PDA

View Full Version : (WIP) Chiron TL34



DominionOvrU
May 31st, 2007, 03:02 AM
I have finished and have in game one of the nine rooms that make up this map. I wanted to get interest before proceeding any further. I have always liked this map especially for TS Shotty and Rockets and CTF is always fun on this one too. Here are my screen shots so far: lighting done on Draft Low and yes i know the wall lights are too bright..it will be fixed.
http://i7.photobucket.com/albums/y279/Domi1975/H2V/00007_small.jpg

http://i7.photobucket.com/albums/y279/Domi1975/H2V/00006_small.jpg

http://i7.photobucket.com/albums/y279/Domi1975/H2V/00005_small.jpg

http://i7.photobucket.com/albums/y279/Domi1975/H2V/00004_small.jpg

Now one thing I would like to say is that just through using the textures from H1 and having to make every shader myself(which I did not have to do when i made my practice map because i used all the default ones that came with editing kit) I have learned more just from this than anything else I have done in the new editing kit so far.

So comments..flames..etc..etc

StankBacon
May 31st, 2007, 03:33 AM
looks nice.
:)

Masterz1337
May 31st, 2007, 06:38 AM
Nice job. :)

Chromide
May 31st, 2007, 07:55 AM
nice....I'm glad someone is porting this map.....Its always been one of my favs :D

Melterx12
May 31st, 2007, 08:32 AM
YES!!! No-Sheild shotty team slayer/CTF on this map OWNS! RELEASE RELEASE RELEASE!!!

Stealth
May 31st, 2007, 09:13 AM
Oh, Rocket slayer, thats all ways fun in that map, you spawn, you die, you respawn, you kill some one, you die. and bodys are every where.

Iggwilv
May 31st, 2007, 09:48 AM
Wow! I didn't think anyine would re-make this map. I thought everyone but me hated it. Keep it going.

Stealth
May 31st, 2007, 09:50 AM
=.= I don't hate it, I just find it hard to get around in, and it's blood gulch that most people hate.

Chromide
May 31st, 2007, 10:06 AM
=.= I don't hate it, I just find it hard to get around in, and it's blood gulch that most people hate.

once you learn which way the portals go....the map owns....but before i knew where i was going i hated it....not it is one of my favorites

Stealth
May 31st, 2007, 10:10 AM
that's the sad thing, it takes me half of the game to learn which teleports goes where.

Melterx12
May 31st, 2007, 10:30 AM
its not that complicated. The portals go in that direction.eg a portal on the north wall will take you north of where you are. and there isnt that many rooms.

Terin
May 31st, 2007, 10:34 AM
http://images.wikia.com/halo/images/5/55/ChironTL34_Map.jpg

:x

X3RO SHIF7
May 31st, 2007, 11:08 AM
great...the worst halo map remade..nice job though

Kornman00
May 31st, 2007, 11:10 AM
Oh, Rocket slayer, thats all ways fun in that map, you spawn, you die, you respawn, you kill some one, you die. and bodys are every where.
Prisoner is a better map for RS IMHO :o.

Looking good, just not a map that I really cared for. At least your making a lesson out of it :)

phase
May 31st, 2007, 11:13 AM
CHiron pwns with snipers it shall pwn even more with out lead.

Stealth
May 31st, 2007, 02:03 PM
Prisoner is a better map for RS IMHO :o.

Looking good, just not a map that I really cared for. At least your making a lesson out of it :)
LMFAO, I've never played RS on that map before, I've played RS at school on Chiron tho, it was funny, bodies every where!:lol: a few of them where mine, but not many.

Dole
May 31st, 2007, 02:11 PM
I never learned which teleporter goes where. :P

All you really need to do in this map is run and gun. Even in CTF, all you need is a bodyguard if you've got the flag.

MereCatfish
May 31st, 2007, 02:12 PM
great...the worst halo map remade..nice job though

In your opinion. I think it is one of the best.

