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=sw=warlord
December 13th, 2008, 01:15 PM
Earlier this week or rather last weekend i posted a thread about a base i had been working on, now i've finished modeling my base i have started on working on my first fully custom level.
As of yet ive not thought of a name to give the map so any coments on the map design or name of the map would be greatly appreciated.http://halopc.moddercentral.net/haloforum/files/canyon2_478.jpg

http://halopc.moddercentral.net/haloforum/files/canyon_100.jpg
http://halopc.moddercentral.net/haloforum/files/obelisk_318.jpg
http://halopc.moddercentral.net/haloforum/files/obelisk_front_200.jpghttp://halopc.moddercentral.net/haloforum/files/obelisk_side_580.jpg

StankBacon
December 13th, 2008, 01:30 PM
looks like it could be cool, keep working on it :)

RhoMbie
December 13th, 2008, 01:33 PM
call it dead fetus, for it looks like a dead fetus.

keep working on it dood

L0d3x
December 13th, 2008, 01:33 PM
Not too shabby, keep up the experimenting. Obviously the terrain needs some variation, but I asume that's next on your todo list.

Forerunner or not, I like the style of those bases. I don't have a clue what you could call it though.

SnaFuBAR
December 13th, 2008, 01:51 PM
Your cliff faces are way too jagged and extremely unnatural, same for your river.

paladin
December 13th, 2008, 03:20 PM
Your cliff faces are way too jagged and extremely unnatural, same for your river.

Like he said. Spend more time on your environment.

Apoc4lypse
December 13th, 2008, 03:42 PM
Keep working on it, your actually not far away from what I'd call acceptable for a halo map.

Of course acceptable doesnt mean amazing, but still. I personally like the bases, ther interesting, they remind me of forerunner designs, but taken in a different direction. Keep working on it.

Also the top view of the map really does look like it could be shaped like a dead fetus xD (jus sayin...) be a funny map name too.

Work on the layout a little more tho, some tunnels and hills for cover would be nice, its still a little too simple.

E: also fix the smoothing errors, u can see them in the top view.

=sw=warlord
December 13th, 2008, 06:41 PM
Keep working on it, your actually not far away from what I'd call acceptable for a halo map.

Of course acceptable doesnt mean amazing, but still. I personally like the bases, ther interesting, they remind me of forerunner designs, but taken in a different direction. Keep working on it.

Also the top view of the map really does look like it could be shaped like a dead fetus xD (jus sayin...) be a funny map name too.

Work on the layout a little more tho, some tunnels and hills for cover would be nice, its still a little too simple.

E: also fix the smoothing errors, u can see them in the top view.
Thanks for the comments.
The bases im gonna go with just saying they were originaly ment to be forerunner but a race of aliens landed on the installation and "upgraded" them, said races having Tier zero technology [transgalactic travel, accelerate evolution of life, time travel and so on].
The floor hasnt had much work put on yet but i will get to that once i have gotten all the kinks and bugs sorted out [its a nightmare with so many open edges :gonk:] the cliff's i will make smoother and possibly more detailed.
The layout has been changed a little added a tunnel with another area which could be used to a weapon of some sorts which would be equaly far from each base which would ballance the power a little.

DarkHalo003
December 13th, 2008, 08:15 PM
Make the ground have more bumps and some other differentiating features. It looks too plain. Other than that and like others have said about the cliffs, the map looks good so far. Keep it up.

ThePlague
December 13th, 2008, 09:29 PM
That base is very interesting, looks like you took the Valhalla's base design and upgraded it with your own style. It's a nice touch.

And like everyone said, more variation and cliffs aren't very good, too pointy. Pretty decent map so far though.

=sw=warlord
December 14th, 2008, 01:06 PM
Make the ground have more bumps and some other differentiating features. It looks too plain. Other than that and like others have said about the cliffs, the map looks good so far. Keep it up.
I've already pointed out, i haven't done anything to the ground yet only thing i have done is add the bases.
I modeled the river at the same time as modeling the ground.
Added more renders of structures that are going to be added by the bases.
No their not Forerunner they may resemble forerunner in some aspects but i assure you i did not aim for forerunner design.

Pooky
December 15th, 2008, 03:22 PM
I don't understand the placement of the bases.

Shouldn't it be like this

http://img76.imageshack.us/img76/6447/canyon2478pj3.jpg

So that people don't spawn directly into the line of sight of some guy all the way across the map?

=sw=warlord
December 15th, 2008, 03:34 PM
You wont spawn outside of the bases too often and the places you do spawn will be covered.

Pooky
December 15th, 2008, 03:36 PM
Then what's the point of having that area back there at all?

=sw=warlord
December 15th, 2008, 04:53 PM
Then what's the point of having that area back there at all?
artistic expression and a place to store a weapon.

