View Full Version : [WIP] *Name to be decided*
FireScythe
June 24th, 2007, 11:58 AM
This is a map I have been working on (because the lack of bitmaps forced me to postpone my other WIP) and I wanted to get your opinions on how it is so far. I havent decided upon a name as of yet.
Max Renders:
http://img475.imageshack.us/img475/7492/Overview.th.jpg (http://img475.imageshack.us/my.php?image=Overview.jpg)http://img475.imageshack.us/img475/7288/Blue_Base.th.jpg (http://img475.imageshack.us/my.php?image=Blue_Base.jpg)http://img475.imageshack.us/img475/8393/Middle_Room2.th.jpg (http://img475.imageshack.us/my.php?image=Middle_Room2.jpg)http://img475.imageshack.us/img475/8982/Tunnel.th.jpg (http://img475.imageshack.us/my.php?image=Tunnel.jpg)
http://img475.imageshack.us/img475/6050/Middle_Room.th.jpg (http://img475.imageshack.us/my.php?image=Middle_Room.jpg)http://img475.imageshack.us/img475/2995/Middle.th.jpg (http://img475.imageshack.us/my.php?image=Middle.jpg)http://img475.imageshack.us/img475/7859/Red_Side.th.jpg (http://img475.imageshack.us/my.php?image=Red_Side.jpg)http://img475.imageshack.us/img475/8264/Red_Base.th.jpg (http://img475.imageshack.us/my.php?image=Red_Base.jpg)
In-game Pics:
http://img475.imageshack.us/img475/5761/00024copy.th.jpg (http://img475.imageshack.us/my.php?image=00024copy.jpg)http://img475.imageshack.us/img475/374/00023copy.th.jpg (http://img475.imageshack.us/my.php?image=00023copy.jpg)http://img475.imageshack.us/img475/5953/00021copy.th.jpg (http://img475.imageshack.us/my.php?image=00021copy.jpg)http://img475.imageshack.us/img475/1008/00020copy.th.jpg (http://img475.imageshack.us/my.php?image=00020copy.jpg)
http://img475.imageshack.us/img475/3622/00019copy.th.jpg (http://img475.imageshack.us/my.php?image=00019copy.jpg)http://img475.imageshack.us/img475/2682/00018copy.th.jpg (http://img475.imageshack.us/my.php?image=00018copy.jpg)http://img475.imageshack.us/img475/4145/00017copy.th.jpg (http://img475.imageshack.us/my.php?image=00017copy.jpg)http://img475.imageshack.us/img475/6751/00015copy.th.jpg (http://img475.imageshack.us/my.php?image=00015copy.jpg)
http://img475.imageshack.us/img475/1875/00013copy.th.jpg (http://img475.imageshack.us/my.php?image=00013copy.jpg)http://img475.imageshack.us/img475/9214/00012copy.th.jpg (http://img475.imageshack.us/my.php?image=00012copy.jpg)
It is a forerunner level that is generally symmetrical, and the plan is to have the exterior ground to be snow.
I should point out the the exterior is subject to change and i still have to extend the map upwards and outwards because at the moment it just...stops.
Suggestions are welcome :).
*UPDATE*
I have put the suggested changes in and got it in-game so heres some pics.
Max Renders:
http://img295.imageshack.us/img295/1271/updatelayoutit8.th.jpg (http://img295.imageshack.us/my.php?image=updatelayoutit8.jpg)http://img502.imageshack.us/img502/309/update01wf6.th.jpg (http://img502.imageshack.us/my.php?image=update01wf6.jpg)http://img180.imageshack.us/img180/3461/update02lf5.th.jpg (http://img180.imageshack.us/my.php?image=update02lf5.jpg)
In-game:
http://img180.imageshack.us/img180/660/00032copyye3.th.jpg (http://img180.imageshack.us/my.php?image=00032copyye3.jpg)http://img165.imageshack.us/img165/4927/00025copyvu2.th.jpg (http://img165.imageshack.us/my.php?image=00025copyvu2.jpg)http://img165.imageshack.us/img165/2687/00027copyxr7.th.jpg (http://img165.imageshack.us/my.php?image=00027copyxr7.jpg)http://img177.imageshack.us/img177/7885/00026copyzx4.th.jpg (http://img177.imageshack.us/my.php?image=00026copyzx4.jpg)
http://img140.imageshack.us/img140/1/00030copyqw4.th.jpg (http://img140.imageshack.us/my.php?image=00030copyqw4.jpg)http://img140.imageshack.us/img140/3281/00031copymu0.th.jpg (http://img140.imageshack.us/my.php?image=00031copymu0.jpg)http://img165.imageshack.us/img165/9677/00028copyoc4.th.jpg (http://img165.imageshack.us/my.php?image=00028copyoc4.jpg)http://img140.imageshack.us/img140/8266/00029copyml5.th.jpg (http://img140.imageshack.us/my.php?image=00029copyml5.jpg)
Also, Sunny suggested some names:
Revelation
Sanitarium
Posterity
I like the sound of Posterity so its either:
Posterity
Eternal Posterity
Posteritas (Posterity in Latin)
dg
June 24th, 2007, 12:07 PM
It stays very true to the Halo design. I like it. If I can make a suggestion, I would try to make more closer combat areas. Halo 2 is more "spammy" than Halo 1 and you should try to take advantage of that.
