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l SINERGY l
March 23rd, 2008, 02:38 AM
I've been working on this for about a week now and I think it's reached the point where I can start getting some good critiquing done on it. Feel free to express your opinions in the most blatant and rude ways possible (Yes, you can straight up tell me it sucks and is the most garbage thing you've ever seen but please elaborate on WHY it sucks and WHAT could be done to improve it).

Things I'm still working on/Need Fixing:

- Ground Texture
- Normal Maps for the cliffs (mudbox)
- UVW Mapping errors
- Geometry Errors (Some of which can't even be fixed:confused:).
- More Trees/Rocks? Maybe?
- Weapon placement
- Putting a pool of water in the caves
- More geometry in the bases/making them bigger (this is also a maybe).
- Rendering a "Super" lightmap (my computer is probably going to explode for this one).

Thanks, Warningshot3 for sharing those trees they're in the map even though I stabbed myself redoing the textures/shaders.

Video (I lol'd at the stupid radioactive grass, something else I have to fix).

4Ed7dsrrqR8


Not 56K friendly:

(View of of the middle from blue sniper spawn)
http://i78.photobucket.com/albums/j88/ll_JAY_ll/map_prev/halo22008-03-2300-16-59-89.png

(blue sniper, backdoor)
http://i78.photobucket.com/albums/j88/ll_JAY_ll/map_prev/halo22008-03-2300-16-55-80.png

(backdoor to sniper/br's)
http://i78.photobucket.com/albums/j88/ll_JAY_ll/map_prev/halo22008-03-2300-16-35-90.png

(inside blue base)
http://i78.photobucket.com/albums/j88/ll_JAY_ll/map_prev/halo22008-03-2300-16-25-45.png

(inside blue base)
http://i78.photobucket.com/albums/j88/ll_JAY_ll/map_prev/halo22008-03-2300-16-10-77.png

(blue base front door)
http://i78.photobucket.com/albums/j88/ll_JAY_ll/map_prev/halo22008-03-2300-15-41-07.png

(view towards blue base frontdoor)
http://i78.photobucket.com/albums/j88/ll_JAY_ll/map_prev/halo22008-03-2300-15-23-09.png

(blue side cave entrance)
http://i78.photobucket.com/albums/j88/ll_JAY_ll/map_prev/halo22008-03-2300-14-56-30.png

(view towards blue sniper)
http://i78.photobucket.com/albums/j88/ll_JAY_ll/map_prev/halo22008-03-2300-14-31-47.png

(inside cave towards blue side)
http://i78.photobucket.com/albums/j88/ll_JAY_ll/map_prev/halo22008-03-2300-13-48-77.png

(view of center cave entrance)
http://i78.photobucket.com/albums/j88/ll_JAY_ll/map_prev/halo22008-03-2300-13-21-71.png

(red base sniper)
http://i78.photobucket.com/albums/j88/ll_JAY_ll/map_prev/halo22008-03-2300-12-15-44.png

(view from red side towards middle/cave)
http://i78.photobucket.com/albums/j88/ll_JAY_ll/map_prev/halo22008-03-2300-11-33-59.png

(red side frontdoor)
http://i78.photobucket.com/albums/j88/ll_JAY_ll/map_prev/halo22008-03-2300-11-20-91.png

(red side frontdoor again)
http://i78.photobucket.com/albums/j88/ll_JAY_ll/map_prev/halo22008-03-2300-11-01-98.png

(inside red frontdoor)
http://i78.photobucket.com/albums/j88/ll_JAY_ll/map_prev/halo22008-03-2300-10-27-55.png

(red frontdoor room)
http://i78.photobucket.com/albums/j88/ll_JAY_ll/map_prev/halo22008-03-2300-10-13-55.png

(inside red base)
http://i78.photobucket.com/albums/j88/ll_JAY_ll/map_prev/halo22008-03-2300-09-43-08.png

(inside red 2nd view)
http://i78.photobucket.com/albums/j88/ll_JAY_ll/map_prev/halo22008-03-2300-09-26-97.png

Warningshot3
March 23rd, 2008, 03:07 AM
i watched the video many times and i find the layout very interesting. i cant wait to play and see what game play is like.
one thing i couldnt help but worry about is the tunnels. maybe size them up a bit but if you made them small just to keep vehicles out you can still keep vehicles out of larger tunnels by puting something in the middle of the door, kinda like what bungie did in some levels.
and thanks for giving me credit for the trees :)

Sel
March 23rd, 2008, 07:51 AM
Looks worth playing.

