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Inferno
July 4th, 2009, 08:21 PM
Pictures? Who the fuck needs pictures when you have game play video.

Video
http://dedi-servers.net/ftp/dmt/Harbinger%20Gameplay%20Testing.avi

Xfire
http://video.xfire.com/e6d18-4.jpg (http://www.xfire.com/video/e6d18/)

ModDB
http://www.moddb.com/mods/infernal-map-pack/videos/harbinger-alpha-gameplay


Weird techno progressive music by The Sound of Animals Fighting. I <3 them.

Discuss.

MetKiller Joe
July 4th, 2009, 08:28 PM
Oh that is awesome. I've always wanted to see Harbinger in-game.

What are the plans with this thing?

Inferno
July 4th, 2009, 08:30 PM
Snaf is optimizing and fixing the planars. Then I will fix the invis walls. I was killed at one point in the vid by a invis wall that my rocket hit. Then more gameplay testing and making changes like adding bridges or whatever and finally I texture and its done.

ThePlague
July 4th, 2009, 08:31 PM
That's sick!

Syuusuke
July 4th, 2009, 08:37 PM
you looks cool.

it suck at playing...

Inferno
July 4th, 2009, 08:40 PM
Yeah I played like shit that round. My frame rate was bad because all my memory was being used by the fallout 3 installer.

And I was recording.

Joshflighter
July 4th, 2009, 08:41 PM
You got OWNED at 4:10. :3

Nice map I think.

Inferno
July 4th, 2009, 08:47 PM
Y u trole? I had 1 health lol.

Ki11a_FTW
July 4th, 2009, 08:53 PM
You got OWNED at 4:10. :3



sup

Inferno
July 4th, 2009, 08:54 PM
Hey killa did you finally run out of rocket ammo? Took you long enough.

:realsmug:

Arteen
July 4th, 2009, 08:55 PM
It seems a bit boring, to be honest. The layout's basically a circle.

Ki11a_FTW
July 4th, 2009, 08:57 PM
Hey killa did you finally run out of rocket ammo? Took you long enough.

:realsmug:

i NEVER run out of rocket ammo.

Also get an overview screen cap of the map

Inferno
July 4th, 2009, 08:57 PM
Well its a simple base layout and then the more complex bits built into it that make it fun.


I like maps that don't over complicate but just use a simple layout with enough variation to make things interesting.

The map is great for KOTH.

PopeAK49
July 4th, 2009, 08:58 PM
Hopefully in the future you will have more rusty metal textures on the big structures instead of stone textures. Looks great though.

Ki11a_FTW
July 4th, 2009, 09:05 PM
OVERVIEW
http://img122.imageshack.us/img122/4258/deltaoverhead.jpg

SonicXtreme
July 4th, 2009, 09:16 PM
get it done , then we can all celibrate as we might finally get a decent UI apart from the library one before CE kicks it :/

Higuy
July 4th, 2009, 09:30 PM
The layout seems a bit.. odd? Not really sure, just looks really big on one side, and small on the other. Otherwise nice, I was hoping to see something like this from h2 made.

Inferno
July 4th, 2009, 09:47 PM
Yeah I think snaf should move the red base closer.

Arteen
July 4th, 2009, 10:24 PM
Well, you're in control of the bsp, right, so why don't you do it?

SnaFuBAR
July 4th, 2009, 10:52 PM
I think i might move it closer, actually. I also forgot about scenery items that will allow you to get on the flat roof portions of the temples, as well as ivy vines hanging. Inferno was also right that i need a secondary bridge to the middle.

Lateksi
July 5th, 2009, 08:02 AM
That's really cool, looks like a fun KOTH map. But, as have been said, the textures are boring. It's great you are adding more maps to the Infernal map pack.

Ki11a_FTW
July 5th, 2009, 09:55 AM
Its also been said the textures are a place holder :ignore:

Lateksi
July 5th, 2009, 10:06 AM
Oh okay, that's good to know.

Inferno
July 5th, 2009, 04:06 PM
Well, you're in control of the bsp, right, so why don't you do it?

Because my modeling is "terribad". I can do simple stuff but I really am no good past very simple models..

Mass
July 5th, 2009, 04:10 PM
Check preserve UVs

Select all vertexes on the base side of the bridge

click arrow on gizmo that points parallel to the bridge

drag towards rest of map.


...3 seconds or less...

Inferno
July 5th, 2009, 04:21 PM
Check preserve UVs

Select all vertexes on the base side of the bridge

click arrow on gizmo that points parallel to the bridge

drag towards rest of map.


...3 seconds or less...

I understood the 2nd and 4th one.

I model in edit mesh. Yeah I know. Bad.

PopeAK49
July 5th, 2009, 04:31 PM
the first one meaning that if you move polygons on a textures object then the UV's won't fuck up. The third meaning using the move tool to drag the structure towards the bsp/middle.

