[MOD Template] Cliffgulch Tunnels (Version 2.0 release)

New mod releases.

Moderator: Halo Moderators

Sparky
Delta Force
Posts: 4194
Joined: Wed Mar 31, 2004 8:59 pm
Location: New Jersey, USA
Contact:

[MOD Template] Cliffgulch Tunnels (Version 2.0 release)

Post by Sparky » Thu Jul 29, 2010 9:27 pm

I made this because someone requested that I add more cliffs to bloodgulch. I hope you all enjoy, it took me half a day to make!

Once again, I chose to make Bloodgulch into a scen object, rather than making a level out of it. As such, there are no light maps and no BSP. You can use any tags from this mod, but I would like you not to recycle the music. I added this music as a preview for the Galaxy Wars soundtrack. Since I will be using the music for Galaxy Wars, I would like you not to use it. Thanks.

Image
Image
Image

Version 2.0
Image

The tunnel entrances are camouflaged, so to speak, so that you will have to put some effort into discovering their locations. I didn't develop the tunnels at all, I'm leaving this up to you guys -- that's right, this is a template, not just a mod release. All the materials are fixed, and everything is where it should be, as far as I know, with the exception of the King of the Hill points and race track points. If you want to use these gametypes, you'll have to change offset 910 in HexEdit from 00 00 to 7F 15, then open the scnr editor in Eschaton and add +3 to all the z coordinates of those net game flags (use the arrows in the scnr editor, it's easier that way). Remember to revert the value to 00 00 when you're done with the Eschaton scnr editor so you don't see the original bsp.

You can edit this map as-is in SwordEdit, but you'll have to adjust that hex value of the bsp in order to load the map within Eschaton's scnr editor.

So let me know what you think!

http://www.halodemo.net/wiki/Mod_Databa ... ch_Tunnels
Last edited by Sparky on Mon Aug 09, 2010 7:35 am, edited 2 times in total.
Either you are groping for answers, or you are asking God and listening to Jesus.

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

Re: [MOD Template] Cliffgulch Tunnels

Post by Amy » Fri Jul 30, 2010 6:59 am

So there are more caves? Dude that is epic-sex....
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 :/.

Sparky
Delta Force
Posts: 4194
Joined: Wed Mar 31, 2004 8:59 pm
Location: New Jersey, USA
Contact:

Re: [MOD Template] Cliffgulch Tunnels

Post by Sparky » Fri Jul 30, 2010 9:13 am

Many players tested this with me, including Sgt, Bubb, and Hawk-Eye. I'd like to thank them for their time and enthusiasm.

While testing, we discovered that one of the tunnel entrances is difficult to exit through. So what I'll do is adjust that exit to make it easier to use.
Also, the map size is generally the same, but since there is so much more area to explore both above and below ground, it will seem much larger and therefore require more teleporters and likely also vehicles. I'll demonstrate by adding lots of vehicles and some teleporters to the more difficult-to-reach locations above the map. So essentially, I'll revise this to make it much more fun :|
Either you are groping for answers, or you are asking God and listening to Jesus.

Fonzeh
Ranger
Posts: 1894
Joined: Tue Oct 16, 2007 3:57 am
Location: "I didn't just take your mom out to dinner. I ate your mom for dinner."
Contact:

Re: [MOD Template] Cliffgulch Tunnels

Post by Fonzeh » Sat Jul 31, 2010 12:54 am

Noice sparky! Don't forget the AI though man, I got the cheese if you got the burger.
G[v]N wrote:HUGE NOTIFICATION
THIS GRAVY HAS BRAINS
Mota-Lev was here 30/4/2010@2:18pm
Image

tokage
Ranger
Posts: 1459
Joined: Sat Dec 06, 2008 4:28 pm
Location: Between the 'y' and 'i' keys.
Contact:

Re: [MOD Template] Cliffgulch Tunnels

Post by tokage » Sat Jul 31, 2010 9:26 am

Well that's weird... My response to your PM has just been sitting in the outbox. O_O
Image

Excend
Commando
Posts: 2791
Joined: Sun May 06, 2007 3:27 am
Location: SiK x Gh0sTs Rehauled.
Contact:

Re: [MOD Template] Cliffgulch Tunnels

Post by Excend » Sat Jul 31, 2010 9:31 am

It stays in the outbox until it has been read, then it goes to the sent box.
TaxiService wrote:Roses are red
Violets are blue
What a shitty thread
Fuck all of you.

