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[WIP] The Red Skulls - A Free-Roam Campaign.

Perform missions at your discretion, buy air support, and more...

#1 User is offline   TCK 

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Posted 05 May 2011 - 08:15 PM

Hello all! I thought I should post this here as well. Those of you who frequent ModHalo.net or HaloMaps.org (or even the Halo 1 section on Bungie.net) may have seen this thread posted before. I recently joined this community, however I am not new to modding. I have been an active member of ModHalo.net since 2009. Well basically, I'd like to tell you of the biggest project I've yet to work on (and honestly the only one I've worked on which demonstrates my current abilities). To begin, let me explain my niche in modding - I am a scripter, first and foremost. This has implications of AI, cutscenes, and overall gameplay development, which I do so enjoy. As the quote beneath my avatar so eloquently describes, my specialties are all of that plus the interesting addition of ui_widget_definitions. Yes, I know how to do most other aspects of modding, yet I frankly find no enjoyment in doing them, and to be quite honest I don't see myself as doing a good job with them

Before proceeding further, please do note that I have quite an ego and a decently-developed superiority complex, so pardon me if I happen to seem overly ambitious in my attempts to demonstrate proficiency.

What exactly is this project which I speak of? Well simply put, it is a custom campaign with a custom story. Shall I delve into greater detail? Of course! This campaign is a free-roam adventure in which you make all the decisions concerning how to proceed, similar to Borderlands. You choose the mission you'd like to do at that moment in time. You earn points, and decide how to spend them. Spend on what? Ah, that my friend might interest you as well. This campaign comes fully loaded with an arsenal of air support to choose from, which assists you from above in your quest of violence! But enough rambling on, allow me to show you in an organized list just what you can expect.



Overall Gameplay Description:
Your pause menu is the control panel for your entire experience in Red Skulls. You choose missions, purchase air support, travel to destinations, and configure various settings. All of these are outlined below.

- Missions: there are three mission categories from which to choose a mission... Research and Development, Tactical Assault, and Main Story. All missions award points and are important to complete the game, although only Main Story missions unlock new locations as you progress.

- Travel: as you progress in the main storyline, you will come across instances where you need to move your base of operations to a different location. Don't fret if you didn't complete all missions in the area you are currently in, as locations which you unlock are saved in your travel menu. By selecting an unlocked location, you summon immediate extraction to the desired area, and are able to resume the completion of any missions left untouched in that area.

- Air support, vehicles, and loadouts: support points are awarded to you for killing enemies and completing missions. Selecting the support menu from the RS control panel in your pause menu will allow you to spend these points on various air support types, weapon loadouts, and vehicles. After purchasing a support craft, it is yet to be decided whether or not to have it immediately deploy to the area or await your signal (via the flashlight, or possibly a button in the menu). Some of the air support types are listed in the next section.

- Customization: the customization menu allows for the setup of certain options and features. This includes the default automatic support used (orbital laser or orbital rocket strike, both listed in the next section), as well as the behavior of support which you purchase and summon. You also may choose whether or not to automatically travel to new locations when they are unlocked by beginning a certain mission, and other such small preferences.



Brief List and Description of Air Support:
This is a brief preview of some of the support types. Some of them have pictures, which I will add once my 5-day waiting period has expired, and when I do post them I'd like you to please note that they are from very early builds (for instance, one image contains heavy fog. This was an idea I had toyed with for a while but eventually abandoned.). I have not fully decided on these types, there may be more, and some of the ones included here may not end up in the final cut. Comment if you think of any support type you would enjoy seeing.

- Nimble light gunship - Steadily patrols the area, sprays bullets upon enemies with its forward mounted minigun.

- Slow-moving heavy gunship - Circles high above, raining death on your enemies in the form of high-speed missiles.


- Orbital bombardment laser (non-purchasable, automatically used) - Concentrated energy fired from orbiting Red Skull vessels. Huge blast radius, be sure to stay clear of the target when this laser is about to be fired.


- Orbital rocket strike (non-purchasable, automatically used) - your commander's flagship unleashes rockets on the planet below in a concentrated area.




