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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


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About Elote

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  1. It's been a while but I got a little sidetracked with personal stuff. A small update but there is definitely somethings I want to go over That is a short segment of the sandbox test level I mentioned earlier. I am releasing the sandbox SP test level and am looking for feedback on how the basic Halo 1.5 sandbox plays. This level's tagset is a little outdated and contains tags I am no longer/never will use but the level itself is the type of game play I'm shooting for. Although it is a "test level' its more of a "test environment" level. The sandbox is being tested in a real scenario space. Consider this the first unofficial map release of the project as the BSP was not made by me (http://hce.halomaps.org/index.cfm?fid=1042 its from here and is a low key gem). This level is based around the 1.5 sandbox so let me know how you guys feel ( I didn't really QA this besides with a few friends, basically disable the 3 communication relays and secure the rest of the area, if you get lost just hold forward). Speaking of the 1.5 sandbox here is a quick breakdown on the most obvious addition, the Brute You can download and play Brute Canyon Here (it is a .yelo!) Work continues on the Urban level as we map out potential encounters and spawn closets, here are some screenshots from the planning of that level Another one of our traditional Halo levels is starting to take shape in its block-out form. Here's a short clip of that Mountain climb is on a indefinite hiatus as Pope had to step away from the project for personal reasons and Stunt man has lost interest in level design for H:CE. If anyone would like to finish this level off let me know as I'm putting it on the back burner for now. That's it for this update. Thanks for checking it out and feel free to leave feedback on the level above
  2. I've experimented with bump mapping some of the characters and upscaling their textures but to be honest I'm on the fence with it. I'm not sure where the line gets drawn on what should we do or should we just try to update every asset in H1? The main philosophy for 1.5 is just to add on to H1's core not change, replace or modify, but then again it is just a visual thing. I feel like H2 isn't that far removed from H1's art style and some of the assets blend well enough that it isn't jarring. We're also shooting for that old school feeling\look so I'm not sure if that hurts that design choice as well. Its definitely something we're looking at but at the moment I'm not sure of the extent of how far we would go down that path.
  3. Small update Altheros and I have been finishing up the 1.5 tagset, and the Halo 2 tagset has been shelved/ recycled into Halo 1.5. All potential Halo 2 projects have been canceled or reworked into 1.5 maps. Halo 2's gameplay simply isn't fun replicated in Halo 1's engine. Tagset: The Halo 2 Phantom offers some variety and is also a little more nimble for some of the smaller encounter spaces we have planned, I'm really happy the way this turned out. It also has a explosive cannon like its Halo:Reach counterpart to differentiate it from the tuning fork The brutes are nearing completion and I'm happy with the way they interact with the rest of the H1.5 sandbox. The Hammer brutes will use H3 animations which actually look pretty good giving them a throwback H3 beta feel. Expect a breakdown video on the 1.5 sandbox sooner or later. Stunt Man has decided to step away from the project for the time being and @PopeTX28 has taken over development of his vanilla level. Definitely excited to have him on board as he understands the Halo 1 aesthetic perfectly. Mountain climb is about 50% complete with two major sections left. The Urban level is being refined to be more streamlined within Halo 1's gameplay scope. Here you can see some early street fight encounters with the covenant vs the player and his squad of marines Although the street is super open we have a few ways of segmentation to blend halo 1's AI/sandbox. 1. Dropships/Troop Carriers (H2's Shadow) 2. Cluttered street and covenant encounter spawns behind scenery as player approaches (pseudo-ambush) 3. Busy AI (marine encounter exits a building and engages covenant allowing player to "flank" a encounter instead of the covenant being picked off at a distance not reacting) 4. Encounter exits location (building, alleyway etc) and enters street Mixed H2 geometry with custom geometry That's it for this update, we are still looking for help in the BSP\Art department, and we are also looking for a few people to give feedback on a sandbox test level (Basically a custom SP level using the H1.5 sandbox that is used to test the sandbox in a "real/live" gameplay space). Thanks!
  4. Small update: Mountain Climb's first part is almost complete, hoping to get a gameplay pass of it uploaded soon to show everyone what type of gameplay/style we are shooting for Me and Banshee are working on a Urban Human level, think New Mombassa or New Alexandria. Fighting in the streets and surrounding buildings this will be a fast paced level with vehicle encounters. This level will use the Halo 1.5/Enhanced tagset On the tag front I've been experimenting with dual wielding elites (thanks to DarknessSamura\BellBlitzKing for his assets!). These weapons at the moment drop and detonate into singles of their main type. Similarly to how the elites in reach duel wield, these elites will make rare appearances but are a definite threat. We are also looking at making a duel wieldable needler for them. I'm also planning to do a breakdown video on some of the features and ideas behind the 1.5 sandbox and gain feedback on said ideas.
