CLAUSTROPHOBIA

New mod releases.

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a bullet
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CLAUSTROPHOBIA

Post by a bullet » Fri Jan 25, 2013 8:40 pm

WOOOOOO
http://www.youtube.com/watch?v=pYzOQFpGPYE
I (sniff) … am done with it. This has eaten up so many hours of my life I have convinced myself that I must release it, finally, before I come up with another tweaking idea and must postpone the release for many more months. This is a CSS mod (ghasp), where you can host a modded server and have normal players, whom are not running the mod, play along with you without lag or horrendous warping.* Using swordedit, endurance, and too many sleepless nights I have moved just about absolutely EVERYTHING in the original bloodgulch map file into the two small caves housing the flamethrower and overshield, hence the name 'claustrophobia.'
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16 bloodthirsty players, too many weapons, and no way out.
CHAOS ENSUES
And, still, I somehow was able to throw in two vehicles for the sake of the lols.
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EVERYTHING in here is modded to some extent. Functionality, visual appeal, etc of every featured weapon has been changed. Now that I think of it I don't think there's anything in the .map file that I didn't edit in eschaton. I could list all the changes (ie everything) but that would take forever, and I would rather let the players experience the game for themselves.
stop reading and play
-a bullet <3

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*You may have to tell your players they cannot leave the caves. Occasionally they will be walking up to the caved-in sections of the map, and warping. They will probably cry 'LAG' and hate you forever. Otherwise there is usually a love/hate response from the client-side audience, as all major functionality changes are CSS.

Also credits to t3hlag and o90x42424 for several animations and base bitmaps.

Supports Capture the flag, slayer, and oddball.
Whenever I see Nuthead's avatar all I can see is a sad, abandoned cigarette butt that is forced to spend the holidays all alone in the cold.

nil
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Re: CLAUSTROPHOBIA

Post by nil » Sat Jan 26, 2013 12:04 pm

You should try porting the mod to MD so that some of us can actually play it and try it out.
I am no longer active to Halo or MGM, and don't guarantee a response on the forums or through email. I will however linger around the discord room for general chatting. It's been fun!

Modzy
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Re: CLAUSTROPHOBIA

Post by Modzy » Sat Jan 26, 2013 2:07 pm

Wow, excellent mod. The weapon balancing is spot on. From the two-capacity shotgun to the flamethrower that damages the owner--spot on. Very believable rock covers, too.
The modifications all suit the map very well. Heavily modified HUD, but no errors in its rendering. Only thing that may be a problem is, it might be hard to play CTF; actually getting the flag to your side in a big game would be quite an achievement.

Great job.

EDIT: Also, after I converted it to HaloMD, the vehicles did not spawn. Worth looking into if you're porting it.

TaxiService
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Re: CLAUSTROPHOBIA

Post by TaxiService » Sat Jan 26, 2013 4:32 pm

About vehicles not spawning: It might have something to do with the gametypes. Like, just get in the scnr and set the vehicles you want to spawn by default. Halo demo's gametype spawned 1 hog, 1 rhog and 1 banshee per team. HaloMD's gametypes just spawn the default vehicles per team, and they're not the same. (I mean, if i recall correctly. •_•)


Anyway gee this seems like a really interesting map! Looking forward to play on it a bit whenever i get some time!
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a bullet
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Re: CLAUSTROPHOBIA

Post by a bullet » Mon Jan 28, 2013 6:36 pm

Modzy wrote:Also, after I converted it to HaloMD, the vehicles did not spawn. Worth looking into if you're porting it.
I swapped the Banshees with the Shade turrets in both the scenario and globals a long, long time ago to get them to spawn with default settings. I guess I could've always just meta edited their tags in the scnr but forgot to before I released it. I don't know if this helps at all. Also, in HMD, I don't think the default gametypes spawn vehicles, do they?
Whenever I see Nuthead's avatar all I can see is a sad, abandoned cigarette butt that is forced to spend the holidays all alone in the cold.

002
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Re: CLAUSTROPHOBIA

Post by 002 » Mon Jan 28, 2013 8:32 pm

The default gametypes only spawn the default number of vehicles custom tailored in the map. You can change this.

Modzy
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Re: CLAUSTROPHOBIA

Post by Modzy » Mon Jan 28, 2013 9:42 pm

You should fix the vehicle problem and port it to MD. It will be put into the mod database so that other people can play it.

rEsTnPeAcEz
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Re: CLAUSTROPHOBIA

Post by rEsTnPeAcEz » Tue Jan 29, 2013 3:53 pm

Imma play Juggernaut with traits like speed boost and damage boost. OMG Gonna Be Sooooooo Fun!!!!!!!!!!!

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