TeeKup
May 31st, 2007, 02:18 PM
Oshi. Nice job. o:

soccerbummer1104
May 31st, 2007, 02:50 PM
ive alway slikes this map, but i think it should be remade. kind of liek halo 3 and halo 2 did with halo 1 maps. i think the seperate rooms should be liek small exposed islands or something, with some ruins on them to create soem walls in the rooms, and instead of portals to get arround, man cannons for a fun twist. the islands would have to have a steep drop off though so if you went to far out youd be dead. any takers? i think its a cool idea.
imagins 2 ppl jumping from dif man cannons that semi cross paths, whatm shor out of the air with a shotti. :) hehe

Ki11a_FTW
May 31st, 2007, 02:58 PM
Nice job, i like the shaders

im currently doing sidewinder finishing up the skybox then ill make a topic with some ingame pics :-)

DominionOvrU
May 31st, 2007, 04:07 PM
Nice job, i like the shaders

im currently doing sidewinder finishing up the skybox then ill make a topic with some ingame pics :-)

Yea it was a bit easier for me to get something in game..essentially I only had to get 1/9 of the bsp done and i could look at it:). I will have updated pic's tonight..a second room is completely done being textured..and a third is almost done.

soccerbummer1104 I actually like that idea..couldn't we make a man cannon based off of the grav lifts? And has anybody figured out how to get custom scenery in game yet..I was thinking of using the H1 tele shields..but if not I may release it with the H2 stand alone ones.

Hotrod
May 31st, 2007, 06:26 PM
Try to make new textures instead of using the ones from Halo 1. The same thing goes for you EP_Killa with Sidewinder. This is looking great though, keep up the good work.

Snowy
May 31st, 2007, 06:44 PM
I always hated this map... nice job though...

Instead of releasing it, why not just make your own version? I mean, all it is, is a bunch of rooms with a bunch of teleporters :p

X3RO SHIF7
May 31st, 2007, 06:52 PM
In your opinion. I think it is one of the best.
why do you think bungie made an april fools joke that one of the maps they were remaking was chiron for the halo 2 map pack? to piss people off

Stealth
May 31st, 2007, 06:55 PM
nope, I don't. But the lest you can do is be nice about it.

Nick
May 31st, 2007, 07:36 PM
I'm making this for Halo 3. It's coming along nicely.

Nick

Hotrod
May 31st, 2007, 08:15 PM
I'm making this for Halo 3. It's coming along nicely.

Nick

How can you be making this for Halo 3 if Halo 3 isn't even done being made yet?

Teroh
May 31st, 2007, 08:24 PM
=.= I don't hate it, I just find it hard to get around in, and it's blood gulch that most people hate.
Uh? If so many people hate blood gulch WHY ARE THERE SO MANY SERVERS PLAYING IT? :XD:

Nick
May 31st, 2007, 08:25 PM
How can you be making this for Halo 3 if Halo 3 isn't even done being made yet?
I'm making it in my head, duh.

Nick

asian knife
May 31st, 2007, 08:38 PM
Looks great, keep up the good work :)

Elite Killa
May 31st, 2007, 09:14 PM
I thought this map was ok in my opinion. It's fun with all shotguns with no shields and grenades flying everywhere. But I also agree with making your own textures but it's your life. Listen to what your heart has in mind for you.

I actually think the textures and shaders are nice in this WIP. +rep

Happy mapping!:)

*wishes for Halo 2 Vista*

demonmaster3k
May 31st, 2007, 09:16 PM
epic win
(wow the halo 1 textures have a new look in this map gg sir!)
now we need a port of death island, hang em high, and gehyrophobia (however you spell that word)

Stealth
May 31st, 2007, 09:23 PM
Uh? If so many people hate blood gulch WHY ARE THERE SO MANY SERVERS PLAYING IT? :XD:
heh, who knows, I hate Blood gulch mods, and I hate blood gulch. >.>

I'm making it in my head, duh.

Nick
every thing starts up there. :D

I thought this map was ok in my opinion. It's fun with all shotguns with no shields and grenades flying everywhere. But I also agree with making your own textures but it's your life. Listen to what your heart has in mind for you.

