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kid908
May 24th, 2009, 03:59 PM
I think I've got enough done so far to show it. I'm going to combine the covenant(halo 3), the library(halo 1), narrow(halo 3), and the great journey(halo 2) into a multiplayer map. it's an indoor map of the library of the ark with visual of all 7 halo(only one is shown so far).

This is the basic outline so far, there's no real detail yet, but i want input on my forerunner style so i can fix before going on.


http://i113.photobucket.com/albums/n211/kid908/test2.png
http://i113.photobucket.com/albums/n211/kid908/so.jpg
http://i113.photobucket.com/albums/n211/kid908/so18-04-09.jpg
http://i113.photobucket.com/albums/n211/kid908/so24-05-09.jpg
http://i113.photobucket.com/albums/n211/kid908/so24-05-09closeup.jpg


It's a WIP concept so any guide towards a finish product is welcome

Higuy
May 24th, 2009, 04:00 PM
Looks pretty cool so far, keep working on it.

PlasbianX
May 24th, 2009, 04:02 PM
Personally I think you need to do something to block the line of sight. Being able to look straight across the map and see your enemies is no fun. Maybe if the map had a curve to it like Narrows, as well as some things on the pathways that touch the middle section to break the line -- Like something to hide behind.

TeeKup
May 24th, 2009, 04:02 PM
Interesting design. But please change Eclypse back to Eclipse, it looks stupid the way you spelled it. :/

Advancebo
May 24th, 2009, 04:02 PM
Where does the top of the beam lead too?

ThePlague
May 24th, 2009, 04:05 PM
I like how it's going so far, nice concept.

kid908
May 24th, 2009, 04:06 PM
Personally I think you need to do something to block the line of sight. Being able to look straight across the map and see your enemies is no fun. Maybe if the map had a curve to it like Narrows, as well as some things on the pathways that touch the middle section to break the line -- Like something to hide behind.

the line of sight isn't a problem i haven't added the barriers. i know that a straight line to the other base is very very bad.


@Advancebo: it's a man cannon...jk lmao, it's the signal....fuck it! It's just there! live with it! i'll prob make it a lift to the diff floors.

@teekup: not final name, just something in place and it's the name of the max file.

jcap
May 24th, 2009, 04:07 PM
One tip:

Make 7 pillars instead of the 8 you have. One for each ring, and keeping with the "7" theme Bungie has created.

http://i113.photobucket.com/albums/n211/kid908/test2.png

MetKiller Joe
May 24th, 2009, 04:22 PM
Cool. Love the design. Really crisp Halo 3 forerunner architecture.

jngrow
May 24th, 2009, 05:21 PM
The thing is, you are going to have to make the background/inaccessible area of the map make sense + look as good as the playable portion. Which will be hard.

paladin
May 24th, 2009, 05:30 PM
Looks pretty sweet

UnevenElefant5
May 24th, 2009, 06:22 PM
Wow, that's really good. Althought Eclypse just sounds a little bit wierd.

MetKiller Joe
May 24th, 2009, 06:36 PM
The thing is, you are going to have to make the background/inaccessible area of the map make sense + look as good as the playable portion. Which will be hard.

Nah, I bet if he made some closed blast doors on each end, and a bottomless pit sort of thing, he'd be fine.

SMASH
May 24th, 2009, 07:57 PM
I definitely like it. Very good style.

Mass
May 24th, 2009, 08:29 PM
I think it looks nice so far, but will need significant expansion in order to actually be playable. My suggestion
http://i118.photobucket.com/albums/o97/nate-the-great_photos/modifications.jpg
Those walks on both sides, the green would be a two way teleporter between the two sides.

ThePlague
May 24th, 2009, 08:33 PM
Do you have a size reference we could see? I want to know how much room i'd have walking on this.

MetKiller Joe
May 24th, 2009, 08:33 PM
I think it looks nice so far, but will need significant expansion in order to actually be playable. My suggestion
http://i118.photobucket.com/albums/o97/nate-the-great_photos/modifications.jpg

The only problem I see, with the little experience I have with level design, is that I would only take the straightest path. Even if that platform was filled with power-ups or power-weapons, I wouldn't have much incentive to go there unless I saw a guy with rockets or if I prefer an AR.

I think that this is why on Narrows Bungie had the grav lift on one side of the base, and on the other side they had a path going to the lower level of the bridge. You have three ways to get to the base directly, and each one having some feature that makes it subtle in its own way and subtle relative to the other paths.

kid908
May 24th, 2009, 09:16 PM
The only problem I see, with the little experience I have with level design, is that I would only take the straightest path. Even if that platform was filled with power-ups or power-weapons, I wouldn't have much incentive to go there unless I saw a guy with rockets or if I prefer an AR.