The Story:
And now, ladies and gentlemen, here you are: the story which encompasses this entire virtual 3d bloodbath. Written entirely by yours truly, it takes place in an alternate timeline within Halo. As a disclaimer, you may notice a bit of a bias toward Spartan II's. The reason for this is simple - I love Spartan II's. Aren't they the greatest? I love them so much that I made a story where I get to have them as my own, in my own private army; and now here I am, making a campaign based on the very same. Enjoy reading, and if you decide to skip the following wall of text for the time being, please be sure to read it at some point in the future before playing. Sense is simply non-existent if you attempt playing without reading this!

Quote

Spartan II supersoldiers are an idea which the Red Skulls (a privately-owned military organization) purchased from Dr. Halsey of the UNSC, before she was able to patent said idea. Money does have its benefits, as it turns out. The program was perfected by the Red Skull research and development division. Participating children had a much higher survival rate, but the genetic alteration procedures were more painful than ever before. As a result, the overseers of the project decided that the best candidates would be infants, as they would not likely remember this horrible ordeal later in life, and emotional scarring would be reduced. Mjolnir armor, bought by the Red Skulls at the same time as the Spartan II design, was bestowed upon a Spartan when the initiate turned 19. This was the age at which it was determined the genetic enhancements would have taken full effect. They trained with their suit for 2 more years before, at the age of 21, being hand-picked by an officer to join that officer's team, at the Spartan Graduation ceremony. As is apparent, they were not designed to be expendable. Spartan IIs are not informed of their genetic enhancements during their 21 years of training, however. It was thought at the program's initiation that better results would be achieved if Spartans believed that all they did was under their own, naturally-given power. It was the duty of every commanding officer to inform his Spartans of this. Because of this, Spartans are often confused when they meet their normal-sized squadmates for the first time, being towering hulks in comparison.

Stunned by the success of their new supersoldiers, the owners of the RS organization began to contemplate purchasing other patented training methods and armor designs from the UNSC scientists that created them. After careful examination, ODST ballistic armor was selected as the preferred combat apparel to equip Red Skull standard troopers. Spartan IIs, coupled with Red Skull soldiers wearing ODST armor (renamed LAAPs: Lightly-Armored Assault Personnel), formed such a devastating combination in combat that other military organizations began to attempt their own supersoldier programs, such as the Cyberdyne program of the Hollywood Knight organization. The UNSC, too, began work on another supersoldier project, directed by Dr. Halsey, dubbed the Spartan III project. This project favored lighter armor in favor of mobility and flexibility, and incorporated less genetic alterations to reach a 100% survival rate of participants. Paired with marines who had even less armor, the new project only saw mild success, and on many occasions Red Skull squads were dispatched to rescue UNSC soldiers and supersoldiers. Spartan IIs see Spartan IIIs the same way they see marines. In fact, most Spartan IIs prefer fighting alongside their LAAP companions rather than Spartan IIIs, if ever given the choice in joint operations with the UNSC. Spartan II Brigadier General Franklin Marcello had this to say on Spartan IIIs in the UNSC: "They take risks that they can't handle and put their squads in danger, because the name 'Spartan' gives them a feeling of invincibility, when in fact they are not worthy to be called such. They are nothing like us; they would like to think that they are our brethren, but they are not"

You are a new Spartan II, fresh out of training. Your squad is already deployed in a canyon, and they eagerly await your arrival. Your commanding officer has seen fit to put you in charge of this outpost, as no major conflict is expected to develop here, and you need the experience. After all, a bunch of untrained separatists can't possibly be a major threat... right?

This post has been edited by TCK: 26 May 2011 - 03:15 PM


#2 User is offline   Skeezix 

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Posted 08 May 2011 - 10:20 PM

I really admire how much work you're putting into this, can't wait to play it. I wish I could be useful enough to learn scripting and all of the GOOD stuff like this >.<

#3 User is offline   TCK 

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Posted 08 May 2011 - 10:51 PM

Thanks man; and since modding is about fun and enjoyment, I'd say to just go with whatever gives you the most enjoyment. If you feel like you'd enjoy making custom solo maps then by all means take up scripting and AI, but don't feel that you're somehow lesser for not doing it.

#4 User is offline   WaeV 

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Posted 09 May 2011 - 11:55 PM

We need a way to do scripting in PC w/o CE. Or at least script editing.

#5 User is offline   TCK 

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Posted 10 May 2011 - 12:01 AM

Maybe that'll be my program. I could find the scripts block in the map and set it to inject your text. Then again, the scripts could be translated in some way during compilation in Sapien.

