View Full Version : [WIP] Escasty
Chainsy
September 24th, 2008, 10:52 PM
Well this is going to be my first map mainly made for ctf/koth game types
and because of this I want an opinion on how it is going so far, I still need to add details to the sides of the pillars, and I know the doors are odd I'm fixing them, but any criticism will be nice. I want to keep the model fairly simple, and have its focus on textures and game play.
http://i305.photobucket.com/albums/nn229/1chains1/freshoutoftheoven.jpg
mech
September 24th, 2008, 11:02 PM
I don't get it.
n00b1n8R
September 24th, 2008, 11:06 PM
As far as game play goes, I don't get it.
At all.
Model looks nice though.
legionaire45
September 24th, 2008, 11:08 PM
Looks interesting, although the little platform thingies would look better if there were fewer of them and if they were spaced out more (so the player needs to make more epic jumps in battle).
That, or two part light bridge with one of those platforms floating in the middle that intermittently goes out (like the one in the swamp level). If it is possible of coarse.
I'm hoping that there is more to the map then just a big circular arena with quasi-forerunner box thingies.
Chainsy
September 24th, 2008, 11:17 PM
You kidding me, theres a hell of a lot more. This is the center room, I still need to add glass barriers, finish the walls and add a large hologram in center. Basically theres this circular room and has 4 side entrances ( 2 on each side, as shown in the picture) and 2 main ones which lead to a large hall which leads down to a lower story where the flags are located. These main tunnels branch off to one of the 2 side rooms (each tunnel branches to a different side room) in which you either use the bottom door to go onto the circle platform or head up the ramp and cross the bridge to get to the enemies side.
Theres also the death run teleporters, which are at the back room of the flag, which take you to a small cramped sewer that is a complete straight tunnel to the bottom of your base, in which you take the teleporter up on your side, but there are snipers in this game and if one catches you on the death run, you're dead. This also ends with interesting sniper duels down there, as there is just enough space to chop. Also it keeps form mindless charging each others flag, as since theres now a back entrance, you have to coordinate defense and offense regularly. So yes, this will be a complicated map. Also the bridge is floating grav lifts, which will have a cool effect once done with them, but no they will not move.
FRain
September 24th, 2008, 11:48 PM
Also, Ecstasy. Get it right. Gosh.
TeeKup
September 24th, 2008, 11:54 PM
You misspelled Ecstasy.
E: FFFFFFFF DAMNIT RAIN.
Chainsy
September 25th, 2008, 12:12 AM
Stupid firefox. Also are you telling me you did not have to google that to make sure I spelled it right?
Wow... firefox and google are apparently misspelled words under its dictionary...... irony.
Sever
September 25th, 2008, 12:16 AM
If you're shooting for Forerunner architecture, you're completely missing the target - mind you, that's perfectly fine if you're aiming for a completely different feel for the level. Also, there seems to be no game-play value from what you're displaying so far - one central platform, and a 'bridge' overhead that forces players to constantly jump, both having no cover at all. The two areas don't even have any interaction with each other whatsoever. Come back when you need help with design or have something more substantial.
e: Firefox doesn't do spellchecker for the thread titles. Type it in the message box if in doubt.
Chainsy
September 25th, 2008, 12:29 AM
As stated it is a [wip], and the whole point of the bridge is to not have cover, but there will be plenty of cover on the center platform. (the bridge is for transportation, or getting the high ground or staging an ambush, or using other stragetic maneuvers to get to the flag.
Heathen
September 25th, 2008, 12:38 AM
Looks nice.
Rooster
September 25th, 2008, 01:05 AM
very nice. Im not sure i understadn the game type thing... but its very pretty. However, plz render it wth skylight. Omni render's are painfull to look at.
Chainsy
September 25th, 2008, 01:13 AM
Ok, well was bored, and had just put in the main door when I got distracted by my scaling references, and started doing poses....
http://i305.photobucket.com/albums/nn229/1chains1/lul.jpg
WHO WILL WIN?!?!
