View Full Version : [WIP]Survival
Andrew_b
November 17th, 2007, 02:54 AM
Tell me what you think of my second bsp.
http://i192.photobucket.com/albums/z216/dudelike89/bases.png
Im currently fixing the errors. (skins are not final).
Heres a close up of the bases.
http://i192.photobucket.com/albums/z216/dudelike89/notboxish.png
http://i192.photobucket.com/albums/z216/dudelike89/base.png
so what do you guys think about my second map? is it a bit more detailed than Exterminator? http://hce.halomaps.org/index.cfm?pg=3&fid=3331
Kalub
November 17th, 2007, 03:36 AM
Cliffs, need re-working....
Andrew_b
November 17th, 2007, 03:49 AM
they look good with the textures...ill get some new renders tomorrow.
SnaFuBAR
November 17th, 2007, 04:19 AM
looks boring, to be honest. there's no gameplay. you need to go beyond simple meshes now.
Kalub
November 17th, 2007, 04:34 AM
-Make the bases more complex and visually pleasing to the eyes
-Redo the cliffs
-Rethink the bsp mesh, adding gameplay support
-Make a better ground bitmap, UVWUnwrap the group then create it in photochop
-Use some better textures
Iunno, it just looks bleak, with the whole square thing going on. Your getting the hang of it, but your not really pushing yourself towards more complex things.
Oh well, practice makes perfect I suppose
(ps please tell me your not creating vertices then making faces one by one)
Gwunty
November 18th, 2007, 12:00 AM
Your bsp is boring
if someone uploaded that whould you honestly play that?
would it be any fun
doubt it
now try agian
get some tuts then come back
I dont like it
Ki11a_FTW
November 18th, 2007, 01:07 AM
^hey.. new member and i already like him.
Ki11a_FTW
November 18th, 2007, 01:12 AM
anyway, lets get down to business.
First of all, all the cliffes are the same hieght, and the way you set up there faces make me want to barf.
next your structures are NOT forruner at all. Box with exturdes, FTL, add some curve, and detailes, instead of a square, BORING.
finally, the gameplay will just suck as. so boring. add tunnels, or bridges or something, think of bever creek, its kindof set up like your map, but the game play is much better, because it has those sniper spots on the cliff.
EDIT:Fuck, i thought i pressed edit sorry for the double post
Andrew_b
November 18th, 2007, 01:29 AM
yeah you know what...i try. just because i just started...and you guys havnt means you can treat me like shit huh. ok w/e.
i guess you wont see me here for a while...im trying to learn...its kinda hard here. instead of just...work on this, and heres a tut...its FUCK this shit is damn ugly.
n00b1n8R
November 18th, 2007, 01:33 AM
um.
wern't you posting this for criticism?
we told you what needed work and obviously you don't want to know about it.
Con
November 18th, 2007, 02:19 AM
You gotta learn to handle the bad crit. Some people will say things you hate. Too bad, learn to accept it instead of complaining and leaving. Hopefully, you're smarter than that. You know what good crit is, so listen to that.
Longshot
November 18th, 2007, 03:19 AM
(ps please tell me your not creating vertices then making faces one by one)
I thought this was just one way to plane model? I've fairly new to this as well and I'd like to know the way the pros do it (i.e. everyone here). I've seen the Beretta 9000 tutorial, and that helped quite a bit, but not so much in terms of map design.
I made a basic top-down view of a map in Photoshop (to scale) and just created vertices and made polygons based off the picture, just when I thought I had plane modeling figured out. :(
What are some other methods of plane modeling?
SnaFuBAR
November 18th, 2007, 03:25 AM
plane modeling is starting with a plane and inserting vertices on edges or cutting new edges, etc. creating a bunch of verts, then creating faces from those is called VERTEX modeling. completely different.
that beretta tutorial doesn't help you with map DESIGN, it helps with map modeling. keep practicing, because it's rudimentary knowledge that's beyond your capabilities.
Andrew_b
November 18th, 2007, 03:42 AM
I want criticism. I dont want to see "Fuck this shit is damn ugly". I want to see someone try to help me and maybe link me to some tutorials.