Looks nice, man.
Limited
June 24th, 2007, 12:56 PM
Name it "Legend"
:D Very nice work dude.
UXB
June 24th, 2007, 01:25 PM
Halo 2 is more "spammy" than Halo 1 and you should try to take advantage of that.I admit it I am not in the loop. Could you explain to us (ME) old folk what the term "Spammy" means in this context?
Snowy
June 24th, 2007, 01:42 PM
I admit it I am not in the loop. Could you explain to us (ME) old folk what the term "Spammy" means in this context?
More close up "spray and pray" battles...
The first overhead screen kinda looks like sidewinder! Good work :)
Dr Nick
June 24th, 2007, 01:43 PM
I think he means your map can be more detailed in H2.
Roostervier
June 24th, 2007, 02:23 PM
I admit it I am not in the loop. Could you explain to us (ME) old folk what the term "Spammy" means in this context?
He means the Close Quarter Combat battles are much better than those in Halo 1 (especially since you do not have to lead and you can melee much easier). It is an important aspect to keep in mind while making a map--make sure you include at least 2 points in the map that force CQB. It looks like FireScythe has no problem with that here, =D. Good job so far.
Con
June 24th, 2007, 02:33 PM
This looks neat so far! The only few suggestions I'd have fall in line with the close quarters, and I personally think that those hallways heading off of the base interiors could use a bit more interesting layout. They're just long tunnels with 90 degree turns.
Masterz1337
June 24th, 2007, 03:36 PM
Looks fantastic.
halofreak4567
June 24th, 2007, 03:41 PM
Looks great. Any ideas on names?
StankBacon
June 24th, 2007, 03:41 PM
nice :)
FireScythe
June 24th, 2007, 04:13 PM
Thanks for the replies guys ;).
This looks neat so far! The only few suggestions I'd have fall in line with the close quarters, and I personally think that those hallways heading off of the base interiors could use a bit more interesting layout. They're just long tunnels with 90 degree turns.
Thats a good point. I'll have a play around with putting in small rooms to break up the corridors.
There shouldn't be any lack of close quarters combat because the map isn't as big as it looks, but I may put another route in between the bases and the room in the middle to bring more combat to that area.
No name ideas yet, I'll probably look to a latin translator for some words :p.
SuperSunny
June 24th, 2007, 07:21 PM
I <3 the lighting, and it has a Bungie-Style design :P
PlasbianX
June 24th, 2007, 07:24 PM
TBh.. id like to see another section added, with mb some sort of bottomless chamber of some sort. Sorta like this:
http://img90.imageshack.us/img90/6134/firedragonra4.jpg
Roostervier
June 24th, 2007, 07:26 PM
Ask Sunny for help with names, he's a creative genious like that.
Con
June 24th, 2007, 07:59 PM
No, don't! He'd call it Tie-Dye or something D:
FireScythe
June 24th, 2007, 08:18 PM
TBh.. id like to see another section added, with mb some sort of bottomless chamber of some sort. Sorta like this: *piccy*
Thats pretty much what i'm thinking, because every map has to have a never ending pit of doom :P. I'm thinking along the lines of the interior of the silent cartographer in halo 1, having both sides be able to shoot across to each other but still have to go to the central room to get across.
*Warning: Bad mockups ahead*
I'm thinking something like this:
http://img182.imageshack.us/img182/8529/horridmockup02xf7.th.jpg (http://img182.imageshack.us/my.php?image=horridmockup02xf7.jpg)
Or this (which is pretty much what Plasbian suggested.)
http://img151.imageshack.us/img151/3029/horridmockup01nz9.th.jpg (http://img151.imageshack.us/my.php?image=horridmockup01nz9.jpg)
Con
June 24th, 2007, 08:21 PM
I'm thinking along the lines of the interior of the silent cartographer in halo 1, having both sides be able to shoot across to each other but still have to go to the central room to get across.
