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View Full Version : HCE WIP Joust



PopeAK49
November 22nd, 2011, 10:27 PM
It's been a long time since I've modeled forerunner, but I decided to look at a few concepts through Halo 3 and Anniversary multiplayer. At first, I was trying something similar to the Joust map layout in Unreal Tournament in the sense that it would be 'chaotic'. But I decided to base it on a forerunner bridge in the high mountains of installation 04 during spring time. Once I have the whole bridge model complete, I will add some touch up details to the bridge and post some pictures again. I'm really excited to do the terrain for this level, I want to make it seem believable with a crashing waterfall leading out to an ocean and a custom skybox.

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Masterz1337
November 25th, 2011, 01:26 PM
Looks like a good start dude.

PopeAK49
November 28th, 2011, 05:15 PM
:mech:

Good to see that at least one person acknowledged my work...Thanks masterz...Anyways I'm working on the terrain right not and I will post some renders either tonight or tomorrow if anyone cares.

Higuy
November 28th, 2011, 05:31 PM
I do!!

Although you've been keeping me updated via xfire. Can't wait to see more stuff.

PopeAK49
November 28th, 2011, 11:36 PM
More eyecandies!

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DarkHalo003
November 28th, 2011, 11:46 PM
Wow, really digging this map! Wish my cliff areas looked that neat.lol.

BobtheGreatII
November 29th, 2011, 01:03 AM
I like it. Now get it done. :downs:

TM_updates
November 29th, 2011, 02:50 AM
Niiiice!!

ThePlague
November 29th, 2011, 02:54 AM
Cool beans dude.

Timo
November 29th, 2011, 03:13 AM
Solid stuff there man. Is this supposed to be a close quarters cluster fuck? If so, djw delta station might be a place to look for ideas - not the best looking map but I found it was perfect for close quarters gameplay, probably to most fun i've had playing in such a small map. Shotguns no shields was epic.

PopeAK49
November 29th, 2011, 03:34 PM
Now get it done. :downs:

lol. I promise I won't fail this time.


Solid stuff there man. Is this supposed to be a close quarters cluster fuck? If so, djw delta station might be a place to look for ideas - not the best looking map but I found it was perfect for close quarters gameplay, probably to most fun i've had playing in such a small map. Shotguns no shields was epic.

I'm going to make the shotgun as the starting weapon when you spawn, but I'm not sure If I should put in the pistol as the secondary weapon or something else. But yeah, I want to make this a CQB cluster fuck. Another gametype that this map will probably be great for is Assault (Reverse CTF).

PopeAK49
December 7th, 2011, 10:39 PM
----------Update-------------

Glacier is a work in progress, it will probably look better with a good texture though. The smoothing groups are also temp.

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BobtheGreatII
December 8th, 2011, 02:21 AM
Looks good looks good!

Hope Halo doesn't give you too much of a problem with it.

PopeAK49
December 8th, 2011, 02:28 AM
Yeah, I hope not either. I'm taking my time on it so hopefully it pays off.

Warsaw
December 8th, 2011, 03:21 AM
lol. I promise I won't fail this time.



I'm going to make the shotgun as the starting weapon when you spawn, but I'm not sure If I should put in the pistol as the secondary weapon or something else. But yeah, I want to make this a CQB cluster fuck. Another gametype that this map will probably be great for is Assault (Reverse CTF).

Try these for spawn combos:
AR + 2 frags
Shotgun + 2 frags
Plasma Rifle + 2 stickies
Needler + plasma pistol

Avoid the pistol altogether. A shotgun spawn with any other gun would either be useless or OP as fuck. AR spawn could be combined with a plasma pistol, but I don't like to do hybrid spawn combos, it just feels wrong. All of the above would enforce the CQB cluster-fuck you want, though. Judging by how much fun Needleosity was, don't underestimate the fun-factor of everyone spawning with Needlers.

n00b1n8R
December 8th, 2011, 07:48 AM
http://images.cryhavok.org/d/18028-1/I+am+Monitoring+this+Thread.jpg

ThePlague
December 8th, 2011, 03:04 PM
I'm liking this, looks like it'll be really atmospheric.

Lateksi
December 8th, 2011, 03:24 PM
Yeah looks great both gameplay and design-wise

TeeKup
December 8th, 2011, 05:39 PM
Ice. This just screams an Ice atmosphere. I'm feeling VERY Phendrana Drifts right now. Very well done sir.

Cortexian
December 8th, 2011, 06:56 PM
I hope you have a lighting/artist person lined up. This much awesome geometry deserves some great lighting.

I vote Selentic.

PopeAK49
December 8th, 2011, 08:15 PM
I hope you have a lighting/artist person lined up. This much awesome geometry deserves some great lighting.

I vote Selentic.

Indeed. I'll try it myself at first just so I can gain some experience with everything involving level design, but if it doesn't look right I'll ask Sel even though I have not talked to him for a year. The same can also be said for the skybox. Basically, this project is going to be my learning experience so I can up my skills.

I'll probably recreate Ancient Sanctuary and re-due most of the layout after the final completion of this project, because that was one of my favorite projects that sadly stopped at beta form.

PopeAK49
December 19th, 2011, 02:23 PM
Just a little update before I completely finish the model. (Mountain waterfall and stream are placeholders, along with the glacier texture)

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ThePlague
December 19th, 2011, 02:38 PM
Only thing I can say is that some of the glacier and rock areas are a little spiky. Other than that though, very nice.

