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View Full Version : SnaF needs help!! ADVENT & PARIAH!!



SnaFuBAR
October 8th, 2006, 08:43 PM
I'm eager to release a couple of well modeled covenant mp maps, but, I am no good at texturing. I know there's people in this community who are very talented when it comes to texturing maps, so I'm going to need some help here.

The first one is Advent, which I'm sure a few of you remember. M5clan was nice enough to help me, and made some great h2 covie bitmaps for me. Yes, it would have been easy to use ripped h2 bitmaps. But, it also would've been easy to just throw together ripped meshes instead of modeling it, but, I like to model. So I figured i'd like this to be full custom. Here's a few renders.
http://img129.imageshack.us/img129/8582/1vp6.jpg
http://img135.imageshack.us/img135/1724/2lh2.jpg
http://img242.imageshack.us/img242/8766/3pe0.jpg
http://img83.imageshack.us/img83/433/4lv8.jpg

If you want to help, please PM me with examples of your previous map texturing work. It would be great if you had examples of covenant texturing you've done.




I also thought this would be a unique opportunity for the community to decide how they want to play on a map. I've grown a little tired of Pariah, so I decided I'll let the community play their hand in it's mp layout. At the moment, it's merely the same layout as what you would find if you were to play the SP level in H2. It's not exactly a productive MP layout, now is it?

so, here's a few renders of the map as is, and then some renders for you guys to use in photoshop to create a layout (following post). Please suggest a good layout that you guys think will be fun. Later, I'll create a new topic and choose the best 3-5 layouts, and let the community vote on the best one. Have fun!
http://img291.imageshack.us/img291/8955/p2xy5.jpg
http://img156.imageshack.us/img156/4256/p1ln9.jpg

Council chambers and it's exterior details.
http://img216.imageshack.us/img216/2743/ex2nn5.jpg
http://img172.imageshack.us/img172/816/ex1ip6.jpg
http://img172.imageshack.us/img172/5160/cc2sf2.jpg
http://img165.imageshack.us/img165/5985/cc1zk9.jpg

SnaFuBAR
October 8th, 2006, 08:45 PM
here are the renders to photoshop. they're only top down views and all are scaled appropriately to each other. have fun, and be creative guys!

http://img178.imageshack.us/img178/2167/councilchambersfk0.jpg
http://img374.imageshack.us/img374/2512/outsidecchp2.jpg
http://img135.imageshack.us/img135/3083/3steproomkm6.jpg
http://img156.imageshack.us/img156/5159/xpathab6.jpg
http://img374.imageshack.us/img374/5481/gravliftroomve7.jpg
http://img178.imageshack.us/img178/3120/curvedhallrightwe7.jpg
http://img178.imageshack.us/img178/1506/curvedhallleftcj2.jpg

Zeph
October 8th, 2006, 09:35 PM
Umm, unless you're going to UVW it that way, I'm not seeing how this means of texturing will work. Even then, you'll have stretched and untextured areas.

SnaFuBAR
October 8th, 2006, 09:37 PM
whoever will be uv and texturing it will get the .max. i thought that was common sense.

Boo Diddly
October 8th, 2006, 09:40 PM
I was sure it was common sense that one would get the max file also.

Zeph
October 8th, 2006, 09:50 PM
Yeah, I figured it was common sense as well. Hence the confusion with you posting renders to photoshop.

SnaFuBAR
October 8th, 2006, 10:01 PM
if you re-read the post, they're so people can arrange a layout for the pariah bsp. the best 3 will later be voted on.

rossmum
October 8th, 2006, 10:16 PM
Cool, I might think up something later on.

(Pssst, control room when you get the time pl0x, I'm getting the Source SDK soon and Reaper is redoing the exterior a lot cleaner) :D

Btd69
October 8th, 2006, 10:28 PM
I'm ashamed of you snaf.

SnaFuBAR
October 8th, 2006, 10:51 PM
i'm ashamed of me, too.

PlasbianX
October 8th, 2006, 11:05 PM
Ill try making something tomorrow, and see what ya like.

SnaFuBAR
October 8th, 2006, 11:09 PM
thanks, that's cool. I encourage everyone to try their hand at it. i want this to be a community infulence thing as much as possible.

PlasbianX
October 8th, 2006, 11:14 PM
thanks, that's cool. I encourage everyone to try their hand at it. i want this to be a community infulence thing as much as possible.

And thats what makes a great map, the community input :)

SnaFuBAR
October 9th, 2006, 03:06 AM
btw, guys, if it's got more than 1 level, be sure to include that in a different pic, but make it known how it will line up with the other level, and if it's above or below.

falconsfootball07
October 9th, 2006, 09:58 AM
Working on it now snaf

Chewy Gumball
October 9th, 2006, 02:01 PM
http://img233.imageshack.us/img233/8818/serhsehrx7.png

You can go down or up on that platform place right? If not, I don't see how you could have more than 1 level.

