Nightwinder2 Updated And Reposted

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MrMurder
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Nightwinder2 Updated And Reposted

Post by MrMurder »

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Well its been a long time since i posted anything here. In fact ,as of yesterday, its been 2 years so i thought its about time i made a return to modding with a real blast from the past mod.
For those of you who remember halo 1 and the original Nightwinder and enjoyed i would like to say you're in for a real treat.
Nightwinder 2 was started last year just before christmas and as i was playing some serious catch-up on the mod scene, but thanks to a handful of modders who i believe are the embodiment of the phrase "Modding Community" i found my feet. (you know who you are and in case you dont, check the credits)
Because of this constant learning curve the mod was re-done, improved, changed ,as i was able to do more (blame them ok)
So here is the result.

Ok, so enough ranting on, what's in it?

BSP: Containment
Weapons:

Human Sniper Rifle > RIPPA Rifle: This is a seriously upgraded version to the one included in Northy's fantastic Hang em Higher. 4 round clip of razor sharp energy disc's which buzzsaw their way into your opponent's. Head shots with this are fatal.

Covie Sniper Rifle > Photon Rifle: Again a much more powerful and better looking version of the one included in Hang em Higher. Fire's a concentrated burst of super heated plasma which detonates on any surface. head shots with this are deadly.

Battle Rifle > Pulse Rifle: 4 round burst of depleted uranium hyper magnetised shell's.
These pass through human or vehicle target's at great velocity causing moderate damage to what or who ever they tear through.

Covie Carbine > Viral Cannon MK3: A 4 round hi speed burst of viritol acid able to burn target's over distance make the VCannon a match for the pulse rifle.

Magnum's > Magnum's: The Magnum's fire a smaller calibre uranium round like the pulse rifle. The range is less but the rate of fire make these a deadly dual combination and worthy of the title 'The Magnum's Of Justice'.

Plasma Rifle > Static Rifle: The Static rifle fires burst's of static energy stored in its power cell. With a moderate rate of fire and firing 4 projectiles a shot this weapon is devastating at close range.

Brute Plasma Rifle > Particle Beam Rifle: The PBR fire's twin shots of accelerated plasma, the velocity of which can cause it to bounce of certain surfaces and set up deadly ricochette's in the tighter spaces of some of the larger vehicle's causing multipule hits of a single shot.
Headshots reward the keen eyed with greater damage.

SMG > RLG: The Experimental Fusion generator in the RLG makes this weapon a solid basic secondary weapon to carry.
The generator re-loads the weapon over time meaning the weapon can fire a full clip of 50 round's and within a 30 second period re-load itself. The projectiles will pass through human/alien targets with ease but its damage is low against the heavier vehicles.

Needler > Decayer: This is one of the first Flood infection based weapons to have been discovered on this facility. The weapon fires in a similar way to a shotgun but in a double burst. The icor filled crystals contain a potent flood based virus which if enough crystals hit cause the target to violently explode. The damage is low on impact but the explosion is much higher.

Shotgun > D.B.M90: This is an upgraded version of the M90 standard issue marine shotgun. Firing a much bigger payload than its little brother and a much tighter spread, it makes the D.B.M90 worth picking up and keeping to hand for close encounters.

BruteShot > Enviserator: The Enviscerator is a high powered brute shotgun close up this weapon is devastating to players and vehhicles alike.
Its only drawback is the limited range on the weapon but being hit by 20>30 shards of shrapnel isnt going to end well at the best of times.

Rocket Launcher > M.A.C.H Cannon: The M.A.C.H Cannon is based on the Cario's own MACH guns in portable form.
The Projectile is a mass of super heated metal condensed into a tight sphere and then charged with energy before being released. The projectile also has heat seeking on vehicle's and is a serious contender against anything it hit's.

Fuel Rod Gun > Holocaust Cannon: The Holocaust cannon is a forerunner experiment in combined elemental fusion.
The weapon produce's 3 separate energy types and in the gun chamber combines them to create a devastating projectile.
Fire, Ice and super heated plasma combine to make this weapon a force to be reckoned with. The Holocaust cannon also seems to mimic the human M.A.C.H cannon homing ability and with the 3 round burst against vehicle's its not to be messed with.

