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Author Topic: New space map im making. (52 messages, Page 1 of 2)
Moderators: Dennis

MechWarrior001
Joined: Mar 13, 2007


Posted: Sep 11, 2007 09:23 PM    Msg. 1 of 52       
Im making this new space map. The base models originally belonged to Selentic, so heres his credit. I just textured it (still beta). Also, can anyone help me out with the tanks? i set their bounding radius to 2500 but they don't show up ingame, only in Sapien. a little help please?

















corndogman939
Joined: Apr 6, 2007

Using the same avatar since 2007


Posted: Sep 11, 2007 09:42 PM    Msg. 2 of 52       
it looks like good start. its good idea but i suggest reworking the layout of the map. the bases are nice those can stay. but it seems like its going to be mostly vehicular combat, especially with banshees. i agree there is too much open space. slayer wouldn't be that fun, and in CTF everyone will just hop in a banshee and fly up to the other base, grab the flag and scram. it has potential to be a very good map, it just needs some work on the layout.


MechWarrior001
Joined: Mar 13, 2007


Posted: Sep 11, 2007 09:44 PM    Msg. 3 of 52       
problem is i can't find enough models to fill the gaps, and god knows i suck BUTT at modeling. Also I can't get those tanks to show up ingame, and I think im going to replace those banshees with more, "Suitable" Fighters. I might add like bridges & stuff so you can use warthogs.


corndogman939
Joined: Apr 6, 2007

Using the same avatar since 2007


Posted: Sep 11, 2007 09:47 PM    Msg. 4 of 52       
i think the problem is that since they are on top of each other you are forced to use the banshees to get to them. if they were parallel, or even just at a similar height with a bridge, the warthogs would be a lot more useful and practical. but thats just from what i can see here. i don't know if thats exactly how it is, thats just what i got from those pictures.


boberfrank
Joined: Feb 11, 2007

Blunts R good


Posted: Sep 11, 2007 10:09 PM    Msg. 5 of 52       
make sky roads all about the place


squeaky
Joined: May 31, 2007


Posted: Sep 11, 2007 10:12 PM    Msg. 6 of 52       
add lights... its dark... too dark, u may wonder off to space and wont no.


boberfrank
Joined: Feb 11, 2007

Blunts R good


Posted: Sep 11, 2007 10:16 PM    Msg. 7 of 52       
use light fitchures or whatever, they are fun


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Sep 11, 2007 11:19 PM    Msg. 8 of 52       
I would bring the top and bottom planes of your map to be side by side or across from one another somehow. Very interested in seeing how this map turns out.


MechWarrior001
Joined: Mar 13, 2007


Posted: Sep 12, 2007 09:11 AM    Msg. 9 of 52       
no the onewith the chairs was on my last computer which crashed, so i had to start over. HOWEVER, these bases have NICER textures. gonna need some help with vehicle teleport though...

<EDIT>

Good news... I replaced those banshees with wasps, and I added equipment sheds (for decor, possibly useful for vehicle teleport), pelican bases & pelican scenery, and some alert lights.
Edited by MechWarrior001 on Sep 12, 2007 at 09:34 AM


Sebby123
Joined: Aug 15, 2007

I Like Pie, Do You Like Pie? Xfire: sebthepleb


Posted: Sep 12, 2007 01:23 PM    Msg. 10 of 52       
sounds like its going to be a awsome map,cant wait for it to come out


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Sep 12, 2007 01:40 PM    Msg. 11 of 52       
Quote: --- Original message by: MechWarrior001
Good news... I replaced those banshees with wasps


Wasps aren't the only custom alternate to banshees you know. Ever look at these?
http://hce.halomaps.org/index.cfm?pg=3&fid=2024

I've hardly seen any maps with them and they fly really nice, so at least beta them in your map to see if you like them better or not, though in my opinion the handling of the venture is clearly superior to the wasp.

To make them work there all you have to do is set the entry/exit animation in the venture.model_animations tag to either none or roll.


