View Full Version : [WIP] Domain
English Mobster
April 25th, 2009, 10:17 PM
"Just hours after the New Mombasa Slipspace event, the streets of Mombasa lie in ruin."
Domain is based on Turf about 4-5 hours after Regret's jump at the end of Halo 2's Outskirts. The sun has set, and rain falls from the sky. Debris from the jump litters the streets. Malfunctioning signs are found here and there.
While this map is near-identical to Turf layout-wise, aesthetically, it is slightly different. Now there is debris everywhere, with burning cars and overturned crates. The Warthog is now tipped over and needs to be flipped. The Wraith it had destroyed just before the Slipspace jump is destroyed and is not drivable.
Although it IS NEARLY identical, there are some modifications. For one, there are now several office buildings which are able to be explored, most notably near the ODST pod, where a long, narrow, twisting set of stairways lead to a rocket launcher, and near the burning Wraith, where a flamethrower sits near a bank of decimated computer systems.
Slightly Outdated pics:
http://screenshot.xfire.com/screenshot/large/414d69c80aa78ec3b430ad36bd8250439abea077.jpg
Red Base (Textured!)
http://screenshot.xfire.com/screenshot/large/092c52ba7569f12e0ba46e8975b6b7a62650b863.jpg
Blue Base
http://screenshot.xfire.com/screenshot/large/78e236676a9d4587b824fcae9b1c4b769b25f919.jpg
Remember Reach
http://screenshot.xfire.com/screenshot/large/4602cd1358d51d53431b17e26285a0c147ef75f8.jpg
Rocket Entrance
http://screenshot.xfire.com/screenshot/large/343298a9a38189d24255a7bf01c1d4e1e6e0c02a.jpg
Medical Tent Front (Plus Graffiti Contest winner: Ro0ster)
http://screenshot.xfire.com/screenshot/large/9738d0f77c1758e5a4c50446231175bb5ad58632.jpg
Medical Tent (Rear)
http://screenshot.xfire.com/screenshot/large/7acc970e0c7bd297dba89ac1b362ac0c116388d6.jpg
Flamethrower Building
http://screenshot.xfire.com/screenshot/large/f7332df9dc2c10a4d5a6e47d3c394c3ad0dfaa97.jpg
Medkit Dispenser: Red Team
http://screenshot.xfire.com/screenshot/large/d2de924092739811ec7cb64451f6950bf6f404e6.jpg
Graffiti Contest Winner: AdmiralBacon
http://screenshot.xfire.com/screenshot/large/026f6740342cc86a52bf212e38ce7d851d937dfb.jpg
Medkit Dispenser: Blue Team
http://screenshot.xfire.com/screenshot/large/b1ae4e87a17f70a65266cf2659587b6aaa315313.jpg
Graffiti Contest Winners: Inferno and Rhydgaled
http://screenshot.xfire.com/screenshot/large/d414891957cd5c335c92c5217934a4be0cae2072.jpg
Graffiti Contest Winner: Munkee
Health Dispenser in action:
http://screenshot.xfire.com/screenshot/large/3ad259241b373d612fb36df5678bedd4bf850016.jpg
http://screenshot.xfire.com/screenshot/large/ef2d948cdc9825c1efbbaabe043adc86260c29f8.jpg
Brand-spanking-new ones:
http://screenshot.xfire.com/screenshot/large/ec68214914b9ba24fbc7aa3465bdac3fe3893d56.jpg
http://screenshot.xfire.com/screenshot/large/47ee7a5a5a654237d7e080a62016947063c6a86c.jpg
http://screenshot.xfire.com/screenshot/large/1a1c1fb6ae94b0a46c381f65f542a3dbe68d0b85.jpg
REALLY old 3D renders:
http://i435.photobucket.com/albums/qq80/Mudkipz47/doors-4.jpg
The roof and doors of this garage were completely blown out by the jump, and the railings of the nearby walkway were ripped away.
http://i435.photobucket.com/albums/qq80/Mudkipz47/streetleft-5.jpg
The Warthog once fighting a Wraith here has now been tipped over, the bodies of the 3 ODSTs driving it lying on the ground.
http://i435.photobucket.com/albums/qq80/Mudkipz47/streetright-5.jpg
The UNSC had set up a medical tent before the jump. Now it lies vacant.
http://i435.photobucket.com/albums/qq80/Mudkipz47/wreckage-4.jpg
The jump completely blocked this street with debris. Now a lone Helljumper pod has made a home here.
http://i435.photobucket.com/albums/qq80/Mudkipz47/hole-1.jpg
[I]The pod blasted a hole right through this office building.
http://i435.photobucket.com/albums/qq80/Mudkipz47/building1-2.jpg
This building was once part of the research facility for Traxus Research Institute.
http://i435.photobucket.com/albums/qq80/Mudkipz47/evacuate.jpg
The streets of Mombasa are now lit up by evacuation signs.
http://i435.photobucket.com/albums/qq80/Mudkipz47/dome.jpg
The storefronts here now lie broken and abandoned.
Higuy
April 25th, 2009, 10:18 PM
Halo 1 weapons. Also, you should add alot more effort and detail into your models.
English Mobster
April 25th, 2009, 10:20 PM
Yeah, I was laying down the skeleton before adding in all the details. This is my first serious attempt at a map, so what do you suggest needs improvement?
Higuy
April 25th, 2009, 10:22 PM
The models of the buildings need alot more detail. Right now it looks like you went in and used editable poly and took about 10 minutes to make that entire thing, excluding the imported wraith, hog, and marines.
English Mobster
April 25th, 2009, 10:29 PM
I'm still getting used to plane modeling levels, but I'll try to add in some detail.
E: What's the poly limit for a level in CE?
n00b1n8R
April 25th, 2009, 10:38 PM
Do halo 1 tags, just to get it out the door in a decent time frame.
If somebody with the tags ready to go approaches you, then I'd release that as a variant version.
Deficiently do a classic though.
Inferno
April 25th, 2009, 10:42 PM
Poly limit is somewhere in 100,000 total but only 15,000 can render at once. More than around 15,000 rendering at once will cause clipping.
English Mobster
April 25th, 2009, 10:48 PM
Alright, so I'm good for now. I've already added some more detail to the buildings, a hole has been smashed by the ODST pod in a nearby building, revealing an office inside.
Currently that office is little more than a floor and a roof with one wall, but hey.
E: Also, if there was, say, a searchlight, could it shine through something marked by Playerclip?
Alwin Roth
April 26th, 2009, 10:11 AM
This looks good, your doing the texturing by yourself as well?
oh, and classic would be nice.
