[COLLAB DISCUSSION] Blood Gulch Reality

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Amy
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by Amy » Mon Mar 29, 2010 12:28 pm

...Please someone kill this person.


I am not gonna comment on how you totally just failed so hard. Seafire do it for me.
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2310
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by 2310 » Mon Mar 29, 2010 12:46 pm

Amy wrote:...Please someone kill this person.

I am not gonna comment on how you totally just failed so hard. Seafire do it for me.
... Sorry, I guess you see it from a different point of view. Whatever I said above is purely my opinion.

So, I suppose you are resigning from Bitmaps Dept.?

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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by Fortune » Mon Mar 29, 2010 1:03 pm

Halo is no where near realistic. Besides the guns (and the pistol having a god dammed scope) its realistic on a relative scale. As in physics.
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by kiddten » Mon Mar 29, 2010 1:23 pm

Amy, I'm just making everything look newer. so just do something along the lines of that, and if needed, add some details.
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by Noodle » Mon Mar 29, 2010 1:40 pm

Amy wrote:...Please someone kill this person.


I am not gonna comment on how you totally just failed so hard. Seafire do it for me.
Fine. Let me restate what I was going to previously but for some reason the post-post message wouldn't load.
*Ahem*

This mod is fucking simple as meat and potatoes and doesn't deserve to be a collab. It doesn't require the million paragraph rants that 2310 posts, or the overcomplicated organization of people, or the hype of the whole thing to the point it needs two threads. If you're going to do a collab, make it sound extremely awesome (Better than HRMT or something), make it professional, and make it NOT THIS.

If you and your little noob friends want to make a collab and end up D-Swapping a few things and fiddle with some variables, be my guest. But keep it in PM's. I seriously don't need to wake up in the morning, check this topic, and end up seeing some overdone rant about the Spartan project which I already know about.

Please gtfo of this thread.

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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by Amy » Mon Mar 29, 2010 2:37 pm

^ i meant more on the whole point that i need a theme, not a mod description....


Theme as in something to work with! Not just "Redefining the bitmaps," A THEME

To rephrase. WTF IS BLOODGULCH GONNA LOOK LIKE IN YOUR COLLAB!
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by seabeast » Mon Mar 29, 2010 2:55 pm

@Semenfire: HRMT didn't care about the name and instead focused on making the mod epic. Also lulz at waking up to check MGM.

Noodle
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by Noodle » Mon Mar 29, 2010 3:44 pm

I'm talking about the mod itself, Seabeast. Like he'd advertise what was in the mod, not the name.

2310
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by 2310 » Mon Mar 29, 2010 8:28 pm

Fortune wrote:Halo is no where near realistic. Besides the guns (and the pistol having a god dammed scope) its realistic on a relative scale. As in physics.
Oookay ... but it has integrated vehicular combat. And we haven't gotten to the AI yet. And some other things I can't remember and I'm not spamming Halopedia stuff this time.
Seafire wrote:
Amy wrote:...Please someone kill this person.

I am not gonna comment on how you totally just failed so hard. Seafire do it for me.
Fine. Let me restate what I was going to previously but for some reason the post-post message wouldn't load.
*Ahem*

This mod is fucking simple as meat and potatoes and doesn't deserve to be a collab. It doesn't require the million paragraph rants that 2310 posts, or the overcomplicated organization of people, or the hype of the whole thing to the point it needs two threads. If you're going to do a collab, make it sound extremely awesome (Better than HRMT or something), make it professional, and make it NOT THIS.

If you and your little noob friends want to make a collab and end up D-Swapping a few things and fiddle with some variables, be my guest. But keep it in PM's. I seriously don't need to wake up in the morning, check this topic, and end up seeing some overdone rant about the Spartan project which I already know about.

Please gtfo of this thread.
...

Point taken. But I finish what I begin.
Frinîk wrote:^ i meant more on the whole point that i need a theme, not a mod description....