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

Re: [MOD Template] Cliffgulch Tunnels

Post by Amy » Sun Aug 01, 2010 7:34 am

I want more tunnels.
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 :/.

Sparky
Delta Force
Posts: 4194
Joined: Wed Mar 31, 2004 8:59 pm
Location: New Jersey, USA
Contact:

Re: [MOD Template] Cliffgulch Tunnels

Post by Sparky » Sun Aug 08, 2010 7:05 pm

Amy wrote:I want more tunnels.
Added more, but still not enough.

There is a secret tunnel, where it's only the collision, not the model. Explore at your leisure whilst I add more secret passageways.

http://www.halodemomods.com/wiki/File:C ... review.zip

Hint:
Image

EDIT: Version 2.0 is out and has a visible model added to this hidden area. If you want to keep the trick walls, use the above download link for the Preview mod, but if you want to see it how it is, then download version 2.0 (same link as the first version release).

Hint, revealed:
Image
Either you are groping for answers, or you are asking God and listening to Jesus.

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

Re: [MOD Template] Cliffgulch Tunnels (Version 2.0 release)

Post by Kayar » Mon Aug 09, 2010 11:05 am

Whoa! :shock:

I shall have to download this sometime...
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

Mgalekgolo
Commando
Posts: 2589
Joined: Thu Jun 24, 2010 6:36 am

Re: [MOD Template] Cliffgulch Tunnels (Version 2.0 release)

Post by Mgalekgolo » Mon Aug 09, 2010 11:38 am

nice. but why cant i put it into sc???
sept with weap spawning
Yarok wrote:There may be a giant dildo protruding from your forehead.
Image

Sparky
Delta Force
Posts: 4194
Joined: Wed Mar 31, 2004 8:59 pm
Location: New Jersey, USA
Contact:

Re: [MOD Template] Cliffgulch Tunnels (Version 2.0 release)

Post by Sparky » Mon Aug 09, 2010 1:39 pm

check to make sure the bloodgulch scen object is visible in the level. you might need to set its coordinates off by a lot. use swordedit instead, andzoom all the way out.
Either you are groping for answers, or you are asking God and listening to Jesus.

Mgalekgolo
Commando
Posts: 2589
Joined: Thu Jun 24, 2010 6:36 am

Re: [MOD Template] Cliffgulch Tunnels (Version 2.0 release)

Post by Mgalekgolo » Mon Aug 09, 2010 1:41 pm

testing with giant tree that blocks the path...
Yarok wrote:There may be a giant dildo protruding from your forehead.
Image

002
Ranger
Posts: 944
Joined: Wed Aug 16, 2006 5:48 pm
Location: ::1

Re: [MOD Template] Cliffgulch Tunnels (Version 2.0 release)

Post by 002 » Mon Aug 09, 2010 1:49 pm

Good map. I'm downloading it.

Edit: I found the hidden tunnel. It didn't take very long.

Noodle
Delta Force
Posts: 4763
Joined: Wed Aug 29, 2007 7:11 pm

Re: [MOD Template] Cliffgulch Tunnels (Version 2.0 release)

Post by Noodle » Mon Aug 09, 2010 2:04 pm

Very cool, Spark. Kinda looks like some sort of Japanese underground bunker during WW2.

Mgalekgolo
Commando
Posts: 2589
Joined: Thu Jun 24, 2010 6:36 am

Re: [MOD Template] Cliffgulch Tunnels (Version 2.0 release)

Post by Mgalekgolo » Tue Aug 10, 2010 6:45 am

i wanz a giant hill (:
but no the new one looks great.
addition into sc succesful btw
i got 2 in
Yarok wrote:There may be a giant dildo protruding from your forehead.
Image

Post Reply

Who is online

Users browsing this forum: No registered users and 3 guests