Sel
April 26th, 2009, 10:36 AM
hi jay
nice models
Inferno
April 26th, 2009, 11:59 AM
Why are the dooders in the warthog dead? And why is the hog flipped over? There's nothing around them that seems dangerous or deadly. :nsmug:
Sel
April 26th, 2009, 12:05 PM
Why are the dooders in the warthog dead? And why is the hog flipped over? There's nothing around them that seems dangerous or deadly. :nsmug:
Uhh the wraith in front of it maybe?
Inferno
April 26th, 2009, 01:18 PM
Shouldn't there be a big blast in the concrete next to the hog then because as it looks out of place.
English Mobster
April 26th, 2009, 01:37 PM
Why are the dooders in the warthog dead? And why is the hog flipped over? There's nothing around them that seems dangerous or deadly. :nsmug:
That's just after the Slipspace rupture in Halo 2.
The mega-explosion thingy.
This:
p2Whp_0ivfg
(Skip to 1:00)
While that didn't level any buildings (as evidenced by the H3: ODST trailer), it killed any dudes who were still on the ground, for sure. And it flipped over the Hog.
This is the feel I'm going for, except applied to Turf:
http://www.bungie.net/images/Games/JKLSKESUDLD/concept_art/environments/Halo3-ODST_EnvConcept-06.jpg
SMASH
April 26th, 2009, 05:14 PM
If that's what your aiming for why don't you model based off of it? I mean you can't honestly say any of your buildings look anything like what in that picture... textures may help but they can't do miracles.
Edit: I gave myself 10 minutes to see how far I could get on one building in the style from that drawing. I think I got pretty far and I'm no A+ modeler. Try a little harder... Here's the render: http://img22.imageshack.us/img22/35/rendere.jpg
Edit [2]: No doubt it's not an exact replica, it's just to say that more detail can go into the buildings and more effort needs to be fronted for this to be a successful map.
Malloy
April 27th, 2009, 07:36 AM
Yeh I'm afraid that doesnt look anytihng like it man.
rossmum
April 27th, 2009, 08:52 AM
While that didn't level any buildings (as evidenced by the H3: ODST trailer), it killed any dudes who were still on the ground, for sure. And it flipped over the Hog.
It most likely took all the buildings within a certain radius with it (as you see some come through the other side, and it collapsed the elevator)... as for what killed the dudes on the ground, I seem to recall that in Halo lore, transitions to/from Slipspace involve a rather consequential amount of radiation. Those not killed by being "Slipspaced" in half or simply blown up probably died of some pretty hardcore radiation sickness, perhaps have some signs of that about to really rub it in... vomit all over, shit like that. I dunno, maybe I'm just being sick-minded, but I can see that being rather awesome. I guess I just like when people don't pull any punches and show the true horrors of stuff like that vOv
Ki11a_FTW
April 27th, 2009, 04:52 PM
since the wraith wont be drivable, maybe make it part of the BSP and add bumps it :)
English Mobster
April 27th, 2009, 08:30 PM
OK, many adjustments have been made. Detail has been added, things have been fleshed out, and I still need to make the final row of buildings bordering the street (lol).
Also, I took the liberty of making a few concrete textures, a pavement texture, and a very ghetto pair of metal textures.
I'm running a batch render now, some new pictures should be coming up soon.
paladin
April 27th, 2009, 08:58 PM
Looks like a ad Turf remodel.... But keep going. Ive seen shit blossom to butterflies.
English Mobster
April 27th, 2009, 09:39 PM
Looks like a ad Turf remodel.... But keep going. Ive seen shit blossom to butterflies.
Thanks for the encouragement... I think. :p
I'm going to listen to any suggestions by the community as I go along, I modeled it so it would be relatively easy to make changes to things still.
Anyway, I've made some improvements:
http://i435.photobucket.com/albums/qq80/Mudkipz47/doors-2.jpg
As compared to:
http://i435.photobucket.com/albums/qq80/Mudkipz47/doors.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/streetleft-3.jpg
As compared to:
http://i435.photobucket.com/albums/qq80/Mudkipz47/streetleft-1.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/streetright-3.jpg
As compared to:
http://i435.photobucket.com/albums/qq80/Mudkipz47/streetright-1.jpg
Granted, there is still some work to do, but I'm up to the challenge.
ODX
April 27th, 2009, 10:23 PM
I think the wraith and the warthog are much too close to each other. The explosion hole is pretty close to the wraith that fired it, and the hog would be much farther away than that.
Inferno
April 27th, 2009, 10:36 PM
http://i435.photobucket.com/albums/qq80/Mudkipz47/doors-2.jpg
Make the bridge broken like in chill out. Have the pieces on the floor but you can still jump across.
English Mobster
April 27th, 2009, 11:20 PM
http://i435.photobucket.com/albums/qq80/Mudkipz47/doors-2.jpg
Make the bridge broken like in chill out. Have the pieces on the floor but you can still jump across.
Oh, wow, good idea. Thanks. I'm kicking myself for not thinking of it.
paladin
April 27th, 2009, 11:27 PM
Too dark to see. Make some lighter renders please. And I mend no harm in what I said earlier.
English Mobster
April 28th, 2009, 01:05 AM
New, 3x brighter renders are on their way.
Also, I'm rather proud of reproducing one of the bitmaps found in the H3: ODST concept art, considering what I had to look at was about 10 pixels by 20 pixels.
As such, I took some... Creative liberties.
http://i435.photobucket.com/albums/qq80/Mudkipz47/evacuate1.jpg
(If you would like to use it for one of your own projects, go ahead, I'd be honored. But I don't think that's exactly 256x512; I extended the canvas out to 256x1024 because the texture originally was too small for one of the signs.)
Sever
April 28th, 2009, 01:08 AM
I'd say that the Wraith, Warthog and exploded terrain look fine together. The window wall directly behind the Wraith, however, looks too outlandish for Human architecture.
English Mobster
April 28th, 2009, 01:12 AM
I'd say that the Wraith, Warthog and exploded terrain look fine together. The window wall directly behind the Wraith, however, looks too outlandish for Human architecture.
I'm surprised no one mentioned anything about that sooner, it was one of those things I was unsure about and will probably redo. I think I just put in one window too many, tbh.
SnaFuBAR
April 28th, 2009, 01:38 AM
fix your smooth groups on the bsp, they look bad.
English Mobster
April 28th, 2009, 01:41 AM
It was a quick autosmooth. Once I get the geometry done for the map and start adding in little details, it will have much better smoothing, I promise.
E: Batch renders done:
http://i435.photobucket.com/albums/qq80/Mudkipz47/doors-3.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/streetleft-4.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/streetright-4.jpg
p0lar_bear
April 28th, 2009, 02:07 AM
Maybe the warthog should be up against the wall?
I mean, the slipspace bubble threw a bus around in the Halo 2 cutscene.
English Mobster
April 28th, 2009, 02:33 AM
Good call. I'll move it.
