PDA

View Full Version : [WIP] Symertun



ThePlague
July 15th, 2009, 03:53 PM
This is a map i've been working on and off for a few weeks, and will probably be the only good map I release on my own (since I haven't ever released any good maps yet).

Theme is new springtime

It's a small map, and is made for close to mid range combat. I still have to do a lot to make it a worthwhile playable map, and it's going to take some serious Sapien time to get the weapons evened out, but it should be fun.

So, since most of you don't bother reading, here's the pictures:
http://i301.photobucket.com/albums/nn64/Hazard1337/overview.jpg
http://i301.photobucket.com/albums/nn64/Hazard1337/waterfall.jpg
http://i301.photobucket.com/albums/nn64/Hazard1337/base-1.jpg
http://i301.photobucket.com/albums/nn64/Hazard1337/middleandtunnels.jpg
For these, I had to delete the skylight, so that's why it looks kinda bad:
http://i301.photobucket.com/albums/nn64/Hazard1337/cave1.jpg
http://i301.photobucket.com/albums/nn64/Hazard1337/cave2.jpg

Poly count:
2931
Vertex count:
1472

It's funny, because I didn't start with any idea of what I should do, and just started modeling and coming up with things, and this is what comes out.

It's basic, I know, but that's how I model. I can't create details, and even if I tried, they suck, so I model basic stuff, such as this basic forerunner.

So that's about it for now, hope you like. And you can point out errors that I haven't caught, but don't go about how basic it looks, i'm aware.

PopeAK49
July 15th, 2009, 04:01 PM
Hey! Nice job! Forerunner is kind of iffy but keep it as it is, and improve your architecture with your next map.

Heathen
July 15th, 2009, 04:06 PM
Holy crap.
I literally made this map in forge the other night.

VERY SERIOUS.

SAME EXACT SHIT.

ThePlague
July 15th, 2009, 04:09 PM
Holy crap.
I literally made this map in forge the other night.

VERY SERIOUS.

SAME EXACT SHIT.
The name, or the map style?

Limited
July 15th, 2009, 04:28 PM
Nice work, it seems a tad on the basic side though. Also how is that middle ring floating? Maybe if you could have a moving gel like texture around a pole, so its like holo-poles are holding it up, that'd be cool.

The floor is a bit flat too, I assume its suppose to be rock/dirt (going by the colour), but it looks too plain, needs some bumps and hills etc.

ThePlague
July 15th, 2009, 04:31 PM
Maybe if you could have a moving gel like texture around a pole, so its like holo-poles are holding it up, that'd be cool.
Yeah, I was going to add poles from the top of the bases to it, but haven't yet.


The floor is a bit flat too, I assume its suppose to be rock/dirt (going by the colour), but it looks too plain, needs some bumps and hills etc.
There are vertexes to make hills and stuff, I just didn't push them up enough to be shown in the renders.

odseraphim
July 15th, 2009, 04:31 PM
I saw goatse :gonk:

It's a little on the basic side. Work on refining edges and making the bases not look out of place and the ring looking like well, a ring floating in the air :iiam:

Mass
July 15th, 2009, 05:46 PM
I'm glad you liked seclusion...

Please connect the top thing to the rest of the base, looks wierd right now.

Give those hallways in the cliffs some frames.

Give the terrain some more variation.

FluffyDuckyâ„¢
July 15th, 2009, 05:53 PM
I'm glad you liked seclusion...



:) Looks nice.

ThePlague
July 15th, 2009, 05:55 PM
Yeah, it was kind of based off of it. I'll do the frames to the tunnels. I had the top attached in the beginning, and it looked terrible, so that's why it isn't now.

DaaxGhost
July 15th, 2009, 07:24 PM
Architecture needs a little work. Looks alright. ;)

But I'm not to judge I'm not the greatest at it.

Good job.

Corndogman
July 15th, 2009, 09:01 PM
You could double or triple the poly count here. Make the forerunner geometry more intricate, I know its halo 1, but you could really do more. Terrain could use more too. Next time don't clay render your terrain, the skylight hides any variation without any other lights.

ThePlague
July 15th, 2009, 09:06 PM
I usually clay render because without it the smoothing looks shitty to me.

Heathen
July 15th, 2009, 09:57 PM
The name, or the map style?
Style.

PopeAK49
July 20th, 2009, 02:24 AM
Well, Since no one was going to texture this map for Plague I decided to take the job. Before texturing the map, I decided to modify the geometry more by adding hills for cover and variation, made the base a little less weird looking, optimized the map of extra polygons, and added a beam to the middle circular thingy so it doesn't seem so weird.

http://i171.photobucket.com/albums/u319/dapimppope/pic1-15.png

http://i171.photobucket.com/albums/u319/dapimppope/pic2-12.png

n00b1n8R
July 20th, 2009, 03:15 AM
This looks oddly familiar..

ThePlague
July 20th, 2009, 03:52 AM
:words:
Thanks sexy :)


This looks oddly familiar..
mb...

Heathen
July 20th, 2009, 04:24 AM
This looks oddly familiar..
Your thinking of mass' map.

Or maybe it wasn't even mass's map but I remember a map that had a circle over the middle.

And pretty little base next to a big hole.

That's what your thinkin of.

n00b1n8R
July 20th, 2009, 05:17 AM
Your thinking of mass' map.
Yeah that's the one.

Slightly more OT now:
The sticky outy roofs of the bases look terrible. Keep the underside flat, not angled. Put some indentation into the sides of the "beak" too, it looks more forruner (but do it properly!).
The thing is you're really just doing another take on a base design which has been done so many times it's rather bland these days.
Not saying it's a bad thing, just not particularly striking.

Also, all forerunner architectures has some purpose. It may not be obvious and it may not seem practical, but it's there. Put a glass panel underneath the ring on the ground and put a deep hole under it. Perhaps the ring focuses a beam or something? Just make it seem plausible.

Oh and put some piping (like in the chasm from the middle of AoTCR) sticking out the sides of the walls to make them more interesting/give a little cover around the edges.

Hunter
July 20th, 2009, 10:02 AM
Seems a bit boxy, and if you are attempting at forerunner then it isnt working.

Bastinka
July 20th, 2009, 10:20 AM
Looks neato, some of the cliff parts need fiddling with. Keep it up!

ThePlague
July 20th, 2009, 04:40 PM
Pope and me changed the theme. Meaning waterfall and running streams :D

He also chopped down pollies and fixed/added things, so it should be sexy once it's done.