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beele
July 27th, 2007, 12:07 PM
EDIT: Thread locked, map to be released in a couple hours.
EDIT: Participate in the second beta, send me a pm! (August 15'th)
EDIT: New beta2 pictures available on page 7 (August 13'th)
EDIT: New pictures and video available on page 7 (August 12'th)
EDIT: New pictures available on page 7 (August 7'th)
EDIT: New video available on page 6 (August 6'th)
EDIT: New pictures available on page 6 (August 5'th)
EDIT: New pictures available on page 5 (July 31'th)
EDIT: Beta available for download on page 4 (July 30'th)
EDIT: New pictures and video on page 3 (July 29'th)
EDIT: New pictures/info on page 2 (July 28'th)

This is my first map, I will be releasing after I finished it. This is a very simple map, and I'm currently still learning the whole map making concept. Feel free to to say how you feel about the map.

CONCEPT:

map name: Air station
Info: One of many air filtering/producing stations found on the halo rings. There once was a battle in this facility between UNSC forces and UNSC flood infected forces. After the conflict, the station was abandoned, and the remainders of the battle were left behind.

In-game pictures:

http://www.beeles-place.be/halo2mppics/air_station1.jpg
http://www.beeles-place.be/halo2mppics/air_station2.jpg
http://www.beeles-place.be/halo2mppics/air_station3.jpg
http://www.beeles-place.be/halo2mppics/air_station4.jpg
http://www.beeles-place.be/halo2mppics/air_station5.jpg
http://www.beeles-place.be/halo2mppics/air_station6.jpg

weapon and scenery placement are not final yet. I'll make a new thread in the release section of the forums once the map is finished.

Currently working game types:

Slayer
Team slayer
Territories (currently 6 territories)
Capture the flag
JuggernautOther game types will be working on final release (I hope :)).

All comments, ideas welcome.

dcemuser
July 27th, 2007, 12:18 PM
It's looking very good! Great first!

Flyboy
July 27th, 2007, 12:32 PM
Woh.

beele
July 27th, 2007, 12:39 PM
I've now redone some of the scenery to fit better into the map. I also placed the territories so the flag would be at the flag bases instead of next to it.
But could someone tell me how to do assault and CTF (CTF doesn't seem to work, when I test it only my teams flag spawns but the one I need to capture doesn't spawn:confused2:) the flag spawns are set for both teams. Am I doing something wrong?

Some more pics:

http://www.beeles-place.be/halo2mppics/air_station7.jpg
http://www.beeles-place.be/halo2mppics/air_station8.jpg
http://www.beeles-place.be/halo2mppics/air_station9.jpg

A short video of the map (sorry for the video but I'm not steven spielburg :))

zvZvDJUvRDw

Con
July 27th, 2007, 01:12 PM
nice, +rep

edit: ffff need to wait 24 hours before I can

boltdwright
July 27th, 2007, 01:23 PM
great map dude.

beele
July 27th, 2007, 01:32 PM
I've just redone some of the weapons placement now, and I added two brute shots. Ive been placing the weapons so every team (when CTF) has equal weapons to choose of. I also did assault and oddball in sapien, but I still need to test those. I think the map will be ready for release tomorrow:).

dcemuser
July 27th, 2007, 01:41 PM
You aren't doing anything wrong, it's just that a team's flag won't spawn unless there is a player on that team. So just make a game where you are red and then one where you are blue to test them.

beele
July 27th, 2007, 01:47 PM
K I see, Then it should be OK, I changed teams and my teams flag was always there so :). Oddball and assault are also up and running now. So that makes all game types are working except king of the hill, which I'm not going to do for this map, since territories is better for it.

Terin
July 27th, 2007, 01:51 PM
This map looks like it has a lot of potential. Can't wait to play it.

Also, please use a 4:3 ratio and the F11 key when taking screenshots. It looks nicer. But I guess you're done with screenshots at this point. <.<

+rep.

Llama Juice
July 27th, 2007, 03:18 PM
His ratio was fine, it is that the page shrinks images that are wider than itself....

The map looks pretty good with all the effects and whatnot, but it still looks like a giant box... add some art into the walls and whatnot... I know you have that one big thinger on the one wall and that looks great, but try something else on the other walls.

