View Full Version : Criticize.
et_cg
July 22nd, 2007, 03:08 PM
http://img207.imageshack.us/img207/6526/criticizeyd3.jpg
Proceed.
thehoodedsmack
July 22nd, 2007, 03:10 PM
Smooth out the top of the cliffs.
randreach454
July 22nd, 2007, 03:12 PM
looks like a nice start of a maps layout..
Looks really tiny though..
et_cg
July 22nd, 2007, 03:15 PM
Smooth out the top of the cliffs.
It only has about 2000 triangles so far.
armoman92
July 22nd, 2007, 03:42 PM
Looks good, maybe a structure would be nice some where.
A little off topic but how do u check how many triangles you have in max???:confused:
Otherwise it looks great!!!!!!!!!
fatso784
July 22nd, 2007, 03:56 PM
Armoman's right, a monument is essential for a good map. People need a point of interest. Good work so far though.
Kornman00
July 22nd, 2007, 04:02 PM
I saw it and automatically thought, wtc....
warton cove that is. Must be its lack of any textures atm :-3
stunt_man
July 22nd, 2007, 04:26 PM
Looks good, but like the other guy said, a bit small. What's the cave situatinon like?
Speaking of WTC, is anyone making a H2V port? *hints*
Anyone?
et_cg
July 22nd, 2007, 04:51 PM
Looks good, maybe a structure would be nice some where.
Alright, I was thinking about adding some forerunner architecture. Thank you. :)
A little off topic but how do u check how many triangles you have in max???:confused:
Right click your object, convert it to *editable mesh,* then right click and go to Properties. It will have a section that says Verticies, and Faces.
I saw it and automatically thought, wtc....
When I got it this far, I thought WTC, too. Being that I was UVWing it a loooong time ago. So I know how much a pain in the ass this is going to be to unwrap, unless I use the nifty new ideas I've been comming up with...
As for lack of textures, it will be a snowy map. So it will be like STC, but not. You know what I mean?
et_cg
July 22nd, 2007, 05:32 PM
http://img460.imageshack.us/img460/8111/dbearlywireframeolaydm2.jpg
For those of you who care to see...
There are indeed a lot of wasted faces, but I will tend to those soon.
Roostervier
July 22nd, 2007, 05:48 PM
Hmm... I'd add variation in your cliffs... bumps, etc. Though, I am sure you will do that. Also, I'd move the ground verts some (I can't tell how much you have done it). Also... it is really small. D:
Looks like it has a decent, thought out structure though. In fact... reminds me of beaver creek, but it has two streams. I'm starting to like this idea more.
armoman92
July 22nd, 2007, 06:16 PM
also, imean if you can pull this off, a frozon waterfall would be amazing on the stream on the right. does that properties thing work with edit. poly too???
armoman92
July 22nd, 2007, 06:17 PM
also, imean if you can pull this off, a frozon waterfall would be amazing on the stream on the right. does that properties thing work with edit. poly too???
et_cg
July 22nd, 2007, 06:20 PM
Hmm... I'd add variation in your cliffs... bumps, etc. Though, I am sure you will do that. Also, I'd move the ground verts some (I can't tell how much you have done it). Also... it is really small. D:
Looks like it has a decent, thought out structure though. In fact... reminds me of beaver creek, but it has two streams. I'm starting to like this idea more.
Yeah, it's a paper baby. I drew it out yesterday and put a couple hours into it. If I have more time tonight, I might actually get the whole thing encased with cliffs.
The current map name is death bed, it's supposed to be set in an old river bed, that's been iced over after a few droughts.
also, imean if you can pull this off, a frozon waterfall would be amazing on the stream on the right. does that properties thing work with edit. poly too???
It works in editable poly, but poly counts two faces that were created together as one face. So in order to get the face count that is proper for video game engines, you'll want to use editable mesh.
Thank you, once again, for the input. Keep reelin' it in!
armoman92
July 23rd, 2007, 09:01 AM
sry for the double, idk what happened.
:confused2:
Sunray
July 23rd, 2007, 09:41 AM
It might be what I can see/the angle, but at the moment the people spawning in the base nearest to the camera may take a while to get into the action. Are there going to be teleporters in the base to cancel that out? If not there could be a raised platform on the cliff face nearest the pool with a tunnel leading from the base through to the main canyon. It would mean that players don't have to walk all the way round to see some action.