_TheArbiter_
Joined: Apr 22, 2007

"stupidity is an epidemic " - Donut


Posted: Sep 12, 2007 02:04 PM    Msg. 12 of 52       
Quote: --- Original message by: SGWraith
Quote: --- Original message by: MechWarrior001
Good news... I replaced those banshees with wasps


Wasps aren't the only custom alternate to banshees you know. Ever look at these?
http://hce.halomaps.org/index.cfm?pg=3&fid=2024

I've hardly seen any maps with them and they fly really nice, so at least beta them in your map to see if you like them better or not, though in my opinion the handling of the venture is clearly superior to the wasp.

To make them work there all you have to do is set the entry/exit animation in the venture.model_animations tag to either none or roll.




actually the counterpart of the banshee (in halo2) was going to be the kestrel....here on halomaps u can find one.......and on halo3 it will be the hornet


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Sep 12, 2007 02:25 PM    Msg. 13 of 52       
Thats true, the Kestrel would go well in this map since it seats 5 and there isn't a direct way between the two levels without vehicle teleporters. I'd vote for Kestrels and vehicle teleports to liven things up, though the Venture is still a really awesome vehicle. The Kestrel has odd handling on some maps I've seen it in but if you know your way around the vehicle tags I imagine you could play test some tweaks.


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Sep 12, 2007 07:38 PM    Msg. 14 of 52       
Using concept art for Halo 2 that didn't make into game, Wave of Lag made one. So it is custom.


_TheArbiter_
Joined: Apr 22, 2007

"stupidity is an epidemic " - Donut


Posted: Sep 12, 2007 08:07 PM    Msg. 15 of 52       
but the hornet looks more fancy and its from halo3....but u would need to model it


MechWarrior001
Joined: Mar 13, 2007


Posted: Sep 12, 2007 09:40 PM    Msg. 16 of 52       
Update: I added Vehicle teleporters for both teams, all 4 vehicle teleporters should be able to teleport all land-based vehicles (which is warthogs). Wasps have been edited to provide better handling & speed, i need some guys on Xfire to help me beta. Thinking about replacing the standard font with Aurek-Besh ( http://www.dockingbay101.com/fonts/ for more info on it), and Ill think about the vulture & krestel. Here's Pics:












Edited by MechWarrior001 on Sep 12, 2007 at 09:42 PM


Nugga117
Joined: Nov 14, 2005


Posted: Sep 12, 2007 10:05 PM    Msg. 17 of 52       
Stick with one type of architecture.


MechWarrior001
Joined: Mar 13, 2007


Posted: Sep 12, 2007 10:39 PM    Msg. 18 of 52       
I couldn't. Those fuel tanks were scenery and when i put them in the map none of the other scenery showed up so... ya.


_TheArbiter_
Joined: Apr 22, 2007

"stupidity is an epidemic " - Donut


Posted: Sep 13, 2007 11:10 AM    Msg. 19 of 52       
the whole map looks like cairo station combined with the POA or somthing


MechWarrior001
Joined: Mar 13, 2007


Posted: Sep 13, 2007 09:01 PM    Msg. 20 of 52       
ok i took the suggestion of replacing wasps with Ventures, but um.....