Inferno
July 5th, 2009, 05:50 PM
Can I get the thread name changed to [WIP] Harbinger and MORE. Cause I got some cool stuff to show on snowtrap and possibly pipeline when I get it ready.

http://screenshot.xfire.com/screenshot/natural/8bdb3596f4eb52c0011d4d9374f0cb748812d5f8.png
http://screenshot.xfire.com/screenshot/natural/b0379f6b6cab4e7912a8304c4bd1ef5a51dd9463.png
http://screenshot.xfire.com/screenshot/natural/7baf9b417c6b058aac9d6e53330d7694ecd576d6.png

PopeAK49
July 5th, 2009, 06:02 PM
:mech: Don't you have a snowtrap thread? and a map pack thread?

Inferno
July 5th, 2009, 06:03 PM
Yeah like 3 page ago.

Does it matter?

English Mobster
July 5th, 2009, 06:05 PM
I murdered you in that game.

The score was 30 to 12.
I had 12.


Can I get the thread name changed to [WIP] Harbinger and MORE. Cause I got some cool stuff to show on snowtrap and possibly pipeline when I get it ready.
What about Vertigo? :gonk:

That map's like my baby now...

PopeAK49
July 5th, 2009, 06:10 PM
Na, it doesn't matter. You should just make one thread instead of 20 or so to post stuff your making or need help with. Just an idea though. Maybe it could be this thread like you mentioned earlier.

You're ice texture looks like it needs more tile.

Inferno
July 5th, 2009, 06:11 PM
Yeah the UV is fucked. I must have deleted the unwrap modifier instead of collapsing it. The reflection looks good though and that's what matters. :D

PopeAK49
July 5th, 2009, 07:30 PM
Ya reflection is quite good.

Ki11a_FTW
July 5th, 2009, 11:58 PM
ahhh nice to see you adding some fine detail into that map ;)

sevlag
July 6th, 2009, 12:00 PM
you need more health packs on harbinger, i found only like one during that rape fest....

my ass still hurts man, you and killa were to aggresive xD

anyways fix the water, it was fucking up my grfx card badly

Inferno
July 6th, 2009, 12:20 PM
I think I'm going to place 1 health pack under each shotgun and 1 on each bridge to the center. That would be a good balance.

BobtheGreatII
July 6th, 2009, 12:49 PM
Yeah like 3 page ago.

Does it matter?

YES!
http://www.modacity.net/forums/images/customavatars/avatar1760_4.gif



But seriously, I don't think so.

Inferno
July 8th, 2009, 09:43 PM
Please remember. I am not the best modeler in the world and it's not super awesome.

I spent a lot of time making changes to the layout. This is what I think will play best.

http://dedi-servers.net/ftp/dmt/images/pipeline%20model%20%20mostly%20finished.jpg

Click it so you can zoom in and get a better view of it.

The map will be pretty densely filled with rocks and trees. It'll be sort of a "snow forest" atmosphere.


Also English helped out a bit on this one. :)

Ki11a_FTW
July 8th, 2009, 10:12 PM
the cliff at the top looks like it has the same Z axis the whole way across(maybe because low poly idk), the map doesnt look bad over all though.

Inferno
July 8th, 2009, 10:23 PM
You can hardly see it so its very low poly up top. You can see the edge of the second cliff in some places.

I'm going to rework parts of it but I want to get it in game and ready for some testing.

Ki11a_FTW
July 8th, 2009, 10:28 PM
im in

English Mobster
July 8th, 2009, 11:51 PM
I'm in as well. Let me know when we're testing this.

ThePlague
July 9th, 2009, 12:32 AM
Thirded being in, you know my Xfire.

Rentafence
July 9th, 2009, 02:44 AM
Bro i'm your bitch let me roll this shit nigga

t3h m00kz
July 9th, 2009, 07:56 AM
Sign me up.

I always loved those temple-over-the-god-damned-ocean areas of Halo 2.

Inferno
July 9th, 2009, 11:06 AM
It was a lake actually.
:eng101:

Inferno
July 9th, 2009, 05:31 PM
:iamafag:

http://screenshot.xfire.com/screenshot/natural/9fd42f33364ca9c11af95e8f4ee6646da05c607e.png
http://screenshot.xfire.com/screenshot/natural/749a43538bb290237fe40bb17c5f1f7186d5d2eb.png

The strip textures are now UV'd yet but most of the map is unwrapped. Thank disaster to editing the sidewinder cliffs for me.

Getting it ready for gametypes ATM. I think if snaf gets the delta halo model updated we can put that in game and then we can test the final version of snowtrap, harbinger beta and pipeline beta all at the same time. :D

PopeAK49
July 9th, 2009, 05:34 PM
Looks way better than i thought. Nice job. Let me in too bitches. My xfire is studmuffin49.