Timo
November 18th, 2007, 03:52 AM
First things first, i'd make more that one route to take, maybe not having the bases facing each other with a C shaped exterior. A tunnel inbetween the two then would be cool, with some cover, maybe a central room connecting the tunnels from both bases.
SnaFuBAR
November 18th, 2007, 03:59 AM
Tell me what you think of my second bsp.
way to be specific. STOP WHINING.
tip: go rip some halo bsp models so you can learn what the meshes are SUPPOSED to look like.
Umt~Wolf
November 18th, 2007, 05:48 AM
Your bsp is boring
if someone uploaded that whould you honestly play that?
would it be any fun
doubt it
now try agian
get some tuts then come back
I dont like it
Says the one that said he was going to make snowbound and valhalla but failed..
n00b1n8R
November 18th, 2007, 06:08 AM
supa burn.
Tweek
November 18th, 2007, 06:09 AM
bitch please.
MNC
November 18th, 2007, 10:46 AM
Anyone who comes in will just repeat what has been said before: There's hardly any stuff in there. Two bases facing eachother, with simply nothing but some kind of canyon inbetween. Seriously, what kind of organisation would build their fucking base RIGHT ACROSS THE ENEMY'S?
Sever
November 18th, 2007, 10:49 AM
*Looks at Battle Creek*
Sel
November 18th, 2007, 11:12 AM
*Looks at Battle Creek*
I got that impression too.
Yea, bases look horrible, the map lacks detail.
For the bases, make them less boxy, no one likes a boxy base.
As for the map,add more ground variations and a lot more work.
Umt~Wolf
November 18th, 2007, 01:09 PM
Anyone who comes in will just repeat what has been said before: There's hardly any stuff in there. Two bases facing eachother, with simply nothing but some kind of canyon inbetween. Seriously, what kind of organisation would build their fucking base RIGHT ACROSS THE ENEMY'S?Unsc and Covenant:D
MNC
November 18th, 2007, 02:00 PM
*Looks at Battle Creek* Except that battlecreek has a much more versatile surrounding than this box.
Gwunty
November 18th, 2007, 02:20 PM
Says the one that said he was going to make snowbound and valhalla but failed..
who said I failed
I just went away and got some tuts
those bsps that I made phailed horribly
im disappionted with myself for showing you guys that shit and calling it a map
Tweek
November 18th, 2007, 02:52 PM
and we're still all disappointed you're here
Andrew_b
November 18th, 2007, 03:13 PM
thanks you guys. im having problems with my 3ds. its lags really bad when i start skinning. does anyone know how to fix this? and yeah i think im going to throw this away and just keep working on my bridge (dont say it needs more detail be i am still working on detailing it.)
http://i192.photobucket.com/albums/z216/dudelike89/bridgerender1.png
(and i agree that my map i posted looks horrible...i just now realized it.)
Umt~Wolf
November 18th, 2007, 03:19 PM
it needs more details.Not much more to say..Oh it also looks boxy..Thats it..And Grunt i think you was verry proud over it..Althougt even if you have looked on tutorials..I dont think you will be able to make it.
ODX
November 18th, 2007, 03:22 PM
The bridge looks...kinda open spaced, I like cover. Reminds me of paintball now.
Mass
November 18th, 2007, 03:36 PM
if you want to maneuver the camera while skinning, it'll be quicker when not in poly selection mode, in my experience.
Andrew_b
November 18th, 2007, 03:38 PM
oh yeah...bases arent modeled...because i suck at modeling bases >_>.
Boba
November 18th, 2007, 03:56 PM
and we're still all disappointed you're here
You just made my day. :lol:
Gwunty
November 18th, 2007, 04:26 PM
and we're still all disappointed you're here
beacuase I made some crappy bsp in the past?
wow...
