PDA

View Full Version : Quid Pro Quo



paladin
May 22nd, 2009, 08:38 PM
Web page (http://www.dawnunderheaven.net/)

New thread for the map. I have decided to put it into CE with the help of a friend. LOL

Anyways, Im not really gonna say much cause its in teh other thread. Really Ill just be updating it here.

UPDATES

CLICK HERE TO TEST 4.4 (http://www.forwarduntodawn.net/QPQ_Beta4.4.rar)

UPDATE 10/31
Spent the past 6 hours working on uvs and new textures/shaders:

Also, Futurama ftw

http://img94.imageshack.us/img94/9530/84869566.jpg
http://img3.imageshack.us/img3/2112/46421207.jpg
http://img21.imageshack.us/img21/3420/52327663.jpg
http://img21.imageshack.us/img21/4251/45563496.jpg
http://img21.imageshack.us/img21/5917/32522616.jpg
http://img21.imageshack.us/img21/5903/66982773.jpg
http://img21.imageshack.us/img21/5961/29341083.jpg

NEW BETA LINK 10/27



CLICK HERE TO TEST 4.4 (http://www.forwarduntodawn.net/QPQ_Beta4.4.rar)

Very similar to most recent pics. I add rain to see how it looks. I must have missed a portal so it rains on some interiors. You can still fall beneath the water. Scenery, weapons, objective, player spawns are all subject to change.

I am still looking for some help. I know Cons make me a sky :realsmug: but I need a few other things made, like the generators inside the pump room.



UPDATE 10/20

Had some time to work on it today. I kind like the dark atmosphere. What about you? I cant wait til I can get my hands on Cons sky.

http://img29.imageshack.us/img29/2785/76507569.jpg
http://img33.imageshack.us/img33/1830/98791955.jpg
http://img9.imageshack.us/img9/1766/66151264.jpg
http://img33.imageshack.us/img33/834/71516485.jpg

UPDATE 8/30

Wow, 2 fucking months...

And I havent done shit....

New Images, ALL SCENERY ARE PLACEHOLDERS

http://img198.imageshack.us/img198/2001/27017629.jpg
http://img198.imageshack.us/img198/2561/66948469.jpg
http://img42.imageshack.us/img42/8312/58970646.jpg


Almost ready for Test
UPDATE 6/13

http://img193.imageshack.us/img193/7577/59678048.jpg
http://img194.imageshack.us/img194/4779/47227575.jpg

Getting closer to a test. The map plays very symmetrical. I just have to work on some detail object and make some scenery. The model is about 90% done.

Two ways are better that one
UPDATE 6/11


So, I dont know if you all could notice, but there was really only on way to move across the level. That way was over or under the dam. After chatting with a few people, I made an underground portion that can be used as an alternate route.

http://img5.imageshack.us/img5/8981/32776007.jpg
http://img5.imageshack.us/img5/4072/35601888.jpg
http://img31.imageshack.us/img31/7838/57145481.jpg


What up?
UPDATE 6/3

http://img195.imageshack.us/img195/9154/56394681.jpg

Oh Hai. (http://www.dawnunderheaven.net/)

Working on the cliffs. They wont be the same as in Halo 3 but similar. The ingame version is coming along and as soon as Brent gets back from screwing around well have a nice little test with 10+.


Oh hai
UPDATE 5/28

http://img40.imageshack.us/img40/1174/62595449.jpg
http://img5.imageshack.us/img5/8379/53807006.jpg

you do not want to know how difficult this was for me...

UPDATE 5/23


http://img38.imageshack.us/img38/1516/91777419.jpghttp://img30.imageshack.us/img30/3302/63449092.jpg


UPDATE 5/23


Pretty much finished the base geometry for the new base. I just slopped textures on it to render it. I also added a small structure between the stairs the corner building and the new base for cover.

http://img42.imageshack.us/img42/8499/31908066.jpg

So heres a look at the new base and the new structure. The structure is the same as the one on the other side but with different openings. Depending on how the game play plays out, I might changes the original one to have teh same openings.

http://img39.imageshack.us/img39/4175/76636432.jpg

Heres the interior of the base, minus some inside walkways and stairs.


Original
http://www.forwarduntodawn.net/Quo/1.jpg
http://www.forwarduntodawn.net/Quo/2.jpg

So, in order to make the level more multiplayer oriented, I had to change around some parts of the geometry. Basically, with the original game geometry, the map would be to asymmetrical and would not have good game play. With the new geometry, the map is still asymmetrical, but gameplay wise is symmetrical. I dunno you get it or you dont.

Sel
May 22nd, 2009, 08:40 PM
This page is prompting me to log into an FTP, and your pictures are not showing.

paladin
May 22nd, 2009, 08:40 PM
Fixed it

SMASH
May 22nd, 2009, 08:55 PM
Title sounds like a processor lol. Looks really good

Sel
May 22nd, 2009, 08:57 PM
Reminds me of geo's map from a way back when.

Looks like a really fun Slayer king or oddball map.

ThePlague
May 22nd, 2009, 09:12 PM
Reminds me of geo's map from a way back when.

Looks like a really fun Slayer king or oddball map.
Geo's or geo's/deeps?

Also, nice job man, this'll look fantastic when it's done.

Napalm
May 22nd, 2009, 09:44 PM
Looks like a good snipers map.. those textures look like sex.

Chainsy
May 22nd, 2009, 09:45 PM
You mean water chapel sel? I still have the max file, and since deep has gone active again, I bet someone could convince him to finish it.

dark navi
May 22nd, 2009, 10:19 PM
BEAST MODE *activated*

Looking good mate. Who's helping you port it to CE?

Angatar
May 22nd, 2009, 11:04 PM
That looks like really fun map. Is the structure of the left in the first picture a flat roof with a angled wall, or does the roof form a pyramid shape?

supersniper
May 23rd, 2009, 12:01 AM
reminds me of that one spot in Halo 3 where you get the catch skull in The Storm level.

Corndogman
May 23rd, 2009, 12:30 AM
That looks like really fun map. Is the structure of the left in the first picture a flat roof with a angled wall, or does the roof form a pyramid shape?

I thought the same thing. From the first picture it looks like the roof is a pyramid, but if you look at the second you can tell that its a flat roof, but the building is sliced at an angle.

Angatar
May 23rd, 2009, 12:32 AM
I thought the same thing. From the first picture it looks like the roof is a pyramid, but if you look at the second you can tell that its a flat roof, but the building is sliced at an angle.
I see it now, thanks.

Daishi
May 23rd, 2009, 12:55 AM
This looks like the final encounter area of the same name in the first level of Halo 3. Nice looking place so far.

Chainsy
May 23rd, 2009, 12:58 AM
No shit sherlock.

Joshflighter
May 23rd, 2009, 01:26 PM
No shit sherlock.