#6 User is offline   v3nture 

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Posted 10 May 2011 - 01:30 AM

View PostWaeV, on 09 May 2011 - 11:55 PM, said:

We need a way to do scripting in PC w/o CE. Or at least script editing.


I think conure released a program to edit scripts. Not to sure though.

#7 User is offline   Prototape 

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Posted 10 May 2011 - 01:55 AM

This sounds amazing, I'd definitely play it when/if it's released.

#8 User is offline   TOOLrulez 

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Posted 10 May 2011 - 02:21 AM

Wow, you put this on bot MH and HM, how awesome!

#9 User is offline   TCK 

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Posted 10 May 2011 - 03:30 AM

View PostPrototape, on 10 May 2011 - 01:55 AM, said:

This sounds amazing, I'd definitely play it when/if it's released.

Thanks! It definitely will be finished. I have a trailer I have been planning to post for a while if I could ever find the time to finish it :|

#10 User is offline   TCK 

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Posted 23 May 2011 - 02:50 AM

Here is a small video that will show you one of the small things I've done recently. Read the description for a full explanation. Opinions on it are appreciated.


Also, menu is finished. I'll edit this post soon with a video of that.

Lastly, I've got a request of anyone who's willing: the SPI biped (Spartan 3) is what I'm hoping to use as, well, the Spartan 3s of the UNSC: http://hce.halomaps....ex.cfm?fid=4889 My problem is this - the goal of my campaign is to be as Halo-realistic as possible, and the SPI biped that I linked to is too large (they're the size of Spartan 2s, Spartan 3s were the size of normal humans). I would greatly appreciate the favor if someone were able to scale the model down for me, and get it to use marine animations. You would be credited, of course.

#11 User is offline   Wholfe 

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Posted 24 May 2011 - 10:42 PM

^ the problem with scaling is that you'd have to mess with the bones for the animations to display correctly from my experience, but ive played the beta/alpha thingy and i absolutely love the missions objectives especially the package protection delivery mission. :3

#12 User is offline   TCK 

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Posted 24 May 2011 - 10:54 PM

Ah, well I'm glad you enjoyed it. If you liked that old version then you'll love the finished product. The old version is pretty bad compared to the current quality of the campaign, in my personal opinion.

#13 User is offline   Wholfe 

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Posted 24 May 2011 - 11:39 PM

still had some pretty awesome concepts, i plan on playing the hollywood knights map tonight when i have spare time. super stuff cereal :P

#14 User is offline   BrainOfTheSoul 

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Posted 03 June 2011 - 12:41 AM

Looks sweet, can't wait to see more. I think that an open world map with missions for Halo would be interesting, to say the least :D

#15 User is offline   TCK 

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Posted 21 July 2011 - 06:06 PM

Heavy bampin' for epic updates.

This project is now under the full power of the Red Skull Engineering Corps. (a team headed by me), members of which include Lodex, Darkhalo003, Pepzee, Lonesface, Rerout343, and Skidrow925. The Spartan 3 was successfully scaled and allowed to use marine animations.

Speaking of animations, I've recently learned animating (just the past 4 months; line break FTW). Here's a really shitty one I made when I was learning:

He was going to be standing in the back of a dropship (that explains his arm, eh?) and then grab a gun off the wall. Scrapped obviously, for newer things, but it wasn't a bad start.

Other stuff, other stuff... Red Skulls will now function with a new variable - time of day! The clock I wrote is below:
(global short seconds 0)

(global short minutes 0)

(global short hours 0)

(global short days 0)

(global short weekday 5)

(global string dayofweek "Thursday")

(script continuous clock
    (if (>= seconds 5) (begin
        (set minutes (+ minutes 1))
        (set seconds 0)
        ))
    (if (>= minutes 6) (begin
        (set hours (+ hours 1))
        (set minutes 0)
        ))
    (if (>= hours 24) (begin
        (set days (+ days 1))
        (if (< weekday 7) (set weekday (+ weekday 1)) (set weekday 1))
        (if (= weekday 1) (set dayofweek "Sunday"))
        (if (= weekday 2) (set dayofweek "Monday"))
        (if (= weekday 3) (set dayofweek "Tuesday"))
        (if (= weekday 4) (set dayofweek "Wednesday"))
        (if (= weekday 5) (set dayofweek "Thursday"))
        (if (= weekday 6) (set dayofweek "Friday"))
        (if (= weekday 7) (set dayofweek "Saturday"))
        (set hours 0)
        ))
)