  • 09.13.07 17:58:17 a hobo pc 01.01.00.0609 ----------------------------------------------
    09.13.07 17:58:17 reference function: _write_to_error_file
    09.13.07 17:58:17 reference address: 401b13
    09.13.07 17:58:17 Couldn't read map file './a_hobobeta.map'
    09.13.07 17:58:17 CreateDevice succeeded with refresh rate = 0
    09.13.07 17:58:17 Initializing 14 button 4 axis 1 pov joystick 'Saitek P990 Dual Analog Pad'
    09.13.07 17:58:17 Successfully initialized device axis 258 instance number 1 - Y Axis to range [-4096,4096]
    09.13.07 17:58:17 Successfully initialized device axis 2 instance number 0 - X Axis to range [-4096,4096]
    09.13.07 17:58:17 Successfully initialized device axis 514 instance number 2 - Z Axis to range [-4096,4096]
    09.13.07 17:58:17 Successfully initialized device axis 1282 instance number 5 - Z Rotation to range [-4096,4096]
    09.13.07 17:58:17 Successfully initialized device POV 16 instance number 0 - Hat Switch to range [-4096,4096]
    09.13.07 17:58:17 Successfully initialized device button 4 instance number 0 - Button 0
    09.13.07 17:58:17 Successfully initialized device button 260 instance number 1 - Button 1
    09.13.07 17:58:17 Successfully initialized device button 516 instance number 2 - Button 2
    09.13.07 17:58:17 Successfully initialized device button 772 instance number 3 - Button 3
    09.13.07 17:58:17 Successfully initialized device button 1028 instance number 4 - Button 4
    09.13.07 17:58:17 Successfully initialized device button 1284 instance number 5 - Button 5
    09.13.07 17:58:17 Successfully initialized device button 1540 instance number 6 - Button 6
    09.13.07 17:58:17 Successfully initialized device button 1796 instance number 7 - Button 7
    09.13.07 17:58:17 Successfully initialized device button 2052 instance number 8 - Button 8
    09.13.07 17:58:17 Successfully initialized device button 2308 instance number 9 - Button 9
    09.13.07 17:58:17 Successfully initialized device button 2564 instance number 10 - Button 10
    09.13.07 17:58:17 Successfully initialized device button 2820 instance number 11 - Button 11
    09.13.07 17:58:17 Successfully initialized device button 3076 instance number 12 - Button 12
    09.13.07 17:58:17 Successfully initialized device button 3332 instance number 13 - Button 13
    09.13.07 17:58:17 Could not initialize unknown device object 192 instance number 0 - Collection 0 - Joystick
    09.13.07 17:58:17 Could not initialize unknown device object 448 instance number 1 - Collection 1 - Pointer
    09.13.07 17:58:17 Increasing sound decompression buffer size to 1048576 bytes
    09.13.07 17:58:19 WARNING: 1 clusters in structure_bsp levels\space_2\space_2 have no background sound or sound environment.
    09.13.07 17:58:19 local player 0, weapon (0x0), deleted unexpectedly
    09.13.07 17:58:48 EAX: 0xFFFFFFFE
    09.13.07 17:58:48 EBX: 0x00000101
    09.13.07 17:58:48 ECX: 0x0012D8B8
    09.13.07 17:58:48 EDX: 0x000002CC
    09.13.07 17:58:48 EDI: 0x0012D8B8
    09.13.07 17:58:48 ESI: 0x00000000
    09.13.07 17:58:48 EBP: 0x0012D790
    09.13.07 17:58:48 ESP: 0x0012D780
    09.13.07 17:58:48 EIP: 0x7C90EB94, C3 8D A4 24 ?????
    09.13.07 17:58:48 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #-1 is not a valid object_function_block index in [#0,#4)



Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Sep 13, 2007 09:05 PM    Msg. 21 of 52       
You messed up some object or function....


Nugga117
Joined: Nov 14, 2005


Posted: Sep 13, 2007 09:06 PM    Msg. 22 of 52       
Quote: --- Original message by: MechWarrior001
I couldn't. Those fuel tanks were scenery and when i put them in the map none of the other scenery showed up so... ya.

I mean the mix of forerunner and human textures, it doesn't look right, despite how close the two styles are.


MechWarrior001
Joined: Mar 13, 2007


Posted: Sep 13, 2007 09:13 PM    Msg. 23 of 52       
i didnt change any of the tags at all, and i cant find the exit & entry animations in the model.animations tag.


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Sep 13, 2007 09:23 PM    Msg. 24 of 52       
Just put the wasp back... Just make it a little slower so I can actually get a shot at a stationary target... Too fast...


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Sep 13, 2007 10:33 PM    Msg. 25 of 52       
Quote: --- Original message by: Caboose117
You messed up some object or function....
Quote: --- Original message by: MechWarrior001
i didnt change any of the tags at all, and i cant find the exit & entry animations in the model.animations tag.

They were uploaded that way, I found that out the hard way.
Quote: --- Original message by: MechWarrior001
09.13.07 17:58:48 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #-1 is not a valid object_function_block index in [#0,#4)

Here is what to do:


Thats all you have to do to fix it, so its not that hard to do once you know what to look for. I had quite the time trying to figure that one out, lol. Anyhow, I hope you like this vehicle. It flies like a dream. The rocket launcher has a high reload rate - don't change that, its that way for balance.