Flyboy
July 27th, 2007, 07:30 PM
4:3 aspect ratio lowers your FOV down to around 70, making shots look crappy. Trust me, 1280 x 720 not only looks better, but it plays better (90 degree FOV).

stunt_man
July 27th, 2007, 07:32 PM
I agree with Llama Juice. If you release this, release it as a beta to see if gameplay works well, but keep working on the aesthetics. I would suggest opening up the ceiling a bit more, using a different skybox (if possible), or doing something interesting with distant scenery. This stuff would give it atmosphere!

I think your skills are really coming along, you have a lot of potential!

Keep it up!

Phalanx_Master
July 27th, 2007, 07:33 PM
nice map ill be sure to download.

boltdwright
July 27th, 2007, 08:54 PM
where do screenshots from ingame get placed into?

et_cg
July 27th, 2007, 09:47 PM
Your Username\My Games\Halo 2\Screenshots

As for the map, it looks good.

beele
July 28th, 2007, 02:46 AM
Today I will release air station, but I'll keep working to make it better and then maybe name the map air station 2, or give it a better name when I release it again.
(I've uploaded it to halomaps now, and am waiting for it to show up, so I can post the link here)

Edit: expect screenshots of the progress on air station 2 later today

calky360
July 28th, 2007, 09:23 AM
Great job dude keep it up.

flibitijibibo
July 28th, 2007, 12:42 PM
Wait, this is a FIRST map??? Please, if this one didn't take you too much time, make mooooooooar.

beele
July 28th, 2007, 01:21 PM
I'm now buzzy with the second version of the map, which should be less like a box (more wall decoration) I'll post some pics when there is some progress to be seen, I'll keep you guys posted.

Edit: New picture form version 2 (currently only shots from sapien in checkerboard quality).

http://www.beeles-place.be/halo2mppics/air_station_v2_1.JPG

et_cg
July 28th, 2007, 04:21 PM
Think outside of the box. :cool:

Sever
July 28th, 2007, 04:26 PM
Looks like a great concept! Any chance you could release a HCE version? Some of us are still in the 'dark ages.'

boltdwright
July 28th, 2007, 08:11 PM
Think outside of the box. :cool:
lol

Bastinka
July 28th, 2007, 08:42 PM
Looks like a great concept! Any chance you could release a HCE version? Some of us are still in the 'dark ages.'
Actually HCE isn't considered dark ages, it's the birth of halo 2.. And the birth of Halo was the books! :)

Anyway, I really like this map especially the 'steam' effects. Also, if it is possible you could add a layer of fog on the bottom of the map just hovering above the floor. I think that'd be kind of cool, if it were possible. Halo 2 has a lot of more possibilities than Halo CE, no one has tried anything outrageous yet.. Well not to my knowledge. :)

et_cg
July 28th, 2007, 08:48 PM
Halo 2 has a lot of more possibilities than Halo CE, no one has tried anything outrageous yet.. Well not to my knowledge. :)

Halo 2 is, indeed, capable of more. But we're limited at the moment as to what we can fully experiment with. Most of our sources are :lock:'ed or not included.

beele
July 29th, 2007, 07:01 AM
Edit: I've decided not to make a tunnel for now, I will first release a beta and then see how the game play is without it. I will also try to make some fog at the floor. Expect more pictures soon!

And for the HCE version: If I find some more spare time I might make a HCE version too.

beele
July 29th, 2007, 01:44 PM
New pictures and video of the second version of the map. weapons are not yet in the map, but will follow soon.

http://www.beeles-place.be/halo2mppics/air_station_v2_2.jpg
http://www.beeles-place.be/halo2mppics/air_station_v2_3.jpg

oiIzhRARLMA

Feel free to comment on the changes :)

Con
July 29th, 2007, 01:50 PM
Those blue lights make everything look so much nicer. I would suggest adding ramps to those side platforms with the air tanks on them, and maybe a bridge between them. The gameplay doesn't look very dynamic as of now.

edit: also, add some cover to the lower base in a lot of areas. It's typically a no-no to have one base higher than the other without the lower having cover, otherwise it's a nade-spam fest and a bunch of camping, since the guys on top can walk back to be out of sight but the guys down below can't.

beele
July 29th, 2007, 01:59 PM
I will make some more cover for the lower base, with some well placed shield corners the problem should be alot less.