PopeAK49
December 19th, 2011, 02:47 PM
Only thing I can say is that some of the glacier and rock areas are a little spiky. Other than that though, very nice.

True, I was trying to make it seem as if Ice was breaking off of the glacier, hence the sharp edges. I could add ice chunks around that area to make it seem like that.

ThePlague
December 19th, 2011, 03:02 PM
Yeah that would work. And once you get this thing ingame and whatnot, i'll help with weapon placement if you want :)

Cortexian
December 19th, 2011, 04:47 PM
You can make use of the Lancers Edge 03 server for testing as well.

PopeAK49
December 19th, 2011, 05:00 PM
You can make use of the Lancers Edge 03 server for testing as well.

Wow, thanks! I appreciate it.

Cortexian
December 19th, 2011, 05:09 PM
I'll set it up so that you can use FTP to upload new maps to the server, and a website to stop/restart the actual server.

When you get closer to the in-game stage I'll send you some login info for this stuff.

PopeAK49
December 19th, 2011, 05:19 PM
That is really nice of you Cortexian. I was hoping to have a nice server to test the map on too. Again, I highly appreciate it.

TeeKup
December 21st, 2011, 07:24 AM
I have a good vibe from this map. Very interested.

Cortexian
December 21st, 2011, 10:31 AM
I'm not getting a clear vibe of the scale of the map, but it might be neat to have some tunnels inside the rock-faces which lead to a two-way teleporter. That would allow for people to have an alternate path to the other side of the map that people can't necessarily detect easily.

PopeAK49
December 31st, 2011, 02:40 AM
Just to let people know, I'm unwrapping the cliffs. Talk about a pain in the ass...I'm about 50% complete with those cliffs.

PopeAK49
January 5th, 2012, 06:58 PM
Just some of the UVW mapping you guys can expect.

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NotZac
January 5th, 2012, 07:53 PM
Wow this is turning out nicely.

PopeAK49
February 2nd, 2012, 11:50 PM
Just some updates for the time being. The water is not shown in the renders.

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Sever
February 3rd, 2012, 12:36 AM
Looks good, other than the fact that you're using the shield world symbol as wallpaper and a mantlepiece. Don't ever use it as wallpaper. Also, you have your structural flows conflicting - some details are ascending, others descending (casings in image 2, for example). The half-octagonal bumpers have too even a spread of detail, and probably too much intricacy as well, what with it being a major playspace. Don't Halo-3 your map: make the surfaces in the combat areas clean and readable, and give them interest with textures and highlighted seams (make the spaces where they connect to walls/floors accented with lighting and textures, but still with a clean-edged projectile collision mesh). The map already has form covered by setting and vista (both upwards and downwards through the glass floor areas), so don't worry too much about the playspace's detailing. Make it focused on player movement and interaction.

PopeAK49
February 3rd, 2012, 12:47 AM
Looks good, other than the fact that you're using the shield world symbol as wallpaper and a mantlepiece. Don't ever use it as wallpaper. Also, you have your structural flows conflicting - some details are ascending, others descending (casings in image 2, for example). The half-octagonal bumpers have too even a spread of detail, and probably too much intricacy as well, what with it being a major playspace. Don't Halo-3 your map: make the surfaces in the combat areas clean and readable, and give them interest with textures and highlighted seams (make the spaces where they connect to walls/floors accented with lighting and textures, but still with a clean-edged projectile collision mesh). The map already has form covered by setting and vista (both upwards and downwards through the glass floor areas), so don't worry too much about the playspace's detailing. Make it focused on player movement and interaction.

Alright I'll be sure to do this in future maps. I'll also be sure to change the sheild world symbol too, I was trying to get an idea of what texture to put there. Thanks for the input.

PopeAK49
November 12th, 2012, 10:28 PM
I know it's been like a year. But I do want everyone to know where I am at right now:

-I drew a new layout. The core concept is still there, but I added much more gameplay elements.

-The original BSP would be camp-o-tropolis since the opposing bases had no spawn protection. I fixed this and I believe it will work out perfectly.

-The bridge curves in an arch fashion, this cancels out the linear camping that would take place when players look at each other across the upper bridge.

-The down stairs is redone. It presents good quality gameplay flow.

-The project is renamed from 'Joust' to 'Glacius', the name of my favorite Killer Instinct character. Plus, the maps environment is surrounded by a giant glacier.

This is my current flow chart for this project:

-Design Outline on Paper.

-Model a lowpoly blockout design of the level. Test it with people.

-Adjust anything that needs to be changed, keep testing and making changes until gameplay is close to excellent.

-Model and Create textures for the high poly design of the level. Beta test it with people.

-Keep making adjustments until the map is perfect in terms of visuals and gameplay.

-Test the Final product.

-Release the Final product.

Once I get this product in block out form, I'm going to need at least 7 individuals to test this. I'm going to put Higuy and Lodex first in line for testing, if they don't want to, then that opens more spots for people when testing time comes around.

Thanks.

Here are some shitty blue prints of the new design:

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Btcc22
November 12th, 2012, 11:37 PM
The layout reminds me somewhat of Halo 3's Guardian. :)

ThePlague
November 13th, 2012, 12:32 AM
What'd you do with the old one?

Ryx
November 13th, 2012, 02:24 AM
If you need anyone to test hmu, I remember seeing this a while ago :D