Lol, but you don't have to be so rude. :(

You (OP) and Inferno make me want to get modeling again.

paladin
May 23rd, 2009, 10:22 PM
Pretty much finished the base geometry for the new base. I just slopped textures on it to render it. I also added a small structure between the stairs the corner building and the new base for cover.

http://img42.imageshack.us/img42/8499/31908066.jpg

So heres a look at the new base and the new structure. The structure is the same as the one on the other side but with different openings. Depending on how the game play plays out, I might changes the original one to have teh same openings.

http://img39.imageshack.us/img39/4175/76636432.jpg

Heres the interior of the base, minus some inside walkways and stairs.

Malloy
May 23rd, 2009, 10:27 PM
Lookin 'Rad' man,

If no one else helps with the custom textures soon, I'll offer my hand in help but I too am working on a map/map pack. Um since this is Halo 3 orientated but custom I'd like to include your map in the map pack if you're interested. I'll PM the dirties.

paladin
May 24th, 2009, 12:57 AM
http://img38.imageshack.us/img38/1516/91777419.jpghttp://img30.imageshack.us/img30/3302/63449092.jpg

jngrow
May 24th, 2009, 01:17 AM
BEAST MODE *activated*

Looking good mate. Who's helping you port it to CE?
OMG WAS THAT FROM BEAST WARS THAT SHOW WAS FUCKING AWESOME


Looks really good. The destruction looks a little clean, but then again it's probably best left how it is if it's going into CE.

Advancebo
May 24th, 2009, 01:23 AM
I think it needs some pipes on the dam wall. The center stretch.

n00b1n8R
May 24th, 2009, 01:29 AM
What's with the purple bits?

paladin
May 24th, 2009, 01:50 AM
Its geometry without any applied texture, just like any gray, just another color. Most of the detail objects are pink. It helps me keep track of them and helps with layering.

Also, if your commenting on the destruction of the bridge, Most of the broken parts past the main part with be detail object, which I havent done yet.

Corndogman
May 24th, 2009, 01:37 PM
Mind explaining the sliced in half building? Are there going to be cliffs there?

paladin
May 24th, 2009, 02:03 PM
Yeah, there will be cliffs on either side of the river like in the campaign. The reason its such a hard angle because I was using the top face to bevel/extrude up.

Scooby Doo
May 28th, 2009, 04:06 PM
loks sweet dude. i wish we could make water look amazing...would really add to the map. good luck man -.o

~Scoob

Heathen
May 28th, 2009, 04:22 PM
Geo's or geo's/deeps?

Also, nice job man, this'll look fantastic when it's done.
Man. Deep is what got me into this whole scene /nostalgia.

Heathen
May 28th, 2009, 04:27 PM
BEAST MODE *activated*

Looking good mate. Who's helping you port it to CE?
Dark Navi?

You wouldn't happen to know Dark Link now would you? :rolleyes:

Higuy
May 28th, 2009, 04:39 PM
Looking pretty good, keep at it, I really want to see what the finished outcome will be :)

dark navi
May 28th, 2009, 05:05 PM
Dark Navi?

You wouldn't happen to know Dark Link now would you? :rolleyes:

I might know him....

PopeAK49
May 28th, 2009, 05:30 PM
Map looks great. Although I hope core gameplay is good, but we will see when it's done. The only thing I will like to point out even though it's a wip and that you might add these little things I'm about to tell you, that the interiors would look great with some light fixtures, pipes, and maybe moutain dew machines. Overall it looks great.

dark navi
May 28th, 2009, 05:57 PM
Mabye 'Game Fuel' machines?

paladin
May 28th, 2009, 11:02 PM
Oh hai

http://img40.imageshack.us/img40/1174/62595449.jpg
http://img5.imageshack.us/img5/8379/53807006.jpg

you do not want to know how difficult this was for me...

MetKiller Joe
May 28th, 2009, 11:07 PM
Very nice. Wait... is that ingame?

paladin
May 28th, 2009, 11:11 PM
Yeah. I just through a texture on it to get it in. Its the first time Ive used HEK in about 2 years. Ask Scooby. IT took me a day just to remember how to do things.

MetKiller Joe
May 28th, 2009, 11:12 PM
Yeah. I just through a texture on it to get it in. Its the first time Ive used HEK in about 2 years. Ask Scooby. IT took me a day just to remember how to do things.


May I beta?

paladin
May 28th, 2009, 11:13 PM
Not now. When I have more of it textured and more geometry and a few other things worked out Ill let a few people play it. But basically, if you have access to my FTP then you can play it when ever. >.> hint hint someone

PopeAK49
May 29th, 2009, 02:28 AM
Mabye 'Game Fuel' machines?

You sir are win.

Paladin, Make a box add a Halo 3 mountain dew cover to the front, and for all the sides add a dark metal texture. :cool:

Omfg I found a texture you can unwrap on the vending machine box that you may never do.:XD:

http://img4.fpsbanana.com/ss/srends/thm_25875.jpg

paladin
June 3rd, 2009, 07:28 PM
http://img195.imageshack.us/img195/9154/56394681.jpg

Oh Hai. (http://www.dawnunderheaven.net/)

Working on the cliffs. They wont be the same as in Halo 3 but similar. The ingame version is coming along and as soon as Brent gets back from screwing around well have a nice little test with 10+.

MetKiller Joe
June 3rd, 2009, 08:13 PM
That looks superb. Can't wait to play it.

PopeAK49
June 3rd, 2009, 08:56 PM
Wow, looks really nice with those textures and cliffs. Still needs moar halo mountain dew soda machine, lol.

Oh ya, if you ever plan on making one of the multiplayer maps from halo 3 you should do ghost town, I bet you would nail that map down.

Sel
June 3rd, 2009, 09:28 PM
Hit me up when you've got an ingame beta you want tested, I can upload it to the bunghole.

paladin
June 3rd, 2009, 09:31 PM
KK, Id say by the end of next weekend. Brent's out of town so it wont be until hes back.

Sever
June 3rd, 2009, 10:15 PM
I have a pair of suggestions for you that would make the map flow so much better. At that area underneath the far side of the bridge, there needs to be an outlet from there leading to behind that side's central structure, be it a ladder, a stairwell, or even a teleporter. The second thing that needs to be done is something similar (but aesthetically different) on the near side of the bridge.

paladin
June 4th, 2009, 06:38 PM
Idgi?

Sever
June 4th, 2009, 06:53 PM
Come and play the level in H3 with me and I'll show you what I believe you should do. gamertag: sever323

paladin
June 4th, 2009, 06:55 PM
I cant play right now, but Ill add you and you can show me later.

paladin
June 4th, 2009, 07:03 PM
Like this?

http://img189.imageshack.us/img189/9625/48155921.jpg

Sever
June 4th, 2009, 07:18 PM
No, you've got it going from the wrong lower part to the wrong backside. The area with the angled pipe leading down to it, with the exit being at the corner furthest from the dam.