Con
September 25th, 2008, 01:19 AM
that door should be changed, the side indents at the top should be removed for a more traditionally-forerunner triangle shaped door
Kalub
September 25th, 2008, 01:47 AM
Gah fuck it, do everything with an 8 sided scheme and call it the Hive.
Chainsy
September 25th, 2008, 01:54 AM
I would, if it wouldn't seriously ruin game play, unless you know a way to make a huge hallway that spans the whole map a hexagon?
Kalub
September 25th, 2008, 01:57 AM
Uhh, I once made a map in Timesplitters (I think) that was a single cube room and a wall dividing the two rooms. The wall had a 2'x2' hole to throw grenades through, and everyone had to keep moving or they would die. You couldn't even escape the nade splash damage. Good times.
Also, wut were we talking about?
Chainsy
September 25th, 2008, 02:01 AM
Feels good man.
SnaFuBAR
September 25th, 2008, 04:04 AM
Uhh, I once made a map in Timesplitters (I think) that was a single cube room and a wall dividing the two rooms. The wall had a 2'x2' hole to throw grenades through, and everyone had to keep moving or they would die. You couldn't even escape the nade splash damage. Good times.
Also, wut were we talking about?
Oh wow why do i want to do that.
Cortexian
September 25th, 2008, 04:23 AM
Oh wow why do i want to do that.
Whats even better is using the Fem-Fatals bot set and setting all of the weapons to flare guns... Boy was that fun... Oh the moaning and screaming, it was like watching porn, but with blowing shit up instead of sex.
Moses
September 25th, 2008, 05:57 AM
Chains wanted me to make a "dramatic", as he called it, render with his unfinished level as the background. here's what I came up with. the clay is taking so fucking long. also, all the models except the level are mine. (tbh I dont really like the tanks modeling cause it's years old. I might redo it but anyway.....)
http://img227.imageshack.us/img227/6848/testgq3.jpg
Sel
September 25th, 2008, 08:06 AM
Nice gundam p4p.
Hunter
September 25th, 2008, 10:16 AM
I don't like that bridge made of cylinders...
Other than that it looks mint. Is this the map you wanted me to UVW Map? If so then yes I will Lol.
Apoc4lypse
September 25th, 2008, 03:26 PM
looks interesting, I actually like the doors like that with the indents at the top.
The bridge might need some changes tho... idk.
DarkHalo003
September 25th, 2008, 08:21 PM
Looks good chains. Will it have a classic set of weapons or custom weapons?
Sel
September 25th, 2008, 08:22 PM
It will have TF2 weapons and CMT weapons, and Z team weapons.
All used without permission.
Classic pls
FRain
September 25th, 2008, 10:03 PM
Tehee.
metsfan0908
September 26th, 2008, 03:50 PM
from what he is saying about there being alot more to the map i think this map will be awsome :)
but if it WAS just this screenshot then i think it would be lie a small tactical map.
but overall it looks very cool
E: and for moses really nice model :)
it does look dramactic like those 2 guys are gonna attack the tank
Needles
September 26th, 2008, 04:48 PM
Look great. But space out the circle walkway thing so you have to jump a little bit.
TeeKup
September 26th, 2008, 05:53 PM
Ok, well was bored, and had just put in the main door when I got distracted by my scaling references, and started doing poses....
http://i305.photobucket.com/albums/nn229/1chains1/lul.jpg
WHO WILL WIN?!?!
What the Hell....Wing Gundam isn't some goddamn butterfly, his wing's can't bend that far upward. And obviously the Wing will win, he's armed with a fricken beam cannon that can eat through a space colony.