Sentinal Beam > Spartan Spiker: The early version's of this weapon resembled the mill's cannon weapon of the early 20th century.
With the discovery of the covenant technology's the evolution of the mill's cannon was pushed forward to this The Spartan Spiker.
The backpack contain's a huge store of metal spike's belt fed into the main gun. here they are superheated and fired through the tri-barrel set up to devastating effect. Fantastic at close range and highly effective at long this weapon is a match for what ever it face's. Time to let ole painless out the bag!

Plasma Grenade > Ignus Greande: Information on these Strange item's is sparse, all that's known, is they look like a skull.
Question's like where did they come from and who or even what made them remain a mystery.
The only piece of information we do have is based on a fragment of a report found on one of the other Halo installation's. It describes a grenade similar to this that was
nick-named 'the screamer'.
The rest is based on myth it is said that the spirit of a long dead sorcerer is entombed on the plane of fire and that the grenade's offer him a window into our realm with which he can vent his unending wrath on his unsuspecting victim's.

Fragmentation Grenade > EMP grenade: These are a human based grenade designed to combat the sentinal and forerunner threat.
The electromagnetic charge within the polymer shell is incredibly effective against any robot or cybernetic opponent,s Unfortunatly they are also pretty good against the spartan energy shielding, so watch where you throw them. They, unlike the frag, detonate when they stop moving as it takes a second to generate the charge needed.
Although the Explosive damage is much lower than traditional frag grenades it does carry a heavy punch through stun slowing players and vehicles down for the quick finish.

Vampyre Chaingun + Chaingun turret: The Turret on the Vampyre has been upgraded to fire the rail gun round. These projectile act exactly like the pulse rifle and magnum projectile but at an increased damage and rate of fire.
The impact damage is massive and it also has a small explosion damage, so be warned!

Vampyre Gauss turret: The Vampyre Gauss has been improved and given a much bigger detonation than it's predecessor.
The projectile is now a shaped charge of solid superheated metal. Just as deadly as the gauss round but, now due to the solid nature of the projectile and its velocity, it will bounce off certain materials, but not before delivering its full payload of damage to the target .The ricochette will deliver the full damage quota on each subsequent bounce until it hits something it doesn't bounce off.

Covenant turret: The Turret's rate of fire has been increased in a bid to contend with the human counterpart. It fire's 3 projectile's in a spread pattern that at close range, is devastating to human and vehicle targets alike.
The projectile speed is much faster and this gives the turret greater offensive capabilities.

Banshee: The banshee has been altered to re-enable the secondary fire in exchange for the boost option. The basic speed of the vehicle however, has been increased to balance it out against the other weapons and vehicle's.
The main guns have been upgraded to an improved version of the phantom turret and have an explosive impact.
The secondary fire is a single shot holocaust projectile give the banshee greater offensive abilities against the other vehicle's.

Spectre Turret: The projectile on the previous spectre was in contention with the human chaingun. However, with the progress made in the covenant technology's and their research into forrunner weaponry, they have brought the spectre back into contention with it's human counterparts.
The projectile is shaped plasma cone designed to penetrate most armour types and deliver a moderate amount of sustained damage to whatever it hit's .
The weapon is also incredibly effective against ground troop's.

Ghost: The Ghost's twin guns have been replaced with a much improved beam weapon with incredible accuracy. The damage is devastating against ground target's but slightly less against the other vehicles. However its manouverability more than make's up for that and it still remains a potent vehicle.

Scorpian Main Gun + Chain gun: The main shell has been improved to give a much more powerful detonation. The explosion is massive and will disorientate its target in the unlikely event they survive.
The chain gun has been left standard, the scorp is a tough ole boy as it is.

Wraith Tank > SCARAB Tank: The SCARAB tank was created to give the Scorp a run for its money.
Not only has the huge maingun from the SCARAB been added to this alien behemoth, but its also been givin a mini gun to take on ground based targets more effectively.
The main gun projectile is also able to bounce, so if fired in to a tight area, the devastation is massive. Be warned! Due to the incredible destructive power of this main gun, the fire effect can obscure the view, so make damn sure you have your target in your sights before you unleash the beam!

