Basically, Gridlock is a medium-sized map, a "sequel" to Domain of sorts.
It is located south of Domain, past the Pelican and the wooden door, and is almost completely based off of ODST concept art.
The map is larger than Domain, but there is an attempt to blend close-range combat (interior sections serving as a shortcut between bases/fight for the rocket spawn), medium-range combat (fighting within the bases themselves), and long-range combat (the "Main Street" of the level, serving as the Warthog passageway). http://i435.photobucket.com/albums/q...Untitled-4.png
This render has just had a bit of cleanup done, some new Mat IDs were in place, and there was some detailing done up at the top of the mall. Other than that, there aren't any real changes.
I've tried to make the train station less cardboard-y by taking out a massive chunk of the roof.
Also, I was thinking back to the Domain betas way back when and remembered how a single entrance to any structure is bad news when it comes to Oddball camping. As such, I added in a tiny hole near the base of the Train Station which leads into the station itself.
While it's not readily apparent in the render, there IS some rebar supporting it, the render's just at a bad angle.
The "West Gate", the gate which Blue Team can close to send their base into lockdown for 30 seconds, shows off the main part of the mall. The right side of the render needs some detail work, shops need to be placed, etc. In the middle right-hand side of the render, you can see some broken windows, serving as one of the 2 main sniper nests for Blue base.
You can tell I've made some deviations from the concept art for this one, in order to provide a place for the flag (in the mall, at the top of the escalators) and to add in some other gameplay mechanics (sniper nests, gate, etc.).
As for the middle and left sides of the render, this is one of the main courtyards for the Mall. I'm still going about adding in lights and little details to make it seem less plain and "blocky", but you can see the basics of gameplay. The escalators serve as the primary way to the Blue flag, and you can see a BIT of the hallway which marks the secondary path to the flag. The secondary flag path also doubles as the entrance to the blue's other sniper nest, which you can see a part of next to the escalators.
There is also a Warthog near the center of the picture, marking where one of the 2 Warthogs will spawn for the Blue team. The pavement hasn't been UVW'd yet, so just ignore it for now.
You can also see in the render the other side of Domain's "Wooden Gate", which was one of the few sections of the old District this mall was built on not demolished to build this mall.
This is a better overview of the Blue base.
You can see the second Warthog spawn and the Blue's second sniper nest quite easily in this one. The sniper nest is below the "Shelter" sign, and the Warthog spawn is below the sniper nest.
Next to the 'Hog is the escalators, which will mark the way up to the Blue flag. You can also see the other half of the hallway for the secondary way to access the flag.
Moving lower, you can see a bad polygon an extrusion jutting out from the sidewalk, with what will eventually be a planter in the middle. Since there's no trees in it as of yet and the angle of the render keeps you from seeing the dirt, it looks like shit. It'll look a lot nicer once the trees get put in.
I feel like the entire blue base is too blocky, and, as such, I'll be putting in some more details here and there, updating when necessary. Hopefully, it'll look a lot nicer come beta/release.
8/28/09:
The destroyed Wraith has been turned into a destroyed Scorpion, and there is now a hole allowing access into the wall to kill Inferno someone camping in the mall with a shotgun.
Train station really hasn't had too much updated (I've been working on the mall interior), but there has been a UVW map applied and the errors Mass pointed out have been fixed.
8/15/09:
Wraith (yep, another one, been thinking about fucking the concept art and putting a dead Scorpion there):
Concept art:
Train Station (I must stress this: THERE IS NO SMOOTHING.):
Anyway, from my past experience, posting the renders early as possible while having them look semi-good seems to generate the best possible crit.
This thread will be updated every time I make some bit of progress, so keep your eyes peeled, ladies and gents.
For those who enjoy looking at Halomaps forum threads: http://forum.halomaps.org/index.cfm?...&topicID=28394
I like the architecture- looks to me like you've done a nice job of working off the concept art while adding in your own touches here and there. When I look at the buildings I think, oh, I wonder what those are, instead of, oh, I wonder what those are supposed to be. I'd call that a good distinction between an object and a building. :P As you mentioned, textures aren't final, but some detail work could result in a very nice looking building facade.