I hate that model to
so now stop bugging me about it
Andrew_b
November 18th, 2007, 04:53 PM
Updates to my bridge: Detailed those little things on the bridge. Added a generator thing to support the floating structure.
http://i192.photobucket.com/albums/z216/dudelike89/bridgerender2.png
Gwunty
November 18th, 2007, 04:56 PM
that thing is boring
make more detailed
Hurrvish
November 18th, 2007, 05:07 PM
http://i162.photobucket.com/albums/t261/carlos_y_charlie/valhallatopview.jpg
:saddowns:
Fix your shit before criticizing on others'.
Leiukemia
November 18th, 2007, 05:20 PM
Regardless, his statement was still true. Andrew, like Snaf suggested go look at some halo meshes. Also, if you're interested in architecture, then go onto turbosquid and look at stuff there. I do it all the time, it's a great way to learn.
Andrew_b
November 18th, 2007, 05:30 PM
thanks leiukemia...i sent you a friend request on msn. (dudelike89@gmail.com). I was hoping i could talk to you
Bad Waffle
November 18th, 2007, 05:32 PM
You just made my day. :lol:
You just made MY day. ::hyper:
Gwunty
November 18th, 2007, 05:36 PM
http://i162.photobucket.com/albums/t261/carlos_y_charlie/valhallatopview.jpg
:saddowns:
Fix your shit before criticizing on others'.
I have fixed it
what part of thats old I hate it dont you understand?
is that old model praticaly one of the first model I ever done gonna haunt me forever?
id like to see your first shit
Skyline
November 18th, 2007, 07:29 PM
I have fixed it
what part of thats old I hate it dont you understand?
is that old model praticaly one of the first model I ever done gonna haunt me forever?
id like to see your first shit
He was smart enough not to post it until it improved. So yes, it shall haunt you for the rest of your life. First impression mean anything to you?
If you fixed it then :picsorstfu:.
Andrew_b
November 18th, 2007, 08:03 PM
i think im kind of getting the hang of this forerunner stuff. (not skinned)
http://i192.photobucket.com/albums/z216/dudelike89/bridgerender3.png
Mass
November 18th, 2007, 08:24 PM
I don't think you are, forerunner architecture does not look like that, the use of pipes is sparing and specific, they are rarely constructed with a base like that. Remove the pipes.
SnaFuBAR
November 18th, 2007, 08:40 PM
looks more like monkey bars on a playground than anything. rip meshes and look at them. stop modeling until you've done that, because you're not improving.
PopeAK49
November 18th, 2007, 08:45 PM
Then i guess battlecreek, beavercreek, whatever, are not that oragnized from people who made the game? well actually i have to kinda agree its just like battlecreek and anything to me that has bases right by eachother are quite boring but fun to camp on.
Leiukemia
November 18th, 2007, 10:31 PM
Then i guess battlecreek, beavercreek, whatever, are not that oragnized from people who made the game? well actually i have to kinda agree its just like battlecreek and anything to me that has bases right by eachother are quite boring but fun to camp on.
No, you're quite mistaken.
Pooky
November 19th, 2007, 12:41 AM
Even when you do see forerunner pipes, they're always polygonal not round. Not sure if that's an artistic choice or because Blam! sucks, though.
n00b1n8R
November 19th, 2007, 04:21 AM
bit of both probably. forruners like angles anyways.
Tweek
November 19th, 2007, 04:53 AM
is that old model praticaly one of the first model I ever done gonna haunt me forever?
yes.
untill you somehow manage to prove that you're not such a damn failure.
Umt~Wolf
November 19th, 2007, 11:17 AM
bit of both probably. forruners like angles anyways.How?Do you know them?
Sever
November 19th, 2007, 11:26 AM
Yeah, there's this guy Jerry who works at the local fast mart. He's a Forerunner. He told me that he likes angles. owait no, he HAS a rav 4runner nvm...
