Reminds me of just about every single 04-05 map, in modeling, I don't know about gameplay.
It just gives me that huge 'ugly' vibe, that every one of those maps gives me.
Might be fun to play, but I wouldn't know without playing it.
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Reminds me of just about every single 04-05 map, in modeling, I don't know about gameplay.
It just gives me that huge 'ugly' vibe, that every one of those maps gives me.
Might be fun to play, but I wouldn't know without playing it.
I agree with the 04-05 vibe people are getting from the map. It's huge, the geometry is simple, and there's a lot of long empty corridors and paths that are never any fun.
Ironically, the original framework was indeed made in '05, so you guys aren't far from the truth in that regard.
I'm aware the there a large spaces that will just eat up moving time, such as the big fields up top. That's one reason why I'm going to be trying to add some additonal cover. Also, LlamaJuice suggested that I increase the player running speed slightly, and it really does make a difference.
Actually, the only stuff directly taken from H1 is the general geometry of the thin central bridge and the basic structure of the tunnels. I built those from scratch while using b40 as a reference.
One problem that I've been fighting with is that when I originally built the map in '05 I'm not really sure gameplay played all that large a role in my thinking. The map was actually bigger and more complex, and I had to go back through the old files to find a backup without all the convoluted stuff in it. At least it's possible to morph this map into a decent and fun map, whereas the "more completed" (yet now extremely obsolete) version would have been impossible to do anything with.
Overall, cover has yet to be added where it is needed, and I'm aware of that. The fields, the control room, and other places will all hopefully gain much more cover than the existing oh-god-there's-a-banshee-I'm-screwed version. In fact, I recently made the top of the canyon wall thicker and eroded the grass behind it to provide a small, but usable cover ditch.
Lighting is also a wip. My thoughts right now are to finish the geometry some more before I go back and start messing with lights. This way I won't have to change them all over again if I move stuff around.
Thanks for the feedback.
It's been a little more than a month, so I believe it is time for an update. Please excuse the double post.
I've conducted multiple playtests of the map, and the results have been very helpful. ShadowSpartan whoring the banshee tunnels led to those being closed off, and other feedback led to vehicle placement changes and a total removal of vehicles from the lower land bridge.
However, the focus of the past month has been getting the map to not look like crap. LlamaJuice graciously took on the job of nagging tutor, and I thank him greatly for his help and feedback.
And now, picture time.
I'm headed back to college on Monday, so the pace of work on this project is probably going to slow down a lot. However, I hope that people like what they see, and I'm hoping to run more playtests into September to get gameplay tuned up.
As always, feedback is welcome.
The second picture is so awesome. This looks infinitely better than before.
Wow! looks 100x better!
If you make the whole map JUST the area in pictures 2-7, then it'd be great. Take that red area and make a more complex interior map out of it, rather than having the whole control room and exterior crap. I'd say try something like Prisoner, but without its claustrophobia, restricted maneuverability, and ground floor (bottomless pits are required in all large interior Forerunner areas).