The map layout sounds cool as well. I'll be interested to see what the rest of it looks like. :)
That took longer than expected. I had to start getting nitpicky, and I'm STILL unhappy with the render (the building I'm working on looks like the street, and so it looks as if there is a random jagged line where there shouldn't be).
Is it really big enough to support 4 vehicles? Ghosts are versatile as fuck and I can usually get them into places GOD DID NOT INTEND (eg, shitting all over yoyorast, sever is even better than I am at that).
Ghosts are versatile as fuck and I can usually get them into places GOD DID NOT INTEND (eg, shitting all over yoyorast, sever is even better than I am at that).
Quite fuckin' true, n00b1. Basically, I can get anywhere on that map within 60 seconds with a ghost. Keep in mind that the vehicle path takes at least 100 seconds to do a full circuit. I'm confident that if I REALLY wanted to, I could get a ghost in the top sniper tower.
Reread the section on vehicles in the HEK Tutorial if you need a better idea of how to construct infantry-only paths, and keep in mind that people like me WILL break those constraints. It's just a matter of how easy it is to do it, not wether or not it can be done, because trust me, it can be done.
Thanks. I've really decided to put a lot of time into this model, and, as such, a lot of things I normally would have gotten done ages ago aren't even begun yet.
Although most of the interiors are modeled; they just need to be detailed.
Maybe I'll use scenery for the interior details, I'm going to have to portal this shit up pretty good ATM, but if Snaf's map can do it...
a goo banshee pilot? i seem to only encounter the people who use it as a battering ram
Heh. I didn't even know good banshee pilots existed! The AI elites on A30 are better pilots then the people online. Plus, lot's of people don't pick up stickies like they should for such encounters if they don't have anti-vehicle weapons. Also it's easy to hit a banshee with a fuel rod gun if you try. But I don't know. Banshee could seem like a bad idea not only for the whoring concept but also for the fact that this is a city map and you can get ontop of buildings or objects in which your not suppose to. :iamafag:
other than that i look forward to this and possibly testing, and i have to agree with mass, i can kinda see it too with the sign looks like its drooping in one corner, you could possibly add rebar or something protruding with some chunks so it looks like its coming loose
other than that i look forward to this and possibly testing, and i have to agree with mass, i can kinda see it too with the sign looks like its drooping in one corner, you could possibly add rebar or something protruding with some chunks so it looks like its coming loose
Kermit? What Kermit? :p
Yeah, I might try to dig up some pics of her in the froggy suit, but they may be hard to come by since she deleted me from her Myspace recently.
Anywho:
The interior section is mostly finished. Texturing needs to be done (and I'll do it right this time, I swear) on the interiors, lights need to be added, etc. etc.
Work has begun on red base ("The Courtyard"), located behind the crashed Pelican. My reference pics are from the CGI ODST trailer at E3 '08, mixed with some screengrabs from Jason Jones playing a bit of the beginning of ODST. Once the framework here is laid out, the entire map will have its foundations done.
Detailing has begun on blue base ("The Mall"), located near the train station in the renders and behind the big wooden gate on Domain.
Yeah, I might try to dig up some pics of her in the froggy suit, but they may be hard to come by since she deleted me from her Myspace recently.
Anywho:
The interior section is mostly finished. Texturing needs to be done (and I'll do it right this time, I swear) on the interiors, lights need to be added, etc. etc.
Work has begun on red base ("The Courtyard"), located behind the crashed Pelican. My reference pics are from the CGI ODST trailer at E3 '08, mixed with some screengrabs from Jason Jones playing a bit of the beginning of ODST. Once the framework here is laid out, the entire map will have its foundations done.
Detailing has begun on blue base ("The Mall"), located near the train station in the renders and behind the big wooden gate on Domain.
sweet, and i recently saw that topic at the halomaps forums (was bore) and you said you'd remake domain with that ODST weapon tags or whatnot? what became of that?
speaking of domain still have the staircase versions :D made oddball fun
so with gridlock how do you think combat will play out if its let's say a 4 on 4 CTF match with no vehicles?
