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AbandonedCashew

Modding
Progress with Invasion

77 posts in this topic

Are you adding some kind of award/scoring system of some sorts? like killing an enemy player inside an objective while on defense will award you a site defense medal or something.

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shit had i known earlier i would have finished clover canyon, if you need it message me and ill give you a test copy, its 90% complete with the exception of 1 structure, but if you still want it to test and promote i have it, message me on xbox since i wont be posting an unfinished copy here.

 

lordcrusnik1986

Edited by lordcrusnik

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Okay! Tonight was the first test, objectives went well, no black screens, but the map was poorly selected by me. The weapon tuning had some balance issues which I will be fixing asap, and I will be gradually testing more as more maps come out for it.

lordcrusnik and Thunder like this

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Did some testing on my own later that night (only me and closed lobby so don't worry, I ain't leaking shit).

 

Here are my thoughts:

 

Flood appaerance:

 

Not really liking it tbh, the first person animation looks clumsy plus it just doesn't really make sense to have the flood in Invasion. Flood models also look the same for everybody so it'll make it more harder for players to indentify players by their armor.

 

Not really a big problem since it's toggeable but I'd recommend you to add another option on top to make the Elites team 115-125% bigger.

 

Objectives:

 

Dunno if it's on purpose but you had to actually capture Alpha and Bravo to get into the next stage instead of only one.

 

Not liking the spawnable flag once a territory is captured, I know it's purely aesthetic but hopefully the final version doesn't have it.

 

Ordnance dropping after objective capture is a nice touch, you should give players some kind of heads up when a team reaches the next stage, maybe use the dominion flash screen plus some widget/kill feed text on top of that.

 

Weapon tuning:

 

I think it's not neccesary, I know you're trying to get it to feel exactly the same but I think H4's sandbox is good as it is. I can already see some players getting confused by this.

 

Vehicles spawning:

 

I noticed some vehicles spawning at the sides of the map after objective capture, glad you got it to work.

 

I ecommend you to display some kind of navpoint (you have lots of them to choose from what I saw) after they spawn for the first time, only for 5 seconds or so.

 

Player spawning:

 

Didn't get any chance to test it, maybe this version doesn't support it yet? Bro spawning and Zone spawning were crucial to Invasion so hopefully you nail them.

 

-----------------------------------------------------------------------------------------

 

Anyway, I have very high hopes for your gametype, Invasion was my favorite gametype from Reach and was basically all I played back them.

 

With some more testing and tweaking it'll become one of the best modded gametypes out there.

 

Hopefully all I wrote there didn't come as very rude ;)

Edited by Gabotron ES

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Thanks for looking into the stuff Gabo lol,

I will keep the flag on the captured territory but you do only need to capture one. Could have been a container issue considering just that day I made it that way. I will take your advice and bring in some messages on phase migration, including a screen flash and some sounds and CHuds. You know I do like that vehicle navpoint idea, I will implement it. But with the weapon tuning I am going to balance it and make a "Modern Invasion" that isnt Reach-ified as a second gametype. Fireteam spawning is conpletely functional by the way (: I am just not using the camera because of how broken it is, but Fireteams do work fully with my setup.

Again thank you for testing and I too have high hopes for this.

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Yeah having a reach version and standard halo 4 version as 2 seperate gametypes makes most sense.

for vehicle spawning I suggest using dominion vehicle pads so that people can see that a vehicle will spawn there instead of it randomly appearing

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Ovr I don't like that idea because of how ghetto it would be to set up and play on. It is much more professional to have vehicles spawn in with a navpoint. Reach didnt even have the navpoint and nobody complained. Gabo as I have said before, your loadout determines how you spawn; Assault named loadouts spawn you on your bro, Guard named ones spawn you on the current phase zone for your fireteam, and for attackers, Scout spawns you on the previous phase zone for your fireteam.

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alright ill be finishing clover canyon tonight and ill message you tommorow with a link,  i havent set any kind of specials for the map so it will be a vanilla map, but feel free to mess with it as you see fit :smile:

 

Plotpointsoverview.jpg

Edited by lordcrusnik
AbandonedCashew likes this

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Once again another update:

inv_vehicle now has support for Rocket and Gauss Warthogs as well as Shade Turrets. (EDIT: Warthogs are being retarded so gotta fix it)

Tuned the weapons nicely and lightly decreased the Needler's ROF.

Still working with the buddy navpoint, tis only be working for host.

Newly spawned vehicles now have a navpoint on them for their teammates to know that they exist.

Merged traitsets to simplify stuff...

And I added a broad spectrum of dominion piece support, all but Vpads are supported with inv_upgrade.