I actually think the textures and shaders are nice in this WIP. +rep

Happy mapping!:)

*wishes for Halo 2 Vista*
ya, short range weapons are fun in this map, it's a fun map to play with a small amount of people. and I'm with you, but I'm getting H2V on friday after work. :D and next week it's Vista.


epic win
(wow the halo 1 textures have a new look in this map gg sir!)
now we need a port of death island, hang em high, and gehyrophobia (however you spell that word)
I call gephyrophobia, that's my fav map, so I would like to be the one to port it, so please leave that one for me.:o

Abdurahman
May 31st, 2007, 10:00 PM
I got h2v last saturday, but I can't play it until next week.:( Have to finish finals.

ShadowCloud
May 31st, 2007, 10:17 PM
Nice job, but what is it for halo ce cuase it dosen't look like for h2v.

Xegrot
May 31st, 2007, 10:55 PM
Nice job, but what is it for, halo ce? Because it doesn't look like it is for h2v.

Fixed.

Why is it in the Halo 2 section, then? Tell us why, ShadowCloud.

Stealth
May 31st, 2007, 10:56 PM
I due hope you know we have ninja tags. I love ninja tags

Xegrot
May 31st, 2007, 10:58 PM
I due hope you know we have ninja tags. I love ninja tags

I was wondering why none of the colors worked. :o

Woot...

Syuusuke
May 31st, 2007, 11:15 PM
Nice job, but what is it for halo ce cuase it dosen't look like for h2v.

HaloCE has Chiron already...

Patrickssj6
May 31st, 2007, 11:16 PM
:awesome:

DominionOvrU
June 1st, 2007, 02:43 AM
I have some of the spacestation textures and i am going to try them out in a room and see how they look. If they look good I may do the level in those instead of the H1..i'm not sure yet..as soon as I get that room in game i will post pics for opinions.

UPDATE:
Here are a few pics with the H2 textures i used..none of them are set so much that I wouldn't want to change them..especially the orange texture in the teleporter bays:
http://i7.photobucket.com/albums/y279/Domi1975/H2V/00010_small.jpg

http://i7.photobucket.com/albums/y279/Domi1975/H2V/00011_small.jpg

http://i7.photobucket.com/albums/y279/Domi1975/H2V/00014_small.jpg

http://i7.photobucket.com/albums/y279/Domi1975/H2V/00013_small.jpg

http://i7.photobucket.com/albums/y279/Domi1975/H2V/00012_small.jpg

Now on problem that I ran into..is a topic that Arteen brought up over in the Damnation thread and that is that we might need to scale this up because of the increased jump distance of H2. He is right..in this room..if I turned around and faced the back wall and jumped on the outside of the two lights I could get on top of them and then jump over to the landing.

Well post some idea's for the scaling of this and also the textures..if the H2 ones are better or you have some idea's for some better fitting H2 textures or just hey idiot..stick with the H1 textures..say that too :)

phase
June 1st, 2007, 03:23 AM
Eh the textures don't really fit chiron how about some custom textures with a new theme for chiron.

MetKiller Joe
June 1st, 2007, 05:24 AM
And some normals would be nice.

spuit*11
June 1st, 2007, 05:43 AM
Put some detail in that pit-o-doom.

Agamemnon
June 1st, 2007, 10:14 AM
I always felt like that map needed to be dark so those pocketed corners would actually work well as hiding spots.

Masterz1337
June 1st, 2007, 12:59 PM
Don't use h1 Textures, they lack the detail of everything else in h2.

Lightning
June 1st, 2007, 03:37 PM
If you redid the bitmaps properly to match existing UVW's, and the shaders we well created, the Cairo theme would work fine.

X3RO SHIF7
June 2nd, 2007, 07:38 PM
those textures are extremely flat and plain looking...

Nick
June 2nd, 2007, 07:41 PM
That's what she said.

Nick

hobojoe
June 2nd, 2007, 07:58 PM
Dude seriously. Publish it! It looks fine. I whould love to play on it. And we are in need of custom maps for H2V.

halofreak4567
June 2nd, 2007, 11:46 PM
If you redid the bitmaps properly to match existing UVW's, and the shaders we well created, the Cairo theme would work fine.

Agreed. A cairo version of Chiron would look amazing. Try to do it Bungie/Certain Affinity style. By that I mean remake the map with a Halo 2 style. Modify certain structures if needed.