And for the gameplay, I'm going to have a beta first, so I can see if the gameplay needs any adjustments. (expect the beta somewhere next week)

boltdwright
July 29th, 2007, 03:03 PM
i like the blue makes it look really cool. Cant wait to test it.

Amit
July 29th, 2007, 03:36 PM
Holy Crap! This is the very best H2V map I've seen yet! Excellent blue lights give it a more atmospheric feel of a forerunner structure. I like how the map looks a bit big, it makes you think of some nice firefights with explosions near the ceiling. This map is coming along great!

beele
July 30th, 2007, 02:32 AM
I've renamed the map to Air station omega which sounds better then air station V2 to me. I've also finished the weapons placement (later changes can still be made) and am now going to start with the gametypes. Remember that nothing is final yet, and that I am still open for other ideas

Other good news: expect a beta later today!

jngrow
July 30th, 2007, 02:36 AM
Those blue lights make everything look so much nicer. I would suggest adding ramps to those side platforms with the air tanks on them, and maybe a bridge between them. The gameplay doesn't look very dynamic as of now.

edit: also, add some cover to the lower base in a lot of areas. It's typically a no-no to have one base higher than the other without the lower having cover, otherwise it's a nade-spam fest and a bunch of camping, since the guys on top can walk back to be out of sight but the guys down below can't.

*COUGH* *WARLOCK* *COUGH*

Limited
July 30th, 2007, 03:46 AM
Wow that is one sexi map.

I would like to see more model detail worked into the kind of objects in the middle of the map.

Great work so far, also what game type is that with the red boxes, capture bases or some thing? (I havent ever played h2)

I might consider getting h2v, trying on XP if not just waiting for me to get vista :D

beele
July 30th, 2007, 03:52 AM
I proudly give you Air station omega (Beta 1)

This map is still under development, and please post all your findings here, or add me on msn if you want to talk about the map a little more.

Currently all gametypes are working except assault and king of the hill, but these will be working in the final release :)

Download (http://www.beeles-place.be/Air_station_omega_beta1.zip)

Have fun ;)


To limited: I think you mean territories (something like King of the hill, but with several hills at the same time)

beele
July 30th, 2007, 12:02 PM
OMG double post, sorry for that.

I made a layout of the map for those who do not have H2V so they can comment on the weapons placement too.

http://www.beeles-place.be/halo2mppics/Air_station_layout.jpg

(Click to enlarge)

And for those who do not know where to place custom maps once downloaded, look at the example below.

C:\Users\YOURUSERNAME\Documents\My Games\Halo 2\Maps

Terin
July 30th, 2007, 05:36 PM
The asymmetry of the map is very well done. Well-placed jumps can get you to a certain point in the map quickly. Good job.

flibitijibibo
July 30th, 2007, 07:14 PM
Well, I finished digging into the map, and i must say that everything is really well done. As my member status shows, I am a complete and utter sound whore, so that's what I dug into the most.

The engine sounds were executed well, but the sound_scenery sound used bugged me a bit. I know that there are openings and you could technically hear the outside, but the outside_birds (that's what it was, right?) doesn't really account for the station itself. I would give an indoor tag a shot.

Hope this was useful somehow.

Evil_Dude
July 30th, 2007, 07:15 PM
Looks good. Only thing I noticed is that there's something that just doesn't look right with the uv mapping on the cylinders. Looks great other than that, though.

stunt_man
July 31st, 2007, 01:20 AM
Just played a couple games, and I'm liking the feel!

However, I did find it a bit too boxy. Do something with that ceiling! Also, it could use a bit more light (just my opinion, it just seems a bit bleak).

Good gameplay, though!

beele
July 31st, 2007, 02:29 AM
Well, I finished digging into the map, and i must say that everything is really well done. As my member status shows, I am a complete and utter sound whore, so that's what I dug into the most.

The engine sounds were executed well, but the sound_scenery sound used bugged me a bit. I know that there are openings and you could technically hear the outside, but the outside_birds (that's what it was, right?) doesn't really account for the station itself. I would give an indoor tag a shot.

Hope this was useful somehow.

Well Actually there aren't that much sounds that we can use, but I'll look into that.


