Also I'm trying to make my own indie Unity FPS, so I'd prefer to keep the required dev time of this Halo fanfiction at a minimum with easier tools like Forge.ĮDIT: By the way, your images look dope, and super inspiring. I think that will be a whole other level of difficulty as I don't know how to use them, so I'd definitely prefer figuring it out in Infinite Forge. I really hope all of this works out, because I'm so set on it now that if I can't pull it off in Infinite I think I'm gonna be compelled to finally make it using the Halo Reach or H2A dev tools as a mod. This is based on a fan-fiction I dreamed up and only barely started back when I was 14/15, but I've revised it in my head over the years as I've grown as a writer.Īs a hint about what happens, these two stories are intertwined now with Jorge involved, who is also trying to find a way back to Human controlled space. The story is about the way in which they survive all this, as well as what happens next as they try to make it home. They're inside the upper floors of one of the buildings that's pulled through the portal as seen in Halo 2, and end up adrift nearby the Delta Halo just as the schism occurs. I also plan to tell the story of a group of Marines and ODSTs that were in New Mombasa when Regret jumped to slipspace. ![]() So anyway, I plan to make a campaign about what happened to Jorge following his random slipspace jump. I'll also release all of this as a prefab if I can get it working. In this way I already plan to make my own "campaign-like" levels with Infinite Forge (assuming I can make all of this work as predicted). I'll of course immediately move their respawn point back to the kill box so that only the number of enemies I need for the given encounter will spawn. When they spawn in I will set their stats to resemble a Covenant/Banished species, turn them invisible, and attach the corpse of the given species to that bot. ![]() Any time I need NPCs for the players to fight, I'll move a given bot's respawn point into the map for them to respawn there after the next time they fall to their death. ![]() They will have respawn points which are tied to their team, and the Human player team will have their own. Anyway, the bot team will immediately be moved to a "kill box" where they will spawn and immediately fall into a kill zone over and over again. 12 because I believe that's the max per-team in custom games right now, but 20 if that's possible. I plan to make a Forge map where you're meant to play it 1v12, up to 4v12, or maybe 4v20 if possible, except the 12 to 20 player team are meant to be a team of only bots.
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