SnaFuBAR
October 9th, 2006, 02:13 PM
http://img233.imageshack.us/img233/8818/serhsehrx7.png

You can go down or up on that platform place right? If not, I don't see how you could have more than 1 level.

yeah, you can go up and down on that. there's also those square rooms with the hole in the middle. they have grav lifts as well.

thanks for your submission :D

Spartan000
October 9th, 2006, 03:46 PM
You have noteably good models, although it still needs textures, it looks pretty decent. The layout however... seems to lower the gameplay quality of it, just an opinion. what I am saying is have more rooms with three ways to get into and out of them. I also should note that there is another area that would be a good idea to add. That one gravlift area with the arching lifts, have them turned into green lightbridges and then maybe have another more solid path from a slope and a walkway on the rounded wall under the path.

It's just a suggestion that would most likely increase gameplayability.

I like the models, and I have a few layout ideas that might work if you are willing to listen

If you would like I could post my layout ideas

SnaFuBAR
October 10th, 2006, 04:16 AM
please do post your layout ideas.

Btd69
October 10th, 2006, 09:06 AM
You know i'd love to SnaF, but i'm having enough.. 'fun' with the UVWing :P I hope you don't mind waiting a few weeks, cause i've gotta UVW it, then fit all the texturing. I apologize if it takes longer than you expected, but I promise you I won't up and dissapear :lol:

SnaFuBAR
October 10th, 2006, 04:01 PM
You know i'd love to SnaF, but i'm having enough.. 'fun' with the UVWing :P I hope you don't mind waiting a few weeks, cause i've gotta UVW it, then fit all the texturing. I apologize if it takes longer than you expected, but I promise you I won't up and dissapear :lol:

As long as you don't up and disappear (like all the others who have attempted), a few weeks is fine.:XD:

Rescudo
October 11th, 2006, 08:58 AM
I wonder if I'm good at texturing, I'm not that far in my map making process yet... but if I turn out to be good at it, I'll give it a try. :)

Spartan000
October 11th, 2006, 05:08 PM
http://img411.imageshack.us/img411/2580/levellayoutbyspartantriplezerofx3.png

2048 by 2048 res...

it's not too hard to understand, nor would it be too hard to find your way with it ingame

Boba
October 11th, 2006, 05:51 PM
http://img216.imageshack.us/img216/2743/ex2nn5.jpg
http://img172.imageshack.us/img172/816/ex1ip6.jpg

You need the little balcony things, and I'll try to get the sky to you as soon as i can, as well as the jails. :)

Spartan000
October 12th, 2006, 12:58 AM
I almost forgot to mention, the four way junction to the upper right with nothing attached to the top and the right pasage exit, should have single rooms in which to use as defend points. You might think, "camping noob spots," but in reality, if someone camps those spots, they will not be as likely to get many kills, though they would however be able to kill whoever passes by the adjacent door, and whoever does see them can use a grenade to lure them out of their little corridor.

Speaking of corridors, I need to mention the extra areas I added in, dark gray corridors with sides to take cover in during a firefight. They just need to be modeled and added in, obviously.

Corridor extentions which are in a lighter gray are to fix some apparent issues with 2 models not touching.

The 4 way to the lower left has it's left and right side without any models. This also has rooms on either side, more as ammunitions and weapon storage. I am assuming that there will be doors in this map by the way. If there aren't then the storage rooms will be changed to just normal spawn rooms. Hopefully if there are doors though, probably make them device sealed by the nearby base controls, to lock and unlock them.

The green energy bridge on the right should be fully extended, I got lazy and didn't finish that last part. From the energy bridge, the blue ledge left of it will have people who will probably be shooting at the brridge and bullets overpenitrating it, since green is seemingly weaker than blue energy. But because of this, people from the energy bridge can throw grenades at the ledge and there will hopefully be a solid railing that will keep the grenades from bouncing into the abyss.

SnaFuBAR
October 17th, 2006, 01:41 PM
thanks for the description :)

anybody else got some photoshoped layouts to post?

Somebody123
October 17th, 2006, 06:07 PM
Nice, I see you have great modelling skills, I will see what I can do to help you in your "quest" to uvw map this. I do have one suggestion and that is that in the area where there is the three gravity lifts make the platform below bigger so you can make sure players dont accidentally fall off. Also, if you have any time please share some of your modelling tecniques with me. I would really like to know how you work to make such a great map.

P.S. If you can please send me the file I would be happy to do it A.S.A.P.

P.P.S Also, if you want, I could make this with the textures by bungie so this map can be converted to HaloPC if you want.

[gx]Shadow
October 17th, 2006, 09:21 PM
Snaf, whatever the layout is, please try to make more than one entrance to the base.

Boo Diddly
October 21st, 2006, 02:57 PM
heres the one that i whipped up:
http://sandstorm.halomoddingsite.com/pics/layout.jpg

SnaFuBAR
October 21st, 2006, 03:02 PM
i'm not getting anything. mind posting the image itself?
:confused: thanks.

Boo Diddly
October 21st, 2006, 03:03 PM
i fixed it *at least i should have >.>*

SnaFuBAR
October 21st, 2006, 03:04 PM
hate to double post but it's not letting me edit...

anyways, i can see it now and that is hella complex

Boo Diddly
October 21st, 2006, 03:07 PM
more than 1 base entrance at least. the yellow arrows point down the slope, the b's and t's say where the entrances are on certain ones.

SnaFuBAR
October 21st, 2006, 03:10 PM
thank you for the explanation:) let's see some more, guys!