^Head Map Maker
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NukedIceCream last won the day on June 13

NukedIceCream had the most liked content!

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About NukedIceCream

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    Occasional Forger
  • Birthday 09/29/97

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    Sherwood Park, Alberta
  • Interests
    Everything Halo and making videos.

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  1. You should increase the voting deadline to at least a week, this gives people time to actually play the maps before voting like you're encouraging. You should also include a rule where a map creator can't vote for their own track. It's always been an honour rule in contests we've done but it's better to have it written down. With that being said, my votes (with respect to the honour system) are: 1) Spam Fritter 2) Reset 3) Mt. Lelsuvius
  2. You should be able to edit a lot of the information about your map by double clicking on the thing you wish to edit. For example the name or the description, you can also delete images by double clicking on them and navigating the prompt.
  3. Disregard last map post, will only be submitting raildoors to the contest.
  4. Map Name: Chingadera Creator: NukedLceCream
  5. Map Name: Raildoors Creators: NukedLceCream & Rob Chokes (Nuked's fileshare)
  6. I built a map
  7. rce?
  8. I've been wanting to do a follow-up post for a little bit now. Mostly as an update on my situation, as well as a thank you to those who I have not already talked to. All of your responses mean a lot of me and I thank you all for taking the time to respond. I'm pretty awful at these kind of things, so that's all I can really say; just thank you all. Onto what's happened in the past month. For the couple of weeks after my initial post stuff was still really rough for me. I still just felt physical illness for the few days after that weekend and was just feeling really down. I had also uncovered some stuff accidentally about some of the events following my attempt back in last March. Just finding part of it triggered so many memories of was going on in my head and what happened in the months to follow. A few weeks ago I was looking through some of my old threads on here, and specifically for my post where I retired as Head Map Maker, just to see the date. I officially retired on May 14th, which co-coincides with the time where stuff was getting really bad for me again. I was definitely at the stage of feeling suicidal again. All of this happening unknown to everyone I was talking to. Retiring as Head Map Maker wasn't something I was doing just because of my lack of interest or the controversy present in the community at the time. It was to give a formal goodbye in case things got worse again, and I'm very glad they it didn't. Again I would like to thank you guys for the support not just with your responses, but for making this community a great place to be around.
  9. *Something something yeah its gone now* Sorry just didn't really want it posted anymore, nothing else to say.
  10. When I signed back in on a new device I realized that I hadn't updated my terrible password. I went to change it but am unable to as it requests me to change it via the ACP due to me being an administrator of the board. I'd assume this is a user group error.
  11. 1. I believe the despawn is linked to the interactive switch that comes w/ the brains. That switch despawns those brains and respawns them to allow you to modify and test settings without having to restart the game. 2. I haven't spent enough time tinkering with this to be able to give you a useful answer. 3. That is something I'm also not sure of, but should be easy to test. Have a single brain setting a number on a channel on a time interval, and a second brain looking for when that number is set and then broadcasts a sound globally if the condition is met.
  12. Name: Ivan Stodola Gamertag: NukedLceCream DOB: Yes. Gender: M Nationality: Mexican Tenure: 4 Years Affiliation: Main Event Guarenteed Status: Active. Top Achievements: 1st Place - DRL Europe Tournament (B) #4 - {Halo 4} 1st Place - DRL Europe Tournament #14 - {Halo 4} 1st Place - DRL Europe Tournament #15 - {Halo 4} 1st Place - DRL Europe Tournament (B) #14 - {Halo 4} 1st Place - DRL Tournament #25 - {Halo 4} 1st Place - DRL Tournament (B) #18 - {Halo 4} 1st Place - DRL Tournament #29 - {Halo 4} 1st Place - DRL Tournament (B) #4 - {Halo 4} 1st Place - DRL Tournament #31 - {Halo 4} 1st Place - DRL Europe Tournament #28 - {Halo 4} 1st Place - DRL Tournament #32 - {Halo 4} 1st Place - DRL Europe Tournament #31 - {Halo 4} 1st Place - DRL Tournament #36 - {Halo 4} 1st Place - DRL Europe Tournament #35 - {Halo 4} 1st Place - DRL Tournament #40 - {Halo 4} 1st Place - DRL Championship #2, Semi-Final, Tournament #1 - {Halo 4} 1st Place - DRL Tournament © #14 - {Halo 4} 1st Place - DRL Europe Tournament #48 - {Halo 4} 1st Place - DRL Tournament (B) #20 - {Halo 4} 1st Place - DRL Europe Tournament #53 - {Halo 4} 1st Place - HT Terrain Week 4 Race #1 - {Halo 4} Notable Records: HT Supercross Season 6 - 14th Place Overall HT Supercross Season 7 - 16th Place Overall HT Supercross Season 7 - -30 Overall +/- Nationals Open Series - First Overall Draft Pick Nationals Open Series - 15th Place Overall DRL - Most Race Finishes DRL - Most Tournament Finishes DRL - Most Tracks Used Current Accolades: HT Supercross - GOAT DRL - Offensive Racer
  13. I got chu fam.
  14. It definitely should be possible, but I haven't explored into it at all yet. I only recently made a very "ghetto" way to race with teams for a friends mario kart track. My order of priority atm is finishing my current track, starting work on Demo, then will look into rocket race alongside a proper team racing system. I would highly recommend looking at the race design docs and take a look. Though it may look daunting, it provides a good look at how the gametype works and is quite simple to understand once you read through it once and paying attention to the notes on each section.