  5. I understand the hate for OS from a multiplayer standpoint 100% but from a SP POV I think it opens a bunch of things up (although it can be annoying sometimes from a dev standpoint). Plus a lot of the H2 assets look like ass without bump maps, all the vanilla levels will be non OS anyway so a majority of this will be vanilla. Its not really a team per say, Banshee is a good friend of mine and dips in here and there, Altheros and Killer5000 did most of the OS tags but aren't around atm. I would say I'm the person with the most HSC experience and will probably do most if not all SP design. Right now me and stunt man are working on Mountain Climb but that is at his work pace as he is the main designer on that. We basically have a few builds and we bounce ideas off each other based on the original concept. I have a few concepts (crudely drawn in MS paint and on pen and paper) or if a designer would come on board with their own idea for a SP level I would work with you (as long as its in the scope of Halo 1's gameplay). Stunt man is only focused on that 1 level as its based on a concept I have, but if other people were to come on board I could definitely juggle multiple levels (HSC obviously being easier than BSP). I am practicing on my own BSPs but its nothing I'm confident in publishing as a part of this.
  6. Halo: Tales From The Universe: A bunch of grounded Halo SP levels around the universe during different time periods providing players with a unique "Halo" experience per level. From Covenant factories in swamps to urban human colonies, we are looking to cover every corner of the halo universe. These levels are balanced around Heroic/Legendary and are made to be a fair challenge at the peak of Halo:CE's sandbox. Little to no story per level, not a linear campaign. Halo 1 has a serve lack of "Vanilla" SP levels (Lumoria is the only one that comes to mind and sort of The Flood Campaign's 1 level) which is a real shame since Halo 1's sandbox and gameplay loop is one of the strongest in the series. We are shooting for a Old School feeling, along with a few expanded levels on top of the vanilla experience. TAGSETS: HALO 1 (Vanilla): The basic bungie tagset, no new additions, just vanilla halo 1 Goals: Resemble halo 1 gameplay/flow "30 seconds of fun" (Thank you Refined team!) HALO 1.5/ENHANCED (OS based): The rules for this tagset is to keep the core halo 1 sandbox intact without breaking the golden triangle established by Bungie. No new player usable weapons, just new enemies/ vehicles to diversify the game play loop. Anything deemed not fun/ useful will be tweaked/ cut. Should feel like a add onto halo 1's existing base not a whole new experience. Not all tags will be used on all levels, only were they make sense. AI: Brutes: Whats Halo:CE without brutes spammed everywhere? Brutes from Halo 2 balanced around Halo 1's sandbox (brute minors are a 3sk majors are a 4sk with helmet break). They use Plasma rifles, Needlers, and have a berserk AI animation. They also use brute shots which detonate like fuel rod guns and are not usable by the player. Brutes are used as shock troops similar to Reach, they are elites with no shields (not bullet sponges) and are meant to compliment them on certain levels, not outright replace them. They are the middle troop between jackals and elites. From left to right: Brute leader, Major and Minor. Leader has weak energy shielding. Drones: Drones from halo 2 balanced around Halo 1's sandbox. They use Plasma Pistols, Needlers, and Plasma Rifles. They are more of the Halo 2 swarms instead of the Halo 3 Swarms, basically flying grunts. Gives the covenant an air unit and diversifies the encounters. Flood Combat Elite (Shielded): New flood unit, basically similar to Halo 3 were some combat forms have shields. These combat forms will retain their armor to let the player know they have shields. WEAPONS: Type-42 Plasma Cannon: A handheld portable plasma turret used by elites as a support weapon. Basically a "double PR" in the sense that it has double the rate of fire, careless pushes will result in the player's shields getting melted, these elites are tagged to hold angles and suppress the player. Detonates on drop (non explosive) Brute Shot: The halo 2 brute shot, Detonates on drop Concussion Rifle: Reskinned brute shot rarely used by higher ranked elites. Detonates on drop Carbine: Mid range rifle for the covenant, used by elites and jackals (Iffy on this as it goes against Halo 1's gameplay of long range encounters) Detonates on drop Gravity Hammer: Close range option for brutes. Detonates on drop (non explosive) Elite Minor with Plasma Cannon, and some elite variants, flood combat form is a WIP still need to skin the feet HALO 2 TAGSET(OS based): This is being considered for Halo 2 stylized levels but a majority of the work is done (minus some zteam assets as placeholders) Halo 2 isn't the best replicated in the CE engine and just isn't that fun, might just dump these in a release. Early Level Development- Mountain Climb (Vanilla) A linear trek through a canyon, the player is to enter a UNSC Aerospace Command Center and stop a spec ops team from gaining navigation data. A colony towards the end of its glassing, there is no backup and all loose ends must be tied. Inspired by Half Life 1's canyons, get prepared for some platforming and diverse geometry. We are looking for people familiar with BSP/level design, and HSC who have a similar mindset/understanding on the strengths of how Halo 1's SP sandbox flows. Any artists who are interested in Halo 1's Art style should reach out as well (would like to replace some of these H2 assets) Thanks to: Banshee64 (Tagging, BSP) Altheros (Tagging) Killer5000 (Tagging) Stunt_Man (BSP) Elote (Tagging, BSP, HSC/Level Design) Halo 1: Refined Zteam (Some placeholder assets)