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View Full Version : [Wip] Cleanup single player map (part two)



adumass
October 5th, 2008, 04:36 PM
Posted this at halo maps and thought I'd post it here too. So.. a while ago(2 years?) I released cleanup, a single player level where you play as an elite and go through a canyon cleaning out the flood while helping covenant allies along the way. It didn't have much of a story besides that because I didn't do a good job telling it, and had not planned out one until after. I had started working on a second map after I released the first one, but quickly gave up because of many reasons including losing interest. A few months ago I started modeling a new bsp for cleanup part two where I plan on continuing the story. I have planned out most of the story already and have modeled 2 and 1/2 of the bsps so far. I have decided to try and make this a longer level than the first one and I will probably need help. I'm looking for someone who has 3dsmax and can properly unwrap textures onto forerunner structures and terrain. I will be modeling, populating, scripting, and pretty much everything else I just want some help unwrapping the levels. The story picks up where the other one left off, you play as a specops elite sent to secure the canyons around the Truth and Reconciliation's landing site after the flood were released. In this map your objective will be to continue cleaning out the area and get to the Truth and Reconciliation.

Here are some renders from max, the last pic is a piece of the first bsp which is in game. The second to last pic is the beginning of another bsp. Also I know some areas might look high poly but that is because I haven't cleaned those areas up or might leave it the way it is and just portal it. I might also need some help with forerunner structures.
http://img221.imageshack.us/img221/5473/halo1pz2.jpg
http://img221.imageshack.us/img221/9903/halo2ce1.jpg
http://img509.imageshack.us/img509/9678/p1ix4.jpg
http://img148.imageshack.us/img148/3245/p2co9.jpg
http://img148.imageshack.us/img148/4198/p3aq2.jpg
http://img221.imageshack.us/img221/7531/p6xd4.jpg
http://img72.imageshack.us/img72/3849/p8pm2.jpg
http://img148.imageshack.us/img148/9132/p9rw1.jpg
http://img225.imageshack.us/img225/2720/p10xl4.jpg

MetKiller Joe
October 5th, 2008, 04:59 PM
All of it looks really nice, mate. Though in the last picture, in sapien I presume, those two hills/cliffs don't look very well defined.

Higuy
October 5th, 2008, 05:20 PM
Like I said at halomaps, hot.

Sel
October 5th, 2008, 07:16 PM
While the terrain is great, the not stock forerunner stuff is quite simplistic, not that there is anything wrong with that. It's just that when they get too simple they look boring and unexciting. So really the only criticism I have is make your forerunner stuff a little more interesting somehow. I'd say more, but me and ultama are off to play some tf2 right now so I can't.

Rob Oplawar
October 5th, 2008, 08:39 PM
not great, but good decent to good in most places, with some places that really need work.

... I'm really in hard-to-please mode now, aren't I?

Con
October 5th, 2008, 09:41 PM
UV's need work, but it's nice to see someone who has good idea of how to create those organic terrain surfaces. Keep it up, practice makes better :)

Hotrod
October 6th, 2008, 04:35 PM
It was you that made cleanup? That was a great map, loved it. This looks nice too, though I'm not sure how all those big empty spaces will play. You'd probably miss many encounters, which would ruin the map.

jngrow
October 6th, 2008, 08:30 PM
You'd probably miss many encounters, which would ruin the map.
Not if he does it right. However, if done lightly, missing a few encounters can be a good thing to add replay value.

Ki11a_FTW
October 6th, 2008, 08:47 PM
It was you that made cleanup? That was a great map, loved it. This looks nice too, though I'm not sure how all those big empty spaces will play. You'd probably miss many encounters, which would ruin the map.

its called scenery :facepalm:

Apoc4lypse
October 6th, 2008, 09:47 PM
UV's need work, but it's nice to see someone who has good idea of how to create those organic terrain surfaces. Keep it up, practice makes better :)

definately agreed here... your organics seem pretty good in some spots, whereas some spots you seem to have taken shortcuts (where you welded the structure to the ground is one obvious spot.) Try to keep it consistant up to where the structure meets the ground.

Keep working on it though. :cool:

adumass
October 6th, 2008, 10:33 PM
For those big empty spaces I plan on having vehicle battles, actually those parts of the bsp were intended for another map but I can easily make them work here. About the terrain in the first and second pic, I had to scale the terrain up 2x so that part wouldn't be so small. I guess thats why it looks like I welded verts, I'll fix it soon. Here are some more pics of an elevator, unfinished building, and some terrain. I think I need some help on forerunner structures.
http://img72.imageshack.us/img72/7439/ele1cl2.jpg
http://img186.imageshack.us/img186/5082/ele1wireky5.jpg
http://img72.imageshack.us/img72/8521/p11ag9.jpg
http://img515.imageshack.us/img515/4071/p12yt5.jpg

Sever
October 6th, 2008, 11:00 PM
I fully agree with you - you don't get Forerunner architecture. Not many do though, due to the fact that you have to merge form, function and gameplay together seamlessly. That's a lot to ask of just one person, who already gets how to do terrain modeling. If you need any help with Forerunner structures, feel free to pm/aim me.

Hotrod
October 7th, 2008, 06:41 AM
its called scenery :facepalm:
Did you even read what I wrote? I said that it'd be too big for the player to follow the path correctly, and go to all the encounters. He/she could just go around all of them, making it just a huge plain to cross.


Not if he does it right. However, if done lightly, missing a few encounters can be a good thing to add replay value.
I guess I never looked at it that way, but you don't want to miss too many.

Ki11a_FTW
October 7th, 2008, 04:44 PM
Did you even read what I wrote? I said that it'd be too big for the player to follow the path correctly, and go to all the encounters. He/she could just go around all of them, making it just a huge plain to cross.

Its called scenery :facepalm:

Hotrod
October 7th, 2008, 05:20 PM
Sure, scenery can fill it up, but unless you want to make an ugly path of rocks that you can't get out of, you can just walk past the scenery, so whether there's scenery or not won't change that fact that . When I said huge plain, I didn't mean a big empty field, I meant a big area with no enemies to fight, since you can just skip them all.

If you still don't get what I'm saying, then forget it. He already clarified it for me when he specified that it'd be a vehicle area.

DarkHalo003
October 8th, 2008, 05:39 PM
Scenery also causes a bit of lag. Add too many trees or pile too many rocks together and it's a laggy mess. That's at least something I learned when I was making beginning maps.