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Sel
April 5th, 2009, 10:24 AM
I've been quiet about this for a while now. A few of you here will remember this project from back in may of 08, a few more of you will remember it from later on. Anyway it's time to say that the project is coming close to being finished.

Older pictures :

http://i93.photobucket.com/albums/l42/selentic/Models/ducklol2.jpg

http://i93.photobucket.com/albums/l42/selentic/Models/ducklol3.jpg

http://i93.photobucket.com/albums/l42/selentic/Models/ducklol4.jpg

http://i93.photobucket.com/albums/l42/selentic/Models/ducklol5.jpg

http://i93.photobucket.com/albums/l42/selentic/Models/supducky.jpg

http://i93.photobucket.com/albums/l42/selentic/Models/supducky2.jpg

Fresh Renders :

http://i93.photobucket.com/albums/l42/selentic/Models/renderz.jpg

http://i93.photobucket.com/albums/l42/selentic/Models/renderz2.jpg

http://i93.photobucket.com/albums/l42/selentic/Models/renderz3.jpg

http://i93.photobucket.com/albums/l42/selentic/Models/renderz4.jpg

http://i93.photobucket.com/albums/l42/selentic/Models/renderz5.jpg

Rossmum, a while back you recommended changing the theme from generic snow and ice, to desert and glass. Well after teaming up with mass, after TeeKup's suggestion, we decided on going with your desert idea.

Big thanks to both of you.

As far as progress goes. The map is ingame, populated, balanced and play tested in between 6v6, and 8v8.

There still is a lot to be finished though, we're still altering the stock textures to fit in a desert level. We also need a sky, so if anyone is good at setting those up and wants to volunteer don't hesitate to contact me. There is also a lot of out of level geometry to make, along with a lot of pretty level design shit, but the list of things to do is quite extensive and I'm not going to write it all out.

That's about it folks.

E: oh christ forgot to even mention mass

He did all the forerunner stuff, except the stuff in the first and second pictures.

The base and middle bridge thing is all his incredible work.

Higuy
April 5th, 2009, 10:26 AM
Finally got a topic I see..
Looks pretty good, hopefully another beta soon?

Sel
April 5th, 2009, 10:27 AM
That depends if the HCEL comes back up, or some other good server becomes available :p

Anton
April 5th, 2009, 12:28 PM
Looking good Yuki! I do see that you need to work on your organic geometry. At the moment it looks kind of blocky in some areas but that's an extremely easy fix, especially with textures.

I'm looking forward to seeing this project advance further, ever since you had first shown me I had wanted to play the final. Good luck, oh and nice choice going with the desert/glass style. +rep.

Joshflighter
April 5th, 2009, 12:29 PM
I remember this, and its looking awesome! GJ.

Advancebo
April 5th, 2009, 12:30 PM
Use some other texture for the floor on the bridge, it doesnt look right being all the same colors.

MetKiller Joe
April 5th, 2009, 12:59 PM
Great stuff. I like the base architecture especially.

RobertGraham
April 5th, 2009, 01:16 PM
This is pure sex

PopeAK49
April 5th, 2009, 03:10 PM
I think its really quite intresting.

jngrow
April 5th, 2009, 03:42 PM
Fuck you whenever I see that base that Mass made it makes me :(

Looks cool, I wish the terrain was a bit smoother due to it being a desert, sand erodes shit all smooth

Disaster
April 5th, 2009, 03:47 PM
Use my desert detail maps I made for sandtrap?

http://i266.photobucket.com/albums/ii256/echo216/wtfhax.jpg

Corndogman
April 5th, 2009, 04:14 PM
Is the sky going to be one of those floating in mid-air type of things or do you want there to be desert all around, like in that Halo 3 SP level?

sevlag
April 5th, 2009, 06:25 PM
nice going man

Boba
April 5th, 2009, 06:48 PM
sugarlumpkin can I have an overhead please? :-3

Sel
April 5th, 2009, 06:55 PM
Of course.

http://i93.photobucket.com/albums/l42/selentic/Models/renderz6.jpg

Gwunty
April 5th, 2009, 07:00 PM
Agreed 110% this is the greatest map ever
Agreed 100% selentic is a faggot for not giving me a beta :(

Inferno
April 5th, 2009, 07:00 PM
Reminds me of a lot of other halo map layouts.
Still looks really fun though.

Sel
April 5th, 2009, 07:51 PM
Agreed 110% this is the greatest map ever
Agreed 100% selentic is a faggot for not giving me a beta :(

Well maybe if you were online :|


Reminds me of a lot of other halo map layouts.
Still looks really fun though.

That's because it's the traditional halo canyon shape, just a lot more complexity in the paths, but staying overall simple.

Gwunty
April 5th, 2009, 07:58 PM
BUT YOU KNOW I CANT RESIST POOL SMEX
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF

.Wolf™
April 5th, 2009, 08:21 PM
To me the design looks Wartorn Cove...But thats just me..

Rentafence
April 5th, 2009, 08:23 PM
Looks like there's gonna be way too much driving/walking to find enemies. :(

Alwin Roth
April 5th, 2009, 09:14 PM
how big would this map be?
could you compare it with a regular map?
like sandtrap, blood gulch, etc.

Sel
April 5th, 2009, 09:20 PM
coldsnap














































except not. (idk) infinity maybe?

Right now the map is pretty drivey drivery, and less 3skey 3skey, but the teleporters havent been finished yet, so there really is no role for infantry other than owning the middle bridge.

Sel
April 5th, 2009, 09:35 PM
Also this post is aimed towards ducky :

I am not releasing this until you get team fortress 2.

FluffyDucky™
April 5th, 2009, 09:52 PM
Well fuck, looks like no map. LOL :)

Sel
April 5th, 2009, 09:59 PM
Ok guys you heard it from ducky this map is never getting released.

Mass
April 5th, 2009, 10:17 PM
http://i118.photobucket.com/albums/o97/nate-the-great_photos/idomorethanwankandsmoke-1.jpg

Yeah, hogs for scale
I'll try to a side-by-side with BG if someone has the model.

also:

[20:46] ssɐɯ: you know what this map needs
[20:46] ssɐɯ: big lebowski references
[20:47] ACoLOL-Selentic: lol
y/n?

thehoodedsmack
April 5th, 2009, 10:25 PM
y

StankBacon
April 5th, 2009, 11:13 PM
nobody fucks with the jesus.

n00b1n8R
April 6th, 2009, 02:51 AM
wtf grass?
I thought this was a desert :mad:

Mass
April 6th, 2009, 03:14 AM
LOL TEMP

Umm, actually those things Disaster made look p decent, will take.

rossmum
April 6th, 2009, 05:27 AM
http://i118.photobucket.com/albums/o97/nate-the-great_photos/idomorethanwankandsmoke-1.jpg

Yeah, hogs for scale
I'll try to a side-by-side with BG if someone has the model.

also:

y/n?
as someone who is going to be using this at some point, the curved walls need some detailing, break them up into large panels and make them (and the near end of the tower) consistent material-wise

looks p ace though

.Wolf™
April 6th, 2009, 05:33 AM
Well fuck, looks like no map. LOL :)

I think ima buy it to now..:D

FluffyDucky™
April 6th, 2009, 07:00 AM
Trying to persuade me? lool and yeah.. wasn't it meant to be desert?

Sel
April 6th, 2009, 08:11 AM
It is. Those are placeholder textures in mass's pics.

Lateksi
April 6th, 2009, 10:14 AM
Looks really nice and reminds me of the classic Halo ctf maps like Sidewinder and Danger Canyon except there's only 'one' route in your map. And desert maps aren't too traditional in HCE so this should be fun!

I don't know why Bungie always made their MP take place in somewhere the SP campaign? Well maye not always but the style is often similar to the SP maps.

rossmum
April 6th, 2009, 10:30 AM
It is. Those are placeholder textures in mass's pics.
oh right

shit if the textures look half as good as that one smallish map that starts with s that i forgot the name of that shit will own

MetKiller Joe
April 6th, 2009, 11:35 AM
That base is getting more awesome with every pic you post. Can't wait to play this.

