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Thread: [WIP] Gridlock (56k beware, 1920×1128 pics within)

  1. #31
    am I an oldfag yet? Heathen's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    WHATTTTT

    Its like your other map, but way sexier.
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  2. #32
    Shit. Mass's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)



    Frankly, you'll need to do better for it to look right
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  3. #33
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    Quote Originally Posted by Heathen View Post
    WHATTTTT

    Its like your other map, but way sexier.
    Thus would be the point.
    Quote Originally Posted by Mass View Post


    Frankly, you'll need to do better for it to look right
    Thanks Mass. I'll try to fix those.
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  4. #34
    For Gnomejas sevlag's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    will kermit make a come back in gridlock?

    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
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  5. #35
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    Quote Originally Posted by sevlag View Post
    will kermit make a come back in gridlock?

    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?

    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.
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  6. #36
    For Gnomejas sevlag's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    Quote Originally Posted by English Mobster View Post
    Kermit? What Kermit?

    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 made oddball fun
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  7. #37
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    That?

    Oh, I just replaced 2 of the weapon tags and tried to compile when Tool told me the pistol wouldn't animate.

    My .JMA exporter plugin for Max 8 isn't working, so I couldn't fix it myself. It was on my to-do list.
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  8. #38
    For Gnomejas sevlag's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    Quote Originally Posted by English Mobster View Post
    That?

    Oh, I just replaced 2 of the weapon tags and tried to compile when Tool told me the pistol wouldn't animate.

    My .JMA exporter plugin for Max 8 isn't working, so I couldn't fix it myself. It was on my to-do list.
    ight

    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?
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  9. #39
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    Quote Originally Posted by sevlag View Post
    ight

    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).
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  10. #40
    I technically don't exist
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    You could animate something like that (but much, much bigger [I have this in 1483x813]) on one the screens:



    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.
    Last edited by Echo 418; August 20th, 2009 at 11:03 PM.
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