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.
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.