Corndogman
April 6th, 2009, 12:59 PM
@ Ross, You're thinking of Seclusion? Dane textured that, and It would be amazing if he did this too.

rossmum
April 6th, 2009, 01:11 PM
@ Ross, You're thinking of Seclusion? Dane textured that, and It would be amazing if he did this too.
THAT'S THE ONE

Dane is busy as fuck though so I dunno

Sel
April 6th, 2009, 02:23 PM
Looks really nice and reminds me of the classic Halo ctf maps like Sidewinder and Danger Canyon except there's only 'one' route in your map. And desert maps aren't too traditional in HCE so this should be fun!

I don't know why Bungie always made their MP take place in somewhere the SP campaign? Well maye not always but the style is often similar to the SP maps.

There is a second route, you just can't see it because it's underground for the better part :p

Geo did great ground textures, only thing is he's been mia for the last month or so. So we're still shopping around for someone to edit the stock textures and do the custom ones we need.

ZeRk`
April 6th, 2009, 03:49 PM
This was really fun to beta, I can't wait to have a couple gamenights on it.

A lot of it is driving and sniping, but when you get to the the middle structure and the bases its more person on person fighting. Its equal and its fun to play.

Good job Sel. <3

Corndogman
April 6th, 2009, 04:01 PM
You could also reuse some of seclusion's textures if you needed too (if they fit in with the rest). I found they look pretty good in sand theme (map I never finished) as well as snow.

UnevenElefant5
April 6th, 2009, 04:15 PM
Are there going to be custom weapons? If not, at least update the weapons a little. IMO they will look out of place in this awesome map.

Disaster
April 6th, 2009, 05:35 PM
I'll be glad to make you a custom desert cliff texture if You don't want to use bloodgulches.

musicman888
April 6th, 2009, 08:06 PM
This map is really coming along and looks really appealing in gameplay to me. I honestly cannot wait to play this map. Good Job!

Sel
April 6th, 2009, 08:52 PM
Are there going to be custom weapons? If not, at least update the weapons a little. IMO they will look out of place in this awesome map.

I'm hoping to get a hold of HRH files from wol, along with making use of ifafudafi's plasma particles. Right now those aren't really a concern though.


I'll be glad to make you a custom desert cliff texture if You don't want to use bloodgulches.

I'll get back to you on that. Geo was in line to make those textures, and I'm still hoping he'll come back sometime; he did the ones in sympathy and those turned out incredible.

You're definitely in for the detail maps though. (go on xfire)

PopeAK49
April 6th, 2009, 09:35 PM
Of course.

http://i93.photobucket.com/albums/l42/selentic/Models/renderz6.jpg


I have several things that may consist of gameplay issues. Even though i love what your doing with this map i would hate to see it get laid to waste.

1. You only have 1 path going to the bases. You need to have atleast 2 paths to get to the base.

2. Look at danger canyon since this map seems to kind of have the same design except danger canyon has two paths going to the bases not one.

3. I'm just giving you a helpful idea but maybe carve a path that can be used for foot travel, like in danger canyon with the cave path going to the other bases.

4. If you don't know what im talking about then PM me and ill show you an example.

Gwunty
April 6th, 2009, 09:43 PM
There is a second route, you just can't see it because it's underground for the better part :p

l2read

PopeAK49
April 6th, 2009, 09:44 PM
^ Crap out of all the pages i forgot to read.....

Sel
April 6th, 2009, 09:45 PM
Ok. Unless I want to rebuild material libraries in Max 8, since they don't export from 2009 to 8, anyone want to tell me how to increase scripter memory so that I can get bluestreak to work in 2009 lol?

CtrlAltDestroy
April 6th, 2009, 09:52 PM
Maxscript -> Maxscript Listener

heapSize *= 2

should do it

Sel
April 6th, 2009, 09:56 PM
No dice, it still hangs on when I hit export JMS, and then automatically begins increasing the heap size until around 45000000

CtrlAltDestroy
April 6th, 2009, 10:00 PM
I dunno what's up with your max, but there might be a lot of wasted memory. You should try a manual garbage collection (type gc() in the listener).

Sel
April 6th, 2009, 10:05 PM
heapSize *= 2
15360000L
gc()
11464936L

No idea what this means, but it still didn't work :(

CtrlAltDestroy
April 6th, 2009, 10:16 PM
Oh, well it looks like you only have 11MB of available memory out of a total of 15MB of allocated memory. Set your heap size to ~150MB, and it should work, I guess.

heapSize = 150000000

rossmum
April 6th, 2009, 11:29 PM
Layout looks pretty awesome, nice to see a measure of vertical separation between paths beyond just "high" and "low" like most maps.

Sel
April 7th, 2009, 08:14 AM
Oh, well it looks like you only have 11MB of available memory out of a total of 15MB of allocated memory. Set your heap size to ~150MB, and it should work, I guess.

heapSize = 150000000

I'll try that later when I'm back home, but do the changes I make in the listener stay after 3ds is closed and restarted? Or do I have to do that every time I start it?

Mass
April 7th, 2009, 10:58 AM
K, so:

First off, how about this Ross:
http://i118.photobucket.com/albums/o97/nate-the-great_photos/lookitthoselowrates.jpg

Then, I realize the layout is a little unclear from just a top pic, you gents should understand that right now it's like this:
http://i118.photobucket.com/albums/o97/nate-the-great_photos/currentsetup.jpg
Similar to Danger Canyon's middle room with the rod and snipers, you can enter the middle path inside from jumping from a ledge or you can use your team's path to reach the bridge. However, unlike DC, the way the middle is set up means that you have to cross the bridge if you want to go back through the other team's tunnels, which should make for good game-play and a center that performs more like ice field's bridge.

However, as far as the end of the tunnel's that connects the center room to the bases, we plan some changes:
http://i118.photobucket.com/albums/o97/nate-the-great_photos/futuresetup.jpg
Brown is tunnels, in case you're, well, never mind. Anyway, we'll try to add curves in the shorter tunnels so that it takes a virtually identical amount of time to make the journey regardless of which side you're on.

Unlike gearbox, we will not be trying to construct the map entirely out of heavy weapons though--likely there will be two flamers, a rocket, and *maybe* one rod. Right now we have one r-hog and one c-hog per team, although we may use a grove-like set up, (one r-hog two c-hogs.)

Any input on anything would be good.

E: If anyone is having trouble with my description of the center layout, I hope this visual aid will, umm, aid.
http://i118.photobucket.com/albums/o97/nate-the-great_photos/middlechart.jpg

rossmum
April 7th, 2009, 11:39 AM
I was suggesting the texture be broken up into panels, actually... if you were to model on the kinds of patterns I'm thinking of you'd probably double the polycount.

I wasn't entirely aware they were placeholder textures before, hence the suggestion.

Hunter
April 7th, 2009, 11:52 AM
:O That map looks amazing.

Advancebo
April 7th, 2009, 12:45 PM
Looks like a Danger Canyon in basic layout.

Sel
April 7th, 2009, 04:09 PM
Oh, well it looks like you only have 11MB of available memory out of a total of 15MB of allocated memory. Set your heap size to ~150MB, and it should work, I guess.

heapSize = 150000000

Still hangs after setting it to 300MB, but it doesn't show the message that it is increasing the heap size. Just sits there :|

rossmum
April 7th, 2009, 08:31 PM
Looks like a Danger Canyon in basic layout.
kids these days, i swear http://sa.tweek.us/emots/images/emot-sigh.gif

it's plainly different

Advancebo
April 7th, 2009, 09:19 PM
Well, the basic horseshoe shape.

n00b1n8R
April 8th, 2009, 01:57 AM
No way man, it looks like sidewinder.

Mass
April 8th, 2009, 02:26 AM
We could debate this all day, halo maps are usually broadly similar, and this is similar but not the same.

Although it's probably most like Casualty Isle if we must. [/hypocrite]

p0lar_bear
April 8th, 2009, 03:49 AM
It looks totally like Desert Island. :downs:

n00b1n8R
April 8th, 2009, 05:16 AM
No, it's way closer to being like Totally_Offtopic!

