Welcome to Open Carnage

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


  • Content count

  • Joined

  • Last visited

  • Raffle Tickets


1 Follower

About stunt_man

Extra Information

  • Gender
    Not Telling
  • Contributed
    $25 (US) to Open Carnage

Recent Profile Visitors

2,307 profile views
  1. Even though it lost the competition, this map still played better than a couple of the other entries. I enjoyed it
  2. Hello OC, I browsed through the SAPP: Script Releases section and didn't find what I'm looking for. Requesting a script that allows non-admin players (-1 level) to initiate a vote for lo3/map reset. Preferably, I'd like to be able to customize the command being voted for. For example, instead of lo3, I may do a countdown followed by a map reload (in order to fully reset combo-powerups like the one up to on Hang 'Em High). But I also use @Kavawuvi's fast load script: Would it be possible for that player votes to call a custom command, which I could specify in commands.txt? Greatly appreciate your help with this. Thanks EDIT: would also like a way to set voting threshold (ex: like for SAPP mapvotes, where "51" means >50% of votes)
  3. Glad these got ported with clean tagset To anyone wondering what these maps are all about: A few members of the long-standing 2v2 community of Xbox players released Halo 1.5 as a mod many years ago. These maps were never released on PC until Michelle's previous ports (I believe only Downrush/Zerohour?) about 3 years ago. Contrary to most custom maps released for PC, these were designed by high-level players that actually understand the intricacies of the 2v2 team slayer meta. The creators were acutely aware of the gameplay implications of their design decisions, and they made very few arbitrary decision in terms of player spawn placement, netgame equipment placement, pathing, etc. The result is a pack of 13 maps that, for the most part, can be played competitively or casually. In my opinion these maps are much closer in design to the smaller original maps (Chill Out, Prisoner, Hang 'Em High, etc) than anything the PC community has ever put out (keyword: smaller maps - not talking 8v8 big maps). All that being said, give them a try when a server goes up with them!
  4. Thanks sorry I must have skipped over that part.
  5. Which users?
  6. What criteria will be used for judging maps? For example will a good-looking-but-poorly-designed map win over a bad-looking-but-well-designed map?
  7. Sorry I don't come around here much... The teleporter shader I'm using in unreleased versions of my Xbox ports is actually a custom shader (2 shaders, actually) created by DSalimander. The ones in the "rc_final" versions of the maps is outdated, but was ripped from DSali's H2 Beaver Creek. The new one looks much better. I have an old thread for my project on here and I'll update it when everything's finished.
  8. Yes it's possible to port the Xbox versions of the maps, I've been working on them for awhile. Latest public releases are here: https://www.dropbox.com/s/82rc79du09el2q4/Xbox Versions - Final Release Candidates.zip?dl=1 https://www.dropbox.com/s/dthwxkf7r35whkb/Xbox Versions - Imminent %26 Levee.zip?dl=1 https://www.dropbox.com/s/dzu59884dtimxvi/xbox_exhibit_h1.5_rc_final.map.zip?dl=1 https://www.dropbox.com/s/nps0hgyhf3791nt/xbox_hotbox_h1.5_rc_final.map.zip?dl=1 It's not a complete set and is missing some maps, but I'll be releasing the final versions sometime in the next few months
  9. Ah well. Anyway it's thanks to him that I'm able to achieve equivalent (and better) results without NeX's script on my servers. I hope the info I posted above will be useful to anyone look to host this sort of thing.
  10. Actually I wanted to tag you and 002 but for some reason it wouldn't let me do two consecutive tags? Anyway just thought it'd be worth clearing up any lingering confusion about NeX's script and fixing the item time offsets. The above configuration is what I use in my servers and it's been working well. Also you said something about raffle tickets but I wanted to say, send them to... Kavawuvi's doppleganger
  11. Sorry for the bump but I just want to confirm that this doesn't work anymore. Forgot to answer back in October :/
  12. Haven't check in here in awhile, but NeX's script (which was truly an impressive techinical feat and groundbreaking at the time) is now obsolete. SAPP now has a command called disable_timer_offsets that, when enabled in SAPP's init.txt, fixes the problem addressed by NeX's script, regardless of gametype. It seems to be much cleaner and item times remain accurate. The functionality that was lost includes was the grace period at the beginning of the match and the on-screen timer. The benefit of using this method vs NeX's script: more stable server performance (I was experiencing seemingly random crashes all the time when using NeX's script),proper compatibility with floating powerups, and longer more accurate spawn times in long games (after the 30 minute mark). This lost funcationality can be restored though. Kavawuvi has since released a script that syncs "item time" with sv_map_reset (see attached full_reset.lua) and yet another script that adds some HUD elements (console output) including talking timer, teammate spawn countdown, and teammate pickup notifications for powerups/rockets (see attached team_info.lua). A grace period can be added manually by using SAPP's event system to simply display a countdown in chat to all players at the beginning of a match, leading into a "sv_map_reset". Personally I prefer the more graceful method of using SAPP's event system to force "gamespeed 0" (requires players to have HAC2, not sure what happens for players that don't have HAC2) for the first 15 seconds of a match, and display a countdown to all players, leading into a "gamespeed 1" when the match is to start. team_info.lua full_reset.lua @Tucker933
  13. I'll re-check when I'm at home, I could have sworn this still worked as recently as last week.
  14. Hey dude, thanks for your donation!

    1. stunt_man


      No problem, I didn't even know there was as a donate button, otherwise I would've donated earlier.



  15. Thank you aLTis you've fixed Oddball on Damnation.