I like that you wanted to solve the real physics problem of having loose cargo and eventually came to the same solution as we did IRL which is "tie that shit down"
Me and my two friends played and I jumped on the ship during the first island and cannoned everything which caused a softlock lol. also we LOVED Johnson's lines, though we were disappointed that he didn't keep the hat after the cutscene.
Honestly, my dream version of this would be the Sea of Thieves skull fort experience. Teams of two with boat hogs doing a PvPvE firefight on an island. The final wave of Covenant drops a neutral flag, which has to be taken to another island for capture. Whichever team captures that flag wins.
I survived the hurricane and my reward is I get watch Inferno plus Yap and ramble about halo three modding. I’m so happy I could explode. Looking forward to Cursed Halo 3 in 2030!
Attach everything. That's how I ended up making some custom vehicles for halo 2. Instead of trying to link the node to the correct model part, I attached a marker to the center of the node, then attached a bloc with the new vehicle model. I align edeverything in 3Ds, inject the model, then adjust the markers. Most vehicles were 4 wheels and a hull, so it was faster this way than trying to hex edit the model nodes. I probably could have wrote a script, but I didn't feel like learning how to open a Halo 2 map. I just wanted Master Chief to drive a normal car.
these videos are really calming for me to listen to and watch. i am grateful for these, especially after long days at work. I've been spending my saturdays recently mucking around in Divinity Engine II (DOS:2), and seeing your passion and determination for these mods that require so much just to finish is inspiring. im glad you make these.
I always wished we had portable man cannons! I've always been of the mind gimmicky gadgets like that are super cool, I don't even mind sprint, hell, not even armor-lock... not even promethean vision. I just wish they were limited-use items, contested over as any power weapon, overshield, camo or simply good location is. I thought I did hate sprint, but that's really just cause it dominated the game and basically overwrites the simultaneous strafing/hopping/scanning flow, that's the true holy trinity imo. Ohh yeah, also display an icon for the equipment they have, ideally. The rockets and sniper have super recognizable silhouettes, more fair to come up against them that way. As annoying as armor-lock was to deal with btw. (Even as limited-use it will cause annoyances), I always thought it and sprint were cool for being trade-offs that can easily be detrimental. It'd be pretty interesting if we could instead opt to force our armor-lock on an enemy for that reason, could turn a 1v2 into something more manageable. If it's more reliable than a grenade, that could also be a devastating combo if your timing is good enough. Mobility gadgets like grav lifts etc. are imo the absolute coolest though, but only really if the map makes them shine in interesting ways. Positioning is similarly more nuanced, being on top of the rooftop doesn't just make you win if your team isn't in positions to keep you from getting flanked, if you don't have a long range weapon, if you and the team don't understand and capitalize on the flexible team-firing it let's you do etc., it can put you in a worse spot than you were. And that's only the traversal aspect, mobility also often is a means to perform maneuvers like dodges, or if done poorly and predictably, to make you an easy target. i'm pretty sad they never ended up taking Halo 3's formula to that next level like this by building maps around them, it was dead-on imo. Equipment always got criticized, and it was more underwhelming than abilities were from there (Still underrated af though), but the system itself was simple and perfectly in accordance with the arena formula.
I do think some things should remain hidden like hologram or active cammo. Not necessarily because it's fair but because it fits into the point of powerups like that. Then again tf2 spy gets away with you knowing he can do both of those things so maybe not?
"The ship knows where it is, because it knows where it is not. By finding the difference between where it is and where it is not, it can use some invisible boxes to tilt"
You've made plenty of funny mods for Halo, both campaign and co-op. I'm just curious, have you ever had the thoughts of making a more serious campaign mod (I know you've made more serious mp maps before, like sweet.ass for H2PC)? Love all your stuff honestly, even the goofy no-friction map.
Could the boathogs be used to reimagine the multiplayer concept into something new? Maybe on a smaller map? Regardless, legendarily impressive work all around!