TVTyrant
June 5th, 2009, 12:29 AM
Hit me up on xfire. I'd love to help beta.
XFire:tvtyrant

Joshflighter
June 6th, 2009, 09:51 AM
Sorry to bump. I just got Halo 3, and seen where this structure takes place. You did a good job with it too! I don't know if you stated this, but are you adding the cranes as well?

Alwin Roth
June 6th, 2009, 09:56 AM
Why didn't i see this before?

this looks amazing.

Cortexian
June 7th, 2009, 03:51 AM
I'd love to try this out ingame sometime to see how the textures stand up to close inspection... I demand FTP access to all latest builds!

Longshot
June 7th, 2009, 05:01 AM
This looks fantastic, great work! Looking forward to when it gets released.

paladin
June 7th, 2009, 10:37 PM
THose textures arent going to be there long. Scooby is making all new textures.

paladin
June 8th, 2009, 02:36 PM
http://img200.imageshack.us/img200/9907/18971780.jpg

paladin
June 8th, 2009, 08:29 PM
Huh?

http://img32.imageshack.us/img32/5075/51684075.jpg

Malloy
June 8th, 2009, 08:58 PM
Yeh thats rad man, lovin the atmospherics but maybe add some sandy banks to the estuary of the out of reach environment. I seem to remember sandy banks in the campaign level :P

n00b1n8R
June 9th, 2009, 02:03 AM
lookin p coo bra

Sel
June 9th, 2009, 07:55 AM
why isn't it ingame so we can play it sir!?

Shit looks really nice.

.Wolf™
June 9th, 2009, 01:15 PM
Man, Looks awesome.

paladin
June 9th, 2009, 06:33 PM
I didnt have time to get a new build last night. Will do tonight. Me and Scooby will test it out and hopefully a full test will follow soon.

Daishi
June 9th, 2009, 07:11 PM
Can't wait for it paladin. Great work on it.

paladin
June 9th, 2009, 11:31 PM
http://img14.imageshack.us/img14/333/44226307.jpg

Sever
June 10th, 2009, 12:24 AM
You are going to have sections of the old bridge lying on the bottom of the riverbed, right? Hell, they could even act as an additional path between the two sub-base platforms.

Keep up the good work.

paladin
June 10th, 2009, 12:33 AM
WE are still figuring out the best possible way to make a second route, but to answer your question, yes, we are going to have the broken bridge.

Longshot
June 10th, 2009, 01:41 AM
http://img14.imageshack.us/img14/333/44226307.jpgWow, great work!:jibbly:

n00b1n8R
June 10th, 2009, 02:32 AM
Are those rusted roof textures from H2?

Lateksi
June 10th, 2009, 06:23 AM
That looks awesome but the floor also looks like it's broken everywhere. Maybe add some vegetation on top of the rocks?

Mythril
June 10th, 2009, 07:13 AM
Looks awesome, thought it was a render until I saw the water and the cyborg.

Sever
June 10th, 2009, 09:43 AM
Yeah, add vegetation everywhere. Also, make the river bottom not so flat when you get around to it - just use the same method you used on the hills.

PopeAK49
June 10th, 2009, 04:22 PM
If you need help with any plant placement for your map just PM me.

paladin
June 10th, 2009, 06:41 PM
Are those rusted roof textures from H2?

All of them are except a few detail maps. They are place-holders until the level geometry is done. Then Scooby will get the model and make textures for it.


That looks awesome but the floor also looks like it's broken everywhere. Maybe add some vegetation on top of the rocks?

The main ground is just a place-holder bitmap. If you haven't noticed already, there are only 4 bitmaps on the map total. I assure you that the ground will look much nicer in weeks to come.

And, of course, I will be adding vegetation to the map. The power plant is a abandoned and overgrown and is located in the center of the jungle, so there is going to be vegetation. The reason there is none now (at least that I've shown you) is that the actual level geometry needs to be dealt with before detail objects are added. (note that the pipes, girders, catwalks, and windows aren't present in-game, but in the renders). Priorities.


Looks awesome, thought it was a render until I saw the water and the cyborg.

Thanks, I promise it'll look even better.


Yeah, add vegetation everywhere. Also, make the river bottom not so flat when you get around to it - just use the same method you used on the hills.

You won't be able to see the river bottom once a fog volume is added. I just haven't added it yet.


If you need help with any plant placement for your map just PM me.

I think I'll manage, but thanks anyways.

/long post

paladin
June 11th, 2009, 10:35 PM
So, I dont know if you all could notice, but there was really only on way to move across the level. That way was over or under the dam. After chatting with a few people, I made an underground portion that can be used as an alternate route.

http://img5.imageshack.us/img5/8981/32776007.jpg
http://img5.imageshack.us/img5/4072/35601888.jpg
http://img31.imageshack.us/img31/7838/57145481.jpg

dark navi
June 11th, 2009, 11:32 PM
Glad to see that I am in the loop of information (not). That tunnel looks pretty sexy. Were is this exactly? In the dam?

paladin
June 11th, 2009, 11:43 PM
i havent decided

Corndogman
June 11th, 2009, 11:46 PM
wow, looks really nice. I'm liking the hallway, it fits the theme well. I'm assuming there is glass there though, you just haven't made the shaders?

Huero
June 12th, 2009, 12:02 AM
Two paths still arent enough

MetKiller Joe
June 12th, 2009, 12:04 AM
That looks really nice. Nice modular design.

Maybe a pontoon bridge also? With some wider sections with cover and debris?

paladin
June 12th, 2009, 12:12 AM
THere will be a grate over the holes. Also, There will be the broken bridge

Heathen
June 12th, 2009, 12:14 AM
grate
I was hoping.

paladin
June 12th, 2009, 12:16 AM
I just put the player clip. I just wanted to see how it looked ingame and test the dimensions.

Malloy
June 12th, 2009, 07:37 AM
I hope you havent left out the two floors in the bridge either (referring to Halo 3 campaign level) you can cross the damn via a tunnel underneath the walkway ontop. Thats surely alternative criss cross gameplay action already, so that and the curbing tunnel will be plenty (first half of question aimed at Paladin, second aimed @ Heuro who said two alternative routes wasnt enough)

Gameplay should be awsome. Atleast this will make sure there is confrontation as in some default maps like 'Danger Canyon' I can sometimes take aroute to the enemies base and not come into contact with anyone :\ (and no im not plaiyng on a server that says 1/16 :P)

dark navi
June 12th, 2009, 07:56 AM
You should make it in the dam, and have one of the outside walls have windows underneath the falling water from the dam.

paladin
June 12th, 2009, 08:06 AM
The whole point is to allow people to not go over the dam.