Also, here's another angle of the ODST pod. The hole is (obviously) unfinished, as a ruined office will be visible in the final map.
http://i435.photobucket.com/albums/qq80/Mudkipz47/hole.jpg
Sever
April 28th, 2009, 02:49 AM
Maybe the warthog should be up against the wall?Or maybe the warthog is fine right there, since it'd act as much-needed cover in that area. And maybe the warthog was nowhere near that location when the slipspace event occurred, and was tossed there from somewhere way the fuck over that way >.
n00b1n8R
April 28th, 2009, 03:27 AM
The dead ODST's don't look that realistic, I'd suggest going into Gmod (if you've got it) and flopping some ragdolls on the ground to see how they fall (or lieing on the ground yourself and seeing where shit is).
El_Diablo
April 28th, 2009, 05:35 AM
Beautiful!
rossmum
April 28th, 2009, 07:12 AM
The dead ODST's don't look that realistic, I'd suggest going into Gmod (if you've got it) and flopping some ragdolls on the ground to see how they fall (or lieing on the ground yourself and seeing where shit is).
Randomise their poses to an extent, but they've died fairly recently, right?
Two words, n00b - rigor mortis.
n00b1n8R
April 28th, 2009, 07:59 AM
It wouldn't effect how they fell though. :P
p0lar_bear
April 28th, 2009, 11:50 AM
Or maybe the warthog is fine right there, since it'd act as much-needed cover in that area.
I quote Pooky (somewhat):
"It's Halo 101 that you never ever hide behind a warthog for cover."
Sever
April 28th, 2009, 03:23 PM
You never hide behind a mobile Warthog for cover for two main reasons - getting squished by it whenever it gets effected by an outside force and the fact that it has a respawn timer. A static piece of scenery that uses the Warthog model would be OK. I remember one time when someone and I were having a shootout, and he hid behind a Warthog that had been there for a while to let his shields recharge. The Warthog respawned, leaving him without any cover, and I easily dispatched him.
Pooky
April 28th, 2009, 03:32 PM
You never hide behind a mobile Warthog for cover for two main reasons - getting squished by it whenever it gets effected by an outside force and the fact that it has a respawn timer. A static piece of scenery that uses the Warthog model would be OK. I remember one time when someone and I were having a shootout, and he hid behind a Warthog that had been there for a while to let his shields recharge. The Warthog respawned, leaving him without any cover, and I easily dispatched him.
it would have to be built into the BSP to do any good, grenades explode big enough to hit someone right through a warthog sized piece of scenery
Sever
April 28th, 2009, 03:53 PM
Put a bunch of rubble around it then. Problem solved.
Advancebo
April 28th, 2009, 04:36 PM
Good call. I'll move it.
Also, here's another angle of the ODST pod. The hole is (obviously) unfinished, as a ruined office will be visible in the final map.
http://i435.photobucket.com/albums/qq80/Mudkipz47/hole.jpg
I could edit a screenshot of the sign from the ODST trailer for that screen if you want.
p0lar_bear
April 28th, 2009, 05:54 PM
Sever, the warthog is going to be a vehicle as it was in Turf, it's just overturned.
English Mobster
April 28th, 2009, 06:03 PM
I could edit a screenshot of the sign from the ODST trailer for that screen if you want.
Thanks, but I like my bitmap.
Rob Oplawar
April 29th, 2009, 02:42 AM
http://spacebrick.net/pictures/blog_gallery/wtf.jpg
I'm sorry, but, wtf is this shit?
The nicest way I can say this is, this area needs to be completely redone.
n00b1n8R
April 29th, 2009, 03:12 AM
I don't mind the angular supports, but I agree with the rest (I get you need something to replace those toy buses from the original turf, but that looks completely random).
The bridges were dumb in the original turf though, not much reason to come up with an excuse for them (I assume that's what rob's getting at when he circled the base of one).
English Mobster
April 29th, 2009, 03:21 AM
http://i435.photobucket.com/albums/qq80/Mudkipz47/wtf.jpg
Oh, is that why you circled the base of the bridge? The bridge doesn't have much purpose, you're right, but it looks nice, IMO.
Malloy
April 29th, 2009, 04:45 AM
The bridge looks out of place as im taking it that the 'shops' ,are metal and, arent concrete and yet the bridge looks like it has shattered and broken like concrete with its support foundation rod thingies spoking out. Also the bridge doesnt have any viable supports, rather unbelievable thus will stick out imo.
Also what is with some of these random angles.
Location#1: the place which is labelled "Where's the issue here?" the angles look totally different and non adjacent to the supports.
Location#2: You have labelled it 'fixed', so maybe that angle is edited I dont know, but it looks out of place and sticks out like a sore thumb.
Location#3: That 'Janitor' advert/warning sign in that gnarly non rectangular extrusion.
Yeh I just woke up so half my shit might not make sense, but basically clear up wierd angles and make things look viable (bridge supports, balh blah) try and make it seamless to the eye architectuarly (if that is a word).
English Mobster
April 29th, 2009, 09:28 AM
The bridge looks out of place as im taking it that the 'shops' ,are metal and, arent concrete and yet the bridge looks like it has shattered and broken like concrete with its support foundation rod thingies spoking out. Also the bridge doesnt have any viable supports, rather unbelievable thus will stick out imo.
Also what is with some of these random angles.
Location#1: the place which is labelled "Where's the issue here?" the angles look totally different and non adjacent to the supports.
Location#2: You have labelled it 'fixed', so maybe that angle is edited I dont know, but it looks out of place and sticks out like a sore thumb.
Location#3: That 'Janitor' advert/warning sign in that gnarly non rectangular extrusion.
Yeh I just woke up so half my shit might not make sense, but basically clear up wierd angles and make things look viable (bridge supports, balh blah) try and make it seamless to the eye architectuarly (if that is a word).
Maybe a zoomed-out view of the area will show that those supports all have equal angles relative to one another.
While some of the buildings are metal, others are concrete. That particular bridge is joining a metal structure with a concrete one, and thus it is concrete. When it was together, it didn't need any supports underneath it, as it was strong enough to hold its own weight.
Malloy
April 29th, 2009, 10:54 AM
well to be honest, the Turf shops are metal, you cant really chose whether they're concrete or not, that'l just look dumb imo.
English Mobster
April 29th, 2009, 06:00 PM
Think of it more as a re-imagining of Turf, which is why some things look different and the name isn't, well, Turf.
Bastinka
April 29th, 2009, 10:05 PM
It's a good concept, and idea, but it looks quite bland. Keep at it!
English Mobster
April 29th, 2009, 10:24 PM
Thanks. As I said, this is my first serious attempt at a map.
English Mobster
May 3rd, 2009, 12:37 PM
Can't be on for long, I'm moving and my internet has been shut off at the old house, so I'm at a friends house using his.
