Welcome to Open Carnage

A resource for Halo 1 modding and tech, with unique means of rewarding individual content creation and support. Have a wander to see why we're worth the time! EST. 2012


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About Vuthakral

  • Birthday 04/12/1997

Extra Information

  • Gender
  • Location
    CA, USA
  • Occupation
    3D Graphic Design
  • Interests
    Dragons, Video Games, 3D Graphic Design
  • Contributed
    $20 (US) to Open Carnage
  • Raffle Victor

Contact Methods

  • Steam

Computer Details

  • Name
    (The) Black Dragon
  • Central Processor
    Intel i5 @ 3.4GHz
  • Motherboard
    ASRock Z77 Extreme4 ATX LGA1155
  • Graphics
    Nvidia 660 TI
  • Memory
    1TB Physical; 16GB RAM
  • Sound Card
  • Storage
    Western Digital Caviar Blue 1TB 3.5" 7200RPM Internal Hard Drive
  • Power Supply
    Corsair Enthusiast 750W + ATX12V
  • Case
    NZXT Phantom 410 Special Edition Gunmetal White Stripes.
  • Display
    ASUS Monitor Idontrememberthemodel
  • Keyboard
    Logitech G105 "Gaming" Keyboard
  • Mouse
    Logitech G502 "Proteus Core" Mouse.
  • Operating System
    Windows 7 Home Premium/Windows 10