4v4, CTF, no vehicles.
A bit lengthy:
I'd imagine there would be a rush to the shotgun spawn. People will be navigating by entering through the building's fire exit hallways (so people are going BACKWARDS through the 2 fire exits), which are located near each base. These hallways meet up in a large room, part of the food court for an indoor section of the mall, and the shotgun spawn is up a couple ramps and over a small bridge in the middle of the room, inside one of the restaurants.
Grenades will be flying, etc., etc., and there should be several casualties until one side emerges victorious from the Firefight. Let's say Red team wins, and only has 2 people survive. One of them goes for the shotgun as the other proceeds the OTHER way across the bridge, out of the building and onto ANOTHER bridge (seen in the screenshots) to get to the rockets, which are located in the lobby of a weapons contractor.
The guy with the rockets jumps down off the bridge and proceeds towards the blue flag through the main route.
The shotgun guy (let's call him Inferno) goes through the fire exit which the blue team will enter. He can either go out into the big, open space with little places for a shotgun to hide where the Blues will spawn, or he can try to camp the fire exit hallway.
Since it's Inferno, he's going to camp.
Now, the rocket guy will have reached the main spawn area for the Blues, located in the mall courtyard. He'll probably get a few kills, but the Blues should overwhelm him quickly and take his rocket launcher.
The Blue team will begin to go into the fire escape only to be killed by a shotgun-wielding Inferno.
Eventually, one of the Blues gets smart. He goes down the main street, gets to the destroyed Wraith, and uses it to hop into the broken window and into one of the restaurants (the destroyed window is still fixed in the renders you've seen, this part was added the other day when I thought Inferno would become a problem). He picks up the pistol from the pistol spawn.
The Blue can then sneak up behind Inferno and kill him from out of his shotgun's range, allowing their team to break through.
As the 4 Blue members come down the hallway, they meet up with the 3 reds (Inferno is respawning) again in the main food court area. The Reds take some hits and the Blues pass through, down the Red fire escape, and into the Red base.
The red base is another open area. It is a large, park-like courtyard of sorts, with a collapsed hotel's barely-intact lobby serving as where the flag is (it's also the source of all the rubble you've seen where the Pelican is in Domain).
The Blues rush the flag and one of their members grabs it as they get out of there. The Reds manage to pick a few off, and grenades fly up and down the fire escape as the Blues make a run for it.
Somehow, the Blues make it to the mall's main courtyard, run into one of the shop's lobbies, and capture the flag.
Rinse and repeat.
The gameplay is VERY different with vehicles, however. The Warthog is intended to be able to transport 3 of the team members to the other base, where one of the map's defining features is utilized: The Superintendent.
I haven't touched on this before, so let's say the Blues have a Warthog and come knocking on the Red's doors. The reds see that they're about to get into one little fight and are afraid their moms will get scared, so they walk up to one of the computer consoles and hit the big, shiny, red button.
A large door descends from the large walkway over the entrance to red base and seals off the main entrance to Red base before the Blues can get in.
The big "WELCOME TO LUMUMBA DISTRICT" sign on the walkway turns to a bright red with a picture of the Superintendent.
Text appears: <LOCKDOWN>, followed by a countdown timer, counting down from 30.
Below that, smaller: <SUPERINTENDENT OFFLINE>
After the timer hits 0, the gate will rise again and allow the Blues access, but the reds had time to prepare for the attack: They are armed with their own Warthog, and a gunner who can successfully counterattack the Blue team before they can break into the red base.
The "WELCOME TO LUMUMBA DISTRICT" sign comes back, but the "<SUPERINTENDENT OFFLINE>" remains for a full 3 minutes more, at which time it disappears and the gate can be shut once more.
Both sides can use the Superintendent's lockdown feature for their respective bases, but the lockdown does not cover the Fire escapes, meaning the other team can still break through by using those.
By the way, this is how the screen will change:
The "Welcome to Lumumba District" sign is built-into the BSP.
