View Full Version : [W.I.P - Map] Arboreous
Hunter
April 25th, 2009, 08:22 PM
!Project - Arboreous!
http://i58.photobucket.com/albums/g268/martynball/SNC0031733.jpg
Key - Important Info - Verified content - Unverified content.
I have been told by a few people and members on halomaps that I will not be able to do this, and I am expecting to much ect.. Well, dont bother saying anything like that please. Would be much appreiciated.
The entire concept is a work in progress and things may be in need for changes for gameplay reasons. The map is based in a tropical valley. Design is from the Halo 3 Art book. The vally will go down towards another base down the bottom. With a small stream going through it.
Weapons;
I will be using only my weapon models, before you ask, I will be removing all the un-needed shit on them, and making LOD's.
Halo 3 Inspired Designs.
Assault Rifle
Battle Rifle
Beam Rifle
Brute Shot
Covenant Carbine
Flamethrower
Fuel Rod
Gravity Hammer (Maybe)
Energy Sword (Maybe)
Machine Gun Turret
Magnum
Mauler
Missile Pod
Plasma Cannon
Needler
Plasma Pistol
Plasma Rifle
Rocket Launcher
Sentinel Beam
Shotgun
SMG - Silenced + Unsilenced
Sniper Rifle
Spartan Laser
Spiker
I will remove some weapons, because there are to many there.
Vehicles;
Again, will only be using my models.
Warthog - Chaingun, Gauss, Troop.
Scorpian
Ghost - Plasma
Hornet - Normal, Chaingun on back.
Banshee
Chopper
Wraith
Prowler
Mongoose
Biped might be the Halo 3 Recon perm. This is going to take a very long time, because there is a lot to do, with little time. So yeah. This thread will die soon.
BSP so far:
http://i58.photobucket.com/albums/g268/martynball/arboreous7.jpg
Edit: Btw, I am not doing it entirly solo. I have a small team helping me, with textures and stuff. Because I will also be learning to texture during this project.
MetKiller Joe
April 25th, 2009, 08:24 PM
Good luck. Seems like an ambitious project.
Newbkilla
April 25th, 2009, 08:24 PM
Looking nice Hunter.
E/ Owai never mind
Invader Veex
April 25th, 2009, 08:57 PM
Sierra 117?
Limited
April 25th, 2009, 09:15 PM
Having not seen the Halo 3 art book I'm not 100% sure how big the map is, aside from the pic you showed.
Roughly how big is it going to be overall?
PopeAK49
April 25th, 2009, 09:18 PM
Nice job so far hunter.
Hunter
April 25th, 2009, 09:23 PM
Well, I dont know the overall size, because, the main base is going to be surrounded by rocks, at the back it will be all destroyed by a land slide. Then the rest of the map will be forest area with a stream going down to the bottom base, dont really know how the bottom base will look.
Making it up as I go a long. There will be caves and stuff. I will try and draw up a basic design tomorrow.
Hotrod
April 25th, 2009, 09:34 PM
This is looking quite good so far. I hope to see this finished, since it's one of the most interesting projects I've seen so far. Best of luck to you.
Sever
April 25th, 2009, 09:44 PM
As Veex said, the concept art you are working from is a post-completion piece of Sierra 117's final combat area. I suggest you go and play that level from the final rally point a few times over before resuming your work on this, if only to get a fresh view of what you're modeling. I have always thought that that area would be superb for one-sided objective gametypes, with the offense spawning at the player's entry path, and the defense spawning in the building holding the trapped Marines. A slight bit of modification would be necessary to give it a bit more depth, but other than that, it could almost be a direct port. Best of luck in this endeavor.
Chainsy
April 25th, 2009, 10:24 PM
Hunter, if you're going to go through with the huge project, at least save yourself the embarrassment of working hard on this map then no one plays it because of shitty game play. MAKE A PLAN BEFORE YOU JUST START MODELING, DO NOT MAKE IT UP AS YOU GO.
I used caps because for the last 2 months you have seemed hard of hearing on constructive crit.
Hunter
April 26th, 2009, 05:44 AM
Cbz with plan tbh. I have an idea in my head, of gameplay sucks I can always move things aound. I might draw a quick plan later.
Chocolate_Rain
April 26th, 2009, 05:48 AM
Looking pretty nice!