Malloy
June 12th, 2009, 08:43 AM
Well I had this idea, maybe use a more shallow estuary transition to add an alternative route such as a shallow water jetty, Also implement the pipes that are in the dam campaign levels bsp.

http://i131.photobucket.com/albums/p307/sgtbotley/dammapsuggestion1.jpg

paladin
June 12th, 2009, 06:25 PM
http://www.forwarduntodawn.net/Quo/1.jpg

there are already pipes down, and thats where the broken bridge will be.

Malloy
June 12th, 2009, 07:23 PM
sorry man I meant beyond the broken bridge, try and see it from a different perspective. I was thinking of a jetty crossing inbetween two shallow river banks beyond the broken bridge. At the banks of the river estuary.

paladin
June 12th, 2009, 07:28 PM
ok

paladin
June 13th, 2009, 12:53 PM
http://img193.imageshack.us/img193/7577/59678048.jpg
http://img194.imageshack.us/img194/4779/47227575.jpg

Getting closer to a test. The map plays very symmetrical. I just have to work on some detail object and make some scenery. The model is about 90% done.

Malloy
June 13th, 2009, 01:01 PM
Looks good, I take it peopel can jump from the lower platforms to the broken bridge and over right? If so theres you're alternative route nailed, GJ

MetKiller Joe
June 13th, 2009, 01:04 PM
Looks awesome. Can't wait to see what you have planned for scenery.

Malloy
June 13th, 2009, 01:05 PM
Looks awesome. Can't wait to see what you have planned for scenery.


Crane hopefully :3

.Wolf™
June 13th, 2009, 05:39 PM
Get moveable Covenant Crates:O

Oxygen
July 5th, 2009, 06:05 PM
i would jsut like to know...wtf are the updates. paladin, you seem like a man of false promises. and i think this map needs ot be completely redone anyways. from your renders, it looks like the map is 50k polies or more. This is HCE, not H3. (plus your modeling is horrendous :) )

good luck with this junk...besides, Scooby is slow anyways. expect this thing to be done some time next year.

lol :) :) :)

Disaster
July 5th, 2009, 06:35 PM
i would jsut like to know...wtf are the updates. paladin, you seem like a man of false promises. and i think this map needs ot be completely redone anyways. from your renders, it looks like the map is 50k polies or more. This is HCE, not H3. (plus your modeling is horrendous :) )

good luck with this junk...besides, Scooby is slow anyways. expect this thing to be done some time next year.

lol :) :) :)

uhh
:frogout2:

Joshflighter
July 5th, 2009, 06:51 PM
You think he sucks at modeling? Thats... thats.... sad. :(

PopeAK49
July 5th, 2009, 07:20 PM
Who are you sir? And why are you bumpin this topic? If it's a crappy model then why do you care so much in bumping the topic?

Rentafence
July 5th, 2009, 07:42 PM
I smell satire.

Malloy
July 5th, 2009, 07:55 PM
It looks like an anti sarcastic compliment :P

Gwunty
July 5th, 2009, 09:08 PM
derp I edited dis?

paladin
July 5th, 2009, 10:17 PM
i would jsut like to know...wtf are the updates. paladin, you seem like a man of false promises. and i think this map needs ot be completely redone anyways. from your renders, it looks like the map is 50k polies or more. This is HCE, not H3. (plus your modeling is horrendous :) )

good luck with this junk...besides, Scooby is slow anyways. expect this thing to be done some time next year.

lol :) :) :)

Wow really, you crawl out from under your rock of what ? 5 years when Im on vacation, bash me, and then run back. Dick. Looks liek you need to l2 estimate because its actually 65k polies and who says it wont go into H3? Dont get me start on Scooby, that fag. He cant fnish anything. The shitty cmt biped skin took the mother fucker a year to make and it looks like my toilet paper after I wipe my ass. The release date for the pack has already been set for 0000 09.01.10


uhh
:frogout2:
no


You think he sucks at modeling? Thats... thats.... sad. :(

This oxygen guy blows me while I model, thats why I suck.


Who are you sir? And why are you bumpin this topic? If it's a crappy model then why do you care so much in bumping the topic?

Because Hes a fucking trole. He lives under a rock. He was a pretty decent modder back when ce first came out, but fuck, all hes good for now is head.


I smell satire.

:awesome:


It looks like an anti sarcastic compliment :P

orly


http://www.modacity.net/forums/styles/modacity/buttons/redcard.gifSTOP DO NOT TROLEhttp://www.modacity.net/forums/styles/modacity/buttons/redcard.gif

please no, or gtfo

Malloy
July 6th, 2009, 06:08 AM
Dont get me start on Scooby, that fag. He cant fnish anything. The shitty cmt biped skin took the mother fucker a year to make and it looks like my toilet paper after I wipe my ass. The release date for the pack has already been set for 0000 09.01.10


D/W folkes, looks like another case of anti sarcastic compliment syndrome :P

paladin
July 6th, 2009, 06:36 PM
That was completely srs business

PopeAK49
July 6th, 2009, 06:40 PM
:realsmug:

paladin
July 27th, 2009, 12:02 AM
Just letting you guys know this isnt dead. In reality, its more alive then it ever was. QPQ is now in the hands of Scooby, and I have to say, if he does as good of a job on the rest of the map as hes done now, itll be one spectacular map. I mentioned it a while ago, that we are doing a few maps, I jsut wanted to show off a small portion of one of the others thats in developement. IM continuously updating it on my website, but this is the first time here.

Take a look:

http://img20.imageshack.us/img20/6278/68907857.jpg

Ill keep updates going on my site and Ill do one here as soon as Scooby thinks hes ready. ty :)

n00b1n8R
July 27th, 2009, 12:24 AM
Good to know you're still working on it. :)

shadowslayer123
August 6th, 2009, 09:12 AM
nice pics, cant wait to try it

Scooby Doo
August 6th, 2009, 10:38 PM
EVERYONE TAKE NOTE: do NOT ever never map with this tard. he sucks. seriously. -rep him right now. everyone do it.

...sending me fucked up maps and such. wtf.

paladin
August 6th, 2009, 10:39 PM
Your jsut too stupid. YOur the one who fucked up the map...... NOT MY PROBLEM

PopeAK49
August 6th, 2009, 10:42 PM
lolwut?

paladin
August 6th, 2009, 10:43 PM
You know what.... FUCK YOU. Im gonna kill you mother fucker

PopeAK49
August 6th, 2009, 10:44 PM
I'm confused what the fuck is going on. If you guys are serious take it to PM's.

paladin
August 6th, 2009, 10:45 PM
STAY OUT OF THIS

Scooby Doo
August 6th, 2009, 10:46 PM
wtf. dude i have a folder on my desktop named 'shit' and i'm putting all your files in it. then ima put it on a flash drive and put it in the microwave!!! then ima flash it down the toilet with some M80's.

PopeAK49
August 6th, 2009, 10:52 PM
lock...please.

paladin
August 6th, 2009, 10:58 PM
?

DEElekgolo
August 6th, 2009, 11:05 PM
Whats going on? I'm scared.