I like that idea a lot. Nothing says epic pit like the security shaft and map room shaft.
shade45
June 24th, 2007, 08:36 PM
Nice Looks great so far
Roostervier
June 24th, 2007, 09:17 PM
No, don't! He'd call it Tie-Dye or something D:
Seriously though, he is awesome with names :awesome:
MrUncool
June 24th, 2007, 11:45 PM
It looks great so far! If I had to make a suggestion, I'd say keep it vehicle-less, although it looks pretty much like that right now. A snow close quarters map with no vehicles sounds fun to me.
PlasbianX
June 25th, 2007, 08:59 AM
Thats pretty much what i'm thinking, because every map has to have a never ending pit of doom :P. I'm thinking along the lines of the interior of the silent cartographer in halo 1, having both sides be able to shoot across to each other but still have to go to the central room to get across.
*Warning: Bad mockups ahead*
I'm thinking something like this:
http://img182.imageshack.us/img182/8529/horridmockup02xf7.th.jpg (http://img182.imageshack.us/my.php?image=horridmockup02xf7.jpg)
Or this (which is pretty much what Plasbian suggested.)
http://img151.imageshack.us/img151/3029/horridmockup01nz9.th.jpg (http://img151.imageshack.us/my.php?image=horridmockup01nz9.jpg)
I think that will look awesome :)
FireScythe
June 27th, 2007, 04:32 PM
*UPDATE*
I have put the suggested changes in and got it in-game so heres some pics.
Max Renders:
http://img295.imageshack.us/img295/1271/updatelayoutit8.th.jpg (http://img295.imageshack.us/my.php?image=updatelayoutit8.jpg)http://img502.imageshack.us/img502/309/update01wf6.th.jpg (http://img502.imageshack.us/my.php?image=update01wf6.jpg)http://img180.imageshack.us/img180/3461/update02lf5.th.jpg (http://img180.imageshack.us/my.php?image=update02lf5.jpg)
In-game:
http://img180.imageshack.us/img180/660/00032copyye3.th.jpg (http://img180.imageshack.us/my.php?image=00032copyye3.jpg)http://img165.imageshack.us/img165/4927/00025copyvu2.th.jpg (http://img165.imageshack.us/my.php?image=00025copyvu2.jpg)http://img165.imageshack.us/img165/2687/00027copyxr7.th.jpg (http://img165.imageshack.us/my.php?image=00027copyxr7.jpg)http://img177.imageshack.us/img177/7885/00026copyzx4.th.jpg (http://img177.imageshack.us/my.php?image=00026copyzx4.jpg)
http://img140.imageshack.us/img140/1/00030copyqw4.th.jpg (http://img140.imageshack.us/my.php?image=00030copyqw4.jpg)http://img140.imageshack.us/img140/3281/00031copymu0.th.jpg (http://img140.imageshack.us/my.php?image=00031copymu0.jpg)http://img165.imageshack.us/img165/9677/00028copyoc4.th.jpg (http://img165.imageshack.us/my.php?image=00028copyoc4.jpg)http://img140.imageshack.us/img140/8266/00029copyml5.th.jpg (http://img140.imageshack.us/my.php?image=00029copyml5.jpg)
Also, Sunny suggested some names:
Revelation
Sanitarium
Posterity
I like the sound of Posterity so its either:
Posterity
Eternal Posterity
Posteritas (Posterity in Latin)
Roostervier
June 27th, 2007, 04:35 PM
Oh shit, nice. It's looking great so far. The pictures take forever to load, but from the thumbnails, seems like you did a good job emulating forerunner architecture.
Stealth
June 28th, 2007, 09:46 AM
O.o I like the new look for your map. can't wait to play it.
Dr Nick
June 28th, 2007, 05:51 PM
O.o I like the new look for your map. can't wait to play it.Agreed!
Snaver
June 28th, 2007, 06:18 PM
Reminds me of silent cartographer interior!
SuperSunny
June 29th, 2007, 12:03 AM
I fricken love the lights. This map is a super thumbs up
Cortexian
June 29th, 2007, 12:49 AM
Name it "Epitaph".
Epitaph is an inscription on a tombstone or monument in memory of the person buried there.
Stealth
June 29th, 2007, 12:54 AM
Name it "Epitaph".