The Easter Egg: Somewhere on the level, rumour has it, is a weapon of devastating power. For those sharp eyed among you, finding it will be fun.
The only information you have, is a fragment of information in a log found in the base's at each end of the level. Something about prototype and orbital weapon platform were the only translatable words that could be taken from it.

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The Map has the following modifications.

 Weather added.
 Lightmap darkened.
 4 extra working machs (containment gates at each base). ctrl's linked to the gate's to open.
 15 extra full collision scenery piece's.
 16 non collision scenery piece's 8 shields and 8 teleporter base's.
 6 extra teleporter pair's.
 3 weapon models (should have been all weapons but havent been able to get them uv mapped as yet update to follow).
 26 modded weapons and projectiles.
 Load's of effects, shader's and bitmap's.
 9 added projectile's the rest modded and built from scratch.

Credits:


My Thanks to my "Head of being shot while testing weapon's and key beta tester" Chanko Nabe.
Without him these weapons would be nothing more than smg shoot's tank shell type mods. Having him stand there while i shoot the crap out of him checking the look, damage and feel of each weapon, must have given him nightmares! He still flinch's at the phrase "hmmmm i need to check it again, one sec!"
On top of that his input on level layout and ideas has been invaluable.
Chanko Nabe is living proof that you can get a Northener capable of multi tasking lol!!!!
These weapons have been perfected on his corpse and as Chanko himself would say "Time for some Chanky Panky".

Pokecancer For putting up with my constant demand's for help and his groundbreaking app's and knowledge. Thanks man.

The Tyko man For looking up obscure tags and references in a bid to make my projectile ideas work. Without his extensive knowledge, I couldn't have made some of my stuff work.

Northy For his encouragement in picking up the modding gauntlet again after all this time and keeping my mod on track and moving. With being "pnowned" and "you are great" video's, he's certainly kept me sane. Thanks man, now its your turn to pick up the gauntlet.
Its post up or shut up time man.

Hizlo For being the man on http://www.halomaps.com and his encouragment in the form of constant insult's and putdown's. Thanks bro. Say my name bitch!!!!

HuMpY For all his hard work on the mod in it's infancy and giving his uncut view's on what stay's and what goes in the development stage's. This one's for the HuMpStEr!!!!

IGeo The master of skin's for my warthog and scorp skin's the high res screens and pics and the main menu image.
Previous to meeting IGeo my head skinner was PJ Sweesy. Filling his shoes was no easy task, but he's managed to do it and it's giving me some serious thoughts about learning to do this myself.

eV DoorM4n For his advice on the mach issue's the mod first presented and his help with random question's.
He also helped with sorting out the crash issue's in the early days of the mod's life.

Mikiee For his help with all things MACH and the encouragement to keep trying when the mod did'nt go well or simply crashed for no apparent reason. As he quite rightly said, "halo 2 hates good mod's".

Sneezethedog, Pyroman and VbNoob For their help in getting me back up to speed when i started back and for the relentless demand for knowledge.

And to anyone else i forgot thanks for getting me back on track. Thats what the modding community is all about.

Please post feedback. That's what keeps my mods moving forward and i can hopefully make better one's in the future. Anything you think about the mod, good or bad, is welcome.

Thanks For Your Time!

More updates to follow replaced the serenity with full map Rar hope thats ok the Serenity wasnt working for people.

MrMurder The Magnums Of Justice.

https://rapidshare.com/files/459889643/Nightwinder2.rar
Last edited by MrMurder on Sat Apr 30, 2011 8:41 am, edited 2 times in total.
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XZodia
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Re: Nightwinder2 Updated And Reposted

Post by XZodia »

That was fast....
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JacksonCougar wrote:I find you usually have great ideas.
JacksonCougar wrote:Ah fuck. Why must you always be right? Why.
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Ogrish
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Re: Nightwinder2 Updated And Reposted

Post by Ogrish »

You got my D/L :D
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MrMurder
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Re: Nightwinder2 Updated And Reposted

Post by MrMurder »