Hunter
April 8th, 2009, 07:13 AM
NO! It looks completly like Revelations... :/

Sel
April 8th, 2009, 08:10 AM
NO! It looks completly like Revelations... :/

bing bing we have winner.

L0d3x
April 8th, 2009, 08:41 AM
That map looks great, I'm just not sure about the way the main bases are placed. Seems like there isn't that much cover there atm. Then again, I may be mislead by the pictures.

Sel
April 8th, 2009, 05:02 PM
I have the gameday alpha ready to go except...

How do I get race to spawn more than one vehicle? I've set up several race vehicle points with different team indexes, but only one spawns.

halp

Inferno
April 8th, 2009, 05:04 PM
I wrote a script for yoyo so I could set up specific vehicle spawns (in the same way that ctf vehicle spawns work) if you want I can donate it.

p0lar_bear
April 8th, 2009, 08:06 PM
I have the gameday alpha ready to go except...

How do I get race to spawn more than one vehicle? I've set up several race vehicle points with different team indexes, but only one spawns.

halp

Play with more people; race spawns only enough vehicles to accomodate players in the server.

Alternatively, cheat_all_vehicles.

Sel
April 8th, 2009, 08:08 PM
Play with more people; race spawns only enough vehicles to accomodate players in the server.

Alternatively, cheat_all_vehicles.

oh

lol

Inferno
April 8th, 2009, 08:09 PM
My ways cooler :(

Sel
April 8th, 2009, 08:44 PM
It is, but I'm a biased faggot and I hate scripts :(

.Wolf™
April 9th, 2009, 05:32 AM
Nu-uh..Scripts hate YOU! =D

Sabre
April 9th, 2009, 08:08 AM
Nu-uh..Scripts hate YOU! =D

Cause this is Soviet Modacity.

PopeAK49
April 9th, 2009, 02:01 PM
We could debate this all day, halo maps are usually broadly similar, and this is similar but not the same.

Although it's probably most like Casualty Isle if we must. [/hypocrite]

That's because the level designers at bungie those day's were too lazy to come up with new and more interesting layouts....Yet the layouts seem to work out quite perfect for all game types. (Not saying Yuki is too lazy to make a new and original layout.) Anyways i should stop talking or i might get wacked.

Sel
April 13th, 2009, 06:56 PM
Been fucking with some older skies to try and get a nicer look with a placeholder sky for the next beta. Lost cove looked very nice :O

http://screenshot.xfire.com/screenshot/natural/0cb33928375582fd28ee0bb42c1330597fbe9003.png

and thank you teh lag for your incredible texture help!

http://www.hivclan.net/hivshack/images/lb0s95748471ka97cdcv.jpg

Malloy
April 13th, 2009, 07:01 PM
Are we supposed to see some fat anime blur?

looks nice in first pic though.

MetKiller Joe
April 13th, 2009, 08:28 PM
http://screenshot.xfire.com/screenshot/natural/0cb33928375582fd28ee0bb42c1330597fbe9003.png



:eek:

Just a mite too saturated for my taste, but other than that, freakin awesome.

ThePlague
April 13th, 2009, 08:36 PM
Hopefully that isn't the final texture layout, because the ground doesn't fit right.

jcap
April 13th, 2009, 08:47 PM
Now put either a really big desert over the cliff or a gigantic waterfall like in Construct (or The Ark).

teh lag
April 13th, 2009, 08:53 PM
(The backstory for that picture is I was annoyed at his inability to use hue-saturation in PS to change the color of a light bitmap, so I created about 5 different colors, a filter-raepd version, and overlayed it onto an animes to show how little knowledge was needed)

Advancebo
April 13th, 2009, 08:57 PM
Now put either a really big desert over the cliff or a gigantic waterfall like in Construct (or The Ark).

Giant waterfall sounds like win.

Sel
April 13th, 2009, 09:02 PM
:eek:

Just a mite too saturated for my taste, but other than that, freakin awesome.

Lol it's the sky, but I really like the way it lit everything :p


Hopefully that isn't the final texture layout, because the ground doesn't fit right.

That's because it's the dangercanyon ground badly UV'd to the level. Most of the textures in there are still placeholders, and we're still looking around for someone to finish up some of the retexturing and make the custom ones we need.


Now put either a really big desert over the cliff or a gigantic waterfall like in Construct (or The Ark).

I'm working on modelling some big tall out of level cliffs, and finishing up most of the other modelling shit.


As far as the sky goes, I really really like the way it lights the level, so chances are I'll keep it. Though I might fuck around with parts of it. We'll see.


Giant waterfall sounds like win.

I'll think about it, but I'm really unimpressed at halo's water. and water effects so I might just keep it waterless. :S

ZeRk`
April 13th, 2009, 09:33 PM
It looks sexy so far Selentic, keep up your magiccccccccc.

When do you think it will be released?

Sel
April 13th, 2009, 09:36 PM
When we find someone to texture what geo left us to do.

When we edit the lost cove sky accordingly, or create a whole new one.

When we figure out aether

When we iron out all the gameplay issues

etc etc

zerk, word is the hpt guys play scrims on ce now. If you can get them to play this in a few scrims it would help me a lot with finding any balance issues.

ZeRk`
April 13th, 2009, 09:39 PM
Yea there are CE gamenights every weekend and Fridays with HPT guys.
Message me on xfiyaaaaaaa

Sel
April 13th, 2009, 09:40 PM
Go on xfire !

Disaster
April 13th, 2009, 09:41 PM
When we find someone to texture what geo left us to do.


Ahem :wave:

rossmum
April 14th, 2009, 07:05 AM
Been fucking with some older skies to try and get a nicer look with a placeholder sky for the next beta. Lost cove looked very nice :O

http://screenshot.xfire.com/screenshot/natural/0cb33928375582fd28ee0bb42c1330597fbe9003.png

and thank you teh lag for your incredible texture help!


oh my god at a glance i thought that was lost cove

this is a very, very good sign

Sel
April 14th, 2009, 07:53 AM
Ahem :wave:

I'll let you give it a go when we have all the geometry that you would texture done.

Mass
April 19th, 2009, 02:16 PM
bump

more people played the newer version last night

any more feedback aside from stuff that is really kinda unusable like "it's exactly 30% too large, hurrrr"

Rentafence
April 19th, 2009, 02:28 PM
Shorten the walking path. It sucks to have to walk for 3 minutes to just get shotgunned in the face as soon as the enemy base is in sight. Maybe put a small bridge over the center gap and have the long part as a way to sneak up on the enemy.

Rook
April 19th, 2009, 02:35 PM
Looking nice, I can see your ass to shoot you now. ;)

jcap
April 19th, 2009, 02:37 PM
It IS a little too large for being on foot. If you get stranded in the middle of the desert, you're screwed. I've been trying to think for the past 20 minutes how that can be fixed without making the map cheap for CTF and gay, but I haven't come up with anything yet.

Inferno
April 19th, 2009, 02:45 PM
Add teleporters you can only use when not carrying the flag.
Easy to script.

Sever
April 19th, 2009, 03:02 PM
Hell, just slightly increase player speed, maybe?

Mass
April 19th, 2009, 03:26 PM
It IS a little too large for being on foot. If you get stranded in the middle of the desert, you're screwed. I've been trying to think for the past 20 minutes how that can be fixed without making the map cheap for CTF and gay, but I haven't come up with anything yet.
Well, shwinnz and grove varients (which are like brother maps in my opinion) solve that with linear pedestrian paths and curving vehicle paths in the same space, but I'm not sure if that's what we're looking at as a possibility here.
anyway, so some stuff here
gonna change the bridge a bit
http://i118.photobucket.com/albums/o97/nate-the-great_photos/bridgeedits.jpg
that will, hopefully:
-make campers more vulnerable but not weak towards r-hogs
-make it harder to just 3sk 2-3 people on the bridge (this was easy enough for me to be a bit disconcerting)
-make it harder to swerve-rape everyone on the bridge with a warthog

I'm debating this change in tele arrangement with sel, but he DOES NOT WANT
http://i118.photobucket.com/albums/o97/nate-the-great_photos/teleporterplan3.jpg

Lateksi
April 19th, 2009, 03:57 PM
Sel, I dunno if I should call you Yuki but what I DO know is that you should listen to Mass :D

jcap
April 19th, 2009, 04:15 PM
That teleporter arrangement isn't bad. When I look at and play the map, it feels a little like Avalanche from Halo 3, the Sidewinder remake. The teleporters fit into the map very well and you can always quickly arrive at the middle if on foot, but it doesn't create a cheap route for carrying the flag. You can cut off the flag carrier at several points along the path and trying to return your own flag does not turn into a "cat and mouse" game.