Saggy
August 6th, 2009, 11:07 PM
When can we expect a release date?

/sarcasm

Scooby Doo
August 6th, 2009, 11:10 PM
when bluestreak starts working...

paladin
August 6th, 2009, 11:12 PM
^ that.. sorry Ghosty :)

PopeAK49
August 6th, 2009, 11:53 PM
:mech2: O good it's not an actual fight. My sarcasm indicators are leaving me.....

paladin
August 7th, 2009, 01:09 AM
lol no. we were both frustrated at each other, basically blaming each other for problems cause by different versions of max. but it was resolved quite peacefully, we just jokingly as friends blew the situation out of proportion.

paladin
August 7th, 2009, 01:35 AM
BRENT IF YOU READ THIS BEFORE I TALK TO YOU TOMORROW:

I modeled tunnel system with only on tunnel and no tele. Ill send you pics when we get together. I think itll work out pretty good. See ya mate

p.s. raw-dawg

Scooby Doo
August 7th, 2009, 08:20 AM
btw, peoples, we're planning on having another open beta this weekend. so if you'd like to participate, let us know :)

also, if anyone here who can hook us up with a server for the test - we will give you rights to our closed beta!!! it would be really nice if we could have the large test on a good server. PM me if you can help.


SCOTT, when you get your lazy ass outta bed you need to send me the pics. im working on this thing here at work.

p.s. Re: raw dawg

Higuy
August 7th, 2009, 10:12 AM
You can use my 12 man server if you'd like, just send me the map over or talk to me on aim or something.

Advancebo
August 7th, 2009, 01:50 PM
Whos this tard testing on your guys map unfinished map?

http://forum.halomaps.org/index.cfm?page=topic&topicID=27010&start=602

Scooby Doo
August 7th, 2009, 02:09 PM
http://www.modacity.net/forums/showthread.php?t=17337

we had a lil open alpha to get some opinions about the second path...

next open beta will be tomarrow. we will announce it soon.

paladin
August 7th, 2009, 02:16 PM
yo raw dawg you got aim or something at work

http://img39.imageshack.us/img39/1958/26311242.jpg

Thats the shaft and tunnel. I already have a working version in game.

Advancebo
August 7th, 2009, 02:26 PM
How does the shaft work? Ladders?

paladin
August 7th, 2009, 02:32 PM
most likely, unfortunately, because the need to be two-way. The whole point to the shaft and single tunnel was to eliminate the teleporters.

Scooby Doo
August 8th, 2009, 02:47 PM
we're going to have another open beta today. can anyone hook us up with a spot on your server for CTF 12-16 players?

Paladin will be making a new thread with the d/l soon...

paladin
August 29th, 2009, 11:30 PM
Anyone interested in helping me out a bit? Mainly making a few pieces of scenery. More specifically, trees.

Hunter
August 30th, 2009, 06:41 PM
Where are trees on this map? Lol.

Id be happy to supply you with any weapon/vehicle model you need. (Which I already have modelled).

paladin
August 31st, 2009, 01:30 AM
New Images, ALL SCENERY ARE PLACEHOLDERS

http://img198.imageshack.us/img198/2001/27017629.jpg
http://img198.imageshack.us/img198/2561/66948469.jpg
http://img42.imageshack.us/img42/8312/58970646.jpg

hry
August 31st, 2009, 02:35 AM
Stock weapons or custom?, anyways it looks so fukin pro. lulz

Cortexian
August 31st, 2009, 02:52 AM
Stock weapons or custom?, anyways it looks so fukin pro. lulz
I believe it was stated that it would be stock.

Ganon
August 31st, 2009, 08:12 AM
Stock weapon supremacy~

Rentafence
August 31st, 2009, 09:29 AM
How did you do the water? I'm guessing the lower pool is real, and the water on the higher side of the damn is just a plane with the texture on it.

paladin
August 31st, 2009, 12:12 PM
the lower has a fog plane and the upper is a water plane and two partially transparent planes of the same color as the fog.

I have also changed the layout quite a bit. When I get more done, Ill either release another test or make a video.

Lateksi
August 31st, 2009, 01:06 PM
http://img198.imageshack.us/img198/2561/66948469.jpg
The floor cracks are too repetitive. Also, you have assault rifles on the lower, hard to get to places. Wouldn't there better be power weapons like rockets/snipers or something?

Ganon
August 31st, 2009, 01:13 PM
I've always noticed repetitive textures are hard to notice ingame. That doesnt appear to be a serious problem...

paladin
August 31st, 2009, 01:23 PM
When your walking on the ground, you can see it. Also, Those are no where near finished.

Advancebo
August 31st, 2009, 02:00 PM
A different texture should go here:
http://i218.photobucket.com/albums/cc292/Advancebo/something.jpg

paladin
August 31st, 2009, 04:22 PM
Most likely there will be. About 70% does not have an assigned material yet.

Advancebo
August 31st, 2009, 04:25 PM
^Those covenant crates could use better shaders too.

http://i218.photobucket.com/albums/cc292/Advancebo/crates.png
/suggestion

paladin
August 31st, 2009, 05:13 PM
If you are offering...


Also,

These are the type of trees I am looking for if anyone is interested...

http://img58.imageshack.us/img58/5681/91384553full.jpg
http://img58.imageshack.us/img58/6791/57576858full.jpg

Cortexian
August 31st, 2009, 05:29 PM
Get that sky too! :-3

Advancebo
August 31st, 2009, 06:16 PM
Get that sky too! :-3

Fractures sky would work well...

And yes, I was offering the crates :downs:


EDIT:
I found this within the contents of my computer. Dont know where it came from.
http://i218.photobucket.com/albums/cc292/Advancebo/lookwatifound.png

paladin
August 31st, 2009, 07:57 PM
The shape looks good but the leaves would have to change.

UnevenElefant5
August 31st, 2009, 10:45 PM
There's h2 trees on HM:
http://hce.halomaps.org/index.cfm?fid=4635
Looks sorta similar.

paladin
September 1st, 2009, 12:19 AM
TY, but like Advancebo's, theyd have to be edited

Advancebo
September 1st, 2009, 05:15 AM
Ill package the stuff later today, then send you the tags/tree. Then you can edit the leaves :-3

paladin
September 3rd, 2009, 08:10 PM
For Con

http://img196.imageshack.us/img196/1928/82145114full.jpg
http://img34.imageshack.us/img34/2232/82005818full.jpg
http://img196.imageshack.us/img196/7717/60677055full.jpg
http://img196.imageshack.us/img196/2964/91384191full.jpg
http://img196.imageshack.us/img196/4525/91383483full.jpg
http://img34.imageshack.us/img34/3805/91379163full.jpg
http://img40.imageshack.us/img40/8278/89709463full.jpg
http://img527.imageshack.us/img527/1411/87150872full.jpg




LOL, also a new version is available to play on my website. Please download and let me know what you think.

http://www.dawnunderheaven.net/

UnevenElefant5
September 3rd, 2009, 10:08 PM
This map looks incredible, downloading.

ultama121
September 3rd, 2009, 10:24 PM
Really really really pleasant visuals.

paladin
September 3rd, 2009, 10:31 PM
Lol, its only 50% done. But thanks

ThePlague
September 3rd, 2009, 11:52 PM
I don't think the fall underwater kills you. I accidentally fell and got stuck, so I had to restart :\

paladin
September 3rd, 2009, 11:54 PM
Theres going to be a kill trigger volume.

