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    Free Kantanomo English Mobster's Avatar
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    [WIP] Gridlock (56k beware, 1920×1128 pics within)

    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).


    New:


    Some work on the new section of Gridlock:




    Old:
    11/3/09:
    Redesign!


    WARNING: CRAPPY AS HELL ORIGINAL MODEL BELOW!
    10/14/09:
    New Gridlock-y things:

    Not a fan of the tiling at the top there, but it's something I'll have to fix. Also, yes, I realize the window right there IS ew.





    Some textures used ARE ripped from Halo 2, courtesy of Inferno. I understand ripping is frowned upon, although I have little choice in the matter as I am lacking a serious texture artist and my texturing skills aren't... Up to par.
    I'm working on making more ODST-authentic lighting, as well. Lots of reds and blues and such.
    Also, new ingame shit (though not the same BSP build as the one in the above renders):






    9/20/09:
    Alpha build screenshots:
    Trees need to be planted.

    Going to remove the smoke, I don't care for it, myself.

    A bit of the Mall interior:

    The "escalators" (which aren't going to move and thus are more like stairs right now) to the blue flag:


    Finally, a tribute to a fallen Spartan (going to light the area up better later).


    9/6/09:

    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
    Last edited by English Mobster; November 25th, 2009 at 03:38 PM.
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