Pooky
June 2nd, 2007, 11:49 PM
This map gives me a splitting headache from the teleporters, I guess you did a faithful job on it so far though.

SuperSunny
June 3rd, 2007, 12:05 AM
Add detail mapping to those shaders (tex_bump_env for detail maps and cubemaps). It will look so much better with a small cubemap and detail.

DominionOvrU
June 3rd, 2007, 12:40 AM
Add detail mapping to those shaders (tex_bump_env for detail maps and cubemaps). It will look so much better with a small cubemap and detail.

Actually now that you say that Sunny..i added detail maps and they look awesome, with the H1 textures non the less..I will post pics shortly..but I will use the env ones for cubemaps..and redo the light maps..if i like the lighting in this lighting session im running now..i will just edit shaders to addd cubemaps..and then post pics after I redo the lighting with the cubemaps. Thanks for the heads up on the shader template that has the cubemap..i had been looking for it :)

SuperSunny
June 3rd, 2007, 12:41 AM
Actually now that you say that Sunny..i added detail maps and they look awesome, with the H1 textures non the less..I will post pics shortly..but I will use the env ones for cubemaps..and redo the light maps..if i like the lighting in this lighting session im running now..i will just edit shaders to addd cubemaps..and then post pics after I redo the lighting with the cubemaps. Thanks for the heads up on the shader template that has the cubemap..i had been looking for it :)

No problem! All the templates that end with env use environmental maps (cubemaps).

hobojoe
June 3rd, 2007, 12:44 AM
damn I won't be able to play it for a while. I'm gone for a few months grrr!!

lol

DominionOvrU
June 3rd, 2007, 12:57 AM
One issue I have run into that maybe you can give me some guidance on is self illumination. I wanted the tele bays to have a slight green glow already before the tele's went in..but I cant seem to get them too..and im using the tex_bump_env_illum_combined template. Now under the self illumination section i don't have a map selected but I have the emissive color and power set. Any ideas would be appreciated :)..btw I am recompiling now after adding the cubemaps..i cant wait to see how they look.

One more question for anybody..has any of the other people doing things in the H2EK noticed..that none of the weapons have a flashlight enabled..is there an option to enable that?

Pooky
June 3rd, 2007, 01:08 AM
Eh... what would be nice in this map is lack of teleporters with their stupid screen flashes. Try something new like gravity lifts

SuperSunny
June 3rd, 2007, 01:15 AM
One issue I have run into that maybe you can give me some guidance on is self illumination. I wanted the tele bays to have a slight green glow already before the tele's went in..but I cant seem to get them too..and im using the tex_bump_env_illum_combined template. Now under the self illumination section i don't have a map selected but I have the emissive color and power set. Any ideas would be appreciated :)..btw I am recompiling now after adding the cubemaps..i cant wait to see how they look.

One more question for anybody..has any of the other people doing things in the H2EK noticed..that none of the weapons have a flashlight enabled..is there an option to enable that?

As long as the tele's emit a good strong green light, it should automatically bloom, if not, I have to look into it.

DaneO'Roo
June 3rd, 2007, 09:39 AM
How about, connect the entre levels sections together, and have grav lifts that shoot you over the walls of the level, rather than going through a door, and remodel it to a Covie theme.

mb mb


oh, and a pointer with your textures, get more slight colour variation in the texture, they're all too grey. You can put slight tinges of colours in places wich noticably while stilll looking silver, it creates a much more varied image. Also lay off the sponge filter a tad with some of those wall textures. Oh and with your bumps, make them from the basic textures pattern, before you put any detail texture in, otherwise your bumps look like they do in the pictures you've posted.


And it seems one of your textures is more forerunner looking, rather than the human style you have going. Think about it more thouroughly, but great start on the map so far :D

Beckon
June 3rd, 2007, 12:06 PM
Can't wait.. Shotty!

Lightning
June 3rd, 2007, 02:43 PM
http://xcustomedition.com/teleporter_shield.shader

Enjoy.

ShadowCloud
June 3rd, 2007, 02:52 PM
To me it dosen't look like h2v, it looks like a zteam project or something.

