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View Full Version : [beta] Solus Christus (yup, again)



MMFSdjw
April 23rd, 2008, 01:52 AM
Here I am again, changed quite a bit, hopefully for the better.
DOWNLOAD (http://www.wku.edu/~wilkidj/maps/solus_christus_beta_c.rar)
Slightly old image (http://photos-h.ak.facebook.com/photos-ak-sf2p/v188/30/120/41113111/n41113111_33657535_9983.jpg)

I'm redesigning the scenery but I'm sorta half way through it so some of it's changed and some isn't.

sooo... yeah.

Kalub
April 23rd, 2008, 02:07 AM
Soft shadows.... are sexy, although it seems a bit bright.


When you do final radiosity tune it down a smidge?

MMFSdjw
April 23rd, 2008, 02:13 AM
Yeah, the higher radiosity levels tend to make it a bit darker anyway.
Some of the lights I do plan to tweek.

Sel
April 23rd, 2008, 07:13 AM
Looks cool so far

Sel
April 23rd, 2008, 08:28 AM
Nice textures

However the cubemaps on the crates could use some fixing, they seem awfully glitchy if you look at them a certain way.

The lack of flag bases makes me sad :(

Thats about it, good work.

paladin
April 23rd, 2008, 12:24 PM
Looks good. DLing now.

MMFSdjw
April 23rd, 2008, 12:38 PM
Selentic, can you get a screen of what you mean with the cubemaps?

Yall think we could set up game soon?

Sel
April 23rd, 2008, 06:36 PM
Selentic, can you get a screen of what you mean with the cubemaps?

Yall think we could set up game soon?

I cant really get a screenshot :(

Take a look at a crate, and begin walking in a circle around it, then you should see what i mean.

ultama121
April 23rd, 2008, 06:54 PM
From the screen shots, I can tell that it looks rather nice ;).

Pooky
April 23rd, 2008, 06:56 PM
Selentic, can you get a screen of what you mean with the cubemaps?

Yall think we could set up game soon?

I'll play with you if you've got a time

Sel
April 23rd, 2008, 07:33 PM
I'll play with you if you've got a time

Im in too.

What time?

Anton
April 23rd, 2008, 08:01 PM
http://img216.imageshack.us/img216/8499/pipeintrusionpr1.th.jpg (http://img216.imageshack.us/my.php?image=pipeintrusionpr1.jpg)

How do you have your pipe's going through other parts of geometry?


I was looking at the wireframe..sorry if you didn't want me too, and I seen that most of your pipe's went through other geometry.

paladin
April 23rd, 2008, 08:25 PM
How do you have your pipes going through other parts of geometry?


I was looking at the wireframe..sorry if you didn't want me too, and I saw that most of your pipes went through other geometry.

As long as the object is sealed, for the most part, two completely different objects can intersect.

MMFSdjw
April 23rd, 2008, 09:19 PM
It's scenery.
And no two objects can't intersect, atleast not if you have portals.
Everytime I've tried that I get "clipping to no leaves" error and t won't compile.

I've got no problem with you looking at it in wireframe. I'm happy to have you inspect it with a fine tooth comb to fine any little thing that I may have missed.

SuperSunny
April 23rd, 2008, 09:22 PM
It's scenery.
And no two objects can't intersect, atleast not if you have portals.
Everytime I've tried that I get "clipping to no leaves" error and t won't compile.

I've got no problem with you looking at it in wireframe. I'm happy to have you inspect it with a fine tooth comb to fine any little thing that I may have missed.

They can intersect. I've done it a billion times. Just don't have holes. The side effect is bugginess. Random invisible drop spots through the area.

Corndogman
April 23rd, 2008, 09:26 PM
If you just link the separate objects to the frame instead of attaching them all together it should be fine. but you can also get those weird errors that sunny mentioned.

MMFSdjw
April 23rd, 2008, 09:31 PM
Well, first I think those weird errors are unacceptable, and second, I've tried it and it's never worked for me. it won't compile.
I've no doubt that it works for you but it never has for me and I've never bothered to try and make it work.

Anyway, moving on.
I've got some free time if yall want to get a game now.

Sever
April 24th, 2008, 12:23 AM
I like what you did with the Overshield passage, but it would be nice if the players would actually have a reason to use that area in CTF. If you haven't noticed, Halo maps are based around CTF for the general layout, and King Of The Hill/Slayer for point-specific combat. You have created a worthy combat area at the Overshield passage and the connecting room, but it still doesn't fit into the CTF layout. Heck, basically everything but the shortest walking distance from one base to the other is pretty much just extra space. The back-halls leading from the upper base that travel away from the main edge make no strategic sense. The other half of the upper level is too contorted and convoluted to successfully navigate. The only open area on the map is fully locked down by the one Sniper roost that basically covers every entrance to the lower base.You use teleporters too liberally - they diminish strategic encounters and confuse the player when overly used in an illogical manner. I had more ranting about proper teleporter usage, logical strategic layout and giving your map purpose, but I seriously don't want to waste my time on that. And don't try and tell me that H1's maps didn't have purpose, because I'll fully agree with you on about half of them. The thing is, both H2 and H3 are out, and their maps had purpose. Learn from the game's sequels about giving your maps purpose.

I hate to be so blunt, but your map needs help. Its good to see that you've been persistent and have improved it, but it still isn't up to par by my standards.

MMFSdjw
April 24th, 2008, 01:06 AM
Ok, first off, stop saying to look at Halo 2&3, I've said several time that I don't have them and I have no access to them in anyway outside of screenshots.

Ok, so then the question becomes, is this map salvagable for CTF in any way?

Sever
April 24th, 2008, 01:23 AM
I don't even have either game, but I learn as much as I can from the same screenshots that you have access to for H3 (I have played H2, but the settings/purposes behind the maps weren't as developed as they are now, so they can generally be ignored). Give me a few days to sketch up some stuff layout-wise that incorporates the best aspects of your design, and I'll be back with you on that. Major bits and pieces can definitely be salvaged, but I believe that the overall layout will need to be restructured greatly if you want a good CTF combat field.