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Phopojijo
July 18th, 2007, 05:38 PM
Hi everyone, its show and tell... YAYYYY!

Everyone, please refresh your browser, I updated the second picture.

Infinitesimal

The first map is an island artificially created by the forerunner in the middle of a (currently uncreated) box-reservoir being constantly filled and drained by a pair of waterfalls. Its a vCTF/vAssault map following similar play styles as Blood Gulch. The retractable bridge should hopefully operate similar to the Zanzibar arm if that functionality ever gets added. The big structure in the middle may just be an important landmark -- likewise, depending on how unlocked the toolkit becomes.

http://img.photobucket.com/albums/v342/Phopojijo/map1_01.jpg

The primary methods of attack are vehicles going around the long way or, should both sides be knocked down, the retractable bridge directly connecting the bases. For those who wish to walk everywhere you go, a pedestrian bridge and underwater tunnel should suit your needs fairly well.

http://img.photobucket.com/albums/v342/Phopojijo/map1_02.jpg

Detail is being added both inside, and out. I'm concentrating most of the heavy detail in places you cannot get to, only see. The reason of course is it will still give the highly-visual stimulus... but not having it anywhere you could get stuck on in a firefight.

http://img.photobucket.com/albums/v342/Phopojijo/tunnelmouth.jpg

Untitled

Credit goes to Inoxx (http://inoxx.planetunreal.gamespy.com/) for the original Unreal Tournament map, CTF-Face (http://inoxx.planetunreal.gamespy.com/maps/face3-1024.jpg)

http://img.photobucket.com/albums/v342/Phopojijo/map2_01.jpg

The setting of this map is inside a Gas Giant atmosphere, similar to the sky-lab in the Halo 2 campaign. The map is fairly small so battles should be very rapid and chaotic. It so far only has approximately 5-6 hours worth of modeling on it, which is very very low for me. (I'm a tweaker, what can I say?) But its also the closest to the gameplay testing due to how compact it is.

http://img.photobucket.com/albums/v342/Phopojijo/map2_02.jpg

The gameplay will need to be heavily tweaked to match Halo's much slower movement speed. The current ideas are heavy uses of mancannons and slight alterations to weapon placements. The banshee will also be tested to see if it balances the gameplay to keep the game moving at the proper speed.

And if the editing kit gets opened further... I'm sure there won't be much of an issue playing around with a possible Instagib 2v2 gametype. Hey, just saying ;)

I hope you guys enjoy. And don't forget -- that maps are for you, the players. Please give feedback and criticism and we'll see what works and what doesn't in testing.

See you all around later.

Ki11a_FTW
July 18th, 2007, 05:49 PM
WHOA


very nice, though the last picture could use more detail in the center

Skyline
July 18th, 2007, 06:00 PM
Nice :).

TeeKup
July 18th, 2007, 06:02 PM
I don't like your forerunner architecture, I don't know why, I just don't. :I

Con
July 18th, 2007, 06:04 PM
Nice work, Phopo!

Phopojijo
July 18th, 2007, 07:00 PM
WHOA


very nice, though the last picture could use more detail in the centerYea this is pre-lighting very basic floor-n-walls level of detail. Once we get a bunch of gameplay rounds in, then I'll actually make it pretty... once I know it won't be boring/too frickin' hard. Any ideas you have for how to decorate I can hear any time though.


I don't like your forerunner architecture, I don't know why, I just don't. :IIf you ever think of a way to improve it, say it. I'm always open to criticism. Truthfully, the main building of Infinitesimal... I don't really like the roof either. (IE: No hard feelings :p You made your criticism in a mature fashion, why would I complain?)

fatso784
July 18th, 2007, 08:28 PM
Damn it's a shame all you great mappers are migrating to H2Vista...I gotta get meself a GeForce 8600 :P

TeeKup
July 18th, 2007, 08:34 PM
If you ever think of a way to improve it, say it. I'm always open to criticism. Truthfully, the main building of Infinitesimal... I don't really like the roof either. (IE: No hard feelings :p You made your criticism in a mature fashion, why would I complain?)