Looks good. Only thing I noticed is that there's something that just doesn't look right with the uv mapping on the cylinders. Looks great other than that, though.

I'm working on that, I noticed it to that there is something wrong with the uv of the cilinders.


Just played a couple games, and I'm liking the feel!

However, I did find it a bit too boxy. Do something with that ceiling! Also, it could use a bit more light (just my opinion, it just seems a bit bleak).

Good gameplay, though!

Well actually the ceiling openings should have glass in them, I only can't figure out how to do it properly.:(

Thanks to all for the comments, I'll keep you posted on the progress.

Llama Juice
July 31st, 2007, 10:33 AM
I just instanced the glass in on my maps because I couldn't get it to work right otherwise *shrug*

EDIT: just saw your other thread... looks like you did the same thing :P

beele
July 31st, 2007, 10:50 AM
The new build has windows in the ceiling and one in the base (It was too dark). I also re-uved the central tube since there was some error there, that is gone now. Expect new screenshots soon :). Screenshots when this problem is fixed.

I've got upon an error with the sky, one of my windows views the skybox from aside , but you can see the ring ending in nothing :(

Sapien shot:

http://www.beeles-place.be/halo2mppics/air_station_sky.JPG

FIXED! :)

I now use the ascension sky, wich does not has this problem, expect sceenshots really soon :)

fletcher77
July 31st, 2007, 11:56 AM
I played your beta yesterday. you get a + because your textures are consistent. But its a box its good for one of your first maps. Do something new.

beele
July 31st, 2007, 01:59 PM
Here are two new screenshots, they show the glass and the fixed tube. unfortunately I will not be able to do much until Saturday, but then I'll start on the corners of the map so the actual box disappears.

The screenshots:

http://www.beeles-place.be/halo2mppics/air_station_o_1.jpg
http://www.beeles-place.be/halo2mppics/air_station_o_2.jpg

And again thanks to JackRabbit72380 for explaining me how to make the glas work :embarrassed:

randreach454
July 31st, 2007, 02:02 PM
Keep going man, looking good so far, can only get better with more work! +rep

Sever
July 31st, 2007, 07:11 PM
I think the glass idea is awesome. I'm planning something like that for my (eventual) remake of damnation, and I think it should work nicely in both our maps. I suggest that you add some hills in the background to give it a fixed feel.

JackRabbit72380
August 1st, 2007, 11:23 AM
You used to meny Smoke or Steem tags. The Map Laggs!
Beta testing online is alwase a good idia before a relese.
If you could remove a couple of smoke or steem tags & do some more textureing & Mb relese a totaly unlaggable final version of the map I would host it alot ! good luck anyway It's realy a nice map. I like it alot!

beele
August 1st, 2007, 02:54 PM
You used to many Smoke or Steam tags. The Map Lags!
Beta testing online is always a good idea before a release.
If you could remove a couple of smoke or steam tags & do some more texturing & Mb release a totally unlagable final version of the map I would host it allot ! good luck anyway It's really a nice map. I like it allot!

The map does not lag on my laptop :), but what for computer do you have? I will use some more smoke effects, not less, but better placed, less at the same place, because that is the reason it would be laggy if it is laggy at all. If anyone else Is experiencing lags in the map (only when the rest of the games plays well) then report it here, and also post when, and/or where it lags.

I hope Saturday comes really fast, because I am a bit annoyed that I cannot work on the map now.:(

JackRabbit72380
August 1st, 2007, 06:25 PM
4400+Amd athlon64X
2 GIGIS OF RAM
1650NV ONBORD GFX CARD
320 GIGHDD & 160 GIG HDD
---------------------------
Btw Iv played every map ON HALOMAPS & bet the game on legend. Yours is the only one that lags I playd with 3 ppl well I tryed n-e-waze.

AND ME MY SELF BEING experienced in map making Well I know your useing to meny partical effect tags ,. it's to bad to.

Kornman00
August 2nd, 2007, 06:21 AM
4400+Amd athlon64X
2 GIGIS OF RAM
1650NV ONBORD GFX CARD
320 GIGHDD & 160 GIG HDD
---------------------------
Btw Iv played every map ON HALOMAPS & bet the game on legend. Yours is the only one that lags I playd with 3 ppl well I tryed n-e-waze.