Quote: --- Original message by: Caboose117
Just put the wasp back... Just make it a little slower so I can actually get a shot at a stationary target... Too fast...


I would give the venture a chance before going back to the wasps. The venture is larger and has a more fair rocket reload rate - it fires once every 12 seconds as opposed to 3 at once every 5 or so seconds. The original wasp was a pain to fight since it was immune to rocket fire from other wasps and was a small target, though it handled like a boat at a times compared to the banshee.


Edited by SGWraith on Sep 13, 2007 at 11:38 PM


MechWarrior001
Joined: Mar 13, 2007


Posted: Sep 14, 2007 12:24 AM    Msg. 26 of 52       
Thanks SGWraith, now, I have generated a beta map, heres link: http://files.filefront.com/space+2rar/;8550172;/fileinfo.html

This is only a beta. Feel free to post any suggestions you have to the map.


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Sep 14, 2007 01:18 AM    Msg. 27 of 52       
Quote: --- Original message by: MechWarrior001
Thanks SGWraith, now, I have generated a beta map, heres link: http://files.filefront.com/space+2rar/;8550172;/fileinfo.html

This is only a beta. Feel free to post any suggestions you have to the map.


You're welcome, MechWarrior. I'll check it out tomorrow, just remember to get people to test the Venture vs other vehicles to check for balance. The venture can turn on a dime practically, so it can be overpowering if its rocket launcher is too effective. If you find that to be the case, you'll want to halve the damage or the area of effect.


MechWarrior001
Joined: Mar 13, 2007


Posted: Sep 14, 2007 06:41 PM    Msg. 28 of 52       
hey anyone knows who leaked the beta?


MechWarrior001
Joined: Mar 13, 2007


Posted: Sep 14, 2007 06:47 PM    Msg. 29 of 52       
Well, whoever is the idiot who leaked the beta is in for a suprise


MechWarrior001
Joined: Mar 13, 2007


Posted: Sep 14, 2007 07:37 PM    Msg. 30 of 52       
no, but its not the final, in truth, its just a beta, in the final, its gonna have some extra features.


corndogman939
Joined: Apr 6, 2007

Using the same avatar since 2007


Posted: Sep 15, 2007 01:05 AM    Msg. 31 of 52       
Quote: --- Original message by: HogdriverI55
i can fix your banshee problem with the Jackhammer heat seeker
it looks like a toy bazzooka but it was made to take down dracos and can take down two
banshees if they both get caught in the blast.


dont let hogdriver turn your map into Noobfest '07.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Sep 16, 2007 01:52 PM    Msg. 32 of 52       
Quote: --- Original message by: MechWarrior001
hey anyone knows who leaked the beta?


You did.

Quote: --- Original message by: MechWarrior001
Thanks SGWraith, now, I have generated a beta map, heres link: http://files.filefront.com/space+2rar/;8550172;/fileinfo.html


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Sep 16, 2007 01:59 PM    Msg. 33 of 52       
ROFL, ADD much Mech?


MechWarrior001
Joined: Mar 13, 2007


Posted: Sep 16, 2007 11:46 PM    Msg. 34 of 52       
Quote: --- Original message by: Dennis
Quote: --- Original message by: MechWarrior001
hey anyone knows who leaked the beta?


You did.

Quote: --- Original message by: MechWarrior001
Thanks SGWraith, now, I have generated a beta map, heres link: http://files.filefront.com/space+2rar/;8550172;/fileinfo.html


Guess I didn't see that coming, oh well.

Anyways, anyone have any idea for what a gravity generator & a shield generator would look like so i can (try) to model them for the map?
Edited by MechWarrior001 on Sep 16, 2007 at 11:52 PM


MechWarrior001
Joined: Mar 13, 2007


Posted: Sep 17, 2007 12:18 AM    Msg. 35 of 52       
if i made a a geosphere, that had a transparent texture, and its inside another (much larger) geosphere marked +sky, will the inner sphere show as transparent & still be able to see the sky?

 
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