Higuy
July 9th, 2009, 06:09 PM
Looks pretty decent.
I'll beta and host if you wish.

klange
July 9th, 2009, 06:11 PM
Looks pretty decent.
I'll beta and host if you wish.
Stop beating me to the punch >:| I can also host a beta server...

I love the use of the dynamic mirror. Not enough maps use it these days.

Higuy
July 9th, 2009, 06:15 PM
Stop beating me to the punch >:| I can also host a beta server...

I love the use of the dynamic mirror. Not enough maps use it these days.
Yeah, but my host isnt laggy like the bungnull :realsmug:

klange
July 9th, 2009, 06:15 PM
Yeah, but my host isnt laggy like the bungnull :realsmug:
Shut it, you. >:|

e: I'd +rep you as a sign that I'm kidding, but I've given out too much rep in the last 24 hours...

Inferno
July 9th, 2009, 06:30 PM
Yeah I just finished setting up game types. I feel like the scale of the map is a tad bit to small but we won't know till we try it. This is DEFINITELY a close quarters map. I'd say that pistols will still dominate (and is the spawn weapon) but AR's will come in very handy and so will the PR and needler. (the powered up needler and PR of course) no pups on this map but there are 4 frags and a rocket out on the lake (spawn grenade is plasma since I felt like frags would end up being to spammy) there are 2 frags at each base and what not. Shotguns in the middle. Shield doors on each base and in the tunnel and tele base. Pistols and AR's scattered around and a sniper at the snipers ridge.

Grav lift is broken ATM.


edit-

Also I'm thinking of bringing out the new gun.

Yeah that's right the new gun.

edit 2-

Get on xfire. The beast is ready for some testing.

Sel
July 9th, 2009, 07:03 PM
I love the use of the dynamic mirror. Not enough maps use it these days.

There's a reason for that.

They're glitchy on several new systems and look absolutely horrific, and the pcs that can run them properly tend to be too shitty to render twice the geometry.

So the percentage of pcs that can make proper use of them is very small.

They're also a pain to get working properly


No I'm not complaining about your use of one, I'm just explaining why they're so rarely seen.

Rentafence
July 9th, 2009, 07:05 PM
Beta

E: And get back on AIM so I can spam you with retarded shit.

Inferno
July 9th, 2009, 07:50 PM
Test will be tomorrow. I have IRL stuff to do today.

Rob Oplawar
July 9th, 2009, 11:21 PM
I quite liked the music. Now I have an album I need to go pick up.

English Mobster
July 10th, 2009, 03:26 AM
And here I was getting scared that I was so caught up in writing my story for the HBO ODST Story Contest (http://nikon.bungie.org/misc/feet_first.html) that I missed the beta.
Thank god. Never scare me like that again, sir.

.Wolf™
July 10th, 2009, 05:51 AM
Looks goodey!

n00b1n8R
July 10th, 2009, 06:04 AM
Send me a beta link bro!

Inferno
July 10th, 2009, 01:16 PM
Yo hoes. Get on xfire. I has beta for joo.

Inferno
July 20th, 2009, 09:40 AM
BUMP!

Pipeline is done. Playerclip UV's and debugging are done. All that's left is the stupid turrets to fix and portals.

http://screenshot.xfire.com/screenshot/natural/44e5b4721f69a18b73befb04ed1a94c751a2fb3f.png
http://screenshot.xfire.com/screenshot/natural/287dee80a848a37ca6210b3d18b5813465af4007.png
http://screenshot.xfire.com/screenshot/natural/5484027d1d03d0741f746aa6cd51690065195b63.png

Bastinka
July 20th, 2009, 10:37 AM
Cute, needs less blocky and more cocky. No but srsly they could use a bit of touch ups.

Sel
July 20th, 2009, 10:45 AM
what the fuck inferno, this is still bad.

and what the guy above me said, the custom parts of the model are pretty bland.

PS: What possessed you to use those textures. The yellow ones don't fit at all where you put them.

Masterz1337
July 20th, 2009, 11:17 AM
You really need to focus on one map rather than be all over the place.

Inferno
July 20th, 2009, 11:50 AM
I'm not a good modeler. I can do basic stuff but I'm terrible with angles.

Also I like the yellow but I guess I'll change it.

edit-
I am focusing on 1 thing at a time. I usually work on 1 map for a few days get a lot of it done and then work on something else for a few days. It keeps things from getting boring.

Ki11a_FTW
July 20th, 2009, 11:56 AM
looks decent, but D: at those support pillars

n00b1n8R
July 21st, 2009, 03:29 AM
That entire underground area is gross tbqh.

Perhaps if you put a window looking out into a LOLDEEP area like from the cartographer? That'd make it atleast visually interesting.