The terrain looks, odd, in places, your interiors could use some more spice, but other than that, it looks pretty good.

beele
March 23rd, 2008, 10:11 AM
looks good, keep it up. :)

Con
March 23rd, 2008, 11:07 AM
Very nice map, and good use of the grass around the trees and stuff. What I would do is have a bit more variation in terrain outside, such as changes to the cliffs and generally more stuff to make gameplay dynamic. The interiors could use a bit more texture variation too, and you should also add some sort of identifying feature outside to show that there is indeed a base there; your only clue that you're at the base is a couple small tunnels.

cheezdue
March 23rd, 2008, 12:44 PM
Nice map you have made there.

xBigDaddyx117
March 23rd, 2008, 06:45 PM
thats nice, I can make you a custom ground for that map, for like pebble for walking trails and stuff.

PenGuin1362
March 23rd, 2008, 09:57 PM
Looks like you put some effort into this map. I really like what I see, nice job. Any chance of just an overview render from max? Liking it so far though.

jngrow
March 23rd, 2008, 10:38 PM
Looks good so far, but the lack of that indoor wall texture was kinda weird. And yeah, we need some kind of overview shot, it was hard to tell wat the map is like. But I really liked the "feel".

Llama Juice
March 27th, 2008, 09:02 AM
what geometry "cant" be fixed?

Also, is your ghost in a bottleneck?... or does that loop aorund?

ItsMeTerror
March 28th, 2008, 02:30 AM
Very nicely done, this is one of the best maps I seen custom done for H2V mb do for HCE??? Id like to see in there. Also love the layout of map, you should make it bigger with more caves and cliffs =]

l SINERGY l
March 28th, 2008, 03:03 PM
Well I just spent all of this week in Vancouver going to the Art Institute of Vancouver but i'm back and working on the map again.

Here's an top down shot of the map:

http://i78.photobucket.com/albums/j88/ll_JAY_ll/overview.png


thats nice, I can make you a custom ground for that map, for like pebble for walking trails and stuff.

Add me on AIM or MSN, i'd much rather have you teach me how to do that but if you want to you can :).


what geometry "cant" be fixed?

Also, is your ghost in a bottleneck?... or does that loop aorund?

There's a few triangles that degenerate and get thrown out of the BSP, and yes the Ghost is in a bottleneck, I don't really want to have a loop around the base.

Zeph
March 28th, 2008, 03:30 PM
I would give more definition to the canyon wall of the level. If you take a look at that overhead, there's a lot of flat and smoothly curved lines. If you look at those aread at the top and bottom of the picture, they look soo much more interesting than the center and sides.

edit: Also, your flag rooms. They're flat and boring. Add some more elevation depth and get something to make the walls unflat/interesting.

KIWIDOGGIE
March 30th, 2008, 06:15 AM
Looks good, keep it up; I question the gameplay but so far it looks like it will be a mixture of Beever Creek and Coagulation(both = fun)

PenGuin1362
March 30th, 2008, 10:57 AM
I agree with zeph here. It's a great start but the flag rooms could use a bit more variation in elevation. Also the middle canyon seems like it could use a little more detail. Maybe a different path and a bit more winding. But I like what you have so far.

xBigDaddyx117
March 30th, 2008, 07:12 PM
I guess i can just make you a tut on how to make your custom ground.
Just give me a cuple hours.

Edit: nvm forgot what happen last time I made a tut.

Idjiki
March 30th, 2008, 07:20 PM
bring the tut... who cares what ppl say?

Great map so far... can't wait to see it ingame.

l SINERGY l
April 2nd, 2008, 12:04 AM
I guess i can just make you a tut on how to make your custom ground.
Just give me a cuple hours.

Edit: nvm forgot what happen last time I made a tut.

That's why you're suppose to add me on MSN so we can just talk, and besides it's been scientifically proven that you retain 80% of the information or something like that when you teach something to somebody which in turn makes you smarter. Plus it makes you feel all warm and fuzzy inside:lol:.

paladin
April 4th, 2008, 12:30 PM
Look good, I might suggest making it more asymmetrical though.