I think that this is why on Narrows Bungie had the grav lift on one side of the base, and on the other side they had a path going to the lower level of the bridge. You have three ways to get to the base directly, and each one having some feature that makes it subtle in its own way and subtle relative to the other paths.

uh...u can access the bottom floor from both side just to let u know if u didn't know.

@ThePlague: green and gray boxes are mc so u can make ref.

@Mass: i was thinking on expanding it but didn't know how so that might help. thx.

MetKiller Joe
May 24th, 2009, 10:13 PM
uh...u can access the bottom floor from both side just to let u know if u didn't know.


I meant left or right side, not red or blue base.

kid908
May 24th, 2009, 10:32 PM
I meant left or right side, not red or blue base.

so did i.

rossmum
May 25th, 2009, 01:04 AM
The only problem I see, with the little experience I have with level design, is that I would only take the straightest path. Even if that platform was filled with power-ups or power-weapons, I wouldn't have much incentive to go there unless I saw a guy with rockets or if I prefer an AR.

I think that this is why on Narrows Bungie had the grav lift on one side of the base, and on the other side they had a path going to the lower level of the bridge. You have three ways to get to the base directly, and each one having some feature that makes it subtle in its own way and subtle relative to the other paths.
Don't assume others will do the same. I deliberately take the longest, hardest route in objective-based games, because then I can avoid the worst of it and get into a good position where I have the drop on the other team, like a flank or their rear. I hate not having extra options, even if I don't end up using them.

mech
May 25th, 2009, 01:09 AM
Looks neat, but I don't see any gameplay elements as of yet.

sevlag
May 25th, 2009, 11:28 AM
it looks good, but i suggest going with the blats door idea that was suggested earlier to make it feel like your in some type of hallway/ over an abyss thing...

other than that it looks like it could be played...HOWEVER the one problem i see is people controlling the middle if rockets are placed there...you'll have just one team holding that path down with pistols and rocket.hopefully you can make it so even though there ARE places to camp, they leave the camper extremely exposed.


anyways keep it up

sneak
May 25th, 2009, 01:27 PM
How bout making it a bottomless pit where if you fall you die. Also making it like a inclosed tall building with hallways outside of the walls that lead to another level either below or above it. I also like making the beam an elevator. Just my suggestion on how I would do it. :cool:

kid908
May 25th, 2009, 02:17 PM
Here's the first set of barriers. set 2 will be projection for the other halos kinda like those on the covie map. set 3 will be supports (mainly for bottom floors) and i was only thinking of putting a shotgun at the center right now =D (maybe objective items such as the skull [ball], or bomb).

for the back story, it's suppose to be the ark control center, so i was planing on suspending it over a water fall or off the edge of the center of the ark with the core visible. there's also the possibility of it being in a sealed room with flood overgrowth. i'm still deciding about that, i could always combine the 2 (i'll do a quick sketch on paper).

lmao. barriers can save u from pretty much anything but a headshot XD

Again green boxes are MC
http://i113.photobucket.com/albums/n211/kid908/so25-05-09barrier.jpg
http://i113.photobucket.com/albums/n211/kid908/so25-05-09.jpg

Joshflighter
May 25th, 2009, 02:30 PM
I like it a lot! Compared to your other map attempt, this is awesome. :P

Heathen
May 25th, 2009, 03:02 PM
Damn this looks incredible.

Advancebo
May 25th, 2009, 03:12 PM
amazing :O

sdavis117
May 25th, 2009, 04:37 PM
Looks a little like Gephyrophobia. Still, a great looking map so far.

ThePlague
May 25th, 2009, 05:58 PM
To me it's a mix of gephyrophobia and narrows, which is pretty cool.

What you should do is add a different barrier in the middle of the two bridges, instead of all 3 being the same.

Lateksi
May 25th, 2009, 06:34 PM
Yo could you add these kinds of little extra ramps there?
http://i286.photobucket.com/albums/ll103/Lat3ksi_stuff/Construct.jpg
If you'd add those to the center connecting the lower and higher level the gameplay would be more intense.
e: I mean at the middle of the map

Rob Oplawar
May 25th, 2009, 07:21 PM
I like a lot of the individual elements, but some of it looks like it doesn't really go together too well. Mostly it's the Halo 1 control room style area at the center bottom- apart from looking very out of place it looks like a terrible arena for its position as a central combat area. My guess is nobody's gonna want to go that way.

Overall, I'm intrigued. Keep it up.

n00b1n8R
May 26th, 2009, 02:55 AM
The central beam thing reminds me of the control room from H2.

kid908
May 26th, 2009, 10:30 AM
I think I've got enough done so far to show it. I'm going to combine the covenant(halo 3), the library(halo 1), narrow(halo 3), and the great journey(halo 2) into a multiplayer map. it's an indoor map of the library of the ark with visual of all 7 halo(only one is shown so far).