Meanwhile, everything which comes over it is all just scenery which was deleted at the start of the round. When the Super is activated, the respective scenery is created again.
As for the countdown from 30, I was looking into a way to animate it, but, as a last resort, I can just simply create the "30" scenery, wait a second, delete it, create the "29" scenery, wait a second, delete it, etc.
I would prefer a way to animate it if it is possible (a little help is needed on this one).
The numbers would move like the sentences in Halo 3 ODST first teaser/trailer (at the start, when it search for ">>PLEASE REMAIN CALM<<")
If you are searching for a way to animate, maybe if you ask to AdmiralBacon, he could *maybe* help you (I saw a topic he recently did because he had found one of his old BSP with alot of animated stuff in it. HERE)
Anyway, I can be wrong but that's normal... I never did an Halo map. No skills when it comes to 3D softwares.
The numbers would move like the sentences in Halo 3 ODST first teaser/trailer (at the start, when it search for ">>PLEASE REMAIN CALM<<")
If you are searching for a way to animate, maybe if you ask to AdmiralBacon, he could *maybe* help you (I saw a topic he recently did because he had found one of his old BSP with alot of animated stuff in it. HERE)
Anyway, I can be wrong but that's normal... I never did an Halo map. No skills when it comes to 3D softwares.
I swear, you are the next Dano. Except you're nicer. Much nicer.
Wasn't Dano a bit before your time EM? :downs:
Quote:
Originally Posted by English Mobster
This was a very fancy mall at one point. Mombasa by 2552 is a very rich city, and the mall is surrounded by 4-star hotels, due to its proximity to the beach and one of the major freeways leading to the New Mombasa Space Elevator.
I'm going to make up some backstory:
The mall was built in 2450, demolishing several blocks of housing and an old shopping center. It came shortly after the completion of a major freeway which connected Voi to the Space Elevator. Due to it being the first major exit following the Space Elevator, it received thousands of tourists an hour and eventually was chosen as the spot for the city arena (expect to hear some more about that arena, no contests or anything involved, but I have something in store) and it received its own dedicated train line.
The mall had 17 above-ground floors and 27 below-ground floors, and was THE place to be in Mombasa. It also had a walkway which linked it directly with the Mombasa arena.
Although, MrBig, even though the mall was built fairly recently (in Halo terms), I still like your signs, and they could be adapted to fit the mall.
Exposing yourself to enemy fire, running around in a combination of closed spaces and open spaces, the works.
It's also the longest route physically possible. =P
Maybe a slight ping spike for a second, but it should go back to normal pretty fast. It uses some of the same tech as the Yoyo V2 panic room, it's just that there's only 2 of 'em rather than the 5 or so that are on V2.
Maybe a slight ping spike for a second, but it should go back to normal pretty fast. It uses some of the same tech as the Yoyo V2 panic room, it's just that there's only 2 of 'em rather than the 5 or so that are on V2.
ight
hopefully the shotgun doesnt respawn every 5 seconds like it did on domain
New pictures.
Took a fucking hour to render those two (30 minutes each).
The mall interior is now completely textured, and the fire exits are nice and labeled. The women's restroom now looks like a women's restroom. All is well.
I wish I could take a render of the inside without ripping off half the fucking building (light source, I'm using a skylight and any kind of interior structure turns black), because it looks really nice, IMO.
Got a couple new renders for you, with 1 more on the way.
This render has just had a bit of cleanup done, some new Mat IDs were in place, and there was some detailing done up at the top of the mall. Other than that, there aren't any real changes.
I've tried to make the train station less cardboard-y by taking out a massive chunk of the roof.
Also, I was thinking back to the Domain betas way back when and remembered how a single entrance to any structure is bad news when it comes to Oddball camping. As such, I added in a tiny hole near the base of the Train Station which leads into the station itself.
While it's not readily apparent in the render, there IS some rebar supporting it, the render's just at a bad angle.