Xzodia thats just a map version i added some extra machs to using the old nighty2 mod its not the project we have been working on.
I really wish it was lol.
Ogrish get back to me when you can need to chat.
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David5534
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Re: Nightwinder2 Updated And Reposted

Post by David5534 »

Looks interesting, dling now.
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Zieon Eslador
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Re: Nightwinder2 Updated And Reposted

Post by Zieon Eslador »

David5534 wrote:Looks interesting, dling now.
Looks like David is back. Been awhile, huh?
Zieon Eslador (1:23:09 AM): I haven't seen Watchmen, but I plan to eventually...
NotZachary (1:23:15 AM): it has nukes, random things happening, and retards screaming
NotZachary (1:23:19 AM): kinda like MW2
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Ogrish
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Re: Nightwinder2 Updated And Reposted

Post by Ogrish »

Could you check your patch, my Serenity Errors with this patch.
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David5534
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Re: Nightwinder2 Updated And Reposted

Post by David5534 »

Ogrish wrote:Could you check your patch, my Serenity Errors with this patch.
yeah there is definitely something wrong with the patch, serenity crashes 3/4s of the way through patching.
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herger
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Re: Nightwinder2 Updated And Reposted

Post by herger »

So what's new in this one that's not in the other one? I haven't had the time to test it out myself.
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MrMurder
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Re: Nightwinder2 Updated And Reposted

Post by MrMurder »

Added the 4 flood elevator spawns to the map on the teleportes that lead to the main bridge
The static rifle has a mild stun effect that can affect players and vehicles alike
The EMP greandes also have an added stun with reduced damage.
The brute shot was a plasma caster but wasnt effective as a weapon so no is the Enviserator a brute shotgun.

Unfortunatly due to the injection on the extra mach the sounds for the super weapon are lost and i cannot get them back in no matter what i try, if anyone can figure it out i would be very happy.

Im currently working on a total rebuild of the level with more up to date apps along with several other maps that im updating.
i also have some weapon models that need UV mapping so anyone with the skills to do it please get in touch
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herger
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Re: Nightwinder2 Updated And Reposted

Post by herger »

Awesome! I can't wait. And i always liked this map, and the stuff you added only makes it more awesome. Keep up the work. =]
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MrMurder
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Re: Nightwinder2 Updated And Reposted

Post by MrMurder »

herger wrote:Awesome! I can't wait. And i always liked this map, and the stuff you added only makes it more awesome. Keep up the work. =]
Thanks man since all these new apps have been released ive sunk my teeth into this again and have got a few things in the pipeline.
Could use some help on a few things regarding HUd, JMad and ndht tags editing looking to have a weapon that not only fires airstrike style but the reticule works the same way not sure if its possible but you never know.
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kronosslayer
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Re: Nightwinder2 Updated And Reposted

Post by kronosslayer »

yeah i remember like it was yesterday :roll: ... i loved this map so much. it was what inspired me to learn how to mod
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Zieon Eslador
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Re: Nightwinder2 Updated And Reposted

Post by Zieon Eslador »

kronosslayer wrote:... i loved this map so much. it was what inspired me to learn how to mod
Same, Ignus grenade's are my favorite modded weapon to this day. Followed very closely by the [whatever the superweapon is called] of course. :D

What do you mean by 'reticule works the same way'?
Zieon Eslador (1:23:09 AM): I haven't seen Watchmen, but I plan to eventually...
NotZachary (1:23:15 AM): it has nukes, random things happening, and retards screaming
NotZachary (1:23:19 AM): kinda like MW2
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MrMurder
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Re: Nightwinder2 Updated And Reposted

Post by MrMurder »

Zieon Eslador What do you mean by 'reticule works the same way'?

So that when you pull the left trigger you get an ariel view of the map instead of the fp view just wondered if that was a possibility?
So glad you guys enjoyed Nighty2 its been a passion with me and something i always try to keep updated when i can.
The superweapon is The Orbital Mach Cannon shes real pretty lol.
Unfortunatly after i injected the new mach it has messed up the sound linked to it and at 74.8 meg i cant add anything else without breaking the map anyone got some ideas on restoring the modded sounds?
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Zieon Eslador
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Re: Nightwinder2 Updated And Reposted

Post by Zieon Eslador »

MrMurder wrote:So that when you pull the left trigger you get an ariel view of the map instead of the fp view just wondered if that was a possibility?
Dark may be able to help with that. Maybe.