Theme as in something to work with! Not just "Redefining the bitmaps," A THEME

To rephrase. WTF IS BLOODGULCH GONNA LOOK LIKE IN YOUR COLLAB!
Alright. Making it more realistic isn't purely about upgrading the bitmaps; everything should look like it was used, or at least for the time period it was there. (If I said anything contradictory earlier, sorry!) Think about how a real BG would look.

I took a walk through standard BG and here's a few things I found: (feel free to add on)
  1. Those shiny Forerunner bases could do with some dirt on them. They're a little too clean to have been there for 100,000 years. Also, the floor needs some sand.
  2. Rocks need to be a bit sandy, so it looks like it's actually been on the sand and not recently dropped on it.
  3. At the entrance of the open cliff from the red base, the floor does not fade into the cliff wall smoothly. Ensure all sides of the ground fade into the cliff texture.
  4. Also, if Falabmaja is successful in getting the 3d grass to work, we may want to make the entire floor sandy and then put grass on them.
  5. Banshee controls need to look like they can really be used to fly. Perhaps a radar, a screen, and a few buttons.
  6. Also, the cave needs some real lighting instead of the glowy things on the wall. Use the Forerunner lights in the base or the blinking spotlights/beacons, but for the latter make them white and not blinking.

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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by kiddten » Mon Mar 29, 2010 10:10 pm

i was thinking more jungle-ey for some reason. with like trees and stuff.
but we need a base grass like this
Image
but with stones and stuff mixed in.
could we add trees to bloodgulch? because we can't fill the whole arena with grass, unless you want uber lag.
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by 2310 » Tue Mar 30, 2010 8:08 am

Falabmaja The 2nd wrote:i was thinking more jungle-ey for some reason. with like trees and stuff.
but we need a base grass like this
Image
but with stones and stuff mixed in.
could we add trees to bloodgulch? because we can't fill the whole arena with grass, unless you want uber lag.
The natural environment of Halo is immensly varied. There's snow (Control Room), desert (Wherever the Pillar of Autumn crashed), beach (Silent Cartographer Island), and probably a few others I can't remember. Since there isn't thick jungle, we could use that as a theme, although that might be kinda laggy and confusing.

We could make the base something more like soil with just a little grass mixed in, if we have shady trees there won't be too much tall grass under the tree.

For trees we can use some of the existing ones, and also possibly add some hat-style trees (instead of conical trees) so that it also functions as cover against shees to some effect.

EDIT: Also, we should have a specific areas of greenery and specific areas of sand, instead of mixing it together. So there would be a path down the center between the hills where hogs can drive (it's currently the path entirely made of sand), and around the hills and sides greenery with grass and trees.

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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by Amy » Tue Mar 30, 2010 10:39 am

K so Bloodgulch will just be like a grassy plane? I just learned how to do that perfectly, so yeah.
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by 2310 » Tue Mar 30, 2010 10:48 am

Frinîk wrote:K so Bloodgulch will just be like a grassy plane? I just learned how to do that perfectly, so yeah.
Not the whole thing. The sides of BG should fade into the gulch walls on all the sides, and also there will be a sandy path from base to base. Each base will also be surrounded by sand/soil, so the base insides need to be at least a little sandy and not perfectly clean as if there's a team of Sentinels blasting out sand when there's no one looking.

Also, if we add new trees and grass sceneries, you'll need to bitmap them if they don't look good enough, or if they're cell shaded.

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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by kiddten » Tue Mar 30, 2010 12:57 pm

i'll start working on the sbsp, because i need to if we want grass.
do we still need that special spartan i made?

anyone doing scen placement?
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2310
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by 2310 » Tue Mar 30, 2010 7:47 pm

Do you still have pics of the special spartan bitmaps? I'd like to see them before making a decision on them.

Scen placement goes to scen dept.: Dittoz7. I'll probably need the scen changes to be on a minimally modded map, and then import everyone's work into it.

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