View Full Version : [WIP] Dust2
Terror(NO)More
July 30th, 2007, 01:48 AM
Hey guys this is about 25minutes of work The texturing will be what gives the level its real look so dont be amazed at bsp lol... Well and you might like one gun ive finished and am putting in it. Here some pictures.
http://i125.photobucket.com/albums/p70/bman12_2006/BSP.jpg
http://i125.photobucket.com/albums/p70/bman12_2006/BSP2.jpg
http://i125.photobucket.com/albums/p70/bman12_2006/FamasAllViews.jpg
Terin
July 30th, 2007, 01:55 AM
Well, it's kinda hard to get a good look of it right now. It seems like there's only one path that could be traveled on, which would make for some limited gameplay.
Bastinka
July 30th, 2007, 01:55 AM
The map looks boring, tbh. The Famas looks allright.
Terror(NO)More
July 30th, 2007, 02:04 AM
Yea lol thats not even 1/4 of the map lol.. There will be many routs to go just havnt got to it all yet..
CabooseJr
July 30th, 2007, 02:08 AM
I like the concept of the map so far, keep working on it.
Llama Juice
July 30th, 2007, 02:17 AM
the map was designed for counter strike... it plays well in counter strike... the only gametype it'd be fun in in halo would be elimination
Terin
July 30th, 2007, 02:25 AM
Oh, good, there will be more. Then this has a lot of potential. Keep it up.
X3RO SHIF7
July 30th, 2007, 10:14 AM
yeah its a counterstrike map, dunno how well it will play in halo
Terror(NO)More
July 30th, 2007, 10:18 AM
It should play decent in h2v not hce though
boltdwright
July 30th, 2007, 10:49 AM
cool map
Ki11a_FTW
July 30th, 2007, 01:11 PM
boxy :(
flibitijibibo
July 30th, 2007, 01:48 PM
Well, the reason it's boxy is because the real Dust maps are boxy. Like, I think there's maybe two tiny things that would count as a non-box object in Dust2. So if you think its boxy, its really supposed to be that way, as weird as it sounds. I promise, if he textures it well, it'll be good.
In any case, Dust2 probably would be good for 1 bomb assault with lives, haha. But copying CS aside, slayer could work with teams I think.
stunt_man
July 30th, 2007, 01:50 PM
Uhhhh dude I would strongly suggest changing some things around - upgrading all the visual jazz, etc. Instead of a boxy lame-ass CS map, make it a Halo 2 map with the same gameplay, but hardly recognizable. That way it will be remembered.
Also, good luck trying to get that custom weapon in.
legionaire45
July 30th, 2007, 04:21 PM
Uhhhh dude I would strongly suggest changing some things around - upgrading all the visual jazz, etc. Instead of a boxy lame-ass CS map, make it a Halo 2 map with the same gameplay, but hardly recognizable. That way it will be remembered.
Also, good luck trying to get that custom weapon in.
Just to expand upon that, Why don't you do something crazy awesome like redoing Dust with Forerunner or Covenant Architecture? That would be cool.
Are you the same Terror that we all used to hate? You seem to have improved a lot =). Thats good. The Famas is nice, but once again for the moment we can't get custom weapons ingame. Keep it up though.
Phopojijo
July 30th, 2007, 06:21 PM
the map was designed for counter strike... it plays well in counter strike... the only gametype it'd be fun in in halo would be eliminationUhm, not true at all.
You can make it work, I'm right now in the process of trying to making CTF-Face work for Halo2 which is a hell of a lot more different than Dust to Halo2. (CTF-Face is a high-speed UT bloodbath)
If you balance risk and reward -- it could work out gameplay wise, regardless of what game it is. Mind you, how you work out risk and reward requires a LOT of thought.
flibitijibibo
July 30th, 2007, 07:06 PM
Instead of a boxy lame-ass CS map, make it a Halo 2 map with the same gameplay, but hardly recognizable.Also, good luck trying to get that custom weapon in.
I don't think he really intended on getting the weapon in as much as he wanted to show off the model. Even people who don't go on forums know by now that the editing kit doesn't allow editing =/.
But anyway, I agree with the whole unboxifying deal. I would do that second to last though. I would rather have something playable before making it look as shiny as stunt_man is describing. Get your weapon placement and junk in, then tweak some edges and reskin it with Halo bitmaps.
Might I suggest a texture scheme like the first structure in Delta Halo? That would definitely fit with the Dust structure. In fact, maybe those static boxes could be changed into those weird purple boxes you see around the game. Sorry for all the major suggestions, but I would really like to see a good conversion of a good map. :D
LlamaMaster
July 30th, 2007, 08:41 PM
Like other people are saying, less box = more win. Better then your other stuff though.
Pooky
July 30th, 2007, 10:43 PM
I'm sorry, I just don't like it :(
But I completely hate both varients of dust in their native games, so it doesn't mean much coming from me.
mech
July 30th, 2007, 10:45 PM
Halo 2 has the bomb gametypes.
/pun
I see so many errors already ;_; You should rething which parts you model first, or you're going to have to end up deleting shit.