Epitaph is an inscription on a tombstone or monument in memory of the person buried there.
that sounds like a good name for it, I was thinking "Delta Halo Silent Cartographer" or "DHSC" for short.
Cortexian
June 29th, 2007, 01:03 AM
that sounds like a good name for it, I was thinking "Delta Halo Silent Cartographer" or "DHSC" for short.
DHSC sounds to singleplayer. I like mine better :P
Stealth
June 29th, 2007, 01:10 AM
same here, I'm not the best at naming maps.
KennyownsU
June 29th, 2007, 01:53 AM
Revelation sounds good.
Lightning
June 29th, 2007, 02:17 AM
"Vorago"
=o
jahrain
June 29th, 2007, 07:40 AM
Epsilon :awesome:
UXB
June 29th, 2007, 04:07 PM
Sconce
Esconsed
Escunser
In tribute to the great lights and also as a military defensive structure.
JDMFSeanP
June 29th, 2007, 04:15 PM
Epitaph will lead to too much confusion with a wannabe halo 3 map IMO.
Cortexian
June 29th, 2007, 06:30 PM
Epitaph makes sense though, since it's a forunner map, and they're all dead.
Sever
June 29th, 2007, 09:27 PM
Here's an idea
Edifice n.1. A building, especially one of imposing appearance or size.
2. An elaborate conceptual structure.
FireScythe
June 30th, 2007, 07:26 AM
Thanks for the great names guys, ill put my faves into a vote :).
No in-game pics this time round because my lightmaps aren't working. Hurrah!
Sapien just dumps a whole lot of this into the debug file:
06.30.07 11:57:58.215 ### ERROR: Bitmap @1F08FE18 invalid signature.
06.30.07 11:57:59.315 ### ERROR: Bitmap @1F08FE18 type 128 out of range.
06.30.07 11:58:00.494 ### ERROR: Bitmap @1F08FE18 invalid width 16448.
06.30.07 11:58:01.575 ### ERROR: Bitmap @1F08FE18 invalid height 64.
06.30.07 11:58:02.705 ### ERROR: Bitmap @1F08FE18 invalid mipmap count 16448.
06.30.07 11:58:03.705 ### ERROR: Bitmap @1F08FE8C invalid signature.
06.30.07 11:58:04.839 ### ERROR: Bitmap @1F08FE8C invalid flags.
06.30.07 11:58:05.996 ### ERROR: Bitmap @1F08FE8C type -164 out of range.
06.30.07 11:58:07.043 ### ERROR: Bitmap @1F08FE8C invalid width 23364.
06.30.07 11:58:08.211 ### ERROR: Bitmap @1F08FE8C invalid height -168.
06.30.07 11:58:09.379 ### ERROR: Bitmap @1F08FE8C invalid height 73.
06.30.07 11:58:10.480 ### ERROR: Bitmap @1F08FE8C invalid mipmap count 16448.
06.30.07 11:58:11.494 ### ERROR: Bitmap @1F08FF00 invalid signature.
06.30.07 11:58:12.517 ### ERROR: Bitmap @1F08FF00 invalid flags.
06.30.07 11:58:13.602 ### ERROR: Bitmap @1F08FF00 type 128 out of range.
06.30.07 11:58:14.871 ### ERROR: Bitmap @1F08FF00 invalid width 16448.
06.30.07 11:58:16.069 ### ERROR: Bitmap @1F08FF00 invalid height 64.
06.30.07 11:58:17.209 ### ERROR: Bitmap @1F08FF00 invalid mipmap count 13864.
06.30.07 11:58:18.283 ### ERROR: Bitmap @1F08FF74 invalid signature.
06.30.07 11:58:19.441 ### ERROR: Bitmap @1F08FF74 type -187 out of range.
06.30.07 11:58:20.539 ### ERROR: Bitmap @1F08FF74 invalid width 19000.
06.30.07 11:58:21.528 ### ERROR: Bitmap @1F08FF74 invalid height -190.
06.30.07 11:58:22.619 ### ERROR: Bitmap @1F08FF74 invalid height 58.
06.30.07 11:58:23.714 ### ERROR: Bitmap @1F08FF74 invalid mipmap count 16448.
Which would indicate a corrupt bitmap, yet my bitmap extractor views it just fine.
It occured when I added this structure to the level and expanded the sky to encapsulate it:
http://img105.imageshack.us/img105/7409/wallix4.th.jpg (http://img105.imageshack.us/my.php?image=wallix4.jpg)
But, no matter, I could see from the lightmaps that this structure blocked out too much light so im changing it anyway.
et_cg
July 1st, 2007, 03:24 AM
Epic. Keep up the good work.
