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[MOD] Bloodgulch - Alternate Universe 1.2 update

Posted: Sun Aug 29, 2010 1:24 pm
by Sparky
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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Re: [MOD] Bloodgulch - Alternate Universe

Posted: Sun Aug 29, 2010 4:27 pm
by kiddten
To be honest, I can't see a change.
but I'll dl anyway, to give it a try.

Re: [MOD] Bloodgulch - Alternate Universe

Posted: Sun Aug 29, 2010 4:28 pm
by Mgalekgolo
go through the teleporters on either base

Re: [MOD] Bloodgulch - Alternate Universe

Posted: Sun Aug 29, 2010 4:51 pm
by Amy
I am still sort of confused on what the mod does, anyone willing to post a description >_>

Re: [MOD] Bloodgulch - Alternate Universe

Posted: Sun Aug 29, 2010 5:33 pm
by Mgalekgolo
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

Re: [MOD] Bloodgulch - Alternate Universe

Posted: Sun Aug 29, 2010 6:00 pm
by tokage
It got bombarded by gravitons and graviolys.

Re: [MOD] Bloodgulch - Alternate Universe 1.1

Posted: Sun Aug 29, 2010 6:29 pm
by Sparky
Version 1.1 update.

HINT: GO THROUGH THE TELEPORTERS

Re: [MOD] Bloodgulch - Alternate Universe 1.1

Posted: Sun Aug 29, 2010 6:30 pm
by kiddten
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

Posted: Sun Aug 29, 2010 11:23 pm
by Sparky
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.

Re: [MOD] Bloodgulch - Alternate Universe 1.2 update

Posted: Mon Aug 30, 2010 12:33 am
by kiddten
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.

Re: [MOD] Bloodgulch - Alternate Universe 1.2 update

Posted: Tue Aug 31, 2010 3:27 am
by Sparky
Mirror the alternate bloodgulch?

Re: [MOD] Bloodgulch - Alternate Universe 1.2 update

Posted: Tue Aug 31, 2010 11:42 am
by kiddten
yeah, that would be interesting.

Re: [MOD] Bloodgulch - Alternate Universe 1.2 update

Posted: Wed Sep 01, 2010 6:09 am
by Sparky
I don't understand what you mean, please explain.

Re: [MOD] Bloodgulch - Alternate Universe 1.2 update

Posted: Wed Sep 01, 2010 7:58 am
by TaxiService
pretend that these turd outlines are bloodgulches:

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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°)

Re: [MOD] Bloodgulch - Alternate Universe 1.2 update

Posted: Wed Sep 01, 2010 1:29 pm
by Sparky
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.