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I was playing this mod with my brother of all folks, we both thought the idea of mines spawning random events could be a really cool concept, but it wore out it's welcome really quickly. If there's anything else I can address that we both felt mutually on, it'd be as such:
- We had countless instances where we would attempt to get a line of sight on some enemies, before being sent way off in the distance by a chain of explosives.
- The frequency of Lord Hood Boy and especially the confetti bomb was way too spastic and made advancing in a level a chore.
- There were times when the game seemingly would just outright kill us both at the same time and we never knew what had happened.
- And golden weapons spawn way too often and many are so overpowered that even the "buffed" enemies and vehicles weren't threatening at all.
Just to name a few. Genuinely, the mod you have going is insane in all the good ways. But I haven't been able to sit through it like I'd hoped.
If I've got anything to say outside of that, I get vibes from cursed Halo mods where there's usually some kind of equipment that can spawn random events, controlled chaos if you will, and my god would this mod be cool as hell if the player had to chose if they wanted to potentially spawn something catastrophic or something game changing. Just personal thought.
Would either/both of you mind answering a few followup questions about your experience?
To answer all that you asked, I can recover my ground mentioned previously.
I realized one design flaw that might be contributing to the spastic mine spawns. For a lot of the levels I did occasionally overlap some of the minelayer firing areas. This creates pockets where the player could be targeted by multiple mine "turrets" at once. The overlaps are quite small being usually a couple feet wide.
Also to be clear were you playing the Steam Workshop version of the mod? That Flood level used to be an absolute nightmare when it was on Nexus Mods and I have done a lot of work trying to fix it before adding the mod to Steam. I might have more work to do on that level.
If anything, you should be the one thanked for taking in issues and anything similar as constructive feedback. Which is seriously appreciated.
As for what platform I was pulling the mod from, it was here on the Steam Workshop. All I know is I've actually heard about how the level was over on Nexus before you moved it onto Steam. Albeit, if any work can be made on Floodgate and just about every other thing that could use adjusting and fixing, I'll have no problem keeping up with the mod as I seriously wanna be capable of sitting through the whole campaign and enjoying the chaos that comes with it. Again, the concept is a really good idea, but obviously needs work.
Plus, as someone who doesn't develop mods for Halo 3, I don't know what the engine's limitations are or just about what's really possible for what the engine can handle or generally do. So targeting technical issues isn't something I like to do as sometimes it's genuinely something that can't be tampered with.