Sel
April 19th, 2009, 05:40 PM
Sel, I dunno if I should call you Yuki but what I DO know is that you should listen to Mass :D

Call me sel, the name will change back when the BEST TREND EVER starts.

Also my issue with that teleporter arrangement is that it dumps the player out in the middle of a driving path, and also removes any use of the middle room area. :S

rossmum
April 20th, 2009, 02:45 AM
It IS a little too large for being on foot. If you get stranded in the middle of the desert, you're screwed. I've been trying to think for the past 20 minutes how that can be fixed without making the map cheap for CTF and gay, but I haven't come up with anything yet.
real men slog across hugeass on foot.

and back.

Sever
April 20th, 2009, 03:22 AM
real men slog crouch walk across hugeass on foot.

and back.That.

Lateksi
April 20th, 2009, 03:48 AM
^ LOL I wonder how long that would take. I once was about to test it but then realized I had MUCH BETTER STUFF TO DO.

But like Sever said, if the teleporters are bad you could increase the player speed a little. The default speed in Halo is actually very slow imo.

rossmum
April 20th, 2009, 04:22 AM
^ LOL I wonder how long that would take. I once was about to test it but then realized I had MUCH BETTER STUFF TO DO.

But like Sever said, if the teleporters are bad you could increase the player speed a little. The default speed in Halo is actually very slow imo.
It's already hard enough to lead with 300ms+ pings, thanks.

.Wolf™
April 20th, 2009, 06:36 AM
Its good.And the best way to actually win a game in it would be pure teamwork.But most players dont work that way..I dont think the gameplay would change that much moving the teleporters outside.And not more speed.

Sel
April 20th, 2009, 08:53 AM
Which is why I'm hoping to get this played in HPT gamenights, they do use teamwork for the most part, and that's where I hope to find the more minor balance issues and iron them out.

MissingSpartan7
April 20th, 2009, 05:26 PM
hmm...i am agreeing 60% with tele plan, but overview looks kinds like avalanche
...may have already been said
http://img7.imageshack.us/img7/9591/teleporterplan4.jpg

Inferno
April 20th, 2009, 06:40 PM
Man cannons and grav lifts in CE fail.

No fail lifts please.

.Wolf™
April 21st, 2009, 04:33 PM
Hey lets delete the rest cause it wont have any gameplaypurpose.No even if it synced it wouldnt do much for gameplay.Worse if anything.So no,No Mancannons..

ThePlague
April 21st, 2009, 05:13 PM
I say make little caves or something so when you get teleported you don't end up in the driving line.

Sel
April 23rd, 2009, 09:52 AM
wootles

http://screenshot.xfire.com/screenshot/natural/89bc0d4b7f3b19b7d92e8cbbe7011bdbc11c7596.png

http://screenshot.xfire.com/screenshot/natural/7f1527d0897cf035c4116d1b57731d80b5c771ad.png

MetKiller Joe
April 23rd, 2009, 10:01 AM
For some reason, that looks more star wars to me than forerunner.

Looks good, though.

StankBacon
April 23rd, 2009, 10:04 AM
turn specular on you nub... those shots would look so much better.

sevlag
April 23rd, 2009, 12:38 PM
Also my issue with that teleporter arrangement is that it dumps the player out in the middle of a driving paththat right there is a game breaker as you'll have one or a few campers setting up shop at that exit with shotgun or a warthog ontop of it to block it....maybe move the node to a area where people aren't dumped into harm's way but still allow it to shorten the paths while not cutting out the middle rooms?

Sel
April 23rd, 2009, 12:42 PM
turn specular on you nub... those shots would look so much better.

It is on, thing is the shaders aren't set up in the least, because we haven't decided on what bitmaps to use.


that right there is a game breaker as you'll have one or a few campers setting up shop at that exit with shotgun or a warthog ontop of it to block it....maybe move the node to a area where people aren't dumped into harm's way but still allow it to shorten the paths while not cutting out the middle rooms?

Jcap suggested a way I didn't think of, I'm gonna give that a try and see how it works out in the next gameday.

Joshflighter
April 23rd, 2009, 01:15 PM
You may have stated this before, and I may have missed it, but what are those pics showing? They look like grav lifts to me... :o

Sel
April 23rd, 2009, 03:59 PM
You may have stated this before, and I may have missed it, but what are those pics showing? They look like grav lifts to me... :o

Random out of level shit, that animates lmfao, of course it's hard to show that in pictures :\

Higuy
April 23rd, 2009, 04:28 PM
wootles

http://screenshot.xfire.com/screenshot/natural/89bc0d4b7f3b19b7d92e8cbbe7011bdbc11c7596.png

http://screenshot.xfire.com/screenshot/natural/7f1527d0897cf035c4116d1b57731d80b5c771ad.png
Looks good man, maybe add dark fog down in there.

n00b1n8R
April 23rd, 2009, 06:35 PM
WTF selentic man, I thought we were <33

Where's my beta D:

Sel
April 23rd, 2009, 06:40 PM
had you gone to the last two gamenights then maybe you would have played it :(

We'll have another one on saturday, just be on around 7pm(-5)

Ki11a_FTW
April 23rd, 2009, 08:12 PM
will there be real guns?

jcap
April 23rd, 2009, 08:14 PM
I hope not. This is Halo.

Sel
April 23rd, 2009, 10:06 PM
will there be real guns?

yes we are ripping the l4d guns and so the only choices will be dual pistols auto shottys hunting rifles and assault rifles!

Inferno
April 23rd, 2009, 10:13 PM
YUZ DEEZ WEEPONZ DEY LUK LIK WEEL GUENZ (http://hce.halomaps.org/index.cfm?fid=4167)

MissingSpartan7
April 23rd, 2009, 10:13 PM
I hope not. This is Halo.
i am agreeing with jcap, and the environments mightn't suit "real" guns- they will just look a bit out of place

rossmum
April 24th, 2009, 12:10 AM
will there be real guns?
worst idea in the history of these forums

n00b1n8R
April 24th, 2009, 02:27 AM
No real guns mate, this is a videogame.

Sel
April 24th, 2009, 08:09 AM
worst idea in the history of these forums

Just clarifying Killa's post. Real guns is what we've been calling the tier 2 weapons in left4dead when me him goat and flibit played lol.

rossmum
April 24th, 2009, 09:44 AM
so basically guns that don't suck

what is he talking about, no weapon in halo inherently 'sucks'

p0lar_bear
April 24th, 2009, 11:35 AM
so basically guns that don't suck

what is he talking about, no weapon in halo inherently 'sucks'

I disagree. Plasma weapons. (In PC/CE, of course, they rape on the XBox.)

Rosco
April 24th, 2009, 01:12 PM
I disagree. Plasma weapons. (In PC/CE, of course, they rape on the XBox.)

No, you just suck.
:haw:

Damn Selentic, I only remembered you for being some random dude that's not quite an old fag, but I guess I can remember you for this good looking map now. Good job :)

rossmum
April 24th, 2009, 01:52 PM
I disagree. Plasma weapons. (In PC/CE, of course, they rape on the XBox.)
no, you definitely just suck.

p0lar_bear
April 24th, 2009, 02:02 PM
no, you definitely just suck.

stop making fun of me because i can't figure out how to lead plasma weapons right :saddowns:

srs not only do i need to account for lag lead, but then the travel time on the bolt, and then i need to stop and concentrate on a spot when they start to hit because the target gets stunned. All while trying and failing to ignore the biped i'm aiming at because it lags around if you hit it directly instead of where you're supposed to shoot. :saddowns:

Lateksi
April 24th, 2009, 02:05 PM
I like plasma weapons but they lack precision. Hell, same goes for every weapon except the sniper rifle! Weapons of Halo often save me because of the bullet magnetism. Even if I was a deadly good shot the random bullet spread of the game often shits bricks on me.