Anyway, I've been thinking: Should I redo other Mombasa maps in a similar style? I've been getting better at mastering the style since my last render, and I might start to make 2 custom maps set in post-apocalyptic New Mombasa, both based off of Bungie concept art. One would be a medium-size U-shaped map based off the concept art I've posted in this thread, and the other would be a close-quarters map set in the Space Elevator's base.
Should I start work on this (once Domain's ingame, of course, don't want to get started on something else when I haven't finished the first) or no? And, if so, should I remake other Mombasa maps (like New Mombasa classic) in the same style, or not?
Huero
May 3rd, 2009, 12:58 PM
Thanks, but I like my bitmap.
Well, that's all fine and dandy and I'm sure you're proud of your MY FIRST PHOTOSHOP work but it looks like shit and needs to be changed.
n00b1n8R
May 3rd, 2009, 06:56 PM
Space elevator map stretching into the sky yessssss
English Mobster
May 3rd, 2009, 07:57 PM
Well, that's all fine and dandy and I'm sure you're proud of your MY FIRST PHOTOSHOP work but it looks like shit and needs to be changed.
And what exactly is wrong with it? I can't fix anything if I don't know what to fix.
Sakievich
May 3rd, 2009, 08:31 PM
Be careful about taking too much advice from people, I think this is looking good.
How's the gameplay?
Inferno
May 3rd, 2009, 09:55 PM
It's not even ingame yet is it?
English Mobster
May 4th, 2009, 12:56 AM
Not yet, no. But it should play similar to Turf. I'm leaving in Turf's weapons caches, ambush points, etc.
ThePlague
May 4th, 2009, 01:06 AM
If you keep pulling the "oh, it's my first serious attempt at..." card, you're just attempting to fool people that you can't do better. You could do better, just watch some more tutorials. Right now I see a bad attempt at something that could, in reason, be good.
Pooky
May 4th, 2009, 02:08 AM
So what are you going to replace the Brute Shot with? Or are you using a h2-ish tagset?
English Mobster
May 4th, 2009, 02:19 AM
If you keep pulling the "oh, it's my first serious attempt at..." card, you're just attempting to fool people that you can't do better. You could do better, just watch some more tutorials. Right now I see a bad attempt at something that could, in reason, be good.
And what, exactly, needs fixing? I can't fix things if people don't tell me what to fix. You're just saying, "It's horrible" but you don't tell me WHAT is good, WHAT is bad, and how to improve it. I can't fix it until I know what works and what doesn't.
So what are you going to replace the Brute Shot with? Or are you using a h2-ish tagset?
I had an idea in my head earlier when I was playing Turf in H2, but it's gone now. When I can think of it again, I'll update the topic.
Masterz1337
May 4th, 2009, 11:03 AM
If you keep pulling the "oh, it's my first serious attempt at..." card, you're just attempting to fool people that you can't do better. You could do better, just watch some more tutorials. Right now I see a bad attempt at something that could, in reason, be good.
It's also possible he isn't interested in making it the best possible, this is his first serious attempt at a map. When he's done and look back, he will be able to see things he should try to improve or can do better when he goes to do his next map.
UnevenElefant5
May 4th, 2009, 06:25 PM
Hot damn that looks great, although some of the things seem like they don't quite fit with the human theme. I can't really put my finger on it, but some things look out of place. Specifially the left building and the wall above it in the second picture.
English Mobster
May 4th, 2009, 08:23 PM
Ew, I just realized those were some old pics.
http://i435.photobucket.com/albums/qq80/Mudkipz47/streetright-5.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/streetleft-5.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/hole-1.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/evacuate.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/doors-4.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/dome.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/building1-2.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/wreckage-4.jpg
Have I been doing things right or wrong?
SMASH
May 4th, 2009, 08:27 PM
Putting a single texture to make the buildings and roads makes it look like the whole world is made out of concrete... you need to mix it up.
English Mobster
May 4th, 2009, 08:31 PM
Putting a single texture to make the buildings and roads makes it look like the whole world is made out of concrete... you need to mix it up.
Is there a limit to how many material IDs Halo can handle? Blood Gulch only has 15 or so, and I'm pushing 30 without any kind of playerclip or portaling material IDs. If there is no limit (or I'm far from it), then I'll mix up the buildings some more. I haven't even applied any kind of basic texture to 25% of them yet.
SMASH
May 4th, 2009, 08:34 PM
I don't believe so. Look at a SP level, tons of textures and ID's. And how in the world do you have 30??? I can only count mb 10 different textures in your renders... if you unwrap sections of the map and hand do the textures it will look much more pro plus it will drop your material ID's (hopefully, might go up depending on the size of each unwrap).
English Mobster
May 4th, 2009, 08:48 PM
Well, here's my texturing ID list:
1-Untextured
2-+sky
3-Light Grey Metal
4-Windows
5-Evacuation signs
6-buildings (same as untextured, this one was to separate the buildings from the rest of the BSP)
7-Concrete floor (dark grey concrete)
8-signs (for shops by the Warthog spawn)
9-Concrete (found on the shop walls, light grey concrete with a dark grey border)
10-Concrete wall (light grey concrete)
11-dark grey metal
12-pavement
13-sidewalk
14-dirt
15-green metal
16-small evacuation signs
17-complex main (a sign found on the side of one of the buildings)
18-shelter sign
19-rusted roof
20-traxus sign
21-closed shelter gate
22-storefront
23-door
24-medical tent (going to UVW unwrap this one)
25-wreckage
26-lights
27-carpet
28-bricks
29-wood
30-large sideways shelter sign
I'm hand-making all these textures, so it's just a matter of me getting in the mood to pop out a bunch of new textures to spice things up a bit.
TBH, I'm really just excited to get it ingame. So far, the only thing I ever have gotten ingame is a box map, so this is REALLY a big step up for me. And I think it's turned out pretty well.
Heathen
May 4th, 2009, 08:52 PM
this could be good.
Keep at it.
ThePlague
May 4th, 2009, 09:04 PM
http://i301.photobucket.com/albums/nn64/Hazard1337/wreckage-4.jpg
http://i301.photobucket.com/albums/nn64/Hazard1337/dome.jpg
http://i301.photobucket.com/albums/nn64/Hazard1337/building1-2.jpg
Yellow - correctly smooth that
Red - Way too boxy, chamfer or something
Green - Add detail, also too boxy
Blue - It looks bad, either change it or delete it
Applies for all pictures you posted, just didn't go through every one and do that.
That more detailed on how to fix it?
English Mobster
May 4th, 2009, 09:16 PM
Yes, thanks.
p0lar_bear
May 4th, 2009, 09:25 PM
Is there a limit to how many material IDs Halo can handle? Blood Gulch only has 15 or so, and I'm pushing 30 without any kind of playerclip or portaling material IDs.