Thank you, I'm trying to find the problem I have with it. I think its the pertrusions (spelling) coming out of the cylindrical roof. Try and make them angle up when they reach the center instead of stabbing each other right at center, that would fit the forerunner tower look to me.

The 2 other structures seem too simplistic, try and mold those into more complicated structures, right now they feel too....bare. Add some satellite structures around them. :)

Phopojijo
July 18th, 2007, 08:43 PM
Everyone, please refresh your browser... I updated the second picture.


Thank you, I'm trying to find the problem I have with it. I think its the pertrusions (spelling) coming out of the cylindrical roof. Try and make them angle up when they reach the center instead of stabbing each other right at center, that would fit the forerunner tower look to me.Yea I could probably redo them. The original idea was for the structure in the middle to be sort of a glorified gravity lift.

Basically someone inside pushes a button to create an energy node, and they charge it up by jumping into the beam. Their shields drop and they float up between the protrusions on the roof. Sniper bait, but if they charge the energy node (by floating above the towers on the roof with zero sheilds and zero cover)... their flag room gets sealed off so no-one can leave it. (Hence the roof formation... trying to make sort of a symbolic alter for the dude who risks his nuts to charge the flag-room shield)

IE: Your flag is invulnerable until either 1) You score, or 2) They infiltrate the center structure and destroy the power node. Kinda a little UT2004 Onslaught meets Vehicle CTF pitch. (It was originally a Chimpire UnrealTournament3 level)

But now that its seeming less and less likely that scripting will be available to do that (at least without Prometheus), I might just change the design of it altogether. I'll start with your suggestion though.

As for satellite structures -- there's not a whole lot of room around the base, and I want to promote people to do Warthog donuts. But I might be able to have shit hang off the side of the island, pop up, and hang back over... sort of like a bear trap. A lot of detail and artificial stuff, as said, will be in the cliff walls on the sides of the river (the one the island is in)

Flyboy
July 18th, 2007, 09:28 PM
Really really nice. I got the feeling in my bones that this is somehow going to match up to portent (no idea why).

Phopojijo
August 8th, 2007, 01:53 AM
The CTF-Face prealpha build for some reason does not want to compile into H2Tool.

I'm very lost in 3ds max of course since I use Maya, so maybe its something on my end. Only 1 way to test that...

http://www.chimpire.com/face_prealphabuild0002.obj (right-click save as)

If you see something wrong, please state the issue. Also -- feel free playing around with the geometry. I -- really don't care about properties. Credit would be nice -- but you'll only get me complaining if you try to call me a thief with my own work o.o So yea -- have fun, use as you wish.

This is the shell -- there's no levelroot or anything like that.

Neuro Guro
August 8th, 2007, 02:01 AM
http://img.photobucket.com/albums/v635/neuro/1186533489421.gif

Tweek
August 8th, 2007, 05:40 AM
you need to stuff way more polys into pretty much everything. design wise, they look properly done, but this looks like it's made for a game thats 10 years old. nowadays, you can have 100k polys for just the terrain only, not uncluding any housed or whatever. dont be afraid to use em!

Phopojijo
August 8th, 2007, 01:31 PM
you need to stuff way more polys into pretty much everything. design wise, they look properly done, but this looks like it's made for a game thats 10 years old. nowadays, you can have 100k polys for just the terrain only, not uncluding any housed or whatever. dont be afraid to use em!They're gameplay pre-alphas. They're not even UV'd properly. I'm making them so I can find out where to place teleporters, mancannons, weapons, etc. Its a lot easier to completely redesign 3500 triangles than 35,000 triangles if I realize that I need to redo a section because its too friggin' boring.

My problem is -- it will not compile properly nor open in sapien... and I do not know why. Tool spits back out a WRL file... yet none of the triangles it spits out are actually part of my model.

Tweek
August 8th, 2007, 06:17 PM
oh good point then.

if you want i can take a look at it, see where the errors are.
if you want. don't have to.

Phopojijo
August 9th, 2007, 01:30 AM
oh good point then.

if you want i can take a look at it, see where the errors are.
if you want. don't have to.Hey, if you have time that'd be awesome. Actually -- thats why I posted the OBJ file for it.