Phopojijo
July 23rd, 2007, 04:15 PM
sry for the double, idk what happened.
:confused2:Generally if two exactly the same posts occur back-to-back, people assume technical glitches. Its fine.
I like the hidden symmetry. One question, where will the bases go? (If any)
Con
July 23rd, 2007, 04:22 PM
What happened to the buttsecks map? :mad:
LlamaMaster
July 23rd, 2007, 04:30 PM
What happened to the buttsecks map? :mad:
Yah! I want the penis map....
et_cg
July 23rd, 2007, 10:34 PM
What happened to the buttsecks map? :mad:
I want secks map.
http://img204.imageshack.us/img204/7851/lookielootwonq2.th.jpg (http://img204.imageshack.us/my.php?image=lookielootwonq2.jpg)
... in the base nearest to the camera
I have a two part answer, and a simple conclusion:
A) the map has no bases, B) I have no plans for bases, so I'm pretty sure there's going to be no bases. As for now, simple forerunner architecture will be scattered along. Scattered thoughtfully and tacticly.
The map is just being asthetically produced at the moment. So no current gameplay asset thought has been placed into this map, except for it's initial concept.
I like the hidden symmetry. One question, where will the bases go? (If any)
As though it seems there's a demand for bases, I may create simple geometry dedicated as bases. This map will be mainly for slayer/oddball/territory, and maybe even assault.
Oxygen
July 24th, 2007, 09:47 AM
it looks alright. although, it's not a very exciting design. i suggest adding more high and low points to your terrain and possibly more cliff edges for the player to walk on. i'm not a fan of small maps, but this one doesn't look too bad. if you've watched any of the halo 3 vid-docs, they talk about titled objects (porta-potty, etc). i think you should make something similar, like a small archway(beaver creek) or a ditch next to the cliff. you might even add a tiny rock slide or a large hill near the center. anything that would make a player say "he's on the _____" or "there's a sniper near the _____" think of ways to add stuff to your map to fill in those blanks. nice start so far, and good luck!
~Oxy
et_cg
July 24th, 2007, 09:52 AM
it looks alright. although, it's not a very exciting design. i suggest adding more high and low points to your terrain and possibly more cliff edges for the player to walk on. i'm not a fan of small maps, but this one doesn't look too bad. if you've watched any of the halo 3 vid-docs, they talk about titled objects (porta-potty, etc). i think you should make something similar, like a small archway(beaver creek) or a ditch next to the cliff. you might even add a tiny rock slide or a large hill near the center. anything that would make a player say "he's on the _____" or "there's a sniper near the _____" think of ways to add stuff to your map to fill in those blanks. nice start so far, and good luck!
~Oxy
Thanks for the input, I guess you didn't see the spoiler?
Oh, and I don't quite mean for this map to be epic, it was just to get a map going that actually wasn't a vertex pulled map. You know, put some new innovative ideas into a newbie's head. Maybe actually motivate them to learn how to do things like this.
As for terrain variances, there are, but at that angle you can't see much. The right side of the map is at a lower elevation than the left side, and there's rock faces that act as cover is you're being fired from uphill. The side paths were to create some general gameplay, but to keep them from being advantageous I made two right across from eachother, with a wide angle so that people on the ground can still fight back.
By the way, I'm not a fan of ridiculously large maps, or large maps in general. They tend to give other people better advantages.
jngrow
July 29th, 2007, 05:27 PM
man, i suck at modeling. If i tried making that, it would end up with at least 5 times that many polygons. It actually looks REALLY fun though.
Leiukemia
July 29th, 2007, 05:52 PM
I think some more stuff into the cliff walls would be good, and maybe stretching it out a bit would be good too. Also, on a side note, you don't need to convert to editable mesh to get a proper triangle count. Just go to the hammer tab (the last one of the six on the right side), click on the "more" button, and find "polygon counter" in the list that pops up. There, you can see the triangle count of the whole scene, of just what you have selected, as well as the polygon count for the whole scene and object selected. :)
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