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About killzone64

  • Birthday 05/26/95

Extra Information

  • Gender
  • Location
    close enough to Seattle
  • Occupation
    Maritime engineer
  • Interests
    RC, Mountain biking, Cars
  • 2022 Map Contest
    1st Place

Contact Methods

  • Discord
  • Steam
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  • PSN

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  1. Hi all, on Saturday, September 3, 2022 7 PM Pacific we will be having our second annual VKMT Community Showcase, featuring a plethora of mods across all the Halo games (including of course, Halo Custom Edition). Mark your calendars, grab some snacks and maybe some friends because there will be a lot of content to check out. If you missed the old days of CE3, this will be return of that style of showcase you've been waiting for. Showcase will video premiere on and if you want to check out last years, here's the link for that too! Hope to see many old faces there
  2. Was there something else i missed in your post because i also posted my map release within the contest deadlines?
  3. Introducing: Dynamis! A Covenant-themed Halo 3 map inspired by the forge map select. This map has been a long time in the making. The original versions of the map date all the way back to 2015 for Halo: Custom Edition. I made a bunch of edits to the model to fix spawn trapping issues and ended up never testing it in game because the base design I had really didn't play well. A year ago the model found its way back onto my radar and I decided to polish it up for the impending Halo 3 tools release after deciding I liked the changes I had made back in 2017. I originally took inspiration from the forge map select from halo reach. The only part that remains similar is the center bridge and the side bridges that connect. The rest of the map is completely different and fixes a lot of the issues I had with how select plays. Special Thanks to Fritzster and ShmeeGrim for help with weapon placement and the halo 3 spawn system. And LudusRegard for help on the uv and texure work Downloads: Imgur gallery
  4. its been a while since i have participated in a mapping contest. i guess i might have to enter in this one
  5. i'm glad i could put my architecture classes to work i have a lot more detail geometry in the works, the final version is going to be that much better.
  6. 120fps is fantastic for ce, i cant play any other way now. i used to have a program that made a batch file to limit game framerate so you would just have to launch the game via the batch file.
  7. actually the later games dont have the sealed world rules so they can do whatever. as a matter of fact halo 4s bsps are pretty much entirely made up of instance geometry
  8. So to give a short introduction mental mapping team comprises of SBB MIchelle and Me, killzone64. this project was bred from an ill fated attempt at creating MPG4 for CMT. lets just say we didnt agree with the decisions that il duce primo was making so we made everyone involved in the project quit at the exact same time... we decided to make our own mapping team, with blackjack and hookers..... and so mental mapping team was born We began porting maps from later halo games that everyone claimed to be impossible to ingame (that forge world bsp that altis is using was ported by us in collaboration with altis) aah the early days of cheaply throwing stuff together and proving that it works we quite early on decided that porting highly detailed maps into a 10 year old engine kinda sucks and decided to move on to better things, aka custom maps. a few examples: all of these maps are heavy wip's only one map that i am working on is in the details stage. thats it for the introduction, look for more posts later about newer maps Highlands: after learning new techniques and getting some new and super special tools we decided to give porting maps another go this time around it is the map highlands, this one has been all michelles work (her baby ) and so far its turning out fantastically more updates on this to come later on. Rats Nest: This is by far my favorite btb map in halo 3, this maps story begins back before BSP extraction from later halo games became possible. I, with only a few pictures and youtube videos, set out on a journey to recreate the map as accurately as possible to the original (and i was pretty damn close too once i compared the two). once bsp extraction was released that project fell to the wayside and i found myself working on other things. a few months ago inspiration struck and i began to restart on the model, but this time i decided to shake things up a bit. the map is based on a space station now, with a visual theme comparable to the orbital cannon platforms in halo 2 and the map orbital in halo 3 this map is my main focus right now as i work towards a level of detail comparable to halo 3 and reach. All of these maps are FULLY backwards compatable with stock halo ce but will also support the graphics extension opensauce. We utilize a custom tool that allows us to completely bypass the stock limits. This allows us to have both normal and extended shaders while also being able to include things like directional lightmaps and increased render limits. (These additions will not be visible to non os users but there will be no advantage one way or another, unless you like sweet graphics).
  9. both, they never fixed it look around in edge there are a lot of them but most of them are out of the playspace
  10. i found a shitton of them in halo online as well....
  11. this is pretty damn cool. this plus opensauce would be awesome
  12. that photobucket gallery has some of my old stuff from when i started up to the beginning of this year. i quit porting stuff to start work on custom bsp's (still porting a few reach maps with my teammate) some more recent wip's
  13. i have been around the halo ce modding scene for the last 6 years but never made an account here, im tired of the BS going on over at halomaps and i'm hoping some of the other guys have followed suit and joined over here.