ThePlague
September 4th, 2009, 08:22 AM
Okay cool.

Advancebo
September 4th, 2009, 03:23 PM
Played it, but didnt like the water ):

Also add a barrier or something here, on both sides.
http://i218.photobucket.com/albums/cc292/Advancebo/needsbarrier.jpg

Like the stairs in Foundry, see the sides?
http://img524.imageshack.us/img524/5539/22207608fullxn6.jpg

klange
September 4th, 2009, 06:00 PM
Also add a barrier or something here, on both sides.
http://i218.photobucket.com/albums/cc292/Advancebo/needsbarrier.jpg
Like the stairs in Foundry, see the sides?
http://img524.imageshack.us/img524/5539/22207608fullxn6.jpg

I'd also argue it need some support struts.

paladin
September 4th, 2009, 09:11 PM
I will, I havent got around to it yet. That top part is just a plane for now to show that there actually will be one.

paladin
September 4th, 2009, 09:12 PM
Lol e: The stairs and all the walk ways like so will have supports and look real, at least I plan on it.

paladin
October 21st, 2009, 12:16 AM
Had some time to work on it today. I kind like the dark atmosphere. What about you? I cant wait til I can get my hands on Cons sky.

http://img29.imageshack.us/img29/2785/76507569.jpg
http://img33.imageshack.us/img33/1830/98791955.jpg
http://img9.imageshack.us/img9/1766/66151264.jpg
http://img33.imageshack.us/img33/834/71516485.jpg

TVTyrant
October 21st, 2009, 12:42 AM
Daaaaaammmmmmmnnnnnnn

Con
October 21st, 2009, 01:21 AM
If you decide to go with different lighting then I can adjust your version of the sky.

Kaishounashi
October 21st, 2009, 01:44 AM
wow, what is it about that dusk/sunset that makes a map look even better?

nice work :D

paladin
October 21st, 2009, 02:08 AM
I think it gives it a more ruined look.

Cagerrin
October 21st, 2009, 02:29 AM
If you're going to use that lighting shade, at least make the stone a different color. Looks... un-natural as is.

n00b1n8R
October 21st, 2009, 03:35 AM
Looks fine to me vOv

Cagerrin
October 21st, 2009, 03:40 AM
Looking at it again, it's not the lighting that makes it look un-natural, it's the repetitiveness. Pretty much every last texture tiles rather obviously. I realize they're kind of supposed to, but it ought to be more subtle.

paladin
October 21st, 2009, 04:09 AM
Thats because the entire map has one texture on it.

Lateksi
October 21st, 2009, 05:28 AM
Wow. Are those ingame pics without any gfx tweaks? The map looks awesome with that warm yet dark look.
I'd like YoyoV2.1 to have that feel to it.

Timo
October 21st, 2009, 07:06 AM
If the textures are going to be mixed up a bit before release, it'll look awesome :-3

paladin
October 21st, 2009, 01:00 PM
Id say that about 80% of the map is not textured correctly. Really, they have just been separated out into material groups (ground, cliff, ect..), There will be a lot more variation on the structures. I haven't gotten around to texturing them yet since for the longest time the geometry kept changing.

paladin
October 27th, 2009, 12:48 AM
NEW BETA LINK 10/27
CLICK HERE TO TEST 4.4 (http://www.forwarduntodawn.net/QPQ_Beta4.4.rar)

Very similar to most recent pics. I add rain to see how it looks. I must have missed a portal so it rains on some interiors. You can still fall beneath the water. Scenery, weapons, objective, player spawns are all subject to change.

I am still looking for some help. I know Cons make me a sky :realsmug: but I need a few other things made, like the generators inside the pump room.

Dwood
October 27th, 2009, 01:24 PM
downloading now. That's a pretty slow upload, but w/e I guess.

TeeKup
October 27th, 2009, 01:34 PM
lmao I just downloaded 4.2 from your site and started ce. Damnit. ._.

TeeKup
October 27th, 2009, 01:53 PM
http://img137.imageshack.us/img137/4937/error2k.png
http://img301.imageshack.us/img301/1042/error1j.png
http://img136.imageshack.us/img136/3286/error3i.png

Look things!

paladin
October 27th, 2009, 01:57 PM
1st: I keep forgetting to fix that. Thanks for the reminder
2nd: I suck at portals. Im going to need some help with that.
3rd: Noted. If you look around youll find even more.

Also, Im going to change the link on my sight now.

Con
October 27th, 2009, 02:07 PM
Someone needs to make a proper portalling tutorial.

paladin
October 27th, 2009, 02:12 PM
I know rite?

.Wolf™
October 27th, 2009, 02:36 PM
Do it!!

Ganon
October 27th, 2009, 03:48 PM
Someone needs to make a proper portalling tutorial.

are there even any out there to begin with

.Wolf™
October 27th, 2009, 03:53 PM
Uh yeah The HEK tutorial got it.

paladin
October 27th, 2009, 04:27 PM
Uh yeah The HEK tutorial got it.


Its not the best. It just shows you how to make them. It doesnt really tell how to port a more complex map.

HEK portals:

he creation and placement of portals: The hallways for the 2 base structures (blue base and red base) will be made Exact portal volumes.
Later, when the level is running in the game, use rasterizer_wireframe 1 to view the level and exit and enter the hallways to see how the level geometry and objects are not drawn from the player view as this portal volume is entered and exited.
1) Select the blue base. In Face mode, create 2 polygons that exactly fit the doorways of the hallways.
2) Make sure the normals for the faces point outwards, this will help define the volume between the faces. the normals can be viewed by clicking on the Show Normals check box under Selection. If the normals are not easily visible, the lengths of the visual representations of the normals can be increased using the Scale value.
3) Detach the faces for the Exact portals by clicking on Detach under Edit Geometry. The Detach dialog window will appear.
4) In the Detach as: field enter the name "base portals".
5) Click on OK.
Repeat the above procedures 1-5 for the red base and combine the 8 faces that compose the portals into 1 object called "base portals".
The first image further explains the above procedures.

