[MOD] Bloodgulch Extreme 2.0 release

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Total votes: 16

343thesentient
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Re: [WIP] Bloodgulch Extreme (1.0 release!)

Post by 343thesentient » Wed Mar 28, 2012 8:39 am

Kudos Sparky! And I thought the pre-release was amazing... this is outstanding. Very nice work :)

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Re: [WIP] Bloodgulch Extreme (1.1 release on April 1st)

Post by Sparky » Sat Mar 31, 2012 9:27 pm

1.1 is out tomorrow for April Fools.
It includes lava rivers near blue base (strategically placed so you cannot cross them by foot), fixed synchronized elevators and fixed machines in general, and a lot more equipment and item collections for all gametypes. Haven't adjusted the netgame flags like KOTH and Race from what they are already.
Lava will be awesome, conveys damage and gives off radiosity light (not dynamic light, that would be bleh). Rivers are too wide to cross by foot, so you have to find another way around. Touching the lava is instant death, unless you're in a vehicle, in which case you would take reduced damage.
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Re: [WIP] Bloodgulch Extreme (1.1 release on April 1st)

Post by Sparky » Sun Apr 01, 2012 6:30 pm

I was going to finish it today, but I've had a long and intense day so I should probably get some sleep. I even took a nap and I'm still tired. Woah.
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Re: [WIP] Bloodgulch Extreme (1.1 release!)

Post by Sparky » Mon Apr 02, 2012 11:13 pm

OK! 1.1 released, after having worked on it for almost all day. Enjoy!

Available for both Halo Custom Edition and Halo Demo. See downloads at bottom of this page:
http://halodemomods.com/wiki/Bloodgulch_Extreme

I am now finished with this mod. No further changes are planned. Enjoy!
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Modzy
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Re: Bloodgulch Extreme 1.1

Post by Modzy » Tue Apr 03, 2012 12:49 am


Sparky
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Re: Bloodgulch Extreme 1.1

Post by Sparky » Tue Apr 03, 2012 12:49 pm

Thanks Modzy, also I made a preview of it:
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Mgalekgolo
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Re: Bloodgulch Extreme 1.1

Post by Mgalekgolo » Tue Apr 03, 2012 6:06 pm

Wow... This is pretty amazing. I'm downloading now, but I saw the video. Very nice work.
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Sparky
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Re: Bloodgulch Extreme 1.1

Post by Sparky » Tue Apr 03, 2012 8:13 pm

I did lots of work, but it's still could be a better experience. I've decided to make a version 1.2 tomorrow with the following changes:
http://halodemomods.com/wiki/Bloodgulch_Extreme#Changes

You can drive over lava
Turn the elevators into vehicles with seats in order to better fool-proof them
Fix HUD strings (redo them)
Add safe bridges over lava
Reduce damage range of fire and space them around the bridges
Make boats show up by default (also the elevators, since they will be vehicles)
Slight fixing of +exactportal planes
Maybe tweak the sky tag's fog value a little bit to add some luminosity to certain areas
Also add some more lights indoors
Redo the radiosity

Another day, and this might be it for real this time >.<
Either you are groping for answers, or you are asking God and listening to Jesus.

343thesentient
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Re: Bloodgulch Extreme 1.1

Post by 343thesentient » Mon Apr 09, 2012 12:25 pm

Sparky wrote:I did lots of work, but it's still could be a better experience. I've decided to make a version 1.2 tomorrow with the following changes:
http://halodemomods.com/wiki/Bloodgulch_Extreme#Changes

You can drive over lava
Turn the elevators into vehicles with seats in order to better fool-proof them
Fix HUD strings (redo them)
Add safe bridges over lava
Reduce damage range of fire and space them around the bridges
Make boats show up by default (also the elevators, since they will be vehicles)
Slight fixing of +exactportal planes
Maybe tweak the sky tag's fog value a little bit to add some luminosity to certain areas
Also add some more lights indoors
Redo the radiosity

Another day, and this might be it for real this time >.<


I tend to get lost alot, so many mach's and planes, so many places to go!
I liked the music from 1.0 better, the new one is more like ambience though I guess that gives a sort of unnerving feeling to the whole map :)

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Re: Bloodgulch Extreme 1.1

Post by Ponzu » Thu Jun 21, 2012 12:07 am

This is astounding.
I wouldn't say more as that word is what this is.
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Hi

Sparky
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Re: Bloodgulch Extreme 1.1

Post by Sparky » Tue Jul 10, 2012 2:23 pm

I haven't been coming back to this yet, even though the next tasks for me are coming to be related to that with which I am helping Fonzie. This relates to the platform vehicle seats.

In the elevators, crouching makes the platform go down while jumping makes it rise. The physics used are similar to the longsword and pelican physics, except faster for the elevator movement rising and falling, and you can't move forward or backward, and the center of gravity is lower, and... it can't tip over. So a manual-control elevator would use modified pelican physics. That's how I expect these revised elevators to work.

But eh... working on Zeus and Fonzie's thing now. More work... maybe I'll just nudge through a 1.2 of BGX also.
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Re: Bloodgulch Extreme 1.1

Post by TaxiService » Wed Jul 11, 2012 1:59 am

That's a nice idea there, Sparky. The elevator speed should be regulated so that it doesn't kill the players riding it while going up. Also the elevator should probably not fall with gravity?
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Sparky
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Re: Bloodgulch Extreme 1.1

Post by Sparky » Wed Jul 11, 2012 9:39 am

It would not kill the players going up since the players would be seated in the elevator. By the way, how many seats do you think I should add to the elevator, just one, or perhaps several with one main driver?
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Re: Bloodgulch Extreme 1.1

Post by TaxiService » Wed Jul 11, 2012 10:50 am

Well, several of course. But I'm not sure if seats is a good idea. If we had seats, the best thing would be giving a new animation to the cyborgs so that they would just stand there, and be able to look around and shoot.

But wait, it really depends by what kind of elevator you are making. I am thinking of a c20 style elevator. Very large and very slow. (it should be slow enough so that a jumping player wouldn't die when landing on it)

If it was big enough it could transport vehicles as well, maybe. Something like: you drive your warthog on it, get in the elevator, go up and then in the warthog again.


But yeah, this depends by what you are doing in your map. A small player-only elevator that allows seats could look like one of the black mesa transit system trains..! (although it'd only travel up and down) ...Maybe with all the seats on one side of the elevator and the door on the opposite side.

...but what are you trying to do, again? I don't really know what kind of elevator you need for your map. :V
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Mgalekgolo
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Re: Bloodgulch Extreme 1.1

Post by Mgalekgolo » Thu Jul 12, 2012 5:54 am

You may notice in my machines reference map that I have a c20 elevator and you can in fact drive a hog on top. If you activate it with the hog on it, it will still go up and the hog goes with it.
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