AND ME MY SELF BEING experienced in map making Well I know your useing to meny partical effect tags ,. it's to bad to.
First and last warning. Since you seem to want to use caps for emphasis, CHECK YOUR POSTS BEFORE POSTING THEM AND LEARN TO SPELL.

beele
August 2nd, 2007, 12:11 PM
I'm finally home from work again ,and I can happely announce that I might even be possible to start tomorrow evening instead of Saturday.

Now I have some ideas in my head for the corners, but they will take me some time to accomplish. (I'm going to integrate some sort of tubing in there, It will be cool trust me)

beele
August 3rd, 2007, 11:14 AM
Sure, but the map is not finished yet? I'll pm you when its out.

beele
August 5th, 2007, 03:13 PM
Yet again a double post, sorry about that, but i have some new pictures for you from the final BSP. It's not much different, but there are small changes, Now all I need to do is adjust the map, remove some errors, and by the end of next week the final build should be out for you guys. All the glass is breakable now (only by grenades or when you walk against it), but in the final release, all glass will be unbreakable (the breaking glass was just a test for me).

Here are the pictures:

http://www.beeles-place.be/halo2mppics/air_station_final1.jpg
http://www.beeles-place.be/halo2mppics/air_station_final2.jpg
http://www.beeles-place.be/halo2mppics/air_station_final3.jpg

Small adjustment to the scenery will be made, so don't worry about the pictures, that was just a quick thing for ingame.

Expect a new video somewhere next week too :).

Bastinka
August 5th, 2007, 03:31 PM
Dang Halo 2 looks nice D:

I'm really tempted to get it now :'[

beele
August 6th, 2007, 04:21 AM
Well I've had an idea :) I'm going to make a conveyor system on the floor with several different conveyors. What do you guys think of the idea? good or bad? I'll post some pics when I have some more progress.

et_cg
August 6th, 2007, 05:51 AM
Don't go too all out with the conveyors... but go ahead and give it a try.

beele
August 6th, 2007, 05:58 AM
Well, I'm just going to do something simple with it nothing to special. I'm not going to turn my map into some sort of conveyor paradise be sure of that ;)

EDIT: The conveyors should be working now, just tweaking the shaders right now.

beele
August 6th, 2007, 12:23 PM
I've got the conveyors working and here is a little present for you guys, A shot video showing them, feel free to say how you feel about them :). (conveyors thx to l SINERGY l and et_cg, you two will be in the credits for the map too)

Ohg0RTvYJYk


I' will start now with removing uv errors, and place something in the center where the to conveyors meet(texture wise). Expect more soon.

et_cg
August 6th, 2007, 02:41 PM
Looks great Beele, have you thought of adding an endless pit to the end of them? That'd make it interesting, because people would have to actually work when they play around that area.

beele
August 7th, 2007, 07:51 AM
I'll look into that. but the area where the two meet is rather small.

Sever
August 7th, 2007, 08:11 AM
Don't make them flat - make a tunnel under the middle, and have the two belts lead down into it. Yes you should put a power weapon there, as well as a one-way drop-down entrance to the area. So, anyone who wants the weapon will have to hike back up a downwards conveyor belt. Just my thoughts to add to the layout of the level. I feel that it needs more depth and hiding areas...

beele
August 7th, 2007, 08:34 AM
Well I'm going to make a room beneath the level with something there, you will only be able to get in there one way (fall down at the ends of the conveyors) and you can get out at 2 different spots by an push up effect. This will need some time, but it will be there.

Sever
August 7th, 2007, 12:54 PM
Sounds good, but I still think you should make the belts go at a downwards angle (like 5-15 degrees) just to add more interesting parts to the level. Nobody loves a flat floor.

beele
August 7th, 2007, 01:02 PM
In about 15 to 20 minutes I'll show you guys some new early pics of the basement

beele
August 7th, 2007, 01:20 PM
here are some new pictures from the map yet again under development. The pictures shown are bad quality, and are not uv'ed/ properly textured yet. But I wanted to show you guys some changes I've made to the maps.

