[MOD] Bloodgulch - Alternate Universe 1.2 update

New mod releases.

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Sparky
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[MOD] Bloodgulch - Alternate Universe 1.2 update

Post by Sparky » Sun Aug 29, 2010 1:24 pm

Download - Version 1.2

After being subjected to an electron radiation shower caused by a local gravimetric anomaly in space, Halo's teleportation devices began behaving strangely. After a thorough investigation, UNSC discovered that this anomaly caused Halo's teleporters to function as wormholes to alternate dimensions, or parallel universes. The duration of this effect is unknown, so be careful not to get caught on the wrong side!

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Last edited by Sparky on Sun Aug 29, 2010 11:20 pm, edited 2 times in total.
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Re: [MOD] Bloodgulch - Alternate Universe

Post by kiddten » Sun Aug 29, 2010 4:27 pm

To be honest, I can't see a change.
but I'll dl anyway, to give it a try.
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Re: [MOD] Bloodgulch - Alternate Universe

Post by Mgalekgolo » Sun Aug 29, 2010 4:28 pm

go through the teleporters on either base
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Re: [MOD] Bloodgulch - Alternate Universe

Post by Amy » Sun Aug 29, 2010 4:51 pm

I am still sort of confused on what the mod does, anyone willing to post a description >_>
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Re: [MOD] Bloodgulch - Alternate Universe

Post by Mgalekgolo » Sun Aug 29, 2010 5:33 pm

this mod taeks you to another bloodgulch with no weapons and a bunch of scenery and added crap. i think the xyz is inverted too
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Re: [MOD] Bloodgulch - Alternate Universe

Post by tokage » Sun Aug 29, 2010 6:00 pm

It got bombarded by gravitons and graviolys.
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Re: [MOD] Bloodgulch - Alternate Universe 1.1

Post by Sparky » Sun Aug 29, 2010 6:29 pm

Version 1.1 update.

HINT: GO THROUGH THE TELEPORTERS
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Re: [MOD] Bloodgulch - Alternate Universe 1.1

Post by kiddten » Sun Aug 29, 2010 6:30 pm

so the only diifference is dual bsps and sh*tloads of badly placed CE scenery?
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Re: [MOD] Bloodgulch - Alternate Universe 1.2 update

Post by Sparky » Sun Aug 29, 2010 11:23 pm

1.2 update

I'd say that's an oversimplification, Flaming Bunnies.

Many thanks to my first three prominent testers and their suggestions tonight, especially [USM] Grox.
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Re: [MOD] Bloodgulch - Alternate Universe 1.2 update

Post by kiddten » Mon Aug 30, 2010 12:33 am

I mean, you said that the alternate bloodgulch was to have reversed x/y axises, and I downloaded under the presumption that was what I was getting. sorry about the oversimplication, I was a little bit angry/dissapointed. May I suggest, even though it would require new lightmaps (and I know those take ages X.x) maybe to mirror the alternate bloodgulch.
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Re: [MOD] Bloodgulch - Alternate Universe 1.2 update

Post by Sparky » Tue Aug 31, 2010 3:27 am

Mirror the alternate bloodgulch?
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Re: [MOD] Bloodgulch - Alternate Universe 1.2 update

Post by kiddten » Tue Aug 31, 2010 11:42 am

yeah, that would be interesting.
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Re: [MOD] Bloodgulch - Alternate Universe 1.2 update

Post by Sparky » Wed Sep 01, 2010 6:09 am

I don't understand what you mean, please explain.
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Re: [MOD] Bloodgulch - Alternate Universe 1.2 update

Post by TaxiService » Wed Sep 01, 2010 7:58 am

pretend that these turd outlines are bloodgulches:

Image

if the intesection of the two red lines is [0; 0], the blue ones are mirrored; and the one in the bottom-right corner is what you did. (aka turn 180°)
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Re: [MOD] Bloodgulch - Alternate Universe 1.2 update

Post by Sparky » Wed Sep 01, 2010 1:29 pm

TaxiService wrote:pretend that these turd outlines are bloodgulches:

Image

if the intesection of the two red lines is [0; 0], the blue ones are mirrored; and the one in the bottom-right corner is what you did. (aka turn 180°)
Which one of these am I doing, then? I mean, which does he suggest.
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