 

Anyway this is the last update I will give until the release, but anyone please feel free to share thoughts and suggestions.

Edited by AbandonedCashew
Gabotron ES likes this

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Lol I disabled bomb throwing...

Also I added navpoints for new items on phase transition, they have the ordnance (for vehicles) and ammo (for weapons) icons. The navpoints only appear for 8 seconds just to signal to players that they have spawned.

Another thing is I added a weapon label, it doesn't function the same but works just like inv_vehicle or inv_bridge, except it's for weapons ^^

In addition to this stuff and more, I feel very happy with how this gametype looks. Minus the fireteam camera (broken seemingly unfixable) and the bro-navpoint (still workin on it). I will be testing more this week and I feel a release date coming soon :tongue:

Edited by AbandonedCashew
Teancum and TAxxOUTBR3AKxx like this

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Minus the fireteam camera (broken seemingly unfixable) and the bro-navpoint (still workin on it). I will be testing more this week and I feel a release date coming soon :tongue:

You're probably getting close to the physical size limit, but consider using Action118 to change the camera (check the comments as well as the post): http://www.xboxchaos.com/blog/40/entry-129-action-118/ Essentially you'd set a respawn zone on a bro, then use Action118 to set the respawn camera to that respawn zone. It was used in Reach Race gametypes, and in principle could work here.

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You're probably getting close to the physical size limit, but consider using Action118 to change the camera (check the comments as well as the post): http://www.xboxchaos.com/blog/40/entry-129-action-118/ Essentially you'd set a respawn zone on a bro, then use Action118 to set the respawn camera to that respawn zone. It was used in Reach Race gametypes, and in principle could work here.

Now can I use that to select which player in the game they can spawn on? Or can I set it to spectate repsawn zones already on the map?

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You're probably getting close to the physical size limit, but consider using Action118 to change the camera (check the comments as well as the post): http://www.xboxchaos.com/blog/40/entry-129-action-118/ Essentially you'd set a respawn zone on a bro, then use Action118 to set the respawn camera to that respawn zone. It was used in Reach Race gametypes, and in principle could work here.

How do you use an action without a name? I tried and ksoft.tool kept giving me an error, null name

Edited by Cosmic lightning

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Now can I use that to select which player in the game they can spawn on? Or can I set it to spectate repsawn zones already on the map?

It should work on players too.

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It should work on players too.

Yeah I saw when I tested that it is literally just an enabler of the fireteam camera... Still completely "broken" and never spawns you.

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Alright well I say "alright" alot...

Okay so I have done a good deal to the gametype, only three known bugs remain so while I work on them (they don't affect gameplay and are small) I will release a beta tomorrow (Thursday). I have a fake fireteam camera for aesthetics that I havent gotten to test in a lobby, however. When I release the beta please feel free to let me know in the post Ill make about any bugs regarding anything...

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Excellent work Cashew. I might see to working on a map with the beta in my spare time, although I want to try and get the chud messages working on my project before I think about anything else... haven't quite figured it out yet. :(

AbandonedCashew likes this

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For anyone looking for Invasion maps to remake, the maps featured bellow are all solid maps, most of them tested by the HWM crew back in Reach before the community invasion matchmaking update, I played all of them and they're indeed, very good.

 

 

 

As for the beta, I'll test it myself and post my thoughts on it. Invasion was pretty much all I played back in Reach and having a worthy succesor would be pretty awesome. I have big hopes on your work.

Edited by Gabotron ES

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I did Floodgate :D

I just have to put down spawning, vehicles, and objectives.

Dang it was hard though, the scaling is difficult when the coli walls aren't the same size xD

Gabotron ES likes this

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Invasion was so under-utilized in Reach. I never was huge on the customs scene, keeping mostly to my real-life friends when gaming. I always wanted to play custom maps, but everyone voted on the built-in maps. Hopefully this will help me get interested again, maybe even joining a customs group.

 

I wonder *if* Halo 2 Anniversary is being developed whether the multiplayer will be Halo 4-based. Invasion on Halo 2 maps would be great. Let me forge the giant fan....

Edited by Teancum

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Invasion was so under-utilized in Reach. I never was huge on the customs scene, keeping mostly to my real-life friends when gaming. I always wanted to play custom maps, but everyone voted on the built-in maps. Hopefully this will help me get interested again, maybe even joining a customs group.

 

I wonder *if* Halo 2 Anniversary is being developed whether the multiplayer will be Halo 4-based. Invasion on Halo 2 maps would be great.

 

I wonder *if* Halo 2 Anniversary is being developed that the multiplayer will be a beta for H5.

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