Bad Waffle
December 16th, 2008, 04:25 AM
Sir, i think you need to at least attempt to become educated with "gameplay factors in maps and why a base should be a base".

=sw=warlord
December 16th, 2008, 10:21 AM
Sir, i think you need to at least attempt to become educated with "gameplay factors in maps and why a base should be a base".
If you havent noticed, i havent finished modeling the map, s please dont make a assumption that the area will be empty.

Ki11a_FTW
December 16th, 2008, 02:25 PM
well you've shown us enough to show the basic layout, so we all can make that assumption. Please don't show us anymore pictures until you learn the basic factors of gameplay.

=sw=warlord
December 16th, 2008, 02:33 PM
well you've shown us enough to show the basic layout, so we all can make that assumption. Please don't show us anymore pictures until you learn the basic factors of gameplay.
I already know the basics.
I dont plan on releasing any more pictures untill the level is textured and ingame.
That area your worrying aout i am planing on adding another structure to along with a few vehicles.

Sever
December 16th, 2008, 05:50 PM
I already know the basics.Says the guy who can't properly place structures :rolleyes:.

Ki11a_FTW
December 16th, 2008, 06:23 PM
also, by the looks of it, you terrain could use more polys

=sw=warlord
December 16th, 2008, 06:26 PM
Says the guy who can't properly place structures :rolleyes:.
Says the one who hasnt seen the latest version of the map which makes that area alot more used...

L0d3x
December 16th, 2008, 06:32 PM
Give this map a chance before writing it off. If he says he's got the gameplay covered, then I'll believe him untill proven wrong.

SnaFuBAR
December 16th, 2008, 06:34 PM
says the one who... no, knock it off, you guys sound like a bunch of grade-schoolers with that ridiculous back and forth.

I'll just wait for the next image of the bsp.

Lateksi
December 16th, 2008, 07:57 PM
Give this map a chance before writing it off. If he says he's got the gameplay covered, then I'll believe him untill proven wrong.
Hearts!

And hey if you got the latest version why not post some pics?

=sw=warlord
December 16th, 2008, 08:15 PM
Hearts!

And hey if you got the latest version why not post some pics?
Because im redesigning the cliffs and some of the general layout.
plus as snaffubar will know, ive had to revert to a older version of the mesh after having the one which was textured, corrupt on me.

SnaFuBAR
December 16th, 2008, 09:32 PM
what he says is true.

=sw=warlord
December 17th, 2008, 12:59 PM
Image of base exterior textured.
http://img140.imageshack.us/img140/8752/texturedbasebs4.jpg
Please ignore the untextured part at the bottom as that peice of mesh wont even be there, ive only added that so i can import it to CE as a scenary to see how the base looks ingame.
If any one has any suggestions for any texture changes such as which textures to swap or anything like that please say so.
I do not intend to make the base look like those in valhalla.

Hunter
December 17th, 2008, 01:08 PM
For some reason I like that render :P Make some better textures for it though.

=sw=warlord
December 17th, 2008, 01:10 PM
For some reason I like that render :P Make some better textures for it though.
Im having to use stock bitmaps as i dont have photoshop only have paint.net nor do i know how to make any decent textures.

Hunter
December 17th, 2008, 01:12 PM
nor do i know how to make any decent textures.

Same here :(

=sw=warlord
December 17th, 2008, 04:35 PM
Same here :(
I have been reading up and watching tutorials on how to make textures but i dont think im far enough to try and do that for this map.

Gwunty
December 17th, 2008, 08:51 PM
Textures dont suck, you need to learn to unwrap.

PopeAK49
December 17th, 2008, 09:58 PM
Looks like people are actually using my tutorial. This makes me feel very happy. Nice job though.

=sw=warlord
December 26th, 2008, 11:50 AM
Started work on some Bots.
Fairly low in polygons.
aby suggestions are greatly appreciated.
http://img387.imageshack.us/img387/4010/swdin1.jpghttp://img216.imageshack.us/img216/1899/specialweaponsdalekba1.jpghttp://img216.imageshack.us/img216/7812/nsdwireframefi5.jpg

Heathen
December 26th, 2008, 12:24 PM
Couldnt those black line like creases be handled by textures?

=sw=warlord
December 26th, 2008, 12:29 PM
Couldnt those black line like creases be handled by textures?
the mesh won't just be going into halo, il be porting it to another game as well.
I want the mesh to be detailed but also low poly and i don't think those lines will add to much mesh, the cowel probably has twice as many polies as the line indents.
Just by counting the faces in the wirframe i estimate there are 58 faces for the indented details.
Alot less than the cowel.
New video of the finished Spec ops Dalek.
http://uk.youtube.com/watch?v=v4qRFDMqoyI