Oh man that drifting boats and objects concept is SO COOL itd be really fun to play in like a longer multiplayer round where you have teams abandoning and retaking ships. Maybe motivated by shifting objectives/phased objectives. Something similar to the old Titan mode in 2142 or Capital Ship mode in Hawken? Anyways theres so much potential for cool stuff there
Can I ask a modding related question? Why is everyone making Halo 3 mods? Surely Reach would be better, more options for the sandbox with the weapons, vehicles, and armor abilities? Not to mention gametype scripting for crazy multiplayer shenanigans. No joke, in Reach multiplayer, you can use loadouts to spawn players as grunts, hunters, marines etc. But no one is making Reach mods! What gives?
@@anotherplus I get it. If you do ever tackle a multiplayer mod, please consider reach. Gametype scripting goes hard in that game. Imagine playing juggernaut where the jugg is the Guta from Nightfall. Or invasion where you get to play as a hunter when you pick up a fuel rod gun. Also you can animate machine objects with gametype scripts, like doors, elevators, even the scarab dropping from the sky.
"If you play solo, play it on easy" Meanwhile I played it on Legendary solo and I wasn't having many issues, the Hornet was ridiculously overpowered in Halo 3
Talking of bonus missions added to the campaigns for cursed mods, I hope it's not asking for too much, but I'd love for all Halo games to have a Mario Kart section for no reason, each time having you race on tracks that aren't in the other games, each installation has it's own Mario Kart cup. On top of that, I really hope that Cursed Halo 3 actually has refferences to your other Halo 3 mods, having a Minecraft level and pirate memes would be great fun. We're getting Cursed Halo 3 before Cursed Halo 2?
Starting from this day, every time I complain about how weird it feels to use Geometry nodes in Blender I'll have to re-visit this video to humble myself. Making videogame mods are the closest things to magic I've ever seen.
well i cant wait for cursed halo 2, i do love how you added gmod weapons aswell as hl2 weapons, for the next idea, you can add tf2 inspired weapons in it, the return of D20s and plasma bukkakes (i hope they explode when shot or accidently detonated XD) and enemies, but i do like to see some more ideas from you, ik im an maniac to play it on laso/scuffed laso, do test it on some modifiers (like grunts bday party/funerial party and boom skull), just try to experiment with weapons aswell as skull modifers cus players will turn on skulls for extra chaos XD keep up with the modding inferno ^^
I love that at 36:00 you went and skipped master chief in the water onto the island in front of you. PS: Your method of using invisible boxes to measure the tilt angle and the path of the ship isn’t stupid at all. My reasoning? Tesla cars specifically and in general all “self-driving cars”. They use LIDAR or camera point measurements to determine where the car is in relation to its surroundings. Tesla specifically has sensors at certain spots on the car to tell it the path it needs to take. What this means is that you have figured out how to make a self driving car in one of the most difficult programs without meaning too. Also do you have any classes on how you make these mods because I’d love to assist you in future endeavors.
Tesla is not a good specific example considering a lot of their detection systems are done on the cheap rather than on the good hence why we keep getting all those crashes and people found sleeping in the back of them, but... I mean... it's functional so long as you don't want safety or reliablily... so that works. Actually, given how bodged together gamedev can be it's a great example.
I think the other ship after exploding should have rolled over? Diving like that in shallow water looks strange, having it explode then roll over on it's right side while sinking would look much better. Especially since it was not moving when it exploded
Turn the map into basically frogger… leap frog? (the game where a frog has to get as far forward as they can via moving platforms and stuff like that), well if you can, would be even funnier if the platforms move at different speeds.
it would be cool if we had the big team battle boat stuff despite the fact its super buggy, if anything i think it will make it more funny in multiplayer with the broken physics
The code sections are always the most interesting! It be interesting to have a video and hear your thoughts on what you think will be the big challenges with creating Cursed Halo 3. Seeing that I'm not all to knowledgeable about the engine, is it the same one beeing used for all the games? Or did they evey update/switch it out?
this map could maybe be turned into a big team battle map multiplayer wise or maybe there are a ton of restrictions i, a non modding individual, don't know about.
So the multiplayer map with the ships was a failure, but what about just having the boathogs? Might have to shrink it down but no need to put all that cool water code to waste.