The "West Gate", the gate which Blue Team can close to send their base into lockdown for 30 seconds, shows off the main part of the mall. The right side of the render needs some detail work, shops need to be placed, etc. In the middle right-hand side of the render, you can see some broken windows, serving as one of the 2 main sniper nests for Blue base.
You can tell I've made some deviations from the concept art for this one, in order to provide a place for the flag (in the mall, at the top of the escalators) and to add in some other gameplay mechanics (sniper nests, gate, etc.).
As for the middle and left sides of the render, this is one of the main courtyards for the Mall. I'm still going about adding in lights and little details to make it seem less plain and "blocky", but you can see the basics of gameplay. The escalators serve as the primary way to the Blue flag, and you can see a BIT of the hallway which marks the secondary path to the flag. The secondary flag path also doubles as the entrance to the blue's other sniper nest, which you can see a part of next to the escalators.
There is also a Warthog near the center of the picture, marking where one of the 2 Warthogs will spawn for the Blue team. The pavement hasn't been UVW'd yet, so just ignore it for now.
You can also see in the render the other side of Domain's "Wooden Gate", which was one of the few sections of the old District this mall was built on not demolished to build this mall.
There is one final render, showing off a bit more of the Blue base escalators and such from another angle, but it's only halfway finished as of right now. I'll post it once it's done rendering.
E:
This is a better overview of the Blue base.
You can see the second Warthog spawn and the Blue's second sniper nest quite easily in this one. The sniper nest is below the "Shelter" sign, and the Warthog spawn is below the sniper nest.
Next to the 'Hog is the escalators, which will mark the way up to the Blue flag. You can also see the other half of the hallway for the secondary way to access the flag.
Moving lower, you can see a bad polygon an extrusion jutting out from the sidewalk, with what will eventually be a planter in the middle. Since there's no trees in it as of yet and the angle of the render keeps you from seeing the dirt, it looks like shit. It'll look a lot nicer once the trees get put in.
I feel like the entire blue base is too blocky, and, as such, I'll be putting in some more details here and there, updating when necessary. Hopefully, it'll look a lot nicer come beta/release.
I'm going to be perfectly honest with you; this whole map was looking okay until I saw that comparison image. I know you weren't going for a direct 1:1 recreation of that environment in the ODST concept art, but yours is very, very inaccurate and truth be told, if you hadn't shown me the concept art as a base, I probably never would have realized that's what I was looking at. The biggest problem you seem to have with it is the scaling. In the concept art, there is a sense of grandeur, a sense of something large scale. Yours evokes both a sense of amateurism, and a feeling of claustrophobia. If you're interested, I'd have no problem taking that concept art and adding approximate dimensions to it to help you achieve a more accurate re-creation of it.
It's not really a 1:1 recreation; if it was, I would have made the map bigger.
Really, I just showed the concept art to try to demonstrate what the area was based off of.
The source of the inaccuracies in that particular image would mostly be due to the fact I had set up the map's layout beforehand, and so I had been modifying that image until I got something which would fit the map's gameplay. Tbh, I really shouldn't have posted the concept art for that one, since it wound up deviating from it quite a bit.
even based off of it, you completely missed the style and shapes of things.
I'm going to take a closer look at those pieces of concept art, but, what, exactly, am I missing? I thought I had captured the feeling of New Mombasa pretty well. I had bought The Art of Halo and The Art of Halo 3 just to look at the human structures and try to base a lot of my structures off of them. I just want to know exactly what's wrong so I can improve it.
Quote:
Originally Posted by Disaster
Not to mention the terrible textures.
What's wrong with them? A lot of the textures you see in those pictures are from Domain, although there are a few custom ones. For some reason, the lights on the escalator and such just glow a bright white when I render them, even though they have a bit more detail to them. Can you point out which ones are wrong so I can replace them/work on them, please?
I can't really make changes unless I know what's good and what's bad.
None of the textures match the theme in the concept. All of them are extremely bland. They just feel like solid colors except for the terrible concrete tile and road texture. The road texture doesn't even look good. It doens't even look like asphalt.