Terror(NO)More
July 31st, 2007, 12:07 AM
Yea,Yea It could be better than boxy but as it was said above its intended to be boxy it's all about the textures and thats what Im gonna make it all about, UPDATES!
http://i125.photobucket.com/albums/p70/bman12_2006/BSP-1.jpg
http://i125.photobucket.com/albums/p70/bman12_2006/BSP2-1.jpg
http://i125.photobucket.com/albums/p70/bman12_2006/de_dust2OVERTOPVIEW.jpg
Yea it is the same Terror, I've changed alot Ive just took a long 5 month break from modeling and it allowed me when I got back to modeling to focus more on what I am doing and it's giving me good results, aso btw got a glck model coming up soon need to finish it, RENDER! ----->
http://i125.photobucket.com/albums/p70/bman12_2006/glock-1.jpg
Not much I know.
http://i125.photobucket.com/albums/p70/bman12_2006/GlockRender.jpg
Oh btw, my friend cooked me up a texture. Which will be doing ones for map too. :)
mech
July 31st, 2007, 12:12 AM
If that's the masterchief I see in the second picture, your map is scaled horribly. And it's not textures that simply make a map, who wan'ts to run around on dust with a flat ground. I don't know if you're going to add the details after you've finished base modelling, but the ground needs to have height and variation added to it. Your scale is wrong, you're missing paths, I'm 100% positive you don't have the interior of the double doors modelled as it would look in CSS and short A is pretty messed up also.
http://img151.imageshack.us/img151/3125/render1ys4.jpg (http://imageshack.us/)
I never finished, don't be like me and finish your stuff. Just make it right
Ki11a_FTW
July 31st, 2007, 12:26 AM
Well, the reason it's boxy is because the real Dust maps are boxy. Like, I think there's maybe two tiny things that would count as a non-box object in Dust2. So if you think its boxy, its really supposed to be that way, as weird as it sounds. I promise, if he textures it well, it'll be good.
In any case, Dust2 probably would be good for 1 bomb assault with lives, haha. But copying CS aside, slayer could work with teams I think.
i havent played de dust in a while, so i will believe you
EDIT: mech, thats looking hot. Plus rep
Terror(NO)More
July 31st, 2007, 12:41 AM
Damn now I dont wanna finish mine cuz you have one lolbut I will somtime soon... Better scale ---> And some other stuff of mine :)
http://i125.photobucket.com/albums/p70/bman12_2006/BSP-2.jpg
http://i125.photobucket.com/albums/p70/bman12_2006/BSP2-2.jpg
http://i125.photobucket.com/albums/p70/bman12_2006/DarknessSwordAllViews.jpg
http://i125.photobucket.com/albums/p70/bman12_2006/CloneTrooperHelmetFrontView.jpg
mech
July 31st, 2007, 12:44 AM
Short A is straight, not a ramp. +Rep for improving.
EDIT: I can see where you're going to run into a problem, you're either going to have to remodel something or start over.
Terror(NO)More
July 31st, 2007, 12:49 AM
Thx man, yea I agree Ive started to come from the noob phase :)
And Staright A is ramp d00d
mech
July 31st, 2007, 12:51 AM
No, it's not a ramp; Go play the game. I took many videos of de_dust2, I know it in and out.
Terror(NO)More
July 31st, 2007, 12:53 AM
Well ima go play me some css, kinda tired of modeling atm so peace Ill prolly ost more tommorow
Llama Juice
July 31st, 2007, 01:00 AM
Uhm, not true at all.
You can make it work, I'm right now in the process of trying to making CTF-Face work for Halo2 which is a hell of a lot more different than Dust to Halo2. (CTF-Face is a high-speed UT bloodbath)
If you balance risk and reward -- it could work out gameplay wise, regardless of what game it is. Mind you, how you work out risk and reward requires a LOT of thought.
The map was designed on the idea that you don't need to work to pickup weapons, and you only have one life. Heavy cover and low amounts of life. Most of the UT maps are open wide because of the fast paced movements in the game.
Sure it's possible for him to make the map work well in Halo 2... but.. as you've seen in even Halo 1 to Halo 2 conversions... even those maps use some minor remodeling.
stunt_man
July 31st, 2007, 01:08 AM
I don't understand how some of you guys want to play an exact replica of a CS map. I strongly believe that he should completely rework some geometry. Oh, and it is NOT all about textures (look-wise). If you think so, you're a fool, or you don't know what exactly textures are...
Terror, stop trying to advertise your other stuff. There's other places for that sort of thing.
Phopojijo
July 31st, 2007, 01:12 AM
1) You'd be surprised with what you could do with simple geometry and complex textures if you have strict control over the camera. Obsoive (http://mtmckinley.net/work/HaM/3dsprite.jpg) Not applicable in this case since its not a handheld RTS-style game; that being said, it illustrates the point.
2) Terror -- again dude, I'm saying this for your good. Give less updates. You'll eventually get tired and not be satisfied with the community response... eventually quiting. This is positive or negative response. A couple of blowouts usually garner in a mostly-positive response and neither your audience nor yourself will be tired.
3) Never be shy to try something innovative. As CliffyB says, "Thou Shalt Deceive". If you can emulate an unsupported feature by clever geometry, texture, or shader work then do-it for the love of God. If you can make a programmer of the original engine say, "When the fuck did I program that o.o"... you won.
The map was designed on the idea that you don't need to work to pickup weapons, and you only have one life. Heavy cover and low amounts of life. Most of the UT maps are open wide because of the fast paced movements in the game.
Sure it's possible for him to make the map work well in Halo 2... but.. as you've seen in even Halo 1 to Halo 2 conversions... even those maps use some minor remodeling.It'll definitely need some remodeling and/or readjustments to make the gameplay flow.
You just need to think ahead of time, "How quickly do I want people to die... how long until the battles do I want the player to be when he revives... how easy do I want the objectives to be completed... what objective do I even want to do?" etc.
That being said, you can't say "It will never work" because you can convert -- heck even an Assault/Onslaught map into a vDM map with minor tweaking to spawns and jumppads, teleporters, etc. You could probably even do it without touching the geometry. Would you want to? Not necessarily -- you see what I mean :p
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