Umt~Wolf
November 19th, 2007, 11:27 AM
Yeah, there's this guy Jerry who works at the local fast mart. He's a Forerunner. He told me that he likes angles. owait no, he HAS a rav 4runner nvm...Of what may i ask?:confused:
Con
November 20th, 2007, 12:13 AM
Of what may i ask?:confused:
lol, *whoosh*
SnaFuBAR
November 20th, 2007, 03:38 AM
lol, *whoooooooooooooosh*http://www.h2vista.net/forums/images/customavatars/avatar4_41.gif
ftfy
Tweek
November 20th, 2007, 10:57 AM
NYEEEOOOOWWWWWWW
*insert more airplane noises here*
Andrew_b
November 20th, 2007, 02:24 PM
NYEEEOOOOWWWWWWW
*insert more airplane noises here*
FFSSSSHHHHHHEEEEEEEUUUUUUUUWWWW
haha. XD
-------------------
Hey you guys im trying to improve...i looked at buildings in a map i played and tried to make them fit into a military base...
Someone asked me to make a bsp for them so im trying my hardest. how can i improve?
http://i192.photobucket.com/albums/z216/dudelike89/Lockdown/render-1.png
Con
November 20th, 2007, 08:32 PM
Looks like a trailer park, not a military base. Keep trying.
Sel
November 20th, 2007, 09:02 PM
Looks like a trailer park, not a military base. Keep trying.
HHahahah Rofl.
Yeh Military bases arent shaped like that, and dont have that layout.
think barbed wire chain link fences and stuff.
With a small complex of strong looking buildings.
Andrew_b
November 21st, 2007, 01:17 AM
there is a chain linked fence :\
ok i will work more on buildings. thanks guys.
Umt~Wolf
November 21st, 2007, 02:03 AM
This is more halo ground military base.
http://www.bungie.net/images/News/WeeklyUpdate/H3_DLC_Standoff_inline.jpg
Tweek
November 21st, 2007, 03:07 AM
there is a chain linked fence :\
ok i will work more on buildings. thanks guys.
oh my god yes, it's so obvious, how could i have missed that?!
Andrew_b
November 21st, 2007, 04:35 AM
oh my god yes, it's so obvious, how could i have missed that?!
well it is black...but if you look closely you can see a fence. fence is climable too
bobbysoon
November 21st, 2007, 06:36 AM
set your fence's opacity bitmap in max. might be an alpha channel option, otherwise make an alpha jpg or tif
Andrew_b
November 22nd, 2007, 08:06 PM
http://i192.photobucket.com/albums/z216/dudelike89/Lockdown/render-3.png
Im still working on it...
Con
November 22nd, 2007, 08:20 PM
You should really redesign those bases. Take some inspiration from standoff (http://www.bungie.net/images/News/WeeklyUpdate/H3_DLC_Standoff_inline.jpg).
Ki11a_FTW
November 22nd, 2007, 08:26 PM
Depends on what your specs are Andrew_b
EDIT: and those cliffs are crap, they need to have more polys then that.
Andrew_b
November 22nd, 2007, 08:28 PM
Depends on what your specs are Andrew_b
EDIT: and those cliffs are crap, they need to have more polys then that.
its not a good angle for most of the cliffs....
Con
November 22nd, 2007, 08:42 PM
I can tell from that picture that the angle is irrelevant. They need more detail. Also, post renders without textures. Texturing should be your last step because everything is subject to change until then.
Andrew_b
November 22nd, 2007, 08:51 PM
oh...i cant stand untextured maps :eyesroll:
i can take a picture of wireframe...some cliffs arent finished (or started).
Con
November 22nd, 2007, 09:03 PM
What's your layout supposed to be? Are you just making it up as you go?
Sel
November 22nd, 2007, 09:05 PM
Thats a pretty drab road, give it a tonne of twists and turns with interesting architecture visible from it.
Andrew_b
November 22nd, 2007, 10:43 PM
What's your layout supposed to be? Are you just making it up as you go?
Ok the road goes up...the huge thing in the middle is a water fall...the ground below the road will be ground (grass maybe) around a lake. the lake will turn into a river that travels to the end of the bsp (collision will end it so player cant see edge of bsp) there will be cliffs on the road going up kinda like the waterfall...im modeling a new base right now, and using the dirt ground for a place for vehicles (base and vehicle storage are connected by an underground hallway), and to top it all off, i think im going to add an easter egg jet. i hope.
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