E:// Take a look at the plasma gun of Quake series. It is a really good and balanced weapon compared to Halo PC's plasma rifle and plasma pistol.

Ki11a_FTW
April 24th, 2009, 08:06 PM
will there be real guns?

(this is only a joke that selentic and innergoat will understand)

n00b1n8R
April 24th, 2009, 09:44 PM
I disagree. Plasma weapons. (In PC/CE, of course, they rape on the XBox.)
Are you that shit at the game? :confused2:
Don't you know that PR actually stands for Pro Rape?


I <33 plasma, even playing on 350 ping CE servers (read: the only CE servers).

Con
April 25th, 2009, 01:09 AM
http://img19.imageshack.us/img19/9545/capturedky.png

herro

I'm doing the custom sky for the map, so I had this idea of putting the map on the replacement halo, while its still at the ark's core. Jcap feels it's a bit awkward as a sky since it doesn't make a lot of sense until you tilt your head. It's indeed different, so I'd like some input from you guys before we go too far ahead with this.

about the image, it's just a mockup so don't asplode over smoothing. Blue is obviously the halo, red the core, and the grey is the ark.

Sever
April 25th, 2009, 01:12 AM
Do it. No questions asked and no stops pulled - just fucking do it.

rossmum
April 25th, 2009, 01:14 AM
I agree wholeheartedly.

ThePlague
April 25th, 2009, 01:16 AM
Very awesome idea.

n00b1n8R
April 25th, 2009, 01:20 AM
Fucking halo 3 spoilers.

Sever
April 25th, 2009, 01:23 AM
I forgot one thing that I need to add - even though it's never just chilling there in the sky during H3, put High Charity somewhere up there. One thing that I'd always wanted to see in the skybox of Avalanche, since they said it was going to be crazy epic but turned out to be *just* Installation 04 (II), was the Ark on one side and High Charity on the other. It would have worked so well with their Covenant vs. Human vehicle setup during asymmetric gametypes, and just have so majestically captured the "Halo" feel.

p0lar_bear
April 25th, 2009, 01:27 AM
I forgot one thing that I need to add - even though it's never just chilling there in the sky during H3, put High Charity somewhere up there. One thing that I'd always wanted to see in the skybox of Avalanche, since they said it was going to be crazy epic but turned out to be *just* Installation 04 (II), was the Ark on one side and High Charity on the other. It would have worked so well with their Covenant vs. Human vehicle setup during asymmetric gametypes, and just have so majestically captured the "Halo" feel.

I thought High Charity had crashed into the Ark. :confused:

Con
April 25th, 2009, 01:39 AM
Sev's saying ignore canon. I'd rather have high charity visibly crashed into the ark, although i'll have to do some research and see how big it'll be.

Sever
April 25th, 2009, 01:44 AM
...even though it's never just chilling there in the sky during H3, put High Charity somewhere up there.
I thought High Charity had crashed into the Ark. :confused:I'm saying fuck canon. Bungie's been having fun fucking it up since they began production on H2, so why not lets have a go at it and make amazing stuff.

Cagerrin
April 25th, 2009, 01:59 AM
Sev's saying ignore canon. I'd rather have high charity visibly crashed into the ark, although i'll have to do some research and see how big it'll be.
From the end cutscene in The Covenant, it looked as though it'd crashed fairly close to the inner edge of the Ark, which is a circle slightly more than 10,000km in diameter. High Charity itself is something like 348km in diameter.

n00b1n8R
April 25th, 2009, 02:10 AM
FUCKING SPOILERS

rossmum
April 25th, 2009, 02:18 AM
your own fault for not playing it earlier

n00b1n8R
April 25th, 2009, 03:19 AM
I don't have a 360 fuck you fags and your money >:^(

PopeAK49
April 25th, 2009, 03:35 AM
Hey wait a sec. At the end, does the master chief get split up with the arbiter when the arc collapses and the ship splits into two at the end, then they thought that the master chief died but on the legendary ending the chief is actually alive and goes into a cryo sleep then a giant forerunner planet shows up? O sorry noobinator i forgot about you, lol.

rossmum
April 25th, 2009, 04:19 AM
OHOHOHOH

boy you trollen???

Chocolate_Rain
April 25th, 2009, 08:07 AM
Man, this is going to be a real good map when it comes out.

jcap
April 25th, 2009, 11:58 AM
Well I wasn't really against the sky. I was mostly playing the devil's advocate. The problems with it I saw were:

the Halo was completely unknown at the time - not even the Monitor knew about it, so how would you even play on it? Avalanche even takes place after it's risen.

the sky is a huge part of a map - it would just be really awkward to be staring straight up at a planetoid that blocks the sky above.

also, due to the atmospheric conditions surrounding The Ark, the sky would have to be mostly cloudy red and dark orange. As seen at the end of The Covenant, when the ring rises, the clouds brush straight up against the structure. I think that a sky simiar to the one of "The Ark" would be best - blue, purple, "sand", etc.

F = Gm1m2 / d^2 is a big equation in this. If you are standing on the surface of Halo, you will have two Fg pulling down and one Fg pulling up. The two pulling down are closer together than the one pulling up, and since the force due to gravity decreases by the square of the distance, the Fg on the surface in this sky should be much greater (possibly 2x) than on Halo normally.

rossmum
April 25th, 2009, 12:25 PM
So simply factor that in. Increase the gravity global (if gravity's a global, it's been literally years so I can't remember). Failing that, just halve the jump height and make vehicles weigh more to simulate the effect of increased gravitational pull in one direction. Projectiles and grenades can arc twice as much. There you have it - an original sky, and an original factor to change the combat up a little. Rather than automatically assuming it'll break the map, think more creatively. Low-grav games seem to provide a fun change in pacing, why not go the other way for a similar (yet opposite) effect on play?

Sel
April 25th, 2009, 12:28 PM
That would break most of the hog jumps that I intended to be a big fun part of the map :S

rossmum
April 25th, 2009, 12:38 PM
Well maybe make it only a slight increase, then, and bump up the Hog's top speed just enough to compensate without it becoming nearly uncontrollable (Coldsnap, looking at you). vOv

jcap
April 25th, 2009, 12:42 PM
I think it would suck to have any effect on gravity. Again, Halo is Halo. Changing the gravity would have a huge effect on the map and all judgment would be through off. It would probably kill any change of the map being played by the masses too.

Sel
April 25th, 2009, 12:43 PM
I'm with jcap on this. Most players aren't going to think about it either lol

rossmum
April 25th, 2009, 12:44 PM
Well stick with the new sky anyway.

Con
April 25th, 2009, 12:47 PM
One could assume the ring is spinning at a different rate in order to feel the same gravity. The fact that there's people fighting on the ring before it's even known about isn't so important in MP. Derelict, Damnation, Chill Out, Burial Mounds, and Foundation are examples of MP maps that take place in environments the player did not visit in SP. These are good points guys, the sky needs to be believable.


make vehicles weigh more to simulate the effect of increased gravitational pull in one direction
I think you mean increase their mass, which wouldn't have any effect since all objects accelerate due to gravity at the same rate.

jcap
April 25th, 2009, 12:56 PM
Actually I don't think the ring is spinning at all in its construction phase. It's not even in "space" yet. There's too much acting on the ring that would, in theory, slow the rotation of the ring down. Plus, if it was spinning, you would see the ark slowly "rotating" above you and you probably would have noticed it a little in the cutscene where it was being raised. Unless it is spinning SO slow that you don't notice it, but you can still see Halo rotate in the first game...

Actually, with that said, I'm wondering how the "gravity" of the ring is even happening. Is it real gravity, or is it due to the centripetal force? If you stay on Halo due to the centripetal force, then you wouldn't be on it because of the way the ring is pulling into you? But then you have true gravity of the ring which is caused by its mass. Although it is thin, it is not small, so idk. But you still have real gravity from The Ark, so...

