong since you can't really up the health for just one person. Pyro, obviously Flamethrower. I suggest maybe upping it's reach and power just a tad. The engineer I have no clue, good luck there. Also, null the shields, and for bitmaps, go for a Cel Shaded look, If you'd like I can give you an example of a Cel shaded bitmap.

Lastly, I play Tf2, and I don't really play halo as often, but I could assist in this case. I support this mod. \o/

P.S: might wanna look into seeing if you can null the melee kills for everyone except the Spy.

Amy
Green Beret
Posts: 3628
Joined: Mon Nov 17, 2008 6:22 pm
Location: Mota-Lev's house.
Contact:

Re: Team Halo 2: Fortress Evolved.

Post by Amy » Thu Jul 15, 2010 8:19 am

One question? How will you choose your class?
MGM Sig
Mota-Lev wrote:Its like watching an Asian girl crush a cats brain through its eye socket with high heels.. Its horrible but I just can't look away :/.

Zanghfei
Ranger
Posts: 1590
Joined: Tue Jul 01, 2008 1:52 pm

Re: Team Halo 2: Fortress Evolved.

Post by Zanghfei » Thu Jul 15, 2010 10:03 am

^ All need to do is... Custom edition toolz.

Devious
Commando
Posts: 2020
Joined: Tue Mar 25, 2008 6:06 pm
Location: RaInBOw

Re: Team Halo 2: Fortress Evolved.

Post by Devious » Thu Jul 15, 2010 1:25 pm

make it so when they pick up a weapon they cannot switch it. This is their class.
The armaments which thunderstrike the walls
And monarchs tremble in their capitals.
The oak leviathans, whose huge ribs make
Of lord of thee, and arbiter of war;
Alike the Armada's pride, or spoils of Trafalgar.

kiddten
Commando
Posts: 2469
Joined: Wed Sep 30, 2009 1:42 am
Location: Nova Zeelandia.

Re: Team Halo 2: Fortress Evolved.

Post by kiddten » Thu Jul 15, 2010 2:51 pm

@Amy: i plan to have to big spaning rooms, made out of scen. in this spawning rooms there will be nine seperate rooms that you have to drop into. there will be special weapons for each class, and a teleporter leading to blooduglch.

@kiyo: I will probably make custom weapon tags in CE with a secondry fire. or i might use the Plasma Pistol as a base. the scout idea sounds great, shame the double speed eqip makes the third person anim's choppy. oh well, i guess that will be a visual indacation of the scout.

Here's some info on how i will make the classes
For the medic, I will have a medigun with a negitive damage effect, hopefully that will work. engie will only have two buildings, a turret (heavily modified gun turret) that he has to sit in to fire. the other will be the dispenser, but i haven't yet figured out how to make all weapons run an the same ammunition. demoman will have both bomb laying weapons, however the stickbomb launcher will most likely detonate over time. however, i do have a idea i could use for remote detonation. think scottish resistance. most likely the heavys chain gun won't need a charge up, but will start at a low ROF, then build up.
kiddten, on most things nowadays wrote:no
TaxiService wrote:HERE IS THE GODDAMN WALDO YOU CHEATING DICK
๖ۣۜĐeяP wrote:U MOTHER FUCKER AND U FUCKING PARENTS AND FUCKED OFF ASS HOLES

Amy
Green Beret
Posts: 3628
Joined: Mon Nov 17, 2008 6:22 pm
Location: Mota-Lev's house.
Contact:

Re: Team Halo 2: Fortress Evolved.

Post by Amy » Fri Jul 16, 2010 5:20 am

You can make weapons have secondary fire without using plasmapistol as base.
MGM Sig
Mota-Lev wrote:Its like watching an Asian girl crush a cats brain through its eye socket with high heels.. Its horrible but I just can't look away :/.

Smythe
Commando
Posts: 2429
Joined: Tue Dec 25, 2007 12:52 am
Location: 'Straya Mate

Re: Team Halo 2: Fortress Evolved.

Post by Smythe » Fri Jul 16, 2010 5:36 am

GIve the heavy an overshield
Image

kiddten
Commando
Posts: 2469
Joined: Wed Sep 30, 2009 1:42 am
Location: Nova Zeelandia.

Re: Team Halo 2: Fortress Evolved.

Post by kiddten » Fri Jul 16, 2010 6:09 am

wow, cartoon gun textures are harder than i thought. i can't make anything that isn't shit, or a solidish color.
kiddten, on most things nowadays wrote:no
TaxiService wrote:HERE IS THE GODDAMN WALDO YOU CHEATING DICK
๖ۣۜĐeяP wrote:U MOTHER FUCKER AND U FUCKING PARENTS AND FUCKED OFF ASS HOLES

iKiyoshi

Re: Team Halo 2: Fortress Evolved.

Post by iKiyoshi » Fri Jul 16, 2010 10:52 am

Image

Here's a good example of a 'cartoony' Cel Shade of Master Chief h3 edition.

kiddten
Commando
Posts: 2469
Joined: Wed Sep 30, 2009 1:42 am
Location: Nova Zeelandia.

Re: Team Halo 2: Fortress Evolved.

Post by kiddten » Fri Jul 16, 2010 4:10 pm

that looks really nice. would you happen to know a tutorial that can help me make stuff like that?
kiddten, on most things nowadays wrote:no
TaxiService wrote:HERE IS THE GODDAMN WALDO YOU CHEATING DICK
๖ۣۜĐeяP wrote:U MOTHER FUCKER AND U FUCKING PARENTS AND FUCKED OFF ASS HOLES

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

Re: Team Halo 2: Fortress Evolved.

Post by Mota-Lev » Fri Jul 16, 2010 5:10 pm

I have TF2 So I can beta. I'll start playing it a bit more.
Stupid tinypic removing my images

Mike1122
Ranger
Posts: 1590
Joined: Sat Jun 16, 2007 7:41 pm
Location: i dunno
Contact:

Re: Team Halo 2: Fortress Evolved.

Post by Mike1122 » Fri Jul 16, 2010 9:03 pm

damn ive been so out of the modding scene. we can mod the engine now?
Image

Smythe
Commando
Posts: 2429
Joined: Tue Dec 25, 2007 12:52 am
Location: 'Straya Mate

Re: Team Halo 2: Fortress Evolved.

Post by Smythe » Fri Jul 16, 2010 9:19 pm

Mike1122 wrote:damn ive been so out of the modding scene. we can mod the engine now?
No.
Image

Zanghfei
Ranger
Posts: 1590
Joined: Tue Jul 01, 2008 1:52 pm

Re: Team Halo 2: Fortress Evolved.

Post by Zanghfei » Sat Jul 17, 2010 12:57 pm

Mike1122 wrote:damn ive been so out of the modding scene. we can mod the engine now?
Call bungie =D

Post Reply

Who is online

Users browsing this forum: No registered users and 20 guests