Welcome to Open Carnage

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

Sign in to follow this  
Followers 0
Elote

TFTU- Halo 1 SP maps project

Members of Open Carnage never see off-site ads.

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.

Elote likes this

Share this post


Link to post
Share on other sites

Posted (edited)

1 hour ago, DSalimander said:

Nuke any tags contaminated with Open Sauce and work from there.

 

  Hide contents

Hi Nick

 

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. 

Spoiler

come make a map you know you want to

 

44 minutes ago, PopeTX28 said:

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.

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. 

Edited by Elote
PopeTX28 likes this

Share this post


Link to post
Share on other sites
18 minutes ago, Elote said:

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 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. 

 

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.

Elote likes this

Share this post


Link to post
Share on other sites

Posted (edited)

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 

dCyM6Wk.png

 ARPzXLF.png

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

XtCzta0.jpgQLyI5vW.jpg

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. 

F76V1hY.png

 

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.

Edited by Elote
(SBB) Storm and Tucker933 like this

Share this post


Link to post
Share on other sites

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 

5JBE9Th.png

8cCYHXg.png

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.

Ai7e86y.png

 

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. 

b79BSZ3.png

8P7b0VP.png

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

oj2c08a.png

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!
Edited by Elote

Share this post


Link to post
Share on other sites

This looks really sweet, I think a lot more people are finally willing to do more stock oriented mods with MCC looming. I always loved old school campaign mods like Contact despite how egregiously flawed they were, and to see more of something like that but with more thought put into it is exciting.

 

I'm happy to see stuff like this, the approach to the 1.5 tagset is definitely an interesting and subtle take on extending the sandbox but I look forward to seeing it nonetheless.

 

How far do you all plan to go for the overall visual quality of the 1.5 tagset? Is a tasteful visual boost in all of CE's assets a goal at some point?

 

EDIT:

Quote

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!

 

I'd be interested in giving feedback, you can reach me in my private messages and I'll try to respond after work.

Edited by MEGASEAN2812

Share this post


Link to post
Share on other sites
7 hours ago, MEGASEAN2812 said:

This looks really sweet, I think a lot more people are finally willing to do more stock oriented mods with MCC looming. I always loved old school campaign mods like Contact despite how egregiously flawed they were, and to see more of something like that but with more thought put into it is exciting.

 

I'm happy to see stuff like this, the approach to the 1.5 tagset is definitely an interesting and subtle take on extending the sandbox but I look forward to seeing it nonetheless.

 

How far do you all plan to go for the overall visual quality of the 1.5 tagset? Is a tasteful visual boost in all of CE's assets a goal at some point?

 

EDIT:

 

I'd be interested in giving feedback, you can reach me in my private messages and I'll try to respond after work.

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. 

 

 

MEGASEAN2812 likes this

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0
  • Recently Browsing   0 members

    No registered users viewing this page.