There is now a basement, the two conveyors lead to it, and it is the only way in there. from the basement, there are two exits, one on each side of the map (with lift effect, you will be pushed up there). Down in the basement will be no such superweapon like the sword or the rocket launcher, since the map is not build to support those weapons, so it would ruin the gameplay.

I won't release the map next week, instead I will have a closed beta program, all who want can pm me to participate in the second beta. And from all the pm's I've gotten I will select a few to get the beta.

For those who have seen it, I made another thread about special surfaces, where so far none has responded yet, please take a look there, since it would greatly help the map.

The pictures:

http://www.beeles-place.be/halo2mppics/air_station_ocip.jpg
http://www.beeles-place.be/halo2mppics/air_station_ocip2.jpg
http://www.beeles-place.be/halo2mppics/air_station_ocip3.jpg

The last picture doesn't say much, since it isn't textured yet; it is supposed to be one of the jump pads to get up again. :)

Expect more pictures/video's the coming days.

Sever
August 7th, 2007, 03:39 PM
Only one way in and two ways out...

:(

It needs more than that...

By power weapon, i meant ANYTHING not dual-wieldable, so at least put the shotgun down there.

beele
August 12th, 2007, 02:27 PM
Well, it has been a while since the last update, this because of my work. I've finally found some spare time, and I will be adding new pictures soon. All things are now properly textured (maybe one or two errors), and the level bsp is finished. All I need to do now is some shader tweaking and placing the objects in sapien.:)


EDIT: The new pictures and a video. (all in checkerboard quality so don't mind the bad visuals).

http://www.beeles-place.be/halo2mppics/air_station_b2_.jpg
http://www.beeles-place.be/halo2mppics/air_station_b2_ (2).jpg
http://www.beeles-place.be/halo2mppics/air_station_b2_ (3).jpg
http://www.beeles-place.be/halo2mppics/air_station_b2_ (4).jpg
http://www.beeles-place.be/halo2mppics/air_station_b2_ (5).jpg
http://www.beeles-place.be/halo2mppics/air_station_b2_ (6).jpg
http://www.beeles-place.be/halo2mppics/air_station_b2_ (7).jpg

3pOxuZSTgp4

This is just a quick build with no scenery other than the jump pads. All will be added later.

Participate in the second beta: HOW?

Send me a pm
I will select the ones who will be participating
I will pm you back if you are selected.
I will give you the Internet location of the beta.
Play, and report any bugs, suggestionsI am looking for about 10-15 people, who comes first gets first.

beele
August 13th, 2007, 12:30 PM
Today I've compiled the map on super quality, which took me about 5 hours. I've got it ingame, and this will be the beta 2 build. There are still places left for the beta for those who want. Feel free to say how you feel about the new features, but keep in mind that the pictures give a wrong image of the map, it looks nicer ingame (my personal thought).

The new pictures.

http://www.beeles-place.be/halo2mppics/air_station_b2p1.jpg
http://www.beeles-place.be/halo2mppics/air_station_b2p2.jpg
http://www.beeles-place.be/halo2mppics/air_station_b2p3.jpg
http://www.beeles-place.be/halo2mppics/air_station_b2p4.jpg
http://www.beeles-place.be/halo2mppics/air_station_b2p5.jpg

The second beta release is scheduled for Wednesday, currently 3 of the 15 places taken, pm me to participate.

Sever
August 13th, 2007, 04:43 PM
Not to be nit-picking, but why is there Human caution tape in a Forerunner structure?

Also, I still do not like the fact that there seems to be no advantage to entering the underground area... It just spits you back up within walking distance at a highly predictable location.

beele
August 14th, 2007, 11:45 AM
Well the hazard stripes make sense, because the humans fought there, and they marked it so it could be seen more easely.

And there will be an advantage in the basemant, there will be a neutral flag, a neutral bomb, a territory, and the oddball. There will also a power weapon down there. and the exits can be used to get in, but it takes much time to do it correctly and therefore there will be a greater chance that you will get killed.

Announcement, If the second beta goes well, the final version should out in a week or two.

5 of 15 places taken for the second beta.

