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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


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Everything posted by PopeTX28

  1. Thanks. They have their flaws, but it makes up for funny memes.
  2. I don't know where to posted. But it's something that Michelle suggested. This is a posting of every map that I have created. Starting from Oldest, ending with most recent. ----U-turn---- my first map ever made. It's a crappy box map. ----Gravitary---- My 2nd map made. It's a crappy interior map. ----Ancient Sanctuary Beta---- My 3rd map, was quite successful. Great idea not having starting pistols :/. ----Airlock---- Yes, author says 'Hellhound' but it was actually me. ----Gridiron_Beta---- This map was fun to make. Probably one of my favorites. I'm too lazy to change things and finalize it though :/ ----10k POA Beta---- Probably one of the best Asymetrical maps I've made for CE. It's small but it plays awesome. It would be better with proper spawns. ----10k Halo Beta---- Probably one of the prettiest maps I've made. ----10k T&R---- One of the most uniquely designed maps that I have made. ----Nitra---- My goal for this map was learning Aether. Worked out pretty good. ----Prudhoe Beta---- This was a fun Arena map to make. I need to finish it with proper portals. Map is poorly optimized, but still plays fun. ----Hemoasis---- This is my most polished map. It's also the map that helped me win $50 from the OpenCarnage mapping competition. ----Brumal---- I made this map in 1 week with limited time for the Open Carnage competition. It's not my most favorite work, but it's a decent enough map for 1 week. ----GridironV2-Public Beta----- Version 2 of Gridiron. New Redbase area and skybox. This is a public beta of the map. Final version with better lighting might be released in the future. In terms of gameplay, it seems pretty final. ------------LINK TO DOWNLOAD ALL THE MAPS-------------- http://www.mediafire.com/file/vab6yx5zgfc96t5/Maps.zip/file
  3. The kit is complicating for someone new to level design for sure. Someone who has had past experience with other engines for level design could probably figure it out easily. The level design portion of the HEK Tutorial sucks, but it does have decent info about other things (Portals, materials, errors, etc).
  4. lol Interesting. Congrats DSal.
  5. Yeah, I feel like they could have made a better teaser There should have been more environment interaction that led to the monster suddenly appearing. But I guess a teaser is a teaser.
  6. I've been following this game for quite some time. The progress they have been making in their discord has been absolutely amazing. The main reason I'm excited for this game is because of how similar it is to Dead Space. In about 13 hours from now, a gameplay trailer will be revealed. Here are some renders of the game from their discord: Trailer has been released. Although it is quite brief. The animation looks great. But the male leads voice acting is a bit cringe. In case any of you are interested in the game, they have an official discord: https://discordapp.com/invite/gEj6NZk
  7. They are certainly a pain to make. You got that right.
  8. Interesting, looks like it will be quite the maze/puzzle.
  9. Happy Birthday Giraffe!
  10. Broken shaders and other visual features for the most part. Some of the visual features on the xbox were not ported over successfully to the PC version. But this is technically the default 'ported' PC version of the campaign.
  11. Hello OC! I'm currently in the development stage for a map that will ultimately be submitted for the competition. My main goal for this map is to feature all 4 factions in halo ce: UNSC, Covenant, Forerunner, and Flood. UNSC and Covenant factions will be represented as team bases. Each base will have the same layout, but different architectural styles. Red base will be UNSC themed, Blue base will be Covenant themed. Forerunner structures will be located towards the center areas of the map. Flood environments will be found in underground areas (as if the infection was contained behind doors). I haven't decided on an overall layout for the map, but it will be obviously outdoors. I'll have to decide if it will be grass, snow, desert, island, or swamp themed later. Kinda hard to decide, but I might learn towards and overall island environment. Right now, I am modeling bases for the map. The UNSC base is completely modeled and textured.
  12. I do plan on making some custom flood scenery to populate the tunnels some more. Some of the scenery will hopefully be used as a way to light up the caves. Also some flood blood, dripping effects, etc. Hopefully for the tunnels and I can keep the fog as it is, but add flood spores as a weather effect.
  13. Interior for the central structure has been modeled. Next step is the exterior. The flood paths may be a little redundant/symmetrical looking, but I'll try to mix it up later.
  14. Developing new flood tunnel paths. These will be used to access the bottom portion of the central structure. I'm hoping to add some pipe-bridges that would ultimately connect the top level of the central structure and the tele-bases together.
  15. Well, after the mapping competition, I was planning on doing a stock-base SP mission. I may run some ideas/layouts by you. I'm not really savy with scripting or AI placement. But I would like to say I'm good overall with layout and BSP design.
  16. So is this a team of people? Are you all working on 1 single player mission at a time or multiple? I'm curious on how this is all organized. I think this is pretty cool. Especially with a focus on stock-based SP mission design and nothing complicated. I'm interested in knowing more.
  17. Oh. I didn't mean this map. This map is perfect enough as it is! I meant seeing some other UT2004 maps converted to CE style geo. Anyways, can't wait to play it tonight! It should be fun.
  18. The weather is Texas.
  19. I might try it but I already have UT2004. It would be cool to have some of the maps converted over to CE style aesthetics.
  20. I'm still trying to decide between vuths map and altis map. I'll need to check them both out when I get back. So sorry if I end up changing up my vote.
  21. Thanks guys. The overall map is only 1/2 the size of bloodgulch. Expect it to be timberland/bloodgulch size. The fog will most likely be toned down big time, so portals will certainly be implemented. I just didnt have the time to implement them. I can tell you all, if I had the extra 4-5 days, the map would have been better. So expect some good things for the final product. Also Storm, I think I got lucky with you being unable to reach the flag from underneath haha.
  22. I'll need to play this when I get back home. But from what I've seen so far, this is pure smex. Love you aLTis!
  23. Thanks! Juneau should be fun. I plan on doing a lot of fishing.