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Thread: [WIP] Precipice

  1. #11
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    Re: [WIP] Precipice

    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.

  2. #12
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    Re: [WIP] Precipice

    Quote Originally Posted by Siliconmaster482 View Post

    i could picture flag carriers making a dash for that skinny bridge...

  3. #13

    Re: [WIP] Precipice

    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.

  4. #14
    Movie Maker Siliconmaster's Avatar
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    Re: [WIP] Precipice

    Quote Originally Posted by Arteen View Post
    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.

    Quote Originally Posted by Sever View Post
    The architecture looks... ok... mainly because a good deal of it is the basic H1 architecture, and you're just reusing it in whatever context you feel like, but that's not the main issue. It's simply too freakin' huge. Maybe if it were 1/8th of its current size, then it'd be OK. Also, there's zero cover ANYWHERE where it is needed. Basically, whichever team controls the Sniper Rifles and Banshees will win hands down.
    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.

  5. #15
    Movie Maker Siliconmaster's Avatar
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    Re: [WIP] Precipice

    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.

    First off, the biggest visual changes have been just inside the base walls. Working backwards from most boring to least, I decided that area was completely devoid of any and all interest. For almost 4 weeks I worked to improve it, and here are the results.

    First of all, a reminder of what it used to look like, albeit the blue base:


    And the new version:






    The corner alcove:




    Instead of the ladder and the long boring hallway that used to lead to the banshee roost, I've created a sniper overlook with a teleporter which leads directly to the banshee platform. This cuts down on player moving time, while adding a new element of gameplay to the bases. Now players will have to watch for enemies not only from the front entrance, but to the upper sides as well.





    Now that this section is basically completed, I've started working on other areas. For the exterior parts of the map I'm still planning to do a lot more work, especially on the giant walls. For now though I've added some scenery and trees, and I think that even at this basic stage they add a lot to the look:






    The control room seems to me to be in need of the most tuning, since it has no cover whatsoever and at the moment is nothing more than a transportation hub and a hog-war pit (which is actually quite fun, as Warsaw and I found out).

    First off, some added details on the window to make it less bland:


    I also added a ladder and a banshee to the pit below the platforms so that it has a purpose and players no longer get stuck down there.


    As you can see, I also took rooster's suggestion and modified the platforms to make the marathon symbol:



    This leads to a really nice silhouette (that's for you, Llama) when going up the ramp:


    For cover and detail purposes I'm currently working on hologram consoles to place around the control room. These four are the only permanent ones so far- those arrayed around the perimeter will probably be modified:




    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.
    Last edited by Siliconmaster; August 30th, 2009 at 11:26 AM.

  6. #16
    Senior Member Rentafence's Avatar
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    Re: [WIP] Precipice

    The second picture is so awesome. This looks infinitely better than before.

  7. #17
    The Child Pornographer Ki11a_FTW's Avatar
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    Re: [WIP] Precipice

    Wow! looks 100x better!

  8. #18
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    Re: [WIP] Precipice

    Quote Originally Posted by Siliconmaster482 View Post
    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.
    Thanks for ruining my fun , it's not my fault I'm awesome.

    In all seriousness though, that needed to be removed or else gameplay would have been shitty in the final version.

  9. #19
    Movie Maker Siliconmaster's Avatar
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    Re: [WIP] Precipice

    Updated the OP. Glad you guys like it. : )

    Quote Originally Posted by ShadowSpartan View Post
    Thanks for ruining my fun , it's not my fault I'm awesome.

    In all seriousness though, that needed to be removed or else gameplay would have been shitty in the final version.
    Haha. I really wish I could have been there the first time you appeared in a banshee inside their base.

  10. #20
    Chasing Meteors Sever's Avatar
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    Re: [WIP] Precipice

    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).

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