Rosco
August 14th, 2007, 07:28 PM
Just a little advise on testing, make sure you choose your testers wisely, and don't let a guy named Python test. ;)

Amazing work man, can't wait (until I get H2V and can play :D )

beele
August 15th, 2007, 04:12 AM
The second beta is out, I'm still looking for beta testers. The second beta build shows the new bsp and scenery placement. All game types are supported except King of the hill.

beele
August 16th, 2007, 12:16 PM
The second beta is coming along nicely, but I'm still looking for some more beta testers. do not be afraid to pm me.

Also all beta 2 testers will get credit in the final readme (the beta 1 testers too, but in a form like "thanks to all beta 1 testers on h2vista.net")

If you have any more suggestions, questions or remarks about the map, me or anything else, please post them here or pm me.

beele
August 17th, 2007, 12:54 PM
Very nice map, but why is it so yellow? but nice flow. also i think you should make alittle hole or slot where the belt comes out. also when your host or have os jump while on cores and shoot, easy way around your map. Nice render only floors (fell in a couple of times) also some of the smoke comes thro the floors from below (move the steam down some)

Well the level is so yellow because I did something wrong in the yellow plasma shader (should less yellow in the final). The only problem I still have is that you can throw grenades through some floors, which the grenades should bounce on instead, but you can walk on those floors, but grenades go through. How do I fix this?

Rosco
August 17th, 2007, 12:57 PM
Very nice work, though I did have some problems with the jump pads. I made a bit of scenery fall down to the pad, and it wouldnt propell out, so it was basically blocked. I hope you fix this. :)

beele
August 17th, 2007, 01:00 PM
I had that too, but I could still use them, but I'll look into it.

There are still some open spaces for the second beta, pm me for participation.

Llama Juice
August 17th, 2007, 05:46 PM
Are the floors that you can throw grenades through instanced? Do you have open edges on those objects (or as halo calls them... poops)

If you have open edges it'll have biped/vehicle coll but not proj coll... weird eh?

But even then... on Foundation there is a spot that has that same error and I don't think it's an instanced spot... (it's a main wall...)

beele
August 18th, 2007, 01:52 PM
Are the floors that you can throw grenades through instanced? Do you have open edges on those objects (or as halo calls them... poops)

If you have open edges it'll have biped/vehicle coll but not proj coll... weird eh?

But even then... on Foundation there is a spot that has that same error and I don't think it's an instanced spot... (it's a main wall...)

They are not instanced, but i managed to get rid of the problem by extruding just a tiny bit. strange, since there were no open edges visible in max.

So in the final build the problem should be gone.

PS: people who want to test, can still pm me.

Syuusuke
August 18th, 2007, 04:29 PM
Hmm, what an interesting map.

beele
August 22nd, 2007, 11:50 AM
The second beta wil end this saturday, people who want to test can still send me a message via pm or msn.

The final build of the map can be expexted somewhere to the end of next week.

beele
August 26th, 2007, 09:00 AM
The second beta has passed, and I'm now working on the map for the final release (expect it somewhere in the begin of September.)

Thanks to all the people who beta tested the map.

Llama Juice
August 26th, 2007, 03:54 PM
I let some people play but i made them swear not to redisturbute and i got there Accounts :) I also will upload a HD video of H2 on this map

Scores 9.8, 8.7, 8.5, 7.9

... when Beele sent you the map... wasn't there an agreement that YOU wouldn't redistribute it?

Weather you made those kids swear that they wont spread the mapfile around or not is irrelevant... you still leaked it...

If I was the map author I wouldn't be happy about it... but that's just me.

Chromide
August 26th, 2007, 04:43 PM
I just played it offline to avoid people bugging me about it. It looks extremely good and I saw no major problems other than the yellow lighting which has already been addressed.

beele
August 27th, 2007, 12:33 PM
... when Beele sent you the map... wasn't there an agreement that YOU wouldn't redistribute it?

Weather you made those kids swear that they wont spread the mapfile around or not is irrelevant... you still leaked it...

If I was the map author I wouldn't be happy about it... but that's just me.

No need to panic, He asked it first ;).

beele
September 4th, 2007, 11:12 AM
I've build the final bsp for the map, and changed the shaders light emitting strength for the plasma part. The lightning took me 33 hours to do, and it's finished now, the light is less, but still strong. I'm going to leave it like it is and do the scenery placement tomorrow. If anyone has a last minute thought to say, do it now, as I will lock this thread tomorrow and start one in the release section of the map.