LlamaMaster
July 1st, 2007, 02:09 PM
Holy shit thats nice! May I ask how you begin creating your concepts? Like do you draw everything out on paper before you start or what?
jahrain
July 1st, 2007, 02:45 PM
Thanks for the great names guys, ill put my faves into a vote :).
No in-game pics this time round because my lightmaps aren't working. Hurrah!
Sapien just dumps a whole lot of this into the debug file:
06.30.07 11:57:58.215 ### ERROR: Bitmap @1F08FE18 invalid signature.
06.30.07 11:57:59.315 ### ERROR: Bitmap @1F08FE18 type 128 out of range.
06.30.07 11:58:00.494 ### ERROR: Bitmap @1F08FE18 invalid width 16448.
06.30.07 11:58:01.575 ### ERROR: Bitmap @1F08FE18 invalid height 64.
06.30.07 11:58:02.705 ### ERROR: Bitmap @1F08FE18 invalid mipmap count 16448.
06.30.07 11:58:03.705 ### ERROR: Bitmap @1F08FE8C invalid signature.
06.30.07 11:58:04.839 ### ERROR: Bitmap @1F08FE8C invalid flags.
06.30.07 11:58:05.996 ### ERROR: Bitmap @1F08FE8C type -164 out of range.
06.30.07 11:58:07.043 ### ERROR: Bitmap @1F08FE8C invalid width 23364.
06.30.07 11:58:08.211 ### ERROR: Bitmap @1F08FE8C invalid height -168.
06.30.07 11:58:09.379 ### ERROR: Bitmap @1F08FE8C invalid height 73.
06.30.07 11:58:10.480 ### ERROR: Bitmap @1F08FE8C invalid mipmap count 16448.
06.30.07 11:58:11.494 ### ERROR: Bitmap @1F08FF00 invalid signature.
06.30.07 11:58:12.517 ### ERROR: Bitmap @1F08FF00 invalid flags.
06.30.07 11:58:13.602 ### ERROR: Bitmap @1F08FF00 type 128 out of range.
06.30.07 11:58:14.871 ### ERROR: Bitmap @1F08FF00 invalid width 16448.
06.30.07 11:58:16.069 ### ERROR: Bitmap @1F08FF00 invalid height 64.
06.30.07 11:58:17.209 ### ERROR: Bitmap @1F08FF00 invalid mipmap count 13864.
06.30.07 11:58:18.283 ### ERROR: Bitmap @1F08FF74 invalid signature.
06.30.07 11:58:19.441 ### ERROR: Bitmap @1F08FF74 type -187 out of range.
06.30.07 11:58:20.539 ### ERROR: Bitmap @1F08FF74 invalid width 19000.
06.30.07 11:58:21.528 ### ERROR: Bitmap @1F08FF74 invalid height -190.
06.30.07 11:58:22.619 ### ERROR: Bitmap @1F08FF74 invalid height 58.
06.30.07 11:58:23.714 ### ERROR: Bitmap @1F08FF74 invalid mipmap count 16448.
Which would indicate a corrupt bitmap, yet my bitmap extractor views it just fine.
D: http://www.h2vista.net/forums/showpost.php?p=83983&postcount=1
I have had the same problem, didn't get fixed until I reinstalled the EK 3 times. Definitely a bug now, more than 3 cases of it occurred that I know about now.
FireScythe
July 2nd, 2007, 04:14 PM
Holy shit thats nice! May I ask how you begin creating your concepts? Like do you draw everything out on paper before you start or what?
Concepts? Draw? Paper? Bah! I made this up as I went along. Although I will probably plan future projects a bit better :P.
I have had the same problem, didn't get fixed until I reinstalled the EK 3 times. Definitely a bug now, more than 3 cases of it occurred that I know about now.
Well I had to delete the bitmap and the reference to it in the lightmap tag to stop the error from occuring, and the next lightmaps I ran went ok.
New stuffs! After deciding againsts the big wall structure, I needed something to justify the silent cartographer styled chasm, so I built this:
http://img116.imageshack.us/img116/3314/newstructurebe7.th.jpg (http://img116.imageshack.us/my.php?image=newstructurebe7.jpg)
In-game:
http://img245.imageshack.us/img245/8639/00034.th.jpg (http://img245.imageshack.us/my.php?image=00034.jpg)http://img116.imageshack.us/img116/9346/00035ft0.th.jpg (http://img116.imageshack.us/my.php?image=00035ft0.jpg)http://img530.imageshack.us/img530/81/00036jk0.th.jpg (http://img530.imageshack.us/my.php?image=00036jk0.jpg)
All I have left to do it UVW and texture the exterior, populate the map with weapons and scenery, and it should be ready for a public beta.