6) Now select the "base portals" object and apply the "portal materials" Multi/Sub-Object.
Once this is complete, assign the +exactportal material to the faces by selecting all the faces and setting the Material ID to 2 for the faces.
Once this is complete, the "base portals" object should be linked to the "frame".
Note that the portal materials are at 80% opacity, this is just a setting in the Sub-Material and has no effect in game, it is just used as a visual aid in 3ds Max.
The two hallways have now been defined as Exact Portal volumes.
The second image further explains the above procedures and shows the final results of the listed operations.

The level will now be divided using standard Portals.
7) Deselect all objects. Under Create click on Plane.
8) Enter the following values in the listed fields, Length Segs: 1 and Width Segs: 5
9) In the Right view, create the plane such that the edges extreme edges extend past the extents of the level.
Take this plane and create 3 more planes for a total of 4 planes that run lengthwise "North" to "South".
The third image further explains the above procedures and shows the final results of the listed operations.

10) Convert all the planes into an Editable Mesh (Edit Mesh) and Attach all the planes into 1 object called "terrain portals".
11) The planes and faces were all aligned to try and divide the level evenly. Vertices and the associated edges and faces were aligned along major edge boundaries in the level.
The fourth image further explains the above procedures and shows the final results the above procedures.

12) To further subdivide the level into more portals, faces running "West" to "East" were created using the existing vertices and edges for the planes. Only the middle 4 edges and associated vertices were used. In addition, the edges were extended past the level boundaries.
Make sure that the normals are consistent for all the faces, this will determine how the portal volumes are created.
In the example, the faces running "East" to "West" have their normals pointing North, while the faces running "North" to "South" have their normals facing "East".
13) Select all the faces and Clear All the Smoothing Groups and apply Material ID 1 to all the faces to assign the +portal material.
Once the above procedures are completed, link the "terrain portals" object to the reference frame "frame" object.
The level has now been portalled.
The fifth image or last image further explains the above procedures and shows the final results the above procedures.

.Wolf™
October 27th, 2009, 04:40 PM
Which is my point, There should be a better one!

Horns
October 27th, 2009, 05:21 PM
Which is my Con's point, There should be a better one!
Yep there sure should be.

.Wolf™
October 27th, 2009, 06:23 PM
Got that wrong, Ganon said "are there even any out there to begin with"
I said "Uh yeah The HEK tutorial got it."

Then paladin thought or atleast i think he did that i meant that the HEK tutorial one is really easy to follow which isnt what i meant. I then said Which is my point because Paladin wrote "Its not the best. It just shows you how to make them. It doesnt really tell how to port a more complex map.

HEK portals:ECT ECT" Durr, There was an missunderstanding there.. Nvm.

paladin
October 28th, 2009, 01:33 AM
Most of the new content.

http://img248.imageshack.us/img248/2553/89083079.jpg
http://img691.imageshack.us/img691/2729/11151052.jpg
http://img3.imageshack.us/img3/4733/66655776.jpg
http://img691.imageshack.us/img691/5193/92765809.jpg
http://img94.imageshack.us/img94/4555/36746479.jpg

Dwood
October 28th, 2009, 12:34 PM
Someone needs to fix the textures on the map because imho it looks kinda bland. :(

LlamaMaster
October 28th, 2009, 01:03 PM
Someone needs to fix the textures on the map because imho it looks kinda bland. :(
This. Everything is way too brown.

Sever
October 28th, 2009, 01:07 PM
Someone needs to fix the textures on the map because imho it looks kinda bland. :(Look back a few posts and you'll see it explained.
Looking at it again, it's not the lighting that makes it look un-natural, it's the repetitiveness. Pretty much every last texture tiles rather obviously. I realize they're kind of supposed to, but it ought to be more subtle.
Thats because the entire map has one texture on it.

Advancebo
October 28th, 2009, 01:57 PM
looks nice

paladin
October 29th, 2009, 02:46 AM
http://img42.imageshack.us/img42/4087/68848547.jpg

Anyone interested in UV mapping, animating and putting in game as scenery

Advancebo
October 29th, 2009, 05:09 AM
How would it be animated?

Bastinka
October 29th, 2009, 09:14 AM
That's what I was thinking. Looks like a static object, can't really see how it would move except maybe a scrolling texture?

Con
October 29th, 2009, 10:19 AM
At most you would have animated textures to replicate the ones in Last Resort.

Sever
October 29th, 2009, 10:24 AM
At most you would have animated textures to replicate the ones in Last Resort Quid Pro Quo.

You gotta remember, most of the Multiplayer assets are taken directly from campaign. These specific generators are located along the back wall under the glass tube ceiling.

Sel
October 29th, 2009, 10:32 AM
http://img42.imageshack.us/img42/4087/68848547.jpg

Anyone interested in UV mapping, animating and putting in game as scenery

I already said I'd animate it didn't I?

Advancebo
October 29th, 2009, 01:55 PM
If they are to be animated, it should be a full 360, not just half. (If without scrolling textures)

paladin
October 29th, 2009, 05:41 PM
After looking at the one from Halo 3, there are no moving parts. So really it needs to be textures and have sound added.

Dwood
October 29th, 2009, 05:42 PM
After looking at the one from Halo 3, there are no moving parts. So really it needs to be textures and have sound added.

Animate it, if only to be cooler than Halo 3.

Mass
October 29th, 2009, 05:57 PM
Why would the casing for a dynamo be animated?

Don't waste your time.

Model looks about right, although it feels a little bare for some reason.

Advancebo
October 29th, 2009, 06:06 PM
Maybe have an alpha on the outside casing, then a cylinder on the inside thats animated.

paladin
October 30th, 2009, 01:32 AM
Started the dam texture

http://img4.imageshack.us/img4/3301/75667213.jpg

+rep if you can name the movie im watching

MissingSpartan7
October 30th, 2009, 02:09 AM
i'm just thinking...in one of the first betas there was a tunnel underneath. what happened to that?

paladin
October 30th, 2009, 02:48 AM
It was cut.

Advancebo
October 30th, 2009, 05:26 AM
Get a new waterfall ):

Dwood
October 30th, 2009, 05:45 AM
It'd take Con 60 seconds to do a better one. :)

.Wolf™
October 30th, 2009, 07:43 AM
Started the dam texture

http://img4.imageshack.us/img4/3301/75667213.jpg

+rep if you can name the movie im watching

Broke Back Mountain..LUL

paladin
October 30th, 2009, 03:27 PM
Get a new waterfall ):

Thats the original from the first test Scooby made. Its not on my priority list right now, but if he or someone offered tags for one, I would be happy to use them.


Broke Back Mountain..LUL

No. My movie was directed by Kevin Costner (2003).

Con
October 30th, 2009, 04:21 PM
Dances with Wolves

paladin
October 30th, 2009, 04:28 PM
Thats 1990

Lateksi
October 30th, 2009, 04:42 PM
Open Range

paladin
October 30th, 2009, 04:44 PM
imdb ftw...

paladin
October 30th, 2009, 07:03 PM
If anyone is interested in helping with generator, here at the the files.

