PDA

View Full Version : [WIP] I-95



Evil_Dude
July 30th, 2007, 10:24 PM
Well, here's my first map so far. Well, it's not even a map. It's a base. Just one. I'm still doing my best to learn to use the tools.

http://img258.imageshack.us/img258/3294/allyourbase01iw9.th.png (http://img258.imageshack.us/my.php?image=allyourbase01iw9.png)

http://img96.imageshack.us/img96/5760/allyourbase02ib4.th.png (http://img96.imageshack.us/my.php?image=allyourbase02ib4.png)

http://img96.imageshack.us/img96/199/allyourbase03ww8.th.png (http://img96.imageshack.us/my.php?image=allyourbase03ww8.png)

http://img96.imageshack.us/img96/9188/allyourbase04wc0.th.png (http://img96.imageshack.us/my.php?image=allyourbase04wc0.png)

Do the textures make you want to cry? Yeah, me too. Maybe applying a UWV Map to an editable poly's polygons, then converting to an editable mesh wasn't such a hot idea. Also, shaders of my own, or some deviation from f_im flat_light_scratchy would be good.

So, bad textures aside, I ask you: How's the concept? How's the modeling? I plan to add a second entrance, taking the form of a sewer drain going down through the middle room, but I'll get to that when I start on the rest of the level.

Any thoughts, comments, questions, constructive (if possible) criticism would be appreciated.

Limited
July 30th, 2007, 10:39 PM
I get the feeling its small and bunker like is that what its suppose to look like :P

Pooky
July 30th, 2007, 10:41 PM
the modeling is okay... if you're going for a forerunner style don't add too much detail, forerunner architecture is all very elegant and simplistic

Con
July 31st, 2007, 12:27 AM
From what I can see in the pictures, the base is a + sign sort of shape, correct? Seems alright, but I would be it a bit bigger inside to let the players move around a bit more in combat and use the building to their advantage. However, if they're to do this, they also need to have things to take advantage of. All I can really say right now is that taking the flag is going to be damn tough with everyone on defense grabbing weapons from those rooms.

I also disagree with FriedMetroid. Forerunner architecture can be very detailed, I think it just needs to be done right and it has to fit in.

edit: also, yay for a newer map-maker who has his shit together. Thank you for asking for our opinion and criticism on your work instead of flipping out like some people do. It's nice to see someone who isn't blinded by their e-penis and can see how they can improve their work. +rep for you!

Ki11a_FTW
July 31st, 2007, 12:32 AM
im liking the model so far, but if you leave that room of weapons there, say bye bye to the good gameplay

Con
July 31st, 2007, 12:36 AM
The sniper should spawn close enough to help with defense, but far away enough that it can be used to support the offense. In the case of Coagulation, the teleporter actually provides the latter requirement. Be careful though, out-teleporters from a base shouldn't be placed in a location that is too easily accessible from the flag-room. The defense needs a chance to respawn, kill off the offense at the base, and pursue the flag-carrier.

Llama Juice
July 31st, 2007, 10:40 AM
im liking the model so far, but if you leave that room of weapons there, say bye bye to the good gameplay

My thoughts exactly. Sure it looks neat but gameplay would be hell with that setup.

jngrow
July 31st, 2007, 01:53 PM
That room of weapons is the bext modeled, coolest part in his whole map though :'(. Just take out a lot of those weapons; don't fill every slot.

Evil_Dude
July 31st, 2007, 05:10 PM
So the general consensus is that there are too many weapons in too small a space? The idea is to have a small human (not forerunner, this map will be placed on earth) bunker. Getting the flag is meant to be hell. To be perfectly honest, the design is inspired by the gameplay of Schwinnz's alpha of Wartorn Cove, which was, in my opinon, the most fun map ever released for halo CE. Also, there's the fact that I'm trying to be a little realistic in that weapons are in armories and stuff. Honestly, who would leave assault weapons just lying anywhere?

So, stuff to do:
Less weapons (maybe no snipers in the flag base?)
A little more breathing room.
Maybe the map will feature satelite areas with different weapons elsewhere.