Your sign is more like a grave marker than what's shown in the concept art. in the art, the ends are half cylindrical, and have two boxy fin type things at the top. The human architecture also has a lot of supports jutting out, supporting balconies. Take a look at the entryway of "makura body". See how it uses quarter-cylinders at the top that taper inwards? Above that is the structure with two panes of glass, one at 45 degrees to peer downwards through to the street. Below "makura body" is another tier of shops. that semi-circle is the overhang of another storefront. The fallen palmtree behind the car is a tier below it. The street level of the car and the "makura body" shop area is the same height.
The streets have shallow curbs and the street itself does not bank like yours appears to. Neither is it that asphalt texture you have. Detials such as the slope at the crosswalk also neeed to be accounted for. Look at the super structure in the background behind "makura". Do you see the design language there? You haven't incorporated any of the desing language into your map at all. I know it's a painting, and somewhat soft in areas, but it is by no means vague, so you can't really use that as an excuse. The style of human architecture is pretty well defined here.
Personally, I like what I saw. Of course not perfect, nothing is, but I think it's matter of tweaking. A good sky tag to go with, ambient fog that makes you believe.... The fire effects will be key to believing the city has just been hit.
Personally, I like what I saw. Of course not perfect, nothing is, but I think it's matter of tweaking. A good sky tag to go with, ambient fog that makes you believe.... The fire effects will be key to believing the city has just been hit.
this really, more enviromental factors like vegatation, more destroyed scenery for the feeling, some fire effects and ofcourse, lightrays modelled as transparent scenery for static lights apart from emitting sources.
i think you could make it look alot better if you consider those minor looking factors, lastly i do have to agree it's a bit claustrophobic which is one of the reasons i liked ODST (yes i played it on my xbox, hardmodded one, thanks to french people who leaked it lmao) all the maps are ROOMY :woop: no map feels like that underground map...putput or whatever it was called ratrace or so...
Barring any unforeseen delays, Gridlock should be ready for its first alpha test by Sunday.
I am currently sealing the last of the holes in the map (that's what he said) as well as upgrading old textures/making new ones based off of references from the ODST footage I've seen. Final UVWs are being made, followed by smoothing groups.
The streets have been UVW unwrapped; however, the texture is too low-res for any kind of lines on the roadway to look nice. I will attempt to get them in SOMEHOW (possibly as a custom scenery, or as a plane overlay, similar to the graffiti). It looks absolutely fine on its own, but the lights themselves are simply too small of a detail to make it look nice. One of Domain's massive issues was my LOLHUGE 4096x4096 texture for the pavement which lagged everything. It only made it in because I wanted to place that yellow circle by the Hog spawn, and it was the simplest way to do so. Now I've learned my lesson, and the highest-resolution texture is a 1024x1024 one (the street's UVW unwrap).
For those who complained about Domain's lack of different textures:
Domain = 49 separate textures (not counting graffiti).
Gridlock = 110 separate textures (not counting graffiti), and I'm working on a few more now.
More detail has been placed into the map, as well.
Current triangle count: 17,137. Portals have not been placed yet, but will be implemented soon.
After the map has gotten ingame, I'll begin fussing about making custom scenery, notably phones and stoplights.
Here's my current timeline:
9/17: Finish sealing holes/making tiny details. Place lots of lights so people don't think it is "too dark". Finish texture work. Use playerclip to make sure Inferno doesn't try escaping the map again.
9/18: Fix any errors preventing it from getting ingame. Place graffiti.
9/19: Run radiosity while I'm on my date. Make some scenery/populate once radiosity finishes.
9/20: Private alpha. Find gamebreaking bugs, begin to fix them.
9/21: Make Gridlock Public Beta Modacity thread. Determine best date for Public Beta.
9/22: Bitch to self about missing release deadline, yet at the same time feel accomplished for at least getting the damn thing ingame. Play ODST.
Have you thought about playing as an ODST? I know having energy shields makes it unfaithful to the canon but WHATEVER. It would be a pretty cool touch IMO.
Yep, I've thought about it.
