Halo Custom Edition Map Creator Websites

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Man, this is such a great game, all Halo PC players should join the CE community. Maybe not ALL PC players. Just the cool ones =D. Dreams.-xTerohxI have a question:I've been on the internet for hours looking for a tutorial or how-to for making Halo CE maps. All I know now is that you need some sort of 3d tool(duh), but you need a converter to use Gmax, and I don't even know if you can use blender, which I am familiar with. Long story short(er), I want to know:Does anyone have a tutorial for complete newbies at modding for Halo CE?Can you use?What are the programs needed to make a map and put it in CE?I know this is probobly second nature to 99.99% of the people veiwing this, but if you could link to an article or a how-to or something more than saying 'go to x website', that would be very much appreciated.

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Halo Custom Edition Map Creator WebsitesHalo Custom Edition Map Creator Websites

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ThanxCleanup and a question. The links really need to be cleaned up imo. Too many fansites and some unrelated ones too.And do you need Halo PC to get CE? ( ) 22:06, 14 July 2006 (UTC)Yes, you do. Not sure if it relies on the game being installed, but it does ask for your Halo PC product key.

  • Halo Custom Edition and Halo Combat Evolved Server App. Welcome to Halo's most popular Server App's website, also known as SAPP. Player Commands (info, stats, about); Creating new commands by combining. Players can vote to skip the map; Map Vote function; IP & IP Range Banning players; Players can.
  • Some come in a folder that when extracted has 'tags - creator - etc - something.biped'. In that case, just merge the tags folder there with the tags folder in your Halo Custom Edition directory. Once you have the tags in there, you'll have to use HEK+ to extract a map (from halo PC, not a CE map) into it's tags.

10:25, 31 August 2006 (UTC) I pruned a good chunk of the article, which consisted of spam, how-tos, and extensive descriptions of non-notable software. This is about Halo: Custom Edition, not Halo: Custom Edition fan software.

—:: 09:22, 17 October 2006 (UTC)Just been wondering. Is there a version of CE for the macintosh? If so, it should be mentioned here. 01:26, 4 January 2007 (UTC)Just wondering, do you think the list of maps is cluttering the article slightly? 23:27, 19 January 2007 (UTC)Also, I am pretty certain that Halo: CE is only multiplayer, which should absolutely be added to the article if true.

( 01:29, 21 March 2007 (UTC))I have Halo CE, and yes, it is multiplayer only. Adding that now. 01:29, 28 May 2007 (UTC)Halo CE mite have bin inteded for multiplayer only but, there are fan made UIs that enable Singerplayer and that should be stated. 1:36, 29 may 2007 (UTC)Remake article I know it was merged into the Combat Evolved artice, but in the current version, it only gets a short mention.

Maybe this article should be remade? 09:55, 4 June 2009 (UTC)I think a mention is most appropriate there because as we all know this is a fan-made mod. If it was written about in some magazines or newspapers or other official online sources then it probably could pass as an article on its own. For any further comments, please see:,. If you know of these policies then you can just ignore my request.

22:47, 4 June 2009 (UTC)Halo Custom Edition is NOT A FAN MADE MOD. It is an officially released extension (including map-making tools) to the Halo Combat Evolved PC engine.

It deserves its own article. 13:27, 8 June 2017 (UTC).

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So as we all know, Halo CE has arguably one of the best campaigns in videogame history. Even now, its story telling and gameplay is regarded as one of the best STILL. But, there are some fights, some bits and pieces, that just do not feel right.

So, i wanted to see if it would be possible to change that.Adding AI to certain levels, making it so that the game was no longer a lone cyborg, but you feel like you were on board an actual military vessel. So, my question is, how do you add AI to the levels in HCE? I know many, many modders do it, but i have no clue how to do it myself. Ok, so I'll give you a crash course in adding ai (scripting and command lists are needed for the ai to do anything interesting, but I'll only go over one thing you will need in the level's script).In case anyone reading doesn't have any experience with the HEK, I'll walk through the exact process. In sapien (or a hobo, which I actually prefer) go to the hierarchy view window and click the 'edit types' button. When the window comes up, scroll the object class drop down menu and choose 'actorvariant'. This will bring you to your tag directory.

If it is an AI straight from the original campaign, the actor variant will likely be in characterswhatevercharacteryouwant (NOTE: if you are using a custom biped, you will need to set up an actor and actor variant tag first). Double click (or single click then hit 'add tags') on whatever character you want, and it should show up in the little text box thing below the folders. Once you have all of the variants you want, click 'done'. Congratulations, the easy part is over! Now, for the sake of this, I am going to tell how to make the most basic of AI maps. Expand the 'mission' folder in Hierarchy View, scroll down to the folder appropriately titled 'AI' (I guess you don't really have to scroll, it's like, the third one), and expand it.

The first on the list of folders in 'AI' should be 'Encounters'. Click on 'Encounters' and the 'New Instance' button next to 'edit types' should become un-greyed. Click that and two things will happen. 'encounterblock0' will show up next to the folder list and the 'Encounters' folder will now be expandable. Expand the folder then expand 'encounterblock0'. The Properties Palette window should now show data you can edit and the Hierarchy View should show 4 folders under 'encounterblock0'.

Before messing with the folders, let's mess with the encounter properties. The first drop-down menu, the team index, will say something like '0 / default by unit'. This means that the encounter has no set faction, and will refer to whatever faction is in each of the actors' data.

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Technically, you can leave it like this and make the squads be the faction separators, but it makes scripting a little easier to just separate the encounters. So, let's pretend that you want this encounter to be elites. Set the team index to '3 / covenant' (team index '1 / player' should never be the team index of an encounter). Now go back to the Hierarchy View and click on the 'squads' folder (Firing Positions is a bit more advanced and generally not needed, as is Platoons.

Fake Start Positions is unnecessary IIRC). Once again, click 'new instance' and expand the folder and 'squadsblock0'. Now the squad's properties show up in the Properties Palette and two folders are under 'squadsblock0'- Move Positions and Starting Locations. Move positions is only for when you want the squad to move to specific locations, so we'll click on Starting Locations. Then in the game view, left click five times in different places. Now, there's a couple ways to do this.

If you want elites to spawn at any of the points, click on 'squadsblock0' and change the actor type to the elite actor variant (assuming you imported it). Then scroll down to the bottom and change the following text boxes from 0 to 5 - 'normal diff count' and 'insane diff count'.

The other way to do this, for when you don't feel like making a new squad for different troops, is spawn side. Do the last step, but instead of changing the squad's actor type, change the actor type of each spawn point.

To put friendly marines, repeat the process above for making an encounter, but this time make the team index '2 / human'. Sadly, adding friendly ai also requires a bit of scripting. Save your scenario and exit out of Sapien To add a script, go to your data directory (not the tag directory), make a path identical to that of where your scenario is located in the tags folder (if it's tagslevelsai then make a folder in datalevels called ai. Then make a folder in that one called 'scripts').

In this new data directory, create a new text document called script (you can name it anything you want, really). Open up the new text document and copy this into it:(script startup basicsript (aiallegiance 'player' 'human') )When you go to save, click 'save as'. Change the save type to 'all files' and rename it 'script.hsc'. Now open your scenario back up in Sapien and go to file.