View Full Version : [WIP] Geomar
Con
September 3rd, 2009, 02:49 AM
o look where did this come from???
This one's for you, Boba :saddowns:
http://con.modacity.net/Capture.PNG
timberland meets death island...
betas will be soon!
NuggetWarmer
September 3rd, 2009, 03:20 AM
yay yay yay yay yay
SnaFuBAR
September 3rd, 2009, 03:39 AM
oh nice
Cortexian
September 3rd, 2009, 03:42 AM
This looks pretty interesting, though I don't really see the "Timberland" part of it yet...
Ganon
September 3rd, 2009, 04:12 AM
looks alright so far
Mythril
September 3rd, 2009, 04:57 AM
Looks good, but I would suggest moving the trees closer to the cliff edge.
TEMPTii
September 3rd, 2009, 07:18 AM
it resembles X2_Mudslide O: but very nice :D
StankBacon
September 3rd, 2009, 07:25 AM
wat
TEMPTii
September 3rd, 2009, 07:28 AM
X2_Mudslide
http://hce.halomaps.org/images/files/lg/x2_mudslide.jpg
neuro
September 3rd, 2009, 07:36 AM
wow i didn't kow anyone actually made that into a map.
i remember someone posted a rar with Gmax files of the maps he made, even before halo CE was out, because he got tired of waiting for hce.
to con: don't you think that'll end up being a total sniperfest?
large open maps with not much to block view end up with poor gameplay 90% of the time. it's propably to early to tell now, due to the lack of scenery though, jsut try to keep it in mind :3
FRain
September 3rd, 2009, 08:14 AM
yay geomar you've been drawing it for what 3 years now
rossmum
September 3rd, 2009, 08:22 AM
Oh shit yes, bro
UnevenElefant5
September 3rd, 2009, 08:54 AM
Looks good, but that forerunner thing on the right at the shoreline looks really unstable.
Siliconmaster
September 3rd, 2009, 09:32 AM
Very cool.
Looks good, but that forerunner thing on the right at the shoreline looks really unstable.
Well, if it's like most forerunner structures it extends underground, so it could be quite stable. :)
n00b1n8R
September 3rd, 2009, 10:18 AM
Is dat sum tunnel action I see?
I love tunnels, more maps need them they look cool D:
L0d3x
September 3rd, 2009, 10:28 AM
Looks a tad "wide open", although pretty. Can't really make a good judgement about it yet.
n00b1n8R
September 3rd, 2009, 10:38 AM
There seems to be plenty of hills/ditches to provide cover and create firing lanes, especially if you take the tunnels as being big enough for a hog to drive comfortably though.
Can we get something for scale Con?
Con
September 3rd, 2009, 11:17 AM
I'm gonna add just a couple little hills for cover, but most of the cover will come from the trees and rocks. When I first imagined this map, there was a literal forest in the middle of the map. I don't want it so thick that you cant fight without walking into a tree, but it's meant to be a bad place to drive vehicles. I'll get some more screenshots when I'm back today.
Mass
September 3rd, 2009, 01:57 PM
I think that bridge looks rather odd, but everything else looks really cool.
I can definitely see some quality game-play once it's littered with boulders and pines.
Sel
September 3rd, 2009, 02:03 PM
what the fuck
fuck you conscars
texture rev
:saddowns:
Higuy
September 3rd, 2009, 02:04 PM
Am I the only one wanting to see pictures of the structures up close?
sevlag
September 3rd, 2009, 02:19 PM
Am I the only one wanting to see pictures of the structures up close?
nope
Ki11a_FTW
September 3rd, 2009, 02:37 PM
Wow conscars, look even more amazing now that you textured it :iamafag:
cant wait to play!!!
paladin
September 3rd, 2009, 10:33 PM
Moar pix :ohboy:
Con
September 4th, 2009, 03:07 AM
e: wondering why im getting open edges on render only faces (the waves)
e2: raging. long story short, a bunch of random faces got assigned a render only material somehow and tool is now giving me open edges for them all. I have to re-uv them unfortunately.
TEMPTii
September 4th, 2009, 07:08 AM
*Wants to see structure as well*
Con
September 4th, 2009, 02:55 PM
so I fixed all the errors except for a z-buffered triangles error when it tries to do collision. I can't find them, though, and the wrl shows them all at the origin as little cubes. wat.
e: I also have "vertex #0 has a bad point" when verifying collision geometry.
Siliconmaster
September 4th, 2009, 03:21 PM
It shows them all as little cubes? Hmm. For me it will show some as those, but others where they should be. The cube ones disappear when the others are fixed.
And I wasn't aware that there was a vertex #0. o_0
Ki11a_FTW
September 4th, 2009, 03:34 PM
e: I also have "vertex #0 has a bad point" when verifying collision geometry.
bsp is to big, i had the same problem with wet dunes :saddowns:
Con
September 4th, 2009, 04:55 PM
alright lets do this
http://img4.imageshack.us/img4/9594/captureui.png
Advancebo
September 4th, 2009, 05:01 PM
idgi?
Con
September 4th, 2009, 05:36 PM
me neither
heres that structure for you
http://img44.imageshack.us/img44/2306/capturemp.png
TEMPTii
September 4th, 2009, 05:44 PM
Although that is a nice structure, we want to see the bases O:
Con
September 4th, 2009, 06:29 PM
the base:
http://con.modacity.net/0screenshot00.jpg
TEMPTii
September 4th, 2009, 07:16 PM
o.o Thats odd. But I couldnt have done any better...
n00b1n8R
September 4th, 2009, 07:30 PM
That's all a WIP right?
Hunter
September 4th, 2009, 08:29 PM
I REALLY like that bridge type stucture. Looks awesome.
paladin
September 4th, 2009, 09:13 PM
Looks like buttsecks
Con
September 4th, 2009, 09:45 PM
I think I'm going to change the ground map a bit to look more like bloodgulch. I like how it looked in the first build I made (see above), and the one I have now is kinda boring.
Ki11a_FTW
September 4th, 2009, 09:50 PM
I personally liked the one you have no, the browner dirt goes better with it imo, since its a forest\ocean map.
But its your call :v:
Con
September 4th, 2009, 09:53 PM
the orangy sand will blend into the light beach sand. Right now it feels too much like danger canyon, and I hate danger canyon >_>
e: hunter, I can't take credit for that bridge design. I just copied the lightbridge room structure and made a bridge out of it.
http://con.modacity.net/ref.jpg
e2: alpha testers found that..
the bases were a little difficult to traverse as paths were narrow.
players need to be encouraged to fight away from the base
vehicles need to be restricted to the beach path
grass underwater is silly
Sel
September 4th, 2009, 10:11 PM
WHY WASNT I INVITED???
:saddowns:
Ki11a_FTW
September 4th, 2009, 10:28 PM
because your not in the A team
InnerGoat
September 4th, 2009, 11:01 PM
looks like a very nice map con keep up teh good work :) :)
SnaFuBAR
September 5th, 2009, 03:09 AM
right now, combat seems a little restricted to a certain area, like i told you earlier. it was fun, though.
.Wolf™
September 5th, 2009, 03:37 AM
Base looks Portent-Deathislandish..or something like that^^
Lateksi
September 5th, 2009, 04:53 AM
I want to slide down the base tower!
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