You played as an ODST in Domain, the map's "prequel". I was pretty proud of my ODST, too, I managed to get the camo on their suit to match their team without it looking stupid as fuck.
E: Radiosity running.
Depends on if I can find a good pair of ODST arms.
Quote:
Originally Posted by Jean-Luc
Lighting is off to a decent start, but you REALLY need to work on your textures man.
I'm not a texture artist, I'll be the first one to tell you that. I will try to work on the textures, but I'm going to need someone who is a bit more professional at it than I am.
About a quarter (I just counted) of those are actually borrowed from the H2CE team and slightly modified, if they were modified at all.
I see Snaf's watching this thread, and now I await his bashing of every little detail. Don't worry, I <3 your crit, Snaf.
Depends on if I can find a good pair of ODST arms.
I'm not a texture artist, I'll be the first one to tell you that. I will try to work on the textures, but I'm going to need someone who is a bit more professional at it than I am.
About a quarter (I just counted) of those are actually borrowed from the H2CE team and slightly modified, if they were modified at all.
I see Snaf's watching this thread, and now I await his bashing of every little detail. Don't worry, I <3 your crit, Snaf.
you using one of the SOCOM pistol tags fot this map or no?
and why are you and pyong doing CTF by yourselves?
Inferno and FailRain quit on us, so we were messing around on our own.
Anyway, from those in the first alpha, how was the gameplay?
I was a bit worried the map was too open, but actually, playing that changed my mind.
I need better portals though.
I've been playing (and modding for lulz) the map, but I can't help but notice too much "empty" spots, the biggest tripwire was one hallway which was completely stripped of anything interesting
How about adding some beams, wires and other interesting objects to make it less blant? It'll also automatically means more texture work, but hey it's worth it, I'd gladly help you with it if you want
I've been playing (and modding for lulz) the map, but I can't help but notice too much "empty" spots, the biggest tripwire was one hallway which was completely stripped of anything interesting
How about adding some beams, wires and other interesting objects to make it less blant? It'll also automatically means more texture work, but hey it's worth it, I'd gladly help you with it if you want
Yeah, that's actually why I'm back in Max once more: There are LOTS of places which NEED detail. I'm working on bringing said detail into the map.
Quote:
Originally Posted by MissingSpartan7
from the pictures the map looks a little dark, maybe needs a new sky
perhaps similar to the night skies in odst (if you can find someone to make it)
I have a new sky. It is sexy. Let me finish sealing up this build so I can run radiosity and show you it.
Quote:
Originally Posted by Ro0ster
I am liking it, though there are some bad UVs I can see here and there, but overall its great. I really like that new area where the memorial was.
What's that I spy in the train track? I fly in there in dev cam and noticed there is a big room. What's that for?
One word: Griflock.
See if you can find the other easter egg, as well. It's nearby.
Before I put this next build ingame, I'm trying to try to make it at least as aesthetically pleasing as the map threads which are pushing 100 pages. A lot of time has been spent on "Mombasa Streets" as well as a lot of time in "Terminal" and "Ivory Tower", marking my first foray into playing Halo 2 in about 2 years.
While I'm disappointed that I don't have any renders to show you (cleaning up the texture work on 'em, first), I do have a couple major changes I'd like to address:
1. The "Train Station" you've known and hated has been torn down and a better one put in its place. I've listened to all the bitching about it in the quick-crit thread, so I made a new station entirely, one that ISN'T destroyed and has a flowing, wave-like style to its exterior.
It's actually quite pretty, IMO. For those who are curious, my Easter Eggs over there are untouched.
2. Blue base has been UVW unwrapped into a single texture instead of the clusterfuck it was. :woop:
While I'm at it, I'm taking care to spice up some visually uninteresting areas of the base with cool-looking stuff (and 1 Nazi Zombie reference). Unfortunately, the area in the picture above is currently still boring as hell. I don't know what to make it into, quite simply.
The map won't ship that way, but for the next few screenshots it will probably be boring still.
The HUD is very nice and flashy, love it. Though the map geometry really could use some re-doing. It seems messy and hastily done without much shaping or thought put into the detailed bits.