Blood Gulch is about the most basic map you will ever see, don't use it as a reference.
Floodlab has upwards 45 materials, mostly lights and glass. Halo can handle many, many more.
English Mobster
May 4th, 2009, 09:43 PM
OK, thanks a lot Polar.
English Mobster
May 24th, 2009, 09:06 PM
Woot! I got it ingame!
But I'm encountering an issue: When I run lightmaps (even final lightmaps), the lights I placed via bitmaps and shaders (built INTO the BSP itself) don't work. I'm running lightmaps in tool, and the shaders work fine with no modifications in other maps. So why is this map not working?
Could it be that I'm running lightmaps in tool and not Sapien? That's the only difference between Domain and my test map...
English Mobster
May 26th, 2009, 09:14 PM
OK, I fixed it. I needed to run lightmaps in Sapien, not Tool.
I'm still making tweaks to the model, but I got most other things placed. The dumpster and blue box scenery are both temporary; credit for those and the bases for a few of the textures I used (took their bitmaps and edited them) go to The Halo 2 CE team, who made New Mombasa Classic.
This is still in Alpha stages: Everything is placed, but I still need to finish some bitmaps, possibly make adjustments to the BSP, and change out the blue boxes and dumpsters with better ones before I can move into the beta stage.
Without further ado:
http://i435.photobucket.com/albums/qq80/Mudkipz47/doors-5.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/doors-4.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/streetleft-6.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/streetleft-5.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/streetright-6.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/streetright-5.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/wreckage-5.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/wreckage-4.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/hole-2.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/hole-1.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/building1-3.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/building1-2.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/dome-1.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/dome.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/asskicking.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/bluebase.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/redbase.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/roof.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/shelter.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/overhead.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/wraith.jpg
Heathen
May 26th, 2009, 09:19 PM
its obviously a wip, but its a very good start.
I think this could size up.
jngrow
May 26th, 2009, 09:48 PM
Even though it isn't the prettiest thing I've ever seen, it just looks really fun to play. Keep going.
kid908
May 26th, 2009, 10:20 PM
i still see alot of smoothing errors.
a note, streets don't curve smoothly like that from roads; that only happens from road to grass/dirt and vice versa.
it looks like turf (here me stating the obvious) and i think that it looks quite fun to play, except i was never fond of the turf gameplay lmao.
Sever
May 27th, 2009, 12:50 AM
I'm not going to even get started on this again - I just have one quick obvious-man question: Why is the red flag at blue and the blue flag at red?
UnevenElefant5
May 27th, 2009, 12:54 AM
You really need to fix those triangle insets on the tunnel thing by the hog. They look really out of place, along with the window on the side of the building. Either leave it blank or do something else entirely with it.
English Mobster
May 27th, 2009, 01:26 AM
I'm not going to even get started on this again - I just have one quick obvious-man question: Why is the red flag at blue and the blue flag at red?
I noticed that, too. But boot up Turf in Halo 2 and look for yourself: The red flag is surrounded by Blue Crates, and the Blue flag is... Well, actually, the blue flag doesn't have any red or blue near it, it was just a coincidence that the colors are switched in Domain. I'm trying to stay as faithful as possible to Turf while changing the setting and changing the weapon set to Halo 1 weapons.
SMG = Assault Rifle
Battle Rifle = Pistol (Yes, this means you don't spawn with one at start)
Magnum = Plasma Pistol
Brute Plasma Rifle = Plasma Rifle
Plasma Rifle = Plasma Rifle
Sniper = Sniper
Brute Shot = Needler
Shotgun = Shotgun
This means that the spawns have to be accurate as well.
English Mobster
May 27th, 2009, 06:03 PM
I have an alpha uploaded you guys can download today only (until 3 PM Pacific Time tomorrow). I won't have a server running, so you'll have to test on LAN (unless someone starts a server).
GONE!
Let me know what you think. All gametypes supported, but KOTH needs some adjustments.
Scooby Doo
May 28th, 2009, 04:50 PM
man, this is such a cool idea. however, i have to admit that it seems poorly executed. your map looks good, but it's nothing amazing. imo, it looks like you did some minor editing on the original bsp. if you really want to make it look good, try making new "paths" through your level by completely destroying buildings and making full overhauls in some areas. add more damage man - flip some cars, have debris lying everywhere, and just make it look more torn. I just think it is going to feel just like turf, with nothing really new and creative.
this is all opinion. take or leave it.
other than that, it's looking good. i just think you should add more to your idea...really exaggerate the war-torn look.
~Scoob
PopeAK49
May 28th, 2009, 06:34 PM
^ He's pretty much right. Although turf is a nice map, I was hoping it wouldn't have the same flow. Add paths like scoob said, but most importantly work on the environment and make it seem original and beautiful.
MissingSpartan7
May 29th, 2009, 05:00 AM
the map seems a little darker than it needs to be, and please shrink all the smoke effects -is actually really anoying after a while
English Mobster
May 29th, 2009, 08:23 PM
the map seems a little darker than it needs to be, and please shrink all the smoke effects -is actually really anoying after a while
I am going to be adding in more lighting, and I agree that there is a bit much smoke.
Also, I'm working on adding alternate paths to the bases. Currently, I have another way to get to the Blue Flag and I'm modeling a more detailed interior holding either a flamethrower or a rocket with very limited ammo to the damaged building by the Red base. I'm also going to be collapsing a building or two, as well, and modeling an alternate route to the Red flag.
Corndogman
May 31st, 2009, 01:04 AM
In that corner where its all red, add some fire with orange light. Tone down the red coming from the sign, so it gives a nice blend of the two lights.
paladin
May 31st, 2009, 02:18 AM
man, this is such a cool idea. however, i have to admit that it seems poorly executed. your map looks good, but it's nothing amazing. imo, it looks like you did some minor editing on the original bsp. if you really want to make it look good, try making new "paths" through your level by completely destroying buildings and making full overhauls in some areas. add more damage man - flip some cars, have debris lying everywhere, and just make it look more torn. I just think it is going to feel just like turf, with nothing really new and creative.
this is all opinion. take or leave it.
other than that, it's looking good. i just think you should add more to your idea...really exaggerate the war-torn look.