LlamaMaster
July 2nd, 2007, 04:52 PM
Concepts? Draw? Paper? Bah! I made this up as I went along. Although I will probably plan future projects a bit better :P.
Thats what I do, but my stuff never turns out as nice as yours...
jahrain
July 2nd, 2007, 07:16 PM
Concepts? Draw? Paper? Bah! I made this up as I went along.
Yeah thats how I do it. I get no where with pencil and paper.
teh lag
July 2nd, 2007, 07:19 PM
:ohsnap:
Lookin' good, I love the map's feel. It's no fair though, everyone gets decent lighting coverage on their maps but me :(
FireScythe
July 5th, 2007, 06:36 PM
Well, with a landslide victory....well sort of, the chosen name is "Posterity"! I have completed a Beta of this map which can be found here:
http://www.h2vista.net/forums/showthread.php?t=3899
The exterior texturing isn't fantastic and the shader needs work because the lightmaps (9 hours at medium) have made half of it bright white. Also the lightmaps created visual errors in the bases, made the blue corridors too bright, etc. so i'll be doing some more shader and mesh work for those.
Anyway, have a play and tell me what you think :) .
PS. Would a moderator mind changing the thread title to [WIP] Posterity, as a name has been decided upon, thanks.
jahrain
July 6th, 2007, 03:53 AM
Sweet, Postacular!
FireScythe
August 7th, 2007, 07:32 PM
UPDATE:
The feedback I recieved from the public beta of Posterity, was generally good, and so the map will play pretty much as it does in the beta release (apart from fixing spawn problems in team games:p). What i'm working on now is the look of the map, which I have made some improvements on. I have re-UV'ed the map and seperated the snow and stone textures to give myself more freedom with each, also, ice:
http://img356.imageshack.us/img356/2038/lolsnowla2.th.jpg (http://img356.imageshack.us/my.php?image=lolsnowla2.jpg)http://img368.imageshack.us/img368/1553/iciclesox6.th.jpg (http://img368.imageshack.us/my.php?image=iciclesox6.jpg)http://img382.imageshack.us/img382/8708/icicles2pe6.th.jpg (http://img382.imageshack.us/my.php?image=icicles2pe6.jpg)http://img365.imageshack.us/img365/3563/lightbreakdi9.th.jpg (http://img365.imageshack.us/my.php?image=lightbreakdi9.jpg)
http://img365.imageshack.us/img365/2397/stonetunnelal0.th.jpg (http://img365.imageshack.us/my.php?image=stonetunnelal0.jpg)http://img464.imageshack.us/img464/2681/icezi5.th.jpg (http://img464.imageshack.us/my.php?image=icezi5.jpg)
I've also prevented people from getting vehicles indoors, which was brought up by the beta:
http://img367.imageshack.us/img367/6577/blockagemj9.th.jpg (http://img367.imageshack.us/my.php?image=blockagemj9.jpg)http://img373.imageshack.us/img373/8366/blockage2zl9.th.jpg (http://img373.imageshack.us/my.php?image=blockage2zl9.jpg)
Comments and criticisms welcome as always :).
EDIT: Forgot to mention, I've been considering putting in some conveyors to reduce the time it takes to travel up the outermost corridors, just wondering what peoples views on this are.
Ki11a_FTW
August 7th, 2007, 07:51 PM
nice!! Ice cycles :-)
great work, +rep
Con
August 7th, 2007, 07:51 PM
Looks nicer, but I think there's still a little bit of work to be done. For one, the icicles hanging off the edges don't blend into the snow above them that well. You could either add a bit of your other snow texture to the top of the strips, or make them a separate, floating strip with a soft transparency fade at the top. They're also pretty snowy for icicles, I dunno if that's what you're going for or not, but snow doesn't tend to form that long as much as ice does. Another thing is the outer "cliff," it just seems boring and blank as just snow. As for the conveyors, that may or may not be a good idea. It helps people from the base get out faster, but depending on how much of the floor it takes it, it could also be hard for people to go the other direction, unless you want it that way for a balancing reason.
teh lag
August 7th, 2007, 07:54 PM
Holy crap, this is turning out beautiful.
