English Mobster
July 14th, 2009, 08:52 AM
Immediately after Domain was finished, I began work on another project.
While I actually went to work on about 5 different projects at once, this one was the most promising.
This map was actually an unnamed WIP from a long time ago. I stumbled across it, and, to my surprise, the BSP was salvageable, unlike most of my old stuff (Box maps made out of extrusions and displace modifiers... *shudder*).
I took a look at what I had, got rid of some things which I didn't need, fixed some open edges which were a result of my early modeling, made things less boxxy, and drew up a concept of the map.
http://i435.photobucket.com/albums/qq80/Mudkipz47/omenconcept.png
As you can see, this is a medium-sized map, with Yoyorast Island V2-style "Panic Rooms", which shut any entrances or exits to the structure.
After some fixing up, this is what I have ATM. None of this stuff has any kind of permanent smoothing, it was just a quick autosmooth I ran before I rendered:
http://i435.photobucket.com/albums/qq80/Mudkipz47/beach_cliffs_overview.jpg
Beach overview
http://i435.photobucket.com/albums/qq80/Mudkipz47/bluebasebeachhead.jpg
Blue Base
http://i435.photobucket.com/albums/qq80/Mudkipz47/redbasecliffs.jpg
Red base Forerunner structure
http://i435.photobucket.com/albums/qq80/Mudkipz47/redbasewateroverhang.jpg
Alternate angle of red base's Forerunner structure
http://i435.photobucket.com/albums/qq80/Mudkipz47/riveroverview.jpg
The route of the river.
I have modeled a swamp, but it's uninteresting right now.
As you can see, the beach and Forerunner areas have some heavy influence from Halo 3. While H3 WAS an influence, I'm not going to be using H3 weapons or vehicles. Classic weapon set FTW.
The swamp area will have a heavy Halo 1 influence, and I will be using either the stock or slightly modified H1 textures (except the ground, the ground might be UVW unwrapped) to texture the map. I will not be screencapping textures, so no worries. Just because an area is based on H3 doesn't mean that it HAS to use H3 textures.
One other thing I noticed is that I seem to have a fascination with destroyed Pelicans. Most of my early maps (or rather, attempts) have some sort of destroyed Pelican in them. Even one of the recent concepts I made has a destroyed Pelican in it. I don't know why the hell I keep putting destroyed Pelicans.
While I actually went to work on about 5 different projects at once, this one was the most promising.
This map was actually an unnamed WIP from a long time ago. I stumbled across it, and, to my surprise, the BSP was salvageable, unlike most of my old stuff (Box maps made out of extrusions and displace modifiers... *shudder*).
I took a look at what I had, got rid of some things which I didn't need, fixed some open edges which were a result of my early modeling, made things less boxxy, and drew up a concept of the map.
http://i435.photobucket.com/albums/qq80/Mudkipz47/omenconcept.png
As you can see, this is a medium-sized map, with Yoyorast Island V2-style "Panic Rooms", which shut any entrances or exits to the structure.
After some fixing up, this is what I have ATM. None of this stuff has any kind of permanent smoothing, it was just a quick autosmooth I ran before I rendered:
http://i435.photobucket.com/albums/qq80/Mudkipz47/beach_cliffs_overview.jpg
Beach overview
http://i435.photobucket.com/albums/qq80/Mudkipz47/bluebasebeachhead.jpg
Blue Base
http://i435.photobucket.com/albums/qq80/Mudkipz47/redbasecliffs.jpg
Red base Forerunner structure
http://i435.photobucket.com/albums/qq80/Mudkipz47/redbasewateroverhang.jpg
Alternate angle of red base's Forerunner structure
http://i435.photobucket.com/albums/qq80/Mudkipz47/riveroverview.jpg
The route of the river.
I have modeled a swamp, but it's uninteresting right now.
As you can see, the beach and Forerunner areas have some heavy influence from Halo 3. While H3 WAS an influence, I'm not going to be using H3 weapons or vehicles. Classic weapon set FTW.
The swamp area will have a heavy Halo 1 influence, and I will be using either the stock or slightly modified H1 textures (except the ground, the ground might be UVW unwrapped) to texture the map. I will not be screencapping textures, so no worries. Just because an area is based on H3 doesn't mean that it HAS to use H3 textures.
One other thing I noticed is that I seem to have a fascination with destroyed Pelicans. Most of my early maps (or rather, attempts) have some sort of destroyed Pelican in them. Even one of the recent concepts I made has a destroyed Pelican in it. I don't know why the hell I keep putting destroyed Pelicans.