:& aaaaaaaaaaaaaaa

Reaper Man
April 25th, 2009, 01:35 PM
Looks good man, maybe add dark fog down in there.
This. Fog would make it look so much more awesome.

Sel
April 25th, 2009, 01:44 PM
This. Fog would make it look so much more awesome.

Right now we're all more worried about perfecting gameplay than aesthetics, but we're really close to being done with that and moving onto that. Gonna be fun to do :D

Rob Oplawar
April 25th, 2009, 01:58 PM
Actually I don't think the ring is spinning at all in its construction phase. It's not even in "space" yet. There's too much acting on the ring that would, in theory, slow the rotation of the ring down. Plus, if it was spinning, you would see the ark slowly "rotating" above you and you probably would have noticed it a little in the cutscene where it was being raised. Unless it is spinning SO slow that you don't notice it, but you can still see Halo rotate in the first game...

Actually, with that said, I'm wondering how the "gravity" of the ring is even happening. Is it real gravity, or is it due to the centripetal force? If you stay on Halo due to the centripetal force, then you wouldn't be on it because of the way the ring is pulling into you? But then you have true gravity of the ring which is caused by its mass. Although it is thin, it is not small, so idk. But you still have real gravity from The Ark, so...

:& aaaaaaaaaaaaaaa
According to the books, iirc, when encountering the first Halo Cortana remarks that the ring's rotation is insufficient to produce the gravitational forces apparent on its surface and concludes that it must have some other form of artificial gravity.

Of course, the books also claim that the interior of the PoA is rotating internally to produce centripetal force gravity, and that just makes no sense. There are a lot of inconsistencies in the cannon.


My opinion is, leave the game mechanics untouched, and give it an epic skybox of planetoid being harvested for resources and portions of the ark disappearing into the distance. It'll be friggin awesome.

Sever
April 25th, 2009, 03:03 PM
It's not like Bungie ever cared about varied gravitational physics in their different environments, other than the one instance in H2 where you go outside Cairo Station (which honestly makes zero sense). It seems that the Covenant, the Humans, the Forerunners, and any location any of them have discovered all have the same gravitational force. Seriously, wtf.

Syuusuke
April 25th, 2009, 04:54 PM
They cared about Rayleigh Scattering in their skies, why wouldn't they care about this?

Hey, can't wait to play the next version of rev.

Rob Oplawar
April 25th, 2009, 06:05 PM
It's not like Bungie ever cared about varied gravitational physics in their different environments, other than the one instance in H2 where you go outside Cairo Station (which honestly makes zero sense). It seems that the Covenant, the Humans, the Forerunners, and any location any of them have discovered all have the same gravitational force. Seriously, wtf.

Not only that, but different objects fall at different rates. :d
They come up with the official cannon and come up with complex and intricate backstories with a lot of practical reasoning behind them, but in the end, when it comes down to gameplay, they go with whatever's more fun, realism be damned. I applaud them for that.
Go for what's fun, Connie.

rossmum
April 25th, 2009, 10:09 PM
I think you mean increase their mass, which wouldn't have any effect since all objects accelerate due to gravity at the same rate.
I hadn't thought about that... I know things accelerate due to gravity at the same rate, but I didn't know if Halo actually covered that or not since the physics leave rather a lot to be desired. Now I look back on my experiences of things falling ingame, though, it does.

Inferno
April 26th, 2009, 11:49 AM
Yeah because in real life grenades don't ricochet like mother fucking bouncy balls. (halo 3)

jcap
April 27th, 2009, 11:05 PM
Jesus Christ, make the map terrain less area :|

Or scale it ffs. This is too big. Period.

Also, I joined at HPT, but I cannot login. If I login, it says Welcome jcap in the top left, but it says I am not authorized to view the page with error code 1003.

rossmum
April 27th, 2009, 11:18 PM
The map terrain is fine sir get out

I realise it's a big map, but honestly, when you only have so many paths that's not too much of a problem. It means diversions actually work, and teams can spread out enough to avoid one well-placed rocket taking them all down in one fell swoop.

jcap
April 27th, 2009, 11:33 PM
No, it's not fine.

It's a 16 player game. 16 players on this map is like piss dispersed in a huge pool. There's only so many places you can have the 8 people on your team, and this is assuming that you're in a full server every time. The problem is that there is too much area to cover, and that if there is an area that requires immediate attention, it is impossible to get there in a reasonable time.

Right now each side of this map is the equivalent of a blood gulch. It's flat with a couple of hills, and extremely wide and open.

If this doesn't change, combat will become nothing short of repetitive. Every game will be through the shortest walking route because no one will want to walk into the middle of a field to risk being killed. Reducing the size will encourage walking.

Con
April 28th, 2009, 12:19 AM
Sel, it is pretty big. I know it's a lot of effort to reduce the size but please try to do so. I think you'll find people just get tired on a big map, no matter how balanced it is. There aren't any excuses, everything can be worked around.

Sel
April 28th, 2009, 07:59 AM
I cut down part of the blue side a bit. Going to leave it at that for now until some competitive playtesting is done and I can take a look at the heatmaps and see how it holds up in a serious game.

I just want more data on how it plays than 12 people fucking around and not playing particularly seriously. Not saying that those games weren't helpful, they were. They exposed some very major gameplay flaws which are in the works of being fixed.

rossmum
April 28th, 2009, 12:32 PM
I cut down part of the blue side a bit. Going to leave it at that for now until some competitive playtesting is done and I can take a look at the heatmaps and see how it holds up in a serious game.

I just want more data on how it plays than 12 people fucking around and not playing particularly seriously. Not saying that those games weren't helpful, they were. They exposed some very major gameplay flaws which are in the works of being fixed.
That reminds me - make sure you add tons more cover using scenery and stuff once you do get things sorted. I was stuck hiding behind two medium-sized rocks with Heathen and someone else coming for me, somehow I killed both but that's beside the point. Both of them and myself were very exposed the whole time.

jcap
April 28th, 2009, 02:41 PM
Well the thing is...people were fucking around on it because the goals were impossible. Reducing the size will make achieving those more reasonable. Instead of feeling "well, this game won't go anywhere, so I'll just kill," it will play more like Danger Canyon.

SnaFuBAR
April 28th, 2009, 07:30 PM
It's already hard enough to lead with 300ms+ pings, thanks.
maybe you should upgrade to FIOS, i was getting like 19 ping on an ausie server and like 4 on a state side one.

o wait you live in australia :ohdear:

rossmum
April 28th, 2009, 10:46 PM
Well the thing is...people were fucking around on it because the goals were impossible. Reducing the size will make achieving those more reasonable. Instead of feeling "well, this game won't go anywhere, so I'll just kill," it will play more like Danger Canyon.
Perhaps if the average player didn't have the attention span of a crack-addled gnat, this wouldn't be a problem. I love large and complex large maps.


maybe you should upgrade to FIOS, i was getting like 19 ping on an ausie server and like 4 on a state side one.

o wait you live in australia :ohdear:
o look at me i'm a showoff faggot~

:cheeseargh:

Corndogman
April 28th, 2009, 10:57 PM
I love and complex large maps.


What

rossmum
April 28th, 2009, 11:00 PM
I seem to have accidentally a whole word... :downs:

Sel
April 28th, 2009, 11:03 PM
oh no ross that's horrible :downs:

skz333
April 29th, 2009, 08:37 PM
ye the map looks real cool selentic.

o ye lol. i m )l+ '_' +l[

if you dont know who that is. if you care here is a clue.

january 2009
http://img2.imageshack.us/img2/4655/screenshot09jan20091527.jpg

http://s9.zetaboards.com/HPT_Forums/topic/7099266/1/#new

sdavis117
April 29th, 2009, 08:49 PM
Revelations can't be that much larger then Infinity? Is it? I mean it only took me at most 60 seconds to get from one base to the other in a hog.

