[MOD] RXA Firefight

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Nikolai Belinski
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Re: [MOD] RXA Firefight

Post by Nikolai Belinski » Thu Jan 21, 2010 12:07 am

hell, i've been playing it when i'm supposed to be in bed. like now for example haha

RXA
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Re: [MOD] RXA Firefight

Post by RXA » Thu Jan 21, 2010 12:08 am

haha, nice! :)

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Re: [MOD] RXA Firefight

Post by DARKJB007 » Thu Jan 21, 2010 4:52 am

can someone pm me mod link plz :mrgreen:
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Re: [MOD] RXA Firefight

Post by Turtle » Thu Jan 21, 2010 12:30 pm

RXA wrote:
olly12345 wrote:Hey what map did you use as a base? i need a good AI map for testing purposes.

The base map I used was H2 Coagulation, but on halomaps, I found a map called H2 Coagulation AI Public beta 1 by halo3n00b, which had ACTV spots in the SCNR. So I used SCNR SWAP to swap the SCNRs and now my original H2 Coagulation has ACTV spots in the SCNR.
Amy wrote:He modded a lot of the weapons, and he also took time to make every enemy and place them.
Thanks Amy! That's true. I had to restart the mod several, several times because of errors occurring in the maps. This might not seem like a lot, but reimporting, resetting all the jpt! tags, weapon clips and spread, and everything that I altered from the original map sure did take a while. Planning the AI waves, which probably was the easiest part took me about an hour of concentrated planning alone. This project alone took me about three years of dedicated modding. I know it might seem an extremely long time for just creating a "CE" mod, but I'd rather consider it a learning experience. In addition, I know that originality plays a huge role in what this forum believes a good mod is, but I also believe that gameplay is truly a huge aspect of what defines a good mod. I'm not saying that gameplay is a bigger aspect than originality, but it does count for a lot. I created this mod not to show off and brag about it, but to let you guys experience how fun this map really is.
And you know what?
This is original, well maybe not the mod itself, but the story line is very original; this was fun to play and everyone knows that importing takes a lot of time and dedication, yet nearly everyone on this board threw it back in your face. All I have seen on this forum are people disagreeing over stupid, unimportant things when this is meant to encourage modding, yet know one has given any constructive feedback, so shame on you...
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Re: [MOD] RXA Firefight

Post by Noodle » Thu Jan 21, 2010 12:51 pm

>_>

Alright, I have time for an argument.

CE mods are lame and retarded. Even if the weapons are highly modified, it's still CE, it's still illegal, and while it might be fun to play, it's not something that anyone should go around bragging about and making so much hype.

So far everyone I've seen in this thread except for Moxus, Amy and me have been total idiots about the fact that this is not even a fucking "mod". If you want to make some CE import-tardation then so be it, but don't bloody post it here. So far all I've seen here is a retarded amount of AI thrown into a copy of bloodgulch with a bunch of CMT/Kiyoshi ripped weapons. And while I still think that kiyoshi needs to calm the flying fuck down, CMT weapons and other sources from hceripper are all retarded.

So how about we all quit making arguments that should really only one or two sentences long, and get lives. This mod is pointless to be released on here. End of story.

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Re: [MOD] RXA Firefight

Post by Turtle » Thu Jan 21, 2010 12:58 pm

Fair enough, I'm not saying I support CE ripping, I'm just saying that you should stop being so hard on the members of this forum (not just you seafire)
So can we make a truce seeing as I have done enough ranting now?
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Re: [MOD] RXA Firefight

Post by Fortune » Thu Jan 21, 2010 5:47 pm

Dirty Harry wrote:and y'know what? IT IS FUN!!
isnt that what mods are supposed to be about? Harry is so right. I mean, isnt the reason we started modding was so that we could achieve more than bloodgulch? so we can fly around the universe? and then come back to bloodgulch and tell everyone about it? Honestly, i dotn see a reason why people give such a shit about a simple CE mod. As long as its fun, im OK with that. I agree that in doing so, you have very little talent, but isnt it good that it works and can be played? so really.
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Re: [MOD] RXA Firefight

Post by Noodle » Thu Jan 21, 2010 6:22 pm

Seafire wrote:If you want to make some CE import-tardation then so be it, but don't bloody post it here... This mod is pointless to be released on here. End of story.

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Re: [MOD] RXA Firefight

Post by RXA » Thu Jan 21, 2010 7:32 pm

I posted this mod here so that others could enjoy it. To some, this mod isn't pointless. Maybe to you it is, but you don't speak for everyone. :(

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Re: [MOD] RXA Firefight

Post by Dittoz7 » Thu Jan 21, 2010 7:48 pm

He's right Seafire.
I'm not a big fan of CE mods myself,
but he did do a good job on spawning AI and other stuff.
Mods are for entertainment.
If the only thing the mod had was just a bunch of ripped CE tags in a BG then I would join your rant.
But its not,
its a respawning AI mod with (as far as i can tell) no vehicle spawn placement.
/Topic should end now
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Re: [MOD] RXA Firefight

Post by kiddten » Thu Jan 21, 2010 8:07 pm

respawn AI with custom editon is shit easy. it's one of the first things i learnt in CE, and he didn't make the AI spawn slots, somone else did.
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Re: [MOD] RXA Firefight

Post by RXA » Thu Jan 21, 2010 9:34 pm

I get it, respawning AI is shit easy. But, at the beginning of this project, I had no idea how to get those ACTV spots in the SCNR. It took a lot of experimentation and time until I finally got it right. Like I said, this mod was a huge learning experience for me and I released this mod so others can enjoy it.

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Re: [MOD] RXA Firefight

Post by Moxus » Fri Jan 22, 2010 11:48 am

Fortune wrote:
Dirty Harry wrote:and y'know what? IT IS FUN!!
isnt that what mods are supposed to be about? Harry is so right. I mean, isnt the reason we started modding was so that we could achieve more than bloodgulch? so we can fly around the universe? and then come back to bloodgulch and tell everyone about it? Honestly, i dotn see a reason why people give such a shit about a simple CE mod. As long as its fun, im OK with that. I agree that in doing so, you have very little talent, but isnt it good that it works and can be played? so really.
Fact: what urks most people about CE "mods" is that they're just a cheap way to short-change people who work hard to deliver good work.

Example: Say I work for 2 months on a scenery map, painstakingly placing every scenery piece, weapon, powerup, vehicle, player spawn, and gametype by manipulating the raw co-ordinates. Then some noob comes along and makes a CE "mod", involving a few imports of other people's stuff from the flashy land of CE, and it completely overshadows everything I've done.

Who couldn't be bitter about that?

And besides, almost every single CE Import mod is just a slapped-together bunch of imports which require little more than 10 minutes of work. Is it fun? Sure! For the first 20 minutes! But does it have longevity? No. Is it original? No. It's an unimaginative, lazy, poor-quality product from someone who'd rather steal someone else than spent the time to make their own creative work.

And don't you people say "Oh, I've never though of myself when making my mods! I only make them for the community!" No greater illusion was ever fathomed; I can guarantee you that every modder here is motivated at least in part by their desire to attain a higher position in the community, whether they acknowledge that or not.

So really.

-=Moxus=-
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Re: [MOD] RXA Firefight

Post by Turtle » Fri Jan 22, 2010 12:15 pm

Ouch...
Oh and Moxus, I'm not on RXA's side here but he did say it took him 3 years to make, which sounds stupid for an all CE content map but none the less.
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Re: [MOD] RXA Firefight

Post by Noodle » Fri Jan 22, 2010 12:51 pm

Not only does it sound INSANELY stupid, it's complete bollocks.

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