Ki11a_FTW
July 31st, 2007, 07:22 PM
Dead Marines\elites

Iggwilv
July 31st, 2007, 07:24 PM
Realism =/= balanced gameplay

Agamemnon
July 31st, 2007, 07:30 PM
Doesn't look like a highway to me.

et_cg
July 31st, 2007, 08:17 PM
Balanced gameplay = Almost Realism

Random events = Realism

Most games as of now =/= Random

Pooky
July 31st, 2007, 10:27 PM
From what I can see in the pictures, the base is a + sign sort of shape, correct? Seems alright, but I would be it a bit bigger inside to let the players move around a bit more in combat and use the building to their advantage. However, if they're to do this, they also need to have things to take advantage of. All I can really say right now is that taking the flag is going to be damn tough with everyone on defense grabbing weapons from those rooms.

I also disagree with FriedMetroid. Forerunner architecture can be very detailed, I think it just needs to be done right and it has to fit in.

edit: also, yay for a newer map-maker who has his shit together. Thank you for asking for our opinion and criticism on your work instead of flipping out like some people do. It's nice to see someone who isn't blinded by their e-penis and can see how they can improve their work. +rep for you!

Yes but detail on forerunner architecture is always very obviously ornamental, he's putting a lot of detail on things like doorways where it shouldn't really be

xhedgehogx
August 3rd, 2007, 03:09 PM
Better than my first map (http://gbxforums.gearboxsoftware.com/showthread.php?t=57524).

Resinball
August 3rd, 2007, 07:35 PM
I really like the armory idea, I've been holding off on adding the same to one of my maps while I focus on improving my understanding of outdoor modeling/texturing.

A huge cache of weapons will change the game play, but not necessarily in a negative way. It all depends on the location and the weapons, *hint* you can only carry so much BR ammo. Yes, yes, sniper abuse will happen, don't include a sniper here?

Sorry if I'm playing captain obvious but I am all about the realism. Of course, for maximum detail my maps are based on real terrain (Sahara desert and Mt. Ararat).

This has already been stated but certain maps are for certain game types, a cache of weapons is ideal for CTF. Its great when a map supports all game types, but not really plausible. War is about strategic points, some maps have few. An example would be Oddball on a desert plain with nowhere to run or hide. Granted Oddball and all game types should be included, just don't expect them to kick ass.

Evil_Dude
August 3rd, 2007, 09:53 PM
Better than my first map (http://gbxforums.gearboxsoftware.com/showthread.php?t=57524).

:XD: Thing is, I'm in no hurry to get anything released. I don't want to put out anything unless I think people will enjoy playing it, and that'll probably take me a long time. Baby steps so far. I just want to get the main bases looking good.




I really like the armory idea, I've been holding off on adding the same to one of my maps while I focus on improving my understanding of outdoor modeling/texturing.

A huge cache of weapons will change the game play, but not necessarily in a negative way. It all depends on the location and the weapons, *hint* you can only carry so much BR ammo. Yes, yes, sniper abuse will happen, don't include a sniper here?

Sorry if I'm playing captain obvious but I am all about the realism. Of course, for maximum detail my maps are based on real terrain (Sahara desert and Mt. Ararat).

This has already been stated but certain maps are for certain game types, a cache of weapons is ideal for CTF. Its great when a map supports all game types, but not really plausible. War is about strategic points, some maps have few. An example would be Oddball on a desert plain with nowhere to run or hide. Granted Oddball and all game types should be included, just don't expect them to kick ass.

Yeah, the big thing I've taken from this thread is that the armory is too big. Too many weapons. What I'm thinking for my next build is to get a basic (very ugly) but relatively complete level layout. It will include the 2 main bases, and perhaps several (I'm thinking 3) satelite bases which will house the more powerful weapons. As for the main bases, fewer weapons (no snipers), and I'm going to put the armory away from the spawn points and flag. Maybe a couple (not one. traffic jams much?) stairwells/ladders that will require a short run to get better than starting weapons.

*Sigh* Back to work.