News:


>10/4/12 - Lumoria is final (MatthewDratt)

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Lumoria is now finished... It's been a long and great ride. You can now download all of the files from the media page. It's been good, it's been good....
-MatthewDratt

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>8/1/11 - Lumoria Episode One - New Update! (Higuy)

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When Lumoria: Episode Two hits launch (wont be a for a bit), we will be releasing the final version of Lumoria: Episode One, to create a "complete" version of the campaign. The final version of Lumoria: Episode One has a TON of fixes, updates, and new content in it compared to the last update we did. Here's the list and some screen shots to wet your appetite (tag things will be included in EP2 obviously):

Updates in Lumoria: Episode One:
- Tweaked Shadow vehicle and actor variant (less annoying to fight)
- Tweaked rocket warthog gun (considerably less powerful and reduced AOE, shoots a bit faster, 4 rockets loaded instead of 3)
- Tweaked actor variants
- Added navpoints to dropships in firefight moment to give player a better bearings of the situation
- Added needler drones
- Tweaked encounters (less crowded in first encounter added shooting jackal in second, second also slightly edited, the "badboy jackals" come out sooner + can no longer be seen spawned)
- Overhauled "boss battle" (got rid of the ugly cutscene that gave you a shotgun, made fight more challenging)
- Added detail objects to appropriate BSPs
- New song featured in the final battle
- Several extra bug fixes (shadow falling off cliff preventing progress, skipping encounters by jumping on the bridge in first BSP, a ghost jump inside the tunnels to the holo panel would force the player to go all the way back regardless of the shortcut)
- Terminals (YES, TERMINALS. See below for more details)
- Dinobirds that explode
- New opening cutscene in space detailing the background story leading up to these events
(Props to Lodex for doing alot of this)

... and more. As always, the map will be completley open sourced with all the tags you need and want for your own maps and modifications.

Like I said in the list above, were adding in Terminals. Yup, Terminals. They background some important stuff about Lumoria and its past, and more specifically, who helped build the forerunner world and run it. (Don't worry, I didn't write them, our writer did! :P)

With all this being said, you are probably wondering when Lumoria: Episode Two is going to come out. The team and I really do not have any clue, but I'm guessing either Christmas time this year, or sometime early next year. There is still quite alot left to do im afraid, and were trying to make this one of the best single player campaigns possible.

Peace out, and see you guys later!

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>8/1/11 - Blog section changed to news. (MatthewDratt)

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As you can see right now that the blog section of the site after being removed, and then put back, and then removed again... it's back again for another time as a news section of the site. Important updates and what not will be here. Yup. Somewhat of a new layout to it, but not much of a change. Less clutter.
-Love Dratt

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>6/14/11 - Lumoria Episode Two Returns! (MatthewDratt)

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Lumoria Episode 1 fixed 2 is back alive! Can you believe it? Cause I sure can't. Check out some screenshots and more over at the media page. See More.

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>3/13/11 - It died (MatthewDratt)

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Blame Higuy. Read More.

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>2/20/11 - What happened? (MatthewDratt)

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As you can from the recent blog posts that we are to busy because how much we are working on the next big thing.

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>1/29/11 - Update from Dratt (MatthewDratt)

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Just want to give everyone a quick update on everything. There should be a new blog every Friday or Saturday so be sure to keep checking back for updates. As of now the site is pretty much done. For the projects a fixed version of Lumoria Episode 1 is in full production. As for Episode 2 I can't really say. Not because I can't (I can't) but I'm unsure of what point everyone else is at moment. As for me I'm still still in the pre-production part. As the cinematic director right now I'm waiting on the script to be finished, talking with Higuy on the best way to improve voice acting, and just doing some simple tests. So far my camera test was successful. I have a nice way of animating a camera in 3ds max and bringing it into Halo. This will make more shots in Episode 2 more complex. Unfortunately I don't think I'll find a spot to use this in the fixed episode 1. If you're wondering about all the pop-ins and head-bobs not aligned to audio, that has all been fixed sense I've gotten on board. So there's a bit of an update for me. Be sure to check back next week and hopefully it won't be me.

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>1/26/11 - New blog and writer (Higuy)

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As you guys can see, we now have our own website up now! This lets us be a bit more organized and do a bit more in the organization world. If you've checked out the "TEAM" section of the site you'll notice we now have a writer. This writer is "Postmortem", or otherwise known as Isaac. He is helping us reshape a few parts of Episode 1, and then he is also writing the full-fledged script of Episode 2. Isaac has been a staff writer at the site "Forward Unto Dawn", so he knows his Halo literature. So yes, Episode 2 is in production and the story/dialouge/whatever is going to much better than the first, same with the setting, and more.

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>1/26/11 - Test Two (MatthewDratt)

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Testing out a layout for a blogish type page. Maybe we can get updates and stuff flowing throughout here. Possibly introduce each team member or something. I really don't know. I'm just trying to figure out a reason why people would visit the site more than once unless a map is released or screenshots or some other crap. If anyone on TM want's to post just contact me on Xfire. I guess you could email me using my email on this site (click my name in the title), but yeah. Xfire would be faster.

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>1/26/11 - Blog Test (MatthewDratt)

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Blog Page Test. Higuy didn't ask me to do it. So I hope I don't get hit again. *(

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Logs

10/4/12
8/1/11
8/1/11
6/14/11
3/13/11
2/20/11
1/29/11
1/26/11
1/26/11
1/26/11