Advise though: Put some way to get from the middle area to one of the bases easily. Maybe I missed such a path, but I always had to choose between getting the flag and going to the sniper base thingy.

BobtheGreatII
April 29th, 2009, 08:52 PM
Shot tags please...

ZeRk`
April 29th, 2009, 08:56 PM
There are plenty of vehicles, ports, and snipers that the distance doesn't make that much of a difference.

Mass
April 29th, 2009, 08:58 PM
Revelations can't be that much larger then Infinity? Is it? I mean it only took me at most 60 seconds to get from one base to the other in a hog.

Advise though: Put some way to get from the middle area to one of the bases easily. Maybe I missed such a path, but I always had to choose between getting the flag and going to the sniper base thingy.
umm, you know you can go to the flag by way of the other team's tunnel using teleporters on the opposite side of the bridge...?

Actually, this is evidence for a suspicion I had that it was unclear and the source of a lot of people's feeling that it was too far to go.

I think we'll add arrows and if it's still not clear, perhaps signs.

Sel
April 29th, 2009, 09:03 PM
Me and jcap have come up with a pretty shrewd teleporter layout and some fancy stuff to hopefully ease the way the walking paths play through. Hopefully it'll be ready for saturday and we will have another test.

Bastinka
April 29th, 2009, 10:02 PM
Ew, makes me sick. It's nice though I'll give it that.

Sel
May 7th, 2009, 10:29 PM
SzPv4voTDWo

MetKiller Joe
May 7th, 2009, 10:40 PM
I'm liking this. I'd +rep if I could. *puts on to do list*

p0lar_bear
May 7th, 2009, 10:43 PM
Cool story doory bro.

Inferno
May 7th, 2009, 11:00 PM
Yo dawg I heard you like doors so I put a door in your map so you can open it while you play.

Rob Oplawar
May 8th, 2009, 01:32 AM
Yo dawg I heard you like doors so I put a door in your map so you can open it while you play.

meme fail

.Wolf™
May 8th, 2009, 03:17 AM
Jizz in MAH pants..

n00b1n8R
May 8th, 2009, 03:20 AM
Yo dawg I heard you like doors so I put a door in your map so you can open it while you play.
yo dawg we heard yo like fail so we put a fail in yo dawg so now yo can fail while yo fail yo dawg

Sel
May 8th, 2009, 06:43 PM
I'm looking into having a shield over the door when it's in a locked state, anyone know how to make that work out and have the shield dissapear when it's unlocked?

Inferno
May 8th, 2009, 07:04 PM
Have the shield on a separate node and have the animation move the shield in place when its closed and when its open move it away.

What kind of shield? I got some good plasma/shield shaders that I use for shield doors and stuff.

Sel
May 8th, 2009, 07:11 PM
Moving it out of the way in an animation looks really bad though :\

It's not a necessary thing, just a funky little addition. As for the type of shield, just something covering the door when it's locked, nothing too fancy.

sdavis117
May 8th, 2009, 07:24 PM
Make a part of the shield for each part of the door, then have the shields move with the door.

Sel
May 9th, 2009, 05:20 PM
My PC has really weird issues with rendering glass bump maps, and water. I'm running windows 7 64bit

http://screenshot.xfire.com/screenshot/natural/e43f877a709c4891e53b30c80ccd600ccd0384a1.png

The glass bump map shows up in a green blob directly under me, but no where else on the geometry.

http://screenshot.xfire.com/screenshot/natural/ab592072aa326cccf45d23cfe13471d415ea0100.png

http://screenshot.xfire.com/screenshot/natural/e8ee8a2c1014a1f6257a56a03c00018dfcf595c4.png

My laptop is running W7 32 bit and the glass shows up properly (yes I know the shader is set to make it super trippy) it shares the water issue though.

Anyway here's some SS's of new shit that has been added.

http://i93.photobucket.com/albums/l42/selentic/Models/haloce2009-05-0916-59-54-40.jpg

http://i93.photobucket.com/albums/l42/selentic/Models/haloce2009-05-0917-00-36-45.jpg

http://i93.photobucket.com/albums/l42/selentic/Models/haloce2009-05-0917-01-28-46.jpg

http://i93.photobucket.com/albums/l42/selentic/Models/ok.jpg

Same as the above thing, but you can probably see it a whole lot better in the model render, rather than ingame :S

More will be added later.

http://i93.photobucket.com/albums/l42/selentic/Models/haloce2009-05-0917-02-27-16.jpg

http://i93.photobucket.com/albums/l42/selentic/Models/haloce2009-05-0917-04-05-64.jpg

http://i93.photobucket.com/albums/l42/selentic/Models/haloce2009-05-0917-04-25-63.jpg

http://i93.photobucket.com/albums/l42/selentic/Models/haloce2009-05-0917-04-41-47.jpg

Higuy
May 9th, 2009, 05:24 PM
Looking better every time, also, I had that problem with the water when I was making fracture. I forgot why it happened, but I eventually fixed it.. ( I think it had something to do with the material in MAX). And for the Glass, tried using the default shades from b30?
I'm pretty sure the stuff your seeing inst because of windows 7, or if it is, idk.

Advancebo
May 9th, 2009, 06:14 PM
Is the render water?

Inferno
May 9th, 2009, 08:21 PM
Moving it out of the way in an animation looks really bad though :\

It's not a necessary thing, just a funky little addition. As for the type of shield, just something covering the door when it's locked, nothing too fancy.

Not if you do it in 1 frame and scale it to like 1%. :eng101:

If you want it to fade out though then your best bet is too look at the energy bridge shader.

Ki11a_FTW
May 9th, 2009, 11:37 PM
The water will look that way if you have it set in the material to render both sides(%). Make sure that, that is off.

Should look like: Water!$

Lightning
May 11th, 2009, 12:50 AM
The water will look that way if you have it set in the material to render both sides(%). Make sure that, that is off.

Should look like: Water!$


Yes. See, the water shader is set up so it renders on both sides of the plane, but adding the doublesided flag to the material makes too add polys to each side of the plane on export.

You doublesided a doublesided, so you get two water planes rendering over top of each other.

As for the glass issue, I had to do a bit of tweaking on my video drivers to get them to install properly; I am also running win7 x64, so that could potentially be causing that issue.

n00b1n8R
May 11th, 2009, 02:23 AM
What is the deal with that rainbow affect on the glass? It looks so bad ingame D:

Sel
May 11th, 2009, 08:51 AM
The water will look that way if you have it set in the material to render both sides(%). Make sure that, that is off.

Should look like: Water!$

That fixed it, thankss


Yes. See, the water shader is set up so it renders on both sides of the plane, but adding the doublesided flag to the material makes too add polys to each side of the plane on export.

You doublesided a doublesided, so you get two water planes rendering over top of each other.

As for the glass issue, I had to do a bit of tweaking on my video drivers to get them to install properly; I am also running win7 x64, so that could potentially be causing that issue.

Would you be able to give me a bit of help as to what you did to fix the glass issues?


What is the deal with that rainbow affect on the glass? It looks so bad ingame D:

No idea, hopefully it'll all get fixed when we get the new glass bitmaps done.

Geo
May 11th, 2009, 04:19 PM
Does the ground texture still need to be done?

Sel
May 11th, 2009, 07:37 PM
Does the ground texture still need to be done?

I'm still making alterations to the terrain, so yeah, the only thing we have right now is a tiling placeholder :p

Lightning
May 11th, 2009, 08:43 PM
I'd be glad to try to help. Try, though, setting your bitmap to compile with interpolated alpha and recompile, see if that helps.

It's not possible, unfortunately, to do bumped glass shaders in CE. PC can, but due to the shader engine work, CE doesn't seem to support it.

Sel
May 11th, 2009, 10:19 PM
I'd be glad to try to help. Try, though, setting your bitmap to compile with interpolated alpha and recompile, see if that helps.

It's not possible, unfortunately, to do bumped glass shaders in CE. PC can, but due to the shader engine work, CE doesn't seem to support it.

That's news to me, considering the bump maps show up on my laptop :S

But yeah, I'd love your help with that; pretty sure you already have my aim, if not it's in my profile :p

p0lar_bear
May 11th, 2009, 10:27 PM
I can see the bumped glass as well, but the cubemaps always come out in some trippy rainbow fashion.