L0d3x
April 26th, 2009, 07:25 AM
Hmm well I'm sure you've got enough talent to model a nice BSP. I guess the only suggestion I have is like the guy above said, make sure you plan out the gameplay.
ThePlague
April 26th, 2009, 12:35 PM
What Lodex said, and don't go overboard with detail. Remember, this isn't a weapon or vehicle, tris are crucial when modeling bsps.
Joshflighter
April 26th, 2009, 02:10 PM
Durr, Im jealous of the beautiful render. :(
Hunter
April 26th, 2009, 03:22 PM
You like that render? It is a clay render with a yellowish omnia light with Area Shadows on Lol. Thats all.
And cheers people.
nick3d
April 26th, 2009, 04:04 PM
looking good as i said last night
i still do think that second ramp should be closer to the door though
MissingSpartan7
April 26th, 2009, 07:17 PM
from the concept image in the book, it feels a little like "ghost town" -maybe?
anyway- looks good
Hunter
May 1st, 2009, 03:20 PM
http://i58.photobucket.com/albums/g268/martynball/arboreous5.jpg
http://i58.photobucket.com/albums/g268/martynball/arboreous6.jpg
11610 Tris. That to high just for that?
kid908
May 1st, 2009, 03:35 PM
wireframe to see. panels that aren't reachable can be bump/norm mapped. can u fix that smoothing on the tallest tower btw? i think it's obvious what im looking at. look nice so far but a bit on the high end if this is a small portion of the map.
SMASH
May 1st, 2009, 03:43 PM
Looking nice, but I kinda agree with kid. try using bump maps to get that texture on the curve wall and save tons of polies.
Sel
May 1st, 2009, 03:49 PM
That back wall with the flying things looks so fucking lame it's not even funny.
Have some bars and supports sticking out.
Hunter
May 1st, 2009, 03:50 PM
That does take a lot of polies. What if I make the panel things have no collision. And put planes in front so you dont walk into it. Would that reduce lag?
@Selentic.
Ive just finished that part, I plan on putting more detail on it. A lot more. I aint just going to have a drop Lol.
And a wireframe:
http://i58.photobucket.com/albums/g268/martynball/arboreous5_wire.jpg
Disaster
May 1st, 2009, 04:15 PM
you model way to clean for bsps. That's going to be covered in non planars and lots of errors. Try breaking the mesh down into tris.
paladin
May 1st, 2009, 04:29 PM
Why hello thar....
http://img8.imageshack.us/img8/9426/83373270.jpg
Looks awfully familiar...
Hunter
May 1st, 2009, 05:05 PM
Why hello thar....
http://img8.imageshack.us/img8/9426/83373270.jpg
Looks awfully familiar...
Not saying I am copying are you? And I will split it up a bit disaster.
paladin
May 1st, 2009, 05:40 PM
Nope just sayin hi. Im just making a model, not a ce map
Heathen
May 1st, 2009, 05:42 PM
Why hello thar....
http://img8.imageshack.us/img8/9426/83373270.jpg
Looks awfully familiar...
No, no it doesn't.
.Wolf™
May 1st, 2009, 05:59 PM
Why hello thar....
http://img8.imageshack.us/img8/9426/83373270.jpg
Looks awfully familiar...
That looks good actually..Could be cool for ce..
Inferno
May 1st, 2009, 06:16 PM
If your making a MP map shouldn't you be like... Designing for game play instead of just modeling after a image you saw?
.Wolf™
May 1st, 2009, 06:21 PM
^Yes you want to play a map that you can enjoy with your friends...Sure modeling isnt a bad thing..I mean you can get alot of experience..But this would go better in engines like Crysis that can handle this sort of gfx..But then..its your choise..
Sever
May 1st, 2009, 06:25 PM
The thing is is he's using a mid- to post-production piece of concept art of a single-player level, as many have stated, and is failing to pick up on the important things that made the level fun to play. Sierra 117's actual bsp wouldn't require much modification for it to be a viable multi-player level, but he's straying too far from the completed work's crucial aspects and not focusing on gameplay or functionality.