The best alternative I see-
  • Weapon shoots invisible projectile beam automatically (Added trigger?)

    Beam spawns a second invisible projectile beam where it hits that travels straight up for 75wu

    Second projectile beam dies after traveling 75wu and spawns a visible projectile beam that travels straight down for 75wu to mark where you are aiming

    Primary trigger shoots first and second beam as above, but spawns the Mach Cannon projectile when the second beam dies
That would make a 'targeting laser' from the Cannon always follow your reticule when it's in the open and always spawns the Cannon projectile from the open sky.
Zieon Eslador (1:23:09 AM): I haven't seen Watchmen, but I plan to eventually...
NotZachary (1:23:15 AM): it has nukes, random things happening, and retards screaming
NotZachary (1:23:19 AM): kinda like MW2
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MrMurder
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Re: Nightwinder2 Updated And Reposted

Post by MrMurder »

ooooooooooohhhhhhhhhhhhhhhhhh pretty almost hammer of dawnesq nice well will go kick dark out of his cave
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DarkShallFall
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Re: Nightwinder2 Updated And Reposted

Post by DarkShallFall »

Sup cutie :P I'm on it, you know I always got your back.
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Ogrish
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Re: Nightwinder2 Updated And Reposted

Post by Ogrish »

relink and add to server please
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MrMurder
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Re: Nightwinder2 Updated And Reposted

Post by MrMurder »

Thanks for the heads up ogrish nice to know you have my back ...again.
hope thats the right one no way of checking at the moment as my poor xbox gave up on me a few months back and havent had the time to fix her :(
Hope you guys are doing ok speak soon
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CaptainPoopface
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Re: Nightwinder2 Updated And Reposted

Post by CaptainPoopface »

Does anyone still have this, or even a previous version? There was a weapon on here, something backpack-like, that fired lasers rapidly in a way that might simulate a ring. Might have just been a constant error rate on the projectiles, but I'd like to revisit this mod to see.
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DoorM4n
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Re: Nightwinder2 Updated And Reposted

Post by DoorM4n »

Yup. https://www.mediafire.com/?2k4rf7wcd44b108

Also, this is the original Nightwinder2. The thread title says updated, but Im not sure if he means the mod or the thread.
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Remnant! We were the last stand.
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MrMurder
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Re: Nightwinder2 Updated And Reposted

Post by MrMurder »

Morning guys how you all been?
Still got some files somewhere if anyone needs anything shout.
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JacksonCougar
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Re: Nightwinder2 Updated And Reposted

Post by JacksonCougar »

Hey man! Good to see an old face round these parts.

If you have any mods not on the server feel free uploading them to the ftp; it's getting to the point where mods that disappear might not come back :)
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CaptainPoopface
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Re: Nightwinder2 Updated And Reposted

Post by CaptainPoopface »

Hey, someone has awakened the dragon! This sure is a beast of a mod.

I've been trying to make a ring projectile for a few years now. I have narrowed it down to a few approaches:
1. Create several primary trigger markers and arrange them in a ring. The problem is that all projectiles from a weapon converge where the reticle intersects an object, unless there is some non-zero error on them;
2. Translate the primary trigger marker of the warthog chain gun so the projectiles go in a spiral as the gun fires. This works on the turret, but I don't know how to attach the spinning turret to a weapon the player can walk around with.
3. Fire a spread of projectiles with the same min and max error on them, like a coherent shotgun. Rather than a ring, this makes a circular plane of projectiles, which is not what I'm after.

I think you have a weapon in this mod that fires rapidly and eventually creates a ring if you sit still and just keep shooting. I was wondering if you came up with a method that I hadn't thought of.

@DoorM4n thanks for the patch. And Jackson makes a good point. I really had to scour the internet to find your Hive mod, and that was a few years ago. If you still have your mods, please upload them here for posterity. They are too good to lose!

Cheers.
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