Con
May 14th, 2009, 12:08 AM
I'd be glad to try to help. Try, though, setting your bitmap to compile with interpolated alpha and recompile, see if that helps.

It's not possible, unfortunately, to do bumped glass shaders in CE. PC can, but due to the shader engine work, CE doesn't seem to support it.
holy shit, its lightning

Sel
May 17th, 2009, 11:58 PM
Thanks to all of you who played it today, we got a lot of heatmap data that's helping us make the appropriate alterations to the map. This shit really helps a lot.

Here's some very incomplete heatmap data here.

http://i93.photobucket.com/albums/l42/selentic/Models/IncompleteHeatmaps.jpg

There's a lot more than what is shown here, however something got fucked up with the heatmap generator so theres some funky objs there that are giving us really odd data (kills and deaths way outside of the map)

Most of what is missing here is in the second obj that was generated, but as I said that's not in here :(

What I'm doing now is finishing up the middle area pit to be a lot more interesting for gameplay, but otherwise I'd say everything was fairly well balanced. The walking path is very reasonable once the gates have been opened, and the teleporter that goes right to the flag didn't cause any issues either. Hopefully the only changes to gameplay we make from this point on are minor, and we can get onto finishing up the level geometry and detailing (especially portals). I'm also considering gravity lifts to replace the ladders in the middle if we can find a way to make them sync.

Anyway, thanks again for all the data you let us collect today, it's making my job way easier :)

n00b1n8R
May 18th, 2009, 02:43 AM
was that poor team balance keeping the fighting at that side's choke point (and base) or is that just the way the map actually plays?

sdavis117
May 18th, 2009, 07:23 AM
was that poor team balance keeping the fighting at that side's choke point (and base)
I betrayed red team and joined blue. So yes, it was poor balance.

PS: Have you put a FUCKING GIANT DOOR on the FUCKING GIANT IGLOO yet?

Sel
May 18th, 2009, 10:34 AM
was that poor team balance keeping the fighting at that side's choke point (and base) or is that just the way the map actually plays?

As I said, there is a lot of data missing from that heatmap. It created two files, and the other has the majority of the data, but something went awry and a lot of it is, well, fucked. However that area on the red side is a very good chokepoint if your driver doesn't make the right jumps, of course you can't really hold it without the tank, which is why it's meant to be such a stalemate breaker. Something we noticed was that red would never take the outer blue paths to attack, so blue team has a similar chokepoint, but to a lesser degree, however avoiding it costs time. There are some changes that are going to be made to both sides, but as I said, they are relatively minor changes that will only slightly change how the map plays. The walking path is pretty much set to go as well, just a bit more filling of empty space in the middle room.

Also if anyone has a way to make gravity lifts sync, that would make the middle ladders less of a possible gameplay issue.

jcap
May 18th, 2009, 03:06 PM
The ladders are in a dump place. If you do like I said a while back when I first proposed the ladder idea, they would be OK. (Need to not be on the bridge.)

Higuy
May 18th, 2009, 04:10 PM
You can have a damage effect or something that push's you up, its kinda laggy but it works perfectly fine I think. Whoever made Dualing keeps did it, he made a air lift that push you up to the flag base.

Sel
May 18th, 2009, 04:48 PM
You can have a damage effect or something that push's you up, its kinda laggy but it works perfectly fine I think. Whoever made Dualing keeps did it, he made a air lift that push you up to the flag base.

They worked ok, and I would probably take those over the ladders, but the player can get really disoriented if they take damage that pushes them around while they go up it, it also fucks with the shield regeneration, which I have a problem with.

Just wondering if anyone has any insight into a better way of doing this.

Inferno
May 18th, 2009, 04:53 PM
I have a theory on a different type of grav lift for CE but I don't have time to test it ATM but when I get a chance then I will try it.

Also sel I need to talk to you about your biped syncing cause the way you are doing it is cutting peoples frame rates in half.

p0lar_bear
May 18th, 2009, 05:08 PM
They worked ok, and I would probably take those over the ladders, but the player can get really disoriented if they take damage that pushes them around while they go up it, it also fucks with the shield regeneration, which I have a problem with.

Just wondering if anyone has any insight into a better way of doing this.

Loophole you can use so damage effects won't interrupt shields: tick off the "skips shields" and "only hurts shields" flags in the damage section of the tag. It will still accelerate objects touching it.

Con
May 19th, 2009, 12:02 AM
http://img413.imageshack.us/img413/3848/58748823.jpg

There's some things I don't like about it, keep in mind it's a WIP, but this is one of the things you can expect to see in the sky

Sever
May 19th, 2009, 12:09 AM
Halos have four strips, not five. Otherwise, it looks great. Still, somebody who has a scanner and the H3 art book scan the page showing this for cons, please, just so he can get a good comparison.

Jean-Luc
May 19th, 2009, 12:10 AM
Looking nice so far, however, I don't think it gives a really great sense of scale. It doesn't really feel like a massive piece of engineering.

Con
May 19th, 2009, 12:17 AM
I knew there wasn't the right number, just didn't think anyone would care. I didn't like em anyway ;) I've got plenty reference images too, but any more would be helpful, especially of the internals.

Con
May 19th, 2009, 02:23 AM
I went with 8 terraforming factories, since that's what's shown in h3

http://con.modacity.net/Untitled-1.jpg

n00b1n8R
May 19th, 2009, 02:46 AM
holey crap that looks pimp :aaaaa:

rossmum
May 19th, 2009, 02:55 AM
Very.

Going to have the hot areas where the framework is still being formed?

L0d3x
May 19th, 2009, 03:35 AM
That's quite the inspirational sky you got there.

Advancebo
May 19th, 2009, 07:10 AM
Is the ark going to be in the sky too?

Sel
May 19th, 2009, 09:02 AM
:O






:D

Con
May 19th, 2009, 10:37 AM
Going to have the hot areas where the framework is still being formed?
definitely

Is the ark going to be in the sky too?
you bet

Rob Oplawar
May 19th, 2009, 03:02 PM
*jiz*

Except the mirror line is a little obvious to me... Are you gonna redraw the other half or do anything else to make the mirror less visible?

Keep going. moar progress.

Con
May 19th, 2009, 07:18 PM
I'm moving on to the next area of the ring now.
http://img257.imageshack.us/img257/6712/59645537.jpg

Heathen
May 19th, 2009, 07:22 PM
woah what the hell thats badass.

Sever
May 19th, 2009, 07:27 PM
It looks much better, except for the fact that it's all too close. There needs to be a gap in at least one place on the ring (not here, since it'd look better from... not that angle, and since what you've done has taken a good bit of work) where there's almost nothing there but the basic outer framework (not even the two side walls). Take a look at Halo 1's early development - it had the ringworld still under construction in places.

Also, get on H3 so i can show you Overload.

e: mirrored image is mirrored.

Hunter
May 19th, 2009, 07:37 PM
Looks really nice.

Con
May 19th, 2009, 08:33 PM
http://img36.imageshack.us/img36/2770/capturei.png

the top hole is still a WIP

Joshflighter
May 19th, 2009, 08:38 PM
Dunno, but imo the red sort of ruins it. Might just be me though.

Sever
May 19th, 2009, 08:48 PM
http://img36.imageshack.us/img36/2770/capturei.png

the top hole is still a WIP
Just as long as you make the upper half of the under-construction section under construction as well, it's great. Add another sub-strata or two of finer and more localized scaffolding encroaching upon the major scaffolding's gap, as to break it up a good deal more.

Con
May 19th, 2009, 08:51 PM
http://img34.imageshack.us/img34/6474/capturem.png

:haw:

last one before I do my goddam homework, maybe you'll see more tonight. The UVs on bungies ring should fix the ugly seam between the two parts.

Advancebo
May 19th, 2009, 08:56 PM
lol, the whole time I thought it was all models.

Higuy
May 19th, 2009, 09:33 PM
Looks badass man, can't wait to see how the ring turns out.