~Scoob
It really annoying how you sign your posts Nick
English Mobster
May 31st, 2009, 04:02 PM
Uploading Alpha to Filefront right now. Same deal as last time, it gets taken down after a day.
http://screenshot.xfire.com/screenshot/natural/8f30d484c060ae797a9a75cd7d333981d120d310.png
http://screenshot.xfire.com/screenshot/natural/82716c0dfd0c506f81e58369e0fc1620e4e4a839.png
http://screenshot.xfire.com/screenshot/natural/286b5a60b4c1bd71dce2e40952958bc7484bee29.png
http://screenshot.xfire.com/screenshot/natural/8d583b3a3cb67356885abe5a48db823d919a11f7.png
http://screenshot.xfire.com/screenshot/natural/f4431dbb3482a5b3f068d63a5f3b5b77cd54fd34.png
http://screenshot.xfire.com/screenshot/natural/b642233fc15220d60105860efa97ecb9464265f5.png
http://screenshot.xfire.com/screenshot/natural/d8265dca7c39ba254b005a0b79fe42aa0d38de74.png
http://screenshot.xfire.com/screenshot/natural/ee90460b8bf87cc53a960200780385fbf17725f5.png
http://screenshot.xfire.com/screenshot/natural/20ca3e08eac0d7262387c2c6344436b311be223d.png
KNOWN BUGS:
Map needs to be portaled. Decals, etc. are taking up WAAAY too much memory and, while framerate isn't hit, muzzle flashes, explosions, flamethrower flames, etc. are.
Also, the stairway to heaven the rocket launcher by the red base has an area where you need to crouch down due to me fucking up the ceiling. Also, speaking of fucking up the ceiling, that same ceiling isn't UVW'd due to me getting sidetracked.
And yes, I realize that there are windows in the building by the Wraith which aren't windows on the other side.
English Mobster
May 31st, 2009, 05:46 PM
Uploading Alpha to Filefront right now.
GONE!
Heathen
May 31st, 2009, 05:53 PM
while it may look bad, the streets and lighting has a ODSTesque feel to it.
MetKiller Joe
May 31st, 2009, 06:45 PM
Keep it up.
I think its great that you are ambitious, but I'd start smaller next time. Modeling, texture placement, and level design (this is the most important; I've seen CS:S levels that keep people entertained for hours and all they have is the original prototypical blocks) are skills that take time to get good at. I'm not the greatest at it, but this is what people tell me.
And, to be quite honest, it isn't too bad. You could work on scaling your textures.
English Mobster
May 31st, 2009, 10:59 PM
Thanks for the input, guys.
I have a sketch done of the layout of another (original) map, "Gridlock". Unless anyone finds any more bugs, Domain just needs a bit more tweaking (portal placement, fixing the stairway, finish UVWs) before moving into a beta stage.
The concept for "Gridlock" is this:
http://i435.photobucket.com/albums/qq80/Mudkipz47/gridlock2.jpg
It will lie directly to the south of Domain.
MissingSpartan7
June 1st, 2009, 03:11 AM
can you fix the large sloped section near the wraith? you are able to climb around 70% of the way up it. it could become a really bad camo/sniper camping spot-------------------------------------------------E:i'll put a picture explaining later if i'm not understood
English Mobster
June 1st, 2009, 03:17 AM
I know what you're talking about. And yes, I'll fix it.
bobsam
June 4th, 2009, 11:51 PM
Man I didn't even know about this today how unfair I want the Alpha!
English Mobster
June 4th, 2009, 11:56 PM
You'll have to wait until I can get the rest of this textured, then I'll release a beta.
bobsam
June 4th, 2009, 11:59 PM
Can you get on X-Fire I want to talk man!
Masterz1337
June 5th, 2009, 12:16 AM
This is turning out great. Good work.
bobsam
June 5th, 2009, 10:15 AM
:(I was way too late on this part!http://i660.photobucket.com/albums/uu328/1bobsam1/DomeFixed.png
neuro
June 5th, 2009, 10:56 AM
nice cropping.
bobsam
June 5th, 2009, 02:32 PM
:P thanks!
NuggetWarmer
June 5th, 2009, 03:45 PM
can't see shit, captain.
bobsam
June 5th, 2009, 06:33 PM
Video for Domain! :D
http://www.xfire.com/video/ca4dc/
n00b1n8R
June 6th, 2009, 12:36 AM
Oh no, they've captured captain Keys!!
Get some more ambient sounds going, barking dogs, blaring sirens, planes, etc (all only happening periodically), make it look like there's more to the city than just that closed up area.
I assume you know that you'll need to tone down a lot of those smoke effects (i literally "wtf"'d at the wraith) and that the white rooms look far too bright (fair enough, they get your attention in a dark map but that just looks unnatural).
It also seems pretty cluttered atm, but that might just be me (The street sections of turf were pretty open though).
This better be damn good at KoTH to do the origional justice. ;)
Inferno
June 6th, 2009, 12:48 AM
This map is looking really good so far. Keep it up.
English Mobster
June 6th, 2009, 03:50 AM
Oh no, they've captured captain Keys!!
You want to make custom Pelican crash sounds? Be my guest!
Get some more ambient sounds going, barking dogs, blaring sirens, planes, etc (all only happening periodically), make it look like there's more to the city than just that closed up area. Yeah, I was actually thinking about having gunfire in the background or something. The original did.
I assume you know that you'll need to tone down a lot of those smoke effects (i literally "wtf"'d at the wraith) and that the white rooms look far too bright (fair enough, they get your attention in a dark map but that just looks unnatural). Yes, the smoke is a bit much. I still need to tone them down a bit.
It also seems pretty cluttered atm, but that might just be me (The street sections of turf were pretty open though). Blame that on me not thinking it was "war-torn" enough.
This better be damn good at KoTH to do the origional justice. ;)
Original KoTH spawns are in the EXACT same locations as Turf's are, so it should.
:cool:
Responses in bold.
E: Also, NEED A DISPENSER HERE:
http://www.bungie.net/images/Games/Halo3ODST/imagery/field_guide/healthpack/healthpack.gif
http://i435.photobucket.com/albums/qq80/Mudkipz47/medkitdispenser-4.jpg
Not QUITE right... But close.
Hunter
June 6th, 2009, 09:40 AM
Needs more depth. Most of the basic shape is wrong. I will make one quickly to show you how it should look.
bobsam
June 6th, 2009, 11:41 AM
http://i660.photobucket.com/albums/uu328/1bobsam1/Whatneedstobefixed.png
The thing is a little too tall!:rolleyes:
Joshflighter
June 6th, 2009, 12:05 PM
Want me model that for you? You did it way off...
Hunter
June 6th, 2009, 12:15 PM
http://i58.photobucket.com/albums/g268/martynball/h3odsthealthcenter.jpg
http://www.bungie.net/images/Games/Halo3ODST/imagery/field_guide/healthpack/healthpack.gif
Thats what I did quickly.
Joshflighter
June 6th, 2009, 12:17 PM
Hunter always has to steal my fame. :(
Hunter
June 6th, 2009, 12:28 PM
Im sure you do it more accurate than mine, I did that quickly Lol.
Well if you want to use mine then here... (http://files.filefront.com/Halo+3+Health+Centermax/;13862777;/fileinfo.html)
Corndogman
June 6th, 2009, 01:18 PM
I did a paintover for your model hunter, but my crappy network wont let me upload anything to an image host right now so....