TeeKup
August 7th, 2007, 07:59 PM
Call it Epsilon 2089. o:
Con
August 7th, 2007, 08:02 PM
Teekie, numbers in names are bad. That's almost as bad as spartan128384. :|
TeeKup
August 7th, 2007, 08:04 PM
Teekie, numbers in names are bad. That's almost as bad as spartan128384. :|
I thought it would be a bit nostalgic of Chrion TL24.
Ki11a_FTW
August 7th, 2007, 08:08 PM
Well unlike your name, the TL24 means something.
Con
August 7th, 2007, 08:09 PM
nostalgia names are typically only used on remakes of an original map, like BG/Coag, and Wizard/Warlock. I think this map is reminiscent of Sidewinder, but maybe Firescythe can help us there.
Ki11a_FTW
August 7th, 2007, 08:10 PM
the caves look like the modeled bases off floodzone
FireScythe
August 7th, 2007, 08:14 PM
Looks nicer, but I think there's still a little bit of work to be done. For one, the icicles hanging off the edges don't blend into the snow above them that well. You could either add a bit of your other snow texture to the top of the strips, or make them a separate, floating strip with a soft transparency fade at the top. They're also pretty snowy for icicles, I dunno if that's what you're going for or not, but snow doesn't tend to form that long as much as ice does. Another thing is the outer "cliff," it just seems boring and blank as just snow. As for the conveyors, that may or may not be a good idea. It helps people from the base get out faster, but depending on how much of the floor it takes it, it could also be hard for people to go the other direction, unless you want it that way for a balancing reason.
Heh, I knew people wouldnt like the icicles :p, i'm not happy with them either, ideally I would have them fade from the snow texture (i like the idea :P) down into a clear refractive texture, but I haven't got a clue what shader would do that. What would you suggest for the cliffs? I feel that adding a load of architecture into the cliffs would make them overly cluttered, yet putting something natural into the cliffs such as bare rock could be too hard of a transition, I am split.
Also, I thought about having the conveyors on one half of the corridor and only going up, so travelling up is quicker but it still takes longer to travel down.
Stop suggesting names! It's Posterity, now shush :p.
Terin
August 8th, 2007, 03:00 AM
If you're not going to finish Posterity, name this it. It follows closely to it.
Tweek
August 8th, 2007, 05:34 AM
looks kinda neat.
FireScythe
August 10th, 2007, 09:06 AM
After much shader juggling and annoyance i've settled on my icicles looking like this:
http://img470.imageshack.us/img470/170/newicicles1px1.th.jpg (http://img470.imageshack.us/my.php?image=newicicles1px1.jpg)http://img354.imageshack.us/img354/9749/newicicles2uk8.th.jpg (http://img354.imageshack.us/my.php?image=newicicles2uk8.jpg)http://img375.imageshack.us/img375/3400/newicicles3lw2.th.jpg (http://img375.imageshack.us/my.php?image=newicicles3lw2.jpg)http://img391.imageshack.us/img391/5585/newicicles4xs3.th.jpg (http://img391.imageshack.us/my.php?image=newicicles4xs3.jpg)
http://img352.imageshack.us/img352/3737/newicicles5op2.th.jpg (http://img352.imageshack.us/my.php?image=newicicles5op2.jpg)
(note that the hard edge is more prominent because the icicles arent set into the snow on this area)
Also, as far as the cliffs are concerned, rather than add to the existing architecture im going to replace it with this:
http://img382.imageshack.us/img382/9987/decorationplasmafl1.th.jpg (http://img382.imageshack.us/my.php?image=decorationplasmafl1.jpg)http://img399.imageshack.us/img399/3662/decorationplasma2oe6.th.jpg (http://img399.imageshack.us/my.php?image=decorationplasma2oe6.jpg)
These aren't done yet but you get the idea. The coloured parts go from red to blue as they go around the cliff and the texture will be the same as the shield plasma.
X3RO SHIF7
August 11th, 2007, 08:00 PM
i like the icicles
Bastinka
August 11th, 2007, 08:21 PM
Cool stuff.
Con
August 11th, 2007, 08:46 PM
We should be able to go around those outer structures in a sidewinder-like fashion.