Also,
No, no it doesn't. Quite true - Paladin's is actually good. Somebody needs to get together with Paladin and make his render-only modeling into playable maps.
sevlag
May 1st, 2009, 06:27 PM
well at least two things should be considered when making this or any map...
make sure its appealing to the player, but not so much as they have to go out and buy a new graphics card just to enjoy it.
build it around the game types, not the other way around...having a proper map is nice and all, but if it handles shoddy when it comes to basic gameplay then you wasted time on nothing...
but you know what you're doing and I look forward to "tree-esque's" completion
Hunter
May 1st, 2009, 07:04 PM
Errrmm. I am making sure its got good game play... I am like 5% through the BSP. You cant really say it has not game play yet, when it is no where near finished...
My two focuses are on the looks, and the game play. Both 50/50
Sever
May 1st, 2009, 07:33 PM
Just copy the bsp for Sierra 117's Quid Quo Pro subchapter, then playtest it and see what needs to be changed - don't make the changes before you even get any gameplay feedback. That campaign level, with a few very minor changes, could be a great multiplayer map. I feel that you're just making a mockery of it, and that it deserves better. We can all see that you can model, and we can all see that Paladin is doing a great job with his render-only bsp, So I'd suggest taht the both of you work together and create the level in HCE.
Hunter
May 1st, 2009, 07:47 PM
If I did the Sierra 117 BSP that would complety avoid my maps theme which I wanted. I see your point though. I prefer to do something a tad more custom. I could always work with Paladin and make Sierra 117 bsp into a MP map.
http://i58.photobucket.com/albums/g268/martynball/arboreous7.jpg
5710 Triangles. I forgot to remove the MC Reference last time. Lol
Also, this is a hatch where hornets will raise from, there will be three of them, then 2 hornets or something like lying around for quick access. I dont like the shapes on the hatch, can anyone think of anything more interesting looking? (They wont be in the BSP, will be devices)
http://i58.photobucket.com/albums/g268/martynball/arboreousdoor.jpg
Corndogman
May 1st, 2009, 08:52 PM
That looks cool but unnecessarily high poly, remove a few things, keep it simple.
E: Also, I prefer the second style of detail on that building.
Hunter
May 1st, 2009, 08:54 PM
unnecessarily high poly? I have not added anything "high" poly which is un-needed/not seen...
If I start removing things it is just going to like a pile of shit tbqh...
BobtheGreatII
May 1st, 2009, 09:06 PM
That looks cool but unnecessarily high poly, remove a few things, keep it simple.
E: Also, I prefer the second style of detail on that building.
I don't think you know what you're talking about...
Corndogman
May 1st, 2009, 09:12 PM
I was talking about the little hatch thing in the ground, should have specified that. They're cool but they could be simpler. If you ask me, you should have the whole basic bsp done before you go adding little details like that.
PopeAK49
May 1st, 2009, 09:49 PM
Ya for that hornet thing, you could just make a texture for that with a bump map and add create a alpha for the little grate to see through.
paladin
May 1st, 2009, 11:48 PM
The MC ref is 6k triangles? :gulp:
Hunter
May 2nd, 2009, 06:49 AM
I dont think it is 6K I think I had some other crap in the scene as well. And i wanted to get that hatch out of the way so I know the shape of the hole and stuff.
Advancebo
May 2nd, 2009, 08:32 AM
You need some generators and pipes, considering its a water dam.
kid908
May 2nd, 2009, 10:12 AM
If I did the Sierra 117 BSP that would complety avoid my maps theme which I wanted. I see your point though. I prefer to do something a tad more custom. I could always work with Paladin and make Sierra 117 bsp into a MP map.
5710 Triangles. I forgot to remove the MC Reference last time. Lol
Also, this is a hatch where hornets will raise from, there will be three of them, then 2 hornets or something like lying around for quick access. I dont like the shapes on the hatch, can anyone think of anything more interesting looking? (They wont be in the BSP, will be devices)
http://i58.photobucket.com/albums/g268/martynball/arboreousdoor.jpg
either leave it open or leave it close; if you leave it close, get rid of those gaps, it can be made with alpha. you're just going to have to do alot more work with script to get the mechanics to sync in mp if you're going to make it open and close.