Rhydgaled
June 7th, 2009, 06:46 AM
Im sure you do it more accurate than mine, I did that quickly Lol.
Well if you want to use mine then here... (http://files.filefront.com/Halo+3+Health+Centermax/;13862777;/fileinfo.html)
Could you export that and your other released models (for example your HALO 3 carbine) as .3ds please and re-release, as I can't open max 8 files (I only have max 5:().
Hunter
June 7th, 2009, 10:10 AM
Okay. ^
English Mobster
June 8th, 2009, 02:48 AM
Well, thanks a lot Hunter. I saw that last night from my phone, but for some reason, my phone won't let me type messages.
*inserts readme credit*
bobsam
June 8th, 2009, 10:45 PM
Nice work Hunter! :D
English Mobster
June 17th, 2009, 06:24 PM
Alright, we are getting very close to another open beta. Everything is textured, and I'm currently laying down some polish here and there, wherever it is needed.
I finally got my portals ingame, and I'm currently working on a single clipping issue I'm having (I know the cause: Portals intersecting part of my exactportal area).
For those curious, here's the to-do list (in order):
E: Got different dumpster, courtesy of Infamouslink.
-Fix clipping issue
-TRY to make the flamer's fire effects visible (all attempts have kind of fixed the problem, but there is still an issue with it in some spots)
-Fix Phantom's render bounding radius
-Make the sky stormier
-Fix other bugs with Phantom
-Finish decal work for the store signs
-Finish texturing/implementing Medkit Dispenser (I'm going to use Hunter's model, if it's OK with him)
-Change some of the 255 spawn points so they face the correct direction
-Run final lightmaps DEEhunter offered to bake the lightmaps, and I took him up on his offer.
-Beta test
-Fix potential issues/exploits
-Beta test if issues are found
-Release
E: OK, so maybe not QUITE in order.
MissingSpartan7
June 18th, 2009, 12:09 AM
why is the h3mt dumpster so important?
and its good to see it nearly finished
English Mobster
June 18th, 2009, 12:18 AM
Because it's the only GOOD dumpster I can think of off the top of my head.
The one I have right now looks like shit.
paladin
June 18th, 2009, 01:25 AM
This is actually looking very nice. Keep it up.
English Mobster
June 18th, 2009, 03:20 AM
http://screenshot.xfire.com/screenshot/large/414d69c80aa78ec3b430ad36bd8250439abea077.jpg
Red Base (Textured!)
http://screenshot.xfire.com/screenshot/large/092c52ba7569f12e0ba46e8975b6b7a62650b863.jpg
Blue Base
http://screenshot.xfire.com/screenshot/large/78e236676a9d4587b824fcae9b1c4b769b25f919.jpg
Remember Reach
http://screenshot.xfire.com/screenshot/large/4602cd1358d51d53431b17e26285a0c147ef75f8.jpg
Rocket Entrance
http://screenshot.xfire.com/screenshot/large/343298a9a38189d24255a7bf01c1d4e1e6e0c02a.jpg
Medical Tent Front (Plus Graffiti Contest winner: Ro0ster)
http://screenshot.xfire.com/screenshot/large/9738d0f77c1758e5a4c50446231175bb5ad58632.jpg
Medical Tent (Rear)
http://screenshot.xfire.com/screenshot/large/7acc970e0c7bd297dba89ac1b362ac0c116388d6.jpg
Flamethrower Building
http://screenshot.xfire.com/screenshot/large/f7332df9dc2c10a4d5a6e47d3c394c3ad0dfaa97.jpg
Medkit Dispenser: Red Team
http://screenshot.xfire.com/screenshot/large/d2de924092739811ec7cb64451f6950bf6f404e6.jpg
Graffiti Contest Winner: AdmiralBacon
http://screenshot.xfire.com/screenshot/large/026f6740342cc86a52bf212e38ce7d851d937dfb.jpg
Medkit Dispenser: Blue Team
http://screenshot.xfire.com/screenshot/large/b1ae4e87a17f70a65266cf2659587b6aaa315313.jpg
Graffiti Contest Winners: Inferno and Rhydgaled
http://screenshot.xfire.com/screenshot/large/d414891957cd5c335c92c5217934a4be0cae2072.jpg
Graffiti Contest Winner: Munkee
Health Dispenser in action:
http://screenshot.xfire.com/screenshot/large/3ad259241b373d612fb36df5678bedd4bf850016.jpg
http://screenshot.xfire.com/screenshot/large/ef2d948cdc9825c1efbbaabe043adc86260c29f8.jpg
Good luck getting here (Yes, it IS possible without cheats, but only in a rockets game with extra health, and even then, you would need to FIND the way there):
http://screenshot.xfire.com/screenshot/large/4a443b89a1579c66ec43468982cf1a8da9b4da10.jpg
http://screenshot.xfire.com/screenshot/large/6a10b11f13c07159a52fc31381d4ca8315ed4111.jpg
MissingSpartan7
June 18th, 2009, 03:20 AM
Because it's the only GOOD dumpster I can think of off the top of my head.
The one I have right now looks like shit.
is that the weird yellow one?
I got that one too
E: could you use the h3mt concrete barrier as well?
English Mobster
June 18th, 2009, 03:22 AM
is that the weird yellow one?
I got that one too
Yeah, but I found a good one, courtesy of Infamouslink:
http://hce.halomaps.org/index.cfm?fid=1594
(You're going to have to rip it, unfortunately. I'm trying to keep the ripping to a minimum in Domain.)
p0lar_bear
June 18th, 2009, 03:34 AM
Wow, that looks cool.
Shouldn't the SI's signs be lit up? Get some self-illumination in those shaders' multis!
Heathen
June 18th, 2009, 03:58 AM
Cool stuff.
I enjoy being a "nazi faggot"
Glad thats how the CE community will remember me and inferno.
n00b1n8R
June 18th, 2009, 04:05 AM
Wow, that looks cool.
Shouldn't the SI's signs be lit up? Get some self-illumination in those shaders' multis!
quotan dis
Get sum dynamic lighting happening, mix it up sunny style!
(might want to remove the pen0r graffiti if you want Halomaps to host it)
English Mobster
June 18th, 2009, 05:19 AM
quotan dis
Get sum dynamic lighting happening, mix it up sunny style!
(might want to remove the pen0r graffiti if you want Halomaps to host it)
Dennis won't find it. :P
Also, lots of flickering dynamic lights going on, plus the Phantom's searchlight (which isn't working due to a bug I'm working on with the Phantom which causes it to go in the complete wrong direction).
Sadly, no bumpmaps. Anyone have a link to a free bumpmap-making program? I think I heard of one called CrazyBump or something...
