View Full Version : [WIP] Waterways (tentative title)
Martini-562
June 28th, 2010, 03:30 PM
Hai guis,
it's been a while since I touched 3ds Max and Halo Mapping, but instead of continuing down the stream of XNA game design, I figured it'd be best if I got up my level design and modelling skills. So what better place to start than to create my first proper map for Halo CE.
Pictures, no topic can survive without them:
Topdown concept of the level.
http://i246.photobucket.com/albums/gg106/M-562/LevelLayout.jpg
Progress shots:
http://i246.photobucket.com/albums/gg106/M-562/Workingonlevel.jpg
http://i246.photobucket.com/albums/gg106/M-562/WaterWaysprogress2.jpg
http://i246.photobucket.com/albums/gg106/M-562/WaterWaysprogress3.jpg
The map is still at it's early stages and weapon placement is something I'll be doing and fixing on the fly. So don't fret about about that not being on the paper.
C&C please (I know there's not a lot here yet).
Please don't kill, I will learn :ohdear:
Dwood
June 28th, 2010, 03:40 PM
Neat concept.
Higuy
June 28th, 2010, 04:10 PM
Seems like you might be following my tutorial or not; even if your not, you should use the cut tool on your geometry to get more smoothing/detail/etc.
Martini-562
June 28th, 2010, 04:19 PM
I'm not sure which is yours exactly, but there's a fair chance I looked at it some time ago. Up until now the only areas I have been actively using the cut tool are the cliff walls and on some geometrical errors I created. I'm still kinda scared of the tool though, I have the tendency to bugger up everything I tough with the thing.
EDIT: Actually I did, but I only watched it partially, the start actually. I figured I'd just start and go ahead as I saw fit.
PopeAK49
June 28th, 2010, 06:58 PM
Looks like a fun map for race. But it also looks like the other game types will work well also. Keep up the good work.
Martini-562
June 30th, 2010, 09:55 AM
And some more progress hath been made.
Almost finished the ground routes, once I finish that up I'll be adding the bases and cliffs.
Pictures! Because you know you like them and so do I.
http://i246.photobucket.com/albums/gg106/M-562/WaterWaysProgress4.jpg
Transparency enabled.
http://i246.photobucket.com/albums/gg106/M-562/WaterWaysprogress5.jpg
Transparency enabled and a different angle.
Let's just hope that the game layout doesn't end up killing the gameplay...
I know there's not a lot to crit on right now, but if there's something I can do better at this stage please point it out.
Lateksi
June 30th, 2010, 11:42 AM
So I take it those are all waterways? The boats on the Hydrolysis map would be great on this.
Martini-562
June 30th, 2010, 11:54 AM
Well there two small waterways/rivers flowing through the level, one going through the middle of the map and through caves providing access to the 3 attack routes. Another is situated near one end of the map, ans simply separates a small patch of ground from the main area, not too significant a role. Both of these rivers end up in waterfalls, leaving the playing area.
The map itself will contain very little in the sense of vehicles, perhaps a ghost and a warthog for either team, but that may be subject to change following playtests. (The map isn't all that big and adding vehicles might break gameplay in CTF). The map is also kind of your standard canyon map with a twist. Two of the routes have a drop, which you can go down but can't get back up on (except for one, which has a tunnel through it leading up to the top of the drop, but I assume it will be constantly hogged by members of the opposing team, sending nades and lots of gunfire through it,thus preventing enemy players from getting up). The intention was to steer players into certain directions and place more emphasis on proper defence of the three access ways.
Con
June 30th, 2010, 02:17 PM
I think it's good that you've added those one-way paths. A common problem with maps is too many paths to the enemy base. While it's good for the attackers, defenders have a hard time trying to cover them all. Moreover, when the enemy takes your flag it's almost impossible to stop. What you've done here is closed off some of the return paths so a team can stay in their offensive positions and try to kill the flag carrier from there.
sleepy1212
July 1st, 2010, 08:34 AM
defenders have a hard time
since when did anyone defend in halo?
This is a pretty cool looking map, reminds me of the one llama never released
Martini-562
July 1st, 2010, 10:29 AM
Well the idea behind this map was to promote defence actually, though probably more in the sense of intercepting the flag as it's being carried than as base defence itself.
Anyways, update time.
I finished the walkable (ground) section of the model, including most of the caves (just need to do two more for the sniper spots) and scaled it a correct size (perhaps there are more possibilities with regards to scaling). I have yet to put in bases though, and I'm not particularly looking forward to modelling them (I suck at architectural modelling, including forerunner, and I don't want bad base models to kill the mood of the level). And I have to put in a bridge over the flow of water down the middle section of the map.
One pic this time.
http://i246.photobucket.com/albums/gg106/M-562/WaterWaysprogress6.jpg
As for a weapon set, should I just go for the classic weapons or perhaps a custom set?
EDIT: I wish to make a statement, I HATE CAVES!
ZeRk`
July 1st, 2010, 05:22 PM
Looks pretty interesting, keep up the good work. :}
OpsY
July 5th, 2010, 07:49 PM
Ah I like this, I can't wait to see it finished!
Sel
July 6th, 2010, 08:36 AM
Looking good so far, please, by all means, continue.
Martini-562
July 6th, 2010, 03:34 PM
Oh I assure you, I intend to do so. And with my summer vacation started I'll have enough time to spend on it.
I wonder if I could use the sky used in revelations? I like how those waterfalls look.
Sel
July 6th, 2010, 03:38 PM
Feel free.
http://hce.halomaps.org/index.cfm?fid=5081
Martini-562
July 18th, 2010, 08:26 PM
It's been a while, but here's a tiny update.
http://i246.photobucket.com/albums/gg106/M-562/WaterWaysprogress7.jpg
Added three more caves, the bases (the models are bad, I can't seem to get a good forerunner construction plan out that doesn't look completely retarded and fits in the map) and I started on building the boundaries that will keep players from going where I don't want them.
PS: Sorry for the small pic, I resized it initially for another form which always complains about when your pictures are wider than 900 pixels and doesn't feature a shot tag function.
As always, give me your feedback.
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