(script continuous metronome
    (sleep 30)
    (set  seconds (+ seconds 1))
)
The script itself took about 30 seconds to write, but I'm amazed that this idea has evaded me so long. Many noteworthy free-roam campaigns incorporate the time of day as a gameplay element wonderfully, such as Red Dead Redemption by which this campaign was heavily inspired. The time has been scaled to what I believe to be appropriate considering the time people will likely spend on a Halo 1 map - 30 seconds of real time is equivalent to an hour of game time. There are 5 seconds per minute and 6 minutes per hour in the game. It also tells you the day of the week which I added for no apparent reason. The time of day can be used to control many things, most obviously of all being whether it is night or day. We currently are not sure whether it will switch between the two if the time reaches that point while you're just standing around in an area, or if it will check the clock only when you travel to determine whether you arrive at the destination at night or in the daytime. Opinions are welcome.

Here is the health regeneration script the campaign will use (in case you want to use it, look for the three places where you'll need to enter your own information):
(script static unit player
(unit (list_get (players) 0))
)

(global real health_increment 0)

(script static real shield
    (unit_get_shield (player))
)

(script static real health
    (unit_get_health (player))
)

(script static real unchanged_shield
    (* (shield) [shield strength of your biped])
)

(script static real health_number
    (* (health) [health of your biped])
)

(script static real health_lost
    (- [health of your biped] (health_number))
)

(script static void increase
    (unit_set_current_vitality (player) (+ (health_number) health_increment) (unchanged_shield))
)

(script static real health_increment_set
    (set health_increment (/ (health_lost) 20))
)

(script continuous health_recharge
    (sleep_until (and (< (health) 1) (= (shield) 1)))
    (health_increment_set)
    (sleep 15)
    (increase)
    (sleep 15)
    (increase)
    (sleep 15)
    (increase)
    (sleep 15)
    (increase)
    (sleep 15)
    (increase)
    (sleep 15)
    (increase)
    (sleep 15)
    (increase)
    (sleep 15)
    (increase)
    (sleep 15)
    (increase)
    (sleep 15)
    (increase)
    (sleep 15)
    (increase)
    (sleep 15)
    (increase)
    (sleep 15)
    (increase)
    (sleep 15)
    (increase)
    (sleep 15)
    (increase)
    (sleep 15)
    (increase)
    (sleep 15)
    (increase)
    (sleep 15)
    (increase)
    (sleep 15)
    (increase)
    (sleep 15)
    (increase)
)
Once your shield is recharged, it heals 5% of your lost health every half a second, over the course of 10 seconds (which is the same amount of time health takes to regenerate in Halo 3).

More about the team; if you think you'd like to join (for whatever reason) go ahead and add me on Xfire (cerealkillingincorporated) and we'll talk about it. Third-person animators are specifically welcome, because I am the only one on the team so far, and I'm not exactly a veteran at it.
Team page: http://www.xfire.com/communities/rsec/

Story update: the entire campaign has been determined to take place 21 years after the initiation of the Spartan 2 program, and it is set entirely on the world Tyer (pronounced "teer") which has been known for heavy rebel and smuggler activity as of late.

Questions? Opinions? Comments on my good looks? Post them, you dumb hooker!

This post has been edited by TCK: 21 July 2011 - 06:08 PM


#16 User is offline   WooPigSooie 

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Posted 20 March 2014 - 03:31 AM

How is this project coming along anyways? Looks really good.

#17 User is offline   Spawn 

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Posted 20 March 2014 - 11:26 PM

Can you not read?
The last post was in TWO THOUSAND ELEVEN. 2011. The project is DEAD. D-E-A-D.

#18 User is offline   kornman00 

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Posted 24 March 2014 - 12:22 PM

Can you NOT be a jackass when pointing out the fact that a thread has been inactive for years already and is probably dead?

#19 User is offline   Winnienie 

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Posted 12 August 2015 - 06:52 AM

"As the New Year is fresh in mind, the dominant question in mind of everyone is, “How will you make 2015 a great year?”We are also working on another console game (plus an announcement for it). Keep watching our site for updates soon. :)
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