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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

Vuthakral

Moderator
  • Content count

    941
  • Joined

  • Last visited

About Vuthakral

  • Birthday 04/12/1997

Extra Information

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

Contact Methods

  • Steam
    Vuthakral

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
    None.
  • 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

39,765 profile views
  1. 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).
  2. 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.
  3. 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
  4. 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:
  5. 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.
  6. 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?
  7. 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.
  8. 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)
  9. Full disclaimer: I honestly still have next to no idea what I'm doing lol
  10. Here's some more pictures of early bsp work
  11. I don't think "never done before" and "a while" coincide lol edit: this was my 933rd post wew
  12. Reactant Reactant is a map I have started which is themed around a Halo CE-esque forerunner installation in a large long-settled sinkhole somewhere on installation 04. It is an almost-BTB (e.g. plays optimally in 4v4-6v6, but 8v8 might get hectic), asymmetrical, objective based map. I'm terrible at drawing diagrams so just try to interpret my words as well as you can on this. Gameplay: As stated above, a big team battle oriented map with an asymmetrical design in a massive pit. Level Design: Open-ended paths for both the footsoldier and vehicle use. This map will support a single neutral banshee. A few tunnels and forerunner interiors dot the edges of the map, with a giant open central space. Tags?: Stock Halo CE tags, but compiled with the refined tagset. So you get all the lovely bugfixes and xbox-esque shaders. Lore: (for those of you who care for a tiny bit of backstory to maps) Reactant is a forerunner power station, traditionally these structures are buried underground, however this one has been unearthed due to a mechanical failure deep underneath the ring's surface, causing a massive sinkhole in the surface of the ring. This pictures is outdated but I'm not going to remove it, just for the sake of letting people in the future reading this see how I approached making this map. This was the first screenshot of the map I took where I felt the general shape of the map was good enough to show off.
  13. Hey man, could you do me a huge favor? I need really quick help with my VPS. I'm almost finished with the VPS server. Only problem I have is when I run the server it shows up on the server list, I join then it shows me glitched then disconnects me immediately! I don't know what the problem is. When I get on the terminal this is what it says:

     

    003d:fixme:ntdll:EtwEventRegister ({5eec90ab-c022-44b2-a5dd-fd716a222a15}, 0x10001123, 0x1001e020, 0x1001e038) stub.
                    003d:fixme:ntdll:EtwEventSetInformation (deadbeef, 2, 0x1001bc10, 43) stub
                                                                                              Using profile path ..
    Failed to read data file header bitmaps
    ### FAILED TO OPEN DATA-CACHE FILE.

    Failed to read data file header sounds
    ### FAILED TO OPEN DATA-CACHE FILE.

    Failed to read data file header loc
    ### FAILED TO OPEN DATA-CACHE FILE.

    0042:fixme:winhttp:get_system_proxy_autoconfig_url no support on this platform
                                                                                  0042:fixme:winhttp:WinHttpDetectAutoProxyConfigUrl discovery via DHCP not supported


                                                                 sv_log_rotation_threshold: 16384
    sv_name: {BC} Official Team Server
    sv_maxplayers: 16
    Failed to read MOTD
    sv_motd: motd.txt (FILE NOT FOUND)
    10
    >> beavercreek                    ctf
    >> boardingaction                 team slayer
    >> carousel                       classic rockets
    >> chillout                       team king
    >> damnation                      ctf
    >> deathisland                    ctf
    >> gephyrophobia                  ctf
    >> hangemhigh                     ctf
    >> longest                        ctf
    >> prisoner                       ctf
    >> ratrace                        ctf
    >> wizard                         ctf
    Failed to load sapp.dll!
    sv_name: {BC} Official Team Server
    sv_maxplayers: 16
    sv_public_value: 1
    Dedicated server is running on map beavercreek (0 / 16 players)
    Use the 'sv_end_game' command to stop the game.
    halo(

  14. Post to bump this, I've completely overhauled the original post of the topic. Now giving more information about the weapons, vehicles, and giving a better idea of how this tagset actually plays. Expect some actual screenshots and possible some videos relatively soon.