  15. This gametype is my modified version of the race gametype that 343i provided us with on their custom maps. It includes many changes which I believe improves the overall experience and brings back a more classic feel to it. This will likely not be the final version of the gametype and I will include any changes I make to the scripting setup at the bottom of the tutorial. I advise checking there before going through the setup phase in case there is anything that needs to be changed. If you would like to see the documentation for the original gametype that includes the majority of the scripts that I used here (scroll down to the minigame design docs seciton and download.) The race document also includes a breakdown of all the scripting channels used (as mine uses the same channels) so you can make the necessary changes. Core differences between 343i provided gametype and my own: Removed "GO" countdown Modified checkpoint navpoints to be more intuitive Added checkpoint sound when crossed Added lap sound when crossed Permanent leader navpoint that changes on checkpoint basis Scoring on a lap based counting system Item Prefabs & Gametypes: Here is a list of all the prefabs that will be required to set up my gametype. You can bookmark them and you can then access them through the prefab menu in forge and go to the forge bookmarks section under edit search. I have also included download links for popular gametypes used by our community. Race Brain Race Checkpoint Final Checkpoint Race - download link will be provided once 343i updates their HaloWaypoint to show minigame gamemodes on browser, see NukedLceCream's bookmarks ingame for bookmark. HT Supercross - Official gametype of HT Supercross, see Le Hefe's files in game. Checkpoint Setup: In order to setup checkpoints the easiest way will to be to bookmark my prefabs for both the regular checkpoints as well as the final one as it requires a little bit of extra scripting. The checkpoints have 2 different brains that make up their functionality. Checkpoint Boundary (Neon Blue, Neon Blue): This brain controls the boundary of the checkpoint much like it has in past Halo games. Simply ungroup my prefab and resize this as necessary to fit your track. Navpoint Indicator (White, Yellow): This brain will indicate where the navpoints will be for each checkpoint. You can have as many of these as you want per checkpoint but my gametype comes with 1 centred in the middle of the checkpoint like past games. In order to set up checkpoints you will want to setup the checkpoint to the proper width and regroup it with the navpoint brain. Simply duplicate these around the track and adjust the spawn order to correspond to the checkpoint number. When you get to the endpoint of your track where you want the lap counter to score a point you will want to place a checkpoint after that point on the track as my scripting setup checks for the lap loop on the 2nd last checkpoint. For the last checkpoint you will also need to have an additional script which notifies the game that it is the last checkpoint. I have included a link to my prefab that includes this script in the introductory sentence of this section as well as the download section at the beginning. I will now be going through all the script brains and explaining what changes I've made, and also what changes you will need to make in order to set it up on your map. The easiest way to set this up will be to bookmark my prefab and just spawn it into your track. I will be referencing the brains based on their colors and labeling based on what they control. Interactive Switch This switch is an ingame reset switch that only appears in forge to help test your settings. Whenever you make a change to any of the brains you will need to activate the switch twice in order to re-initiate the gametype. Game Manager (White,White): This brain controls general game events for the minigame mode. Do not make any changes to this brain. Mode Manager (White,Black Light): This brain manages mode specific settings for the race mode. Do not make any changes this this brain as well. First Gate Manager (White, Neon Green): The first gate manager sets which gate on your map is to be designated as the first gate. The spawn order should be 1 and there shouldn't be any changes needed. Last Gate Manager (White, Neon Red): This brain manages what the last gate on your map will be and will allow your checkpoints to continue to loop around so you can do laps. You will need to set the spawn order of this brain to how many checkpoints you have on your track. Direction Manager (Black,Black): The direction manager set's which direction the checkpoints will be going (forward/reverse) and which checkpoint will have the first navpoint marker on it. The spawn order should be set to 1 unless you want a checkpoint further on in the track to have the first navpoint. Player Manager (Brown, Neon Pink): This brain manages the checkpoint advancing, scoring, and position. There are a few changes you can make within this brain and they correspond to the checkpoint get sound and lap complete sounds. In order to modify the checkpoint get sound you will need to go into script 3, and navigate down to Action 4. If you wish to not have a sound play when you cross the checkpoint you can simply set sound to <none> or "remove last action" (be careful not to remove or modify any other settings.) To modify the lap complete sound it is a similar procedure, You will need to go into script 6, and scroll down to action 4 and modify the sound. Note that if you have both a checkpoint and lap sound they will both play when you cross the final gate (with the checkpoint one playing immediately before the lap sound.) Player Gate Nav Manager (Brown, Neon Yellow): This manages the navpoints that appear on each checkpoint. Within this you are able to change the colour and text that appears on the navpoint. To modify these settings go into script 3 and scroll down to action 3, where you can change the colour and text. If you do not want to have navpoints over the checkpoints you are able to delete this brain and it won't effect anything else. Leader Nav Manager (Brown, Brown): This manages the navpoint that appears over the leader. This will update based on whoever has the most checkpoints and will remain until someone else takes over the checkpoint lead. In order to modify this it's the exact same process as the checkpoint navpoints. You are also able to remove this by simply deleting the script brain. If you have any questions or would like any help feel free to comment below or message me on xbox live. Changelog: When the leader of the race crosses the first checkpoint the screen freezes for everyone for 2-3 seconds. This can be mitigated by covering your initial spawn points with a checkpoint boundary with spawn order 1 (no navpoint brain.) This works best if your spawn area is off the main racing line as on subsequent laps you will not hit these and the navpoint will function as normal. If your track has only 2 checkpoints (ie supercross), do not place the checkpoint ontop of the spawns as it will mess up scripting. Place it somewhere such as the exit to spawn or in the starting gate.