Chainsy
September 26th, 2008, 06:41 PM
Moses already brought to my attention about the wings, it was a joke render, no need to take seriously. Don't turn this into another Gordon freeman versus master chief thing.
k4is3rxkh40s
September 26th, 2008, 07:30 PM
What the Hell....Wing Gundam isn't some goddamn butterfly, his wing's can't bend that far upward. And obviously the Wing will win, he's armed with a fricken beam cannon that can eat through a space colony.
http://www.collectiondx.com/gallery2/gallery/d/103684-5/Strike+Freedom3.jpg
He just wants to be like the Strike Freedom :(
obvious joke is obvious
Heathen
September 26th, 2008, 08:24 PM
Yeah, but the MC is the MC.
Your argument is invalid.
Moses
September 26th, 2008, 09:11 PM
in case some of you cant see, Shadow Armor Megaman X is hiding in the shadows above the tank. he's fighting wing and fierce deity is fighting sophia (teh tankz)
Chainsy
September 26th, 2008, 10:53 PM
Ok, I am now waiting for cls to send me the model as he fixed the top bridge doors and added some forerunner cuttings to the wall to make it not so bland, then I will start on the side rooms. Right now the room is so complete and since its circular, its getting very hard to get a good render of all the new stuff, so bear with me until I get a video tour render done.
TeeKup
September 26th, 2008, 11:55 PM
http://www.collectiondx.com/gallery2/gallery/d/103684-5/Strike+Freedom3.jpg
He just wants to be like the Strike Freedom :(
obvious joke is obvious
Strike Freedom could rape Wing. <_<
SnaFuBAR
September 27th, 2008, 12:33 AM
in case some of you cant see, Shadow Armor Megaman X is hiding in the shadows above the tank. he's fighting wing and fierce deity is fighting sophia (teh tankz)
I don't think anyone really cares. It's completely irrelevant to the map, where it's going, and the render is set up and executed poorly anyhow.:eyesroll:
I'd much rather see an update.
Moses
September 27th, 2008, 01:10 AM
ok snaf, i was pointing it out cause metsfan apparently didnt notice. and idc if the render was set up poorly, it's not something i really took time on.
ICEE
September 27th, 2008, 01:40 AM
I don't think anyone really cares. It's completely irrelevant to the map, where it's going, and the render is set up and executed poorly anyhow.:eyesroll:
I'd much rather see an update.
And you chose to call out this particular post despite the entire gundam debate tangent?
SnaFuBAR
September 27th, 2008, 01:55 AM
And you chose to call out this particular post despite the entire gundam debate tangent?
In response; And you chose to call out this particular post despite the entire gundam debate tangent?
See what i did there?
Chains do you have a layout at least of this map or are you going just on a whim?
Chainsy
September 27th, 2008, 09:03 AM
Layout of course, its going to be mainly a ctf and koth map, will be a little large for slayer though.
Chainsy
September 27th, 2008, 09:55 PM
Ok, until I can get the fixed center room back, I am starting on the side rooms. The back ramp is jsut a filler, so don't mind the errors on it, as it looked weird with just the wall there and nothing behind it, because I'm adding something back there.
http://i305.photobucket.com/albums/nn229/1chains1/siderooms.jpg
Any ideas what I should put on the walls? I want to keep it pretty much smooth with nothing jutting out.
PlasbianX
September 27th, 2008, 10:06 PM
That seems very... bland.
Chainsy
September 27th, 2008, 10:12 PM
Exactly...thats why I happened to mention above that it was bland and that I needed ideas for something to spice it up.
MetKiller Joe
September 27th, 2008, 10:17 PM
Something like this (Mind you, I'm horrible at CS3 + freehand):
http://img401.imageshack.us/img401/8445/idealh7.jpg (http://imageshack.us)
Put a cylindrical column within those braces and on those columns put, preferably animated, holographic textures. Tint them red or blue depending on the base. Given, also, your braces will also not look like a horrible sketch.
http://img401.imageshack.us/my.php?image=idealh7.jpg
Chainsy
September 27th, 2008, 10:21 PM
Oh, these aren't the flag rooms, these are just side rooms, this map is alot larger then you think. The color scheme is dark blue metal, with bright blue lights, with a dense fog. I am making everything larger then life and adding a dark atmosphere to give it this intimidating feel. Long falls, high ceilings, large imposing structures, and fog is the way I am leaning with this.