Recent Profile Visitors

42,363 profile views
  1. Would having a higher tickrate adversely affect the game's already wonky netcode at all? Speicifcally in the regard to explosives and vehicles physics.
  2. Next to nothing, to be honest. I got started on one of the exposed forerunner structures fora teleporter frame in the under area about a week and a half ago, and haven't even touched it since. I don't reasonably have enough time left with all the stuff I'm doing outside of this map right now to finish it on time, and if I don't have a timetable keeping my goals in place then I'll just about never get something done.
  3. Sourcefiles / tags released. Contrary to my last post, I know. But here it goes: I'm done working on this map. I've left a full explanation in the README.html file in this 7z archive, but summary is that I've just honestly lost the inspiration to continue working on this map. I know some people told me they really liked the concept of the map and would have loved to see it in a more finished state. Unfortunately I will not be providing that. I will be providing my Maya scene, and my 3DS MAX scene for this project (as well as a .obj file if for some reason you can't open either of those) of my last progress I made on the map. There will also be information on things I had planned to do, in a summarized form, in the README.html file if anyone ever wants to try their hand at completing the map. Download from: Google Drive Download includes: - README.html - reactant_pdb2.map - 3ds & maya scenes, and an exported obj - exported Halo CE textures used for UV'ing in Maya - data & tags for reactant_pdb2
  4. Nothing yet, but it's not dead. Just been busy with other stuff. Don't worry I'll make the deadline.
  5. Thank you for all the great feedback & advice, and yeah I'm aware of a ton of these problems. It's mostly from trying to make the round one deadline and not having the time to fix a lot of these problems (both due to my own procrastination and not lol) A few things are already set, such as the water plane having the fog set as well (though I forgot about clusters, woops.), and the map does have a custom ground texture but it's really crap, 5-minute job over in substance painter just so I had a ground to work with. I'm not really too big a stickler on being the 100% fully original on content for the contest, I'm looking what could make this map its best in the final product. Though you are correct on the teleporters, they were mostly just thrown in so I can worry about actual bsp work later on down the line. I had wanted to make the teleporters be part of a partly-exposed forerunner structure but did not have the time to model this in when my primary focus was the basic cavernous structure. As for the doors, to be honest that's because I made a bad mistake early on and didn't size-check the doorframes I tore from b40's bsp, so those ones which are just about twice as large as they should be were already put into the map's geometry and I wasn't really feeling the mood to fix them, and I've decided later on down the line around when I work on the teleporter structures I'll remove these improper doors and replace them with the proper large doorframes. Also yeah, there is a phantom BSP in the upper rocket room, but it's very small and, thankfully, is almost parallel to the floor, and very low to it so it won't get in the way of gameplay; maybe just bounce a grenade slightly off the ground in a small, single-story room where it may not make much of a difference. It's not high enough to crouch under for safety so I just let it go for now. But yeah, a lot of these problems, as I've been trying to convey, are because of a mix of procrastination and running out of time, and as a result I had to cut some corners to get this version of the map out for round one. I'm pretty sure like 70% of the bsp work has been done in the past five days alone, as I spent time going back and forth working and considering ideas. You probably noticed pretty easily my use of the spike rock scenery in the under-path area, these will be replaced with actual bsp geometry later on. Shotout to not calling me out for forgetting to apply a shader to the top of the side-path vehicle cave/part of the ceiling in the lower rocket room though lol Also of course a huge shoutout to the people working on the refined tagset, this is the first time I've actually worked with the stock tags in years and I've gotta be honest the visual difference is night and day and I really love how faithful it is to recreating the OG xbox assets. I do have a few more ideas for things I want to do/add, as well as a complete overhaul for that banshee spot/teleporter area by fleshing out an entire forerunner structure in the cliffside, limiting access to the play-space with locked doors. Edit: Also yes, this is my first Halo Custom Edition map I've made my own BSP for. Not even testmaps or anything before this. I've spent an unhealthy amount of time in forge over on the console games, and have some rough experience messing with mapping tools for other games (namely hammer over in the Source engine, and admittedly a lot of time spent making buildings, structures, islands, and etc over in Roblox many years ago when I was a lot younger. 2008-2010ish).
  6. Nah man I'm talking like for some reason a scorpion tank spawned inside the garage of red base, and this only happens on race.
  7. Here's my map, Reactant, which is in a very rushed state currently just trying to meet the deadline for round one. I hope to take feedback & etc from all the expected problems in round one to better flesh out the map and fix the minor visual bugs present in this map currently. All gamemodes should work, although race was acting funky with vehicle spawns for some reason. Reactant public development build 2 Download from: Google Drive Development Topic
  8. uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu in all seriousness consider this a fair warning pre-emptive post; the saying holds true hat people's first maps are almost always bad. I dont expect this map to go anywhere. It's full of minor visual issues that I don't have time to fix before the map contests' round one entry period ends. I won't consider this first version being released as a "final" and I hope to iron out gameplay problems (I know there's going to be some due to simplistic level design which I can hopefully expand on later). I wouldn't be surprised if the SBB video for it scores like a 2-3/10. I'll be posting the map later today/tonight. V -- EDIT-- V I forgot how this site auto-merges two posts since I made the last post and recently. Everything below here is from the 2nd post I made. I've posted the "public development build" version of this map for the sake of the map contest. I honestly just name it that for my own sake because I really want to save the final name of just "reactant" in the scenario/file name for when I'm actually finished with this map. You can find the download link here over on the map competition submissions thread. Here's a bunch of screenshots I took of how this version of the map currently is ingame:
  9. Fricken' Yeetle Here's the invite to the Discord server I made for Halo MCC PC a while ago: https://discord.gg/BFbXU2M Just a simple name of "Halo MCC PC", I'd love a more creative name but I'm not good at naming stuff. (funfact, Reactant took me about 50 minutes to figure out a name for it) > The server is set to US East. > We've got some optional roles / name colours for users to pick from as well, > We have two text channel categories, one for general stuff, and another for all the games with relevant names. > And then we have two voice channel categories which are almost identical, except that one category is a true immersion of the Xbox Live experience most of us remember.
  10. I've had one I set up the same day as the MCC PC announcement which I've been trying to let people spread on their own by word of mouth; could I post it here as well?
  11. Here's some more progress for the map's bsp. I've mostly been tweaking stuff back and forth with the map itself in the name of gameplay concern Changes include making the map's play area about twice as wide as it previously was, more vertical variation in the terrain, further increased the depth of the upper walkway area, added a little more natural curve to some of the cliff walls, and of course I got the waterfall in now. Unfortunately, I don't have this version of the bsp exported from Maya to show anything in-game yet as I am still working on the bases. Kindly ignore the grody looking top of the map, it's going to be a grassy hillscape in the final, and is not a playable area. And then here's my current progress on the new team bases. I opted to take some design choices from the original CE maps (sidewinder, timberland, etc) and go for a two story base that's embedded into the cliffs design.
  12. Thrown what I have done so far in-game because these screenshots really don't do a good job of giving a proper sense of scale. Obviously, still heavy WIP. I'm really not too happy with the flag room design I have right now and might redo it. It just feels way too much like it'll be a choke-point. (this next one below is actually just an underground hallway teleporter room, not connected to team bases at all.) (this one below here is the team base / flag room that I'm currently not happy with the design of)
  13. Full disclaimer: I honestly still have next to no idea what I'm doing lol
  14. Here's some more pictures of early bsp work
  15. I don't think "never done before" and "a while" coincide lol edit: this was my 933rd post wew