Nic
June 3rd, 2007, 06:08 PM
Woo.

Great someone's porting it :D

Now for me to get h2vista =\

DominionOvrU
June 3rd, 2007, 09:22 PM
Some what of an update. The bump maps had been giving me fits all day..but i think i have them figured out so they appear right..anyway..here are the original textures..with H2 detail and cubemaps..I like they way they look personally but you guys tell me what you all think. The whole map is done as far as texturing goes..hardly any population is done..that will take a bit. But thoughts on the look of the map at this stage.
http://i7.photobucket.com/albums/y279/Domi1975/H2V/00021_small.jpg

http://i7.photobucket.com/albums/y279/Domi1975/H2V/00025_small.jpg

http://i7.photobucket.com/albums/y279/Domi1975/H2V/00030_small.jpg

http://i7.photobucket.com/albums/y279/Domi1975/H2V/00031_small.jpg

DaneO'Roo
June 3rd, 2007, 09:31 PM
looks much better :D

leorimolo
June 3rd, 2007, 09:36 PM
Those are awsome textures, do those come with the hek?

DominionOvrU
June 3rd, 2007, 09:43 PM
Like Sunny posted earlier in this thread..the way this engine uses detail, cube and bump maps are awsome!!. The transformation of the wall textures is the combo of adding a good detail (metal_crackle) and a good cubemap made all the difference. I used different details for the floor and teleporter so it all didn't seem to run from one into the other.

Lightning
June 3rd, 2007, 11:09 PM
More bumps, please :P

Also, I did post that shader up there for you :P

Snowy
June 3rd, 2007, 11:29 PM
Please don't include the FRG

DominionOvrU
June 3rd, 2007, 11:38 PM
More bumps, please :P

Also, I did post that shader up there for you :P

Yea I'm still playing with what symbol to use in max to get it in game. I've used ! % # and none of those make it show up but I will get it working. So question about the bumps. When I increased the bump value in the tag..it screwed up how they looked..like..on the ones that are only part of the panel strip..it would show the whole panel strip bump on just a small portion. Do I also have to apply the bump in max when i export it for it to work right? Also the weapons where just spur of the moment right before i compiled.

Xegrot
June 3rd, 2007, 11:45 PM
I think some stuff needs redesigning, like the columns and the platforms. Maybe add some more supports to the columns?

Stealth
June 4th, 2007, 12:09 AM
http://i7.photobucket.com/albums/y279/Domi1975/H2V/00021_small.jpg

hah, it looks like some one made some forms out of wafer board and poured concrete, well any ways, it looks nice now, but it needs some redesigning like Xegrot said.
Oh, and for those of you who don't know what the fuck I'm talking about, Click here (http://en.wikipedia.org/wiki/Wafer_board)

DaneO'Roo
June 4th, 2007, 02:04 AM
looks more like a corregated steel texture to me. I'm guessing the alpha chanel makes it shine perfectly.

Pooky
June 4th, 2007, 03:15 AM
hah, it looks like some one made some forms out of wafer board and pored (SP?) concrete, well any ways, it looks nice now, but it needs some redesigning like Xegrot said.
Oh, and for those of you who don't know what the fuck I'm talking about, Click here (http://en.wikipedia.org/wiki/Wafer_board)

poured*

p0lar_bear
June 4th, 2007, 03:44 AM
A simple BSP port would simply not do this map justice. I, personally love this map, and it's great given you play the right gametype on it.

I think that you should look into a whole remodel. Look into a theme (space station, ship, new/old mombasa, covenant, forerunner natural/industrial), and build on it, using the layout as a template. As stated before, make sure to adjust geometry according to jump height, walk speed, etc.

Personally, I think this map would be great in H2 for juggernaut variants, namely one called "Run, Rabbit, Run."

Stealth
June 4th, 2007, 09:10 AM
looks more like a corregated steel texture to me. I'm guessing the alpha chanel makes it shine perfectly.
ya, it does kind of look like Sheat metal too.

poured*
Thanks ^_^

A simple BSP port would simply not do this map justice. I, personally love this map, and it's great given you play the right gametype on it.