FireScythe
August 13th, 2007, 05:07 PM
Minor update:
Finished modelling and texturing the outer structures and here they are in-game (note that these are on "low" lightmaps):
http://img401.imageshack.us/img401/5083/decoingame01za9.th.jpg (http://img401.imageshack.us/my.php?image=decoingame01za9.jpg)http://img401.imageshack.us/img401/342/decoingame02gu3.th.jpg (http://img401.imageshack.us/my.php?image=decoingame02gu3.jpg)http://img377.imageshack.us/img377/6135/decoingame04eu2.th.jpg (http://img377.imageshack.us/my.php?image=decoingame04eu2.jpg)http://img522.imageshack.us/img522/8594/decoingame03ug5.th.jpg (http://img522.imageshack.us/my.php?image=decoingame03ug5.jpg)
I appreciate the feedback guys/gals ;).
We should be able to go around those outer structures in a sidewinder-like fashion.
With close quarters combat in mind the fighting is mainly contained in the centre of the map, indoors, so having these structures accessible would probably make the chances of fighting too sparce. Thanks for the ideas anyway.
Sever
August 13th, 2007, 08:11 PM
Looks like all other custom maps just got pwnt. This map is one of the reasons why I can't wait to get H2V running on my computer... without Vista :)
Also, I am assuming that you either haven't done it yet, or it is just not possible, but the electric blue hexagon skin should be different colors at each tower.
FireScythe
August 13th, 2007, 08:34 PM
Also, I am assuming that you either haven't done it yet, or it is just not possible, but the electric blue hexagon skin should be different colors at each tower.
Thats completely intentional. Having them change colour as well would be over the top and make them look way out of place.
Limited
August 13th, 2007, 08:40 PM
Really looknig forward to this map any ideas where you will put any guns that arnet inside the bases (like in middle of map where snow is ,are you just going to put them on ground or hide them behind like a piece of scenery
FireScythe
August 13th, 2007, 09:49 PM
Really looknig forward to this map any ideas where you will put any guns that arnet inside the bases (like in middle of map where snow is ,are you just going to put them on ground or hide them behind like a piece of scenery
Once the bsp is done and lightmapped, (which should be pretty soon assuming I don't think of something uber to add, although "soon" is contradicted by the 40 something hour super lightmaps I ran previously) i'll post some renders pointing out weapon locations. Although I had thought of putting all of the weapons in one place...oh and the only weapons on the map will be fuel rods and swords... :hyper:
i hope that is nice to peoples pc's (looks low poly with high detail, fix the lump on thebridge but super nice)
It should run well enough, its thoroughly portalled and there no really special effects being used. I may post some framerate specifics if I have the time. Also, would you mind highlighting the lump you are talking about?
{SYS}sarge
August 21st, 2007, 08:42 AM
when is it coming out
can't wait to pwn some newbies on this
FireScythe
August 21st, 2007, 08:57 AM
When I have finished it. Also, please read the forum rules (http://www.h2vista.net/forums/announcement.php?f=27) on signatures, yours is way over the size limit.
Stealth
August 21st, 2007, 10:54 AM
wheres a admin or mod when you need one, cause this guy needs his "I hat kittens" sig.
Tweek
August 22nd, 2007, 06:07 PM
what the hell are you talking about, thats just some rock wall.
FireScythe
August 26th, 2007, 08:47 PM
There is no lump there, its just a misinterpreted change in texture because of the angle of the camera.
Here's the weapon location map I promised:
http://img484.imageshack.us/img484/6084/weaponlayoutst5.th.jpg (http://img484.imageshack.us/my.php?image=weaponlayoutst5.jpg)
I haven't lightmapped it yet because I need to fix something, but the BSP is pretty much done otherwise :).
EDIT: Missed a couple of 2's on the map.
Con
August 26th, 2007, 09:52 PM
I hope most those dual-wieldable weapons in the base are CTF only, or else it'll mess up the gameplay in FFA slayer for example. It'll just be a big dual-wielding fest around the base. In CTF it's not so bad, because you generally want to get across the map to the other side; duals aren't the best weapons for an assault.
Skyline
August 26th, 2007, 10:30 PM
Ya I don't think you should put so many weapons that can dual wield pretty much right becide each other.
FireScythe
August 28th, 2007, 12:41 PM
Thanks for the input. I've revised the weapon layout, removing some of the dual wieldable weapons and places with two side by side. Note that currently the default starting weapon is a battle rifle.
http://img210.imageshack.us/img210/3605/weaponlayout2zs6.th.jpg (http://img210.imageshack.us/my.php?image=weaponlayout2zs6.jpg)
FireScythe
September 8th, 2007, 06:09 PM
This map is finished! Look in the release forum (once its approved of course :P)
Locked.
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