Higuy
September 27th, 2008, 10:22 PM
How the hell am I soppose to move up those platforms? Eh Ill be jumping like crazy..
Sel
September 27th, 2008, 10:23 PM
You need to script it in so that when the player presses the flashlight key it sprays furry porn on the wall the player is facing. That'll spice it up alright, maybe not for the better though.
Higuy
September 27th, 2008, 10:23 PM
I second that motion.
Chainsy
September 27th, 2008, 10:25 PM
Shhh... Do not ruin my plan selentic.
Also higuy I am trying to decide whether or not to have people jump or put an invisible plane over it. Note the platforms are separate as of now so I can easily scale them if they get too annoying during beta tests.
MetKiller Joe
September 27th, 2008, 10:26 PM
Oh, these aren't the flag rooms, these are just side rooms, this map is alot larger then you think. The color scheme is dark blue metal, with bright blue lights, with a dense fog. I am making everything larger then life and adding a dark atmosphere to give it this intimidating feel. Long falls, high ceilings, large imposing structures, and fog is the way I am leaning with this.
Then don't tint them.
I like the theme. Are you planning any flood scenery objects?
Just an "IMO": Needing to jump from ramp to ramp is extra work, but making an invisible plane just seems sloppy.
Higuy
September 27th, 2008, 10:26 PM
Wait for open sauce then make them animated devices so they can move up and down the ramps and they can carry you. Or if thats even possible.
Chainsy
September 27th, 2008, 10:29 PM
Well an idea iron proposed to me while talking yesterday was to have these platforms project a plasma bridge, which will just be a transparent animated texture on a plane, but the problem with that is making it look like actual plasma, as from what I have seen energy bridges in halo look how iron described them as "plastic".
Anton
September 28th, 2008, 12:35 AM
I love the energy bridges in Halo. Especially on the second level, the one where you activate it.
I loved reflecting bullets. hehe.
Con
September 28th, 2008, 01:38 AM
I agree with Anton. The light bridges look fine, don't screw with them
Heathen
September 28th, 2008, 01:53 AM
Yes, Light Bridges.
FRain
September 28th, 2008, 03:39 AM
Copy that, Light Bridges.
DarkHalo003
September 29th, 2008, 09:52 PM
I agree with Light bridges. IS it possible to have lightbridges script to appear in front of you as you moved up those stairs, like as an effect of you being there or is it completely impossible and won't sync online?
Gwunty
September 29th, 2008, 10:29 PM
Was 5 posts of pure :bandwagon: needed?
Chainsy
September 29th, 2008, 11:48 PM
Ok sorry I have been out with computer troubles but here is some eye candy to help, yes I need to improve somethings and just started on this small piece but it is coming along nicely.
http://i305.photobucket.com/albums/nn229/1chains1/confusingarchitecture.jpg
TeeKup
September 29th, 2008, 11:49 PM
Cloning and Vert Welding is fun huh?
Higuy
September 29th, 2008, 11:58 PM
Break the pattern with something else in there.
Hazard1337
September 30th, 2008, 12:01 AM
Break the pattern with something else in there.This, and don't overdo the pattern.
jngrow
September 30th, 2008, 12:28 AM
That shit hurts my eyes. It looks nice, but more because it's a lot of stuff, less because it's well designed.
Hunter
September 30th, 2008, 04:47 AM
The designs are nice, I just don't like the stairs. I think they will look better like a ramp with that cool wall.
Chainsy
September 30th, 2008, 07:10 AM
That wall is for something else entirely, and I have not even added the parts that will make it different, as I said it was no where near finished, but thank you for the crit.
There will be 3 glass barriers facing the door way for cover, this is the flag room I am designing, not the stair room.
Powered by vBulletin® Version 4.2.5 Copyright © 2024 vBulletin Solutions Inc. All rights reserved.