This is the basic outline so far, there's no real detail yet, but i want input on my forerunner style so i can fix before going on.


reading. it makes ur speculation and memory idiotic doesn't it? maybe i should have been more specific.

*map:----------------Part:
*The Covenant-------"The death of Truth" scene and battle with the flood and (in concept) unplayable area - the extension over the edge of the ark towards the core.
*Narrow--------------Walk way and barrier
*Library--------------Lift and (in concept) unplayable background
*The Great Journey---Final boss battle area (3 level lift gameplay style)
*The two Betrayal----Bridge/control concept
*Valhalla-------------Lift extention(based on back half of the base)

Reaper Man
May 26th, 2009, 10:36 AM
You should place the whole map in a giant spherical room. Also, light it really dramatically, with most of the illumination from the center beam. I think a dark map with brightly lit segments (i.e spotlit, not floodlit) would really be a good feel for this map.

rossmum
May 26th, 2009, 10:48 AM
To be honest I think the Control Room platform and Index platfom within the same structure, let alone within spitting distance, is a bit overkill both visually and in terms of their respective places within the game world. I also disagree with the sphere idea as spheres alone aren't all that Forerunner and the shape of the map suggests a long, cavernous hallway like the Citadel's or perhaps a long chasm deep under the surface.

SnaFuBAR
May 26th, 2009, 02:50 PM
I think i'm the only one that doesn't like this. It's almost featureless other than it's total reliance on repeating shape geometry and mirroring.

Sever
May 26th, 2009, 06:43 PM
I think i'm the only one that doesn't like this. It's almost featureless other than it's total reliance on repeating shape geometry and mirroring.You're not alone. I think it's a complete bastardization of Forerunner architecture and holds next to zero gameplay value. How many times do I have to tell people that form and function need to synergize eachother when creating Forerunner constructions. You have magnetic accelerators without any beams being emmitted from them, bridge segments where there simply shouldn't be, a control room with a broken walkway being held as secondary to a nonpractical beam casement, and on top of all of that, you have the beam intersecting the control room.

WHAT

THE

FUCK

.

Also, please at least try and learn the names of what you're poorly replicating.

Scooby Doo
May 28th, 2009, 04:58 PM
that is looking very promising, mate. although, i suggest either adding more to the gameplay with various platforms or other structures aside from the center one. i also think it would be neat if you kinda placed the entire scene into an environment...say something like a desert or under a giant waterfall. you need something to kinda spice it up and add to gameplay at the same time. you could even expand quite a bit on that center structure...just add more to the gameplay please.

good work so far, it's looking really nice.


~Scoob

=sw=warlord
May 28th, 2009, 08:18 PM
Looks like the platform could do well in a gephrophobia style map.

kid908
August 15th, 2009, 01:57 PM
I let this die because I couldn't think of a design that's good until now. It's till incomplete since I'm missing the bases design still. Tell me what you think of this. I took in alot of the recommendation mass gave but didn't mirror them to both side. Only used it for one side.

http://img36.imageshack.us/img36/9494/overviewk.jpg

Alwin Roth
August 15th, 2009, 03:52 PM
Do it, I actually want to see this map done.

bobsam
August 16th, 2009, 12:35 PM
Me too!

MetKiller Joe
August 16th, 2009, 12:45 PM
That looks much better. I'd go for it.

FireDragon04
August 16th, 2009, 01:37 PM
Do this! :downs:
Seriously, if you keep up with your current style and follow that layout, it'l look awesome!

PopeAK49
August 16th, 2009, 04:29 PM
You should do it! The layout looks really nice and needs a level to be made out of it.

kid908
August 16th, 2009, 09:06 PM
New teleporter. It's based off the one in Halo Wars.

http://img31.imageshack.us/img31/3888/telly1.jpg
http://img200.imageshack.us/img200/3103/telly2.jpg

Inferno
August 17th, 2009, 10:45 PM
Shineeeeeee.

Use a gradient so that the edges of the plasma stuff fade out.

UnevenElefant5
August 18th, 2009, 01:44 AM
Looks great. I wish my forerunner was that good :/

Dwood
August 18th, 2009, 08:14 AM
Looks great. I wish my forerunner was that good :/


When you learn the principles, forerunner is easy to do imho. Now, Try to learn to do Covenant. THAT's the tricky part.

Siliconmaster
August 19th, 2009, 10:36 PM
When you learn the principles, forerunner is easy to do imho.

I agree, but only to the point that it's getting the principles down that's tricky. I've found that the more you do it the easier it is, but getting that initial feel was extremely hard for me, and is still pretty difficult.

I like that teleporter. Keep it up!