I think that you should look into a whole remodel. Look into a theme (space station, ship, new/old mombasa, covenant, forerunner natural/industrial), and build on it, using the layout as a template. As stated before, make sure to adjust geometry according to jump height, walk speed, etc.

Personally, I think this map would be great in H2 for juggernaut variants, namely one called "Run, Rabbit, Run."
yes, I think, more rooms, and more teleports, with windows into space, or something.

Pooky
June 4th, 2007, 09:25 AM
bleh, I still think you could re-do the layout of the map so it has ramps and gravity lifts instead of teleporters. And the Cairo station theme does sound awesome, maybe you could make one of the rooms outdoors like a space dock O:

jakari
June 4th, 2007, 09:49 AM
looks good :)

p0lar_bear
June 4th, 2007, 12:26 PM
Also, everyone mentions gravity lifts. I fail to see how that would work. Putting in gravity lifts would restrict movement, and make certain ways one-way only.

Keep in mind what the map designer had in mind; though it sounds strange, Bungie did state why it is the way it is. They named it "putput.map" after a putt-putt minigolf course, since with each hole, there's some sort of obstacle to overcome before you can sink the ball into the hole. If you look, you can notice that at each room, there is some sort of obstacle to hinder movement or cause some confusion. And, instead of putting a ball into a hole, your main goal is to survive.

And people have put the map's geometry together before; it is a perfect fit along all axes. The teleporters are there instead to add a bit of mystery; namely the question of "will I die if I walk through this?" For this reason, not a lot of people like the map.

Playing Chiron and expecting not to die is like going to some B-movie and expecting a gripping storyline and cinematics.

Neuro Guro
June 4th, 2007, 12:51 PM
Hey, this is a great idea but I really wish you would redesign and remodel it to be cooler looking. I'm remaking Prisoner, but at least i'm taking the time to make it look new and higher quality.

edit: If you want a cool idea to remake it, I always thought it would be cool if it were like a bunch of metal forerunner towers up in the clouds and you mancannoned back and forth to each tower, and little windows and spaces in the walls aloud for sniping across at other rooms.

Pooky
June 4th, 2007, 01:10 PM
Also, everyone mentions gravity lifts. I fail to see how that would work. Putting in gravity lifts would restrict movement, and make certain ways one-way only.


Not if there was a hole by it

Stealth
June 4th, 2007, 01:59 PM
I know, right now the map is flat, add more rooms above some of the others, and have some kind of hole going from the bottom one, to the top one.

DominionOvrU
June 4th, 2007, 02:44 PM
Hey, this is a great idea but I really wish you would redesign and remodel it to be cooler looking. I'm remaking Prisoner, but at least i'm taking the time to make it look new and higher quality.

edit: If you want a cool idea to remake it, I always thought it would be cool if it were like a bunch of metal forerunner towers up in the clouds and you mancannoned back and forth to each tower, and little windows and spaces in the walls aloud for sniping across at other rooms.

I do really like this idea. After reading allot of the comments I have decided that it will be remodeled. It will be forerunner..and I am deciding if it will be ancient delta style or more conventional forerunner theme. I also liked soccer's idea for different outdoor or indoor sections for the map as well. One thing I would like to know is though..the man-cannon's..the only way I can think of making those work would be through a modified Grav Lift tag..and nobody can seem to get the original Grav Lift tags to work now. If we can figure out how to get those tags working I will for sure put man-cannons in the map for the primary source of transport from section to section and yes..there will be open space from each side that you will be able to shoot the launched person from as well :)

So it will be a while longer since I am gonna be modeling from scratch an original bsp. Any other suggestions as to how many different zones would be good too, I am leaning towards 5 instead of the 9 that are in the original and making the zones a bit bigger.

p0lar_bear
June 4th, 2007, 02:56 PM
Then in that case, you've got an entirely different map on your hands.

As a design suggestion, if you were to go with a natural forerunner design (as in Delta's temples), you could put this up high in the sky. If this were an "industrial" forerunner design (like the sentinel wall), it could be put in an area similar to the lightbridge cavern in Halo 1's second level.