(http://ww.forwarduntodawn.net/tur%20gen.rar)model (http://www.forwarduntodawn.net/turgen.rar)

Sound clip (http://www.forwarduntodawn.net/Gen.mp3)

Im currently working on editing and looping the sound clip. ill post it when Im done

paladin
October 31st, 2009, 04:15 AM
Spent the past 6 hours working on uvs and new textures/shaders:

Also, Futurama ftw

http://img94.imageshack.us/img94/9530/84869566.jpg
http://img3.imageshack.us/img3/2112/46421207.jpg
http://img21.imageshack.us/img21/3420/52327663.jpg
http://img21.imageshack.us/img21/4251/45563496.jpg
http://img21.imageshack.us/img21/5917/32522616.jpg
http://img21.imageshack.us/img21/5903/66982773.jpg
http://img21.imageshack.us/img21/5961/29341083.jpg

Inferno
October 31st, 2009, 10:03 AM
Water tiles so obviously. :gonk:

Higuy
October 31st, 2009, 11:46 AM
Looks nice.

paladin
October 31st, 2009, 04:13 PM
Water tiles so obviously. :gonk:

I havent worked on the water, other than change the bump map. Like the waterfall, its pretty low on my priority list atm. I have some plans for the water, but there are other things that need to be done first, eg finish uving the map.

Rob Oplawar
November 1st, 2009, 11:14 AM
Out of curiosity, can you have a base bump map and a detail bump map? That could make the water look much better. My guess is you can't, though.

Advancebo
November 1st, 2009, 12:00 PM
Out of curiosity, can you have a base bump map and a detail bump map? That could make the water look much better. My guess is you can't, though.

no.

Inferno
November 1st, 2009, 02:59 PM
I think its 2 bump maps that scroll over each other to create the illusion of water.

Rob Oplawar
November 1st, 2009, 10:43 PM
Could you give the two scrolling bitmaps different sizes so their least common multiple is as large as possible? That way although they both tile a lot the resulting map tiles much less, if that makes sense.

paladin
November 2nd, 2009, 12:59 AM
More UVs done + futurama

http://img3.imageshack.us/img3/629/87858758.jpg
http://img203.imageshack.us/img203/9347/10215581.jpg
http://img203.imageshack.us/img203/4781/31146619.jpg
http://img689.imageshack.us/img689/7893/92036294.jpg
http://img4.imageshack.us/img4/566/77095624.jpg
http://img62.imageshack.us/img62/4151/21724474.jpg

Ganon
November 2nd, 2009, 02:02 AM
you just inspired me to download all that is futurama~

the map is looking very nice though

paladin
November 2nd, 2009, 03:21 AM
I just obtained every episode... >.> <.< from my cousin >.> <.< who has the dvds

n00b1n8R
November 3rd, 2009, 02:39 AM
I just obtained every episode... >.> <.< from my cousin >.> <.< who has the dvds
Is he the one who lives in the next town over?
That's my cousin too :allears:

paladin
November 3rd, 2009, 02:59 AM
Is he the one who lives in the next town over?
That's my cousin too :allears:

:realsmug:

Scooby Doo
November 6th, 2009, 12:01 AM
looking good old pal. keep it up.

paladin
November 6th, 2009, 01:34 AM
Ha, wheres my crane?

NerveBooger
November 7th, 2009, 03:51 PM
Water:



piece of water plane sticking thru wall near one ladder
make the water tiling much larger
add a death plane beneath surface of the water, using over shield, you survive the fall which means you can go off the map - on both sides inside and out


Ladders:



ick

Clipping:

happens everywhere, plus Rain and flying bugs inside and outside - may be solved with increasing render distance? portaling? (dunno)

Other:



You should be able to hear mc's footsteps, and right sounds, metal sound on metal grates and walkways
Hazard lights - light apears on other side of wall - move it down the wall further from cieling, and tiny bit away from surface - or place on the cieling and away from the wall
Flags: blue one didn't move for me, red one did. make custom flags for this custom map


Overall - I like it

paladin
November 8th, 2009, 05:03 PM
Water:



piece of water plane sticking thru wall near one ladder
Not sure what you're talking about, pics? I am aware of certain spots that need to be fixed.
make the water tiling much larger
I haven't worked on the water yet. Its a fairly easy fix, just messing with the shaders, so I am more focused on other issues right now.
add a death plane beneath surface of the water, using over shield, you survive the fall which means you can go off the map - on both sides inside and out
I do plan on adding one, but again, it's something pretty low on my list of things to do.


Ladders:



ick
Will change, if you look at the first build, they haven't changed at all from when Scooby got the map ingame. Again, I'm lazy.

Clipping:

happens everywhere, plus Rain and flying bugs inside and outside - may be solved with increasing render distance? portaling? (dunno)

Its a portaling issue. I've started to portal the map, but I am still having issues with it. A few people have agreed to help me when I am further along in development.

Other:



You should be able to hear mc's footsteps, and right sounds, metal sound on metal grates and walkways
Not sure why this is happening. I can go back into the shader and make sure the right material type is selected.
Hazard lights - light appears on other side of wall - move it down the wall further from ceiling, and tiny bit away from surface - or place on the ceiling and away from the wall
Again, not sure why the light goes through the walls. I'll look into it.
Flags: blue one didn't move for me, red one did. make custom flags for this custom map
The flags move because of wind added to the map. If a flag doesn't appear or move its because there is no weather attached to that portal. I must have forgotten to go back and add one when I remade the portals.



Overall - I like it

Thanks for your input. I wish more people would review it like you did. Hopefully most the of the issue addressed will be fixed. (Some mentioned have already, just not in a released version.)

If I can continue working on it like I am, I should be able to get this done relatively soon.

paladin
May 5th, 2011, 01:20 AM
What do you think of the new layout. More of a 8 shape instead of a 'U'

http://image.odinseye.org/images/40.jpg

http://image.odinseye.org/images/41.jpg

the dam on lower part of the picture will be broken up more

DarkHalo003
May 5th, 2011, 06:31 PM
If Reach ever becomes Halo Reach Custom Edition, please port this map and make it a firefight.

Otherwise, I like it a lot as it actually is. Keep up any improvements you have in mind though.

Higuy
May 5th, 2011, 08:21 PM
only way to see if it works better is a beta test... so.

it does look bettere however, and the removal of the sewer pipes is great. the only thing I suggest is a sniper rifle on either "flanking side routes" (lower dam, tree/rock whatever it is) and a OS or invs in the middle damn. another thing to look at is that the upper flanking area is unbalanced with the lower becuase it has no rails (also looks a bit smaller) and you could easily fall off it more.

either way, get a beta out.

paladin
May 6th, 2011, 06:00 PM
If I can finish my animations for work, I should be able to get a test going soon

Scooby Doo
May 11th, 2011, 08:18 PM
fo realz?

paladin
May 13th, 2011, 07:47 PM
C2