Yo, Polar Duder:
http://screenshot.xfire.com/screenshot/large/ec68214914b9ba24fbc7aa3465bdac3fe3893d56.jpg
http://screenshot.xfire.com/screenshot/large/47ee7a5a5a654237d7e080a62016947063c6a86c.jpg
http://screenshot.xfire.com/screenshot/large/1a1c1fb6ae94b0a46c381f65f542a3dbe68d0b85.jpg
This what you talkin' `bout?
p0lar_bear
June 18th, 2009, 01:12 PM
That is awesome.
You are awesome.
As for bumpmaps, all you need to do is make a black and white height map, black for low, white for high areas. Then when you go to compile the bitmap tag, open it, change its type to height map and compile again, and it'll make it into a normal map automagically.
And with the search light, keep in mind that dynamic lights do not cast shadows and will go though anything and everything. If you're making it follow a set path as a search light, try to avoid making it point at walls or areas with interiors.
Inferno
June 18th, 2009, 01:21 PM
The medical tent doesn't look right and the border on the evacuate sign in the last picture is to thick. But I'm loving the atmosphere. Keep it up brosef.
sevlag
June 18th, 2009, 01:57 PM
ok, i'm gonna try to get CE runnin just to try to test this, this week i can if there is an open beta
Higuy
June 18th, 2009, 02:08 PM
I have the tent as a scenery, it's ripped from H2, and unwrapped with a texture. PM me if you want.
English Mobster
June 18th, 2009, 06:54 PM
I tried to replace the BSP tent in Domain with the H2 Tent, but there were so many errors it was making me claw my hair out, not to mention the UVW mapping became totally useless.
I'm just going to remove the BSP tent and use a scenery one instead.
MissingSpartan7
June 18th, 2009, 07:13 PM
i see your phantom up the top of the last picture there...
the grav beam on it looks weird though
Advancebo
June 18th, 2009, 07:25 PM
Yeah, it should be removed, since it should only be on when its dropping or picking up.
English Mobster
June 18th, 2009, 07:38 PM
Or looking for something...
=sw=warlord
June 19th, 2009, 05:05 PM
Or looking for something...
No, the search lights are at the front by the turrets not the grav lift.
English Mobster
June 19th, 2009, 06:23 PM
Ah, I thought he was talking about the Phantom itself.
n00b1n8R
June 19th, 2009, 08:26 PM
Still not a fan of the cream walls :X
English Mobster
June 19th, 2009, 10:44 PM
Well guys, looks like I have one item remaining on my list before the public beta test: Make store sign decals.
Yes, I'm so fucking lazy I never did the decal work for the signs on the storefronts. There are 5 signs I need.
I'm open to submissions. =P
Inferno
June 20th, 2009, 12:21 AM
A video game shop with "pre order halo 3 recon" in the window.
A donut shop with master chief donuts.
A grocery store with Gamer Fuel.
A gunshop run by sgt johnson.
And a porn shop with mookz in it.
English Mobster
June 20th, 2009, 02:36 AM
A video game shop with "pre order halo 3 recon" in the window.
A donut shop with master chief donuts.
A grocery store with Gamer Fuel.
A gunshop run by sgt johnson.
And a porn shop with mookz in it.
I mean these:
http://i435.photobucket.com/albums/qq80/Mudkipz47/092c52ba7569f12e0ba46e8975b6b7a6265.jpg
Corndogman
June 20th, 2009, 02:50 AM
"Mike's Big Meat Shop"
And other sexual innuendo's.
n00b1n8R
June 20th, 2009, 03:37 AM
"Sylvia's award winning dumplings, get your free sample today!"
Inferno
June 20th, 2009, 12:07 PM
Linda's award winning funbags.
Corndogman
June 20th, 2009, 02:43 PM
Starbucks
Handjobs: $5
Idiocracy reference
English Mobster
June 20th, 2009, 09:00 PM
We are beta-ready!
Signs have been made and placed, map has been compiled, and I'm about to do one last run-through to make sure there aren't any major bugs.
Afterward, I'll zip the map file and upload to Filefront.
I don't have anyone who is offering a dedicated server ATM. Bacon, perhaps tomorrow, after the Bungnull has run its course, could you loan your dedicated server out to test Domain for a day? Thanks.
E: Lulz.
http://www.modacity.net/forums/showthread.php?t=16483
English Mobster
June 30th, 2009, 07:02 AM
It's been a while since the last update.
So here's what I have to update:
-NO MORE SPIRAL STAIRCASE. That annoying, poorly-modeled son-of-a-bitch is no more. "How do we get to the rockets flamethrower?" you might ask. AIR LIFTS BITCHES (courtesy of Winferno).
-The ODSTs now have camo which changes color with their team.
http://screenshot.xfire.com/screenshot/large/e0176cec790c80490ea12025a2de5e32133d8d29.jpg
http://screenshot.xfire.com/screenshot/large/6639a12d1e631da2c8ca573ecc6ed99bfe45ec37.jpg
:iia:
Oh, but I saved the best part for last.
Prepare yourselves.
Prepared? Maybe this should be put into spoilers for the faint of heart.
-I added a Mythos.
WHAT??? Well, I got so many requests to put one in there, I listened.
Yes, I'm VERY srs.
Here's a picture (MLG PROFAGS LOOK AWAY):
http://screenshot.xfire.com/screenshot/large/e1251132c173bc5c35a12b59039e8c65b9063f06.jpg
You thought it was drivable? Oh, you silly. No! This map is close-quarters! It's scenery!
In Turf, there was a reason why that roof was collapsed: There was a destroyed Scarab nearby. But Domain, it's just... There. Wondered why? Well, wonder no more. Now it has a PURPOSE.
When the humans want to take back a city, they don't fuck around.
Also, one final note:
-This map's file size is a little bit bigger than CMT Snow Grove, and a little bit smaller than Church. Now, while this seems like a reasonable size for a Valhalla-esque map, remember that this is a TURF reimagining. Turf is small. This map has a lot of things in it, and there are actually more to come. At least 512 MB or RAM and a video card from 2004 is needed (REALLY stiff requirements, I know). Those are the specs from my laptop, which runs it fine except for a small framerate hit. Most of you guys shouldn't notice a thing.
n00b1n8R
June 30th, 2009, 07:15 AM
I liked the randomly broken roof.
Get rid of that blockstrosety :gonk:
English Mobster
June 30th, 2009, 07:17 AM
I'll see how many votes for or against.
Right now the Mythos is being a pain in the ass, but I BELIEVE IN DEMOCRACY.
E: Fuck it. It's being too big of a pain in the ass. It's out of the map, but the vote's still open. I'll put it back in if enough people want it.
English Mobster
July 3rd, 2009, 11:47 AM
It's finally released!
http://www.modacity.net/forums/showthread.php?p=423380#post423380
Which means this isn't a WIP anymore, and I should lock it. :p
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