Nick
June 4th, 2007, 03:35 PM
Hey, this is a great idea but I really wish you would redesign and remodel it to be cooler looking. I'm remaking Prisoner, but at least i'm taking the time to make it look new and higher quality.

edit: If you want a cool idea to remake it, I always thought it would be cool if it were like a bunch of metal forerunner towers up in the clouds and you mancannoned back and forth to each tower, and little windows and spaces in the walls aloud for sniping across at other rooms.OMG I hate you, idea stealer! I told you about my man cannon Chiron remake :(

Nick

phase
June 4th, 2007, 03:43 PM
I'm remaking Prisoner, but at least i'm taking the time to make it look new and higher quality.
the walls aloud for sniping across at other rooms.
Damn you! I just finished thinking of a good theme for it! :saddowns:

DominionOvrU
June 4th, 2007, 05:03 PM
OMG I hate you, idea stealer! I told you about my man cannon Chiron remake :(

Nick

Don't worry too much Nick..we don't even know how to get the grav tags to work. I'm not modeling it from the outset to have them..but am leaving some room to add them later if the map isn't done and released.

Nick
June 4th, 2007, 05:52 PM
Don't worry too much Nick..we don't even know how to get the grav tags to work. I'm not modeling it from the outset to have them..but am leaving some room to add them later if the map isn't done and released.It's okay, mine's for Halo 3 anyway.

Nick

X3RO SHIF7
June 8th, 2007, 09:57 PM
higher quality lighting and more bumps and it will look rly nice! Also Ignore the redesigning idea - why fix somthing thats not broken? if they want a custom one so bad they can make it :/

p0lar_bear
June 9th, 2007, 12:29 AM
Also Ignore the redesigning idea - why fix somthing thats not broken? if they want a custom one so bad they can make it :/

Yeah, then the person who makes it redesigned gets yelled at by the tards for "copying" someone else's idea.

Keep in mind that Bungie redesigned Desolation and Tombstone for a reason.

redsteven
June 9th, 2007, 02:09 AM
imagins 2 ppl jumping from dif man cannons that semi cross paths, whatm shor out of the air with a shotti. :) hehe

Man cannons in opposite directions would be awesome. They actually had something like that on one of the maps in Quake 4. These things would "boost" you over gaps.
For example, there is one platform on the left, and one platform on the right (plus the rest of the level). I would wait on the right platform, and as soon as somebody used the boost on the left platform, I would use the one on the right. We'd collide in mid-air. The best part though was that in that spot, there was NO GROUND underneath us... so we'd both fall to our deaths. It was totally worth it.



I bet energy swords on chiron TL34 would be cool.

FireDragon04
June 9th, 2007, 04:46 AM
http://xcustomedition.com/teleporter_shield.shader

Enjoy.

If you keep with the original teleporting theme of Chiron then make sure u use that shader for h2v which lightning posted its really good. Just make sure u place a something similar to a h1 teleporter or plane with it on where the teles usually are. Very nice shader, and lightning has posted it, so i recommend using it.

New theme fits it quite well, some shader chages (bumps, spec, detail...etc) would make it 'look better'.

Iggwilv
June 9th, 2007, 04:55 AM
You should stay the course. You set out to make a replica Chiron TL-34 for H2V. You should try to make it as close to the original as you can. If you want to do a second map with improvement like what Warlock is too Wizard you can do that later.

hobojoe
June 16th, 2007, 06:51 PM
yes I agree. Keep it the same! I hate it when people make a really kool map and turn it into somthing unfun to play on. So if I was you I'd keep it the same. And if you want. Make a differnt version of it. And release it later.

Dr Nick
June 16th, 2007, 10:54 PM
I would love to see this map in H2V!
It was really great without shields and strong weapons on H1!

Huero
June 16th, 2007, 11:08 PM
No, you shouldn't do what they're saying. You should do what YOU want.

Aeron
June 17th, 2007, 08:41 AM
man cannons!!

Reaper Man
June 17th, 2007, 09:11 AM
man cannons!!
Yeah, straight into a wall.
You, off my internets, now.

Pooky
June 17th, 2007, 05:01 PM
man cannons!!
rofl

I just got this hilarious image of the chief walking through a door and getting man cannoned into a wall and making that "GYAAH" sound xD