StankBacon
May 2nd, 2009, 10:12 AM
yah but you cant shoot through alpha :p
kid908
May 2nd, 2009, 10:16 AM
yah but you cant shoot through alpha :p
can't u change what it's collide with!? that's how i made my anti bullet shield that's similar to the h3 one except i need to get some serious texture on that thing.:rolleyes:
Malloy
May 2nd, 2009, 10:59 AM
what the heck :P,
Isnt the concept in the book of the same bsp that Paladin is crafting at the moment?
as this sorta doesnt resemble the bsp used in Sierra 117 at all :(
paladin
May 2nd, 2009, 11:43 AM
IS the hatch animated? Like, will the player be able to open it. Will it play a strategic role in the game play? Like opening the gate on Zanzibar/Last Resort?
Corndogman
May 2nd, 2009, 12:00 PM
yah but you cant shoot through alpha :p
Just use the model with the holes in it for collision geometry, but do like pope said make it a simple model with a texture with alpha.
And Paladin, I think its just going to open when a player goes to get in the hornet and fly it out I'm guessing it will work just like regular doors do in MP maps?
paladin
May 2nd, 2009, 12:08 PM
idt those sync...
Corndogman
May 2nd, 2009, 12:14 PM
I'm think device machines can sync in multiplayer, someone clarify?
Inferno
May 2nd, 2009, 01:33 PM
Biped crush script or proximity.
Only ways to sync them.
Hunter
May 2nd, 2009, 07:01 PM
The idea is to have a control at the top where the player activates the lift, which brings the hornet up. And I want to avoid using alpha in places like that because it will look like paper... if you get what I mean.
Also, I know that this concepy is a Sierra design, but I am not have it as a dam. Its basically a big wall. In a vally, unlike sierra...
Scooby Doo
July 1st, 2009, 11:42 PM
biped killing script is prolly the 100% real deal for syncing. i wasn't aware that the proximity synced 24/7...? does anyone know is this is fact?
btw, this is looking pretty nice so far. why is the last post from beginning of may?
thanks
Hunter
July 2nd, 2009, 09:27 AM
BSP is on hold. I want to get the assests done. Could do with your help with texturing actually Sooby. You got any upcoming projects apart from pelican?
Because I have the Hornet. Then I will have Mongoose, Warthog, Wraith, Banshee. And weapons. was wondering if you will texture for me? These will not all be in one go, because I still need to model most of the stuff.
Maybe texture one thing every couple on months?
Advancebo
July 2nd, 2009, 01:11 PM
I though Disaster was texturing the hornet, lolz.
Hunter
July 2nd, 2009, 01:28 PM
Dunno. Havnt herd anything about any of my weapons or vehicles being textured for ages.
n00b1n8R
July 3rd, 2009, 01:14 AM
Maybe texture one thing every couple on months?
When are you planning on having this done >__>
Masterz1337
July 3rd, 2009, 01:15 AM
biped killing script is prolly the 100% real deal for syncing. i wasn't aware that the proximity synced 24/7...? does anyone know is this is fact?
btw, this is looking pretty nice so far. why is the last post from beginning of may?
thanks
It doesn't matter if it syncs. The device activates on proximity, player location syncs to the client, the players location appears near the device on the client. the clients device machine activates because it sees a player near it.
Hunter
July 3rd, 2009, 07:14 AM
When are you planning on having this done >__>
Not for a long time seems as alot of stuff needs to be done.
And I might not use the door idea. Takes to long to get to a vehicle.
VickJr
July 12th, 2009, 10:45 AM
It looks awesome. I can't wait to see it fully textured. I agree with whoever said to add some pipes and generators. Maybe look up some pics of hydro plants for reference. Can't hurt.
Is this supposed to be a run down decomposing place like ghost town with broken cement and grass growing in the cracks in the road or a newish plant? Either way I think it will look awesome, especially if you use some good radiosity. Aether would be great. Make it at dusk or dawn. Mid-day is boring. You could even try adding some lights and making at at night. Now that would be sweet!
As for gameplay, I agree that you can always make refinements later. Model the bsp now and get the basic plan laid in, then get it in game and try it out. Then again, I might be completely wrong and you should always think of the exact layout of your map and try that layought in game before you even begin on detail modeling.
The hardest part of making a map is ensuring that it looks good and makes sense within its context...AND playes well. But that's why we have testers.
NotAChipmunk
July 12th, 2009, 11:03 AM
Looks like a part of the Halo 3 map sierra 117 in the book part
Looks cool tho D:
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